Gaming Machines

By designing multiple flow paths, detection devices and adjustable rolling surfaces and obstacles in the game console, the shortcomings of existing game consoles in improving the fun of the game are solved, and higher dynamic effects and player interactive experience are achieved.

JP7671527B2Active Publication Date: 2025-05-02UNIVERSAL ENTERTAINMENT CORP

Patent Information

Application Number
JP2023204044
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-12-01
Publication Date
2025-05-02
Estimated Expiration
2041-02-26

AI Technical Summary

Technical Problem

There are shortcomings in existing game consoles in improving the fun of the game, especially in terms of dynamic effects and player interactions.

Method used

A gaming machine is designed that includes multiple flow paths, detection devices and adjustable rolling surfaces and obstacles. The machine changes the movement trajectory and results of the game ball through different flow paths and obstacle configurations, thereby increasing the dynamicity and challenge of the game.

Benefits of technology

It effectively improves the fun and dynamic effects of the game and enhances the interactive experience between players and the game console.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To improve an amusement of a game.SOLUTION: There are provided a first portion P7400 having a ball flow path, a second portion P7360 having a ball flow path, and a third portion P7900 having ball detection means. The first portion includes a distribution part P7700 having a rolling surface which distributes balls to a first flow path P7424a or a second flow path P7424b, and a rolling block part. The rolling block part includes a plurality of protruding parts P7733b formed to protrude above a movement path of the balls. The plurality of protruding parts is arranged such that the balls can pass between the protruding parts, pass over an outer periphery of the rolling surface, and move downstream. The rolling surface can be displaced to a first state in which a movement of the balls to the first flow path becomes difficult due to restriction by a movement restriction part, and a second state in which the movement of the balls is allowed without the restriction by the movement restriction part. The movement restriction part includes a plurality of wall parts formed next to at least a part of the outer periphery of the rolling surface.SELECTED DRAWING: Figure 267
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Description

[Technical Field]

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

[0002] Gaming machines such as pachinko machines have been publicly known. It is like this.

[0003] Patent Document 1 describes a game machine equipped with a movable performance device that performs a predetermined moving performance by rotating. The technology is disclosed. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-59498 Summary of the Invention [Problem to be solved by the invention]

[0005] In such gaming machines, it is desirable to further increase the entertainment value of the game.

[0006] The present invention has been made in view of the above-mentioned problems, and aims to improve the enjoyment of games. The purpose is to provide a gaming machine that can [Means for solving the problem]

[0007] The problem to be solved by the present invention is as described above. Next, the method for solving this problem will be described. Explain the steps.

[0008] The gaming machine according to the present invention comprises: A gaming machine having a structural part including a first part (for example, a tower accessory P7400, etc.), a second part (for example, a distribution part P7360, etc.), and a third part (for example, a specific area unit P7900, etc.), The first portion has a flow path (for example, a passage portion P7612, etc.) for the game ball supplied to the first portion, The second portion has a flow path (for example, a passage portion P7361b, etc.) that guides the game ball to the first portion, The third section includes a detection means (for example, a sensor unit P7911a, etc.) capable of detecting the winning of a game ball that has passed through the flow path of the first section, The first portion is A first flow path (for example, a specific region side guide portion P7424a, etc.), A second flow path (for example, a non-specific area side guide portion P7424b, etc.) different from the first flow path, A distribution section (for example, a third stage section P7700, etc.) having a rolling surface on which game balls can roll and capable of distributing game balls supplied to the first section to the first flow path or the second flow path; A rolling obstruction part (for example, a rolling obstruction part P7733, etc.) capable of changing the rolling direction of the game ball rolling in the distribution part, The rolling obstacle portion includes a plurality of protrusions (for example, protrusions P7733b, etc.) formed so as to protrude onto the movement path of the game ball rolling in the distribution portion, The plurality of protrusions are configured to prevent the game ball from passing between the plurality of protrusions. By moving to the outside of the outer periphery of the rolling surface The rolling surface is arranged so as to be movable downstream (for example, the plurality of protrusions 7733b are arranged so that the game ball passes between the plurality of protrusions 7733b). By moving to the outside of the outer circumference of the rolling surface The guide portion P7424a is arranged so as to be movable to the specific area side guide portion P7424b downstream of the rolling surface, or the non-specific area side guide portion P7424b. A movement limiting portion (for example, a wall portion of the third guide portion P7424) capable of changing the rolling direction of the game ball rolling on the rolling surface is provided on at least a part of the outside of the rolling surface, the movement limiting portion includes a plurality of wall portions formed adjacent to at least a portion of the outer side of the rolling surface, The relative positional relationship between the allocating section and the protruding section is changeable, and this change in positional relationship This allows the game ball to move downstream from the rolling surface, Modification of the relative positional relationship between the allocating portion and the protruding portion Depending on When the game ball continues to roll on the rolling surface without moving downstream from the rolling surface, When the game ball moves to the first flow path downstream of the rolling surface, The game ball may move to the second flow path downstream of the rolling surface, The game ball can move to the first flow path downstream of the rolling surface. , a change in the relative positional relationship between the allocating portion and the protruding portion In this case, it becomes difficult for the game ball to move to the second flow path downstream of the rolling surface, The game ball can move to the second flow path downstream of the rolling surface. , a change in the relative positional relationship between the allocating portion and the protruding portion In this case, it becomes difficult for the game ball to move to the first flow path downstream of the rolling surface. It is characterized by: [Effects of the Invention]

[0009] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed diagonally from above front right. [Figure 2] 1 is an example of an exploded perspective view of the first pachinko gaming machine as seen from diagonally above the front right. [Figure 3] 1 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed from diagonally above the rear right. [Figure 4] 1 is an example of a front view showing the appearance of a game board unit of a first pachinko gaming machine. [Figure 5] 10 is an example of a front view showing an LED unit of the first pachinko gaming machine. FIG. [Figure 6] 1 is an example of a block diagram showing a control circuit of a first pachinko gaming machine. [Figure 7] 1 is an example of a game flow of a pachinko gaming machine. [Figure 8] 10 is an example of a game state transition diagram showing transitions in game states. [Figure 9] 10 is an example of a table showing the jackpot probability (estimate) for each setting value in the first pachinko gaming machine. [Figure 10] 10 is an example of a special symbol winning determination table in the first pachinko gaming machine. [Figure 11] 10 is an example of a special symbol determination table in the first pachinko gaming machine. [Figure 12] 1A is an example of a special symbol stop mode determination table in a first pachinko gaming machine, and FIG. 1B is an example of a decorative symbol stop mode determination table in a first pachinko gaming machine. [Figure 13] 10 is an example of a winning type determination table in the first pachinko gaming machine. [Figure 14] This is a modified example of the winning type determination table shown in FIG. [Figure 15] 10 is an example of a variation pattern table of special symbols of the first pachinko gaming machine. [Figure 16] 10 is an example of a winning determination table for a normal symbol of the first pachinko gaming machine. [Figure 17] 10 is an example of a normal symbol determination table of the first pachinko gaming machine. [Figure 18] 10 is an example of a normal symbol winning type determination table for the first pachinko gaming machine. [Figure 19] 10 is an example of a normal symbol variation pattern table for the first pachinko gaming machine. [Figure 20] 10 is a flowchart (part 1) showing an example of a main control process in the first pachinko gaming machine. [Figure 21] 10 is a flowchart (part 2) showing an example of the main control process in the first pachinko gaming machine. [Figure 22] 10 is a flowchart (part 3) showing an example of the main control process in the first pachinko gaming machine. [Figure 23]10 is a flowchart (part 4) showing an example of the main control process in the first pachinko gaming machine. [Figure 24] 10 is a flowchart showing an example of an initial setting process at startup in the first pachinko gaming machine. [Figure 25] 10 is a flowchart showing an example of power cut processing in the first pachinko gaming machine. [Figure 26] 10 is a flowchart showing an example of a special symbol control process in the first pachinko gaming machine. [Figure 27] 10 is a flowchart showing an example of a special symbol management process in the first pachinko gaming machine. [Figure 28] 10 is a flowchart showing an example of a special symbol variable display start process in the first pachinko gaming machine. [Figure 29] 10 is a flowchart showing an example of a special symbol variable display ending process in the first pachinko gaming machine. [Figure 30] 10 is a flowchart showing an example of a special symbol game determination process in the first pachinko gaming machine. [Figure 31] 10 is a flowchart showing an example of a special symbol game ending process in the first pachinko gaming machine. [Figure 32] 10 is a flowchart showing an example of a time-shortening management process of the first pachinko gaming machine. [Figure 33] 10 is a flowchart showing an example of a counter update process of the first pachinko gaming machine. [Figure 34] 10 is a flowchart showing an example of a time-saving counter update process of the first pachinko gaming machine. [Figure 35] 10 is a flowchart showing an example of a ceiling counter update process of the first pachinko gaming machine. [Figure 36] 10 is a flowchart showing an example of a counter determination process of the first pachinko gaming machine. [Figure 37] 10 is a flowchart showing an example of a time-shortening transition determination process of the first pachinko gaming machine. [Figure 38]10 is a flowchart showing an example of a time-shortening transition process of the first pachinko gaming machine. [Figure 39] 10 is a flowchart showing an example of a time-shortening setting process of the first pachinko gaming machine. [Figure 40] 10 is a flowchart showing an example of a process for preparing to open a special prize opening in the first pachinko gaming machine. [Figure 41] 10 is a flowchart showing an example of a special prize opening control process in the first pachinko gaming machine. [Figure 42] 10 is a flowchart showing an example of a jackpot end process in the first pachinko gaming machine. [Figure 43] 10 is a flowchart showing an example of a normal symbol control process in the first pachinko gaming machine. [Figure 44] 10 is a flowchart showing an example of an external maskable interrupt process in the first pachinko gaming machine. [Figure 45] 10 is a flowchart showing an example of a system timer interrupt process in the first pachinko gaming machine. [Figure 46] 10 is a flowchart showing an example of a setting control process in the first pachinko gaming machine. [Figure 47] 10 is a flowchart showing an example of a setting change process in the first pachinko gaming machine. [Figure 48] 10 is a flowchart showing an example of a setting confirmation process in the first pachinko gaming machine. [Figure 49] 10 is a flowchart showing an example of a first normal game pre-processing in a first pachinko gaming machine. [Figure 50] 10 is a flowchart showing an example of a second normal game pre-processing in the first pachinko gaming machine. [Figure 51] 10 is a flowchart showing an example of a switch input detection process in the first pachinko gaming machine. [Figure 52] 10 is a flowchart showing an example of a start-hole winning detection process in the first pachinko gaming machine. [Figure 53]10 is a flowchart showing an example of a sub-control circuit process in the first pachinko gaming machine. [Figure 54] 10 is an example of a sub-variable presentation pattern determination table in the normal gaming state of the first pachinko gaming machine. [Figure 55] 10 is an example of a table for determining a pre-reading winning type presentation pattern in the first pachinko gaming machine. [Figure 56] 10 is an example of a prediction winning type presentation pattern determination table in the first pachinko gaming machine. [Figure 57] 10 is an example of a look-ahead expected value presentation pattern determination table (when a winning combination occurs) in the first pachinko gaming machine. [Figure 58] 10 is an example of a look-ahead expected value presentation pattern determination table (when losing) in the first pachinko gaming machine. [Figure 59] 10 is an example of a flowchart showing a pre-reading effect pattern determination process in the first pachinko gaming machine. [Figure 60] This is an example of a look-ahead presentation pattern for the first pachinko gaming machine, showing the process by which the form of look-ahead presentation for big wins changes. [Figure 61] FIG. 10 is a diagram showing an example of a look-ahead presentation pattern for the first pachinko gaming machine, illustrating the process by which the time-saving hit look-ahead presentation format changes. [Figure 62] This is an example of a look-ahead presentation pattern for the first pachinko gaming machine, and shows the process by which the reserved image changes from a common hit look-ahead presentation form to a jackpot look-ahead presentation form. [Figure 63] This is an example of a look-ahead presentation pattern for the first pachinko gaming machine, showing the process by which the reserved image changes from a dedicated common hit type look-ahead presentation form to a jackpot type look-ahead presentation form. [Figure 64] This is an example of a look-ahead presentation pattern for the first pachinko gaming machine, showing the process by which the reserved image changes from a dedicated common win type look-ahead presentation form to a time-saving win type look-ahead presentation form. [Figure 65] 10 is a table showing an example of output conditions for signals output to the outside of the first pachinko gaming machine. [Figure 66] 10 is an example of a timing chart of a signal of "prize ball information 1" among signals output to the outside of the first pachinko gaming machine. [Figure 67] 10 is a table showing an example of an outline of errors in the first pachinko gaming machine. [Figure 68] 10 is a table showing an example of output conditions for signals output to the outside of the first pachinko gaming machine according to the gaming status. [Figure 69] 10 is an example of a front view showing the appearance of a game board unit of a second pachinko gaming machine. [Figure 70] FIG. 10 is an example of a block diagram showing a control circuit of a second pachinko gaming machine. [Figure 71] 10 is an example of a special symbol winning determination table in the second pachinko gaming machine. [Figure 72] 10 is an example of a special symbol determination table in the second pachinko gaming machine. [Figure 73] 10 is an example of a winning type determination table in the second pachinko gaming machine. [Figure 74] 10 is an example of a variation pattern table of special symbols for a low start of a second pachinko gaming machine. [Figure 75] 10 is an example of a variation pattern table of special symbols for a high start of the second pachinko gaming machine. [Figure 76] 10 is a flowchart showing an example of a special symbol control process in the second pachinko gaming machine. [Figure 77] 10 is a flowchart showing an example of a special symbol management process in the second pachinko gaming machine. [Figure 78] 10 is a flowchart showing an example of a special symbol variable display start process in the second pachinko gaming machine. [Figure 79] 10 is a flowchart (part 1) showing an example of a special symbol variable display ending process in the second pachinko gaming machine. [Figure 80] 10 is a flowchart (part 2) showing an example of a special symbol variable display ending process in the second pachinko gaming machine. [Figure 81]10 is a flowchart (part 1) showing an example of a special symbol game determination process in the second pachinko gaming machine. [Figure 82] 10 is a flowchart (part 2) illustrating an example of a special symbol game determination process in the second pachinko gaming machine. [Figure 83] 10 is a flowchart showing an example of a special symbol game ending process in the second pachinko gaming machine. [Figure 84] 10 is a flowchart showing an example of a process for preparing to open a special prize opening in the second pachinko gaming machine. [Figure 85] 10 is a flowchart showing an example of a special prize opening control process in the second pachinko gaming machine. [Figure 86] 10 is a flowchart showing an example of a jackpot end process in the second pachinko gaming machine. [Figure 87] 10 is an example of a front view showing the appearance of a game board unit of a third pachinko gaming machine. FIG. [Figure 88] FIG. 10 is an example of a block diagram showing a control circuit of a third pachinko gaming machine. [Figure 89] 10 is an example of a special symbol winning determination table in the third pachinko gaming machine. [Figure 90] 10 is an example of a special symbol determination table in the third pachinko gaming machine. [Figure 91] 10 is an example of a winning type determination table in the third pachinko gaming machine. [Figure 92] 10 is an example of a special symbol variation pattern table in the third pachinko gaming machine. [Figure 93] 10 is a flowchart showing an example of a special symbol control process in the third pachinko gaming machine. [Figure 94] 10 is a flowchart showing an example of a special symbol management process in the third pachinko gaming machine. [Figure 95] 10 is a flowchart showing an example of a special symbol variable display start process in the third pachinko gaming machine. [Figure 96]10 is a flowchart showing an example of a special symbol variable display ending process in the third pachinko gaming machine. [Figure 97] 10 is a flowchart showing an example of a special symbol game determination process in the third pachinko gaming machine. [Figure 98] 10 is a flowchart showing an example of a special symbol game ending process in the third pachinko gaming machine. [Figure 99] A flowchart showing an example of the V winning device opening preparation process in the third pachinko gaming machine. [Figure 100] 10 is a flowchart showing an example of a V winning device opening control process in the third pachinko gaming machine. [Figure 101] 10 is a flowchart showing an example of a process for preparing to open a special prize opening in the third pachinko gaming machine. [Figure 102] 10 is a flowchart showing an example of a special prize opening control process in the third pachinko gaming machine. [Figure 103] 10 is a flowchart showing an example of a jackpot end process in the third pachinko gaming machine. [Figure 104] This is an example of a time chart showing the relationship between the opening timing of the jackpot opening and the opening timing of the specific area in a specific round of play during execution of an extended example of jackpot game control processing, and shows the cases where (A) the opening mode of the specific area is the first opening mode, (B) the opening mode of the specific area is the second opening mode, and (C) the opening mode of the specific area is the third opening mode. [Figure 105] 10 is an example of a special symbol determination table in an extended example. [Figure 106] This is an example of a jackpot type determination table in an extended example. [Figure 107] Another example of a time chart showing the relationship between the opening timing of the jackpot opening and the opening timing of the specific area in a specific round of play during execution of the extended example jackpot game control processing, showing (A) the case where the opening mode of the specific area is the first opening mode, and (B) the case where the opening mode of the specific area is the second opening mode. [Figure 108]FIG. 10 is a front view showing a gaming board of a gaming machine according to a second embodiment of the present invention. [Figure 109] 10A is a perspective view showing a general winning slot unit of a gaming machine according to a second embodiment of the present invention, and FIG. 10B is a front view showing the general winning slot unit of a gaming machine according to the second embodiment of the present invention. [Figure 110] 110(a) is a plan view showing a general winning port unit of a gaming machine according to a second embodiment of the present invention, and FIG. 110(b) is a cross-sectional view taken along the line XP1-XP1 in FIG. [Figure 111] 10 is a front cross-sectional view showing the upper attacker section of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 112] FIG. 10 is a perspective view showing a lower attacker section of a gaming machine according to a second embodiment of the present invention. [Figure 113] 10 is a front cross-sectional view showing the lower attacker portion of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 114] 10 is a perspective view showing the base plate of the lower attacker section of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 115] 10 is a front view showing the base plate of the lower attacker section of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 116] 10 is an oblique view showing a base plate on which the opening and closing unit of the lower attacker part of the gaming machine according to the second embodiment of the present invention is fixed. FIG. [Figure 117] 10 is a rear view showing the base plate on which the opening and closing unit of the lower attacker section of the gaming machine according to the second embodiment of the present invention is fixed. FIG. [Figure 118] 10 is a perspective view showing a cover of a lower attacker section of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 119] 10 is a rear view showing the cover of the lower attacker section of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 120] 10 is a perspective view showing the rear guide portion of the lower attacker portion of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 121]121(a) is a front view showing the rear guide portion of the lower attacker portion of the gaming machine according to the second embodiment of the present invention, (b) is a plan view showing the rear guide portion of the lower attacker portion of the gaming machine according to the second embodiment of the present invention, (c) is a cross-sectional view taken along XP2-XP2 in FIG. 121(a). [Figure 122] 10 is a front view showing the installation state of the rear guide portion of the lower attacker portion of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 123] 10 is an enlarged schematic front view showing the underside of the gaming board of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 124] 10 is a front view showing the flow of game balls on the game board of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 125] 10 is a front cross-sectional view showing the flow of game balls in the upper attacker section of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 126] FIG. 10 is a front cross-sectional view showing the flow of game balls in the lower attacker section of a gaming machine according to a second embodiment of the present invention. [Figure 127] FIG. 10 is a rear perspective view showing the flow of game balls in the lower attacker section of the gaming machine according to the second embodiment of the present invention. [Figure 128] 10 is a front view showing the flow of game balls below the game board of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 129] FIG. 10 is a front view of the upper movable performance device and upper device lifting mechanism of the gaming machine according to the second embodiment of the present invention. [Figure 130] FIG. 10 is a perspective view of an upper movable performance device of a gaming machine according to a second embodiment of the present invention. [Figure 131] 10 is an exploded view of the first presentation section of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 132] FIG. 10 is a bottom view of an upper movable performance device of a gaming machine according to a second embodiment of the present invention. [Figure 133] 10 is an exploded view of the second presentation section of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 134] FIG. 10 is an exploded view of a pupil movable unit of a gaming machine according to a second embodiment of the present invention. [Figure 135]FIG. 10 is an exploded view of an upper movable performance device of a gaming machine according to a second embodiment of the present invention. [Figure 136] 10 is an enlarged front view of the left end of the liftable part of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 137] 10 is a perspective view of the right end portion of the upper movable performance device of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 138] 10 is a perspective view of the right end of the liftable part of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 139] FIG. 10 is a perspective view of an upper movable performance device of a gaming machine according to a second embodiment of the present invention. [Figure 140] FIG. 10 is an exploded view of the left end (part) of the upper movable performance device of the gaming machine according to the second embodiment of the present invention. [Figure 141] FIG. 10 is a left side view of the eyebrow rotation drive unit of the gaming machine according to the second embodiment of the present invention. [Figure 142] FIG. 10 is a front view of the eyebrow rotation drive unit of the gaming machine according to the second embodiment of the present invention. [Figure 143] 10 is a plan view of a pupil rotation drive unit of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 144] 10 is a perspective view of a left guide member and a left drive mechanism of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 145] 10 is an enlarged perspective view of an upper portion of a left guide member and a left drive mechanism of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 146] 10 is an enlarged perspective view of a lower portion of a left guide member and a left drive mechanism of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 147] 10 is a perspective view of a right guide member and a right drive mechanism of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 148] 10 is an enlarged perspective view of a right guide member and a lower portion of a right drive mechanism of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 149] FIG. 10 is a front view showing a state in which a performance according to the first mode is being performed. [Figure 150] FIG. 10 is a front view showing a state in which a performance according to the second mode is being performed. [Figure 151]FIG. 10 is a plan view showing a state in which a performance according to the second mode is being performed. [Figure 152] FIG. 10 is a front view showing a state in which a performance according to the second mode is being performed. [Figure 153] FIG. 10 is a front view showing a state in which a performance according to the third mode is being performed. [Fig. 154] FIG. 10 is a front view of a rotating device of a gaming machine according to a second embodiment of the present invention. [Figure 155] FIG. 10 is a front perspective view of a rotating device of an amusement machine according to a second embodiment of the present invention. [Figure 156] FIG. 10 is a rear perspective view of a rotating device of an amusement machine according to a second embodiment of the present invention. [Figure 157] This is a front view showing a rotating device with the rotating body not shown. [Figure 158] This is a rear view of a rotating device with the rotating body not shown. [Figure 159] This is a cross-sectional view taken along the line XP5-XP5 in Figure 158. [Figure 160] FIG. 10 is an exploded perspective view showing a rotating body of a gaming machine according to a second embodiment of the present invention. [Figure 161] FIG. 10 is a front view showing the inside of a rotating body of a gaming machine according to a second embodiment of the present invention. [Figure 162] FIG. 10 is a side view showing the drive means of the gaming machine according to the second embodiment of the present invention. [Figure 163] FIG. 10 is an exploded perspective view showing the shielding means of the gaming machine according to the second embodiment of the present invention. [Fig. 164] 164(a) is a front view showing a light-emitting means-side shielding member of a gaming machine according to a second embodiment of the present invention, and FIG. 164(b) is a cross-sectional view taken along the line XP6-XP6 in FIG. [Figure 165] 165(a) is a front view showing a rotor-side shielding member of a gaming machine according to a second embodiment of the present invention, and FIG. 165(b) is a cross-sectional view taken along the line XP7-XP7 in FIG. [Figure 166] This is a front oblique view showing the rotating prop with the first performance surface controlled to move to the performance position. [Figure 167]This is a front view showing the lighting of the rotating device when the first performance surface is controlled to move to the performance position. [Figure 168] This is a side cross-sectional view showing the rotating prop with the second performance surface controlled to move to the performance position. [Figure 169] This is a front oblique view showing the rotating prop with the second performance surface moved and controlled to the performance position. [Figure 170] This is a front view showing the lighting of the rotating device when the second performance surface is controlled to move to the performance position. [Figure 171] 10 is a front view showing a presentation device of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 172] FIG. 10 is a rear view showing the effect device in a standby state. [Fig. 173] FIG. 2 is a perspective view showing a left-right movement control mechanism and a movable body. [Fig. 174] FIG. 2 is a rear view showing the left-right movement control mechanism and the movable body. [Figure 175] FIG. 2 is an exploded perspective view showing a left-right movement control mechanism and a movable body. [Figure 176] FIG. 4 is an enlarged rear view showing the left portion of the left-right movement control mechanism. [Figure 177] FIG. 4 is an enlarged rear view showing the central portion of the left-right movement control mechanism. [Figure 178] FIG. 4 is an enlarged rear view showing the right portion of the left-right movement control mechanism. [Figure 179] FIG. [Figure 180] FIG. [Figure 181] FIG. 2 is a perspective view showing a belt and an engaging portion. [Figure 182] 177(a) is a cross-sectional view taken along the line XP3-XP3 in Fig. 177. (b) is a cross-sectional view taken along the line XP4-XP4 in Fig. 177. [Figure 183] FIG. [Figure 184] FIG. [Figure 185] A front view showing a gaming machine in which the movable body is positioned in the center in the left-right direction at the performance position. [Figure 186] A front view showing the gaming machine with the movable body positioned to the right of the performance position. [Figure 187] A front view showing the gaming machine with the movable body positioned to the left of the performance position. [Figure 188] A front view showing a gaming machine that moves a movable body from a performance position to a standby position. [Figure 189] 1A is a schematic diagram showing the movable body and the regulating means positioned at the standby position, and FIG. 1B is a schematic diagram showing the movable body and the regulating means positioned at the center in the left-right direction at the performance position. [Figure 190] 10A is a schematic diagram showing the movable body and the restricting means positioned to the right of the performance position, and FIG. 10B is a schematic diagram showing the movable body and the restricting means positioned to the left of the performance position. [Figure 191] 10 is a schematic diagram showing a movable body and a regulating means that move the movable body from a performance position to a standby position. FIG. [Figure 192] FIG. 10 is a front view showing a game board of a gaming machine according to a third embodiment of the present invention. [Figure 193] FIG. 10 is a front view of a lower accessory device of a gaming machine according to a third embodiment of the present invention. [Figure 194] FIG. 10 is a front perspective view of a lower accessory device of a gaming machine according to a third embodiment of the present invention. [Figure 195] FIG. 10 is a front perspective view of a lower accessory device of a gaming machine according to a third embodiment of the present invention. [Figure 196] FIG. 10 is a rear view of a lower accessory device of a gaming machine according to a third embodiment of the present invention. [Figure 197] FIG. 10 is a rear view of a lower accessory device of a gaming machine according to a third embodiment of the present invention. [Figure 198] FIG. 10 is an exploded rear perspective view of a lower accessory device of a gaming machine according to a third embodiment of the present invention. [Figure 199] This is a rear perspective view of the lower accessories and link arm. [Figure 200] This is an exploded rear oblique view of the lower part. [Figure 201] This is a cross-sectional view taken along the line AA in Figure 197. [Figure 202] A rear view showing the lower part in the standby position. [Figure 203] A rear view showing the state in which the lower role is located halfway between the standby position and the performance position. [Figure 204] A rear view showing the lower part of the device in its performance position. [Figure 205] FIG. 2 is a cross-sectional view taken along line AA according to a first modified example. [Figure 206] FIG. 10 is a cross-sectional view taken along line AA according to a second modified example. [Figure 207] FIG. 10 is a cross-sectional view taken along line AA according to a third modified example. [Figure 208] 11 is a perspective view showing the effect device of the gaming machine according to the third embodiment of the present invention, in which the opening and closing device is in the closed position. FIG. [Figure 209] FIG. 11 is a front view showing the effect device of the gaming machine according to the third embodiment of the present invention, with the opening and closing device in the closed position. [Figure 210] FIG. 11 is a rear perspective view showing the effect device of the gaming machine according to the third embodiment of the present invention, with the opening and closing device in the closed position. [Figure 211] FIG. 11 is a rear perspective view of the gaming machine according to the third embodiment of the present invention, with part of the presentation device omitted, in which the opening / closing device is in the closed position. [Figure 212] FIG. 10 is a rear view showing the effect device in the closed state of the gaming machine according to the third embodiment of the present invention. [Figure 213] FIG. 10 is a plan view showing the effect device of the gaming machine according to the third embodiment of the present invention, in which the opening and closing device is in the open position. [Figure 214] FIG. 10 is a side cross-sectional view showing the effect device of the gaming machine according to the third embodiment of the present invention, with the opening and closing device in the open position. [Figure 215] 11 is a perspective view showing a performance device in which an opening and closing device of a gaming machine according to a third embodiment of the present invention is in the open position. FIG. [Figure 216] FIG. 10 is a front view showing the effect device of the gaming machine according to the third embodiment of the present invention, with the opening and closing device in the open position. [Figure 217] FIG. 11 is a rear view showing the effect device for producing an effect in the open / locked state of the gaming machine according to the third embodiment of the present invention. [Figure 218]FIG. 11 is a rear view showing the effect device for producing an open / unlocked state in a gaming machine according to a third embodiment of the present invention. [Figure 219] FIG. 10 is a plan view showing a performance device in which a bullet role and a decorative role are set as performance positions for a gaming machine according to a third embodiment of the present invention. [Figure 220] FIG. 10 is a side cross-sectional view showing a performance device in which the bullet role and the decorative role are set to the performance position of the gaming machine according to the third embodiment of the present invention. [Figure 221] This is an oblique view showing the bullet role and decorative role in the standby position. [Figure 222] This is a partially omitted perspective view showing the bullet role and decorative role in the standby position. [Figure 223] This is an oblique view showing the bullet role and decorative role in the performance position. [Figure 224] This is a perspective view with some parts omitted showing the bullet props and decorative props in the performance position. [Figure 225] FIG. 1 is an exploded perspective view showing a bullet accessory and a decorative accessory. [Figure 226] 214. (a) is a cross-sectional view taken along X1-X1 in Fig. 214. (b) is a cross-sectional view taken along X2-X2 in Fig. 214. [Figure 227] 1A is a front view showing a guide gear, FIG. 1B is a front view showing a bullet accessory, FIG. 1C is a front view showing a first decorative base part, and FIG. 1D is a front view showing a second decorative base part. [Figure 228] FIG. 10 is an exploded perspective view showing the bullet accessory. [Figure 229] FIG. 2 is an exploded perspective view showing an outer spiral member and an inner spiral member. [Figure 230] 1A is a schematic diagram showing a bullet role and a decorative role at a standby position, and FIG. 1B is a schematic diagram showing a bullet role and a decorative role moving from a standby position to a performance position. [Figure 231] 1A is a schematic diagram showing a bullet role and a decorative role moving from a standby position to a performance position, and FIG. 1B is a schematic diagram showing a bullet role and a decorative role at the performance position. [Figure 232] This is a schematic diagram showing the distance traveled in the forward and backward directions by the bullet device, the first decorative device, and the second decorative device. [Figure 233] 1A is a schematic diagram showing a bullet role and a decorative role moving from a performance position to a standby position, and FIG. 1B is a schematic diagram showing a bullet role and a decorative role at the standby position. [Figure 234] FIG. 10 is a front view showing a game board of a gaming machine according to a fourth embodiment of the present invention. [Figure 235] FIG. [Figure 236] FIG. [Figure 237] This is an exploded oblique view showing the tower accessories and specific area unit. [Figure 238] This is an oblique view showing the tower accessories. [Figure 239] This is an exploded perspective view showing the tower accessories. [Figure 240] This is an exploded perspective view showing the tower accessories as seen from the rear. [Figure 241] FIG. 2 is an exploded perspective view showing a drive unit. [Figure 242] FIG. 2 is an exploded perspective view showing an upper portion of the drive unit. [Figure 243] FIG. 2 is an exploded perspective view showing a lower portion of the drive unit. [Figure 244] FIG. 2 is a plan view showing a discharge guide unit, a drive unit, and a sorting unit. [Figure 245] FIG. 2 is a plan view showing the drive gear and the disk portion. [Figure 246] FIG. 2 is a cross-sectional side perspective view showing the performance device. [Figure 247] FIG. [Figure 248] This is an oblique view showing the tower accessories and specific area unit as seen from the rear. [Figure 249] This is an oblique view showing the tower accessories and specific area unit with some parts omitted, seen from the rear. [Figure 250] FIG. 2 is a cross-sectional side perspective view showing the drive unit. [Figure 251] FIG. 2 is a side cross-sectional view showing the drive unit. [Figure 252] FIG. 2 is a cross-sectional side perspective view showing a first stage portion and a second stage portion. [Figure 253] FIG. 3 is a side cross-sectional view showing a first stage portion and a second stage portion. [Figure 254] FIG. 2 is a perspective view showing a first stage portion. [Figure 255] FIG. 2 is a plan view showing a first stage portion. [Figure 256] FIG. 2 is a perspective view showing a rear portion of a first stage portion. [Figure 257] 1A is a front view showing the swing transmission part, and FIG. 1B is a rear view showing the swing transmission part. [Figure 258] FIG. 2 is a perspective view showing a second stage portion. [Figure 259] FIG. 4 is a plan view showing a second stage portion. [Figure 260] This is an enlarged oblique view showing the tower accessories with some parts omitted. [Figure 261] This is an enlarged oblique view showing the rear part of the tower accessory with some parts omitted. [Figure 262] 10A is a front view showing a rolling inhibiting portion located in front of a second stage rotating portion, and FIG. 10B is a side cross-sectional view showing the rolling inhibiting portion of the second stage rotating portion. [Figure 263] FIG. 10 is a cross-sectional side perspective view showing a third stage portion and a specific area unit. [Figure 264] FIG. 10 is a side cross-sectional view showing a third stage portion and a specific area unit. [Figure 265] FIG. 10 is an exploded side cross-sectional view showing a third stage portion and a specific area unit. [Figure 266] FIG. 10 is a perspective view showing a third stage portion and a specific area unit. [Figure 267] FIG. 10 is a plan view showing a third stage portion and a specific area unit. [Figure 268] This is a front view schematically showing the operation of the tower device. [Figure 269] This is a plan view schematically showing the tower mechanism tilted to the left. [Figure 270] This is a plan view schematically showing the tower accessory tilted backward. [Fig. 271] This is a plan view schematically showing the tower mechanism tilted to the right. [Fig. 272] 1A is a rear view schematically showing a state in which the first stage body and the support part are swung to tilt rightward, and FIG. 1B is a rear view schematically showing a state in which the first stage body and the support part are swung to tilt leftward. [Fig. 273] FIG. 10 is a front view showing a gaming board of a gaming machine according to a fifth embodiment of the present invention. [Fig. 274] FIG. [Figure 275] FIG. 2 is a front perspective view showing the performance device. [Figure 276] This is a front perspective view showing the performance device (excluding the logo props). [Figure 277] FIG. [Fig. 278] FIG. [Figure 279] FIG. 10 is an exploded perspective view showing a movable prop. [Figure 280] FIG. [Figure 281] FIG. [Figure 282] FIG. 10 is an enlarged front view showing the upper part of the left lifting mechanism. [Figure 283] FIG. 10 is an enlarged front view showing the lower part of the left lifting mechanism. [Fig. 284] FIG. 4 is a front cross-sectional view showing the lower part of the left lifting mechanism. [Figure 285] FIG. 10 is a left side view showing the lower left holding portion, the left impact absorbing means, and the inclined guide portion. [Figure 286] FIG. 10 is a front view showing the lower left holding portion and the left impact absorbing means. [Figure 287] 1A is a left side view showing the left lower holding part, and FIG. [Figure 288] FIG. 4 is a front cross-sectional view showing the impact absorbing means. [Figure 289] A front view showing the game board with the movable performance device in the standby position. [Figure 290] FIG. 10 is a left side view showing the holding mechanism with the solenoid excited. [Figure 291] This is a front view showing the game board with the movable prop in the middle position. [Figure 292] This is a front perspective view showing the performance device with the movable performance prop in an intermediate position. [Figure 293] This is a rear perspective view showing the performance device with the movable performance prop in an intermediate position. [Fig. 294] This is a left side view showing the movable prop and inclined guide section when the movable prop is in the protruding position. [Figure 295] A front view showing the game board with the movable prop in the protruding position. [Figure 296] This is a front perspective view showing the performance device with the movable performance prop in the protruding position. [Figure 297] This is a rear perspective view showing the performance device with the movable performance prop in the protruding position. [Figure 298] This is a left side view showing the positional relationship between the accessory illumination board and the second decorative lens when the harpoon accessory is in a vertical position. [Figure 299] This is a left side view showing the positional relationship between the accessory illumination board and the second decorative lens when the harpoon accessory is in an inclined position. [Figure 300] This is a left side view showing a modified example of the positional relationship between the accessory illumination board and the first decorative lens and second decorative lens when the harpoon accessory is in a vertical position. [Figure 301] This is a left side view showing a modified example of the positional relationship between the accessory illumination board and the first decorative lens and second decorative lens when the harpoon accessory is in an inclined position. [Figure 302] FIG. 10 is a front view showing the game board of a gaming machine according to a sixth embodiment of the present invention. [Figure 303] This is a perspective view showing the upper part. [Figure 304] This is a front view showing the upper role. [Figure 305] This is a rear view showing the upper role. [Figure 306] FIG. 2 is a partially exploded perspective view showing the first and second reels. [Figure 307] FIG. 2 is an exploded perspective view showing the first and second reels. [Figure 308] This is a partially exploded oblique view showing the first and second features as seen from behind. [Figure 309] This is an exploded perspective view showing the first accessory. [Figure 310] This is an enlarged front view showing the upper part of the upper accessory with the second decorative member omitted. [Figure 311] An enlarged front cross-sectional view showing the upper part of the upper role. [Figure 312] This is an enlarged side cross-sectional view schematically showing the first accessory. [Figure 313] A rear view showing the first accessory, the second accessory, and the drive mechanism. [Figure 314] FIG. 2 is an enlarged perspective view showing a receiving member and an arm. [Figure 315] FIG. 2 is a front view showing the game board in the first sliding state. [Figure 316] This is a front view showing the upper accessory in the first sliding state. [Figure 317] A rear view showing the first accessory, the second accessory and the drive mechanism in the first sliding state. [Figure 318] FIG. 10 is a front view showing the game board in the second sliding state. [Figure 319] A front view showing the upper accessory in the second sliding state. [Figure 320] A rear view showing the first accessory, the second accessory and the drive mechanism in the second sliding state. [Figure 321] FIG. 12 is a front view showing a gaming machine according to a seventh embodiment of the present invention. [Figure 322] FIG. 2 is a perspective view showing a performance button device. [Figure 323] FIG. 2 is a bottom perspective view showing the effect button device. [Figure 324] FIG. 2 is a side cross-sectional view showing the effect button device. [Figure 325] FIG. 2 is an exploded perspective view showing a state in which the drum unit is removed from the case unit. [Figure 326] FIG. 2 is an exploded perspective view showing the button periphery and the case section separated from each other. [Figure 327] FIG. 2 is an exploded perspective view showing the right side of the drum unit and the case unit. [Figure 328] FIG. 2 is a right side view showing the effect button device with a portion omitted. [Figure 329] 1A is an enlarged right side view showing the motor base portion and the rotation assist portion, FIG. 1B is an enlarged right side view showing the lock portion, FIG. 1C is a right side view showing the cam portion, and FIG. 1D is a left side view showing the cam portion. [Figure 330] FIG. 2 is a perspective view showing an upper cover part of the drum part. [Figure 331] FIG. 2 is a right side view showing a drum unit with a portion thereof omitted. [Figure 332] FIG. 2 is an exploded right side view showing a drum unit with a portion thereof omitted. [Figure 333] FIG. 10 is a side cross-sectional view showing the second button portion in a second rotation position. [Figure 334] FIG. 10 is an exploded perspective view showing the second button portion in a second rotation position. [Figure 335] 10(a) is a perspective view showing the cylindrical portion, and FIG. 10(b) is a perspective view showing the cylindrical portion rotated from the position shown in FIG. [Figure 336] FIG. [Figure 337] 10A is a side cross-sectional view schematically showing the second button portion at the standby position, and FIG. 10B is a side cross-sectional view schematically showing the second button portion at the first protruding position. [Figure 338] 1A is a side cross-sectional view schematically showing the second button portion located between the first and second projected positions, and FIG. 1B is a side cross-sectional view schematically showing the second button portion at the second projected position. [Figure 339] 10 is a right side view showing the effect button device with the locking portion positioned in the unlocked position. FIG. [Figure 340] 10 is a right side view showing the effect button device with the drum unit positioned at the first rotation position. FIG. [Figure 341] 10 is a perspective view showing the effect button device in a state where the drum unit is positioned at a first rotation position. FIG. [Figure 342]10 is a right side view showing the effect button device in a state where the drum portion is positioned at the first rotation position and the protruding portion is positioned at the first protruding position. FIG. [Figure 343] 10 is a right side view showing the effect button device in a state where the drum portion is positioned at a first rotation position and the protruding portion is positioned at a second protruding position. FIG. [Figure 344] 10 is a right side view showing the effect button device with the drum unit positioned at the second rotation position. FIG. [Figure 345] 10 is a right side view showing the effect button device in a state where the drum portion is positioned at the second rotation position and the protruding portion is positioned at the first protruding position. FIG. [Figure 346] 10 is a perspective view showing the effect button device in a state where the drum portion is positioned at the second rotation position and the protruding portion is positioned at the first protruding position. FIG. [Figure 347] A right side view showing the effect button device in a state where the drum portion is positioned at the second rotation position and the protruding portion is positioned at the second protruding position. [Figure 348] 10 is a perspective view showing the effect button device in a state where the drum portion is positioned at a second rotation position and the protruding portion is positioned at a second protruding position. FIG. [Figure 349] A right side view showing the effect button device in a state where the drum portion is positioned in the third rotation position and the lock portion is positioned in the swing lock position. [Figure 350] 10 is a perspective view showing the effect button device in a state where the locking portion is positioned in the swing lock position and the drum portion is swung forward. FIG. [Figure 351] 1A is a side cross-sectional view showing the effect button device when the drum unit is positioned at the second rotation position, and FIG. 1B is a side cross-sectional view showing the effect button device when the drum unit is positioned at the initial position. [Figure 352] This is a cross-sectional view taken along line AA in Figure 351(b). [Figure 353] FIG. 13 is a front view showing a gaming machine according to an eighth embodiment of the present invention. [Figure 354] FIG. 2 is a perspective view showing the rear of the gaming machine. [Figure 355] An oblique view showing the lower base member, the payout unit, the game ball passage and the wiring guide member. [Figure 356] An oblique view showing the lower base member, the game ball passage, and the wiring guide member. [Figure 357] An exploded oblique view showing the lower base member, the game ball passage, and the wiring guide member. [Figure 358] An exploded front view showing the lower base member, the game ball passage, and the wiring guide member. [Figure 359] FIG. [Figure 360] FIG. [Figure 361] FIG. 10 is a perspective view showing the dispensing unit. [Figure 362] FIG. [Figure 363] A cross-sectional view of the dispensing unit taken along line AA in Figure 362. [Figure 364] 10 is an exploded perspective view showing the game ball passage and the wiring guide member. FIG. [Figure 365] FIG. [Figure 366] FIG. 2 is an exploded perspective view showing the wiring guide member. [Figure 367] 1A is a perspective view showing the guide portion and the cover portion, and FIG. [Figure 368] FIG. [Figure 369] FIG. 2 is an exploded perspective view showing a sub-board case and a rear cover. [Figure 370] FIG. 2 is a plan cross-sectional view showing a sub-board case and a rear cover. [Figure 371] FIG. 13 is a front view showing an upper unit of a gaming machine according to an eighth embodiment of the present invention. [Figure 372] FIG. [Figure 373] FIG. [Figure 374] FIG. 2 is a rear perspective view showing the upper unit. [Figure 375] FIG. [Figure 376]FIG. [Figure 377] FIG. 2 is an exploded perspective view showing the decorative unit. [Figure 378] FIG. 2 is an exploded perspective view showing the rear part of the decorative unit. [Figure 379] FIG. 4 is a rear perspective view showing a frame member, a first substrate, and a reflecting portion. [Figure 380] 1A is a front view showing a frame member, FIG. 1B is a front view showing a first substrate, FIG. 1C is a front view showing a reflecting section, and FIG. 1D is a front view showing a diffusing section. [Figure 381] FIG. 2 is a perspective view showing a diffusing portion and a reflecting portion. [Figure 382] An exploded perspective view showing the front part of the decorative unit. [Figure 383] 1(a) is a front view showing a first decorative part, and FIG. 1(b) is a front view showing a second decorative part. [Figure 384] FIG. 10 is a front view schematically showing a modified example of the diffusion section. [Figure 385] FIG. 13 is a front view showing a part of the glass door of the gaming machine according to the ninth embodiment of the present invention. [Figure 386] FIG. 2 is an exploded perspective view showing a part of the glass door. [Figure 387] FIG. 2 is a rear view showing a part of the glass door. [Figure 388] FIG. 4 is a rear view showing the upper part of the unit portion. [Figure 389] FIG. [Figure 390] FIG. 2 is an enlarged rear view showing the upper right portion of the glass door. [Figure 391] 10 is an enlarged rear view showing the upper right portion of the glass door with the locking member moved to the unlocked position. FIG. [Figure 392] FIG. 2 is an exploded rear perspective view showing the upper right portion of the glass door. [Figure 393] FIG. 2 is a front perspective view showing the upper right portion of the glass door. [Figure 394] 1A is a perspective view showing the locking member, and FIG. 1B is a right side view showing the locking member. [Figure 395]10A is a rear view showing the positions of the locking member and the movement restricting member when the locking member is in the locked position, and FIG. [Figure 396] 10A is a rear view showing the positions of the locking member and the movement restricting member when the locking member moves from the locked position to the unlocked position, and FIG. [Figure 397] FIG. 22 is a front view showing a gaming machine according to a tenth embodiment of the present invention. [Figure 398] FIG. [Figure 399] FIG. [Figure 400] FIG. 2 is a side cross-sectional view showing the tray unit. [Figure 401] FIG. [Figure 402] FIG. 2 is a front view showing the mounting member, the first decorative part, etc. [Figure 403] FIG. 2 is an exploded perspective view showing the mounting member, the first decorative part, etc. [Figure 404] 1A is a front view showing the first decorative part, the decorative member, and the ground wire, and FIG. 1B is a rear view showing the first decorative part, the decorative member, and the ground wire. [Figure 405] FIG. 4 is an enlarged side cross-sectional view showing a first connecting portion and a second connecting portion. [Figure 406] FIG. 2 is an exploded front view showing the second decorative part. [Figure 407] FIG. 10 is a perspective view showing the outer lens of the second decorative part. [Figure 408] 1A is a perspective view showing the decorative member, and FIG. 1B is a left side view showing the decorative member. [Figure 409] FIG. 2 is a schematic cross-sectional view showing how static electricity flows. [Figure 410] FIG. 22 is a front view showing the game board of the gaming machine according to the eleventh embodiment of the present invention. [Figure 411] FIG. [Figure 412] FIG. [Figure 413]10 is a front view showing the first performance device with the upper movable body and the lower movable body in the standby position. FIG. [Figure 414] FIG. 2 is a front view showing the upper part of the first performance device. [Figure 415] 1A is a front view showing the upper movable body, and FIG. 1B is a front view showing the lower movable body. [Figure 416] FIG. 2 is a front view showing the lower part of the first performance device. [Figure 417] 10 is a perspective view showing the first performance device with the upper movable body and the lower movable body in the standby position. FIG. [Figure 418] FIG. 2 is an exploded perspective view showing an upper part of the left-side movement mechanism. [Figure 419] FIG. 10 is an exploded perspective view showing the lower part of the left-side moving mechanism. [Figure 420] 10 is an enlarged front view showing the upper left part of the first performance device with the upper movable body and the lower movable body in the standby position. [Figure 421] 10 is an enlarged front view showing the lower left part of the first performance device with the upper movable body and the lower movable body in the standby position. [Figure 422] 10 is a side cross-sectional view showing the first performance device with the upper movable body and the lower movable body in the standby position. FIG. [Figure 423] 10 is an enlarged front view showing the lower left part of the first performance device in a state where the moving part in the initial position has been moved downward. FIG. [Figure 424] 10 is an enlarged front view showing the upper left part of the first performance device with the locking portion in the release position. FIG. [Figure 425] This is an enlarged front view showing the upper left part of the first performance device with the upper movable body and lower movable body in the first performance position. [Figure 426] 10 is a side cross-sectional view showing the first performance device with the upper movable body and the lower movable body in the first performance position. FIG. [Figure 427] 10 is a front view showing the first performance device with the upper movable body and the lower movable body in the first performance position. FIG. [Figure 428] 1A is a side view showing the stopper mechanism with the stopper portion positioned at the restricting position, and FIG. 1B is a side view showing the stopper mechanism with the stopper portion positioned at the releasing position. [Figure 429]10 is a side cross-sectional view showing the first performance device with the upper movable body and the lower movable body in the second performance position. FIG. [Fig. 430] 10 is a front view showing the first performance device with the upper movable body and the lower movable body in the second performance position. FIG. [Figure 431] 10 is a perspective view showing the first performance device with the upper movable body and the lower movable body in the second performance position. FIG. [Figure 432] 10 is an enlarged front view showing the lower left part of the first performance device with the moving part in the initial position and the lower movable body in the standby position moved upward. FIG. [Figure 433] 10 is a side cross-sectional view showing the first performance device in a state where the lower movable body in the standby position has been moved upward. FIG. [Fig. 434] 10 is an enlarged front view showing the upper left part of the first performance device with the moving part, upper movable body, and lower movable body moved upward. DETAILED DESCRIPTION OF THE INVENTION

[0011] As examples of gaming machines according to the embodiment of the present invention, a first pachinko gaming machine and a second pachinko gaming machine are shown. This section explains the above using the third type of pachinko gaming machine as an example.

[0012] In this specification, unless otherwise specified, the front side of the pachinko machine is referred to as the forward direction, The rear side of the pachinko machine is the rear direction, the left side when looking at the pachinko machine from the front is the left direction, The right side of the pachinko machine when viewed from the front is the right direction, the top side of the pachinko machine is the up direction, and The bottom of the Chinko machine is the downward direction, and the clockwise direction when looking at the Pachinko machine from the front is the right direction. The counterclockwise direction is defined as the left-handed direction.

[0013] Both the first and second pachinko gaming machines are called digital pachinko machines. It is a so-called Type 1 pachinko gaming machine. Among these, the first pachinko gaming machine is the first special The pattern and the second special pattern are not displayed in parallel, and only one of them is displayed in a variable manner. In contrast, the second pachinko machine is a pachinko machine with a first special symbol and a second special symbol. This is a pachinko gaming machine that can display two special patterns in parallel.

[0014] The third type of pachinko machine is the so-called digital pachinko machine and the feather model. Pachinko machines called Type 1 / 2 mixed machines, which are a combination of two types of machines called Type 1 and Type 2. The third pachinko gaming machine described in this specification also has a first special symbol and a second special symbol. In this specification, the first special symbol and the second special symbol are displayed in parallel and in a variable manner. This section explains an example in which only one of the two is variably displayed without the other being displayed. A type 1 / type 2 mixed pachinko game machine that can variably display one special symbol and a second special symbol in parallel. It is not intended to exclude

[0015] In this specification, when simply referring to a "special design," unless otherwise specified, , shall mean both the first special design and the second special design.

[0016] In addition, the term "variable display" as used in this specification means, for example, a "variable display" in which a pattern is displayed by changing. The concept includes both "display" and "stop display" where the pattern stops and is displayed. The operation from the start of the display to the stop of the display is called one "variable display". When the symbol stops and is displayed (hereinafter also referred to as "derivation"), the special symbol will be determined as a winning symbol, as described below. The results of the special pattern lottery process (hereinafter referred to as the "special pattern lottery") and the normal pattern winning judgment process (hereinafter referred to as the "normal pattern lottery" The result of the "regular symbol lottery" is determined. Although it may look like it, the results of the special symbol hit determination process and the normal symbol hit determination process have not been confirmed. There may be cases where the pattern is displayed in a non-repeated manner (for example, a temporary stop), but such a manner This is included in the above variable display. Even if the symbol temporarily stops, Since the results of the special symbol hit determination process and the normal symbol hit determination process have not been determined, The pattern can be displayed in a variable manner.

[0017] In addition, in this specification, a first pachinko gaming machine, a second pachinko gaming machine, and a third pachinko gaming machine In explaining the pachinko machines, each machine has two special symbols (first special symbol, second special symbol, 2) special symbols) will be explained as an example. For pachinko gaming machines, the number of special symbols may be one.

[0018] [1. The first pachinko machine] First, the first pachinko gaming machine will be described.

[0019] The first special symbol and the second special symbol are not displayed in parallel, but only one of them. As a pachinko game machine in which the variable display of the first special symbol and the second special symbol are When the variable display of the first special symbol is on hold, for example, the second special symbol is selected rather than the first special symbol. Pachinko gaming machines in which the first starting condition is met first (hereinafter referred to as "priority variable machines"), and A pachinko game machine in which the start conditions are met in the order of winning, including the first start port and the second start port (hereinafter referred to as (called "sequential variable speed machines").

[0020] In priority variable machines, the conditions for starting the first special symbol are either the first special symbol or the second special symbol. The variable display of the second special symbol is not in progress, the game is not in a jackpot state, etc. Certain conditions, such as the fact that the first special symbol is not reserved and the variable display of the first special symbol is reserved, In priority variable machines, the starting condition of the second special symbol is The issue is that neither the first nor second special symbols are being displayed in a variable manner, and Certain conditions must be met, such as the fact that the second special symbol is not in a state where it is in a special state, and the variable display of the second special symbol is on hold. This is true if all the conditions are met.

[0021] In addition, in sequential variable machines, the starting conditions for the first special symbol are the first special symbol and the second special symbol. None of the above are being displayed in a variable manner, there is no jackpot game state, and the first special pattern is not being displayed in a variable manner. The display is reserved, and the first reservation is the reservation of the variable display of the first special pattern. This is true when at least all of the following are satisfied. The conditions for starting the pattern are that neither the first special pattern nor the second special pattern is being displayed in a variable manner. It is not a jackpot game state, the variable display of the second special symbol is on hold, and If the first reservation is a reservation of the variable display of the second special pattern, at least all of the following conditions are met. It is established.

[0022] The following explanation will be given using a priority variable rate machine as an example.

[0023] [1-1. Appearance] FIG. 1 is a perspective view showing the appearance of a first pachinko gaming machine when viewed from the front right upper side. FIG. 2 is an exploded perspective view of the first pachinko gaming machine as seen from the front right diagonally above. FIG. 3 shows an example of the appearance of the first pachinko gaming machine when viewed from the rear and diagonally above to the right. FIG.

[0024] [1-1-1.Basic configuration] As shown in FIGS. 1 to 3, the first pachinko gaming machine includes an outer frame 2, a base door 3, a glass A stop door 4, a tray unit 5, a dispenser 6, a display device 7 (see FIG. 2), a dispensing unit 8 (see FIG. 2) , see FIG. 3), a board unit 9 (see FIG. 2, FIG. 3), and a game board unit 10 (see FIG. 2 Furthermore, the game board unit 10 is provided with an LED unit 160 (see FIG. 2) is provided. Here, an outer frame 2, a base door 3, a glass door 4, a dish unit The dispenser 5, the dispenser 6, the display device 7, the dispensing unit 8 and the base unit 9 will be briefly described. The game board unit 10 and the LED unit 160 will be described in detail later. The above parentheses indicate reference drawings for configurations not shown in FIG.

[0025] (Outer frame) The outer frame 2 is a frame body having a generally rectangular shape when viewed from the front, and has an opening 21 penetrating therethrough in the front-rear direction. The outer frame 2 is fixed to the island equipment of the game center. For example, on the front side of the left end of the outer frame 2, A hinge (not shown) is provided on which the base door 3 is pivoted. In this way, the base door 3 can be rotated forward relative to the outer frame 2 around the hinge. It is now possible to do this.

[0026] The outer frame 2 is connected to a dispensing unit 8, a base unit 9, and a It supports a number of components such as the display device 7, the game board unit 10, the glass door 4, and the plate unit 5. High strength is required to maintain the performance. For example, there is a demand for larger display devices 7 (see FIG. 2) and game board units 10. Therefore, by forming the outer frame 2 from, for example, a thin metal plate, the display device 7 and the game board unit 10 It is possible to increase the size while maintaining high strength. In particular, if the outer frame 2 is made of aluminum, It is also possible to reduce the weight.

[0027] (base door) The base door 3 has, for example, a dispensing unit 8 and a base unit 9 attached to its rear side. These are supported by the government.

[0028] The game board unit 10 is fitted on the front surface of the base door 3. For example, in front of the left end, there is an upper end, a middle part below the center in the vertical direction, and a lower A hinge (without a reference number) is provided at each end, and the hinges at the top end and the middle The glass door 4 is pivotally supported, and the tray unit 5 is pivotally supported on hinges at the middle and bottom ends. By doing so, the glass door 4 and the base door 3 are moved relative to each other with the hinges as axes. The plate unit 5 can be rotated forward integrally or individually.

[0029] In addition, a launching device 6 is fixedly attached to the surface of the base door 3, for example, on the lower right side. For example, speakers 32 (see FIG. 2) are fixed on the left and right sides of the upper part. From this speaker 32, for example, the characters displayed on the display device 7 are output. The output includes sound effects such as music, sound effects, voice announcements, error notifications, and the like.

[0030] Furthermore, a locking device (not shown) is provided on the opposite side of the hinge of the base door 3 (i.e., the right end). This locking device is used to lock the base door 3 to the outer frame 2 and It has the function of locking the glass door 4 to A3.

[0031] (glass door) The glass door 4 is a frame-shaped member having an opening 41 formed therein. The glass door 4 is attached from the rear side with a protective glass 43 (see FIG. 2). When the base door 3 is closed, a play area 105 ( 4 described later) and the protective glass 43 face each other. When the door 3 is closed, the play area 105 can be seen from the front. In addition, it is possible to prevent the game balls flowing down the game area 105 from flying out forward.

[0032] The protective glass 43 is made up of multiple (for example, two) pieces of glass attached with a gap between them. Alternatively, multiple panes of glass may be unitized with gaps between them. Furthermore, in the case of a unitized product, glass and glass may be The protective glass 43 may be a glass The material is not limited to this, and may be made of, for example, a transparent resin.

[0033] In addition, at the bottom of the glass door 4, there is a game information service (for example, "Unimemo (registered trademark)" An operation unit 66 is provided that can be operated by, for example, a player to receive the provided prize. This operation unit 66 can be operated by the manager of the game center on the hall menu screen. It can also function as a user-operated control panel.

[0034] In addition, a speaker cover is provided on the upper portion of the glass door 4, in front of the speaker 32. Furthermore, a bar 45 is provided on the periphery of the opening 41 of the glass door 4. A large number of LED groups 46 used for the The reference numeral 46 shown in FIGS. 1 and 2 is not strictly For example, it is an LED cover, but for convenience, it will be described as an LED group 46. For example, it is a light-emitting means for making announcements with light or for producing light-emitting effects with various variations. However, if such lighting effects can be achieved, it is not limited to LEDs, but can also be used with LCDs, lamps, etc. may be.

[0035] (Dish unit) The tray unit 5 is a unit consisting of an upper tray 51 and a lower tray 52. , is disposed at the front lower portion of the base door 3 and below the glass door 4. For example, when a ball jam occurs, the above-mentioned As shown in the figure, the door can be opened and closed by rotating it relative to the base door 3. The unit 5 does not necessarily have to have an upper tray 51 and a lower tray 52, but may be an integrated tray. It may be configured as follows.

[0036] The upper tray 51 is provided so as to be able to store game balls, and the game balls stored in the upper tray 51 are released. The balls are shot from the shooting device 6 toward the game area 105 (see FIG. 4 described later). An exit 53 and a performance button 54 are provided. The game balls are paid out from the payout port 53 to the upper tray 51. The effect button 54 is a so-called "C The effect button 54 is called the "CHANCE button" or "push button". In addition to the operation function operated by the player, the game device may have a predetermined effect function. As a function, for example, it vibrates or protrudes upward based on the result of the special symbol hit determination process. The function of the operation unit 66 may also be used.

[0037] The lower tray 52 is mainly for collecting game balls that have overflowed from the upper tray 51. 2 is provided with a payout outlet 55 that communicates with the upper tray 51, and game balls that have spilled from the upper tray 51 are paid out. The coins are dispensed from the outlet 55 onto the lower tray 52.

[0038] The bottom surface of the lower tray 52 has an opening (reference symbol When the opening formed on the bottom surface of the lower tray 52 is opened, the lower tray 5 The game balls stored in the tray 2 can be transferred to the ball box placed below the lower tray 52. If a so-called counting system is installed on each machine, not only is there no need for a ball box, The game balls counted by each machine's counting system are stored and the stored game balls are used again for play. It is also possible.

[0039] (launcher) The launching device 6 launches the game balls stored in the upper tray 51 into the game area 105 (see FIG. 4 described later). The launcher 6 is located at the front right lower part of the base door 3, and is used to launch the weapon. The launcher 6 is disposed on the lower right side of the unit 5. The launcher 6 comprises a panel body 61, a drive unit (not shown), and and a firing handle 62.

[0040] The panel body 61 is configured to be in a state where the dish unit 5 is closed relative to the base door 3. The base door 3 is fixed to the launcher 6, and the launcher 5 is attached to the base door 3 so that the appearance is integrated. It will be established in.

[0041] The firing handle 62 is configured to be rotatable clockwise or counterclockwise, and is attached to the panel body 61. The driving device is disposed on the rear side of the panel body 61, and The firing handle 62 is operated by the player. When the ball is released, the drive unit operates to release the ball. In this case, the greater the amount of rotation (amount of operation) in the clockwise direction, the stronger the launch strength of the game ball.

[0042] The game balls are launched from the launching device 6 located at the lower right of the tray unit 5 and run along the launch rail ( (not shown) and rolls in an arc along a guide rail 110 (see FIG. 4 described later) to the play area. The ball is shot into the area 105 (see FIG. 4 described later). The position is not limited to the lower right of the tray unit 5, but may be the lower left of the tray unit 5. No rails are required, and the area below the glass door 4 can be used effectively, making it more versatile. It is possible to increase it.

[0043] (display device) The display device 7 (see FIG. 2) has a display area for displaying various effect images related to the game. The display area is attached to the opening of the game panel 100 so that the display area faces the opening. The display device 7 may be, for example, a liquid crystal display device, a 7-segment display device, a dot matrix display device, an The display device may be a display device configured by electroluminescence, or a projection device such as a projector. The display area of ​​the display device 7 may include, for example, , the result of the special pattern hit determination process by variably displaying the special pattern (for example, decorative pattern) for the performance It also displays the special image according to the result of the special symbol hit determination process, and the performance during the jackpot game state. An image to be displayed, a demo effect image, an effect image showing the pending status of the variable display of the special symbol, etc. are displayed. In this embodiment, the display device 7 is attached to the game board unit 10. If the display area is arranged to face the opening of the game panel 100, the display device 7 is It may be attached to the door 3.

[0044] In this embodiment, one display device 7 is provided to display the various effect images. However, a plurality of display devices (for example, two) are provided and the performance is performed using these display devices. The output image may be displayed.

[0045] (Dispensing unit) The dispensing unit 8 (see Figures 2 and 3) is disposed on the rear side of the base door 3. The ball passage 81 is provided with a storage tank 80 (see FIGS. 2 and 3). The storage tank 80 receives game balls from an island facility (not shown). When the dispensing condition is met, the dispenser 82 dispenses the balls from the storage tank 80 into the ball passage 81. A predetermined number of game balls are dispensed onto the upper tray 51, for example. A power switch 95 is provided on the rear side of the unit 8 as shown in FIG.

[0046] (Board unit) The board unit 9 (see FIGS. 2 and 3) is disposed on the rear side of the base door 3. The set 9 is provided with various control boards and the like.

[0047] Specifically, as shown in FIG. 3, a main control circuit 200 (see FIG. 6 described later) is implemented. The main control board 91 and the sub-control board 9 on which the sub-control circuit 300 (see FIG. 6 described later) are mounted. 2. A payout / launch control circuit 400 (see FIG. 6 below) for controlling the payout / launch of game balls is implemented. A dispensing / launching control board 93 and a power supply circuit 450 (see FIG. 10 to be described later) for supplying power. 6) is mounted on a power supply board and the like.

[0048] 3, for convenience, a main control board 91, a sub-control board 92, a payout / launch control board 9 3 and power supply board 94 are shown as reference numerals, but these boards are all It is housed in a case.

[0049] In this embodiment, the sub-control board 92 is a one-board board (one control board). However, it is not limited to this. For example, a display control circuit 304, a sound control circuit 305, an LED control circuit 306, and and the accessory control circuit 307 (see FIG. 6 described later) are all or partly mounted on separate boards. By doing so, the sub-control board 92 may be configured from multiple boards.

[0050] [1-1-2. Game board unit] FIG. 4 is an example of a front view showing the appearance of the game board unit 10 provided in the first pachinko gaming machine. The front side of the game board unit 10 is provided with a game area in which the launched game ball can roll down. 105 is formed.

[0051] As shown in FIG. 4, the game board unit 10 is mainly configured to move the launched game ball in a rolling flow. A game panel 100 in which a playable play area 105 is formed, a guide rail 110, and a play area A center role object 115 disposed in the approximate center of the area 105, a first starting opening 120, and a general entrance The prize mouth 122, the passing gate unit 125, the special electric accessory unit 130, and the second start The outlet 140, the normal electric accessory unit 145, the LED unit 160, and the outlet 178 and a back unit (not shown) disposed behind the game board unit 10. As mentioned above, the LED unit 160 will be described later.

[0052] (Game panel) The game panel 100 has an opening (no reference number) at a position facing the display area of ​​the display device 7. In addition, a guide rail 110 is provided on the front surface of the game panel 100. Both machines have game nails (no reference number) planted in them. The launched game ball flies out from the guide rail 110 toward the game area 105 and hits the game nail. The ball collides with the balls and changes direction as it flows downwards into the play area 105.

[0053] In addition, a back unit with a decorative body is provided at the back of the game panel 100 to enhance the presentation effect. The game panel 100 is provided with a unit (not shown). The decorative body is made of transparent resin so that it can be seen from the front. The entire unit 0 may be made of a transparent material, or, for example, a decorative body provided on the back unit. Only the portion of the game panel 1 that can be seen from the front may be made of a transparent material. 00 is made of materials that do not have transparent parts (for example, wood), and some transparent parts are used for the effect. The effect may be enhanced.

[0054] In this embodiment, the game panel 100 is transparent so that the rear unit can be seen from the front. Although it is made of resin, the entire gaming panel 100 may be made transparent, or only a part of it may be made transparent. It may also be clear.

[0055] (guide rail) The guide rail 110 is made up of an arc-shaped outer rail and an inner rail (both of which have no reference numerals). The play area 105 is defined by a guide rail 110. The outer rail and the inner rail are used to guide the game balls launched from the launching device 6 (see FIG. 6). It has the function of guiding to the upper part of the region 105 .

[0056] (Center role) The center device 115 is fitted into an opening (not shown) in the game panel 100. The play area 10 is configured as follows: The game balls shot towards 5 are distributed to the left and right by the center rail 116.

[0057] In this first pachinko gaming machine, in the gaming area 105, from the center role 115 The area to the left of the center role object 115 is called the left area 106, and the area to the right of the center role object 115 is called the right area The definitions of the left and right areas are as follows: The same applies to the third pachinko gaming machine.

[0058] The game balls launched by the launching device 6 toward the game area 105 are dropped into the left area 106 or The game balls flowing down the left area 106 or the right area 107 are , and then, due to collision with a game nail or the like planted in the game panel 100, the ball changes direction and moves downward. If the amount of operation of the launch handle 62 (see Figures 1 and 2) is small, the The game ball flows down the left side area 106. On the other hand, when the operation amount of the launch handle 62 (see FIG. 1) If it is larger, the launched gaming ball flows down the right area 107.

[0059] In this specification, the left side area is used as the operation mode (hitting mode) of the launch handle 62. A hitting style in which the game ball is shot down the right area 107 is called a "left hit." The way of hitting the ball so that it flows down the right side is called "right hitting". The ball can be hit towards either the left area 106 or the right area 107. do.

[0060] In addition, the center role 115 has a left outer periphery on which game balls flow down the left area 106. The warp entrance 117 is formed so that the player can enter. The trick ball is configured so as to be guided to a stage 118 formed in the center accessory 115. The stage 118 is located in front of the lower edge of the display area of ​​the display device 7, and the game ball can roll in the left and right directions. The stage 118 is formed, for example, as an upper stage and a lower stage. The stage may be formed in multiple stages.

[0061] At the rear side of the stage 118, approximately in the center in the left-right direction, there is a chance entrance 119 through which a game ball can enter. The game ball that entered the chance entrance 119 is directly above the first starting hole 120. Therefore, the game ball that enters the chance entrance 119 is Game balls that did not enter the warp entrance 117, or that entered the warp entrance 117 but were not The game ball that has a higher probability of entering the first starting hole 120 (passing through) than the game ball that has not entered the first starting hole 119 ) is now being done.

[0062] (First starting point) The first starting hole 120 is located below the display area of ​​the display device 7, and is The balls are arranged so that they can win (balls hit to the right are difficult or impossible to win). When a game ball enters the first start hole 120, a first start hole switch 121 (see FIG. 6 described later) is turned on. It should be noted that the game ball hit from the right side can enter the first starting hole 120. Alternatively, instead of or in addition to the first starting hole 120, a game ball hit from the right may be The first starting hole is designed to be able to win (it is difficult or impossible for a ball hit from the left to win). You may do so.

[0063] The first start port switch 121 (see FIG. 6 described later) controls the insertion of the game ball into the first start port 120. When a prize (pass) is detected, various data related to the first special symbol (for example, the first special symbol Random number value for determining the jackpot, random number value for the first special pattern, random number value for determining the reach of the first special pattern, And various random numbers such as random numbers for selecting the first special pattern) are extracted, and each extracted A predetermined number of pieces of seed data (for example, up to four pieces) are stored. The starting condition of another symbol (also referred to in this specification as the "first special symbol change starting condition") is When the first special symbol is established, the first special symbol is subjected to a winning determination process. Then, for example, three prize balls are paid out. However, when the game ball enters the first starting hole 120, The number of prize balls paid out based on this is not limited to this.

[0064] In this specification, the entry of a game ball into the first starting hole 120 is referred to as the starting entry of the first special symbol. Various data related to the first special symbol (for example, random number value for determining the first special symbol's jackpot, The random number value of the first special pattern, the random number value for determining the reach of the first special pattern, and the first special pattern The random number values ​​for the first special symbol selection and other random numbers are referred to as the start information of the first special symbol. Storing the start information of the first special symbol until the condition is met is called "holding." The same applies to the handle.

[0065] (General prize entry) A plurality of general winning slots 122 are arranged at the lower left of the display area of ​​the display device 7. The balls are positioned so that the balls that are hit from the right can win (balls that are hit from the right are difficult or impossible to win). When a game ball enters one of the plurality of general winning slots 122, This is detected by switch 123 (see FIG. 6, which will be described later).

[0066] The general winning port switch 123 (see FIG. 6 described later) controls the entry of game balls into the general winning port 122. When a prize (passing) is detected, for example, four prize balls are paid out. The number of winning balls paid out based on winning game balls is not limited to four.

[0067] In this embodiment, the general winning hole 122 is a hole in which a game ball hit to the right is difficult to win or However, this is not necessarily limited to this, and the above general winning slots 12 In place of or in addition to 2, a general winning slot may be provided through which game balls hit to the right can win a prize.

[0068] (Passing gate unit) The passage gate unit 125 is disposed in the right area 107, and a game ball hit from the right side is A passing gate 126 configured to allow almost all balls to pass through, and a passing gate 126 A unit body integrating a passage gate switch 127 (see FIG. 6 described later) for detecting passage is.

[0069] When the passage of the game ball to the passage gate 126 is detected by the passage gate switch 127, Various data related to the normal symbols (for example, random numbers for determining whether a normal symbol is a winning symbol) are extracted and used for the lottery. The various data output is stored up to a predetermined number (for example, up to four). The winning symbol is used for the normal symbol winning judgment process. Even if the passage of a game ball into the port 126 is detected, no prize balls will be paid out. The gate unit 125 is arranged in the left region 106 instead of or in addition to the right region 107. It may also be used.

[0070] In this specification, the passage of the game ball through the passage gate 126 is referred to as the start passage, and the passage gate Various data relating to the normal symbols extracted by the passage of the game ball through the slot 126 (for example, The random number value for determining whether a regular pattern is a winning symbol is called the starting information for the regular pattern. Storing the start information of the normal pattern until it is decided is called "reservation."

[0071] (Special electric accessory unit) The special electric accessory unit 130 is a large prize winning hole 131 and a game ball entering the large prize winning hole 131. A count switch 132 (see FIG. 6 below) that detects (passage) and a special electric accessory 133 The special electric accessory unit 130 is located in the right area 107. 125. The passage gate unit 125 is disposed below the passage gate unit 125.

[0072] The big prize slot 131 allows balls to be hit from the right (balls hit from the left are difficult to win). However, this is not limited to the above. In place of or in addition to the large prize winning hole 131, a large prize winning hole into which a game ball hit from the left can win a prize is provided. A large winning hole into which the game ball can enter is arranged above the center role 115. This may be done.

[0073] In addition, the big prize slot 131 is controlled to a big win game state, which is a game state advantageous to the player. When the ball is released, a predetermined number (for example, 10 balls) of balls can enter (pass through) the lottery. A count switch 132 (see FIG. 6 described later) counts the number of winnings to the big winning slot 131. When a winning ball is detected, for example, 10 prize balls are paid out. The number of winning balls paid out based on the winning of a game ball on 31 is not limited to 10.

[0074] The special electric device 133 is a special electric shutter 134 that can move back and forth in the forward and backward directions. and a special solenoid 135 (see FIG. 6 described later) that operates the shutter 134. The electric device 133, that is, the special electric shutter 134, is a device for preventing the game ball from entering the big winning hole 131 (generally The opening state is such that the balls can pass through the large winning hole 131 easily, and the balls cannot pass through the large winning hole 131. It is configured to be able to transition to a closed state or a difficult closed state. The transition from the closed state to the open state is carried out over a predetermined number of rounds. That is, the big win game state is when the big win opening 131 is changed from a closed state to an open state for a predetermined period of time. By playing multiple rounds of the game, a large number of game balls can be used as prize balls. This is a gaming state in which it is possible to pay out the winnings.

[0075] (Second starting port) The second starting opening 140 is located in the left area 106 (more specifically, below the left side of the first starting opening 120). However, the second starting hole 140 is arranged in such a way that the winning of the game ball hit from the left side is, for example, The nails make it difficult or impossible to win, so that the ball hit to the right can win. It is configured to be guided to the vicinity of the second starting port 140. It is not essential to configure the 0 in this way, and it may be provided in the right area 107, for example. In addition, the second starting hole 140 is configured so that a game ball hit from the left can win. Good too.

[0076] The second start port switch 141 (see FIG. 6 described later) controls the insertion of the game ball into the second start port 140. When a prize (pass) is detected, various data related to the second special symbol (for example, the second special symbol Random number value for determining the big win, random number value for the second special pattern, random number value for determining the reach of the second special pattern, And various random numbers such as random numbers for selecting the second special pattern) are extracted, and each extracted A predetermined number of pieces of seed data (for example, up to four pieces) are stored. The starting conditions for another symbol (also referred to in this specification as the "second special symbol change starting conditions") are If the winning combination is established, the winning combination of the second special symbol is judged. Then, for example, three prize balls are paid out. However, when the game ball enters the second starting hole 140, The number of prize balls paid out based on this is not limited to this.

[0077] (Normal electric accessory unit) The normal electric accessory unit 145 is located in the left area 106 (more specifically, the left side of the first starting hole 120). When a game ball enters (passes through) the ball, a predetermined number of game balls are awarded as a prize. A winning hole from which balls are dispensed, a switch that detects the entry of game balls into this winning hole, and It is a unit body that integrates the electric device 146. In this embodiment, the winning slot is The start port is designated as 140, and the above switch is designated as second start port switch 141.

[0078] The ordinary electric accessory 146 includes a movable part for ordinary electric use, such as a blade member, which is called a so-called electric chewing gum. member 147 and a solenoid 148 for ordinary electric use (see FIG. 6 described later) that actuates the movable member 147 for ordinary electric use. The ordinary electric accessory 146, that is, the movable member 147 for ordinary electric use, can be in an open state where it is possible or easy for a game ball to enter (pass through) the second starting port 140, and a closed state where it is impossible or difficult for a game ball to enter the second starting port 140, and is configured to be able to transition between these states. Note that the movable member 147 for ordinary electric use includes a blade type, a door type, a protruding plate type, etc.

[0079] (Out port) The out port 178 is for discharging game balls that have not won in any of the various winning ports (for example, the first starting port 120, the second starting port 140, the big winning port 131, the general winning port 122, etc.) that have been launched toward the game area 105 outside the machine. This out port 178 is provided on the most downstream side of the game area 105 so that it can discharge both left-shot and right-shot game balls outside the machine. However, in addition to the above out port 178, an out port may be provided at a position that is not the most downstream side, for example, between a plurality of general winning ports 122, etc., so as to discharge game balls flowing down in the game area 105 outside the machine. <00​​​​​​​​​​​​​​​​​​At least one of the props or prop components that make up the props must be of the same special design. It functions as a stage prop that can be operated based on the results of the determination process.

[0081] [1-1-3. LED unit] The LED unit 160 is located at the lower right of the game board unit 10 and outside the game area 105. The LED unit 160 is an integrated unit of various display units. It is a unit body.

[0082] FIG. 5 is an example of a front view showing the LED unit 160 provided in the first pachinko gaming machine. do.

[0083] As shown in FIG. 5, the LED unit 160 includes a normal symbol display unit 161 and a normal symbol display unit 162. Hold display section 162, first special symbol display section 163, second special symbol display section 164, first special symbol A pattern reserve display unit 165, a second special pattern reserve display unit 166, a probability change notification display unit 167, and and a time-saving notification display unit 168.

[0084] (Normal pattern display section) The normal symbol display unit 161 displays the result of the normal symbol winning judgment process. Equipped with LEDs 161a and 161b for displaying regular patterns. When the condition (hereinafter referred to as "normal symbol start condition") is met, the normal symbol display LED 161 The variable display of the normal pattern begins, with a, 161b alternately turning on and off. When a predetermined time has passed since the variable display of the normal symbol started, the variable display of the normal symbol will stop, and the normal symbol will The result of the pattern winning determination process is derived.

[0085] When the result of the normal pattern hit determination process is a normal pattern hit, the normal pattern display LED 161 The combination of a and 161b turning on and off will result in a specific stop display pattern. When the result of the winning judgment process is a normal symbol winning, the normal symbol display LED 161a lights up. At the same time, the normal symbol display LED 161b is turned off. If the result is a loss, for example, the normal symbol display LED 161a goes out and the normal symbol The pattern display LED 161b lights up. However, the normal pattern that shows the result of the normal pattern winning judgment process The stop display mode of the pattern display LEDs 161a and 161b is not limited to this. When the stop display is displayed in a specific stop display mode, it is determined that the normal electric device 146 is to be operated. Then, the normal current movable member 147 is driven to open and close in a predetermined pattern, and the game ball is fed into the second starting hole 140. It will be easier to win (pass) the prize.

[0086] (Regular pattern reservation display section) The normal symbol reserved display unit 162 is a display unit that reserves the start information of the normal symbol, i.e., the variable display. In this case, the number of reserved variable displays of normal symbols (hereinafter referred to as the "reserved number of normal symbols") ) and is equipped with normal symbol reserved display LEDs 162a, 162b. The above "variable display of normal symbols is on hold" means that the game ball is not passing through the passing gate 126. is detected and various data related to the normal pattern (for example, random number values ​​for determining whether the normal pattern is a winning symbol, etc.) This refers to the state from when the symbol is extracted until the normal symbol start condition is met. The operating conditions are that the normal pattern is not being displayed in a variable manner, and the variable display of the normal pattern is on hold. This is true when at least all of the following conditions are met.

[0087] The normal symbol reserved display unit 162 is a normal symbol reserved display LED 162a, 162b. -The number of reserved variable displays of normal patterns is displayed depending on the combination of lights off. For example, normal patterns When the number of reserved items is one, the reserved display LED 162a for normal symbols lights up and the normal symbol The reserved symbol display LED 162b is turned off. Also, if the reserved number of normal symbols is two, Both of the normal symbol reserved display LEDs 162a and 162b are lit. When the number is three, the normal symbol hold display LED 162a flashes and the normal symbol hold display LED 162b flashes. The reserved display LED 162b lights up. Furthermore, if the reserved number of normal symbols is four, Both the reserved display LEDs 162a and 162b for the symbols flash. However, the number of reserved symbols for the normal symbols The display mode of the normal symbol hold display LEDs 162a, 162b is not limited to this.

[0088] (Special design display section) The special symbol display unit displays the result of the special symbol winning judgment process, and the first special symbol The first special symbol display unit 163 and the second special symbol display unit 164 are provided. For example, the first special symbol display LED group is made up of eight LEDs 163a to 163h. Similarly, the second special symbol display unit 164 is also made up of, for example, eight LEDs 164a to 164h. It is equipped with a second group of special pattern display LEDs.

[0089] The conditions for starting the variable display of the first special symbol (hereinafter referred to as the "starting conditions of the first special symbol") When the first special symbol display unit 163 is formed, the eight LEDs 163a to 163b that constitute the first special symbol display unit 163 are turned on. A variable table of the first special design in which all or part of 63h alternately or mutually lights up and goes out. When a predetermined time has passed since the variable display of the first special symbol started, The variable display of the special symbol stops, and the result of the winning determination process for the first special symbol is derived.

[0090] If the result of the winning determination process of the first special symbol is a big win, the first special symbol display unit 163 The combination of the eight LEDs 163a to 163h that make up the unit and turn them on and off indicates a specific stop display state. Then, when the first special symbol display unit 163 is stopped and displayed in a specific stop display mode, , and the transition to the jackpot game state is decided.

[0091] The conditions for starting the variable display of the second special symbol (hereinafter referred to as the "starting conditions of the second special symbol") When the second special symbol display unit 164 is formed, the eight LEDs 164a to 164b that constitute the second special symbol display unit 164 are turned on. A variable table of the second special design in which all or part of the 64h lights up and goes out alternately or mutually. When a predetermined time has passed since the variable display of the second special symbol started, The variable display of the special symbol stops, and the result of the winning determination process for the second special symbol is derived.

[0092] If the result of the winning determination process of the second special symbol is a big win, the second special symbol display unit 164 The combination of the eight LEDs 164a to 164h that make up the unit and turn them on and off indicates a specific stop display state. Then, when the second special symbol display unit 164 is stopped and displayed in a specific stop display mode, , and the transition to the jackpot game state is decided.

[0093] (Special design reserved display section) The special symbol reserved display unit is when the start information of the special symbol, that is, the variable display, is reserved. , the number of reserved variable displays of special symbols (hereinafter referred to as the "reserved number of special symbols") is displayed. The first special symbol reserved display unit 165 and the second special symbol reserved display unit It has 166.

[0094] The first special symbol reserved display unit 165, when the variable display of the first special symbol is reserved, The number of reserved first special symbols is displayed, and the reserved display LED 165a for the first special symbol is displayed. , 165b. "The variable display of the first special symbol is reserved" means that the first starting slot 1 After the game ball's entry (passage) into 20 is detected and the start information of the first special pattern is extracted, This refers to the state until the conditions for starting the first special pattern are met.

[0095] The first special symbol reserved display unit 165 is a first special symbol reserved display LED 165a, 165 The number of reserved variable displays of the first special pattern is displayed by the combination of lighting and extinguishing of b. For example, when the number of reserved first special symbols is one, the reserved display LED 165a for the first special symbol is The first special symbol reserved display LED 165b is turned off. When the number of reserved patterns is two, both of the reserved display LEDs 165a and 165b for the first special pattern Also, if the number of reserved first special symbols is 3, the reserved display L for first special symbol will be The ED165a flashes and the first special symbol reserved display LED165b lights up. Furthermore, when the number of reserved first special symbols is four, the reserved display LED 165a for the first special symbol , 165b flash. However, the reserved number for the first special symbol, which indicates the reserved number of the first special symbol, The display mode of the display LEDs 165a and 165b is not limited to this.

[0096] The second special symbol reserved display unit 166, when the variable display of the second special symbol is reserved, The number of reserved second special symbols is displayed, and the reserved display LED 166a for the second special symbol is displayed. , 166b. "The variable display of the second special pattern is reserved" means that the second starting port 1 After the game ball's entry (passage) into 40 is detected and the start information for the second special symbol is extracted, This refers to the state until the conditions for starting the second special pattern are met.

[0097] The second special symbol reserved display unit 166 is a reserved display LED for the second special symbol 166a, 166b. The number of reserved second special symbols is displayed by the combination of lighting and extinguishing of b. For example, when the number of reserved second special symbols is one, the reserved display LED 166a for the second special symbol is The second special symbol reserved display LED 166b is turned off. When the number of reserved patterns is two, both of the reserved display LEDs 166a and 166b for the second special pattern In addition, if the number of reserved second special symbols is three, the reserved display L for second special symbols will be displayed. The ED166a flashes and the second special symbol reserved display LED166b lights up. Furthermore, when the number of reserved second special symbols is four, the reserved display LED 166a for the second special symbol , 166b flash. However, the reserved number for the second special symbol, which indicates the reserved number of the second special symbol, The display mode of the display LEDs 166a and 166b is not limited to this.

[0098] (Display unit for probability change notification) The probability change notification display unit 167 can be turned on during the execution of the probability change control described later. , for example, consisting of LEDs or lamps.

[0099] The probability change notification display unit 167 may be lit up during the execution of probability change control, For example, the lights may not be lit so that it cannot be seen from the outside that the variable probability control is in operation. In this way, the fact that the probability variable control is being executed may be concealed.

[0100] However, if the power is interrupted during the execution of the variable control, the backup capacitor 2 described below By using the function of 07, the data indicating that the probability control is in progress will not be lost. If the power is cut off during variable control and then turned on again, the variable control is in progress. The probability change notification display unit 167 lights up in a manner that allows the user to grasp the probability change notification status from the outside.

[0101] In addition, if it was kept secret whether or not the probability control was being executed before the power was cut off Even if the power is turned on, by lighting the probability change notification display unit 167, It is configured so that it is possible to know that the probability variation control is being executed.

[0102] (Display unit for time-saving notification) The time-saving notification display unit 168 can be turned on during the execution of the time-saving control described later. , for example, composed of LEDs and lamps.

[0103] In this embodiment, the time-saving notification display unit 168 is, for example, a first time-saving notification display unit 168 a and the second time-shortening notification display unit 168b, but the number of time-shortening notification display units 168 is not limited to this.

[0104] In addition, as will be described later in detail, there are three time-saving game states: A time-saving game state, B time-saving game state, and C time-saving game state. For example, the first time shortening notification display unit 168a and the second time shortening notification display unit 168b are included. The time-saving game state is determined by the combination of lighting and extinguishing by the short notification display unit 168b. It is designed to allow you to understand the state of the device.

[0105] The time-saving notification display unit 168 displays the first time-saving notification display unit 168a in response to the time-saving control being executed. Alternatively, the second time-shortening notification display unit 168b may be turned on. For example, It is not possible to determine from the outside whether time-saving control is being performed or the type of time-saving control being performed. Lights on or off in a manner (for example, all lights off, all lights on, or in a manner unrelated to the time-saving control currently being executed) By turning it off, you can see from the outside that time-saving control is in progress and the type of time-saving control being executed. In particular, whether or not time-saving control is being executed may be kept secret. It may be possible to tell from the appearance, but it is difficult to tell which time-saving control is being executed from the appearance. Since it may be difficult to grasp the type of time-saving control currently being implemented, the type of time-saving control will be kept secret. This can increase interest.

[0106] However, if the power supply is interrupted during the execution of time-saving control, backup capacitor 2 (described later) The 07 function not only displays data indicating that time-saving control is in progress, but also displays data indicating that time-saving control is in progress. The data indicating the type of control is not lost. Therefore, if the power is cut off while the time-saving control is being executed, When the power is turned on after that, the time-saving control is in progress and the type of time-saving control being executed The time-shortening notification display unit 168 lights up or goes out in such a manner that the time-shortening notification can be grasped from the outside.

[0107] Before the power is cut off, it is necessary to confirm whether time-saving control is in progress and the type of time-saving control being executed. Even if the device is concealed so that it cannot be identified by its appearance, if the power is turned on The system must be configured so that it is possible to see from its appearance that time-saving control is being performed and the type of time-saving control being performed. In this manner, the time-shortening notification display unit 168 is configured to be turned on and / or turned off.

[0108] [1-2. Electrical configuration] Next, the control circuit of the first pachinko gaming machine will be described with reference to FIG. 1 is an example of a block diagram showing a control circuit of a first pachinko gaming machine.

[0109] As shown in FIG. 6, the first pachinko gaming machine mainly includes a main control circuit that controls the game. 200, a sub-control circuit 300 that controls the presentation according to the progress of the game, and a payout / launch control circuit The circuit 400 and the power supply circuit 450 are included.

[0110] [1-2-1. Main control circuit] The main control circuit 200 controls processes such as those executed when the power is turned on and those related to game operations. The main CPU 201, the main ROM 202 (read-only memory) a main RAM 203 (a read / write memory), an initial reset circuit 204, and a buffer It is equipped with a backup capacitor 207 and is housed in a main board case (not shown). .

[0111] The main CPU 201 includes a main ROM 202, a main RAM 203, and an initial reset The main CPU 201 is connected to a watchdog timer (WDT) that monitors the operation of the main CPU 201. It has built-in functions such as a timer and fraud prevention features.

[0112] The main ROM 202 contains a program for controlling the operation of the first pachinko gaming machine by the main CPU 201. The main CPU 201 stores programs for controlling the operation of the computer, various tables, etc. The main ROM 202 has a function of executing various processes according to a program stored in the main ROM 202. do.

[0113] The main RAM 203 is provided with a storage area for storing various data necessary for the progress of the game. The main RAM 203 serves as a temporary storage area for the main CPU 201. In this embodiment, the main CPU Although RAM is used as a temporary storage area for 201, it is not limited to this, and any readable / writable storage may be used. It just needs to be a medium.

[0114] The initial reset circuit 204 monitors the main CPU 201 and outputs a reset signal as necessary. It outputs the following.

[0115] The backup capacitor 207 is used to restore the data stored in the main RAM 203 in the event of a power outage. It has the function of temporarily supplying power to prevent data loss.

[0116] Furthermore, the main control circuit 200 has an I / O port that can be connected to various devices and the like so as to be able to communicate with each other. 205 and the sub-control circuit 300. It also has a command output port 206 and the like.

[0117] In addition, various devices are connected to the main control circuit 200. For example, 200 includes the above-mentioned normal symbol display unit 161, the normal symbol reserved display unit 162, the first special symbol Pattern display section 163, second special pattern display section 164, first special pattern reserved display section 165, second special Hold display unit 166 for another pattern, probability change notification display unit 167, time reduction notification display unit 168, normal power The solenoid 148 and the special power solenoid 135 are connected. In addition to these, the circuit 200 also includes a performance display monitor 170 and an error notification monitor 172. The main control circuit 200 sends signals through the I / O port 205. allows the operation of these devices to be controlled.

[0118] The performance display monitor 170 displays performance display data and other information under the control of the main CPU 201. The performance display data is, for example, a predetermined number (for example, 60,000) of Indicates the percentage of game balls paid out in game states other than the jackpot game state with respect to the game balls fired. This is also called the base value.

[0119] The error notification monitor 172 displays an error code. In addition to the error code, 72 also displays the following information: , a setting change code indicating that a setting change is in progress, a setting confirmation code indicating that a setting change is in progress It is also possible to display the code for checking the settings. A pattern that is not normally displayed as a pattern display (for example, a pattern that indicates that settings are being changed) Setting change symbols) may be displayed.

[0120] In addition, the main control circuit 200 includes a first start port switch 121 and a second start port switch 141. , the passing gate switch 127, the count switch 132, and the general winning port switch 1 23, etc. are also connected. When these switches are detected, the detection signal is sent to I / O port 2 05 to the main control circuit 200.

[0121] Furthermore, the main control circuit 200 is provided with a function to call a hall attendant and a function to display the number of jackpots. a call device (not shown) with functions such as a hall computer that manages the pachinko machines in the entire hall; An external terminal board 184 used when transmitting data to a computer 186, a PC with a setting function described later, In the case of a Chinko gaming machine, a setting key 174 is operated to change or check the setting value. The backup data stored in the main RAM 203 is updated in response to the operation of the manager of the game arcade. A backup clear switch 176 or the like is connected to enable clearing. In this example, the backup clear switch 176 is a switch for changing the setting value, which will be described later. However, it is not limited to this and may be provided with a setting switch to change the setting value. This may be done.

[0122] In addition, the setting key 174 and the backup clear switch 176 can be operated by anyone other than the manager of the game center. Store the items in a designated case so that they cannot be easily touched by third parties (such as players). It is preferable that the case be "inside a specified case" in order to prevent the setting key from being opened. Not only those with a configuration that cannot contact the switch 174 or the backup clear switch 176, Only the setting key 174 and the backup clear switch 176 of the case are turned on and off. A slot is provided, and pachinko machines can be removed from the island equipment using a key managed by the amusement facility manager. When the back surface is exposed by moving the setting key 174 or / and the back panel, the manager of the amusement facility can It also includes a configuration that allows contact with the backup clear switch 176.

[0123] In this embodiment, the setting key 174 and the backup clear switch 176 are However, the present invention is not limited to this and may be applied to, for example, a payout / launch control circuit 40. 0 or power supply circuit 450. A third party other than the site manager can easily operate the setting key 174 or the backup clear switch 176. It is preferable to prevent contact.

[0124] [1-2-2. Sub-control circuit] The sub-control circuit 300 includes a sub-CPU 301, a program ROM 302, and a work RAM 303. 03, display control circuit 304, audio control circuit 305, LED control circuit 306, role control circuit 307 and a command input port 308. The sub-control circuit 300 is a main control circuit. In response to commands from 200, effects are executed according to the progress of the game. However, the sub-control circuit 300 is provided with a performance button 54 (see FIG. 1) that can be operated by the player. is also connected.

[0125] The program ROM 302 stores a program for controlling the game of the first pachinko game machine by the sub-CPU 301. The sub-CPU 30 stores programs for controlling the output, various tables, etc. 1 executes various processes according to the programs stored in the program ROM 302. In particular, the sub-CPU 301 controls various frames transmitted from the main control circuit 200. The game presentation is controlled according to the command.

[0126] The work RAM 303 is a temporary storage area for the sub-CPU 301, and stores various flags and variables. It has the function of storing values.

[0127] The display control circuit 304 is a circuit for controlling the display in the display device 7. The control circuit 304 includes an image data processor (hereinafter referred to as VDP) and various image data processors. Image data ROM in which data for generating the image data is stored, and image data is temporarily stored It is equipped with a frame buffer that converts image data into image signals, and a D / A converter. do.

[0128] The display control circuit 304 controls the display device 7 in response to an image display command from the sub-CPU 301. The image data to be displayed is temporarily stored in the frame buffer. The image data to be displayed includes decorative pattern image data showing decorative patterns, background image data, and It includes various image data related to the game, such as game data, image data for effects, etc.

[0129] Then, the display control circuit 304 reads the image data stored in the frame buffer at a predetermined timing. Image data is supplied to a D / A converter, which converts the image data into an image signal and supplies the converted image signal to the display device 7 at a predetermined timing. When an image signal is supplied to the device 7, an image related to the image signal is displayed on the display device 7. In this way, the display control circuit 304 controls the display device 7 to display images related to games. It can be done.

[0130] The audio control circuit 305 is a circuit for controlling the audio generated from the speaker 32. The audio control circuit 305 is a circuit that controls the audio and the audio source IC, an audio data ROM for storing audio data; an amplifier for amplifying audio signals (hereinafter referred to as AMP) It is equipped with the following:

[0131] The sound source IC controls the sound output from the speaker 32. The sound source IC is In response to a voice generation command from 301, a plurality of voice data stored in the voice data ROM is The sound source IC selects one piece of audio data from the audio data. The audio data is read from the data ROM, converted into a predetermined audio signal, and the converted audio signal is The AMP amplifies the signals of the voice and sound effects output from the speaker 32. It is something that widens the scope.

[0132] The LED control circuit 306 is a circuit for controlling the LED group 46 including decorative LEDs. The LED control circuit 306 includes a drive circuit for supplying LED control signals and a plurality of It is equipped with a decoration data ROM in which various LED decoration patterns are stored.

[0133] The role control circuit 307 controls each role (for example, one or more roles in the performance role group 58). The accessory control circuit 307 is a circuit for controlling the operation of each accessory. A driving circuit for supplying a signal, a lighting circuit for supplying a lighting control signal, an operating pattern It is equipped with a role data ROM that stores the lighting patterns and other information.

[0134] In addition, the accessory control circuit 307 controls the accessory device in response to an accessory operation command from the sub-CPU 301. One operation pattern is selected from multiple operation patterns stored in the data ROM. Then, the selected operation pattern is read from the accessory data ROM, and the read operation pattern By supplying a drive signal corresponding to the point, the mechanical operation of each part is controlled. The lighting circuit operates based on a lighting command from the sub-CPU 301. Select one lighting pattern from the multiple lighting patterns available. The lighting control signal corresponding to the lighting pattern is read from the accessory data ROM. By supplying this, the lighting operation of each accessory is controlled.

[0135] The command input port 308 is connected to the command output port 206 and is the main control circuit. It receives various commands sent from the path 200.

[0136] [1-2-3. Dispensing and firing control circuit] The payout / launch control circuit 400 controls the payout of prize balls and loan balls. The launch control circuit 400 includes a payout device 82 capable of paying out game balls, a a card unit 180 capable of controlling ball lending; etc. are connected.

[0137] The payout / launch control circuit 400 receives a prize ball control command sent from the main control circuit 200. When the signal is received, a predetermined signal is sent to the payout device 82, causing the payout device 82 to pay out game balls. Control is performed to ensure this.

[0138] A ball lending operation panel 182 is connected to the card unit 180. The Nel 182 has a ball loan button for receiving ball loans and a cache data storage. A rental / return button (not shown) is provided for receiving the return of the ball rental card. For example, when a player performs a ball lending operation, a ball lending control signal corresponding to the ball lending operation is generated. The payout / launch control circuit 400 transmits the card number to the card unit 180. 180, the payout device 82 is caused to pay out game balls based on the ball dispensing control signal transmitted from the The operation panel 182 is often provided on the pachinko machine side, It may be provided on the card unit 180 side.

[0139] In addition, the dispensing / launching control circuit 400 controls the dispensing / launching handle 62 to be turned clockwise. Based on this, a firing solenoid (not shown) is energized according to the rotation angle (amount of rotation). It supplies power and controls the launch of the game ball.

[0140] [1-2-4. Power supply circuit] The power supply circuit 450 supplies the power supply voltage required for playing games to the main control circuit 200 and the sub-control circuit 200. This is a power supply circuit created to supply power to the circuit 300, the payout / launch control circuit 400, etc.

[0141] The power supply circuit 450 is connected to a power switch 95 and the like. , pachinko gaming machine (more specifically, a main control circuit 200, a sub-control circuit 300, a payout / launch This is turned on when supplying the necessary power to the control circuit 400, etc.

[0142] [1-3. Game flow] Next, an example of a game flow will be described with reference to Figures 7 and 8. Figure 7 shows the game flow. FIG. 8 is an example of a game state transition diagram showing the transition of the game state. The game flow shown in Figure 7 is not a control flow, but a flow that can be understood by appearance. do.

[0143] As shown in FIG. 7, in a pachinko game, game balls are thrown by user operations such as a player. When the game ball is launched and enters one of the various winning holes (for example, the first starting hole 120, etc.), the game is started. The payout control process for the game ball is performed. In the pachinko game, there is a special symbol game that uses a special symbol. The special symbol game includes, for example, a start Based on the winning of the game ball into the slots 120 and 140, a special symbol winning determination process is executed, and a jackpot is determined. It is a game that determines whether or not to transition to a gaming state. For example, a winning determination process for a normal symbol is executed based on the passage of the gaming ball through the passage gate 126, The electric device 146 is normally operated to open the winning hole (the second starting hole 140 in this embodiment). In this specification, the term "special symbol game" refers to a game in which the player determines whether or not to win. Although it is sometimes called "game", "game" is a term used in a broad sense, for example, , a normal symbol game or a game using an operation unit such as the effect button 54 (see, for example, FIG. 1) Games and other such games are also included in "games."

[0144] In addition, in this specification, from the start of the variable display of the special pattern until the end of this variable display, Until the result of the special symbol hit determination process is finalized (derived) (for more details, The time until the special symbol confirmation time has elapsed is considered one special symbol game. After the result of the jackpot determination process is derived, if the game is controlled to a jackpot gaming state, The end of the first pachinko game is considered one special symbol game. Although it is not included in the result of the hit determination process of another pattern, a small hit is included in the result of the hit determination process of the special pattern. In the included pachinko gaming machine, after the result of the special symbol winning determination process is derived, a small winning game is When controlled to the skill state, the period up to the end of the small win game state will be considered as one special pattern game.

[0145] In the special symbol game, the stop display mode indicating a jackpot is the first special symbol display unit 163 or When the second special symbol display unit 164 is output, the game is controlled to a jackpot game state. In this state, the special electric device 133 is operated to open the big winning port 131 for a predetermined time (for example, up to 30 minutes). A round game is played in which the ball is in an open state for 1000 msec., and the ball is sent to the big prize slot 131. The chances of winning are relatively increased.

[0146] In addition, in the normal symbol game, the stop display mode indicating the normal symbol win is set to the normal symbol display unit 16. When the winning jackpot is led out to 1, the winning jackpot (for example, in this embodiment, The second starting hole 140) is opened, and the possibility of winning at the second starting hole 140 is relatively It can be improved.

[0147] In addition, the games that can be played in pachinko games are special symbol games and regular symbol games. The game is not limited to these games, and a new game different from these may be executable.

[0148] Below, an outline of the game flow of the special symbol game and the normal symbol game will be explained.

[0149] [1-3-1. Special Design Game] As shown in FIG. 7, the special symbol game mainly includes a first starting slot 120 or a second starting slot 121. A special symbol start winning process that is performed when there is a winning (passing) through the start port 140; and Special symbol control processing is performed based on the establishment of the special symbol start condition, etc. .

[0150] When a game ball enters the first starting hole 120 or the second starting hole 140, a special symbol starts. In this special symbol start winning process, various counters for special symbols (e.g. For example, various data related to special patterns from counters for determining jackpots, counters for determining patterns, etc. (For example, random numbers for determining a big win, random numbers for symbols, random numbers for determining reach, and random numbers for selecting effects Each random number is extracted (acquired) as the starting information. This special symbol start winning process is held in a reserve as a special symbol control process. will also be held.

[0151] In addition, in the special symbol control process, it is determined whether or not the start condition for the special symbol is established. When the start condition of another pattern is established, the jackpot extracted from the counter for determining the jackpot of the special pattern The random number value for judgment is referenced and a special symbol hit judgment process is performed to determine whether or not it is a "jackpot." After that, a stop symbol determination process is performed to determine the stop symbols. The random number for determining the special symbol is extracted from the counter for determining the special symbol, and the winning number of the special symbol is calculated. The special symbol to be stopped and displayed is determined by referring to the result of the determination process.

[0152] In this embodiment, if the probability variable flag is on, probability variable control is executed. In the pattern hit determination process, if the probability flag is off, there is a relatively low probability of a "jackpot." If the probability flag is on, it is determined to be a "jackpot" with a relatively high probability. In the following description, the probability of being determined to be a "jackpot" is referred to as the "jackpot probability." It is called.

[0153] The probability change flag is one of the management flags stored in the main RAM 203. This is a flag to manage whether or not to execute control. If the probability variable flag is on, the probability variable control The game progresses in a game state in which the control is executed (for example, in this embodiment, a high probability time-saving game state). On the other hand, when the probability variable flag is off, the probability variable control is not executed (for example, normal play). The game progresses in a certain state (skill state or low probability time-saving game state).

[0154] Next, a process for determining the variation pattern of the special symbol is carried out. A random number is extracted from the fixed counter, and the result of the random number and the special symbol winning judgment process described above is The result and the special symbols that are displayed as described above are used to determine the variation pattern of the special symbols (variable display Then, based on the result of the special symbol variation pattern determination process, the special symbol variation pattern is determined. A variable display control process for a different symbol is performed.

[0155] Once the special symbol variation pattern is determined, the next step is to determine the effect pattern. Then, based on the result of the effect pattern determination process, the display device 7 For example, decorative patterns and character effects are displayed in the display area of ​​the The sound effects and sound effects output from the microphone 32 are controlled by the microphone 32. The control process is performed by the sub-CPU 301.

[0156] Then, when the variable display control process and the performance control process of the special pattern are completed and a jackpot is reached, The jackpot game control process is executed in the jackpot game state. When the jackpot game state ends, the special symbol game ends and the In this case, a game state transition control process is performed to a non-jackpot game state. For example, if both the probability variable flag and the time-saving flag are set to ON, If the jackpot type is a jackpot type that is selected, after the jackpot game state ends, the game will transition to a high probability time-saving game state. .

[0157] On the other hand, if there is no big win, that is, if there is a miss, the special symbol game ends. In the pachinko machine of 1, the result of the special symbol hit determination process does not include small hits, but In pachinko machines where the result of the pattern hit determination process includes a small hit, if you win a small hit, A winning game control process is performed. Also, although not shown in FIG. 7, a time-saving winning game, which will be described later, is performed. If so, the game will transition to a time-saving game mode.

[0158] Then, each time the start condition of the special symbol is established, various processes of the special symbol control process described above are performed. It is repeated.

[0159] In addition, if a game ball enters the start hole 120, 140 during the special symbol control process, A different symbol start winning process is executed. Also, when a game ball enters the start hole 120, 140, a lottery is executed. The start information of the special pattern (for example, the random number value for determining the big win, the random number value of the special pattern, Random numbers for determining the course, random numbers for selecting the performance, and other random numbers and other data) are used in special The pattern will be held until the starting conditions are met.

[0160] In addition, in the first pachinko machine, four pieces of information on the start of the first special symbol and the start of the second special symbol are You can reserve up to 8 special symbol start information in total, including 4 dynamic information, but The number of start information of the special symbol that can be used is not limited to this. For example, It may be possible to reserve more than the start information of the second special pattern, or the start information of the second special pattern It may be possible to reserve more information than the start information of the first special symbol.

[0161] Also, although not shown in Figure 7, the starting conditions for the special symbol are as follows: Until the start of the game is established, the starting ball extracted at the time of entry (passage) of the game ball into the starting hole 120, 140 Based on the dynamic information, the winning or losing (whether or not a "jackpot" has been won) and the fluctuation pattern are judged to be the winning or losing of the special pattern. A look-ahead judgment is performed to judge before processing (for example, see S396 in FIG. 52 described later), and The system may be provided with a function for performing a predetermined effect based on the result of the look-ahead determination. The above-mentioned prediction is made by the entry of the game ball into the starting hole 120, 140. This may be done before or after the received start information is reserved.

[0162] [1-3-2. Normal symbol game] As shown in FIG. 7, in the normal symbol game, the game ball is mainly dropped into the passing gate 126. When the normal pattern starts passing through, the normal pattern start passing process is performed. This includes normal symbol control processing that is performed based on the establishment of a symbol.

[0163] When a game ball passes through the passing gate 126, a normal symbol start passing process is executed. In this normal pattern start passing process, the start of the normal pattern is determined from the winning judgment counter for the normal pattern. Extract (acquire) information (for example, random numbers for determining whether a normal pattern is a winning symbol) and use the extracted start information Put on hold.

[0164] In addition, in the normal symbol control process, the main CPU 201 determines whether the start condition of the normal symbol is established. When variable display of normal symbols is started, the main CPU 201 determines whether or not The random number value for determining whether a normal pattern is a winning combination is extracted from the winning combination counter for the pattern. Execute the normal pattern hit judgment process to determine whether or not the pattern is "hit", and then determine the variable pattern In this process, the result of the normal symbol winning judgment process is referenced, and the normal symbol winning The variation pattern is determined.

[0165] Next, the main CPU 201 determines whether the normal symbol is a winning symbol or not, and A variable display control process that controls the variable display of the normal pattern by referring to the variable pattern of the normal pattern; Furthermore, a performance control process is executed to perform a predetermined performance. Note that the performance control process is not executed. There are cases like this.

[0166] Then, when the variable display control process and the performance control process of the normal pattern are completed, the main CPU 201 indicates that a normal winning symbol indicating a "normal winning symbol" is displayed on the normal symbol display unit 161 (see FIGS. 5 and 6). It is determined whether the stop display mode indicating a normal win has been derived. When this happens, the main CPU 201 executes a normal symbol win game control process. In the game control process, the normal electric device 146 (see FIG. 4) is activated, and the winning slot (for example, In this example, for example, it is possible or easy for the game ball to enter (pass through) the second starting hole 140 (see FIG. 4). On the other hand, it is determined that the stop display mode indicating a normal win has not been derived. Then, the main CPU 201 does not execute the normal symbol winning game control process, but executes the normal symbol control process. Finish.

[0167] In addition, in a game state where time-saving control is not executed (for example, a normal game state), a normal win is indicated. The probability that the stop display mode is derived may be set to 0. Special symbol shortening control that shortens the variable display time of the special symbol compared to when it is not in use, and The electric device 146 is operated to open the winning slot (for example, the second starting slot 140 in this embodiment (see FIG. 4)). ) is opened, or This time-saving control is a control that performs both special chart shortening control and electric support control. Alternatively, it may be possible to perform only one of the special chart shortening control and the electric support control. good.

[0168] The electric support control is the probability of winning the "normal pattern hit", the variable display time of the normal pattern, and the normal electric At least one of the opening patterns (number of openings, opening time, waiting time) of the moving object 146 The time-saving performance is a control that improves either the winning slot (for example, in this embodiment) or the is a function that changes the ease of a game ball entering the second starting hole 140 (see FIG. 4), Probability of winning "normal symbol", variable display time of normal symbol, or / and normal electric device 1 46 opening patterns (number of openings, opening time, waiting time, etc.) For example, improving the winning hole (for example, in this embodiment, the second starting hole 140 (Fig. 4)) to make it easier for the game ball to enter the winning slot. When this happens, the winning probability of "normal pattern hit" increases compared to when the electric support control is not executed. , shortening of the variable display time of the normal symbols, or / and winning capacity by the normal electric device 146 The game will be made easier (increasing the number of times it can be opened, extending the opening time, shortening the waiting time, etc.).

[0169] Then, each time the start condition of the normal symbol is established, various processes of the normal symbol control process described above are performed. It is repeated.

[0170] In addition, if a game ball passes through the passing gate 126 during the normal symbol control process, The pattern start passing process is executed. Also, the signal extracted when the game ball passes through the passing gate 126 is The starting information of the normal pattern (for example, the random number value for determining the winning of the normal pattern) is set as the starting condition of the normal pattern. will be held until it is established.

[0171] In addition, the start of variable display of normal symbols will be carried out in the order of reservation, and the start conditions of normal symbols will be met Then, about the start information of the reserved normal pattern that was reserved first Perform variable display.

[0172] In addition, various random number values ​​(for example, the random number value for determining the jackpot of the first special pattern, the pattern of the first special pattern Random number value, random number value for determining whether the first special symbol is in a reach, random number value for determining whether the second special symbol is in a jackpot, The random number value for the special pattern, the random number value for the reach judgment of the second special pattern, and the winning judgment of the normal pattern The method of extracting the random numbers (used random numbers, etc.) is by executing a program by the main CPU 201. A software random number system may be used to generate random numbers within a predetermined range (width), or a system may be used that generates random numbers within a predetermined cycle. A hard random number method extracts random values ​​from a counter in a random number generator, where random numbers are updated at It may be used.

[0173] [1-3-3. Game state transition] As shown in FIG. 8, the game state is roughly divided into a non-jackpot game state and a jackpot game state. In the non-jackpot gaming state, the special symbol game is executed as described above, and the special symbol game is executed. When a jackpot is determined as a result of the pattern hit determination process, the game state changes from a non-jackpot game state to a jackpot game state. In the jackpot game state, the round game is executed as described above, and the special Variable display of symbols is not performed. However, for variable display of normal symbols, It is possible to execute even in the small win state. Let's say.

[0174] In the non-jackpot game state, the probability of winning a jackpot in the special pattern hit determination process is relatively low. A low probability state where the probability of winning a jackpot in the special pattern hit determination process is relatively high. It can be broadly divided into gaming status and

[0175] The high probability game state includes a high probability time-saving game state (high probability high base) in which time-saving control is executed. Although not included in the high probability gaming state of the first pachinko gaming machine, In this way, the high probability non-time-saving game state (high probability low base state) in which time-saving control is not executed is It may be included in the state.

[0176] The low probability state is a normal game state (low probability low base) in which time-saving control is not executed, and a time-saving control This includes a time-saving game state (low probability high base) in which the above is executed.

[0177] Furthermore, there are three time-saving game states: A time-saving game state, B time-saving game state, and C time-saving game state. Includes:

[0178] A time-saving game state is a time-saving game state that can be transitioned to after the end of a specific jackpot game state. When the specified number of special symbol games are executed or the game is transitioned to a jackpot game state, A time-saving game will start. The skill state ends. The specified number of special symbol games are executed, and the A time-saving game state is entered. When this is completed, the game will transition to normal play mode.

[0179] B time-saving game state is, for example, when the big hit game state ends and the game enters a non-high probability game state (i.e., probability change) The variable display of special symbols has begun in the game state where the flag is off, and The number of times that the special symbols are displayed varies depending on the RAM being cleared (for example, the ceiling counter). When the number of times the game has been played reaches a ceiling value (for example, 1000 times), the game can be switched to a time-saving game state. When a fixed number of special symbol games are played or the game is switched to a jackpot game state, the game enters a B time-saving game state. The B time-saving game state ends when the specified number of special symbol games are executed. Once the game is completed, the game will transition to normal play mode.

[0180] C Time-saving game state is when the result of the special symbol hit determination process performed in the low probability state is "time It is a time-saving game state that can be transitioned when the display mode of the time-saving win is derived, A special symbol game will be played a set number of times as determined by winning the "time-saving prize." Or, if you move to the big win game state, the C time-saving game state will end. When the C time-saving game state ends due to the execution of a symbol game, in principle, normal play will begin. In addition, for example, if multiple time-saving game states overlap, Even if a certain number of special symbol games are played, the game will not transition to the normal game mode, but will instead be played in C time reduction mode. The game state continues.

[0181] In this specification, regardless of whether multiple time-saving gaming states are executed in succession, When the conditions for transitioning to a time-saving game state are met in a game state, or when transitioning to multiple time-saving game states occurs When the conditions are met at the same time, the time-saving game state is said to be "overlapping." When the short game state overlaps, the main CPU 201 controls the overlapping multiple states internally. Activating any of the multiple time-saving game states, i.e., multiple overlapping time-saving game states The internal parallel operation is called "overlapping execution". However, the main CPU Even if 201 internally executes multiple time-saving game states, when it is actually executed, The time-saving control is only the time-saving control corresponding to one of the time-saving game states. Even if multiple time-saving game states are being executed at the same time, the player may not be able to It is understood that the game is controlled to one of the time-shortened gaming states.

[0182] Next, the transition of the game state will be described.

[0183] Normal game state, time-saving game state (A time-saving game state, B time-saving game state, C time-saving game state), And even if it is controlled in a high probability game state (for example, a high probability time-saving game state), If the result of the pattern hit determination process is a jackpot, the game transitions to a jackpot game state.

[0184] When the jackpot game state ends, depending on the game specifications, the game will switch to normal game state, time-saving game state, or It is possible to transition to either a high probability game state or a high probability game state (for example, a high probability time-saving game state). However, the time-saving game state that can be transitioned to when the jackpot game state ends is limited to the A time-saving game state. can be done.

[0185] When controlled to a high probability game state, some pachinko gaming machines, such as so-called ST machines and loop machines Except for the above, there is no transition from the high probability game state to the time-limited game state or the normal game state. From the time-saving game state or normal game state, unless you go through the jackpot game state, you will not be able to enter the high probability game state. It does not transition to the normal state.

[0186] When controlled in normal game mode, it can transition to B time-saving game mode or C time-saving game mode. However, it is not possible to transition to the A time-saving game state unless one goes through the jackpot game state. However, if a specified number of special symbol games are executed in the A time-saving game state, the game will return to normal game state. Therefore, it is possible to transition from A time-saving game state to normal game state. Whether the game is in a game mode or a time-saving game mode, the specified number of times When a different symbol game is executed, it will transition to the normal game state, so it will not be in the B time-saving game state or C time-saving game state. It is also possible to transition from this state to a normal game state.

[0187] Next, the transition between time-saving gaming states will be explained.

[0188] When controlled in the A time-saving game state, the number of time-savings that can be executed in the A time-saving game state is , because it is set to a number of times less than the ceiling value, which is the transition condition for B time-saving game state, A time-saving There is no transition from the game state to the time-saving game state B. Also, the time-saving game state A is a jackpot game. Since it is controlled via the state, it is not possible to transition from the B time-saving play state to the A time-saving play state. On the other hand, the result of the special symbol hit determination process in the A time-saving game state is "time-saving hit." The transition condition to the time-saving game state C is met, so the time-saving game state A and the time-saving game state C overlap. However, as mentioned above, the A time-saving gaming state is controlled via the jackpot gaming state. Therefore, there is no transition from the C time-saving play state to the A time-saving play state.

[0189] B When controlled in time-saving game mode, the result of the special symbol hit determination process is "time-saving hit" If the condition for transition to the time-saving game state C is met, the time-saving game state B and the time-saving game state C overlap. Also, if the ceiling counter reaches the ceiling value during the C time reduction game state, The short play state and the time-shortened play state B may overlap.

[0190] C When controlled in time-saving game mode, the result of the special symbol hit determination process is "time-saving hit" If the condition for transition to the C time-saving game state is met, the C time-saving game state and the C time-saving game state overlap. It can be duplicated.

[0191] Details regarding overlapping time-saving game states will be provided later.

[0192] [1-4. Basic specifications] Next, the basic specifications of the first pachinko gaming machine will be described with reference to FIGS.

[0193] In the first pachinko game machine, normal game play is performed in which neither probability control nor time-saving control is performed. A high probability time-saving game state in which both probability variable control and time-saving control are executed, and probability variable control Although the main game is not executed, there is a low probability time-saving game state in which time-saving control is executed. The CPU 201 advances the game in any one of these game states. However, the game state that is progressed under the control of the main CPU 201 is The state is not limited to this.

[0194] In this embodiment, in the normal game state, left hitting is the normal game mode, and in the high probability time-saving game state, In the low probability time-saving gaming state, hitting to the right is the normal gaming mode. The playing style that is considered to be a regular game style is displayed in the display area of ​​the display device 7, for example. It should be noted that the "regular game mode" refers to a game mode (e.g., a firing mode) that is selected by the player. This corresponds to the game mode that is least disadvantageous to the player (advantageous to the player).

[0195] [1-4-1. Jackpot probability for each setting] FIG. 9 is a table showing the jackpot probability (estimate) for each setting value in the first pachinko gaming machine. As shown in FIG. 9, in the first pachinko gaming machine, the setting key 17 4 or backup clear switch 176 (see FIG. 6), for example, setting 1 It can be set to one of several setting values, such as setting 1 to setting 6. In the case of pachinko machines with setting functions such as The main CPU 201 executes a special symbol winning determination process based on the set value. do.

[0196] Specifically, in the game state where the probability variable flag is off and the probability variable control is not executed (for example, in this embodiment, The probability of winning in normal play mode and low probability time-saving play mode is determined by the first special symbol. Regardless of whether the determination process or the second special symbol winning determination process is executed, for example, , setting 1: approximately 1 in 319, setting 2: approximately 1 in 314, setting 3: approximately 1 in 309, setting 4 The odds are approximately 1 in 304 at setting 1, 1 in 299 at setting 5, and 1 in 294 at setting 6. In addition, the probability variable flag is on in the game state where the probability variable control is executed (for example, in the present embodiment, the high probability time-shortened game The probability of winning in the skill state is about 1 in 77 for setting 1, about 1 in 76 for setting 2, and about 1 in 3 for setting 3. 1 in 75 at setting 4, 1 in 74 at setting 5, 1 in 73 at setting 6, and 1 in 72 at setting 7. It is as follows.

[0197] In addition, the probability of a time-saving hit is different from the probability of a big hit and is the same probability for all settings. For example, when the first special pattern hit determination process is executed, the probability of winning the time-saving is 1 in 160, 2 When the special symbol hit determination process is executed, the probability of winning the time-saving is 1 in 240. The probability of winning the time-saving function is determined by whether the first special symbol hits or the second special symbol hits. The value may be different from when the determination process is executed, or may be the same.

[0198] However, even if the probability of winning the time-saving is the same for all settings, the time-saving continuation rate (for example, The number of times the time is reduced may be set differently depending on the setting value. If the result of the pattern hit determination process is "time reduction hit", for example, in the case of setting 1, the number of time reductions If the setting is 6, the time reduction will be set to 100 times. It can also be set to

[0199] In addition, in the first pachinko game machine, small wins are not included in the lottery, but small wins are included in the lottery If small wins are included in the lottery, the small win probability is set to It is advisable to use the same probability. Also, if small wins are included in the lottery, the first special pattern and the second special pattern Only when the winning determination process for one of the special symbols (for example, the second special symbol) is performed In this case, the other special symbol (for example, the first special symbol) may be used to win a smaller prize. In the hit determination process of the pattern, in addition to not determining whether or not a small hit has been won, It may also be possible to determine whether or not a small win has been won by setting the probability to 0.

[0200] The probability of winning the above time-saving prize and the probability of winning the small prize when the lottery includes the small prize are as described above. The probability is the same for all settings, but it is not limited to this and may vary depending on the setting value. You may do so.

[0201] In this embodiment, the probability of winning is different for each setting value. For example, the same jackpot probability may be set for setting 1 and setting 2, or the same jackpot probability may be set for setting 3 and setting 4. There are multiple settings, such as a common jackpot probability for settings 5 ​​and 6. The probability of winning may be the same.

[0202] In this embodiment, the probability of winning varies depending on the set value. If the degree of advantage differs depending on the setting value, the target that differs depending on the setting value will not necessarily have the same jackpot probability. For example, when a game ball enters a specific winning slot, the game is controlled to enter a jackpot game state. In a pachinko machine like this, the probability of winning a particular prize slot varies depending on the setting value. The pachinko gaming machine may be a pachinko gaming machine with a setting function. is not required.

[0203] [1-4-2. Special symbol winning judgment table] FIG. 10 shows the main ROM 202 of the main control circuit 200 of the first pachinko gaming machine. 10 is an example of a special symbol winning determination table stored in the memory. The pattern hit determination table is shown as an example for setting 1 shown in FIG.

[0204] The special symbol hit determination table is a table referenced in the special symbol hit determination process. That is, the random number for determining the jackpot that is extracted when the game ball enters the starting hole 120, 140 Refers to the lottery used to determine whether a "time-saving hit," "jackpot," or "miss" occurs based on the value. In this embodiment, the lottery items are "time-saving hit", "jackpot", and and "miss", and does not include other lottery targets (for example, small wins), but When a game ball enters the first starting hole 120 or / and the second starting hole 140, the ball is selected for another lottery. It may be possible to do so.

[0205] As mentioned above, the random number value for determining the jackpot is the random number value used to determine the winning of the special pattern. In this embodiment, the random number for determining a big win is 0 to 65535 (65536 types). However, the range of generated random numbers is not limited to the above.

[0206] In this embodiment, the main CPU 201 extracts the first special symbol in the winning determination process. Based on the random number value for determining whether a jackpot is reached, it is determined as a "time-saving hit," a "jackpot," or a "miss." The first special symbol winning judgment table has a "time" for each value of the probability variable flag (0 or 1). The range (width) of random numbers for determining a jackpot determined by "short hit" and the corresponding time-saving hit determination value Relationship with data, range (width) of random numbers for determining jackpots and their corresponding The relationship between the jackpot determination value data and the random number value for jackpot determination that is determined as a "miss" The relationship between the range (width) and the corresponding failure judgment value data is defined.

[0207] In this specification, when the value of the probability flag is "0", the probability flag is off, If the value of the probability flag is "1", the probability flag is on.

[0208] In addition, the main CPU 201 determines whether the first special symbol is a winning symbol in the winning determination process of the second special symbol. Similar to the hit determination process, the "time-saving hit" and "jackpot" are determined based on the extracted random number value for jackpot determination. " or "Miss". The winning judgment table for the second special symbol is For each value (0 or 1), the range (width) of the random number value for determining the jackpot is determined as a "time-saving hit". The relationship between the corresponding time-saving hit determination value data and the random number for determining a "jackpot" The relationship between the value range (width) and the corresponding jackpot determination value data, and the determination of "miss" The relationship between the range (width) of random numbers for determining a big hit and the corresponding data for determining a miss is It is prescribed.

[0209] In this embodiment, for example, when the probability variable flag is off during the hit determination process of the first special symbol, If the extracted random number for determining a jackpot is any one of 0 to 408, the main CPU 201 is judged as a "time-saving hit" and the hit / miss judgment value data is determined as "time-saving hit judgment value data." In addition, when the probability variable flag is off during the hit determination process of the first special pattern, the extracted jackpot judgment If the fixed random number is any one of 409 to 613, the main CPU 201 determines that the "jackpot" has been reached. The winning / losing determination value data is determined as "jackpot determination value data." If the random number value for determining a win is any one of 614 to 65535, the main CPU 201: It is judged as "miss" and the judgment value data is determined as "miss judgment value data."

[0210] In addition, for example, when the winning judgment process of the first special pattern is performed, the probability flag is on and the extracted If the random number value for determining a big win is any one of 0 to 408, the main CPU 201 The first special When the probability flag is on during the hit determination process for a different pattern, the extracted random number value for the big hit determination is If the number is any of 409 to 1259, the main CPU 201 determines that it is a "jackpot." The judgment value data is determined as "jackpot judgment value data." Also, the extracted random number for jackpot judgment is If the value is between 1260 and 65535, the main CPU 201 determines that the result is a "miss." The judgment value data is determined as "miss judgment value data."

[0211] Similarly, for example, when the probability flag is off during the winning judgment process of the second special pattern, If the random number value for determining a big win is any of 0 to 272, the main CPU 201 The judgment value data is determined to be "time-saving hit" and the judgment value data is determined to be "time-saving hit judgment value data". When the special symbol hit determination process is performed, the probability variable flag is off and the extracted random number value for jackpot determination is If the number is any of 273 to 477, the main CPU 201 determines that the number is a "big hit." The judgment value data is determined as "jackpot judgment value data". Furthermore, the winning judgment process of the second special symbol is When the probability flag is off, the extracted random number for determining the jackpot is between 478 and 65535. If the result is either of the above, the main CPU 201 determines the result as "miss" and sets the determination value data as The "miss judgment value data" is determined.

[0212] In addition, for example, when the winning judgment process of the second special pattern is performed, the probability flag is on and the extracted If the random number value for determining a big win is any one of 0 to 272, the main CPU 201 The judgment value data is determined to be "short hit" and the judgment value data is determined to be "time-saving hit judgment value data". When the probability variable flag is on during the hit determination process for a different pattern, the extracted random number value for the big hit determination is If the result is any of 273 to 1123, the main CPU 201 determines that the result is a "big win." The judgment value data is determined as "jackpot judgment value data". Furthermore, the winning judgment process of the second special symbol is When the probability flag is on, the extracted random number for determining the jackpot is 1124 to 6553. 5, the main CPU 201 determines the result as "miss" and sets the determination value data The "miss judgment value data" is determined.

[0213] In this embodiment, for example, a random number for determining a jackpot is generated in the range of 0 to 65535. Among the values, 0 to a predetermined range (for example, 0 to 408 for the first special symbol winning judgment process) , other judgment value data excluding the big hit judgment value data and the miss judgment value data (for example, time reduction The winning judgment value data is assigned to the last position (for example, the first special symbol). If the probability flag is off when processing the hit judgment, 614~65535) is judged as a miss Furthermore, the jackpot determination value data and the miss determination value data are assigned to adjacent By doing this, for example, the probability flag will change from off to on (or When the value changes from on to off, the range of the jackpot determination value data is increased (or decreased). By narrowing (or widening) the range of the failure judgment value data by the same amount, other judgment value data (For example, to change the probability of a big win without changing the range of the time-saving hit determination value data) This becomes possible.

[0214] In this embodiment, when the first special symbol hit determination process is performed, the "time reduction hit" is The probability of winning is different from the probability of winning the "time-saving win" when the winning judgment process of the second special pattern is performed. By doing so, we can provide variety to the game and prevent a decline in interest. are.

[0215] In particular, as shown in FIG. 10, when the winning determination process of the first special symbol is performed, The winning probability of "Short Win" is calculated by dividing the winning probability of "Time Short Win" by the winning probability of "Time Short Win" when the winning judgment process of the second special pattern is performed. By making the probability of selection higher than the normal game state, which tends to be monotonous, It is possible to suppress the decrease.

[0216] However, when the winning determination process for the second special pattern is performed, the winning probability of the "time-saving win" is 1 It may be higher than the winning probability of "time-saving winning" when the winning judgment process of the special pattern is performed. In this case, for example, if you win a "time-saving win" in the time-saving game state, By executing the above repeatedly, you can win the "time-saving hit" just before the end of the time-saving game state. This effectively extends the time-saving gaming state, making it possible to prevent a decline in interest. become.

[0217] As shown in FIG. 10, in this embodiment, the probability variable flag is either on or off. Even if the winning number is not equal to the winning number, the main CPU 201 can still win the "time-saving winning" prize. If the variable flag is off (normal game mode, time-limited game mode), the result of the hit determination process is "time If it is a "short hit", it will be controlled to a time-limited game state, but if the probability flag is on, Even if the result of the judgment process is "time-saving hit", it will not be controlled to the time-saving game state. It's like sea urchin.

[0218] [1-4-3. Special symbol determination table] FIG. 11 shows the main ROM 202 of the main control circuit 200 of the first pachinko gaming machine. 10 is an example of a special symbol determination table stored in the memory.

[0219] The special symbol determination table is a special symbol that is extracted when a game ball enters the starting hole 120, 140. The "selected symbol" determines the stopping symbol based on the random number value of the other symbol and the aforementioned judgment value data. This is a table that is referenced when selecting the "Pattern Command" and "Pattern Designation Command." The "selection symbol command" is a command to select a special symbol when the result of the special symbol hit determination process is a jackpot. This is a command to specify the winning symbol that is determined according to the type. " is a command for specifying the symbol to be displayed when the variable display of the special symbol is stopped. The random number value of the special symbol is selected from, for example, 0 to 99 (100 types).

[0220] According to the special symbol determination table shown in FIG. 11, the result of the first special symbol winning determination process When the time-saving winning judgment value data is obtained as a result of the selection of the selected symbol, the main CPU 201 Select the command and the symbol designation command as follows: For example, if the pattern random number is 0 to 69, the main CPU 201 executes the following as a selection pattern command: Select "z0" and select "zA1" as the symbol command. Also, the first special symbol If the random number value of the symbol is, for example, any one of 70 to 96, the main CPU 201 Select "z1" as the pattern command and "zA1" as the design command. In addition, if the random number value of the first special symbol is, for example, 97 to 99, the main CPU 201 selects "z2" as the selection pattern command and "zA2" as the pattern designation command. ".

[0221] In addition, when the jackpot determination value data is obtained as a result of the hit determination process of the first special pattern, For example, the selection symbol command and symbol designation command are selected as follows: If the random number value of the first special symbol is any one of 0 to 9, the main CPU 201 Select "z3" as the symbol selection command and select "zA3" as the symbol designation command. In addition, if the random number value of the first special symbol is between 10 and 59, the main CPU 2 01 selects "z4" as the selection pattern command and "zA4" as the pattern designation command Furthermore, if the random number value of the first special symbol is between 60 and 99, The main CPU 201 selects "z5" as the selected symbol command and and select "zA4".

[0222] In addition, if the miss judgment value data is obtained as a result of the hit judgment process of the first special pattern, Regardless of whether the random number value of the first special symbol is 0 to 99, the main CPU 201 Select "z6" as the pattern command and "zA5" as the pattern designation command.

[0223] In addition, when time-saving hit determination value data is obtained as a result of the hit determination process of the second special pattern For example, the selection command and the designation command are selected as follows: That is, when the random number value of the second special symbol is, for example, 0 to 96, the main CPU 201 selects Select "z7" as the symbol selection command and select "zA6" as the symbol designation command. In addition, if the random number value of the second special symbol is, for example, 97 to 99, the main C PU201 selects "z8" as the selection command and "z" as the designation command. Select "A7".

[0224] In addition, if the jackpot determination value data is obtained as a result of the hit determination process of the second special pattern, For example, the selection symbol command and symbol designation command are selected as follows: If the random number value of the second special symbol is any one of 0 to 59, the main CPU 201 Select "z9" as the selection command and "zA8" as the designation command. In addition, if the random number value of the second special symbol is between 60 and 99, the main CPU 201 selects "z10" as the selection pattern command and "zA" as the pattern designation command. Select "9".

[0225] In addition, if the miss judgment value data is obtained as a result of the hit judgment process of the second special pattern, Regardless of whether the random number value of the second special symbol is 0 to 99, the main CPU 201 Select "z11" as the pattern command and "zA10" as the pattern designation command. do.

[0226] In this embodiment, the special symbols are extracted by referring to a winning determination table (see FIG. 10). The winning / losing judgment value data is determined based on the random number value for the jackpot judgment, and then the special symbol judgment data is Refer to the table (see Figure 11) and select the symbol command and the symbol random number of the special symbol. However, the present invention is not limited to this. For example, the extracted Based on the random number value for determining the big win and the random number value for the special pattern, the winning or losing of the special pattern, the selected pattern The pattern command and the design specification command may be determined together.

[0227] [1-4-4. Special symbol stop mode determination table] FIG. 12(A) shows the main ROM 20 of the main control circuit 200 of the first pachinko gaming machine. 2 is an example of a special symbol stop mode determination table stored in the special symbol stop mode determination table. When the variable display of the special symbol stops, the table is The stopping mode of the special symbols displayed on the special symbol display unit 164 (see FIG. 5) is controlled by the selected symbol command. This is referred to when deciding on the appropriate method.

[0228] As shown in FIG. 12(A), the first special symbol display unit 163 or the second special symbol display unit The stopping mode of the special symbol derived from 164 (see FIG. 5) is, for example, composed of the area of ​​0 to 7. Each area of ​​the first special symbol, 0 to 7, is composed of a 1-byte control signal. The LEDs 163a to 163h (see FIG. 5) constituting the display unit 163 are arranged one-to-one. For example, the first special symbol area 0 corresponds to 163a, and the first special symbol area 1 corresponds to 163b, and the first special symbol area 2 corresponds to 163c, and the first special symbol area 3 corresponds to 163d, and the first special symbol area 4 corresponds to 163e, and the first special symbol area 5 corresponds to 163f, the first special symbol area 6 corresponds to 163g, the first special symbol area 7 corresponds to 163h.

[0229] Similarly, each area of ​​the second special symbol 0 to 7 is divided into eight areas that make up the second special symbol display unit 164. The LEDs 164a to 164h (see FIG. 5) correspond one-to-one to each other. The area 0 of the second special symbol corresponds to 164a, the area 1 of the second special symbol corresponds to 164b, and the area The area 2 of the 2nd special symbol corresponds to 164c, the area 3 of the 2nd special symbol corresponds to 164d, and the The area 4 of the 2nd special symbol corresponds to 164e, the area 5 of the 2nd special symbol corresponds to 164f, and the 1st The second special symbol area 6 corresponds to 164g, and the second special symbol area 7 corresponds to 164h. do.

[0230] In this embodiment, when the result of the special symbol winning determination process is "time-saving winning", the special symbol table The display mode of the LEDs (display mode per time reduction) output to the display units 163 and 164 is as follows: For example, if the selected symbol command is "z0", the main CPU 201 Of the eight LEDs that make up the first special symbol display unit 163, the one that corresponds to the first special symbol area 0 is The LED 163a corresponding to the first special symbol area 7 and the LED 163h corresponding to the first special symbol area 7 are lit. It is determined that the first special symbol display unit 163 is to be displayed in a stopped state while the other LEDs are turned off. When the selected symbol command is "z1", the main CPU 201 displays the first special symbol display unit 163 Of the eight LEDs that make up the first special symbol, LED 163a corresponds to the area 0 of the first special symbol, and LED163b corresponding to area 1 of the 1st special pattern and LE corresponding to area 7 of the 1st special pattern D163h is turned on and the other LEDs are turned off, and the first special symbol display unit 163 is turned on. If the selected symbol command is "z2", the main CPU 201 Of the eight LEDs that make up the first special symbol display unit 163, the one corresponding to the first special symbol area 0 is LED 163a corresponding to the first special symbol area 2, LED 163c corresponding to the first special symbol area 3, The LED 163h corresponding to the pattern area 7 is turned on, and the other LEDs are turned off. It is determined that the first special symbol display unit 163 is to be stopped and displayed. In the case of "7", the main CPU 201 controls the eight LEDs that make up the second special symbol display unit 164. Among them, LED164a corresponding to the area 0 of the second special pattern and LED164b corresponding to the area 1 of the second special pattern and LED 164h corresponding to the second special symbol area 7 is turned on. The other LEDs are turned off, and it is determined that the second special symbol display unit 164 is stopped and displayed. When the selected symbol command is "z8", the main CPU 201 Of the eight LEDs that make up 64, LED 164a corresponds to area 0 of the second special pattern. , LED164c corresponding to the area 2 of the second special pattern and LED164d corresponding to the area 7 of the second special pattern The second special symbol display unit 16 Decide to display 4 as stopped.

[0231] In addition, if the result of the special symbol hit determination process is a "big hit", the special symbol display unit 163 The LED display mode (jackpot display mode) derived from 164 is determined as follows: For example, if the selected symbol command is "z3", the main CPU 201 selects the first special symbol table. Of the eight LEDs constituting the display unit 163, the LED 16 corresponding to the area 3 of the first special symbol 3d, LED163e corresponding to the first special symbol area 4, and LED163e corresponding to the first special symbol area 6. The corresponding LED 163g is turned on, and the other LEDs are turned off, and the first special pattern is displayed. If the selected symbol command is "z4", the main CP U201 is one of the eight LEDs that make up the first special symbol display unit 163. LED 163d corresponding to area 3 and LED 163f corresponding to area 5 of the first special pattern The LED 163g corresponding to the area 6 of the first special symbol is turned on, and the other LEDs are turned off. In this manner, it is determined that the first special symbol display unit 163 is stopped and displayed. In the case of "z5", the main CPU 201 Among the EDs, LED163d corresponding to the first special pattern area 3 and the first special pattern area 4 LED 163e corresponding to the first special symbol area 5, LED 163f corresponding to the first special symbol area 5, The LED 163g corresponding to the special pattern area 6 is turned on, and the other LEDs are turned off. Then, it is determined to stop and display the first special symbol display section 163. In the case of ", the main CPU 201 controls the eight LEDs that make up the second special symbol display unit 164. Of these, LED164d corresponding to area 3 of the second special pattern and LED164d corresponding to area 4 of the second special pattern The LED 164e corresponding to the second special symbol area 6 and the LED 164g corresponding to the second special symbol area 6 are turned on. The other LEDs are turned off, and the second special symbol display unit 164 is stopped and displayed. When the selected symbol command is "z10", the main CPU 201 Of the eight LEDs that make up 64, LED 164d corresponds to area 3 of the second special pattern. The LED 164f corresponding to the second special symbol area 5 is turned on, and the other LEDs are turned off. In this manner, it is determined that the second special symbol display section 164 is statically displayed.

[0232] In addition, if the result of the special symbol winning determination process is "miss", the special symbol display unit 163 The LED display mode (miss display mode) derived to 164 is determined as follows: For example, if the selected symbol command is "z6", the main CPU 201 selects the first special symbol table Of the eight LEDs constituting the display unit 163, the LED 16 corresponding to the area 7 of the first special symbol Only 3h is turned on, and the other LEDs are turned off, and the first special symbol display unit 163 is stopped. When the selected symbol command is "z11", the main CPU 201 Of the eight LEDs that make up the second special symbol display unit 164, the one corresponding to the second special symbol area 7 Only LED164h is lit, and the other LEDs are turned off, and the second special symbol is displayed. It is decided to stop displaying the part 164.

[0233] The main CPU 201 determines the stopping mode of the special symbols based on the result of the winning determination process of the special symbols. When the mode is determined, a control signal corresponding to the determined mode is transmitted to the first special symbol display unit 163 or the second special symbol display unit 164. 2. The LEDs constituting the special symbol display unit 164 are output to the first special symbol display unit 163 or The stopping mode of the special symbol displayed on the second special symbol display unit 164 is controlled.

[0234] In addition, in FIG. 12(A), the display mode of the LED led to the first special symbol display unit 163 is , and the display mode of the LED derived to the second special symbol display unit 164 are shown in the same table for convenience. However, the first special symbol display section 163 and the second special symbol display section 164 , and control signals may be transmitted separately.

[0235] FIG. 12(B) shows the program RO of the sub-control circuit 300 of the first pachinko gaming machine. 1 is an example of a decorative symbol stop mode determination table stored in M. The table is a display device derived when the variable display of the decorative pattern displayed on the display device 7 stops. This is referenced when determining the stopping mode (pattern combination) of the decorative pattern in response to the pattern designation command. The "Notes" column in Figure 12(B) is provided for convenience and clarity. is.

[0236] In addition, the first pachinko game machine only has either the first special symbol or the second special symbol. Since the sub-CPU 1301 can variably display the first special symbol and the second special symbol, The display performance of the variable-displayed special pattern is controlled to be performed on the display device 7. In this case, the sub-CPU 301 determines whether the special symbol being variably displayed is the first special symbol. It is preferable to perform the display effect in a manner that allows the user to understand whether it is the first special symbol or the second special symbol.

[0237] In this embodiment, the decorative symbols displayed on the display device 7 are, for example, nine symbols from 1 to 9 on the left side. The middle pattern is composed of 10 patterns, for example, 1 to 9 and time-saving patterns, and the right The pattern consists of nine symbols, for example, 1 to 9. The time-saving symbol is, for example, the result of the special symbol lottery. When a time-saving win occurs, the game state changes to a time-saving game state. By stopping the middle symbol as a time-saving symbol, the player will know that they have won the time-saving symbol. In this embodiment, odd-numbered symbols are more appealing to the player than even-numbered symbols. However, it is not limited to this.

[0238] In addition, the first pachinko game machine does not include small wins in the results of the special symbol lottery, but If the result of the pattern lottery includes a small win, for example, the pattern that makes up the middle pattern includes a small win pattern. (The symbol that stops and is displayed when the result of the special symbol lottery is a small win) In this case, if the result of the special symbol lottery is a small win, the sub-CPU 301 displays the medium symbol. Since the small win symbol stops and is displayed, the player can understand that they have won a small win. .

[0239] As shown in Figure 12(B), if the symbol specification command is "zA1" or "zA6", When the result of the special symbol lottery is "time reduction win", the sub-CPU 301 As a pattern stopping mode, for example, the left and right patterns are stopped at even numbers, and the middle pattern is stopped at time. Stop at the short symbol.

[0240] If the symbol specification command is "zA2" or "zA7" (the result of the special symbol lottery is " In the case of "time reduction win"), the sub-CPU 301 determines the stopping mode of the decorative symbols, for example, The symbol and the right symbol are stopped at odd numbers, and the center symbol is stopped at a time-saving symbol. If the specified command is "zA2" or "zA7" (if the selected symbol command is "z2" or If the value is "z8" or "z9", as can be seen from Figure 13 below, the pattern specification command If the selected symbol command is "zA1" or "zA6" (if the selected symbol command is "z0", "z1" or "z2"), The number of time-saving times set is larger than when "z7" is selected, which is advantageous for the player. High degree.

[0241] If the symbol specification command is "zA3" or "zA8" (the result of the special symbol lottery is " In the case of a "jackpot", the sub-CPU 301 determines the stopping mode of the decorative symbols, for example, as shown in the left figure. The pattern, right pattern and center pattern must stop at a matching odd number pattern (double number).

[0242] If the symbol specification command is "zA4" or "zA9" (the result of the special symbol lottery is " In the case of a "jackpot", the sub-CPU 301 determines the stopping mode of the decorative symbols, for example, as shown in the left figure. The pattern, right pattern and center pattern will stop at the even number pattern (double number). As will be seen from FIG. 13, the command "zA4" is executed after the end of the jackpot game state. When the probability flag is set to on (when the selected symbol command is "z4"), probability There are cases where the flag is not set to on (when the selected symbol command is "z5"). In this embodiment, if the selected symbol command is either "z4" or "z5", However, the sub-CPU 301 controls the decorative symbols to stop when the even number symbols are aligned (double numbers). In the jackpot game state, it is a probability hit (a probability hit flag is set on). It would be a good idea to have a promotion effect that indicates this.

[0243] Also, as can be seen from Figure 13 below, if the designation command is "zA4" or In the case of "zA9", as can be seen from Figure 13 below, the design specification command is Compared to "zA3" or "zA8", the probability of a hit flag being generated after the end of the jackpot game state The expected value of being set to on is small. At this point, the symbol designation command is "zA3" or "zA8", if the design specification command is "zA4" or "zA9", This is more advantageous for the player than the other two cases.

[0244] In addition, if the pattern specification command is "zA5" or "zA10" (special pattern lottery) If the result is "miss", the sub-CPU 301 stops the decorative symbols in a scattered pattern. The scattered pattern is, for example, a pattern in which at least one of the left, right, and center patterns is different from the other patterns. This corresponds to a stopping mode different from the handle.

[0245] In FIG. 12(B), the stopping mode of the decorative symbol in response to the symbol designation command (for example, the symbol designation If the command is "zA1", the left pattern is "2", the middle pattern is "time reduction", and the right pattern is "4". However, the stopping patterns shown in the column of the decorative pattern stopping patterns in Figure 12(B) are merely examples. However, the present invention is not limited to this.

[0246] [1-4-5. Winning type determination table] FIG. 13 shows the main ROM 202 of the main control circuit 200 of the first pachinko gaming machine. The winning type determination table is an example of a winning type determination table stored in the memory. Depending on the selected symbol command determined in response to the symbol random number value, the state of the big win game state (such as In more detail, for example, the number of rounds) or / and the state of the subsequent game state, The state of the game after that is the state of the game after the big win game state ends. However, if the result of the special symbol hit determination process is a time-saving hit, the game will be restricted to a jackpot game state. Since the game state is controlled to the C time shortening game state without being controlled, the state of the game state after that is 10 shows the gaming status.

[0247] In this embodiment, if the result of the special symbol hit determination process is "time-saving hit", C time-saving play The state of the state is determined as follows. For example, if the selection symbol command is "z0", The in-CPU 201 sets only the time-saving flag to ON among the probability variable flag and the time-saving flag. Decide to set the time reduction to 10 times. The selection command is " In the case of "z1" and "z7", the main CPU 201 sets the probability variable flag and the time-saving flag. Decide to set only the time-saving flag to on, and set the number of time-saving times to 50. When the selected symbol command is "z2" or "z8", the main CP U201 sets only the time-saving flag to on out of the probability flag and time-saving flag. Decide to set the time reduction to 100 times. If the result is a "time-saving win," the main CPU 201 changes the display mode of the time-saving win as described above. After being led to the first special symbol display unit 163 or the second special symbol display unit 164, a jackpot game state is Without controlling the state, the time-saving flag is set to on and the determined number of time-saving times is saved. The result of the special symbol hit determination process is "Time In the case of a "short hit", the game state is not controlled to a big hit game state, so the state of the big hit game state is determined. In this embodiment, if the result of the special symbol winning determination process is "time-saving winning," In this case, regardless of the game state when the winning determination process for this special symbol is performed, it is set. The number of time reductions is the same. However, this is not limited to this, and the winning judgment process for special symbols is performed. The number of time-saving times to be set may be varied depending on the game state at the time.

[0248] In this embodiment, if the result of the special symbol hit determination process is "time-saving hit" , set in response to a selection symbol command determined based on the symbol random number of the special symbol The number of time reductions is different. By doing this, the result of the special symbol winning judgment process If the result is a "time-saving hit," the game progress will be varied. This makes it possible to prevent a decline in interest.

[0249] As mentioned above, when the probability variable flag is on, the main CPU 201 Even if the result of the hit determination process is a "time-saving hit," the game is not controlled to a time-saving game state. For example, the main CPU 201 detects that the probability variable flag is on (high probability game state). Even if it is, as shown in Figure 10, a lottery for "time-saving hit" is performed, and the hit determination process If the result is a "time-saving win," a time-saving win display will appear, indicating that you have won the "time-saving win." Although the mode is derived to the special symbol display units 163 and 164, without controlling it to the C time-saving gaming state, The high probability gaming state may be continued.

[0250] In addition, the main CPU 201 performs a lottery for a "time-saving win" when the probability variable flag is on. Even if the result of the winning judgment process is "time-saving winning", the display mode of the losing is forcibly specified. The result may be displayed on the separate symbol display units 163 and 164.

[0251] Furthermore, when the probability flag is on, the time-saving hit judgment value is used for the random number value for the jackpot judgment. No data is assigned, that is, the "time-saving hit" is determined by the lottery result (the result of the special pattern hit determination process) In this case, the random number for determining the jackpot may be When the probability flag is off, the time-saving hit judgment value data is assigned to the value, and the probability flag is When the flag is on, the time-saving hit judgment value data is not assigned. The range of random numbers assigned to the time-saving hit judgment value data when Instead of the value data, the miss judgment value data, the big hit judgment value data, or the miss judgment value data The data is assigned to both the winning combination data and the jackpot determination value data.

[0252] In this embodiment, if the probability flag is on, the game will not transition to the C time-saving game state. However, this is not limited to this. For example, even if the probability flag is on, In a pachinko game machine that can be controlled to a high probability non-time shortening game state in which the time shortening flag is off, If the result of the hit determination process is "time-saving hit", the game will transition to a high-probability time-saving game state. It can also be set to

[0253] If the result of the special symbol hit determination process is a "jackpot", the mode of the winning game state and The state of the game after this is determined as follows:

[0254] For example, if the selected symbol command is "z3" or "z9", the main CPU 20 1 determines the number of rounds to be 10 as the mode of the jackpot game state. As a mode of the subsequent game state, both the probability variable flag and the time-saving flag are set to ON. It was decided that the number of chance spins and the number of time-saving spins would both be set to 10,000. In these cases, the main CPU 201 changes the display mode of the jackpot to the special symbol display section 16. After the result is 3,164, it is controlled to a jackpot game state, and after this jackpot game state ends, It becomes possible to control the game to a time-saving mode.

[0255] In addition, when the selected symbol command is "z4", the main CPU 201 As a mode, the number of rounds is determined to be 4. In addition, as a mode of the game state after that, , it is determined that both the probability variation flag and the time reduction flag are set to ON, and the probability variation number and the time reduction flag are set to ON. Decide to set the short count to 10,000 times. In this case, main CPU2 01, after deriving the display mode of the jackpot described above to the first special symbol display unit 163, After the end of this big win game state, it can be controlled to a high probability time-shortened game state.

[0256] In addition, when the selected symbol command is "z5", the main CPU 201 enters the jackpot game state. As a mode, the number of rounds is determined to be 4. In addition, as a mode of the game state after that, , it is determined that only the time-saving flag is set to ON out of the probability variable flag and the time-saving flag. Also, the number of times to be set for time reduction is determined to be, for example, 200. The in-CPU 201 guides the display mode of the jackpot described above to the first special symbol display unit 163. After that, it is controlled to a big win game state, and after this big win game state ends, it can be controlled to a time-saving game state. The time-saving gaming state controlled here is the A time-saving gaming state.

[0257] In addition, when the selected symbol command is "z10", the main CPU 201 enters a jackpot game state. The number of rounds is determined to be 10. Then, it is decided to set only the time-saving flag to ON between the probability variable flag and the time-saving flag. In addition, the number of times to be set for time reduction is determined to be, for example, 300. The main CPU 201 derives the display mode of the jackpot described above to the second special symbol display unit 164. After that, it is controlled to a big win game state, and after this big win game state ends, it can be controlled to a time-saving game state. The time-saving gaming state controlled here is also the A time-saving gaming state.

[0258] In addition, the time-saving performance in the high-probability time-saving game state is the same as the time-saving performance in the A time-saving game state. However, it may be different from the time-saving performance in time-saving A.

[0259] In addition, for example, if the result of the special symbol hit determination process is "miss" (for example, selection When the symbol command is "z6" or "z11", the main CPU 201 Neither the winning game state nor the subsequent game state is set. If the result of the special symbol winning determination process is a loss, the main CPU 201 transitions the game state. The game state is continued without being changed and the game is controlled in the same manner as before.

[0260] In addition, if the result of the special symbol hit determination process is "miss" (for example, the selected symbol piece When the number of the bonuses is "z6" and "z11", the status of the jackpot game state is as described above. Since neither the type nor the subsequent game state is set, the winning type of FIG. However, in this embodiment, the special symbol winning determination process is not required to be illustrated in the group determination table. If the result is "miss", the state of the big win game state and the state of the subsequent game state For convenience, it is shown in FIG. 13 to clearly show that neither is determined.

[0261] In this way, in this embodiment, the main CPU 201 determines whether the special symbols shown in FIG. When the game ball enters the first starting hole 120 or the second starting hole 140, the lottery is The winning / losing judgment value data is determined based on the random number value for jackpot judgment (the winning / losing judgment is made), The result ("time-saving hit", "jackpot", or "miss") is determined. After that, the main CPU 201 refers to the special symbol determination table of FIG. 11, and determines whether the first start hole 120 or the second start hole The random number of the special pattern that is extracted when the game ball enters 140 and the winning / losing value data above The selected symbol command is determined based on the data and is output to the special symbol display units 163 and 164. The type of display mode (type of time-saving win or type of big win) is determined. The above-mentioned winning / losing judgment and selection command are determined at the start of the variable display of the special pattern. However, this is done between the start of the variable display of the special pattern and the final display. It is not intended to exclude.

[0262] Also, as shown in FIG. 13, in this embodiment, the control is performed after the end of the big win game state. The number of time-saving times in the A time-saving game state is, for example, 200 times (when the selected symbol command is "z5") , or 300 times (when the selected symbol command is "z10"). The time-saving time of the C time-saving game state that is controlled when the result of the pattern hit determination process is "time-saving hit" For example, the number is 10 times (when the selected symbol command is "z0"), 50 times (when the selected symbol command is "z0"), 100 times (when the selected symbol command is "z2", "z In other words, the expected value of the number of time-saving times in the time-saving game state A is This is higher than the expected value of the number of time-saving times in the skill state. By making the position of the "jackpot" more advantageous for the player compared to the current state, The bond can be increased.

[0263] In addition, the expected value of the number of time-saving times in the A time-saving game state is the number of time-saving times in the C time-saving game state. Instead of being higher than the expected value, for example, as shown in FIG. 14, in the time-saving gaming state C, The expected value of the number of time-saving times in the A time-saving game state is set to be higher than the expected value of the number of time-saving times in the A time-saving game state. FIG. 14 is a modified example of the winning type determination table shown in FIG. 13. In 4, the number of time-saving times in the A time-saving game state is, for example, 50 times (the selection pattern command is "z5", In contrast, the number of time-saving times in the C time-saving game state is, for example, 50 times. (When the selected symbol command is "z0"), 100 times (When the selected symbol command is "z1", "z 7") or 200 times (if the selected symbol command is "z2" or "z8"). In this way, the C time-saving game state is more advantageous to the player than the A time-saving game state. By doing so, the positioning of "time saving" can be increased. Even if you do not win the "jackpot" for a certain period of time, you can still win the "time-saving prize". When this is selected, the game is controlled to the relatively advantageous C time-saving game mode, which prevents a decline in interest. This becomes possible.

[0264] In this specification, as in the case of the probability variable flag, if the value of the time-saving flag is "0" When the value of the time-saving flag is "1", the time-saving flag is on.

[0265] The time-saving flag is one of the management flags stored in the main RAM 203, just like the probability change flag. and is a flag for managing whether or not to execute time-saving control.

[0266] The number of times of time reduction is the variable number of times that the special symbols can be displayed while the time reduction control is being executed continuously. For example, if the number of time reductions is set to "50", the jackpot will be If the special symbol is displayed 50 times without winning, the time-saving game mode ends. Then, the game state transitions to a non-time-shortened game state (for example, a normal game state).

[0267] In addition, the number of times of probability change and time reduction shown in Figure 13 etc. is "10000" After the end of the state, the probability control continues until it is determined to be a jackpot (i.e., the next jackpot). It is a feasible purpose.

[0268] [1-4-6. Special symbol variation pattern table] FIG. 15 is an example of a variation pattern table of special symbols of the first pachinko gaming machine. The "Notes" column in Figure 15 is provided for convenience and ease of understanding. The time-saving reach A, B, and C shown in the column are the results of the special pattern hit determination process. It is a reach effect that indicates that there is a possibility of a jackpot (there is no possibility of a jackpot). The results of the special pattern hit determination process for the reach A, B, and C types may result in a jackpot (time reduction It is a reach effect that indicates that there is no possibility of winning. In addition, common reach A, B, C, D ,E is possible for both the time-saving hit and the jackpot as a result of the special pattern hit determination process. It is a reach effect that indicates that there is a possibility of winning. Note that Figure 15 shows the special effect when the probability variable flag is off. This is a variation pattern table for a different pattern, and the variation pattern for a special pattern when the probability variable flag is on. The turntable is not shown.

[0269] The main CPU 201 starts the first special drawing when the game ball enters the first starting hole 120. The pattern variation pattern is determined, and when it is based on the winning of the game ball into the second starting hole 140, the second special The variation pattern of the special symbols in Figure 15 is determined by the following table. This is a table that is referenced when executing the process for determining the variation pattern of the special symbol in S96 of 28. do.

[0270] As shown in Figure 15, the variation pattern of the special symbols varies depending on the type of special symbol, the time of the special symbol, The result of the win / loss judgment process, the value of the time-saving flag (0 or 1), the random number value for reach judgment, is determined based on, but is not limited to, any of the above. Alternatively or additionally, the determination may be based on other values.

[0271] The random number for reach determination is selected from, for example, 0 to 249 (250 types), and the The random number is selected from, for example, 0 to 99 (100 types). The range is not limited to the above.

[0272] The main CPU 201 selects a performance based on the winning of the game ball into the first starting hole 120. If the random number to be selected is a specific random number, a read-ahead flag is set. The sub-CPU 301 receives the special symbol variation pattern command sent from the If lag is set, a pre-reading effect will be performed.

[0273] In this embodiment, the main CPU 201 reads the pre-read flag when the time-shortening flag is off. Set a lag, and if the time-saving flag or the probability variable flag is on, the pre-read flag Do not set the tag.

[0274] In this embodiment, the main CPU 201 determines whether or not to perform a pre-reading effect. However, the present invention is not limited to this, and the sub-CPU 301 may decide this.

[0275] In addition, the main CPU 201 performs the following when the time-saving flag is on or the probability variable flag is on. In this case, the read-ahead flag may be set (so that the read-ahead effect is performed). In addition, when determining the variation pattern of the second special symbol, the pre-reading flag is set (pre-reading (The reading performance may be performed.)

[0276] When the time-saving flag is on, the variation pattern of the special symbol is determined The expected number of fluctuations per unit time is smaller than that in the case of the time-saving flag. The time for the special symbols to fluctuate when the time-saving flag is on is the same as the time for the special symbols to fluctuate when the time-saving flag is off. This tends to be a short period of time compared to the fluctuation time.

[0277] The determined fluctuation pattern information is transmitted to the main CPU 20 via the command output port 206. 1 to the command input port 308 of the sub CPU 301. Based on the fluctuation pattern information transmitted from the main CPU 201, the display area of ​​the display device 7 is It controls the display effects displayed in the area and the sound effects output from the speaker 32.

[0278] Although not shown in FIG. 15, for each setting value, for example, the range of the random number value for effect selection may be changed. In addition, the variation pattern (variable display time) of the determined special symbol may be different.

[0279] In this embodiment, for example, if the result of the hit determination process is a miss, the type of time reduction is Regardless of whether the time-saving flag is on or not, the variation pattern of the special symbol will be determined. However, the present invention is not limited to this. For example, the number of times that the special symbols are displayed per unit time can be set to The waiting value may be different depending on the type of time reduction. For example, In the short game state and the C time-saving game state, the expected number of times that the special symbol appears per unit time is They may be different.

[0280] [1-4-7. Time-saving game state] As described above, in this embodiment, the time-saving game state is divided into the time-saving game state A and the time-saving game state B. The time-saving game state C is prepared. These time-saving game states are explained below. Reveal.

[0281] In the A time-saving game state, the result of the special symbol hit determination process is a "jackpot" and the selected symbol For example, if the command is "z5" or "z10", the game will be controlled after the big win game state ends. That is, in this embodiment, the transition condition to the time-saving gaming state A is , the jackpot (the selected symbol command is "z5" or "z10") However, even if the conditions for transitioning to the A time-saving game state are met, the game will not necessarily transition to the A time-saving game state. If a condition that prevents the transition to the A time-saving game state is met (for example, If the backup is cleared, the game will not transition to time-saving game mode A.

[0282] In addition, the condition for ending the A time-saving game state is that the result of the special symbol hit determination process is a "jackpot." When the "jackpot" game state based on the "jackpot" is started, or when the "jackpot" command is executed, The special pattern (1st special pattern) of the number of time-saving times determined in response to the number of time-saving times (hereinafter referred to as "A time-saving prescribed number of times") When the variable display of the pattern and the second special pattern is executed (see the "Time Reduction Count" column in Figure 13) ) is satisfied.

[0283] The B time-saving gaming state is, for example, when the big win gaming state ends and the non-high probability gaming state (in this embodiment For example, variable display of special symbols in normal game mode and low probability time-saving game mode has started. When the ceiling counter reaches the ceiling value, the ceiling counter is updated (incremented by 1). In other words, the transition condition to the B time-saving game state is The transition to the B time-saving game state occurs when the counter reaches the ceiling value. When the ceiling value is reached, the variable display of the special symbol (hereinafter referred to as the "ceiling final fluctuation") begins. It may be when the ceiling is reached, or when the ceiling final fluctuation ends, or when the ceiling final fluctuation The timing may be when the variable display of the next special symbol starts. The timing of the transition is as follows: the final ceiling fluctuation begins, and then the variable display of the next special pattern begins. Also, if the result of the special symbol hit determination process in the final ceiling fluctuation is " If the result is "miss," the display mode of the miss is derived in the special symbol display sections 163 and 164. However, the game state will shift to the B time-saving game state. The condition for transitioning to the gaming state is met (for example, in this embodiment, the ceiling counter reaches the ceiling value). A display effect (for example, stopping a decorative pattern with a special pattern, A special effect by a character, or a performance in which both are performed) is displayed on a display device. 7. In addition, if the transition condition for the B time-saving game state is met, However, it does not necessarily transition to B time-saving play state, but there are conditions that prevent transition to B time-saving play state. If it is established (for example, the result of the special pattern hit determination process in the ceiling final fluctuation is a jackpot) In such cases, the game will not transition to time-saving game state B.

[0284] The ceiling counter is not updated when the probability variable flag is on, and is updated when the probability variable flag is off. If the time-saving flag is set, it will always be counted regardless of whether the time-saving flag is on or off. If the counter reaches the ceiling value, the result of the special symbol hit determination process is not a "jackpot". As long as the game is in B time-saving mode, the game will be controlled. In the gaming machine, when the ceiling counter reaches the ceiling value, the winning judgment process of the special symbol If the result is a "small win", the display mode of the small win is derived to the special pattern display section 163, 164. When the B time-saving game state is started, or after the end of the small win game state In other words, when the ceiling counter reaches the ceiling value, the time-saving gaming state B may be started. If the result of the special symbol hit determination process when it reaches is "small hit", the special symbol display The display mode of the small win is only displayed on the sections 163 and 164, and the ceiling cowl as described above is There will be no display effect to inform the player that the counter has reached the ceiling value. In the case of a pachinko machine with a fixed function, the ceiling value may be set to differ depending on the set value. Also, when the ceiling counter reaches the ceiling value, the result of the special pattern hit determination process is "jackpot". In this case, the game state is controlled to the big win game state without being controlled to the B time-shortened game state.

[0285] In addition, when the power is turned on, the ceiling counter is controlled to the jackpot game state, R The working area (volatile area) in AM203 is cleared (backup clearing process). If the backup clear switch 176 is used, a switch other than the backup clear switch 176 (for example, the setting key 17 4 or a dedicated switch) is operated, the probability of winning a normal symbol is changed in the gaming machine. It will be reset when a certain condition is met, such as when the high probability of winning a normal pattern ends. Then, when the ceiling counter is allowed to be updated, each time the variable display of the special symbol is executed, The ceiling counter is updated. For example, if the probability flag is on, the ceiling counter is updated. Not acceptable.

[0286] After clearing the ceiling counter, the main CPU 201 starts the ceiling display from the next special symbol variable display. The counter starts counting. The ceiling value is reset each time the ceiling counter is cleared. The main CPU 201 may set it, or it may be set by a snap. It may be predetermined as something specific to the gaming machine.

[0287] If the ceiling counter is cleared due to control being in the jackpot game state, After the skill state ends, if the probability flag is not on, the main CPU 201 The ceiling counter is updated (+1) at the start or end of the variable pattern display. After the skill state ends, if the probability flag is on, the ceiling cowl will not be displayed even if the special pattern is displayed. However, if the machine is designed to perform a ST machine or a lottery for a probability change, the probability change flag is turned on. Update the ceiling counter at the start or end of the first variable display of the special pattern after the game is over. In addition, in the case of specifications that involve a probability change lottery, the probability change flag is set at the start of the variable display of the special pattern. Since the variable display of the special symbol is changed from on to off, the ceiling counter is updated when the variable display of the special symbol ends. If you do, update the ceiling counter if the probability flag is off at the end of the variable display of the special pattern. It may be possible to do so.

[0288] In addition, in the case of a pachinko game machine in which the main CPU 201 performs the lottery for the probability change, When the sub-CPU 301 receives the command sent from the main CPU 201, The performance suggests that you have won the lottery, or indicates the transition from a high probability game state to a low probability game state. It is preferable to avoid any suggestive effects. The start time of the counting by the display device 7, that is, the timing of transition to the B time-shortened gaming state, It becomes difficult for players to understand the game based on the display effects, etc. that are displayed on the screen, making the game less interesting. B) It is difficult to grasp the timing of the transition to the time-saving game mode. In some cases, for example, a countdown effect or a guide will be displayed to indicate the timing of the transition to the B time-saving game mode. The countdown effect of the second half is displayed on the display device 7 under the control of the sub-CPU 301. This makes it possible to further increase interest.

[0289] In addition, the work area (volatile area) in the RAM 203 is cleared (backup cleared). When the process is performed, the main CPU 201 clears the work area in the RAM 203. The ceiling counter is updated (+1) at the start or end of the first variable display of the special pattern. .

[0290] Furthermore, a switch other than the backup clear switch 176 (for example, the setting key 17 4 or a dedicated switch) is operated, the main CPU 201 The ceiling counter is updated at the start or end of the first variable display of the special symbol after it is created. +1).

[0291] In addition, the condition for ending the B time-saving game state is that the result of the special symbol hit determination process is a "jackpot." When the "jackpot" is reached, a jackpot game state based on the "jackpot" will start, or when a predetermined number of times is reached. The number of special symbols (1st special symbol and 2nd special symbol) (hereinafter referred to as "B time-saving regulation number of times") ) variable display is executed. B Time reduction One of the conditions for ending the game state is "B time reduction specified number of times variable display of special pattern is executed In this case, the variable display of the special pattern for the B time reduction regulation number (hereinafter referred to as "B time reduction final variation") It may be when the time-saving final variation B has ended. The timing of the end of the B time reduction game state is from the start of the B time reduction final fluctuation to the It is sufficient as long as it is until the variable display of the special pattern related to the final variation is completed.

[0292] C Time-saving game state is controlled when the result of the special symbol hit determination process is "time-saving hit". In other words, the transition condition to the C time-saving game state is a time-saving hit (selection diagram If the pattern command is "z0" to "z2", "z7" or "z8" (time-saving win), The display mode of the winning combination is derived (determined display) on the special symbol display sections 163 and 164. In addition, even if the transition condition to the C time-saving game state is met, the game will always transition to the C time-saving game state. Instead, when a condition that prevents the transition to the C time-saving game state is met (for example, B time-saving game state The specification is such that the B time reduction game state and the C time reduction game state are not executed at the same time (details will be described later), In the case where the result of the special symbol hit determination process in the game state is "time-saving hit", etc., C The game will not transition to the time-saving game mode. Even if the conditions for transitioning to the time-saving game mode C are met, If the condition that prevents the transition to the C time-shortened gaming state is met, the main CPU 201 Even though the game is not shifted to the short game state, the display mode of the time-saving winning is set to the special symbol display unit 163 ,164.

[0293] In addition, the condition for ending the C time-saving game state is that the result of the special symbol hit determination process is a "jackpot." When the "jackpot" game state based on the "jackpot" is started, or when the "jackpot" command is executed, The special pattern (1st special pattern) of the number of time-saving times determined in response to the number of time-saving times (hereinafter referred to as "C time-saving prescribed number of times") When the variable display of the pattern and the second special pattern is executed (see the "Time Reduction Count" column in Figure 13) ) is satisfied. C is one of the conditions for ending the time-saving game mode. The number of times of time reduction is determined in response to the selection pattern command. It may be when the variable display (hereinafter referred to as "C time reduction final change") starts, or when the C time reduction The timing of the end of the C time-saving game state may be when the final variation is completed. After the C time-saving final variation has started, the variable display of the special pattern related to this C time-saving final variation ends. It's fine as long as it's until then.

[0294] In addition, the time-saving performance differs between the A time-saving game state, the B time-saving game state, and the C time-saving game state. In addition, among the time-shortening game state A, the time-shortening game state B, and the time-shortening game state C, The time-saving performance of the two time-saving game states is the same, and the time-saving performance of these two time-saving game states is compared with other The time-saving performance of one time-saving gaming state may be different from the other time-saving gaming state. The time-saving performance of the B time-saving game state and the C time-saving game state are the same. This may be done.

[0295] In addition, the end conditions of the A time-saving game state, the end conditions of the B time-saving game state, and the C time-saving game state In addition to the above, the termination conditions include, for example, when the variable display number of the second special pattern reaches the specified number of times. That the normal electric device 146 has been opened a predetermined number of times, and the opening mode of the normal electric device 146 The information may include the fact that a specific opening mode has been selected. In a pachinko game machine in which the result of the hit determination process includes a small hit, when the number of small hits reaches a specified number of times, The above-mentioned termination condition may be included in the fact that the game has reached this point. Winning the time-saving drop lottery may also be included in the above-mentioned termination conditions.

[0296] [1-4-8. Normal symbol winning judgment table] FIG. 16 shows the main ROM 202 of the main control circuit 200 of the first pachinko gaming machine. This is an example of a winning determination table for normal symbols stored in the memory.

[0297] The normal symbol hit determination table is a table referenced in the normal symbol hit determination process. That is, the game state and the passing gate 126 (see FIG. 4) are extracted when the game ball passes through the passing gate 126. The random number value for determining whether the normal pattern is a hit is used to draw a "normal pattern hit" or a "miss" based on the random number value. When determining by selection (i.e., executing the normal symbol game determination process of S295 in FIG. 43 described later) This is the table that is referenced when

[0298] As described above, the random number value for determining whether a normal symbol is a winning symbol is used in the process of determining whether a normal symbol is a winning symbol. In this embodiment, the main CPU 201 generates a random number for determining whether a normal symbol is a winning symbol. The value is extracted from 0 to 99 (100 types). However, the range of the generated random value is Not limited to.

[0299] In this embodiment, in the winning determination process of the normal symbol, the main CPU 201 extracts The result is determined as either a "normal pattern win" or a "miss" based on the random number value used to determine whether the normal pattern is a hit. In the normal pattern hit judgment table, for each type of time reduction, the normal pattern that is determined as "normal pattern hit" is The relationship between the range (width) of random numbers for determining whether a pattern is a winning symbol and the corresponding normal pattern winning symbol determination value data The range (width) of the random number value for determining whether a normal pattern is a "miss" and the The relationship with the corresponding failure judgment value data is defined.

[0300] In this embodiment, in a non-time-reduction gaming state (for example, a normal gaming state), the main CPU 201 If the random number value for the extracted normal pattern is between 0 and 79, the normal pattern is selected. The winning / losing judgment value data is determined to be "normal pattern winning judgment value data." In the non-time-reduction gaming state, the main CPU 201 performs random selection for determining whether or not a winning symbol is selected. If the value is between 80 and 99, it is judged as "miss" and the judgment value data is set as "miss" The judgment value data is determined as "judgment value data".

[0301] In addition, in the A time-saving game state, the main CPU 201 determines whether the extracted normal symbol is a winning symbol. If the fixed random number value is between 0 and 98, it is determined to be a "normal pattern hit" and the winning / losing judgment value data The data is determined as "normal symbol hit determination value data". Also, in the A time-saving game state, If the random number value for determining whether the extracted normal symbol is a winning symbol is 99, the CPU 201 determines whether the symbol is a "losing symbol." " and the judgment value data is determined to be "miss judgment value data."

[0302] In addition, in the B time-saving game state, the main CPU 201 determines whether the extracted normal symbol is a winning symbol. If the fixed random number value is between 0 and 79, it is determined to be a "normal pattern hit" and the winning / losing judgment value data The data is determined as "normal symbol hit determination value data". Also, in the B time-saving game state, The CPU 201 determines whether the random number value for determining whether the extracted normal symbol is a winning symbol is between 80 and 99. If so, it is judged as a "miss" and the judgment value data is determined as "miss judgment value data."

[0303] In addition, in the C time-saving game state, the main CPU 201 determines whether the extracted normal symbol is a winning symbol. If the fixed random number value is between 0 and 79, it is determined to be a "normal pattern hit" and the winning / losing judgment value data The data is determined as "normal symbol hit determination value data". In addition, in the C time shortening game state, The CPU 201 determines whether the random number value for determining whether the extracted normal symbol is a winning symbol is between 80 and 99. If so, it is judged as a "miss" and the judgment value data is determined as "miss judgment value data."

[0304] In this way, in this embodiment, there are a non-time-saving gaming state, an A time-saving gaming state, a B time-saving gaming state, and The winning probability of a normal symbol in the A time-saving game state and the C time-saving game state (see Figure 16) The selectivity shown (estimated) is the highest.

[0305] In addition, the winning probability of a normal symbol in the B time-saving game state (selection rate shown in Figure 16 (approximately The calculation) is the same as the winning probability of a normal symbol in a non-time-limited game state. Similarly, at C time Regarding the probability of winning a normal symbol in a short game state (selection rate (estimate) shown in Figure 16) Even if the time-saving game state is not activated, the winning probability is the same as that of the normal symbol in the non-time-saving game state. Even if the game state shifts between the short game state, the B time-saving game state, and the C time-saving game state, The winning probability of the common pattern will not change.

[0306] In addition, the winning probability of a normal pattern is calculated in the non-time-saving game state, the A time-saving game state, and the B time-saving game state. In this case, the winning probability for the normal symbol can be changed. Instead, it is enough to simply change the ratio of the types of normal patterns described below for each state. Therefore, the control process can be simplified.

[0307] [1-4-9. Normal symbol determination table] FIG. 17 shows the main ROM 202 of the main control circuit 200 of the first pachinko gaming machine. 1 is an example of a normal symbol determination table stored in the memory.

[0308] The normal pattern judgment table is the type of time reduction, the aforementioned winning / losing judgment value data, and the passing gate 12 6 (see Figure 4) and the random number value of the normal symbol extracted when the game ball passes through When selecting the "Normal symbol selection command" that determines the normal symbol stopping pattern, This is the table to be referenced. "Normal symbol selection command" is the command to determine whether a normal symbol is a winning symbol. If the result of the determination process is a normal pattern, the normal pattern will be determined according to the type of normal pattern. This is a command to specify the winning symbol. The random number value for the normal symbol is, for example, 0 to It is selected from 99 (100 types).

[0309] According to the normal symbol determination table shown in FIG. 17, as a result of the normal symbol winning determination process, When the normal symbol hit determination value data is obtained, for example, the normal symbol hit selection command is selected as follows:

[0310] For example, in a non-time-saving game state, a normal symbol winning judgment is made as a result of the normal symbol winning judgment process. When value data is obtained, even if the random number value of the normal symbol is between 0 and 99, The main CPU 201 selects "fz0" as the selected symbol command when a normal symbol is hit.

[0311] In addition, in the A time-saving game state, as a result of the normal pattern hit determination process, the normal pattern hit determination value When data is obtained, the main CPU 201 determines whether the random number value of the normal symbol is between 0 and 29. If it is a normal pattern, select "fz1" as the selected pattern command, and If the pattern random number is between 30 and 69, the normal pattern selection command is "fz 2" and if the random number of the normal pattern is between 70 and 99, the normal pattern will be selected. Select "fz3" as the pattern selection command.

[0312] In addition, in the B time-saving game state, as a result of the normal pattern hit determination process, the normal pattern hit determination value When data is obtained, the main CPU 201 determines whether the random number value of the normal symbol is between 0 and 29. If it is a normal pattern, select "fz4" as the selected pattern command, and If the pattern random number is between 30 and 69, the normal pattern selection command is "fz 5" and if the random number of the normal pattern is between 70 and 99, the normal pattern will be selected. Select "fz6" as the pattern selection command.

[0313] In addition, in the C time-saving game state, as a result of the normal pattern hit determination process, the normal pattern hit determination value When data is obtained, the main CPU 201 determines whether the random number value of the normal symbol is between 0 and 29. If it is a normal pattern, select "fz7" as the selected pattern command, and If the pattern random number is between 30 and 69, the normal pattern selection command is "fz 8" and if the random number of the normal pattern is between 70 and 99, the normal pattern will be selected. Select "fz9" as the pattern selection command.

[0314] In this embodiment, the main CPU 201 first checks the winning determination table for the normal symbols. (See FIG. 16) and determine whether the winning or losing is based on the random number value for determining the winning of the extracted normal pattern. The value data is determined, and then the normal symbol determination table (see FIG. 17) is referenced to determine the normal symbol. The selected symbol command is determined based on the random number of the symbol. For example, the random number value for determining whether the extracted normal symbol is a winning symbol and the random number value for the normal symbol are Based on the numerical value, the winning or losing of the normal pattern, and the selection pattern command when the normal pattern is won It may be determined.

[0315] [1-4-10. Regular pattern type determination table] FIG. 18 shows the main ROM 202 of the main control circuit 200 of the first pachinko gaming machine. 1 is an example of a normal symbol winning type determination table stored in the normal symbol winning type determination table. The rule responds to the normal pattern selection command when the normal pattern is hit, which is determined according to the normal pattern random number value. Therefore, when determining the opening pattern, which is the operating mode of the normal electric device 146 (see FIG. 4), That is, the normal symbol variable display start process executed in S293 of FIG. 43 described later It is referenced when executing the opening pattern setting process for the electric accessory 146.

[0316] In this embodiment, if the result of the normal symbol hit determination process is "normal symbol hit", The type of winning symbol is determined as follows. For example, when a normal symbol is won, the selection symbol command is "f In the case of "z0", the main CPU 201 is in the operating state of the normal electric accessory 146 (see FIG. 4). The opening pattern is set as follows: the first opening time is 1000 msec, there is no wait time, and the second opening time is 1000 msec. In other words, the normal electric device 146 is opened only once for 1000 msec. The opening pattern is determined by the

[0317] In addition, when the selected symbol command is "fz1" when a normal symbol is hit, the main CPU 201 The opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), is set to the first opening time 2 000msec, wait time 200msec, second release time 2000msec, Make a decision.

[0318] In addition, when the selected symbol command is "fz2" when a normal symbol is hit, the main CPU 201 The opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), is set to the first opening time 2 500msec, wait time 200msec, second release time 2500msec, Make a decision.

[0319] In addition, when the selected symbol command is "fz3" when a normal symbol is hit, the main CPU 201 The opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), is set to the first opening time 3 000msec, wait time 200msec, second release time 3000msec, Make a decision.

[0320] In addition, when the normal pattern is selected, if the pattern command is "fz4" or "fz7", The main CPU 201 determines the opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4). The first release time is set to 2500 msec, there is no wait time, and there is no second release. do.

[0321] In addition, when the normal pattern is selected, if the pattern command is "fz5" or "fz8", The main CPU 201 determines the opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4). The first opening time is 2000msec, the wait time is 600msec, and the second opening time is The interval is determined to be 2000 msec.

[0322] In addition, when the normal pattern is selected, if the pattern command is "fz6" or "fz9", The main CPU 201 determines the opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4). The first opening time is 2500msec, the wait time is 600msec, and the second opening time is The interval is determined to be 2500 msec.

[0323] In this way, in this embodiment, the result of the winning determination process of the normal symbol in the non-time-saving game state is Even if it is a "normal pattern hit", the opening pattern of the normal electric device 146 (see Figure 4) is , non-time-saving game state, A time-saving game state, B time-saving game state, and C time-saving game state Among the opening patterns of the electrically operated device 146, this is the most advantageous and disadvantageous pattern.

[0324] In addition, the advantage of the opening pattern of the normal electric device 146 is When this is done, it indicates the degree of ease with which the gaming ball will enter the second starting hole 140.

[0325] When the result of the normal symbol hit determination process in the A time-limited game state is "normal symbol hit" The opening pattern of the normal electric device 146 (see FIG. 4) is a non-time-reduction game state, an A time-reduction game state, , B time-saving game state, and C time-saving game state of the opening pattern of the normal electric device 146 Among these, the most advantageous degree is the advantageous mode.

[0326] In addition, if the result of the normal symbol hit determination process in the B time-saving game state is "normal symbol hit", The opening pattern of the normal electric device 146 (see Figure 4) in this case is the same as that of the normal electric device 146 in the C time-saving game state. Opening of the normal electric device 146 when the result of the hit determination process of the regular pattern is "normal pattern hit" The pattern and the degree of advantage are the same, but this is not limited to this.

[0327] [1-4-11. Regular pattern variation table] FIG. 19 is an example of a variation pattern table of the normal symbols of the first pachinko gaming machine. The fluctuation pattern table of the regular pattern is used when determining the fluctuation pattern of the regular pattern (i.e., The normal pattern variation executed in the variable display start process of the normal pattern of S293 in Figure 43 described above The main CPU 201 refers to the fluctuation of the normal symbol. The pattern table is referenced to determine the game state and whether the game ball has passed through the passage gate 126 (see FIG. 4). The variation pattern of the normal pattern is determined based on the random number value for selecting the normal pattern effect that is extracted when the The random number for selecting the normal pattern effect is selected from, for example, 0 to 99 (100 types). However, the range of generated random numbers is not limited to the above.

[0328] As shown in FIG. 19, in the non-time-saving game state, the random number value for selecting the normal symbol effect is 0 to 99. In either case, the variable display time of the normal pattern is determined to be, for example, 300,000 msec. The variable display time of the normal symbol in the non-time-saving game state is It is the longest among the B time-saving play state, the C time-saving play state, and the B time-saving play state.

[0329] In addition, in the A time-saving game state, if the random number value for selecting normal symbol effects is 0 to 89, In this case, the variable display time of the normal pattern is determined to be, for example, 500 msec, and the normal pattern performance selection random If the value is between 90 and 99, the variable display time for the normal pattern is, for example, 800 msec. It is determined to be c.

[0330] In addition, in the B time-saving game state, if the random number value for selecting normal symbol effects is 0 to 39, In this case, the variable display time of the normal pattern is determined to, for example, 500 msec, and the normal pattern performance selection random If the value is between 40 and 79, the variable display time for the normal pattern is, for example, 1000 ms. If the random number for selecting normal symbols is between 80 and 99, the normal symbol will be selected. The variable display time of the pattern is determined to be, for example, 1500 msec.

[0331] In addition, in the C time-saving game state, if the random number value for selecting normal symbol effects is 0 to 39, In this case, the variable display time of the normal pattern is determined to, for example, 500 msec, and the normal pattern performance selection random If the value is between 40 and 79, the variable display time for the normal pattern is, for example, 1000 ms. If the random number for selecting normal symbols is between 80 and 99, the normal symbol will be selected. The variable display time of the pattern is determined to be, for example, 1500 msec.

[0332] In this way, the variable display time of the normal pattern per variable display is Variable display time of normal symbols in time-saving game state, B time-saving game state, and C time-saving game state Among them, the expected value of the variable display time of the normal pattern in the A time-saving game state is the shortest. ,A time-saving game state is a non-time-saving game state, A time-saving game state, B time-saving game state, and C time-saving In the game state, the time until the normal electric accessory 146 is released is the shortest.

[0333] In addition, the expected value of the variable display time of the normal pattern in the B time-saving game state is The expected value of the variable display time of the normal symbols is the same as that of the normal symbols in the game, but is not limited to this.

[0334] [1-5. Details of processing related to time-saving game state] [1-5-1. Number of time reductions set when time reduction is hit] In the above explanation, if the result of the special symbol hit determination process is "time-saving hit", the special symbol Regardless of the game state when the hit determination process is performed, the number of time reductions set will be the same. However, it is not limited to this, and the result of the special symbol winning judgment process is "time-saving winning". The number of time reductions set in this case depends on the game state when the special symbol hit determination process is performed. It may be determined accordingly.

[0335] In addition, even in a high probability game state where the probability flag is set to on, the hit judgment of the special pattern The processing result may include "time reduction hit". In this case, the main CPU Although the display mode of the time-saving win is derived on the pattern display unit, control is executed to transition to the time-saving game state. By the way, for example, in the case of a pachinko machine called an ST machine, Like a gaming machine, when the variable display of the special symbol is executed for a specified number of times, a probability change flag In such ST machines, the high probability game state If the result of the special symbol hit determination process performed in the final game is a "time-saving hit," In this case, the process of deriving the display mode of the time-saving win is performed later than the process of turning off the probability flag. At some point, the main CPU derives the display mode of the time reduction win, and then controls the C time reduction game state. It may be possible to control the

[0336] [1-5-2. Duplication of time-saving game states] If multiple time-saving game modes are set, the time-saving game modes may overlap. For example, A time-saving In the game state, if the result of the special symbol hit determination process is "time-saving hit", A time-saving play The skill state and the C time-saving game state overlap. When the ceiling counter reaches the ceiling value, the C time-saving game state and the B time-saving game state overlap. In this way, if the time-saving game state overlaps, the time-saving game state will be executed in a stack. You can also set it so that the time-saving game state does not overlap (i.e., ignore the "time-saving hit"). In addition, the time-saving game state A and the time-saving game state B may be set to the same value so that they do not overlap. The condition for ending the A time-saving game state is that the number of times is less than the ceiling value, which is the condition for transitioning to the B time-saving game state. It is specified to be small.

[0337] When the time-saving game state overlaps, the time-saving game state is executed in an overlapping manner, and the time-saving game state is executed in an overlapping manner. The non-overlapping mode will be described below.

[0338] [1-5-2-1. Mode of overlapping time-saving game states] When the time-saving game state overlaps, the time-saving game state is executed in a superimposed manner, for example, in the case of A time-saving game. In either of the time-saving game states, the B time-saving game state, and the C time-saving game state, When a short hit is won, the C time shortening game state is executed in a superimposed manner, and in the C time shortening game state When the ceiling counter reaches the ceiling value, the B time-saving game state is executed in a superimposed manner. can be done.

[0339] [1-5-2-1-1. A mode in which a time-saving game state C is superimposed on a time-saving game state] Any one of the time-saving game state A, the time-saving game state B, and the time-saving game state C When the "time reduction win" is won in the "time reduction win", the main CPU 201 displays the special symbol display unit 163, In this case, the main CPU 201 derives the display mode per time reduction in 164. While maintaining the time-saving performance of the game state, it is possible to execute the game until the end condition of the time-saving game state is met. The number of times the special pattern is displayed will be the number of times the time is reduced.

[0340] For example, if you win a "time-saving win" in the A time-saving game state, If the remaining number of time-saving times in the A time-saving game state is greater than the number of time-saving times that can be executed, the main CPU 2 01 maintains the time-saving performance of the A time-saving game state, and unless a "jackpot" is derived, The game will be controlled to the time-saving game state until the remaining number of times in the time-saving game state is consumed. For example, if the remaining number of time-saving times in the A time-saving game state is 200, If you win the "Time Reduction Win" and the number of time reductions you can perform based on this "Time Reduction Win" is 50, you will receive a special Although the display mode of the time reduction win is derived on the pattern display units 163 and 164, While maintaining the time-saving performance, the number of time-saving times from here will be 200 unless a "jackpot" is derived. Therefore, the time-saving game state A, the time-saving game state B, or the time-saving game state C Even if you win a "time-saving hit" in a time-saving game state, the number of time-saving times and time-saving performance In appearance, it is the same as when the "time-saving hit" is not won and the A time-saving game state continues. is.

[0341] On the other hand, for example, if you win a "time-saving win" in the A time-saving game state, If the number of times that can be executed in the time-saving mode is greater than the number of times remaining in the time-saving mode A, the main CP U201 maintains the time-saving performance of the A time-saving game state, and unless a "jackpot" is derived, The game is controlled to a time-saving game state until the number of time-saving times set based on the "time-saving hit" is consumed. To explain this with specific numbers, for example, if the remaining number of time-saving times in the A time-saving game state is 20, If you win the "Time Shortening Win", the number of time shortenings that can be performed based on this "Time Shortening Win" will be increased to 50. If the number of times is 1, the time-saving performance of the A time-saving game state is maintained, and the number of time-saving times from this point onwards is Unless "Ri" is derived, it is 50 times. In other words, the remaining number of time-saving times in the A time-saving game state is 2 Even if the variable display of the special symbol is executed 0 times, after that, when in the A time-saving game state, While maintaining the short-term performance, the variable display of special symbols is further executed for 30 times the difference between the two. can be.

[0342] [1-5-2-1-2. A mode in which the time-saving game state B is superimposed on the time-saving game state C] When the ceiling counter reaches the ceiling value in the time-saving gaming state C, the main CPU 201 , the display mode derived to the special symbol display units 163, 164 in the final ceiling fluctuation (i.e. , the result of the special symbol winning determination process) and executes control according to the result.

[0343] In the first pachinko game machine, the result of the special symbol winning determination process does not include small winnings. However, in the following, we will explain the case where the result of the special symbol hit determination process includes a small hit. do.

[0344] First, in the final fluctuation of the ceiling, the result of the special pattern hit determination process is "small hit" or "ha The case where there is a "deviation" will be described.

[0345] When the ceiling counter reaches the ceiling value in the C time-saving game state, the number of times that the B time-saving regulation If the remaining number of time-saving games in the C time-saving game state is larger than the remaining number of time-saving games in the C time-saving game state, the main CPU 201 While maintaining the time-saving performance of "C", unless a "jackpot" is derived, the remaining number of time-saving times in the C time-saving game state The game is controlled to a time-saving gaming state until the time is consumed. When the remaining number of time-saving times in the time-saving game state is 300, the ceiling counter reaches the ceiling value, and B If the time-saving regulation number is 200 times, while maintaining the time-saving performance of the C time-saving game state, The number of time reductions is 300 unless a "jackpot" is derived. Even if the ceiling counter reaches the ceiling value in this state, the number of time-saving times and time-saving performance will not change. From the outside, it appears that the C time-saving game state continues without the ceiling counter reaching the ceiling value. This is the same as

[0346] On the other hand, when the ceiling counter reaches the ceiling value in the C time-saving game state, the B time-saving regulation number If the number of times is greater than the remaining number of times of time reduction in the C time reduction game state, the main CPU 201 While maintaining the time-saving performance of the skill state, the B time-saving regulation number is consumed unless a "jackpot" is derived. The game is controlled to a time-saving game state until the time is reduced. When the remaining number of time-saving times in the game state is 20, the ceiling counter reaches the ceiling value and B time-saving play If the number of time-saving times that can be executed as a state is 300, the time-saving performance of the C time-saving game state is maintained. However, the number of time reductions from here on will be 300 unless a "jackpot" is derived. That is, the variable display of the special pattern is executed for 20 times, which is the remaining number of times of time reduction in the C time reduction game state. Even if this happens, after that, while maintaining the time-saving performance of the C time-saving game state, the difference between the two will be 280 times. A variable display of special symbols is further performed over the course of the game.

[0347] In addition, when the variable display of the special symbol ends in the final ceiling fluctuation, the main CPU 201 The special symbol display units 163 and 164 are displayed in a display mode according to the result of the special symbol winning determination process. That is, if the result of the special symbol hit determination process is a "small hit", the small hit table The display mode is derived, and if the result of the special symbol winning judgment process is "miss", a miss display is displayed. When the small win display mode is derived, the game is controlled to a small win game state. The CPU 201 keeps the time-shortening flag on even during the small win gaming state.

[0348] Next, in the final fluctuation of the ceiling, if the result of the special pattern hit determination process is "time-saving hit" In this case, the conditions for transitioning to the B time-saving game state and the C time-saving game state are In this case, the main CPU 201 executes the special drawing. Before the result of the pattern hit determination process is output to the special pattern display units 163 and 164, the B time-saving game state When the control of the state is started, and when the result of the special symbol hit determination process is displayed on the special symbol display unit 163,1 64 and then start control of the B time-saving game state, different control can be executed. do.

[0349] First, before the result of the special symbol winning determination process is output to the special symbol display units 163 and 164, When the control of the B time-saving game state is started, the display mode of the time-saving win is the special symbol display unit 163, At the time of being led to 164, it is already controlled to B time-saving game state. PU201 maintains the time-saving performance of the B time-saving game state, and unless a "jackpot" is derived, Until the larger of the B time-saving prescribed number of times and the C time-saving game state time-saving number of times is consumed This controls the game to a time-saving mode.

[0350] Next, after the result of the special symbol winning determination process is output to the special symbol display units 163 and 164, When the control of the B time-saving game state is started, the display mode of the time-saving win is the special symbol display unit 163, At the time of being led to 164, it has not yet been controlled to the B time-saving game state. The CPU 201 maintains the time-saving performance of the C time-saving gaming state while setting the termination condition of the time-saving gaming state (e.g., For example, the derivation of the display mode of a big win, the derivation of the display mode of a small win or a specific small win, etc.) is established. Unless you do so, the larger of the B time reduction regulation number and the C time reduction game state time reduction number will be erased. In this case, the time-saving function is maintained or the time-saving function is executed. When the condition for ending the skill state is met, the time-saving game state may be ended.

[0351] In addition, the conditions for transitioning to B time-saving game state and C time-saving game state at the final fluctuation of the ceiling When the above condition is satisfied, the sub-CPU 301 determines that only the condition for transitioning to the B time-shortened gaming state is satisfied. When only the conditions for transitioning to the B time-saving transition display effect and the C time-saving game state are met A special display effect different from the C time-saving transition display effect may be performed. Instead, for example, when the time-saving performance of the B time-saving game state is maintained, the B time-saving transition display effect If the time-saving performance of the C time-saving game state is maintained, a C time-saving transition display will be performed. Priority will be given to either the B time-saving transition display effect or the C time-saving transition display effect. It may also be used as follows.

[0352] In addition, in the C time-saving game state, the ceiling counter reaches the ceiling value, and the ceiling final fluctuation When the result of the special symbol hit determination process is a "big hit," the main CPU 201 The game state is ended, and the game state is controlled to a big win game state without being controlled to a time-shortening game state B.

[0353] [1-5-2-1-3. Time-saving performance when multiple time-saving game states are executed at the same time] As described above, the mode in which a C time-saving game state is superimposed on one time-saving game state, and the C time-saving game The above describes a mode in which the time-saving gaming state B is superimposed on the other state.

[0354] In this way, if multiple time-saving game modes can be executed at the same time, the first one executed will be In a pachinko machine with this specification, the time-saving function of the time-saving game state is maintained. The time-saving performance of multiple executable time-saving game states may be different from each other, but they can be executed in parallel. It is preferable to make the time-saving performance of the multiple time-saving game states the same.

[0355] For example, if the specification allows you to overlap the C time-saving game state with the I time-saving game state, It is preferable to make the time-saving performance of the time-saving game state of A the same as the time-saving performance of the time-saving game state of C. In addition, if the specifications allow you to overlap the C time-saving game state with the B time-saving game state, It is preferable that the time-saving performance of the gaming state and the time-saving performance of the B time-saving gaming state are made the same.

[0356] In addition, in pachinko machines that are designed to allow multiple time-saving game modes to be executed at the same time, For example, the time-saving game state that can be executed after the time-saving game state that is currently being executed is as follows: For example, if the time-saving performance of one game is the same as the time-saving performance of the previous game, and this time-saving performance is different, The time-saving function may be provided in addition to the time-saving function of the previously executed time-saving game state. When the time-saving game state is executed in addition to the normal game state, one time-saving function is activated, and In the case where the time-saving game state is not executed in a overlapping manner, such as when the time-saving game state is activated in Other time-saving capabilities may be activated.

[0357] For example, in a pachinko machine that can execute the time-saving game state B on the time-saving game state C, In this case, the time-saving performance of the B time-saving game state is the same as that of the C time-saving game state, and this For example, two time-saving performances are provided, one for C and the other for C. For example, when the ceiling counter reaches the ceiling value during a game, a time-saving function is activated. In a normal game state that is not a time-saving game state, for example, when the ceiling counter reaches the ceiling value, If the threshold is reached, other time-saving capabilities may be activated.

[0358] [1-5-3. Mode in which time-saving game states are not executed in parallel] As a mode in which the time-saving game state is not executed in a superimposed manner, a "time-saving hit" is A mode in which a winning judgment process is performed so that the winning number is not included in the lottery target, and a mode in which a "time-saving winning number" is performed in a time-saving game state " is included in the lottery, and the winning judgment process is performed so that the time-saving play state is included in the lottery A mode in which the technique states are not executed in succession (hereinafter referred to as the "latter mode") is also conceivable. As a mode, any one of A time-saving game state, B time-saving game state, and C time-saving game state Even if you win a time-saving hit in the time-saving game state, ignore this and continue with the C time-saving game state. Even if the ceiling counter reaches the ceiling value in the C time-saving game state, There are two possible modes: one is to ignore this and the other is to not execute the B time-saving game state. The above two aspects that can be considered as the latter aspects will be explained below.

[0359] [1-5-3-1. Mode in which the C time-saving game state is not executed in addition to the first time-saving game state] Any one of the time-saving game state A, the time-saving game state B, and the time-saving game state C In the case where the "time reduction win" is won, as described above, the main CPU 201 The main CPU 20 outputs the display mode of the time-saving win to the pattern display units 163 and 164. 1 is the variable display of the last special symbol in a time-saving game state (hereinafter referred to as the "time-saving final variation"). Unless the time is shortened, the game will be played in the C time shortened mode without being controlled by the "time shortened hit" The game state is controlled to the first time-saving game state until the remaining number of time-saving times in the game state is consumed. Being controlled in the time-saving game state (excluding the time-saving final fluctuation) is a transition to the C time-saving game state This creates conditions that hinder

[0360] On the other hand, if you win the "time-saving hit" in the final time-saving fluctuation in one time-saving game state, The main CPU 201 outputs the display mode of the time reduction to the special symbol display units 163 and 164. When a time-saving game state ends before the time-saving game state ends, or when the display mode of the time-saving win is the special symbol display unit 163 , 164, when one time-shortened game state ends, different control can be executed. do.

[0361] First, before the display mode for the time reduction is derived to the special symbol display units 163 and 164, When the gaming state is to end, the main CPU 201 derives the display mode of the time-saving win, and then Control of the time-saving gaming state begins.

[0362] Next, when the display mode for the time reduction is derived to the special pattern display unit 163, 164, one time reduction When the game state ends, that is, when the display mode of the time-saving hit is derived and the time-saving game state ends, If the execution and termination are performed within the same interrupt process, the main CPU 201 executes the Depending on the situation, the control of the C time-saving game state may or may not be started. The process of deriving the winning display mode (determined display) is performed before the end process of the time-saving game state. When the time-shortening game state is set to C, the main CPU 201 does not control the time-shortening game state to C. In this case, the process of deriving the display mode of the time-saving win is performed at the end of the time-saving game state. Performing this before the processing will be a condition that prevents transition to the C time-shortened game state.

[0363] On the other hand, the process of deriving the display mode of the time-saving hit (determined display) is the termination process of the time-saving game state. If the time-shortening game state is executed later than the time-shortening game state, the main CPU 201 ends the time-shortening game state and In this case, the main CPU 201 controls the time-shortening game state of one time-shortening game state. Instead of maintaining the performance, it will be the time-saving performance of the C time-saving game state. In other words, the main CPU 201 is a process for ending a time-saving game state at the time when the display mode of the time-saving win is derived. If it is unprocessed, the first time-saving game state is ended without controlling it to the C time-saving game state, and the first time If the process of ending the short play state has already been performed, the game is controlled to the time-shortened play state C.

[0364] [1-5-3-2. Mode in which time-saving game state B is not executed in addition to time-saving game state C] When the ceiling counter reaches the ceiling value in the time-saving gaming state C, the main CPU 201 , the display mode derived to the special symbol display units 163, 164 in the final ceiling fluctuation (i.e. , the result of the special symbol winning determination process) and executes control according to the result.

[0365] First, in the final fluctuation of the ceiling, the result of the special pattern hit determination process is "time-saving hit", "small hit", We will explain the cases where the result is a "yes" or a "no."

[0366] In the time-saving game state, the result of the special symbol winning judgment process in the final ceiling fluctuation is "time If the result is a "short hit", "small hit" or "miss", the main CPU 201 The game is controlled to the time-saving game state C until the remaining number of time-saving games in the state is consumed.

[0367] However, if the remaining number of time-saving times in the C time-saving game state is 0 at the final ceiling fluctuation, the main C PU201 starts and stops the control of the B time-saving game state depending on the program processing. Specifically, the end processing of the time-saving game state C is the start processing of the time-saving game state B. If the process is performed before the process, the main CPU 201 ends the C time-shortened gaming state and On the other hand, the end processing of the time-shortened game state C is the start processing of the time-shortened game state B. If the process is performed after the time-shortening process, the main CPU 201 does not control the time-shortening game state to the time-shortening game state B, but The short game state is ended. That is, the main CPU 201 starts the B time-shortened game state. At this point, if the termination process of the C time-saving game state has not been processed, the game will be controlled to the B time-saving game state. The C time-saving game state ends without any action being taken, and if the C time-saving game state has already been terminated, In this case, the time-saving game state C is terminated by the time-saving game state B. Anything done after the start processing becomes a condition that prevents transition to time-shortened game state B.

[0368] In addition, in the final ceiling fluctuation, if the result of the special pattern hit determination process is "jackpot" The main CPU 201 ends the C time-shortened gaming state and starts control of the big win gaming state.

[0369] [1-6. Main control processing] Next, various processes (various modules) executed by the main CPU 201 of the main control circuit 200 This section explains the contents of the rule. [1-6-1. Main control main processing] First, referring to FIGS. 20 to 23, the main processing ( The main control (main processing) will be explained. Figs. 20 to 23 show the main control (main processing) in the first pachinko gaming machine. 10 is a flowchart showing an example of a main control process.

[0370] The main CPU 201 first determines whether the power interruption signal is at a high level (S 11). Although not shown, the main CPU 201 also sets the stack pointer and handles interrupts. It goes without saying that the address of the vector table is set prior to S11.

[0371] If it is determined in S11 that the power cutoff signal is not at a high level (S11 is determined as NO), In this case, the main CPU 201 repeats the determination process of S11.

[0372] On the other hand, if it is determined in S11 that the power interruption signal is at a high level (S11 is Y If the determination is ES, the main CPU 201 moves the process to S12.

[0373] In S12, the main CPU 201 turns on the setting key 174 and the backup clear switch 176. In this process, the flag management process of the backup clear switch 176 is performed (S12). The on / off state of the switch 176 and the on / off state of the setting key 174 are saved. That is, the setting key 174 and the backup clear switch 176 are turned on / off. The OFF state is stored in the start control flag area in the main RAM 203. The main CPU 201 executes the process of S12. After that, the process proceeds to S13.

[0374] In S13, the main CPU 201 performs a wait process. The control circuit 300 is waiting for activation. In this case, the activation waiting time (wait period) is, for example, For example, 12000.07 msec. After executing the process of S13, the main CPU 201 Thereafter, the process proceeds to S14.

[0375] While waiting for the sub-control circuit 300 to start up, the main CPU 201 For example, it checks the interrupt request signal, processes the WDT output when an interrupt request signal occurs, and It may also be possible to perform processing such as outputting initialization signals for various sensors during timing.

[0376] In S14, the main CPU 201 checks whether the power failure before startup (the previous time) was normal. In this process, it is determined whether or not the power interruption detection flag stored in the power interruption detection flag area in the main RAM 203 is Based on the value, it is determined whether the power interruption is normal or abnormal.

[0377] If it is determined in S14 that the power interruption was not normal (if S14 is determined as NO), The in-CPU 201 shifts the process to S18.

[0378] On the other hand, if it is determined in S14 that the power interruption was normal (if S14 is determined as YES), ), the main CPU 201 checks the checksum of the work area stored in the main RAM 203. The value is calculated (S15), and then the checksum value of the working area is verified (S16). After executing the process of S16, the main CPU 201 proceeds to S17.

[0379] In S17, the main CPU 201 determines whether the collation result is abnormal.

[0380] If the collation result is determined to be normal in S17 (S17 is If the result is NO, the main CPU 201 moves the process to S22. The processing will be described later.

[0381] On the other hand, if the collation result is determined to be abnormal, i.e., abnormal, in S17 (S If the determination in S17 is YES, the main CPU 201 moves the process to S18.

[0382] In S18, the main CPU 201 turns on the setting key 174 and the backup clear switch 176. It is determined whether at least one of the switches 176 is off. , if both the setting key 174 and the backup clear switch 176 are on, N The result is O, and both the setting key 174 and the backup clear switch 176 are OFF. If present, and either the setting key 174 or the backup clear switch 176 If either one is off, the result is YES.

[0383] In S18, at least the setting key 174 and the backup clear switch 176 are turned on. If it is determined that neither of them is off, that is, both are on (S18 is NO If the determination is affirmative, the main CPU 201 moves the process to S21. More details will be given later.

[0384] On the other hand, in S18, the setting key 174 and the backup clear switch 176 If it is determined that at least one of them is off (if S18 is determined as YES), The main CPU 201 shifts the process to S19.

[0385] In S19, the main CPU 201 sets the security signal of the external terminal to ON. After executing the process of S19, the main CPU 201 shifts the process to S20.

[0386] In S20, the main CPU 201 displays an error on the performance display monitor 170 (see FIG. 6). This process is performed by I / O port 2, which outputs a signal to the performance display monitor 170. Set the data for error display to the output port of 05. This will A predetermined LED in 170 lights up and an error message is displayed. After processing 0, it enters an infinite loop.

[0387] In this way, if the previous power outage was not normal, or if the If the checksum value of the selected work area does not match the checksum, The first power supply is turned on until it is determined that both the power supply and the backup clear switch 176 are on. It is not possible to play games on the Chinko gaming machine.

[0388] Next, the process of S21 will be described. In S21, the main CPU 201 A value indicating the change is stored in the start control flag area in the main RAM 203. This process is performed when an abnormal startup occurs, and the value indicating that the setting has been changed is stored again. After executing the process of S21, the main CPU 201 transfers the process to S22. Move to 22.

[0389] In S22, the main CPU 201 detects the XINT detection flag in the main RAM 203. The main CPU 201 performs processing to clear the power interruption detection flag area and the power interruption detection flag area. After the process is executed, the process proceeds to S23.

[0390] In S23, the main CPU 201 performs a startup state determination process. Based on the value of the start control flag stored in the start control flag area in the in-RAM 203, Determine the current startup state (power recovery / setting change / setting confirmation / RAM clear). Main C After executing the process of S23, the PU 201 shifts the process to S24.

[0391] In S24, the main CPU 201 performs a RAM setting process at startup. is a clearing process ( For example, the creation of a work area and address setting are performed. This is done both at the time of data transfer and at the time of initialization, and the backup area is not cleared. After executing the process of S24, the main CPU 201 shifts the process to S25.

[0392] In S25, the main CPU 201 performs startup initialization processing. Initial setting process according to the current startup state (power outage recovery / setting change / setting confirmation / RAM clear) The details of the startup initial setting process will be described later with reference to FIG. After executing the process of S25, the main CPU 201 shifts the process to S26.

[0393] In S26, the main CPU 201 performs interrupt disable processing. After executing the process of S26, the process proceeds to S27.

[0394] In S27, the main CPU 201 performs power cutoff processing. After the process of S27 is executed, the process proceeds to S28. 25, which will be discussed later.

[0395] In S28, the main CPU 201 performs an update process of the initial value random number. , the initial value random number of various random number counters (for example, random number counters for determining the jackpot of special symbols, etc.) After executing the process of S28, the main CPU 201 returns to S2 Move to 9.

[0396] In S29, the main CPU 201 determines whether or not a game is permitted. The determination process is performed based on the value of the game permission flag.

[0397] If it is determined in S29 that the game is not permitted (if S29 is determined as NO), The in-CPU 201 shifts the process to S30.

[0398] On the other hand, if it is determined in S29 that the game is permitted (if S29 is determined as YES), If so, the main CPU 201 shifts the process to S31.

[0399] In S30, the main CPU 201 performs an interrupt permission process. After the process of S30 is executed, the process returns to S26 and the processes from S26 onwards are executed.

[0400] In S31, the main CPU 201 performs a register save process. After executing the process of S31, the process of 01 proceeds to S32.

[0401] In S32, the main CPU 201 performs a performance display monitor tallying and calculating process. In this process, various base values ​​are calculated and updated. This process is also performed in the main RAM2. This is done using an area (outside the area) separate from the work area in 03. After the process of S32 is executed, the process proceeds to S33.

[0402] In S33, the main CPU 201 restores the registers saved in S31. After executing the process of S33, the main CPU 201 shifts the process to S34.

[0403] In S34, the main CPU 201 performs an interrupt permission process. After the process of S34 is executed, the process proceeds to S35.

[0404] In S35, the main CPU 201 determines whether the system cycle time has elapsed. The system cycle time is, for example, 6 ms, which is three times the interrupt cycle (for example, 2 ms). It is ec.

[0405] If it is determined in S35 that the system cycle time has not elapsed (S35 is determined as NO), If the setting is not satisfied, the main CPU 201 returns the process to S26 and performs the processes from S26 onwards. cormorant.

[0406] On the other hand, if it is determined in S35 that the system cycle time has elapsed (YES in S35), If the determination is affirmative, the main CPU 201 moves the process to S36.

[0407] In S36, the main CPU 201 sets the interrupt counter area of ​​the main RAM 203 The stored interrupt counter value is decremented by 1 three times. The value of the interrupt counter that manages the interrupt disabled section in the main process is reset. After executing the process of S36, the PU 201 proceeds to S37.

[0408] In this embodiment, various processes related to game control, which will be described later, are performed within the main control process. Before executing the process (for example, the process of S37 to S44), an interrupt disabled period of, for example, 6 msec (S Therefore, in this embodiment, the game control described later is Various processes related to this are executed, for example, every 6 msec (every system cycle). In this embodiment, an example has been described in which the interrupt inhibit period is set to three times the interrupt period, but this is not limiting. do not have.

[0409] In S37, the main CPU 201 performs a system timer update process. The timer is a timer that manages the system period (for example, 6 msec). The value is stored in the system period management timer area in the work area of ​​the main RAM 203. After executing the process of S37, the main CPU 201 shifts the process to S38.

[0410] In S38, the main CPU 201 performs a main control command transmission / reception process. In the main CPU 201, the payout control command transmission and reception process is mainly performed. After the process of S38 is executed, the process proceeds to S39.

[0411] In S39, the main CPU 201 performs special symbol control processing. The processing related to the special symbol game is performed. For details of this special symbol control processing, see Figure 2. After executing the process of S39, the main CPU 201 returns the process to S Move to 40.

[0412] In S40, the main CPU 201 performs normal symbol control processing. The processing related to the normal symbol game is performed. After executing the process of S40, the main CPU 201 returns to the process of S40. Move to S41.

[0413] In S41, the main CPU 201 performs a game action display unit control process. In the process, each display unit of the LED unit 160 (for example, the first special symbol display unit 163, the second special symbol display unit 164, the The main CPU 2 sets the display data to be output to the special symbol display unit 164, etc. After executing the process of S41, the process proceeds to S42.

[0414] In S42, the main CPU 201 performs a game information data generation process. is the control processing of the external terminal board pulse signal, the setting processing of the output data, and the generation processing of the test firing signal. The process of generating the test firing signal is performed in a separate working area from the main RAM 203. This is done using another area (outside the area). The main CPU 201 executes the process of S42. After that, the process proceeds to S43.

[0415] In S43, the main CPU 201 performs port output processing. The output data is set (transferred) to the main output port 206 (see FIG. 6). After executing the process of S43, the CPU 201 proceeds to S44.

[0416] In S44, the main CPU 201 performs a state monitoring process. The process includes a placement determination process, a game abnormality detection determination process, and a payout abnormality detection determination process. In the judgment process, if there is a change in the firing position (for example, right or left shot), the firing position frame In the game abnormality detection judgment process, if an abnormality is found, a game abnormality detection command is sent. In the dispensing abnormality detection judgment process, if an abnormality is found, a dispensing abnormality detection command is sent. After executing the process of S44, the main CPU 201 returns to the process of S26. and perform the processing from S26 onwards.

[0417] [1-6-2. Initial setting process at startup] Next, referring to FIG. 24, the process performed in S25 of the main control main process (see FIGS. 20 to 23) FIG. 24 shows the startup initial setting process in the first pachinko gaming machine. 10 is a flowchart illustrating an example of a startup initial setting process.

[0418] The main CPU 201 first performs a process of loading a start control flag (S51). After executing the process of S51, the in-CPU 201 shifts the process to S52.

[0419] In S52, the main CPU 201 determines whether the value of the start control flag is a value indicating power recovery. Determine whether or not

[0420] If it is determined in S52 that the value of the start control flag is not a value indicating power interruption recovery (S5 If the determination in step S52 is NO, the main CPU 201 moves the process to step S54.

[0421] On the other hand, if it is determined in S52 that the value of the start control flag is a value indicating power interruption recovery, (If the determination in S52 is YES), the main CPU 201 shifts the processing to S53.

[0422] In S53, the main CPU 201 performs a second normal game pre-processing. The details of the pre-skill process will be described later with reference to Figure 50. Then, the game permission flag is set to ON, and the game is permitted. After the process of S53 is executed, the startup initial setting process is finished, and the process is returned to the main control main process ( (See Figures 20 to 23).

[0423] In S54, the main CPU 201 determines whether the value of the startup control flag has been changed or confirmed. It is determined whether the value indicates recognition.

[0424] In S54, the value of the activation status flag is not a value indicating a setting change or setting confirmation, i.e. If it is determined that the value indicates RAM clear (if S54 is a NO result), the main CP U201 transfers the processing to S56.

[0425] On the other hand, if the value of the activation status flag is a value indicating a setting change or setting confirmation in S54, If so (YES in S54), the main CPU 201...

Claims

[Claim 1] A gaming machine having a structural portion including a first portion, a second portion, and a third portion, The first portion includes a flow path for game balls supplied to the first portion, The second portion includes a flow path for guiding the game ball to the first portion, The third section includes a detection means capable of detecting a winning of a game ball that has passed through the flow path of the first section, The first portion is A first flow path; a second flow path different from the first flow path; A distribution section having a rolling surface on which the game balls can roll and capable of distributing the game balls supplied to the first section to the first flow path or the second flow path; A rolling obstacle portion capable of changing the rolling direction of the game ball rolling in the distribution portion, The rolling obstacle portion includes a plurality of protrusions formed so as to protrude onto a moving path of the game ball rolling through the distribution portion, The plurality of protrusions are arranged so that the game ball can move downstream from the rolling surface by passing between the plurality of protrusions and moving outside the outer periphery of the rolling surface, a movement limiting section capable of changing the rolling direction of the game ball rolling on the rolling surface is provided on at least a part of the outer side of the rolling surface; The movement limiting portion includes a plurality of wall portions formed adjacent to at least a portion of an outer side of the rolling surface, The relative positional relationship between the distribution portion and the protruding portion is configured to be changeable, and by changing this positional relationship, the game ball can be moved downstream from the rolling surface, and according to the change in the relative positional relationship between the distribution portion and the protruding portion, A case where the game ball continues to roll on the rolling surface without moving downstream from the rolling surface, When the game ball moves to the first flow path downstream of the rolling surface, The game ball may move to the second flow path downstream of the rolling surface. In a change in the relative positional relationship between the distribution portion and the protrusion, which allows the game ball to move to the first flow path downstream of the rolling surface, it becomes difficult for the game ball to move to the second flow path downstream of the rolling surface, In a change in the relative positional relationship between the distribution portion and the protrusion, which allows the game ball to move to the second flow path downstream of the rolling surface, it becomes difficult for the game ball to move to the first flow path downstream of the rolling surface. A gaming machine characterized by:

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