Gaming Machines

The gaming machine enhances entertainment value by dynamically varying game states and symbol displays, addressing monotony through variable symbol displays and interactive game states, thereby increasing player engagement and enjoyment.

JP7671976B2Active Publication Date: 2025-05-07UNIVERSAL ENTERTAINMENT CORP
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Patent Information

Application Number
JP2021148412
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-09-13
Publication Date
2025-05-07
Estimated Expiration
2041-09-13

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance entertainment value by dynamically varying game states and symbol displays based on player interactions and conditions, leading to monotony and reduced player engagement.

Method used

The gaming machine incorporates a performance execution system with variable symbol displays, game state control, and auxiliary devices to transition between normal, time-saving, and special game states, allowing players to select presentation modes and execute performances based on symbol variations and conditions, enhancing the gaming experience.

Benefits of technology

This approach significantly increases player engagement and enjoyment by providing dynamic game states and interactive elements, making the gaming experience more interesting and rewarding.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine which can improve an interest in a game.SOLUTION: As a game state in which a variable display of an identification drawing pattern can be executed, at least game states: a normal game state (for example, a first normal game state), and a specific game state (for example, first to third time shortening game states and a second normal game state) more advantageous for a player than the normal game state can be controlled. Performance execution means can execute in the normal game state, one normal performance (for example, a performance, such as a normal ready-to-win carried out in a left shooting) of multiple types of normal performances. In a specific game state, one specific performance (for example, a performance, such as a boss battle performance, a warring time performance, a performance of a consecutive battle which are carried out in a right shooting) of multiple types of specific performances can be executed.SELECTED DRAWING: Figure 264
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Description

[Technical field]

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

[0002] Conventionally, a starting hole and a big prize hole have been provided in the game area where the game ball flows down, and the starting hole When the ball enters the slot, a lottery is held for a special symbol. If you win the lottery, , a gaming machine that controls the jackpot game state (so-called type 1 pachinko gaming machine), When the ball enters the machine, the big prize opening is opened, and the ball that entered the big prize opening is released. A gaming machine that controls the jackpot game state on the condition that the ball enters a specific area (so-called type 2 type Furthermore, a certain number of medals or the like are inserted into the slot machine to start the game. By operating the lever, multiple reels are spun and the symbols of the reels that are stopped are displayed. A game where a certain number of medals or bonus games are awarded based on the combination of balls. Also known are gaming machines (reel-type gaming machines also known as slot machines).

[0003] In addition, in pachinko machines, the lottery for special symbols is set up to increase the interest of the game. There are game states with different odds (low probability game state, high probability game state) and different ball entry rates into the starting hole. There are multiple game states, including a time-saving game state and a non-time-saving game state. (See Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2013-59682 A Summary of the Invention [Problem to be solved by the invention]

[0005] In addition, appropriate effects are provided according to the game status and game situation of the gaming machine, making the game more interesting. It was hoped that improvements would be made.

[0006] An object of the present invention is to provide a gaming machine that can improve the entertainment value of the game. do. [Means for solving the problem]

[0007] In order to achieve the above object, the gaming machine according to the present invention (for example, the seventh pachinko gaming machine and the eighth pachinko gaming machine) is a gaming machine capable of variably displaying identification symbols, The game machine includes: a performance execution means (e.g., a sub-control circuit 300) for executing a performance; a game state control means (e.g., a main CPU 201) for shifting a game state and controlling the shifted game state; a discrimination pattern variable display control means (e.g., the main CPU 201) capable of variably displaying a first discrimination pattern (e.g., a first special pattern) or a second discrimination pattern (e.g., a second special pattern) among the discrimination patterns for a predetermined variable time and then stopping the display in a predetermined stopped state; a specific pattern display control means capable of variably displaying a specific pattern for a predetermined time and then stopping the display in a predetermined stopped pattern; and an auxiliary variable device control means capable of controlling the operation of an auxiliary variable device when a specific stopped pattern is stopped and displayed by the specific pattern display control means; The game state control means is capable of controlling the game state to any one of the game states including at least a normal game state, a specific game state (e.g., a time-saving game state) different from the normal game state, a special game state (e.g., a big win game state) which is a game state different from the normal game state and the specific game state and in which a predetermined benefit can be given to the player when a special condition (e.g., a big win) is satisfied, and a predetermined game state (e.g., a small win game state) which can give a lesser benefit than the special game state when a predetermined condition (e.g., a small win) different from the special condition is satisfied, and when the specific game state is in the normal game state, if a termination condition is established when the variable display of the identification pattern is terminated, the game state can be transitioned to the normal game state, The performance execution means includes a performance mode execution means (e.g., sub-CPU 301) for executing a performance in one of a plurality of types of performance modes (e.g., a performance stage), and a performance mode selection means (e.g., sub-CPU 301) for selecting the performance mode to be executed by the performance mode execution means, the presentation mode execution means is capable of executing in the specific game state in any one of a plurality of specific presentation modes including at least a first specific presentation mode (e.g., presentation stage 30 of a male character) and a second specific presentation mode (e.g., presentation stage 31 of a female character) different from the first specific presentation mode; the presentation mode selection means allows a player to select at least one of the first specific presentation mode and the second specific presentation mode when a predetermined selection condition is established; the presentation mode execution means, when the special condition is satisfied by the variable display of the identification symbol executed in the specific game state, is capable of continuously executing the presentation mode executed when the special condition is satisfied, in the specific game state after the special game state ends; The specific symbol display control means is capable of variably displaying the specific symbol at a specific time when the specific game state is controlled, The identification symbol variable display control means is capable of varying the second identification symbol in a first variation time shorter than the specific time when the specific game state ends (for example, at the final variation time of the first time-saving game state). At the same time, When the specific game state is ended, the second identification symbol can be displayed for a longer stop time than when the specific game state is not ended, The effect execution means is capable of executing different effects (for example, a Sengoku time effect or a continuous battle entry effect) depending on whether the stop mode of the second identification pattern satisfies the special condition or does not satisfy the special condition when the second identification pattern is variably displayed according to the first variation time, The game state control means is characterized in that, when the second identification pattern, which can satisfy the specified condition while controlled to the specific game state, is changed, it can control either when transitioning to the normal game state after the specified game state ends, or when continuing the specific game state after the specified game state ends. Effect of the Invention

[0008] According to the present invention, it is possible to further increase the enjoyment of the game. [Brief description of the drawings]

[0009] [Figure 1] 1 is an example of a perspective view showing the external appearance of a first pachinko gaming machine when viewed diagonally from above and in the front right direction. [Diagram 2] 1 is an example of an exploded perspective view of the first pachinko gaming machine when viewed diagonally from above and to the front right. [Diagram 3] 1 is an example of a perspective view showing the external appearance of a first pachinko gaming machine when viewed diagonally from above and to 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 game machine. [Diagram 5] FIG. 2 is an example of a front view showing an LED unit of the first pachinko gaming machine. [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 game machine. [Figure 8] 13 is an example of a game state transition diagram showing the transition of a game state. [Figure 9] 13 is an example of a table showing the jackpot probability (estimate) for each setting value in the first pachinko gaming machine. [Figure 10] 13 is an example of a special symbol winning determination table in the first pachinko gaming machine. [Figure 11] 13 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 stopping mode determination table in a first pachinko gaming machine, and FIG. 1B is an example of a decorative symbol stopping mode determination table in a first pachinko gaming machine. [Figure 13] 13 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] 13 is an example of a special symbol variation pattern table of the first pachinko gaming machine. [Figure 16] 13 is an example of a winning determination table for normal symbols in the first pachinko gaming machine. [Figure 17] 13 is an example of a normal symbol determination table of the first pachinko gaming machine. [Figure 18] 13 is an example of a normal symbol winning type determination table for the first pachinko gaming machine. [Figure 19] 13 is an example of a normal symbol variation pattern table for the first pachinko gaming machine. [Figure 20] 1 is a flowchart (part 1) showing an example of a main control process in the first pachinko gaming machine. [Figure 21] 13 is a flowchart (part 2) showing an example of a main control process in the first pachinko gaming machine. [Figure 22] 11 is a flowchart (part 3) showing an example of a main control process in the first pachinko gaming machine. [Figure 23]11 is a flowchart (part 4) showing an example of a main control process in the first pachinko gaming machine. [Figure 24] 11 is a flowchart showing an example of an initial setting process at start-up in the first pachinko gaming machine. [Diagram 25] 11 is a flowchart showing an example of a power cut process in the first pachinko gaming machine. [Figure 26] 11 is a flowchart showing an example of a special symbol control process in the first pachinko gaming machine. [Figure 27] 13 is a flowchart showing an example of a special symbol management process in the first pachinko gaming machine. [Figure 28] 11 is a flowchart showing an example of a special symbol variable display start process in the first pachinko gaming machine. [Figure 29] 13 is a flowchart showing an example of a special symbol variable display ending process in the first pachinko gaming machine. [Diagram 30] 13 is a flowchart showing an example of a special symbol game determination process in the first pachinko gaming machine. [Diagram 31] 13 is a flowchart showing an example of a special symbol game ending process in the first pachinko gaming machine. [Diagram 32] 13 is a flowchart showing an example of a time-saving management process of the first pachinko gaming machine. [Diagram 33] 13 is a flowchart showing an example of a counter update process of the first pachinko gaming machine. [Diagram 34] 13 is a flowchart showing an example of a time-saving counter update process of the first pachinko gaming machine. [Diagram 35] 13 is a flowchart showing an example of a ceiling counter updating process of the first pachinko gaming machine. [Diagram 36] 13 is a flowchart showing an example of a counter determination process of the first pachinko gaming machine. [Figure 37] 13 is a flowchart showing an example of a time-saving transition determination process of the first pachinko gaming machine. [Figure 38]13 is a flowchart showing an example of a time-saving transition process of the first pachinko gaming machine. [Figure 39] 13 is a flowchart showing an example of a time-saving setting process of the first pachinko gaming machine. [Diagram 40] 11 is a flowchart showing an example of a special prize opening preparation process in the first pachinko gaming machine. [Diagram 41] 11 is a flowchart showing an example of a special prize opening control process in the first pachinko gaming machine. [Diagram 42] 11 is a flowchart showing an example of a jackpot end process in the first pachinko gaming machine. [Diagram 43] 11 is a flowchart showing an example of a normal symbol control process in the first pachinko gaming machine. [Diagram 44] 11 is a flowchart showing an example of an external maskable interrupt process in the first pachinko gaming machine. [Diagram 45] 11 is a flowchart showing an example of a system timer interrupt process in the first pachinko gaming machine. [Diagram 46] 11 is a flowchart showing an example of a setting control process in the first pachinko gaming machine. [Figure 47] 11 is a flowchart showing an example of a setting change process in the first pachinko gaming machine. [Figure 48] 11 is a flowchart showing an example of a setting confirmation process in the first pachinko gaming machine. [Figure 49] 13 is a flowchart showing an example of a first normal game pre-processing in the first pachinko gaming machine. [Figure 50] 13 is a flowchart showing an example of a second normal game pre-processing in the first pachinko gaming machine. [Figure 51] 11 is a flowchart showing an example of a switch input detection process in the first pachinko gaming machine. [Figure 52] 11 is a flowchart showing an example of a starting hole winning detection process in the first pachinko gaming machine. [Figure 53]11 is a flowchart showing an example of a sub-control circuit process in the first pachinko gaming machine. [Figure 54] 13 is an example of a sub-variable presentation pattern determination table in a normal gaming state of the first pachinko gaming machine. [Figure 55] 13 is an example of a table for determining a pre-reading winning type presentation pattern in the first pachinko gaming machine. [Figure 56] 13 is an example of a pre-reading winning type presentation pattern determination table in the first pachinko gaming machine. [Figure 57] 13 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] 13 is an example of a look-ahead expected value presentation pattern determination table (when losing) in the first pachinko gaming machine. [Figure 59] 13 is an example of a flowchart showing a pre-reading performance pattern determination process in the first pachinko gaming machine. [Figure 60] FIG. 13 is a diagram showing an example of a look-ahead presentation pattern of the first pachinko gaming machine, illustrating the process by which the form of the look-ahead presentation for a jackpot changes. [Figure 61] FIG. 13 is a diagram showing an example of a look-ahead presentation pattern of the first pachinko gaming machine, illustrating the process by which the time-saving hit look-ahead presentation form changes. [Figure 62] This is an example of a look-ahead presentation pattern of the first pachinko gaming machine, and shows the process by which the reserved image changes from a common win type look-ahead presentation form to a big win type 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 win type look-ahead presentation form to a big win type look-ahead presentation form. [Figure 64] 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 dedicated common win type look-ahead presentation form to a time-saving win type look-ahead presentation form. [Figure 65] 11 is a table showing an example of output conditions for signals output to the outside of the first pachinko gaming machine. [Figure 66] 13 is an example of a timing chart of a signal of "prize ball information 1" among the signals outputted to the outside of the first pachinko gaming machine. [Figure 67] 1 is a table showing an example of an overview of errors in a first pachinko gaming machine. [Figure 68] 11 is a table showing an example of output conditions for signals output to the outside of the first pachinko gaming machine according to a gaming status. [Figure 69] 13 is an example of a front view showing the appearance of a game board unit of the second pachinko game machine. FIG. [Figure 70] FIG. 13 is an example of a block diagram showing a control circuit of a second pachinko gaming machine. [Figure 71] 13 is an example of a special symbol winning determination table in the second pachinko gaming machine. [Figure 72] 13 is an example of a special symbol determination table in the second pachinko gaming machine. [Figure 73] 13 is an example of a winning type determination table in the second pachinko gaming machine. [Figure 74] 13 is an example of a variation pattern table of special symbols for a low start of the second pachinko gaming machine. [Figure 75] 13 is an example of a variation pattern table of special symbols for a high start of the second pachinko gaming machine. [Figure 76] 13 is a flowchart showing an example of a special symbol control process in the second pachinko gaming machine. [Figure 77] 13 is a flowchart showing an example of a special symbol management process in the second pachinko gaming machine. [Figure 78] 13 is a flowchart showing an example of a special symbol variable display start process in the second pachinko gaming machine. [Figure 79] 13 is a flowchart (part 1) showing an example of a special symbol variable display ending process in the second pachinko gaming machine. [Figure 80] 13 is a flowchart (part 2) showing an example of a special symbol variable display ending process in the second pachinko gaming machine. [Figure 81]13 is a flowchart (part 1) showing an example of a special symbol game determination process in the second pachinko gaming machine. [Figure 82] 13 is a flowchart (part 2) illustrating an example of a special symbol game determination process in the second pachinko gaming machine. [Figure 83] 13 is a flowchart showing an example of a special symbol game ending process in the second pachinko gaming machine. [Figure 84] 13 is a flowchart showing an example of a special prize opening preparation process in the second pachinko gaming machine. [Figure 85] 13 is a flowchart showing an example of a special prize opening control process in the second pachinko gaming machine. [Figure 86] 13 is a flowchart showing an example of a jackpot end process in the second pachinko gaming machine. [Figure 87] FIG. 13 is an example of a front view showing the appearance of a game board unit of the third pachinko game machine. [Figure 88] FIG. 13 is an example of a block diagram showing a control circuit of a third pachinko gaming machine. [Figure 89] 13 is an example of a special symbol winning determination table in the third pachinko gaming machine. [Figure 90] 13 is an example of a special symbol determination table in the third pachinko gaming machine. [Figure 91] 13 is an example of a winning type determination table in the third pachinko gaming machine. [Figure 92] 13 is an example of a special symbol variation pattern table in the third pachinko gaming machine. [Figure 93] 13 is a flowchart showing an example of a special symbol control process in the third pachinko gaming machine. [Figure 94] 13 is a flowchart showing an example of a special symbol management process in the third pachinko gaming machine. [Figure 95] 13 is a flowchart showing an example of a special symbol variable display start process in the third pachinko gaming machine. [Figure 96]13 is a flowchart showing an example of a special symbol variable display ending process in the third pachinko gaming machine. [Figure 97] 13 is a flowchart showing an example of a special symbol game determination process in the third pachinko gaming machine. [Figure 98] 13 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 a V winning device opening preparation process in the third pachinko gaming machine. [Figure 100] A flowchart showing an example of a V winning device opening control process in the third pachinko gaming machine. [Figure 101] 13 is a flowchart showing an example of a special prize opening preparation process in the third pachinko gaming machine. [Figure 102] 13 is a flowchart showing an example of a special prize opening control process in the third pachinko gaming machine. [Figure 103] 13 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 a jackpot game control process, showing (A) a case where the opening mode of the specific area is the first opening mode, (B) a case where the opening mode of the specific area is the second opening mode, and (C) a case where the opening mode of the specific area is the third opening mode. [Figure 105] 13 is an example of a special symbol determination table in an extended example. [Fig. 106] This is an example of a jackpot type determination table in an extended example. [Figure 107] This is another example of a time chart showing the relationship between the opening timing of the large prize opening and the opening timing of the specific area in a specific round of play during execution of the extended example of the large prize 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. 13 is an example of a front view showing the appearance of a game board unit of a first embodiment of the fourth pachinko gaming machine. [Fig. 109] FIG. 13 is an example of a block diagram showing a control circuit of a first embodiment of the fourth pachinko gaming machine. [Figure 110] 13 is an example of a winning determination table for a special symbol in the first embodiment of the fourth pachinko gaming machine. [Figure 111] 13 is an example of a special symbol determination table in the first embodiment of the fourth pachinko gaming machine. [Figure 112] 13 is an example of a winning type determination table in the first embodiment of the fourth pachinko gaming machine. [Figure 113] 13 is an example of a variation pattern table of special symbols in a normal game state in the first embodiment of the fourth pachinko gaming machine. [Fig. 114] 13 is an example of a variation pattern table of special symbols in the C time-saving gaming state in the first embodiment of the fourth pachinko gaming machine. [Figure 115] 13 is an example of a variation pattern table of special symbols in the A time-saving game state and the B time-saving game state in the first embodiment of the fourth pachinko game machine. [Fig. 116] 13 is an example of a variation pattern table of special symbols after a limiter function is activated in the first embodiment of the fourth pachinko gaming machine. [Figure 117] 13 is an example of a winning determination table for normal symbols in the first embodiment of the fourth pachinko gaming machine. [Figure 118] 13 is an example of a normal symbol determination table in the first embodiment of the fourth pachinko gaming machine. [Figure 119] 13 is an example of a normal symbol winning type determination table in the first embodiment of the fourth pachinko gaming machine. [Figure 120] 13 is an example of a normal symbol variation pattern table in the first embodiment of the fourth pachinko gaming machine. [Figure 121] 13 is a flowchart showing an example of a special symbol control process in the first embodiment of the fourth pachinko gaming machine. [Figure 122]13 is a flowchart showing an example of a special symbol management process in the first embodiment of the fourth pachinko gaming machine. [Figure 123] 13 is a flowchart showing an example of a special symbol variable display start process in the first embodiment of the fourth pachinko gaming machine. [Figure 124] 13 is a flowchart showing an example of a process for determining a variation pattern of a special symbol in the first embodiment of the fourth pachinko gaming machine. [Fig. 125] 13 is a flowchart showing an example of a special symbol variable display ending process in the first embodiment of the fourth pachinko gaming machine. [Fig. 126] 13 is a flowchart showing an example of a special symbol game determination process in the first embodiment of the fourth pachinko gaming machine. [Figure 127] 13 is a flowchart showing an example of a limiter number update process in the first embodiment of the fourth pachinko gaming machine. [Figure 128] 13 is a flowchart showing an example of a special symbol game end process in the first embodiment of the fourth pachinko game machine. [Figure 129] A flowchart showing an example of the V winning device opening preparation process in the first embodiment of the fourth pachinko game machine. [Fig. 130] A flowchart showing an example of a V winning device opening control process in the first embodiment of the fourth pachinko game machine. [Fig. 131] 13 is a flowchart showing an example of a large prize opening preparation process in the first embodiment of the fourth pachinko gaming machine. [Fig. 132] 13 is a flowchart showing an example of a special prize opening control process in the first embodiment of the fourth pachinko gaming machine. [Fig. 133] 13 is a flowchart showing an example of a jackpot end process in the first embodiment of the fourth pachinko gaming machine. [Fig. 134] 13 is a flowchart showing an example of a normal symbol control process in the first embodiment of the fourth pachinko gaming machine. [Fig. 135]13 is a flowchart showing an example of a switch input detection process in the first embodiment of the fourth pachinko gaming machine. [Fig. 136] FIG. 13 is an example of a game state transition diagram showing the transition of game states in the first embodiment of the fourth pachinko gaming machine. [Fig. 137] 13 is a time chart showing an example of an opening mode of a normal electric device in a normal game state in the first embodiment of the fourth pachinko gaming machine. [Figure 138] 13 is a time chart showing an example of the opening mode of a normal electric device in the C time-saving play state in the first embodiment of the fourth pachinko gaming machine. [Figure 139] FIG. 13 is an example of a front view showing the appearance of a game board unit of a second embodiment of the fourth pachinko gaming machine. [Fig. 140] 13 is an example of a variation pattern table of special symbols in a normal gaming state and a C time-saving gaming state in the second embodiment of the fourth pachinko gaming machine. [Fig. 141] 13 is an example of a variation pattern table of special symbols after a limiter function is activated in the second embodiment of the fourth pachinko gaming machine. [Fig. 142] 13 is an example of a normal symbol variation pattern table in the second embodiment of the fourth pachinko gaming machine. [Fig. 143] 13 is a time chart showing an example of an opening mode of a normal electric device in a normal game state or a C-time shortened game state in the second embodiment of the fourth pachinko game machine. [Fig. 144] FIG. 13 is an example of a front view showing the appearance of a game board unit of the fifth pachinko game machine. [Fig. 145] FIG. 13 is an example of a block diagram showing a control circuit of the fifth pachinko gaming machine. [Fig. 146] 5 is an example of a special symbol winning determination table in the fifth pachinko gaming machine. [Fig. 147] 13 is an example of a special symbol determination table in the fifth pachinko gaming machine. [Fig. 148] 5 is an example of a winning type determination table in the fifth pachinko gaming machine. [Figure 149]13 is an example of a variation pattern table of special symbols in a normal game state in the fifth pachinko gaming machine. [Fig. 150] 5 is an example of a winning determination table for normal symbols in a pachinko gaming machine. [Fig. 151] 5 is an example of a normal symbol determination table in a pachinko gaming machine. [Fig. 152] 5 is an example of a normal symbol winning type determination table in a pachinko gaming machine. [Fig. 153] 5 is an example of a normal symbol variation pattern table in a pachinko gaming machine. [Fig. 154] 13 is a flowchart showing an example of a special symbol control process in the fifth pachinko gaming machine. [Fig. 155] 13 is a flowchart showing an example of a special symbol management process in the fifth pachinko gaming machine. [Fig. 156] 13 is a flowchart showing an example of a special symbol variable display start process in the fifth pachinko gaming machine. [Fig. 157] 13 is a flowchart showing an example of a special symbol variable display ending process in the fifth pachinko gaming machine. [Fig. 158] 13 is a flowchart showing an example of a special symbol game determination process in the fifth pachinko gaming machine. [Fig. 159] 13 is a flowchart showing an example of a special symbol game ending process in the fifth pachinko gaming machine. [Fig. 160] 13 is a flowchart showing an example of a special prize opening preparation process in the fifth pachinko gaming machine. [Fig. 161] 13 is a flowchart showing an example of a special prize opening control process in the fifth pachinko gaming machine. [Fig. 162] 13 is a flowchart showing an example of a jackpot end process in the fifth pachinko gaming machine. [Fig. 163] 13 is a flowchart showing an example of normal symbol control processing in the fifth pachinko gaming machine. [Fig. 164]13 is a flowchart showing an example of variable normal symbol display start processing in the fifth pachinko gaming machine. [Fig. 165] 13 is a flowchart showing an example of a sub-control circuit process in the fifth pachinko gaming machine. [Fig. 166] 13 is a flowchart showing an example of a presentation mode determination process in the fifth pachinko gaming machine. [Fig. 167] 13 is a flowchart showing an example of a presentation pattern determination process in the fifth pachinko gaming machine. [Fig. 168] FIG. 13 is an example of a game state transition diagram showing the transition of game states in the fifth pachinko gaming machine. [Fig. 169] FIG. 13 is an example of an explanatory diagram illustrating a bonus time in the fifth pachinko gaming machine. [Fig. 170] 13 is an example of a display image illustrating the effects of a bonus time in the fifth pachinko gaming machine. [Fig. 171] 13 is an example of a perspective view showing the external appearance of the sixth pachinko gaming machine when viewed diagonally from above and in the front right direction. [Fig. 172] FIG. 13 is an example of a conceptual diagram showing a change in the operation mode of the effect button device of the sixth pachinko gaming machine. [Fig. 173] 13 is an example of a front view showing the appearance of a game board unit of a sixth pachinko game machine. FIG. [Fig. 174] FIG. 13 is an example of a block diagram showing a control circuit of a sixth pachinko gaming machine. [Fig. 175] 13 is an example of a special symbol winning determination table in the sixth pachinko gaming machine. [Fig. 176] 13 is an example of a special symbol determination table in the sixth pachinko gaming machine. [Fig. 177] 13 is an example of a winning type determination table in the sixth pachinko gaming machine. [Fig. 178] 13 is an example of a game state transition diagram showing the transition of game states in the sixth pachinko gaming machine. [Fig. 179] 13 is an example of a first half variation pattern table of special symbols in a normal game state in the sixth pachinko gaming machine. [Fig. 180] 13 is an example of a latter-stage variation pattern table of special symbols in a normal game state in the sixth pachinko gaming machine. [Fig. 181] 13 is an example of a first half variation pattern table and a second half variation pattern table of a special symbol in a right-hit play state in the sixth pachinko gaming machine. [Fig. 182] 13 is an example of a winning determination table for normal symbols in the sixth pachinko gaming machine. [Fig. 183] 13 is an example of a normal symbol determination table in the sixth pachinko gaming machine. [Fig. 184] 13 is an example of a normal symbol winning type determination table in the sixth pachinko gaming machine. [Fig. 185] 6 is an example of a normal symbol variation pattern table in a pachinko gaming machine. [Fig. 186] 13 is a flowchart showing an example of a special symbol control process in the sixth pachinko gaming machine. [Fig. 187] 13 is a flowchart showing an example of a special symbol management process in the sixth pachinko gaming machine. [Fig. 188] 13 is a flowchart showing an example of a special symbol variable display start process in the sixth pachinko gaming machine. [Fig. 189] 13 is a flowchart (part 1) showing an example of a special symbol variable display ending process in the sixth pachinko gaming machine. [Fig. 190] 23 is a flowchart (part 2) illustrating an example of a special symbol variable display ending process in the sixth pachinko gaming machine. [Fig. 191] 13 is a flowchart showing an example of a special symbol game determination process in the sixth pachinko gaming machine. [Fig. 192] 13 is a flowchart showing an example of a special symbol game ending process in the sixth pachinko gaming machine. [Fig. 193] 13 is a flowchart showing an example of a special prize opening preparation process in the sixth pachinko gaming machine. [Fig. 194] 13 is a flowchart showing an example of a special prize opening control process in the sixth pachinko gaming machine. [Fig. 195] 13 is a flowchart showing an example of a jackpot end process in the sixth pachinko gaming machine. [Fig. 196] 13 is a flowchart showing an example of normal symbol control processing in the sixth pachinko gaming machine. [Figure 197] 13 is a flowchart showing an example of variable normal symbol display start processing in the sixth pachinko gaming machine. [Figure 198] 13 is an example of a presentation flow in a normal game mode in the sixth pachinko gaming machine. [Figure 199] 13 is an example of a presentation flow for a right-hit game state in the sixth pachinko gaming machine. [Figure 200] 13 is an example of a symbol presentation pattern determination table in a normal game state in the sixth pachinko gaming machine. [Figure 201] 13 is an example of a symbol presentation pattern determination table for a right-hit playing state in the sixth pachinko gaming machine. [Fig. 202] 13 is an example of a second half icon number determination table in a normal gaming state in the sixth pachinko gaming machine. [Fig. 203] 13 is an example of a first half icon number determination table in a normal gaming state in the sixth pachinko gaming machine. [Fig. 204] 13 is an example of a first half icon display scenario determination table in a normal game state in the sixth pachinko gaming machine. [Fig. 205] 13 is an example of a first half icon collection order scenario determination table in a normal game state in the sixth pachinko gaming machine. [Fig. 206] 13 is an example of a cherry blossom accumulation notification determination table in the normal game state of the sixth pachinko gaming machine. [Fig. 207] 13 is an example of a support icon display scenario determination table for a showdown reach in a normal game state in the sixth pachinko gaming machine. [Fig. 208] This is an example of a lotus flower notice determination table in the right-hand play state of the sixth pachinko gaming machine. [Fig. 209]13 is an example of a fan notice determination table for a jackpot game state in the sixth pachinko gaming machine. [Fig. 210] 13 is a flowchart showing an example of a sub-control circuit process in the sixth pachinko gaming machine. [Fig. 211] 13 is a flowchart showing an example of a presentation mode determination process in a sixth pachinko gaming machine. [Fig. 212] 13 is a flowchart (part 1) showing an example of the effect pattern determination process in the sixth pachinko gaming machine. [Fig. 213] 23 is a flowchart (part 2) showing an example of the effect pattern determination process in the sixth pachinko gaming machine. [Fig. 214] 13 is an example of a normal display image in the West Army mode and the East Army mode in the normal game state in the sixth pachinko gaming machine. [Fig. 215] 13 is an example of a display image (part 1) illustrating the presentation of the cherry blossom accumulation notice in the sixth pachinko gaming machine. [Fig. 216] 13 is an example of a display image (part 2) illustrating the presentation of the cherry blossom accumulation notice in the sixth pachinko gaming machine. [Fig. 217] 13 is an example of a display image (part 1) illustrating a pseudo consecutive performance in the sixth pachinko gaming machine. [Fig. 218] 13 is an example of a display image (part 2) illustrating a pseudo consecutive performance in the sixth pachinko gaming machine. [Fig. 219] 13 is an example of a display image (part 3) illustrating a pseudo consecutive performance in the sixth pachinko gaming machine. [Fig. 220] 13 is an example of a display image (part 1) illustrating the presentation of the road to the final battle in the sixth pachinko gaming machine. [Fig. 221] 13 is an example of a display image (part 2) illustrating the presentation of the road to the final battle in the sixth pachinko gaming machine. [Fig. 222] 13 is an example of a display image illustrating the presentation of the "Path to Extreme Showdown" in the sixth pachinko gaming machine. [Fig. 223] 13 is an example of a display image (part 1) illustrating the presentation of a showdown reach in the sixth pachinko gaming machine. [Fig. 224] 13 is an example of a display image (part 2) illustrating the presentation of a showdown reach in the sixth pachinko gaming machine. [Fig. 225] This is an example of a display image illustrating the lotus flower announcement presentation in the sixth pachinko gaming machine. [Fig. 226] 13 is an example of a display image (part 1) illustrating the effects of a battle reach in the sixth pachinko gaming machine. [Fig. 227] 13 is an example of a display image (part 2) illustrating the effects of a battle reach in the sixth pachinko gaming machine. [Fig. 228] FIG. 13 is an example of a configuration diagram for explaining the configuration of the operation presentation time and the reception time of the presentation button device of the Road to the Final Battle in the sixth pachinko gaming machine. [Fig. 229] 13 is a table showing an example of output conditions for signals output to the outside of the sixth pachinko gaming machine. [Fig. 230] 13 is an example of a timing chart of the signal of "external information 3" among the signals outputted to the outside of the sixth pachinko gaming machine. [Fig. 231] FIG. 13 is an example of a front view showing the appearance of a game board unit of the seventh pachinko game machine. [Fig. 232] FIG. 13 is an example of a block diagram showing a control circuit of the seventh pachinko gaming machine. [Fig. 233] 13 is an example of a special symbol winning determination table in the seventh pachinko gaming machine. [Fig. 234] 13 is an example of a special symbol determination table in the seventh pachinko gaming machine. [Fig. 235] 13 is an example of a winning type determination table in the seventh pachinko gaming machine. [Fig. 236] 13 is an example of a variation pattern table of special symbols in a normal game state in the seventh pachinko gaming machine. [Fig. 237] 13 is an example of a variation pattern table of special symbols in a time-saving play state in the seventh pachinko gaming machine. [Fig. 238] 13 is an example of a transition diagram of a special symbol variation pattern table in the seventh pachinko gaming machine. [Fig. 239] 7 is an example of data relating to pre-reading of special symbols in the seventh pachinko gaming machine. [Fig. 240] 13 is an example of a winning determination table for normal symbols in the seventh pachinko gaming machine. [Fig. 241] 13 is an example of a normal symbol determination table in the seventh pachinko gaming machine. [Fig. 242] 13 is an example of a table for determining the opening pattern of a normal electric device in the seventh pachinko gaming machine. [Fig. 243] 7 is an example of a normal symbol variation pattern table in the seventh pachinko gaming machine. [Fig. 244] This is an example of the operation of a normal electric device in the first time-saving play state in the seventh pachinko gaming machine. [Fig. 245] 13 is an example of a right-hit instruction period setting table in the seventh pachinko gaming machine. [Fig. 246] 13 is a flowchart showing an example of a special symbol control process in the seventh pachinko gaming machine. [Fig. 247] 13 is a flowchart showing an example of a special symbol management process in the seventh pachinko gaming machine. [Fig. 248] 13 is a flowchart showing an example of a special symbol variable display start process in the seventh pachinko gaming machine. [Fig. 249] 13 is a flowchart showing an example of a process for determining a variation pattern of a special symbol in the seventh pachinko gaming machine. [Fig. 250] 13 is a flowchart showing an example of a special symbol variable display ending process in the seventh pachinko gaming machine. [Fig. 251] 13 is a flowchart showing an example of a time-saving management process in the seventh pachinko gaming machine. [Fig. 252] 13 is a flowchart showing an example of a time-saving counter update process in the seventh pachinko gaming machine. [Fig. 253] 13 is a flowchart showing an example of a special symbol game determination process in the seventh pachinko gaming machine. [Fig. 254]13 is a flowchart showing an example of a special symbol game ending process in the seventh pachinko gaming machine. [Figure 255] 13 is a flowchart showing an example of a small win game state setting process in the seventh pachinko gaming machine. [Fig. 256] 13 is a flowchart showing an example of a small win game state control process in the seventh pachinko gaming machine. [Fig. 257] 13 is a flowchart showing an example of a special prize opening preparation process in the seventh pachinko gaming machine. [Fig. 258] 13 is a flowchart showing an example of a special prize opening control process in the seventh pachinko gaming machine. [Fig. 259] 13 is a flowchart showing an example of a jackpot game state ending process in the seventh pachinko gaming machine. [Fig. 260] 13 is a flowchart showing an example of normal symbol control processing in the seventh pachinko gaming machine. [Fig. 261] 13 is a flowchart showing an example of variable normal symbol display start processing in the seventh pachinko gaming machine. [Fig. 262] 13 is a flowchart showing an example of a switch input detection process in the seventh pachinko gaming machine. [Fig. 263] 13 is an example of a game state transition diagram showing the transition of game states in the seventh pachinko gaming machine. [Fig. 264] 13 is an example of a presentation flow of a gaming state in the seventh pachinko gaming machine. [Fig. 265] 13 is an example of a symbol presentation pattern determination table for the first normal game state in the seventh pachinko gaming machine. [Fig. 266] 13 is an example of a start time determination table for a second normal game state in the seventh pachinko gaming machine. [Fig. 267] 13 is an example of a symbol presentation pattern determination table for the second normal game state in the seventh pachinko gaming machine. [Fig. 268] 13 is an example of a symbol presentation pattern determination table for the first time-saving game state in the seventh pachinko gaming machine. [Fig. 269] 13 is an example of a symbol presentation pattern determination table other than the final change of the second time-saving game state or the third time-saving game state in the seventh pachinko gaming machine. [Fig. 270] 13 is an example of a symbol presentation pattern determination table at the time of the final change of the second time-saving game state or the third time-saving game state in the seventh pachinko gaming machine. [Fig. 271] 13 is an example of a preview performance pattern determination table for a window preview in the first normal game state in the seventh pachinko gaming machine. [Fig. 272] This is an example of a hold notice presentation pattern determination table for the hold change notice in the first normal game state in the seventh pachinko gaming machine. [Fig. 273] This is an example of a winning notice presentation pattern determination table for a flash notice in the first normal game state in the seventh pachinko gaming machine. [Fig. 274] 13 is an example of a prohibition condition setting table for the pre-reading performance in the seventh pachinko gaming machine. [Fig. 275] 13 is an example of a small win presentation pattern determination table in the seventh pachinko gaming machine. [Fig. 276] 13 is an example of a V-passing performance pattern determination table in the seventh pachinko gaming machine. [Fig. 277] 13 is an example of a presentation stage selection table after a jackpot gaming state ends in the seventh pachinko gaming machine. [Fig. 278] 13 is a flowchart showing an example of a sub-control circuit process in the seventh pachinko gaming machine. [Fig. 279] 13 is a flowchart showing an example of a presentation mode determination process in the seventh pachinko gaming machine. [Fig. 280] 13 is a flowchart (part 1) showing an example of the effect pattern determination process in the seventh pachinko gaming machine. [Fig. 281] 23 is a flowchart (part 2) showing an example of the effect pattern determination process in the seventh pachinko gaming machine. [Fig. 282]13 is a flowchart (part 3) showing an example of the effect pattern determination process in the seventh pachinko gaming machine. [Fig. 283] 13 is a flowchart showing an example of a pre-reading performance determination process in the seventh pachinko gaming machine. [Fig. 284] 13 is an example of a normal display image in a first normal game state in the seventh pachinko gaming machine. [Fig. 285] 13 is an example of a display image illustrating card effects and door effects in the first normal game state in the seventh pachinko gaming machine. [Fig. 286] 13 is an example of a display image illustrating the presentation of a Sengoku entry chance in the first time-saving gaming state in the seventh pachinko gaming machine. [Fig. 287] 13 is an example of a display image illustrating a selection of a presentation stage by a player in the seventh pachinko gaming machine. [Fig. 288] 13 is an example of a display image illustrating the Sengoku Time presentation when a male character stage is selected in the seventh pachinko gaming machine. [Fig. 289] 13 is an example of a display image illustrating the Sengoku Time presentation when a female character stage is selected in the seventh pachinko gaming machine. [Fig. 290] This is an example of a display image that explains the presentation that takes place when the game ball does not pass through the V winning hole during a small win game state in the seventh pachinko game machine. [Fig. 291] 13 is an example of a display image illustrating the effects when Sengoku Time ends in the seventh pachinko gaming machine. [Fig. 292] 13 is an example of a display image illustrating the presentation of a continuous battle in the second normal game state in the seventh pachinko gaming machine. [Fig. 293] FIG. 13 is an example of a front view showing the appearance of a game board unit of the eighth pachinko game machine. [Fig. 294] FIG. 13 is an example of a block diagram showing a control circuit of an eighth pachinko gaming machine. [Fig. 295] 13 is an example of a special symbol winning determination table in the eighth pachinko gaming machine. [Fig. 296] 13 is an example of a special symbol determination table in the eighth pachinko gaming machine. [Fig. 297] 8 is an example of a jackpot type determination table in the pachinko gaming machine. [Fig. 298] 13 is an example of a small win type determination table in the eighth pachinko gaming machine. [Figure 299] 13 is an example of a game status related setting table in the eighth pachinko gaming machine. [Figure 300] 13 is an example of a special symbol variation pattern table in a normal game state or a special time-saving game state in the eighth pachinko gaming machine. [Fig. 301] 13 is an example of a special symbol variation pattern table in the general time-saving game state in the eighth pachinko gaming machine. [Fig. 302] 13 is an example of data relating to pre-reading of special symbols in the eighth pachinko gaming machine. [Fig. 303] 13 is an example of a winning determination table for normal symbols in the eighth pachinko gaming machine. [Fig. 304] 13 is an example of a normal symbol determination table in the eighth pachinko gaming machine. [Fig. 305] 8 is an example of a table for determining the opening pattern of a normal electric device in a pachinko gaming machine. [Fig. 306] 13 is an example of a normal symbol variation pattern table in the eighth pachinko gaming machine. [Fig. 307] 13 is a flowchart showing an example of a special symbol control process in the eighth pachinko gaming machine. [Fig. 308] 13 is a flowchart showing an example of a special symbol management process in the eighth pachinko gaming machine. [Fig. 309] 13 is a flowchart showing an example of a special symbol variable display start process in the eighth pachinko gaming machine. [Fig. 310] 13 is a flowchart showing an example of a process for determining a variation pattern of a special symbol in the eighth pachinko gaming machine. [Fig. 311]13 is a flowchart showing an example of special symbol variable display ending processing in the eighth pachinko gaming machine. [Fig. 312] 13 is a flowchart showing an example of a time-saving management process in the eighth pachinko gaming machine. [Fig. 313] 13 is a flowchart showing an example of a special symbol game determination process in the eighth pachinko gaming machine. [Fig. 314] 13 is a flowchart showing an example of a process for updating the number of small wins in the eighth pachinko gaming machine. [Fig. 315] 13 is a flowchart showing an example of special symbol game ending processing in the eighth pachinko gaming machine. [Fig. 316] 13 is a flowchart showing an example of processing during closing of the small win game in the eighth pachinko gaming machine. [Fig. 317] 13 is a flowchart showing an example of processing during opening of a small win game in the eighth pachinko gaming machine. [Fig. 318] 13 is a flowchart showing an example of a special prize opening preparation process in the eighth pachinko gaming machine. [Fig. 319] 13 is a flowchart showing an example of a special prize opening control process in the eighth pachinko gaming machine. [Fig. 320] 13 is a flowchart showing an example of a jackpot game state ending process in the eighth pachinko gaming machine. [Fig. 321] 13 is a flowchart showing an example of a limiter information update process in the eighth pachinko gaming machine. [Fig. 322] 13 is a flowchart showing an example of normal symbol control processing in the eighth pachinko gaming machine. [Figure 323] 13 is a flowchart showing an example of variable normal symbol display start processing in the eighth pachinko gaming machine. [Fig. 324] 13 is a flowchart (part 1) showing an example of a system timer interrupt process in the eighth pachinko gaming machine. [Fig. 325] 23 is a flowchart (part 2) showing an example of a system timer interrupt process in the eighth pachinko gaming machine. [Fig. 326] 13 is a flowchart showing an example of a switch input detection process in the eighth pachinko gaming machine. [Fig. 327] 13 is an example of a preview performance pattern determination table for a time-saving game state in the eighth pachinko gaming machine. [Fig. 328] 13 is a flowchart showing an example of a sub-control circuit process in the eighth pachinko gaming machine. [Fig. 329] 13 is a flowchart showing an example of a presentation mode determination process in the eighth pachinko gaming machine. [Fig. 330] 13 is an example of a game state transition diagram showing the transition of game states in the eighth pachinko gaming machine. [Fig. 331] 13 is an example of a presentation flow of a gaming state in the eighth pachinko gaming machine. [Fig. 332] 13 is an example of a display image illustrating a battle presentation in the eighth pachinko gaming machine. [Figure 333] 13 is an example of a display image illustrating a card presentation in the eighth pachinko gaming machine. [Fig. 334] 13 is an example of a display image illustrating an ending presentation in the eighth pachinko gaming machine. [Fig. 335] 13 is an example of a display image illustrating a card presentation in the eighth pachinko gaming machine. [Fig. 336] 13 is an example of a display image illustrating a preview performance in the eighth pachinko gaming machine. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] As an example of a gaming machine according to an embodiment of the present invention, a first pachinko gaming machine and a second pachinko gaming machine are shown. The following will explain the operation of the pachinko game machine and the third type pachinko game machine as examples.

[0011] 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 called the rear direction, and the left side when looking at the pachinko machine from the front is called the left direction. The right side of the pachinko machine when viewed from the front is called the right direction, the top side of the pachinko machine is called the up direction, and The bottom of the Pachinko machine is the down direction, and the clockwise direction when looking at the Pachinko machine from the front is the right direction. The clockwise direction is defined as the left-handed direction, and the counterclockwise direction is defined as the left-handed direction.

[0012] Both the first and second pachinko gaming machines are called Digi-Pachi. This 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 has a first special symbol and a second special symbol. This is a pachinko game machine that can display two special symbols in parallel.

[0013] The third type of pachinko machine is the so-called digital pachinko machine, which is a type 1 machine, and the feather model. A type 1 / 2 mixed pachinko machine that combines a type 1 / 2 mixed pachinko machine with a type 2 mixed pachinko machine The third pachinko gaming machine described in this specification also has a first special symbol and a second special symbol. However, in this specification, the first special pattern and the second special pattern are displayed in parallel and in a variable manner. In this example, only one of the two is variably displayed without the other being displayed. A type 1 / type 2 mixed pachinko game machine capable of variably displaying a first special symbol and a second special symbol in parallel It is not intended to exclude

[0014] In this specification, when simply referring to a "special design", unless otherwise specified , shall mean both the first special symbol and the second special symbol.

[0015] In addition, the term "variable display" in this specification means, for example, a "variable display" in which a pattern is displayed by changing. The concept includes both "display" where the symbol stops and "display stops", etc. The action 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 "derived"), the special symbol is judged as a winning symbol, which will be described later. The results of the special pattern lottery and the normal pattern winning judgment process (hereinafter, The result of the "regular symbol lottery" is determined. Although it may look like a winning combination, the results of the special pattern winning judgment process and the normal pattern winning judgment process have not been finalized. There may be cases where the pattern is displayed in a non-returnable state (for example, a temporarily stopped state), but such a state is This is included in the above variable display. Note that even if the pattern is temporarily stopped, Since the results of the special pattern hit determination process and the normal pattern hit determination process have not been determined, The pattern can be displayed in a variable manner.

[0016] 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.

[0017] [1. The first pachinko machine] First, the first pachinko gaming machine will be described.

[0018] 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 is reserved, for example, the second special symbol is selected before the start condition of the first special symbol. The first two types of pachinko machines are those in which the first condition is met first (hereafter referred to as "priority variable machines"). 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, (called "sequential variable speed machines").

[0019] In a priority variable machine, the first special symbol is triggered by either the first or 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 addition, in the case of a priority variable machine, the starting condition of the second special symbol is The case 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 special state, and the variable display of the second special symbol is on hold. This condition is met when all the conditions are met.

[0020] In addition, in sequential variable machines, the starting condition for the first special symbol is the first special symbol and the second special symbol. None of the above are being displayed in a variable manner, the game is not in a jackpot state, etc., and the first special pattern is variable. The display is on hold, and the first hold is a hold for the variable display of the first special symbol. This is true when at least all of the following are satisfied. The conditions for starting the pattern are that neither the first nor second special symbol is being displayed in a variable manner. The game is not in a jackpot state, the variable display of the second special symbol is on hold, and If at least all of the following conditions are met, the first reserved item is a reserved item with a variable display of the second special symbol. It is established.

[0021] The following will use a priority variable machine as an example.

[0022] [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 viewed from the front right. FIG. 3 shows the external appearance of the first pachinko gaming machine as viewed from the upper right diagonally from the rear. FIG.

[0023] [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 tray 4, a tray unit 5, a launching device 6, a display device 7 (see FIG. 2), a dispensing unit 8 (see FIG. 2) 3), a board unit 9 (see FIGS. 2 and 3), and a game board unit 10 (see FIG. 2 In addition, the game board unit 10 is provided with an LED unit 160 (see FIG. In this example, an outer frame 2, a base door 3, a glass door 4, a plate unit The dispenser 5, the dispenser 6, the display unit 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.

[0024] (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, the front side of the left end of the outer frame 2 is 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 with respect to the outer frame 2 around the hinge. It is now possible to do so.

[0025] The outer frame 2 is connected to a dispensing unit 8, a base unit 9, and a Supports many components such as the display device 7, the game board unit 10, the glass door 4, and the plate unit 5. In order to maintain the performance, high strength is required. For example, there is a demand for larger display devices 7 (see FIG. 2) and game board units 10. Therefore, by constructing the outer frame 2 from, for example, a thin metal plate, the display device 7 and the game board unit 10 can be easily mounted. 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 weight.

[0026] (Base door) The base door 3 has, for example, a dispensing unit 8 and a base unit 9 attached to its back side. These are supported by the United Nations.

[0027] A 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 vertical center, and a lower A hinge (not shown) is provided at each end, and the hinges at the top end and the middle end are The glass door 4 is supported by a pivot, and the plate unit 5 is supported by hinges at the middle and lower ends. In this way, the glass door 4 and the base door 3 are moved relative to each other with the hinges as the axis. The plate unit 5 can be rotated forward either together or individually.

[0028] In addition, a launching device 6 is fixedly attached to the front side of the base door 3, for example, on the lower right side. For example, on the upper left and right sides, speakers 32 (see FIG. 2) are fixed. From this speaker 32, for example, the characters displayed on the display device 7 are output. Sound effects such as the above, music, sound effects, audio notifications, error notifications, and other sound effects are output.

[0029] 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). The locking device is provided for locking the base door 3 to the outer frame 2 and for opening the base door 3. It has a function to lock the glass door 4 to door A3.

[0030] (Glass door) The glass door 4 is a frame-shaped member having an opening 41. The glass door 4 has a protective glass 43 (see FIG. 2) attached from the rear side. When the base door 3 is closed, a play area 105 ( 4) 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 ball flowing down the game area 105 from flying out forward.

[0031] The protective glass 43 is made up of multiple pieces of glass (for example, two pieces) attached with a gap between them. Alternatively, multiple pieces of glass may be unitized so that there is a gap between them. Furthermore, in the case of a unitized product, it may be made of glass and glass. The protective glass 43 may be a glass having a light guide plate therebetween. The material is not limited to this, and may be made of, for example, a transparent resin.

[0032] In addition, at the bottom of the glass door 4, a gaming information service (for example, "UniMemo (registered trademark) An operation unit 66 is provided that can be operated by, for example, a player to receive a 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 unit.

[0033] In addition, a speaker cover is provided on the upper portion of the glass door 4 in front of the above-mentioned speaker 32. A bar 45 is provided. Furthermore, the periphery of the opening 41 of the glass door 4 is provided with a light-emitting effect. A large number of LED groups 46 used for the The reference numeral 46 shown in FIG. 1 and FIG. 2 is not strictly For example, the LED cover is used, but for convenience, the LED group 46 is described. For example, it is a light-emitting means for producing announcements by light or various light-emitting effects. However, if such lighting effects can be achieved, they are not limited to LEDs, but can also be liquid crystals, lamps, etc. may be also possible.

[0034] (Dish unit) The plate unit 5 is a unit consisting of an upper plate 51 and a lower plate 52. The tray unit 5 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, a staff member of the game center can solve the jam by using 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 plate 51 and a lower plate 52, but may be an integrated plate. It may be configured as follows.

[0035] The upper tray 51 is provided so as to be capable of storing game balls. 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 outlet 53 to the upper tray 51. The effect button 54 is called the "HANCE button" or "push button". In addition to the operation function operated by the player, the game device may have a predetermined presentation function. As for functions, for example, it vibrates or protrudes upwards based on the results of the special pattern hit determination process. In addition, the function of the operation unit 66 may be combined. stomach.

[0036] The lower tray 52 is mainly for storing game balls that have overflowed from the upper tray 51. The dispenser 55 is connected to the upper tray 51, and balls that have spilled out of the upper tray 51 are dispensed through the dispenser 55. The coins are dispensed from the outlet 55 onto the lower tray 52.

[0037] The bottom surface of the lower tray 52 has an opening (reference symbol When the opening formed on the bottom surface of the lower plate 52 is opened, the lower plate 5 The game balls stored in the tray 2 can be transferred to the ball box placed under the lower tray 52. If a so-called individual counting system is installed on each machine, not only is there no need for a ball box, The game balls counted by the counting system for each machine are stored, and the stored game balls are used again for play. It is also possible.

[0038] (Launch Device) 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 lower right front of the base door 3 and is used to launch the gun. The launch device 6 is disposed to the lower right of the unit 5. The launch device 6 includes a panel body 61, a drive device (not shown), and and a firing handle 62.

[0039] The panel body 61 is configured to support the tray unit 5 when the tray unit 5 is closed relative to the base door 3. The launcher 6 is fixed to the base door 3 so that the launcher 5 and the launcher 6 are integrated in appearance. It will be established.

[0040] The firing handle 62 is configured to be rotatable clockwise or counterclockwise, and is connected to the panel body 61. The driving device is disposed on the rear side of the panel body 61. The launch handle 62 is operated by the player. When the ball is released, the drive mechanism operates to release the ball. In this case, the greater the amount of clockwise rotation (amount of operation), the stronger the launch strength of the game ball.

[0041] The game balls are launched from the launching device 6 located at the lower right of the plate 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 a ball area 105 (see FIG. 4 described later). The position of the plate unit 5 may be on the lower left side of the plate unit 5. No rail is required, and the area below the glass door 4 can be effectively utilized, making it more versatile. It is possible to increase it.

[0042] (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 with electroluminescence, or a projection device such as a projector. The display area of ​​the display device 7 may include, for example, , A special pattern is hit by displaying a special pattern (for example, a decorative pattern) in a variable manner. It also displays special images according to the results of the special symbol hit determination process, and the performance during the big win game state. An image to be displayed, a demo effect image, an effect image showing the pending status of the variable display of a 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 adapted to be attached to the door 3.

[0043] In this embodiment, a single display device 7 is provided to display the various performance images. However, a plurality of display devices (for example, two) are provided, and the performance is performed using these plurality of display devices. The output image may be displayed.

[0044] (Payment unit) The dispensing unit 8 (see Figs. 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 FIG. 2 and FIG. 3). The game balls are supplied from the storage tank 80. When the dispensing condition is met, the dispensing device 82 dispenses the balls from the storage tank 80 through the ball passage 81. A predetermined number of game balls are dispensed, for example, onto the upper tray 51. A power switch 95 is provided on the rear side of the unit 8 as shown in FIG.

[0045] (Board unit) The board unit 9 (see Figs. 2 and 3) is disposed on the rear side of the base door 3. Various control boards and the like are provided in the set 9.

[0046] Specifically, as shown in FIG. 3, a main control circuit 200 (see FIG. 6 described later) is implemented. A main control board 91 and a sub-control board 9 on which a sub-control circuit 300 (see FIG. 6 described later) is mounted. 2. A payout / launch control circuit 400 (see FIG. 6 described later) 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) for supplying power. A power supply board on which a power supplying device (see 6) is mounted is provided in the board unit 9.

[0047] In FIG. 3, for convenience, a main control board 91, a sub-control board 92, and a payout / launch control board 9 3 and power supply board 94 are shown as reference numbers, but these boards are all It is housed in a case.

[0048] In this embodiment, the sub-control board 92 is a one-board board (one control board). However, the present invention is not limited to this. For example, a display control circuit 304, a voice control circuit 305, an LED control circuit 306, and and the accessory control circuit 307 (see FIG. 6) are all or partly mounted on separate boards. In this way, the sub-control board 92 may be made up of multiple boards.

[0049] [1-1-2. Game board unit] FIG. 4 is an example of a front view showing the appearance of the game board unit 10 included 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.

[0050] As shown in FIG. 4, the game board unit 10 is mainly configured such that the launched game ball is moved in a rolling flow. A game panel 100 in which a playable play area 105 is formed, a guide rail 110, and a play A center role 115 arranged in the approximate center of the area 105, a first starting hole 120, and a general entrance The prize mouth 122, the passage gate unit 125, the special electric role 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.

[0051] (Game panel) The game panel 100 has an opening (without a 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) and the like 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 downward toward the play area 105.

[0052] In addition, at the rear of the game panel 100, a back unit is provided with a decorative body to enhance the presentation effect. The game panel 100 is provided with a back unit. The decoration 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 parts are made of transparent materials. The effect may be enhanced.

[0053] 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 game panel 100 may be made transparent, or only a part of it may be made transparent. It may also be clear.

[0054] (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 number). The play area 105 is defined by a guide rail 110. The outer rail and the inner rail are arranged to guide the game balls launched from the launching device 6 (see FIG. 6 described later). It has a function of guiding to the upper part of the area 105 .

[0055] (Center role) The center role 115 is fitted into an opening (not shown) of the game panel 100. The play area 10 is configured with an arc-shaped center rail 116 at the top. The game balls shot toward 5 are distributed to the left and right by the center rail 116.

[0056] 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 115 is called the left area 106, and the area to the right of the center role 115 is called the right area The left and right areas are defined in the second pachinko game machine and The same applies to the third pachinko gaming machine.

[0057] The game balls shot by the launching device 6 toward the game area 105 land in the left area 106 or The game balls flow down the left side area 106 or the right side area 107. When the ball collides with a game nail or the like embedded in the game panel 100, it changes direction and falls downward. If the amount of operation of the launch handle 62 (see Figs. 1 and 2) is small, the water is launched. 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 side area 107.

[0058] In this specification, the operation mode (hitting method) of the launch handle 62 is the left area A hitting style in which the game ball is shot so as to flow down the right side area 107 is called a "left hit". The way of hitting the ball so that it flows down the line is called "right hitting". The ball can be hit toward the left area 106 or the right area 107. do.

[0059] In addition, the center gimmick 115 has a left outer periphery, and a game ball flowing down the left area 106 is provided on the left outer periphery. 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 role object 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 a plurality of stages.

[0060] At the rear of the stage 118, approximately at the center in the left-right direction, there is a chance entrance 119 through which a game ball can enter. is formed, and the game ball that entered the chance entrance 119 is directly above the first start opening 120. Therefore, the game ball that enters the chance entrance 119 is A game ball that did not enter the warp entrance 117, or a chance ball that entered the warp entrance 117 The ball that enters the first starting hole 120 (passes through) has a higher probability than the ball that does not enter the first starting hole 119. ) is now being implemented.

[0061] (First starting point) The first starting hole 120 is disposed below the display area of ​​the display device 7, and is used for starting the ball when the ball is hit from the left. The balls are arranged so that they can win (it is difficult or impossible for the balls hit from the right 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. In addition, 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 capable of winning (a ball hit from the left side is difficult or impossible to win). You may do so.

[0062] The first start hole switch 121 (see FIG. 6 described later) is used to input the game ball into the first start hole 120. When a prize (pass) is detected, various data related to the first special symbol (for example, the first special symbol Random number for jackpot determination, random number for the first special symbol, random number for reach determination for the first special symbol, And various random numbers such as the random number for selecting the first special pattern are extracted, and each of the extracted A predetermined number of pieces of seed data (for example, up to four pieces) are stored. The stored various data are 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 winning balls paid out based on this is not limited to this.

[0063] In this specification, the entry of a game ball into the first starting hole 120 is regarded 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 jackpot of the first special symbol, The random number value of the first special symbol, the random number value for determining the reach of the first special symbol, and the first special symbol The random number for selecting the special symbol (various random numbers, etc.) is called the start information of the first special symbol. Storing the start information of the first special symbol until the condition is met is called "reservation". The same applies to the handle.

[0064] (General Prize Winners) The general winning holes 122 are arranged in a plurality on the lower left side of the display area of ​​the display device 7. The balls hit from the right are positioned so that they can win (balls hit from the right are difficult or impossible to win). When a game ball enters any of the multiple general winning holes 122, This is detected by switch 123 (see FIG. 6, described below).

[0065] A general winning port switch 123 (see FIG. 6 described later) is used to allow game balls to be inserted 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 balls is not limited to four.

[0066] In this embodiment, the general winning hole 122 is a hole in which a game ball shot to the right is unlikely to win a prize or However, this is not necessarily the case, and the general winning slots 12 are arranged so that it is impossible to win. In place of or in addition to 2, a general winning port may be provided through which game balls hit to the right can win.

[0067] (Passing gate unit) The passage gate unit 125 is disposed in the right area 107, and is configured to receive the balls hit from the right side. A passing gate 126 configured to allow almost all balls to pass through, and a passing gate 126 A unit body in which a passage gate switch 127 (see FIG. 6 described later) for detecting passage is integrated It is.

[0068] When the passage of the game ball through 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, etc.) are extracted and The various data outputted are 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 the game ball to the port 126 is detected, the prize ball is not paid out. The gate unit 125 is disposed in the left region 106 instead of or in addition to the right region 107. It may be possible.

[0069] In this specification, the passage of the game ball through the passage gate 126 is referred to as the start passage, and the pass gate Various data related 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 normal pattern is a winning pattern is called the starting information for the normal pattern. Storing the start information of the normal pattern until it is determined that the pattern is in a reserved state is called "reservation."

[0070] (Special electric feature unit) The special electric device unit 130 is a large prize winning hole 131 and a game ball winning hole 131. A count switch 132 (see FIG. 6 below) that detects (passage) and a special electric device 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.

[0071] The big prize hole 131 is a hole where balls hit from the right can win (balls hit from the left have difficulty winning). However, the above is not limited to the above. In place of or in addition to the large prize hole 131, a large prize hole into which a game ball hit from the left can win a prize may be provided. A large winning hole into which the game ball can enter is arranged above the center role 115. This may be done.

[0072] 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 in the draw, a certain number of balls (for example, 10 balls) are released so that they can win (pass through). A count switch 132 (see FIG. 6) counts the number of winning balls to the big winning ball hole 131. When a winning ball is detected, for example, 10 winning balls are paid out. The number of winning balls paid out based on a ball landing on 31 is not limited to 10.

[0073] 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) for operating the shutter 134. The electric device 133, i.e., the special shutter 134, is a device for preventing the game ball from entering the big winning hole 131 (usually The opening state is such that the ball can enter (pass) the large winning hole 131 or the opening state is such that the ball cannot enter (pass) the large winning hole 131. In addition, in the jackpot game state, the above The above-mentioned state transition from the closed state to the open state is performed for a predetermined number of rounds. In the big win game state, 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 by using the above-mentioned method.

[0074] (Second starting point) The second starting hole 140 is located in the left area 106 (more specifically, below and to the left of the first starting hole 120). However, the second starting hole 140 is arranged so that the winning of the game ball hit from the left side is, for example, The nails and other objects 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. However, the second starting port 14 It is not essential to configure the 0 in this way, and it may be provided in the right region 107, for example. In addition, the second starting hole 140 is configured so that a game ball hit from the left side can win a prize. Good too.

[0075] The second start hole switch 141 (see FIG. 6 described later) is used to input the game ball into the second start hole 140. When a prize (pass) is detected, various data related to the second special symbol (for example, the second special symbol Random number for jackpot determination, random number for the second special pattern, random number for reach determination for 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 data (for example, up to four pieces) are stored. The starting condition of another symbol (also referred to in this specification as the "starting condition of the second special symbol") is If the winning combination is established, the winning combination is subjected to a process for determining whether the second special symbol is a winning combination. Then, for example, three prize balls are paid out. However, if the game ball enters the second starting hole 140, The number of winning balls paid out based on this is not limited to this.

[0076] (Normal electric accessory unit) The normal electric accessory unit 145 is located in the left side area 106 (more specifically, to the left of the first starting hole 120). When a game ball enters (passes through) the ball, a predetermined number of game balls are awarded. 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. The start port is designated as 140, and the above switch is designated as second start port switch 141.

[0077] The normal electric device 146 is a movable part for normal electric power, which is called an electric tube and is made of a blade member, for example. A solenoid 148 for normal power supply is connected to the movable member 147 for normal power supply. 6). The normal electric device 146, i.e., the normal electric movable member 147, is provided with a second starting port. An open state in which the game ball can enter (pass) through the second starting hole 140 or an ... It is configured to be able to transition between a closed state in which it is impossible or difficult for the game ball to win and a closed state in which it is impossible or difficult for the game ball to win. The electric movable member 147 includes a vane type, a door type, a protruding plate type, and the like.

[0078] (Outlet) The outlet 178 is a port for receiving various winning balls (e.g., the first 1st start gate 120, 2nd start gate 140, big prize gate 131, general prize gate 122, etc.) This outlet 178 is for discharging the game balls that did not win a prize outside the machine. Both balls hit from the left and balls hit from the right can be discharged outside the machine. However, in addition to the above-mentioned outlet 178, In addition, an outlet is provided at a position other than the most downstream side, for example, between a plurality of general winning ports 122, etc. The game balls flowing down the skill area 105 may be discharged outside the machine.

[0079] (Back unit) The back unit (not shown) is used to decorate the game board unit 10 and is transparent. The rear unit is provided on the rear side of the game panel 100. The rear unit is controlled by the sub-control circuit 300. The stage is provided with a group of stage props 58 (see FIG. 6 described later) such as movable props controlled by the stage props. 58 are arranged around the display area of ​​the display device 7, for example. At least one of the special symbols or the components that make up the special symbols are It functions as a prop for performance that can be operated based on the results of the determination process.

[0080] [1-1-3. LED unit] The LED unit 160 is located at the lower right of the game board unit 10 and is outside the game area 105. The LED unit 160 is an integrated unit of various display units. It is a unit body.

[0081] FIG. 5 is an example of a front view showing the LED unit 160 provided in the first pachinko gaming machine. do.

[0082] 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 reserved display unit for a pattern 165, a reserved display unit for a second special pattern 166, a display unit for a probability change notification 167, and and a time-shortening notification display unit 168.

[0083] (Normal pattern display section) The normal symbol display section 161 displays the result of the normal symbol hit determination process. Equipped with LEDs 161a and 161b for displaying regular patterns. When the above condition (hereinafter referred to as the "regular symbol start condition") is met, the regular symbol display LED 161 The variable display of the normal pattern, in which a and 161b alternately light on and off, begins. When a certain time has passed since the variable display of the normal symbol started, the variable display of the normal symbol stops, and the normal symbol starts. The result of the pattern winning determination process is derived.

[0084] 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 on and off will result in a specific stop display mode. For example, When the result of the winning judgment process is a normal winning pattern, the normal pattern display LED 161a is turned on. At the same time, the normal symbol display LED 161b is turned off. If the result is a miss, for example, the normal symbol display LED 161a goes out and the normal symbol The pattern display LED 161b is turned on. However, the normal pattern indicating the result of the normal pattern hit determination process is turned on. The stop display mode of the pattern display LEDs 161a and 161b is not limited to this. When the stop display is performed in a specific stop display mode, it is determined that the normal electric device 146 is operated. Then, the movable member 147 for normal power supply is driven to open and close in a predetermined pattern, and the game ball is fed to the second starting hole 140. It will be easier to win (pass) the prize.

[0085] (Regular pattern reserved display section) The normal symbol reserved display unit 162 is a display unit in which the start information of the normal symbol, i.e., the variable display, is reserved. 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 the normal pattern is reserved" means that the game ball is not passing through the passage gate 126. is detected, and various data related to the normal pattern (for example, random numbers for determining whether the normal pattern is a winning symbol, etc.) This refers to the state from when the symbol is drawn until the start condition of the normal symbol is met. The operating conditions are that the normal pattern is not being displayed in a variable manner, and that the variable display of the normal pattern is on hold. This is true when at least all of the following conditions are met.

[0086] The normal symbol reserved display unit 162 is a normal symbol reserved display LED 162a, 162b. -The number of reserved normal symbols is displayed by the combination of lights off. For example, normal symbols When the number of reserved items is one, the reserved display LED 162a for normal symbols is lit and the normal symbol is The reserved symbol display LED 162b turns 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 reserved display LED 162a flashes and the normal symbol reserved display LED 162b flashes. The reserved display LED 162b is lit. Furthermore, if the reserved number of normal symbols is four, Both reserved symbol display LEDs 162a and 162b flash. However, the number of reserved symbols is The display mode of the ordinary symbol hold display LEDs 162a, 162b is not limited to this.

[0087] (Special design display section) The special symbol display unit displays the result of the special symbol hit determination process, and the first special The first special symbol display unit 163 and the second special symbol display unit 164 are provided. For example, a first special symbol display LED group consisting of eight LEDs 163a to 163h is provided. 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.

[0088] 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 activated, the eight LEDs 163a to 163b that constitute the first special symbol display unit 163 are turned on. A variable display of the first special symbol in which all or part of 63h alternately or mutually lights up and goes out. When a predetermined time has elapsed since the variable display of the first special symbol started, the first special symbol starts to be displayed. The variable display of the special symbol stops, and the result of the winning determination process for the first special symbol is derived.

[0089] When the result of the hit determination process of the first special symbol is a big hit, the first special symbol display unit 163 is The eight LEDs 163a to 163h are switched on and off in a specific combination to indicate a specific stop state. Then, when the first special symbol display unit 163 is stopped and displayed in a specific stop display mode, Then, the transition to the jackpot game state is decided.

[0090] 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 activated, the eight LEDs 164a-164b constituting the second special symbol display unit 164 are turned on. A variable display of the second special symbol in which all or part of the 64h are alternately or mutually lit and turned off. When a predetermined time has elapsed since the variable display of the second special symbol started, the second The variable display of the special symbol stops, and the result of the winning determination process for the second special symbol is derived.

[0091] When the result of the winning judgment process of the second special symbol is a big win, the second special symbol display unit 164 is The eight LEDs 164a to 164h are switched on and off in a specific combination to indicate a specific stop state. Then, when the second special symbol display unit 164 is stopped and displayed in a specific stop display mode, Then, the transition to the jackpot game state is decided.

[0092] (Special design reserved display section) The special pattern reserved display unit is when the start information of the special pattern, i.e., 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 Equipped with 166.

[0093] When the variable display of the first special symbol is reserved, the first special symbol reserved display unit 165 This displays the number of reserved first special symbols, and the reserved display LED 165a for the first special symbol , 165b. "The variable display of the first special pattern is reserved" means that the first starting slot 1 After the ball's entry (passage) into 20 is detected and the start information for the first special symbol is extracted, This refers to the state until the starting conditions for the first special pattern are met.

[0094] The first special symbol reserved display unit 165 includes first special symbol reserved display LEDs 165a, 165b. 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 At the same time, 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 are In addition, if the number of reserved first special symbols is three, the reserved display L for first special symbol will be The ED 165a flashes and the first special symbol reserved display LED 165b 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.

[0095] The second special symbol reserved display unit 166, when the variable display of the second special symbol is reserved, This displays the number of reserved second special symbols, and the reserved display LED 166a for the second special symbol , 166b. "The variable display of the second special pattern is reserved" means that the second starting hole 1 After the 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 starting conditions for the second special pattern are met.

[0096] The second special symbol reserved display unit 166 includes second special symbol reserved display LEDs 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 At the same time, 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 are In addition, if the number of reserved second special symbols is three, the reserved display L for second special symbols will be displayed. The ED 166a flashes and the second special symbol reserved display LED 166b 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.

[0097] (Display 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.

[0098] The probability change notification display unit 167 may be lit up during the execution of probability change control. For example, the light should not be turned on so that it cannot be seen from the outside that the variable probability control is in progress. In this way, the fact that the probability variable control is being executed may be concealed.

[0099] However, if the power is cut off during the execution of the variable control, the backup capacitor 2 described below The function of 07 ensures that the data indicating that the probability control is in progress is not 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 display unit 167 from the outside.

[0100] In addition, if the fact that the special rate control was in progress was kept secret before the power was cut off, Even if the power is turned on, the probability change notification display unit 167 is turned on, It is configured so that it is possible to know that the probability variation control is being executed.

[0101] (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.

[0102] In the present embodiment, the time-saving notification display unit 168 is, for example, a first time-saving notification display unit 168 a and the second time-saving notification display unit 168b, is not limited to this.

[0103] 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. Depending on the combination of lighting and extinguishing by the short notification display unit 168b, any time-saving game state is displayed. It is configured so that the user can understand the status of the device.

[0104] 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, In a state where it is not possible to know from the outside whether or not time-saving control is being performed or the type of time-saving control being performed Lights up or down in a manner (for example, all lights off, all lights on, or in a manner unrelated to the time-saving control being executed) By turning off the light, you can easily see from the outside that time-saving control is in progress and the type of time-saving control that is in progress. In particular, whether or not time-saving control is being executed may be kept secret. It may be possible to tell from the outside, but it is difficult to tell which time-saving control is being implemented from the outside. Since it may be difficult to know the type of time-saving control being implemented, the type of time-saving control being implemented will be kept secret. This can increase interest.

[0105] However, if the power supply is interrupted during the execution of the time-saving control, the backup capacitor 2 described below The 07 function not only displays data indicating that time-saving control is in progress, but also displays the time-saving control in progress. The data indicating the type of control is not lost. Therefore, even if the power is cut off during the execution of time-saving control, When the power is turned on after that, the system will display the time-saving control in progress and the type of time-saving control being executed. The time-shortening notification display unit 168 turns on or off in a manner that allows the user to grasp the time-shortening notification status from the outside.

[0106] In addition, before the power is cut off, it is necessary to confirm that time-saving control is being performed and the type of time-saving control being performed. Even if the type is concealed so that it cannot be seen from the outside, when the power is turned on In addition, the system must be designed to enable the user to see from the outside that time-saving control is in progress and the type of time-saving control being in progress. In this manner, the time-shortening notification display unit 168 is configured to be turned on and / or off.

[0107] [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.

[0108] As shown in FIG. 6, the first pachinko gaming machine mainly includes a main control circuit for controlling 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 It is composed of a circuit 400 and a power supply circuit 450.

[0109] [1-2-1. Main control circuit] The main control circuit 200 controls, for example, processes executed when the power is turned on and processes 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). .

[0110] 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. It has built-in functions such as a timer and fraud prevention functions.

[0111] The main ROM 202 includes a main CPU 201 that controls the operation of the first pachinko game machine. The main CPU 201 stores programs for controlling the operation of the computer and various tables. The main ROM 202 has a function of executing various processes according to the programs stored in the main ROM 202. do.

[0112] 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 and stores various 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 can be any medium.

[0113] The initial reset circuit 204 monitors the main CPU 201 and outputs a reset signal as necessary. It outputs the following.

[0114] The backup capacitor 207 is used to recover 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 from being lost.

[0115] Furthermore, the main control circuit 200 has an I / O port that is communicably connected to various devices. 205 and the sub-control circuit 300. It also has a command output port 206 and the like.

[0116] In addition, various devices are connected to the main control circuit 200. For example, In 200, 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 A reserved display section 166 for a different pattern, a display section 167 for a probability change notification, a display section 168 for a time-saving notification, A solenoid 148 and a special power solenoid 135 are connected to the main control 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 transmits signals via the I / O port 205. allows the operation of these devices to be controlled.

[0117] The performance display monitor 170 displays performance display data and The performance display data is, for example, a predetermined number (for example, 60,000 items). Indicates the percentage of balls paid out in a game state other than a jackpot game state with respect to the number of balls fired This is the data, also called the base value.

[0118] The error notification monitor 172 displays an error code. In addition to the error code, 72 may also contain the following information: , a code indicating that a setting change is in progress, and a code indicating that a setting confirmation is in progress It is also possible to display the setting confirmation code, etc. In addition, the setting change code is a special code. A pattern that is not normally displayed as a pattern display (for example, a pattern that indicates that settings are being changed) A setting change pattern) may be displayed.

[0119] In addition, the main control circuit 200 includes a first start port switch 121 and a second start port switch 141. , the pass 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 05 to the main control circuit 200.

[0120] Furthermore, the main control circuit 200 is provided with a function for calling a hall attendant and a function for displaying the number of jackpots. A call device (not shown) that has the functions of calling, 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, In the case of a Chinko game machine, a setting key 174 is operated to change or confirm a setting value. The backup data stored in the main RAM 203 is updated according to the operation of the manager of the game arcade. A backup clear switch 176 or the like that can be cleared is connected. In the example, the backup clear switch 176 is a switch for changing the setting value described later. However, it is not limited to this, and a setting switch for changing the setting value may be provided. This may be done.

[0121] 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. The items are stored in a designated case so that third parties (such as players) cannot easily touch them. It is preferable that the case is set to "inside a specified case" unless the case is opened. Not only the one 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 the pachinko machine can be removed from the island using a key managed by the manager of the amusement facility. When the rear surface is exposed by moving the setting key 174 or / and the back Also included is one configured to be able to contact a backup clear switch 176.

[0122] 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, for example, connected to a payout / launch control circuit 40. 0 or a power supply circuit 450. A third party other than the site manager can easily operate the setting key 174 and the backup clear switch 176. It is preferable to prevent contact.

[0123] [1-2-2. Sub-control circuit] The sub control circuit 300 includes a sub CPU 301, a program ROM 302, a work RAM 303, and a 03, a display control circuit 304, a sound control circuit 305, an LED control circuit 306, and a role control circuit 307 and a command input port 308. The sub-control circuit 300 is a main control circuit. In response to a command from 200, the presentation is executed according to the progress of the game. However, the sub-control circuit 300 includes a performance button 54 (see FIG. 1) that can be operated by the player. is also connected.

[0124] 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.

[0125] 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.

[0126] 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 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.

[0127] 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 for displaying the decorative pattern includes decorative pattern image data, background image data, and the like. This includes various image data related to the game, such as game data and image data for effects.

[0128] Then, the display control circuit 304 outputs the image data stored in the frame buffer at a predetermined timing. The image data is supplied to a D / A converter. The D / A converter 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.

[0129] 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 various audio data. An amplifier (hereinafter referred to as AMP) for amplifying the audio signal. (etc.)

[0130] The sound source IC controls the sound output from the speaker 32. In response to a voice generation command from 301, a plurality of voice data stored in the voice data ROM are The sound source IC selects one voice data from the voice data. The audio data is read from the data ROM, the audio data is converted into a predetermined audio signal, and the converted audio signal The AMP amplifies the signals of the voice and sound effects output from the speaker 32. It is something that widens the scope.

[0131] 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 an LED control signal and a plurality of The device is provided with a decoration data ROM in which various LED decoration patterns are stored.

[0132] The role control circuit 307 controls each role (for example, one or more roles of the performance role group 58). The special object control circuit 307 is a circuit for controlling the operation of each special object. 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 in which the lighting patterns and other information are stored.

[0133] In addition, the reel control circuit 307 controls the reel device in response to a reel 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 role data ROM, and the read operation pattern By supplying a drive signal corresponding to each point, the mechanical operation of each part is controlled. The lighting circuit is based on a lighting command from the sub-CPU 301 and stores the data in the role data ROM. Select one lighting pattern from the multiple lighting patterns that are available. The lighting control signal corresponding to the lighting pattern is read from the role data ROM. By supplying this signal, the lighting operation of each part is controlled.

[0134] The command input port 308 is connected to the command output port 206 and is a main control circuit. It receives various commands sent from the path 200.

[0135] [1-2-3. Discharge / launch 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 card unit 180 capable of controlling ball lending; etc. are connected.

[0136] The payout / launch control circuit 400 receives a prize ball control command transmitted 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 that the

[0137] The card unit 180 is connected to a ball lending operation panel 182. The Nel 182 has a ball loan button for receiving ball loans, and cache data is stored. A rental / return button (not shown) is provided for receiving the return of the ball rental card. For example, when a ball lending operation is performed by a player, a ball lending control signal corresponding to the ball lending operation is generated. The payout / launch control circuit 400 transmits the number to the card unit 180. Based on the ball dispensing control signal transmitted from 180, the dispensing device 82 dispenses game balls. The operation panel 182 is often provided on the pachinko machine side, It may be provided on the card unit 180 side.

[0138] In addition, the dispensing / launching control circuit 400 is configured to control the dispensing / launching of the coin when the launching handle 62 is rotated clockwise. Based on the rotation, the 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.

[0139] [1-2-4. Power supply circuit] The power supply circuit 450 supplies the power supply voltage required for playing the game 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.

[0140] A power switch 95 and the like are connected to the power supply circuit 450. The power switch 95 , a pachinko game 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.

[0141] [1-3. Game flow] Next, an example of a game flow will be described with reference to Figs. 7 and 8. FIG. 8 is an example of a game state transition diagram showing the transition of a game state. The game flow shown in FIG. 7 is not a control flow but a flow that can be understood by appearance. do.

[0142] 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. The term "special symbol game" includes "regular symbol games" that use regular symbols, and "regular symbol games" that use regular symbols. For example, a special symbol winning determination process is executed based on the winning of the game ball into the starting hole 120, 140. This is a game that determines whether or not to transition to a jackpot game state. For example, the winning determination process of the normal symbol is performed based on the passage of the game ball through the passage gate 126. Execute the program, and operate the normal electric device 146 to open the winning hole (in this embodiment, the second starting hole 140). In this specification, the term "special symbol" refers to a game in which the player determines whether or not to release the special symbol. Although "games" are sometimes called "games," "games" is a term used in a broad sense. For example, a game using a normal symbol game or an operation unit such as the performance button 54 (see FIG. 1 for example) Casino games and the like are also included in "games."

[0143] In addition, in this specification, from the start of the variable display of the special pattern to the end of the variable display, Until the result of the special symbol hit determination process is finalized (derived) (for more details, The time until the special symbol determination time has elapsed is considered as one special symbol game. After the result of the winning determination process is derived, if the game is controlled to a big win game state, the big win game state The end of the game counts as 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 judgment process is derived, a small winning game is When the game is controlled to the skill state, the period up to the end of the small win game state is counted as one special pattern game.

[0144] 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 large prize opening 131 for a predetermined time (for example, up to 30 minutes). A round game is played in which the ball is open for 1000 msec., and the ball is played to the big prize hole 131. The chances of winning are relatively increased.

[0145] 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 the winning slot 1, the winning jackpot (for example, in this embodiment, the winning jackpot) is opened by the operation of the electric device 146. The second starting hole 140) is opened, and the possibility of winning at the second starting hole 140 is relatively high. Can be enhanced.

[0146] In addition, the games that can be played in pachinko games are special symbol games and normal symbol games. The game is not limited to the game, and a new game different from these may be executable.

[0147] Below, an overview of the game flow of the special symbol game and the normal symbol game will be explained.

[0148] [1-3-1. Special symbol game] As shown in FIG. 7, the special symbol game mainly includes a first starting hole 120 or a second starting hole 122. A special symbol start winning process that is performed when a winning (passing) occurs at the starting port 140; and Special symbol control processing that is performed based on the establishment of the special symbol start condition, etc. .

[0149] 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, counters for determining big wins, counters for determining patterns, etc.) and various data related to special patterns (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 (obtained) as the start-up information. This special symbol start winning process is held as a special symbol control process. will also be held.

[0150] In addition, in the special symbol control process, it is determined whether or not the start condition of the special symbol is established. When the start condition of another pattern is established, the jackpot extracted from the jackpot judgment counter of the special pattern is The random number value is used to determine whether or not a special symbol is a "jackpot" and a hit determination process is performed. After that, a stop symbol determination process is performed to determine the stop symbols. The random number for determining the special symbol is calculated by the counter for determining the special symbol, and the winning probability of the special symbol is calculated by the random number for determining the special symbol. The special symbol to be stopped and displayed is determined by referring to the result of the judgment process.

[0151] In this embodiment, if the probability flag is on, probability control is executed. In the pattern hit determination process, if the probability of a big hit is off, the probability of a big hit is relatively low. If the probability flag is on, it is judged 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.

[0152] 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 the control. If the probability change flag is on, the probability change 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 variation flag is off, the probability variation control is not executed (for example, normal play). The game progresses in a special state (a special skill state or a low probability time-saving game state).

[0153] 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 above-mentioned special symbol winning judgment process is The result of the calculation and the special symbols to be displayed are referred to, and the special symbols are displayed in a variable pattern (variable display). Then, the special symbol is selected based on the result of the special symbol variation pattern determination process. A variable display control process for a different symbol is performed.

[0154] Once the special symbol variation pattern is determined, the next step is to determine the performance pattern. Then, based on the result of the performance pattern determination process, the display device 7 For example, decorative patterns and character effects displayed in the display area, and speakers The control process for the sound effects such as the voice and sound effects output from the input 32 is performed. The control process is performed by the sub CPU 301 .

[0155] Then, when the variable display control process of the special pattern and the performance control process are completed and a jackpot is reached, The jackpot game control process is executed in the jackpot game state. When the big win 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 change flag and the time-saving flag are set to ON, If the jackpot type is a jackpot type that is played, after the jackpot game state ends, the game will transition to a high probability time-saving game state. .

[0156] On the other hand, if the winning combination is not a jackpot, that is, a miss, the special symbol game ends. In the pachinko game machine 1, the result of the hit determination process of the special symbol does not include a small hit, 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. In addition, if the winning is not a big win but is a time-saving winning, which will be described later, The game transitions to short play mode.

[0157] Then, each time the start condition of the special symbol is satisfied, various processes of the special symbol control process described above are performed. Repeated.

[0158] In addition, if a game ball enters the starting hole 120, 140 during the special symbol control process, A different symbol start winning process is executed. Also, when the game ball enters the start hole 120, 140, a lottery is executed. The start information of the special pattern that is issued (for example, the random number value for determining the big win, the random number value of the special pattern, Random numbers for determining the target and random numbers for selecting the performance, etc.) The pattern will be held until the starting conditions are met.

[0159] In addition, in the first pachinko game machine, four pieces of information on the start of the first special pattern and four pieces of information on the start of the second special pattern are You can reserve up to 8 special symbols in total, including the 4 active symbols. The number of start information for special symbols 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 may be set. More information may be retained than the starting information for the first special symbol.

[0160] In addition, although not shown in FIG. 7, the start condition of the special symbol is after the start winning of the special symbol. The starting points extracted when the game ball enters (passes) the starting holes 120 and 140 until the winning is established. Based on the dynamic information, the winning or losing (whether or not a "jackpot" was won) and the fluctuation pattern are judged to be the winning or losing of the special pattern. A look-ahead judgment is performed in advance of the processing (for example, see S396 in FIG. 52 described later). The device may be provided with a look-ahead performance function that performs a predetermined performance based on the result of the look-ahead determination. The above-mentioned prediction judgment is made based on the winning of the game ball into the starting hole 120, 140. This may be done before the start information is reserved or after it is reserved.

[0161] [1-3-2. Normal symbol game] As shown in FIG. 7, in the normal symbol game, the game ball is mainly passed through the gate 126. When the normal pattern start passing process is performed, and when the normal pattern start condition is met, This includes normal symbol control processing, which is carried out based on the establishment of a symbol combination.

[0162] When the 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. Information (for example, random numbers for determining whether a normal pattern is a winning combination) is extracted (acquired) and the extracted start information is Put on hold.

[0163] In addition, in the normal symbol control process, the main CPU 201 detects whether the start condition of the normal symbol is satisfied. When starting the variable display of the normal symbol, the main CPU 201 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 hit judgment process of the normal pattern to determine whether or not it is a "pattern hit", and then determine the variation pattern. In this process, the result of the normal symbol hit determination process is referenced, and the normal symbol hit determination process is performed. The variation pattern is determined.

[0164] Next, the main CPU 201 determines the result of the winning determination process for the normal symbol and the determined A variable display control process for controlling the variable display of normal symbols by referring to the variable pattern of normal symbols; And, 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.

[0165] Then, when the variable display control process and the performance control process of the normal pattern are completed, the main CPU 201 is a symbol that indicates a "normal winning pattern" when a normal winning pattern is displayed on the normal pattern display unit 161 (see FIG. 5 and FIG. 6). It is determined whether the stop display mode indicating a normal win has been derived. Then, the main CPU 201 executes a normal symbol winning game control process. In the game control process, the normal electric device 146 (see FIG. 4) is operated, and the winning port (for example, In this example, for example, the game ball can 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.

[0166] In addition, in a game state where the time-saving control is not executed (for example, a normal game state), a normal win is indicated. The probability that the stop display mode that causes the stop display mode is derived may be set to 0. Special pattern shortening control that shortens the variable display time of the special pattern compared to when it is not in use, and The electric device 146 is operated to open the winning hole (in this embodiment, for example, the second starting hole 140 (see FIG. 4)). ) is opened more frequently. This time-saving control corresponds to both the special chart shortening control and the electric support control. Alternatively, only one of the special chart shortening control and the electric support control may be performed. good.

[0167] 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, wait time) of the moving object 146 The control is to improve the time-saving performance of either the winning port (for example, in this embodiment) or the winning port (for example, in this embodiment). is a function that changes the ease of a game ball entering the second starting hole 140 (see FIG. 4), The probability of winning "normal symbol hit", the variable display time of the normal symbol, or / and the normal electric device 1 46 opening patterns (number of openings, opening time, waiting time, etc.) For example, the improvement of 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 is done, the winning probability of "normal pattern hit" increases compared to when the electric support control is not being executed. , shortening the variable display time of the normal symbols, and / or winning capacity of the normal electric device 146 The game will be made easier (by increasing the number of times it can be opened, extending the opening time, shortening the waiting time, etc.).

[0168] Then, each time the start condition of the normal symbol is satisfied, various processes of the normal symbol control process described above are performed. Repeated.

[0169] In addition, if a game ball passes through the passage 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 Start information for normal symbols (for example, random numbers for determining whether a normal symbol is a winning symbol, etc.) is set as the start condition for normal symbols. will be held until it is met.

[0170] In addition, the start of the variable display of the normal pattern will be performed in the order of reservation, and the start condition of the normal pattern will be met. Then, the start information of the reserved normal pattern that was reserved first Perform variable display.

[0171] 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 the reach of the first special symbol, random number value for determining the jackpot of the second special symbol, 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 number (used random number, etc.) is to execute a program by the main CPU 201. A software random number method may be used to generate random numbers within a predetermined range (width) by using a A hard random number method is used to extract random values ​​from a counter in a random number generator, where random numbers are updated at It may be used.

[0172] [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 hit game state. It shall be so.

[0173] In the non-jackpot game state, the probability of winning a jackpot in the hit determination process of the special pattern is relatively low. A low probability state where the probability of winning a jackpot in the hit determination process of a special pattern is relatively high. It can be broadly divided into game status and

[0174] 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 in 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 a high probability game state. It may be included in the status.

[0175] The low probability state includes a normal game state (low probability low base) in which the time-saving control is not executed, and a time-saving control This includes a time-saving gaming state (low probability high base) in which the above is executed.

[0176] In addition, the time-saving game state includes an A time-saving game state, a B time-saving game state, and a C time-saving game state. Includes:

[0177] The A time-saving game state is a time-saving game state that can be entered after the end of a specific jackpot game state. When the specified number of special symbol games are played or the game is switched to the jackpot game state, A time-saving game mode is started. The special game state ends. The A time-saving game state is entered when the specified number of special symbol games are played. When this is completed, the game will generally transition to normal play mode.

[0178] The B time-saving game state is, for example, when the big win game state ends and the game enters a non-high probability game state (i.e., a probability change state). The variable display of special symbols in the game state where the flag is off has begun, and The number of times that the special symbols are displayed can be changed based on the RAM being cleared (for example, the ceiling counter). When the number of times the player has played has reached a ceiling value (for example, 1,000 times), the player can enter a time-saving game state. When a certain number of special symbol games are played or the game is switched to a jackpot game state, the game will enter the 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 generally transition to normal play mode.

[0179] In the C time-saving game state, the result of the special symbol hit judgment process performed in the low probability state is "time A time-saving game state that can be entered when the display mode of the time-saving win is derived. A special symbol game is played a set number of times based on the winning of the "time-saving win" Or, if the game is switched to the big win game state, the C time-saving game state ends. When the C time-saving game state ends due to the execution of a symbol game, in principle, normal play will end. In addition, for example, if multiple time-saving game states overlap, the above provisions Even if a certain number of special symbol games are played, the game will not transition to the normal game mode, but will instead play in the C time reduction mode. The game state continues.

[0180] In this specification, the term "time-saving" refers to a game in which a plurality of time-saving game states are executed in succession. When the conditions for transitioning to a time-saving game state are met during 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 gaming state is said to be "overlapping." When the short play state overlaps, the main CPU 201 controls the internal Activating any one of the multiple time-saving game states, i.e., activating multiple overlapping time-saving game states Running multiple processes internally in parallel is called "overlapping execution." However, the main CPU Even if 201 internally executes multiple time-saving game states in layers, when it is actually executed The time-saving control is only a time-saving control corresponding to one of the time-saving game states. Even if the time-saving game state is being executed in layers, the player may not recognize multiple time-saving game states. It is understood that the game is controlled to one of the time-saving gaming states.

[0181] Next, the transition of the game state will be described.

[0182] 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 big hit, the game transitions to a big hit game state.

[0183] When the jackpot game mode ends, depending on the game specifications, the game will switch to normal game mode, time-saving game mode, or It is possible to transition to either a high probability game state (for example, a high probability time-saving game state). However, the time-saving game state to which the player can transition when the big win game state ends is limited to the A time-saving game state. can be done.

[0184] When controlled to a high probability game state, some pachinko gaming machines, such as 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 the normal game state, unless you go through the big win game state, you will be in the high probability game state. The system does not transition to the

[0185] When controlled in normal play mode, it can transition to B time-saving play mode or C time-saving play mode. However, it is not possible to transition to the A time-saving gaming state unless one goes through the jackpot gaming 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 the A time-saving game state to the normal game state. Regardless of whether the game is in the game mode or the C time-saving game mode, the specified number of times When a different symbol game is executed, the game will transition to the normal game mode, so the B time-saving game mode and the C time-saving game mode will not be available. It is also possible to transition from this state to a normal gaming state.

[0186] Next, the transition between time-saving gaming states will be described.

[0187] When the game is controlled to the A time-saving game state, the number of time-saving games that can be executed in the A time-saving game state is , B time-saving play state transition condition is set to a number of times less than the ceiling value, so 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 the game is controlled via the B time-saving game state, it is not possible to transition from the B time-saving game state to the A time-saving game state. On the other hand, the result of the hit judgment process of the special symbol in the A time-saving game state is "time-saving hit". Since the transition condition to the C time-saving play state is met, the A time-saving play state and the C time-saving play state 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.

[0188] When the game is controlled to the B 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 B time-saving play state may overlap.

[0189] When the game is controlled in the 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. Can be duplicated.

[0190] Details regarding overlapping time-saving game states will be described later.

[0191] [1-4. Basic specifications] Next, the basic specifications of the first pachinko gaming machine will be described with reference to Figs.

[0192] In the first pachinko game machine, a normal game in which neither the probability variation control nor the time reduction control is executed is performed. A high probability time-saving game state in which both the probability control and the time-saving control are executed, and the probability 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 proceeding under the control of the main CPU 201 is The form is not limited to this.

[0193] In this embodiment, in the normal game state, left hitting is the regular game mode, and in the high probability time-saving game state, In the low probability time-saving game state and the low probability time-saving game state, right hitting is considered to be the normal game mode. Execute control to display a playing style that is considered to be a regular game mode, for example, in the display area of ​​the display device 7. In addition, 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 (the most advantageous to the player).

[0194] [1-4-1. Jackpot probability for each setting] FIG. 9 is a table showing the probability of winning (estimated) 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) to set, 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 a setting function, the probability of winning varies depending on the setting value. The main CPU 201 executes a process for determining whether or not a special symbol has been hit based on the set value. do.

[0195] Specifically, the game state in which the probability variation flag is off and the probability variation control is not executed (for example, in this embodiment, The probability of winning in normal play and low probability time-saving play is determined by the first special symbol. Regardless of whether the setting process or the hit determination process of the second special symbol is executed, for example, , setting 1 is about 1 in 319, setting 2 is about 1 in 314, setting 3 is about 1 in 309, setting 4 is about 1 in 319, The odds are about 1 in 304 for setting 5, about 1 in 299 for setting 6, and about 1 in 294 for setting 7. In addition, in a game state where the probability variable flag is on and the probability variable control is executed (for example, in the present embodiment, a high probability time-saving 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 1, 1 in 74 at setting 2, 1 in 73 at setting 5, and 1 in 72 at setting 6 It is as follows.

[0196] In addition, the probability of a time-saving hit is the same for all settings, unlike the probability of a big hit. For example, when the first special pattern hit determination process is executed, the probability of winning the time-saving hit is 1 in 160, 2 When the special pattern hit determination process is executed, the probability of a time-saving hit is 1 in 240. The probability of winning the time-saving feature is determined when the first special symbol hit determination process is executed and when the second special symbol hits. The value may be different from when the determination process is executed, or may be the same.

[0197] However, even if the probability of hitting the time-saving hit is the same for all settings, the time-saving continuation rate (for example The number of time-saving times to be set may be different depending on the setting value. For example, If the result of the pattern hit determination process is "time-saving hit", for example, in the case of setting 1, the number of time-saving For setting 6, the time-saving number of times is set to 100. It may also be.

[0198] 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 the small win is included in the lottery, the probability of the small win is set to It is better to have a common probability. Also, if small wins are included in the lottery, the first special pattern and the second special pattern Only when the winning judgment 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 selected as the winning symbol. 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 assuming the probability to be 0.

[0199] The probability of winning the 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 the probability may vary depending on the setting value. You may do so.

[0200] 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, and 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, and a common jackpot probability for settings 7 and 8. The probability of winning may be the same.

[0201] 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 probability of winning. For example, when a game ball enters a specific winning hole, the game is controlled to enter a jackpot game state. In a pachinko machine like this, the probability of winning a particular winning slot can be varied according to the set value. The pachinko gaming machine may be a pachinko gaming machine with a setting function. is not required.

[0202] [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 judgment table stored in the memory. The pattern hit determination table is shown as an example for the case of setting 1 shown in FIG.

[0203] The special symbol hit determination table is a table referenced in the special symbol hit determination process. That is, the random number for determining a jackpot that is extracted when a game ball enters the starting hole 120, 140 Refers to when determining whether a "time-saving hit", "big hit" or "miss" is achieved by lottery based on the value. In this embodiment, the lottery items are "time-saving hit", "big hit" and and "miss", and does not include other lottery items (for example, small wins), but the first starting point When a game ball enters the first starting hole 120 or / and the second starting hole 140, the player is selected for another lottery. It may be possible to do so.

[0204] As mentioned above, the random number for jackpot determination is the random number used to determine the winning of the special pattern. In this embodiment, the random number for determining the big win is 0 to 65535 (65536 types). However, the range of the generated random numbers is not limited to the above.

[0205] 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 or not a jackpot has been determined, the result will be either a "time-saving hit", a "jackpot", or a "miss". The first special symbol hit judgment table has a "time" for each probability flag value (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 a jackpot and 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 specified.

[0206] 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.

[0207] In addition, the main CPU 201 performs a hit determination process for 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 pattern is For each value (0 or 1), the range (width) of the random number for determining the jackpot determined by the "time-saving hit" The relationship between the time-saving hit determination value data and the "big hit" determination random number The relationship between the value range (width) and the corresponding hit determination value data, and the determination of "miss" The relationship between the range (width) of random numbers for determining a big win and the corresponding data for determining a miss is It is prescribed.

[0208] In this embodiment, for example, when the winning judgment process of the first special symbol is performed, the probability of winning flag is off, If the extracted random number for determining a big win is any one of 0 to 408, the main CPU 201 is judged as a "time-saving hit" and the hit / loss judgment value data is determined to be the "time-saving hit judgment value data." In addition, when the first special pattern is hit determination processing, the probability flag is off, and the extracted big hit judgment If the fixed random number is any of 409 to 613, the main CPU 201 determines that a "jackpot" has been reached. The winning / losing judgment value data is determined as the "jackpot judgment value data". If the random number for determining a win is any 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".

[0209] In addition, for example, when the winning judgment process of the first special pattern is performed, the probability of winning flag is on and the extracted If the random number value for determining a big win is any of 0 to 408, the main CPU 201 The first special "short hit" is determined, and the judgment value data is set to "time-saving hit judgment value data". When the winning judgment process for a different pattern is performed, the probability flag is on and the extracted random number value for the winning judgment is If the number is any of 409 to 1259, the main CPU 201 determines that the number is a "big win." The judgment value data is determined as the "jackpot judgment value data". In addition, the extracted random number for jackpot judgment is If the value is between 1260 and 65535, the main CPU 201 judges it as a "miss." The judgment value data is determined to be "failed judgment value data."

[0210] Similarly, for example, when the winning judgment process of the second special pattern is performed, the probability of winning flag is off and the extracted If the received random number for determining a big win is between 0 and 272, the main CPU 201 The second judgment value data is determined to be "time-saving hit judgment value data". When the special symbol hit determination process is performed, the probability flag is off and the extracted random number value for the big hit determination is If the number is any of 273 to 477, the main CPU 201 determines that the number 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 off, the extracted random number for determining the jackpot is between 478 and 65535. If the result is any 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.

[0211] 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 second special "short hit" is determined, and the judgment value data is set to "time-saving hit judgment value data". When the winning judgment process for a different pattern is performed, the probability flag is on and the extracted random number value for the winning judgment is If the number is any of 273 to 1123, the main CPU 201 determines that the number is a "jackpot." 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 between 1124 and 6553. 5, the main CPU 201 judges it as a "miss" and sets the judgment value data This is determined to be the "miss judgment value data".

[0212] In this embodiment, the random number for determining the big win is generated in the range of 0 to 65535. Among the values, 0 to a certain range (for example, 0 to 408 for the hit determination process of the first special pattern) , 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 pattern). If the probability flag is off during the hit judgment process, 614~65535) is judged as a miss. Furthermore, the jackpot determination value data and the miss determination value data are assigned adjacently. 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 data by the amount, the other judgment value data (For example, to change the probability of a big win without changing the range of the time-saving hit judgment value data) This becomes possible.

[0213] In this embodiment, when the hit determination process of the first special pattern is performed, the hit of the "time-saving 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. is.

[0214] In particular, as shown in FIG. 10, when the winning judgment process of the first special symbol is performed, The probability of winning the "Short Win" is calculated based on the probability of winning the "Time Short Win" when the winning judgment process of the second special pattern is performed. By making the probability of selection higher than the probability of selection, the interest in the normal game state, which tends to become monotonous, is increased. It is possible to suppress the decrease.

[0215] However, the probability of winning the "time-saving hit" when the hit determination process of the second special pattern is performed is 1 The probability of winning the "time-saving hit" when the hit determination process for the special pattern is performed may be higher. In this case, for example, if a "time-saving win" is won 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.

[0216] As shown in FIG. 10, in this embodiment, the probability flag is either on or off. Even if the winning number is not the same as the winning number, the winning number can still be a "time-saving win". When the variable flag is off (normal game mode, time-limited game mode), the result of the winning judgment process is "time If the "short hit" is selected, the game will be controlled to a time-limited game mode, but if the probability flag is on, the game will be Even if the result of the judgment process is "time-saving hit", the game will not be controlled to the time-saving game state. It's like sea urchin.

[0217] [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. 1 is an example of a special symbol determination table stored in the memory.

[0218] The special symbol determination table is a table of special symbols that are extracted when a game ball enters the starting hole 120 or 140. The "selected symbol" determines the stopping symbol based on the random number value of the different symbol and the aforementioned judgment value data. This is a table that is referenced when selecting the "Pattern Command" and "Pattern Designation Command." The "select symbol command" is a command to select a special symbol when the result of the hit determination process is a hit. 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).

[0219] According to the special symbol determination table shown in FIG. 11, the result of the hit determination process of the first special symbol When the time-saving hit determination value data is obtained, the main CPU 201 selects, for example, 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 selection command Select "z0" and select "zA1" as the symbol designation command. Also, the first special symbol For example, if the random number value of the symbol is any one of 70 to 96, the main CPU 201 selects the symbol. Select "z1" as the pattern command and "zA1" as the pattern designation 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 command and "zA2" as the designation command. ".

[0220] 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 the 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 selection command and select "zA3" as the 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 command and "zA4" as the designation command In addition, 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".

[0221] In addition, when 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 select "zA5" as the pattern designation command.

[0222] In addition, when time-saving hit judgment value data is obtained as a result of the hit judgment 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 selection command and select "zA6" as the 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 Select "A7".

[0223] In addition, when 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 the 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 select "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 command and "zA" as the designation command. Select "9".

[0224] In addition, when 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.

[0225] 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 big win judgment, and then the special pattern judgment data is Refer to the table (see Figure 11) and select the symbol command based on the random number value of the special symbol. However, the present invention is not limited to this. For example, 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.

[0226] [1-4-4. Special symbol stop mode determination table] FIG. 12A 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 switched to the first special symbol display unit 163 or the second special symbol display unit 164. The stopping mode of the special symbols displayed on the special symbol display unit 164 (see FIG. 5) is controlled by the selection symbol command. This is used as a reference when deciding on the type of

[0227] 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 in 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 a 1-byte control signal. The LEDs 163a to 163h (see FIG. 5) constituting the display unit 163 are arranged in a one-to-one correspondence. For example, the first special symbol area 0 corresponds to 163a, and the first special symbol area 1 corresponds to 163b, the first special symbol area 2 corresponds to 163c, the first special symbol area 3 corresponds to 163d, the first special symbol area 4 corresponds to 163e, the first special symbol area 5 corresponds to 163f, the first special symbol area 6 corresponds to 163g, the first special symbol area 7 supports 163h.

[0228] Similarly, each of the 0 to 7 areas of the second special symbol is divided into eight areas constituting the second special symbol display unit 164. Each LED corresponds to one of the LEDs 164a to 164h (see FIG. 5). The area 0 of the 2nd special symbol corresponds to 164a, the area 1 of the 2nd 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 second special symbol area 4 corresponds to 164e, the second special symbol area 5 corresponds to 164f, and the third special symbol area 6 corresponds to 164f. The 2nd special symbol area 6 corresponds to 164g, and the 2nd special symbol area 7 corresponds to 164h. do.

[0229] In this embodiment, when the result of the special symbol hit determination process is a "time-saving hit", 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, when the selected symbol command is "z0", the main CPU 201 Of the eight LEDs constituting the 1 special symbol display unit 163, the LED corresponding to the area 0 of the 1 special symbol 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 turned on. It is determined that the first special symbol display unit 163 is to be stopped and displayed in a manner such that the other LEDs are turned off. When the selection symbol command is "z1", the main CPU 201 displays the first special symbol in the first special symbol display unit 163. Of the eight LEDs constituting the first special pattern, LED 163a corresponds to the area 0 of the first special pattern, 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 constituting 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. The first special symbol display unit 163 is determined to be stopped and displayed. Also, the selected symbol command is "z In the case of "7", the main CPU 201 controls the eight LEDs constituting 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 the second special symbol display unit 164 is stopped and displayed. When the selection symbol command is "z8", the main CPU 201 selects the second special symbol display unit 1 Of the eight LEDs that make up 64, LED164a corresponds to area 0 of the second special pattern. , LED164c corresponding to the area 2 of the second special pattern, and LED164b corresponding to the area 7 of the second special pattern The second special symbol display unit 16 Decide to display 4 as stopped.

[0230] In addition, when the result of the special symbol hit determination process is a "big hit", the special symbol display unit 163 The display mode of the LED (the display mode of the big win) derived from 164 is determined as follows: For example, if the selection 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 LED163f 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 Of the eight LEDs constituting the first special symbol display unit 163, U201 is the first special symbol. 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, the first special symbol display unit 163 is determined to be stopped and displayed. In the case of "z5", the main CPU 201 selects the eight L symbols constituting the first special symbol display unit 163. Among the EDs, LED163d corresponding to area 3 of the first special pattern and area 4 of the first special pattern LED 163e corresponding to the first special symbol area 5, LED 163f corresponding to the first special symbol area 6, A mode in which the LED 163g corresponding to the special pattern area 6 is turned on and the other LEDs are turned off. Then, the first special symbol display unit 163 is determined to be stopped and displayed. In the case of ", the main CPU 201 controls the eight LEDs constituting the second special symbol display unit 164. Of these, LED164d corresponds to area 3 of the second special pattern, and LED164d corresponds 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 second special symbol display unit 164 is determined to be stopped and displayed in a manner in which the other LEDs are turned off. When the selection symbol command is "z10", the main CPU 201 selects the second special symbol display unit 1 Of the eight LEDs that make up 64, LED164d 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 stopped and displayed.

[0231] In addition, when the result of the special symbol hit 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 selection 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 constituting 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. The display unit 164 is then determined to be frozen.

[0232] 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 sent 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.

[0233] In addition, in FIG. 12(A), the display mode of the LED guided to the first special symbol display unit 163 is For convenience, the display mode of the LEDs outputted to the second special symbol display unit 164 is shown in the same table. However, the first special symbol display section 163 and the second special symbol display section 164 , and the control signal may be transmitted separately.

[0234] FIG. 12B 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 the M. The table is a decoration table derived when the variable display of the decoration pattern displayed on the display device 7 is stopped. This is referred to 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 for convenience only. It is.

[0235] In addition, the first pachinko game machine has only one of the first special symbol and the second special symbol. Since the first special symbol and the second special symbol can be displayed variably, the sub-CPU 1301 Among them, 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 presentation in such a manner that the user can understand whether it is the first special symbol or the second special symbol.

[0236] In this embodiment, the decorative symbols displayed on the display device 7 are, for example, 9 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 pattern The pattern is composed of 9 symbols, for example, 1 to 9. The time-saving symbol is, for example, the result of a special symbol lottery. This is a symbol that is displayed when the game state transitions to a time-saving game state, such as when a time-saving win occurs. By displaying the center symbol as a time-saving symbol, the player knows that he or she has won the time-saving prize. In this embodiment, the odd number symbols are more attractive to the player than the even number symbols. However, the present invention is not limited to this.

[0237] In addition, in the first pachinko game machine, the result of the special symbol lottery does not include small wins, but the special symbol 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 know that they have won a small win. .

[0238] As shown in FIG. 12(B), if the symbol specification command is "zA1" or "zA6", When the result of the special symbol lottery is "time-saving hit", the sub-CPU 301 As a pattern stopping mode, for example, the left and right patterns are stopped at even numbers, and the center pattern is stopped at time. Stop at the short pattern.

[0239] When the symbol designation command is "zA2" or "zA7" (the result of the special symbol lottery is " In the case of "time reduction hit", the sub-CPU 301 selects, for example, the left 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 or "z8"), as can be seen by referring to Figure 13 below, If the selected symbol command is "zA1" or "zA6" (if the selected symbol command is "z0", "z1" or "z2"), or "z7"), the number of time-saving times set is larger, which is advantageous for the player. High degree.

[0240] When the symbol designation command is "zA3" or "zA8" (the result of the special symbol lottery is " In the case of "jackpot", the sub-CPU 301 selects the stop mode of the decorative symbols as shown in the left figure, for example. The pattern, right pattern and center pattern are stopped when they form a matching odd-numbered pattern (triple odd).

[0241] If the pattern specification command is "zA4" or "zA9" (the result of the special pattern lottery is " In the case of "jackpot", the sub-CPU 301 selects the stop mode of the decorative symbols as shown in the left figure, for example. The pattern, right pattern and center pattern will stop at the even number pattern (zoro-me). As will be understood from FIG. 13, the command "zA4" is executed after the end of the big win game state. When the probability flag is set to on (when the selected symbol command is "z4"), the probability There are cases where the flag is not set to on (when the selection 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 number). In the jackpot game state, it is a probability hit (a hit in which the probability hit flag is set to on). It would be a good idea to have a promotion presentation to indicate this.

[0242] Also, as can be seen by referring to FIG. 13 described later, if the pattern designation command is "zA4" or In the case of "zA9", as can be seen by referring to FIG. 13 described later, the pattern designation command is Compared to "zA3" or "zA8", the probability of a winning flag being generated after the end of the big win game state The expected value of being set to on is small. At this point, the pattern designation command is "zA3" or "zA8", if the pattern designation command is "zA4" or "zA9" This is more advantageous for the player than the other two options.

[0243] 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 manner. For example, the scattered pattern is 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.

[0244] In FIG. 12(B), the stopping mode of the decorative symbol in response to the symbol designation command (for example, If the command is "zA1", the left pattern is "2", the middle pattern is "time saving", and the right pattern is "4" However, the stop patterns shown in the column of the stop patterns of the decorative patterns in Figure 12(B) are merely examples. However, the present invention is not limited to this.

[0245] [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. 1 is an example of a winning type determination table stored in the memory. The winning type determination table is 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 game thereafter, 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 is controlled to the C time-saving game state without being controlled by the player, the state of the game state after that is the C time-saving 1 shows the gaming state.

[0246] 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 change 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 change flag and the time-saving flag. Decide to set the time reduction to 100 times. If the result is a "time-saving hit", the main CPU 201 changes the display mode of the time-saving hit as described above. After being guided to the first special symbol display unit 163 or the second special symbol display unit 164, a jackpot game state is The time-saving flag is set to on and the determined number of time-saving times is stored without controlling the state. The result of the special symbol hit determination process is "Time In the case of a "short hit", the state of the big hit game state is not controlled, so the state of the big hit game state is determined. In this embodiment, if the result of the special symbol hit determination process is "time-saving hit", In this case, regardless of the game state when the winning judgment process of this special symbol is performed, it is set. The number of time-saving times 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.

[0247] In this embodiment, if the result of the special symbol hit determination process is "time-saving hit", , set in response to a selection command determined based on the random number value of the special symbol The number of time-saving times is set to be different. By doing this, the result of the special symbol hit judgment process When the result is a "time-saving hit," the game progress will be varied. This makes it possible to suppress a decline in interest.

[0248] As described above, when the probability flag is on, the main CPU 201 Even if the result of the winning judgment process is a "time-saving winning", the game is not controlled to a time-saving game state. For example, the main CPU 201 detects that the probability of winning is high (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 guided to the special symbol display units 163 and 164, the mode is not controlled to the C time-saving gaming state, The high probability gaming state may be continued.

[0249] In addition, the main CPU 201 performs a lottery for a "time-saving win" when the probability-changing flag is on. Even if the result of the hit determination process is a "time-saving hit", the display mode of the miss is forcibly specified. The result may be output to separate symbol display units 163 and 164.

[0250] Furthermore, when the probability flag is on, the time-saving hit judgment value is set to the random number value for the big hit judgment. No data is assigned, i.e., the "time-saving hit" is determined by the lottery result (the result of the hit determination process for the special pattern). In this case, the random number for determining a big win may be set to 0. 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 the time-saving hit judgment value is 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 big win determination value data.

[0251] In this embodiment, if the probability flag is on, the game does 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 a "time-saving hit," the game will transition to a high-probability time-saving game state. It can also be.

[0252] 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 that is determined as follows.

[0253] For example, when 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 big win game state. As a mode of the later game state, both the probability change flag and the time reduction flag are set to ON. It was decided that the number of times for the special mode and the number of times for the time-saving mode would both be set to 10,000. In these cases, the main CPU 201 changes the display mode of the jackpot described above to the special symbol display section 16. After the number is calculated to be 3,164, the game is controlled to a jackpot game state, and after the jackpot game state ends, the high probability It becomes possible to control the game to a time-saving gaming state.

[0254] In addition, when the selected symbol command is "z4", the main CPU 201 enters a jackpot gaming state. As a mode, the number of rounds is determined to be 4 rounds. 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 jackpot game state, the game can be controlled to a high probability time-shortened game state.

[0255] Also, when the selected symbol command is "z5", the main CPU 201 enters a jackpot gaming state. As a mode, the number of rounds is determined to be 4 rounds. 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 variation flag and the time-saving flag. Also, the number of times to be set for time reduction is decided to be, for example, 200 times. In this case, The in-CPU 201 guides the display mode of the jackpot described above to the first special symbol display unit 163. After that, the game is controlled to a big win game state, and after the big win game state ends, the game can be controlled to a time-saving game state. The time-saving gaming state controlled here is the A time-saving gaming state.

[0256] Also, 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. In addition, the game state after that is Then, it is decided to set only the time-saving flag to ON among the probability change 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, the game is controlled to a big win game state, and after the big win game state ends, the game can be controlled to a time-saving game state. The time-saving game state controlled here is also the A time-saving game state.

[0257] 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 the A time saving.

[0258] In addition, for example, if the result of the special pattern hit determination process is "miss" (for example, selection When the pattern 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 hit determination process is a miss, the main CPU 201 transitions the game state. Instead, the game is controlled in the previous game state.

[0259] In addition, if the result of the special symbol hit determination process is a "miss" (for example, the selected symbol frame When the command is "z6" or "z11", the state 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. It is not necessary to illustrate the type determination table. However, in this embodiment, the winning determination process of the special symbol is If the result is "miss", the state of the big win game state and the state of the subsequent game state In order to clarify that neither is determined, it is illustrated in FIG. 13 for convenience.

[0260] In this manner, in this embodiment, the main CPU 201 performs the hit determination of the special symbol shown in FIG. When the game ball enters the first start hole 120 or the second start hole 140, a lottery is performed by referring to the table. The winning / losing judgment data is determined based on the random number value for jackpot judgment (the winning / losing judgment is performed), The result of the lottery (won or lost) is decided. 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 hits 140 and the winning / losing judgment value data above A selection 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 decided. 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 symbol and the final display. It is not intended to exclude.

[0261] 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 selection pattern command is "z5") , or 300 times (when the selection 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". The number can be, for example, 10 times (when the selected symbol command is "z0"), 50 times (when the selected symbol command is "z1"), 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 A time-saving game state is the same as that in the C time-saving game state. 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.

[0262] 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 C time-saving gaming state, 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. 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 selection pattern command is "z2" or "z8"). In this way, the C time-saving play state is more advantageous to the player than the A time-saving play state. By doing so, the positioning of "time saving" can be increased. Even if you do not win a "big win" during the period, you will still win a "time-saving win" When this is selected, the game is controlled to the relatively advantageous C time-saving game mode, preventing a decline in interest. It becomes possible.

[0263] In this specification, as in the case of the probability variation flag, when 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.

[0264] 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 the time-saving control.

[0265] In addition, the number of times of time reduction is a variable number of times that the special pattern can be displayed while the time reduction control is being continuously executed. For example, if the number of time-saving times is set to "50", the jackpot will be generated in this time-saving game state. 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-saving game state (for example, a normal game state).

[0266] In addition, the number of times of the probability change and the time reduction shown in FIG. 13, etc., "10000" is the jackpot game state. After the end of the state, the probability control continues until it is determined to be a jackpot (i.e. the next jackpot). This is a feasible idea.

[0267] [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. The time-saving hit type reach A, B, and C shown in the column are the results of the hit judgment process of the special pattern. It is a reach effect that indicates that there is a possibility of a big hit (no possibility of a big hit). The Reach A, B, and C types have the possibility of a jackpot depending on the result of the special pattern hit determination process (time reduction It is a reach performance that indicates that there is no possibility of winning. In addition, common reach A, B, C, D ,E is possible for both time-saving and big wins as a result of the special pattern hit determination process. This is a reach effect that indicates that there is a possibility of winning. Note that Figure 15 shows the special effect when the probability flag is off. This is a table of patterns for special symbols, and the patterns for special symbols when the probability flag is on. The turntable is not shown.

[0268] 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 FIG. 15 is determined by the following table. This is a table to be referenced when executing the process for determining the variation pattern of the special symbol in S96 of 28. do.

[0269] As shown in Figure 15, the variation pattern of the special symbols varies depending on the type of special symbol, the timing 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.

[0270] The random number for reach judgment is selected from, for example, 0 to 249 (250 types), and the performance selection is The random number is selected from, for example, 0 to 99 (100 types). The range is not limited to the above.

[0271] 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 for selection is a specific random number, a look-ahead flag is set. The sub-CPU 301 receives the special symbol variation pattern command transmitted from the If a lag is set, a look-ahead performance is performed.

[0272] In this embodiment, the main CPU 201 reads the pre-read flag when the time-saving flag is off. Set the lag, and if the time-saving flag or the probability-change flag is on, the pre-read flag is Do not set the tag.

[0273] In this embodiment, the main CPU 201 determines whether or not to perform a look-ahead effect. However, the present invention is not limited to this, and the sub-CPU 301 may determine this.

[0274] In addition, the main CPU 201, 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 (A reading performance may be performed.)

[0275] When the time-saving flag is on, the variation pattern of the special symbol is determined as follows: 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 change when the time-saving flag is on is the same as the time for the special symbols to change when the time-saving flag is off. This tends to be a short period of time compared to the fluctuation time.

[0276] The determined fluctuation pattern information is output 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 variation 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.

[0277] Although not shown in FIG. 15, for each setting value, for example, the range of the random number value for performance selection may be changed. In addition, the change pattern (variable display time) of the determined special symbols may be different.

[0278] In this embodiment, for example, when 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 off, the variation pattern of the special symbol will be determined depending on whether the time-saving flag is on or off. 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 case of a time reduction game state A and a time reduction game state B, In the short play state and the C time-saving play state, the expected value of the variable display number of special symbols per unit time is It may be different.

[0279] [1-4-7. Time-saving game mode] 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 states are explained below. Reveal.

[0280] In the A time-saving game state, the result of the special symbol hit determination process is a "jackpot" and the selected symbol When the command is, for example, "z5" or "z10", the game is controlled after the big win game state ends. That is, in this embodiment, the transition condition to the A time-saving gaming state is , the jackpot (selection pattern command is "z5" or "z10") is won. However, even if the conditions for transition 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, When the backup is cleared, the game will not transition to time-saving game mode A.

[0281] 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 is started based on the "jackpot", or when the "selection symbol command" is executed, The special pattern (1st special pattern) of the time-saving number determined in response to the time-saving number (hereinafter referred to as "A time-saving number of times") When the variable display of the pattern and the second special pattern is executed (see the "Time Shortening Count" column in Figure 13) ) is satisfied.

[0282] The B time-saving gaming state is, for example, a state in which a big win gaming state ends and a 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 (increased by 1). In other words, the transition condition to the B time-saving game state is The time-saving game state is 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 The timing may be when the variable display of the next special symbol starts. In other words, the timing may be when the game enters the B time-saving game state. 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 ceiling final fluctuation is " In the case of "miss", the display mode of the miss is derived in the special symbol display sections 163 and 164. However, the game state will be changed to the B time-saving game state. In this case, the sub-CPU 301 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 the decorative pattern with a special pattern, A special performance by a character, or a performance in which both are performed) is performed on a display device. 7. In addition, when the transition condition for the B time-saving game state is satisfied, However, the game does not necessarily transition to the B time-saving game state, but there are conditions that prevent the transition to the B time-saving game state. If it is established (for example, the result of the special pattern hit judgment process in the ceiling final fluctuation is a jackpot) In such a case, the game state will not be changed to the B time-saving game state.

[0283] The ceiling counter is not updated when the probability flag is on, and is updated when the probability 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 to B time-saving mode. In the gaming machine, the special symbol hit judgment process when the ceiling counter reaches the ceiling value If the result is a "small win", the display mode of the small win is derived to the special pattern display section 163, 164. The B time-saving game state may be started 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 B time-saving gaming state may be started. If the result of the special symbol hit determination process when it is reached is a "small hit", the special symbol is displayed The display mode of the small win is only displayed on the sections 163 and 164, and the ceiling cowl as described above is used. There will be no display 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 different depending on the setting value. Also, when the ceiling counter reaches the ceiling value, the result of the special pattern hit judgment process is "jackpot". If so, the game is controlled to the jackpot game state without being controlled to the B time-saving game state.

[0284] In addition, when the power is turned on, the ceiling counter is controlled to the jackpot game state, and R The working area (volatile area) in AM203 is cleared (backup clear 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 is 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.

[0285] 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 every time the ceiling counter is cleared. The main CPU 201 may set the number, or the number may be set by a snap. It may be predetermined as something specific to the gaming machine.

[0286] If the ceiling counter is cleared due to control to the jackpot game state, the jackpot game After the end of the skill state, if the probability flag is not on, the main CPU 201 The ceiling counter is updated (+1) when the variable pattern display starts or ends. 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, for example, if the machine is a ST machine or has a lottery for a chance change, the chance change flag is turned on. The ceiling counter is updated at the start or end of the first variable display of the special pattern after the game is turned off. In addition, in the case of a specification that performs a lottery for a probability change, 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 at the end of the variable display of the special symbol. 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 arranged to do so.

[0287] In the case of a pachinko game machine in which the main CPU 201 performs the lottery for the probability of falling into the probability of winning, When the sub-CPU 301 receives a command sent from the main CPU 201, The performance suggests that you have won the falling 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 count by the time reduction game state B, that is, the timing of the transition to the time reduction game state B, is displayed on the display device 7. It becomes difficult for players to understand the game based on the display effects, etc. 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 or a guide may be displayed to indicate the timing of the transition to the B time-saving game mode. The countdown performance 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.

[0288] 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 working area in the RAM 203. Update the ceiling counter (+1) at the start or end of the first variable display of the special pattern. .

[0289] In addition, a switch other than the backup clear switch 176 (e.g., 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).

[0290] 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 hit, a jackpot game state based on the "jackpot" is started, or when the "jackpot" is hit after a predetermined number of times. The number of special symbols (1st special symbol and 2nd special symbol) (hereinafter referred to as "B time-saving regulation number of times") When either of the following conditions is met: One of the conditions for ending the game state is "the variable display of special symbols for the number of times specified for B time reduction has been executed." In this case, the special pattern is displayed in the B time-saving regulation number (hereinafter referred to as "B time-saving final change"). It may be when the B time-saving final change is completed. The timing of the end of the B time-saving game state is from the start of the B time-saving final fluctuation to the end of the B time-saving final fluctuation. It is sufficient that this is done until the variable display of the special pattern related to the final variation ends.

[0291] The time-saving game state C is controlled when the result of the hit determination process of the special pattern is "time-saving hit". In other words, the condition for transitioning 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", the time-saving hit will be won. 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 for the C time-saving play state is met, the game will always transition to the C time-saving play state. Instead, when a condition that prevents the transition to the C time-saving play state is met (for example, when the B time-saving play state The B time-saving game state and the C time-saving game state are not executed at the same time (details will be described later). In the case where the result of the hit judgment process of the special pattern in the game state is "time-saving hit", etc., 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, When the condition that prevents the transition to the C time shortening game state is satisfied, the main CPU 201 Even if the state is not changed to the short game state, the display mode of the time-saving winning is changed to the special symbol display unit 163 ,164.

[0292] 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 is started based on the "jackpot", or when the "selection symbol command" is executed, The special pattern (1st special pattern) of the time-saving number determined in response to the time-saving number (hereinafter referred to as the "C time-saving number of times") When the variable display of the pattern and the second special pattern is executed (see the "Time Shortening Count" column in Figure 13) ) is satisfied. C is one of the conditions for ending the time-saving game mode. The number of times for the time-saving rule is the number of times for the special pattern determined in response to the selection pattern command. It may be when the variable display (hereinafter referred to as "C time reduction final change") is started, or when the C time reduction The timing may be when the final variation is completed. In other words, the timing of the end of the C time-saving gaming state is After the C time-saving final change has started, the variable display of the special pattern related to this C time-saving final change ends. It's fine as long as it's for a while.

[0293] In addition, the time-saving performance differs between the A time-saving play state, the B time-saving play state, and the C time-saving play state. In addition, among the time-saving gaming state A, the time-saving gaming state B, and the time-saving gaming 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 different from other The time-saving performance of one time-saving gaming state may be different from that of the other time-saving gaming state. The time-saving performance of the B time-saving play state and the time-saving performance of the C time-saving play state are the same. This may be done.

[0294] In addition, the end conditions of the A time-saving game state, the end conditions of the B time-saving game state, and the end conditions of the C time-saving game state In addition to the above, the end conditions include, for example, when the variable display count of the second special pattern reaches a 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 determination process includes a small win, when the number of small wins reaches a specified number, The above-mentioned termination condition may be included in the fact that the game has reached the end of the game. Winning the time-saving drop lottery may also be included in the above-mentioned termination conditions.

[0295] [1-4-8. Normal pattern hit determination 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.

[0296] 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. Based on the random number value for determining whether the normal pattern is a hit or a miss, a "normal pattern hit" or "miss" is selected. When the selection is made (i.e., the normal symbol game determination process of S295 in FIG. 43 described later is executed) This is the table that is referenced when

[0297] The random number value for determining whether a normal pattern is a winning symbol is used in the process of determining whether a normal pattern is a winning symbol, as described above. 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.

[0298] In this embodiment, in the winning determination process of the normal symbol, the main CPU 201 extracts The normal pattern is determined to be a hit or a miss based on the random number value used to determine whether the normal pattern is a hit. The normal pattern hit judgment table has the normal pattern hit that is determined as "normal pattern hit" for each type of time reduction. The relationship between the range (width) of random numbers for determining whether a pattern is a winning combination and the corresponding normal pattern winning combination data The range (width) of the random number value for determining the winning of the normal pattern determined as a "miss" and The relationship with the corresponding miss judgment value data is defined.

[0299] In this embodiment, in a non-time-saving gaming state (for example, a normal gaming state), the main CPU 201 If the random number value for the selected normal pattern is between 0 and 79, the normal pattern is selected. The winning / losing judgment value data is determined as "normal winning pattern judgment value data". In the non-time-saving 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".

[0300] In addition, in the A time-saving game state, the main CPU 201 judges whether the extracted normal symbol is a winning symbol. If the fixed random number value is between 0 and 98, it is judged as a "normal pattern hit" and the winning / losing judgment value is The data is determined as "normal symbol hit judgment value data". In addition, 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."

[0301] In addition, in the B time-saving game state, the main CPU 201 judges whether the extracted normal symbol is a winning symbol. If the fixed random number is between 0 and 79, it is judged as a "normal pattern hit" and the winning / losing judgment value is The data is determined as "normal symbol hit judgment value data". In addition, in the B time-saving game state, The CPU 201 determines whether the random number 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 the "miss judgment value data."

[0302] In addition, in the C time-saving game state, the main CPU 201 judges whether the extracted normal symbol is a winning symbol. If the fixed random number is between 0 and 79, it is judged as a "normal pattern hit" and the winning / losing judgment value is The data is determined as "normal symbol hit judgment value data". In addition, in the C time-saving game state, The CPU 201 determines whether the random number 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 the "miss judgment value data."

[0303] 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 probability of winning 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.

[0304] In addition, the probability of winning a normal symbol in the B time-saving game state (selection rate shown in Figure 16 (approximately The probability of winning is the same as the probability of winning a normal symbol in a non-time-saving game state. Similarly, Regarding the probability of winning a normal symbol in a short play state (selection rate (estimate) shown in Figure 16) The probability of winning is the same as that of winning with a normal symbol in a non-time-limited game state. Even if the game state transitions between the short play state, the B time-saving play state, and the C time-saving play state, The probability of winning the common pattern will not change.

[0305] In addition, the winning probability of a normal pattern is as follows: The winning probability for normal symbols may be changed in the C time-saving game state. Instead, it is enough to simply vary the ratio of the types of normal patterns described below for each state. Therefore, the control process can be simplified.

[0306] [1-4-9. Normal pattern judgment table] FIG. 17 shows the main ROM 202 of the main control circuit 200 of the first pachinko gaming machine. This is an example of a normal symbol determination table stored in the memory.

[0307] The normal pattern judgment table is the type of time reduction, the aforementioned winning / losing judgment value data, and the passing gate 12 Based on the random number of the normal symbol that is extracted when the game ball passes through 6 (see Figure 4), When selecting the "Normal symbol selection command" that determines the normal symbol stopping pattern, This is the table to be referenced. The "Normal symbol selection command" is used to determine whether a normal symbol is a winning symbol. If the result of the determination process is a normal pattern, the normal pattern is determined according to the type of normal pattern. This is a command to specify the winning pattern. The random number value for normal patterns is, for example, 0 to It is selected from 99 (100 types).

[0308] 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 judgment value data is obtained, for example, the normal symbol hit selection command is selected as follows:

[0309] For example, in a non-time-saving game state, a normal pattern hit determination is made as a result of the normal pattern hit determination process. When value data is obtained, even if the random number value of the normal symbol is 0 to 99, The main CPU 201 selects "fz0" as the selection symbol command when a normal symbol is hit.

[0310] In addition, in the A time-saving game state, the normal pattern hit judgment value is set as the result of the normal pattern hit judgment process. When the data is obtained, the main CPU 201 determines whether the random number value of the normal symbol is 0 to 29. If it is, select "fz1" as the selection command when hitting the normal pattern, and the normal pattern 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.

[0311] In addition, in the B time-saving game state, the normal pattern hit judgment value is set as the result of the normal pattern hit judgment process. When the data is obtained, the main CPU 201 determines whether the random number value of the normal symbol is 0 to 29. If it is, select "fz4" as the selection command when hitting the normal pattern, and the normal pattern 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.

[0312] In addition, in the C time-saving game state, the normal pattern hit judgment value is set as the result of the normal pattern hit judgment process. When the data is obtained, the main CPU 201 determines whether the random number value of the normal symbol is 0 to 29. If it is, select "fz7" as the selection command when hitting the normal pattern, and the normal pattern 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.

[0313] In this embodiment, the main CPU 201 first checks the winning judgment table for normal symbols. (See FIG. 16) and judge whether the winning or losing is based on the random number value for judging 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 symbol command is determined based on the random number of symbols. This is not limited to the above. For example, the random number value for determining the winning of the extracted normal pattern and the pattern random number of the normal pattern are Based on the numerical value, the winning or losing of the normal pattern, and the selection command when the normal pattern is won are also displayed. It may be determined.

[0314] [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 memory. The rule responds to the selection command when a normal pattern is hit, which is determined according to the random number value of the normal pattern. Therefore, when determining the opening pattern, which is the operating mode of the normal electric role 146 (see FIG. 4), That is, the normal pattern variable display start process of S293 in FIG. 43 described later is executed in the normal pattern variable display start process. This is referenced when executing the opening pattern setting process for the electric role 146.

[0315] In this embodiment, if the result of the normal symbol hit determination process is "normal symbol hit", The type of winning pattern is determined as follows. For example, when the normal pattern is won, the selection pattern command is "f In the case of "z0", the main CPU 201 is in the operating state of the normal electric role 146 (see FIG. 4). The opening pattern is 1000msec for the first opening, no wait time, and In other words, the normal electric device 146 is opened only once for 1000 msec. The opening pattern to be used is determined.

[0316] In addition, when the selection pattern command at the time of winning a normal pattern is "fz1", the main CPU 201 The opening pattern, which is the operating mode of the normal electric role 146 (see FIG. 4), is set to the first opening time 2 000msec, wait time 200msec, second release time 2000msec, Make a decision.

[0317] In addition, when the selection pattern command at the time of winning a normal pattern is "fz2", the main CPU 201 The opening pattern, which is the operating mode of the normal electric role 146 (see FIG. 4), is set to the first opening time 2 500msec, wait time 200msec, second release time 2500msec, Make a decision.

[0318] In addition, when the selection pattern command at the time of winning a normal pattern is "fz3", the main CPU 201 The opening pattern, which is the operating mode of the normal electric role 146 (see FIG. 4), is set to the first opening time of 3 000msec, wait time 200msec, second release time 3000msec, Make a decision.

[0319] In addition, when the normal pattern is selected, the command is "fz4" or "fz7". The main CPU 201 determines the opening pattern, which is the operating mode of the normal electric role 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.

[0320] In addition, when the normal pattern is selected, the command is "fz5" or "fz8". The main CPU 201 determines the opening pattern, which is the operating mode of the normal electric role 146 (see FIG. 4). The first release time is 2000msec, the wait time is 600msec, and the second release time is The interval is determined to be 2000 msec.

[0321] In addition, when the normal pattern is selected, the command is "fz6" or "fz9". The main CPU 201 determines the opening pattern, which is the operating mode of the normal electric role 146 (see FIG. 4). The first release time is 2500msec, the wait time is 600msec, and the second release time is The interval is determined to be 2500 msec.

[0322] In this way, in this embodiment, the result of the winning judgment process of the normal pattern in the non-time-saving game state is In the case of "normal symbol hit", the opening pattern of the normal electric device 146 (see FIG. 4) is non-time Normal electric motor in short play state, A time-saving play state, B time-saving play state, and C time-saving play state Among the opening patterns of the reel 146, this is the most unfavorable pattern.

[0323] In addition, the advantage of the opening pattern of the normal electric role 146 is When this is done, it indicates the degree of ease with which the gaming ball will enter the second starting hole 140.

[0324] When the result of the normal symbol hit judgment process in the A time-saving game state is "normal symbol hit" The opening pattern of the normal electric device 146 (see FIG. 4) is a non-time-saving game state, an A time-saving 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 aspect.

[0325] In addition, the result of the hit judgment process of the normal pattern in the B time-saving game state is "normal pattern hit". The opening pattern of the normal electric device 146 (see FIG. 4) in this case is the normal opening pattern 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 are not limited to this.

[0326] [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 regular pattern variation table is used when determining the regular pattern variation pattern (i.e., The variation of the normal pattern executed in the variable display start process of the normal pattern of S293 in FIG. 43 described above The main CPU 201 refers to the variation of normal symbols. 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). 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 is selected from, for example, 0 to 99 (100 types). However, the range of generated random numbers is not limited to the above.

[0327] 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 This is the longest among the A time-saving play state, the B time-saving play state, and the C time-saving play state.

[0328] In addition, in the A time-saving game state, if the random number value for selecting normal symbol effects is between 0 and 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 normal symbols is, for example, 800 ms. It is determined to be c.

[0329] In addition, in the B time-saving game state, if the random number value for selecting normal symbol effects is any of 0 to 39, 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 40 and 79, the variable display time for normal symbols is, for example, 1000 ms. If the random number for selecting the normal symbol is between 80 and 99, the normal symbol is selected. The variable display time of the pattern is determined to be, for example, 1500 msec.

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

[0331] In this way, the variable display time of the normal pattern per variable display is the non-time-saving game state, A 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 game state. Among the game states, the time until the normal electric device 146 is released is the shortest.

[0332] 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 is the same as that of the normal symbol in the game, but is not limited to this.

[0333] [1-5. Details of processing related to time-saving game state] [1-5-1. Number of time-saving times set when time-saving hits] 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 winning judgment process is performed, the number of time reductions set will be the same. However, this is not limited to this, and the result of the special symbol hit determination process is "time-saving hit". The number of time-saving times set in this case is based on the game state when the special symbol hit determination process was performed. It may be determined accordingly.

[0334] In addition, even if the probability flag is set to ON and the game is in a high probability state, the special symbol hit judgment The result of the processing 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 section, control is executed to transition to the time-saving game state. For example, in the case of a pachinko machine called a ST machine, Like a game machine, when the variable display of the special pattern is executed for a specified number of times, a probability change flag In such ST machines, the high probability gaming state is 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 hit is performed later than the process of turning off the probability flag. At one time, the main CPU derives the display mode of the time reduction and then controls the time reduction game state to C. The control may be configured to:

[0335] [1-5-2. Duplication of time-saving game states] If multiple time-saving play states are set, the time-saving play states may overlap. For example, In the game state, if the result of the hit judgment process of the special pattern is "time-saving hit", A time-saving play The skill state and the C time-saving gaming 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, when the time-saving game state overlaps, the time-saving game state is executed in an overlapping manner. You can also set it so that the time-saving game state does not overlap (i.e., ignore the "time-saving hit"). In addition, in order to prevent the A time-saving game state and the B time-saving game state from overlapping, the A time-saving game state may be The A time-saving regulation number, which is the end condition of the A time-saving game state, is less than the ceiling value, which is the transition condition for the B time-saving game state. It is specified to be small.

[0336] When the time-saving game state overlaps, a mode of executing the time-saving game state in an overlapping manner and a mode of executing the time-saving game state in an overlapping manner The non-overlapping aspect will be described below.

[0337] [1-5-2-1. How to execute time-saving game states in layers] 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 one of the time-saving game states, the B time-saving game state, and the C time-saving game state, When a short win is won, the C time-saving game state is executed in a superimposed manner, and in the C time-saving game state, When the ceiling counter reaches the ceiling value, the B time-saving game state is executed in a overlapping manner. can be done.

[0338] [1-5-2-1-1. A mode of executing a C time-saving game state on a first time-saving game state] Any one of the time-saving game states A, B, and C When the "time-saving hit" is won in the "time-saving hit", the main CPU 201 displays the special symbol display unit 163, In this case, the main CPU 201 derives a display mode per time reduction in the display area 164. While maintaining the time-saving performance of the game state, a game that can be executed before the end condition of the time-saving game state is met The number of times the special pattern is displayed variably will be used as the number of times the time is reduced.

[0339] 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 will not switch to A time unless a "jackpot" is derived. The game is 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 and the number of time-saving times that can be executed based on this "time-saving win" is 50, you will receive a special Although the display mode of the time-saving winning is derived on the symbol display units 163 and 164, While maintaining the time-saving performance, the number of time-saving times from this point on will be 200 unless a "big hit" is derived. Therefore, among the time-saving game state A, the time-saving game state B, and the time-saving game state C, Even if you win a "time-saving hit" in one of the time-saving game states, the number of time-saving times and time-saving performance In appearance, it is the same as when the A time-saving game state continues without winning the "time-saving hit". It is.

[0340] 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 A time-saving game state is greater than the number of times remaining in the A time-saving game state, 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 with concrete 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-saving times that can be executed based on this "Time Shortening Win" will be increased by 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 times of time-saving from this point on is set to "Big Win". Unless "return" is derived, the remaining number of times in the time-saving game state A is 50. Even if the special symbol variable display is executed 0 times, when the A time-saving game state is 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.

[0341] [1-5-2-1-2. A method of overlapping a time-saving game state B with a time-saving game state C] When the ceiling counter reaches the ceiling value in the C time-saving game state, the main CPU 201 The display mode (i.e., , the result of the special symbol winning determination process) to execute control.

[0342] In the first pachinko game machine, the result of the winning judgment process of the special symbol does not include a small winning. However, in the following, we will explain the case where the result of the special pattern hit determination process includes a small hit. do.

[0343] First, in the final ceiling fluctuation, the result of the special pattern hit judgment process is "small hit" or "ha The case where there is a "deviation" will be described.

[0344] When the ceiling counter reaches the ceiling value during C time-saving game mode, the number of times B time-saving is exceeded. If the remaining number of time-saving games in the C time-saving game state is greater 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 the C time-saving game state, unless a "jackpot" is derived, the remaining number of time-saving The game is controlled to a time-saving gaming state until the bonus is consumed. To explain this with specific numbers, for example, 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, from here, while maintaining the time-saving performance of the C time-saving play state The number of time-saving times is 300 times unless a "big hit" is derived. Therefore, C time-saving play 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 shortened game state continues without the ceiling counter reaching the ceiling value. This is the same as in the case above.

[0345] On the other hand, when the ceiling counter reaches the ceiling value during the C time-saving game state, the B time-saving regulation number If the number of times is greater than the number of times remaining in the time-saving play state C, the main CPU 201 While maintaining the time-saving performance of the skill state, the number of B time-saving regulation times will be consumed unless a "big hit" is derived. The game is controlled to the time-saving game state until the time-saving game is completed. To explain this with specific numbers, for example, C time-saving When the remaining number of time-saving times in the game state is 20, the ceiling counter reaches the ceiling value and the B time-saving game starts. When the number of time-saving times that can be executed in the state is 300, the time-saving performance of the C time-saving game state is maintained. However, the number of time reductions from this point on will be 300 unless a "big hit" is derived. In other words, 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 the time-saving performance of the C time-saving game state is maintained, the difference between the two, 280 times, will be reached. A variable display of the special symbols is further performed throughout the reel.

[0346] In addition, when the variable display of the special symbol ends in the ceiling final 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 hit determination process. In other words, if the result of the special pattern hit determination process is a "small hit", the small hit table The display mode is derived, and if the result of the special symbol hit determination process is "miss", the 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-saving flag on even during the small win gaming state.

[0347] Next, in the final ceiling fluctuation, if the result of the special pattern hit judgment process is "time-saving hit" In other words, the conditions for transition to the B time-saving game state and the conditions for transition to the C time-saving game state at the final ceiling fluctuation are A case where the transition condition is satisfied will be described. In this case, the main CPU 201 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 is When the control of the state is started, and when the result of the hit determination process of the special symbol is displayed on the special symbol display unit 163,1 64 and then control of the B time-saving game state is started. do.

[0348] 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 hit is the special symbol display unit 163, At the time of being led to 164, it is already controlled to the B time-saving game state. Therefore, PU201 maintains the time-saving performance of the B time-saving game state, unless a "jackpot" is derived. Until the greater of the number of time-saving times between the B time-saving prescribed number of times and the C time-saving play state is consumed, The game is controlled to a time-saving play state.

[0349] Next, the result of the special symbol hit 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 hit 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 determining 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 greater of the B time-saving number of times and the C time-saving number of times will be erased. In this case, the time-saving function is maintained or the time-saving function is executed. When the condition for terminating the skill state is met, the time-saving game state may be terminated.

[0350] In addition, the conditions for transition to the B time-saving game state and the conditions for transition to the 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-saving gaming state is satisfied. When only the conditions for transition to the B time-saving transition display and the C time-saving play state are met, A special display effect different from the C time-saving transition display effect may be performed. Instead of this, for example, when the time-saving performance of the B time-saving game state is maintained, a B time-saving transition display is produced. If the time-saving performance of the C time-saving game state is maintained, a C time-saving transition display will be performed, etc. Priority is given to either the B time-saving transition display effect or the C time-saving transition display effect. It may also be stated as follows.

[0351] In addition, when the ceiling counter reaches the ceiling value in the C time-saving game state, When the result of the hit determination process of the special symbol is a "big hit", the main CPU 201 performs the C time reduction. The game state is ended, and the state is controlled to a big win game state without being controlled to a time-saving game state B.

[0352] [1-5-2-1-3. Time-saving performance when multiple time-saving game states are executed at the same time] The above is a mode in which a C time-saving game state is superimposed on one time-saving game state, and The above describes a mode in which the time-saving gaming state B is executed by overlapping the time-saving gaming state B with the other state.

[0353] In this way, if multiple time-saving game modes can be executed at the same time, the first one executed The time-saving function of the time-saving game state is maintained. The time-saving performance of the multiple executable time-saving game states may be different from each other, but they may be executed in parallel. It is preferable to make the time-saving performance of the multiple time-saving game states the same.

[0354] For example, if the specification allows the time-saving game state C to be executed on top of the time-saving game state I, It is preferable to make the time-saving performance of the time-saving game state of the same as that of the time-saving game state of the C In addition, if the specifications allow the time-saving play state to be overlapped with the time-saving play state of B, the time-saving play state of C is It is preferable that the time-saving performance of the game state and the time-saving performance of the B time-saving game state are made the same.

[0355] In addition, in pachinko machines that can execute multiple time-saving game modes at the same time, For example, the time-saving game state that can be executed after the time-saving game state that is being executed is as follows: For example, if a time-saving performance is different from the time-saving performance of the previously executed time-saving game state, The time-saving feature may be provided in 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 repeated manner, such as when activating the time-saving game state in Other time-saving capabilities may be activated.

[0356] For example, in a pachinko machine that can overlap a time-saving game state C with a time-saving game state B, 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 B. For example, when the ceiling counter reaches the ceiling value during a game, a time-saving function is activated. In a normal game state other than the time-saving game state, for example, when the ceiling counter reaches the ceiling value, If the threshold is reached, another time-saving function may be activated.

[0357] [1-5-3. Mode in which time-saving game states are not executed in succession] As a mode in which the time-saving game state is not executed in a superimposed manner, a "time-saving hit" is executed in the time-saving game state. 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 winning number is not included in the lottery target in the 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 even if the time-saving play state overlaps. A mode in which the technique states are not executed in a superimposed manner (hereinafter referred to as the "latter mode"). 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 prize during the time-saving game state, you can ignore this and continue playing in 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 that ignores this and the other that does not execute the B time-saving game state. The above two aspects that can be considered as the latter aspect will be described below.

[0358] [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 states A, B, and C In the case where the "time-saving hit" is won, as described above, the main CPU 201 The main CPU 20 outputs the display mode of the time reduction to the pattern display units 163 and 164. 1 is the variable display of the last special symbol in the first time-saving game state (hereinafter referred to as the "time-saving final variation"). Unless the player is in a "time-saving hit" state, the game will be played in a "time-saving hit" state without being controlled to a "C" time-saving game state. 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 final fluctuation of the time-saving game) is a transition to the C time-saving game state This is a condition that prevents this.

[0359] 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. In the case where one time-saving game state ends before the bonus, or the display mode of the time-saving win is the special symbol display section 163 , 164, when a time-saving game state ends, different control can be executed. do.

[0360] First, before the display mode for the time reduction is derived to the special pattern display units 163 and 164, When the game state is to end, the main CPU 201 derives the display mode of the time reduction win, and then Control of the time-saving gaming state begins.

[0361] Next, when the display mode for the time reduction is derived to the special pattern display section 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, When the end of the program is performed within the same interrupt process, the main CPU 201 In this case, 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 one time-saving game state. When the time-saving game state is set to the C time-saving game state, the main CPU 201 does not control the time-saving game state to the C time-saving game state. In this case, the process of deriving the display mode of the time-saving win is terminated. Performing this before processing will be a condition that prevents transition to the C time-saving game state.

[0362] On the other hand, the process of deriving (determining) the display mode of the time-saving hit is the end process of the time-saving game state. If the time-saving game state is to be ended after the time-saving game state, the main CPU 201 In this case, the main CPU 201 controls the time-saving game state of one of the time-saving game states. 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 one time-saving game state at the time when the display mode of the time-saving hit is derived. If unprocessed, the first time-saving game state is terminated without controlling to the C time-saving game state, and the first time If the process for ending the short play state has already been performed, the game is controlled to the time-shortened play state C.

[0363] [1-5-3-2. Mode in which the time-saving game state B is not executed in addition to the time-saving game state C] When the ceiling counter reaches the ceiling value in the C time-saving game state, the main CPU 201 The display mode (i.e., , the result of the special symbol winning determination process) to execute control.

[0364] First, in the final ceiling fluctuation, the result of the special pattern hit judgment process is "time-saving hit" or "small hit". We will now explain the cases where the result is a "yes" or a "no."

[0365] In the time-saving game state, the result of the special symbol hit judgment process in the final ceiling fluctuation is "time When the result is "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 times for time-saving play in the state is consumed.

[0366] 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 Depending on the program processing, the PU201 starts and stops the control of the B time-saving game state. Specifically, the end process of the time-saving game state C is the start process of the time-saving game state B. If the process is performed before the main CPU 201 ends the C time-saving gaming state, The time-saving game state is controlled to the B time-saving game state. On the other hand, the end process of the C time-saving game state is the start process of the B time-saving game state. If the process is performed after the process, the main CPU 201 does not control the game to the time-shortened gaming state B, but to the time-shortened gaming state C. That is, the main CPU 201 ends the short game state. At the time when the end process of the C time-saving game state is not yet processed, the game is 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 termination process of the time-saving game state C is controlled to the time-saving game state B. Anything done after the start process becomes a condition that prevents transition to time-saving game state B.

[0367] 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-saving gaming state and starts control of the big win gaming state.

[0368] [1-6. Main control processing] Next, various processes (various modules) executed by the main CPU 201 of the main control circuit 200 This article explains the contents of the rule. [1-6-1. Main control main processing] First, referring to FIG. 20 to FIG. 23, the main process ( The main control (main processing) will be described. FIG. 20 to FIG. 23 show the main control of the first pachinko game machine. 10 is a flowchart showing an example of a main control process.

[0369] First, the main CPU 201 judges 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 vector table address is set prior to S11.

[0370] If it is determined in S11 that the power interruption 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.

[0371] 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 shifts the process to S12.

[0372] 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 game permission flag is set to OFF. The main CPU 201 executes the process of S12. After that, the process proceeds to S13.

[0373] In S13, the main CPU 201 performs a wait process. The control circuit 300 is waiting for startup. In this case, the startup 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.

[0374] During the waiting for the sub-control circuit 300 to start, the main CPU 201 For example, the check process for the interrupt request signal, the output process for the WDT when an interrupt request signal occurs, It is also possible to perform output processing of various sensor initialization signals during timing.

[0375] In S14, the main CPU 201 checks whether the power failure before the start (the previous time) was a normal power failure. In this process, the power interruption detection flag stored in the power interruption detection flag area in the main RAM 203 is determined. Based on the value, it is determined whether the power interruption is normal or abnormal.

[0376] 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.

[0377] 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 advances the process to S17.

[0378] In S17, the main CPU 201 determines whether the collation result is abnormal or not.

[0379] If the collation result is not abnormal in S17, that is, if it is determined to be normal (S17 If the result of the determination is NO, the main CPU 201 advances the process to S22. The processing will be described later.

[0380] On the other hand, if the collation result is determined to be abnormal in S17, that is, abnormal ( If the determination in S17 is YES, the main CPU 201 transfers the process to S18.

[0381] 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 so, and either the setting key 174 or the backup clear switch 176 If either one is off, the determination is YES.

[0382] In S18, at least the setting key 174 and the backup clear switch 176 are If it is determined that neither of them is off, i.e., both are on (S18 is NO If the determination is affirmative, the main CPU 201 advances the process to S21. More details will be provided later.

[0383] 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.

[0384] 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.

[0385] In S20, the main CPU 201 displays an error on the performance display monitor 170 (see FIG. 6). This process is carried out by the I / O port 2 through which a signal is output to the performance display monitor 170. Set the data for error display to the output port of 05. This will display the performance display monitor A specific LED in the S2170 is turned on to display an error. After executing the process of 0, it enters an infinite loop.

[0386] 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, set key 174 and 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.

[0387] 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. The process is performed when the device is started abnormally, and the value indicating that the setting has been changed is stored again. After executing the process of S21, the main CPU 201 returns to S2. Move to 2.

[0388] In S22, the main CPU 201 detects the XINT detection flag The main CPU 201 clears the power interruption detection flag area and the power interruption detection flag area. After the process is executed, the process proceeds to S23.

[0389] 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 failure recovery / setting change / setting confirmation / RAM clear). Main C After executing the process of S23, the PU 201 shifts the process to S24.

[0390] In S24, the main CPU 201 performs a RAM setting process at startup. is a process for clearing the working area (volatile area) in the main RAM 203 that manages flags, etc. For example, the work area is constructed and addresses are set. This is done both at boot time and at initialization, and the backup area is not cleared. After executing the process of S24, the main CPU 201 shifts the process to S25.

[0391] In S25, the main CPU 201 performs a startup initial setting process. Initial setting process according to the current startup state (power failure recovery / setting change / setting confirmation / RAM clear) The startup initial setting process will be described later in detail with reference to FIG. After executing the process of S25, the main CPU 201 shifts the process to S26.

[0392] In S26, the main CPU 201 performs interrupt disable processing. After executing the process of S26, the process proceeds to S27.

[0393] In S27, the main CPU 201 performs a power cut process. After executing the process of S27, the process proceeds to S28. This will be described later with reference to 5.

[0394] 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.) The update process is performed. After executing the process of S28, the main CPU 201 returns to S29. Move to.

[0395] 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.

[0396] If it is determined in S29 that the game is not permitted (if S29 is determined to be NO), The in-CPU 201 shifts the process to S30.

[0397] On the other hand, if it is determined in S29 that the game is permitted (if S29 is determined to be YES), If so, the main CPU 201 shifts the process to S31.

[0398] In S30, the main CPU 201 performs an interrupt permission process. After executing the process of S30, the process returns to S26 and the processes from S26 onwards are executed.

[0399] In S31, the main CPU 201 performs a register save process. After executing the process of S31, the process proceeds to S32.

[0400] 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 separate from the work area in .03 (outside the area). After executing the process of S32, the process proceeds to S33.

[0401] In S33, the main CPU 201 restores the registers saved in S31. After executing the process of S33, the main CPU 201 advances the process to S34.

[0402] In S34, the main CPU 201 performs an interrupt permission process. After executing the process of S34, the process proceeds to S35.

[0403] In S35, the main CPU 201 determines whether or not 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 msec). It is ec.

[0404] If it is determined in S35 that the system cycle time has not elapsed (S35 is determined as NO), If the above is the case, the main CPU 201 returns the process to S26 and performs the processes from S26 onward. cormorant.

[0405] On the other hand, if it is determined in S35 that the system cycle time has elapsed (YES in S35), If so, the main CPU 201 transfers the process to S36.

[0406] In S36, the main CPU 201 writes to 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 advances the process to S37.

[0407] In this embodiment, various processes related to game control, which will be described later, are performed in the main control process. Before executing the process (for example, the process of S37 to S44), an interrupt disabled period (for example, 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.

[0408] In S37, the main CPU 201 performs an update process for the system timer. The timer is a timer that manages the system period (for example, 6 msec). System timer The value is stored in the system period management timer area in the working area of ​​the main RAM 203. After executing the process of S37, the main CPU 201 shifts the process to S38.

[0409] In S38, the main CPU 201 performs a main control command transmission / reception process. In the main CPU 201, command transmission and reception processing for payout control is mainly performed. After executing the process of S38, the process proceeds to S39.

[0410] In S39, the main CPU 201 performs special symbol control processing. The process for the special symbol game is performed. For details of the special symbol control process, see FIG. After executing the process of S39, the main CPU 201 returns to S4 Move to 0.

[0411] In S40, the main CPU 201 performs normal symbol control processing. The process related to the normal symbol game is carried out. For details of the normal symbol control process, see FIG. After executing the process of S40, the main CPU 201 returns to S40. Move to 41.

[0412] 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 performs setting processing of 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.

[0413] In S42, the main CPU 201 performs a game information data generation process. External terminal board pulse signal control processing, output data setting processing, test firing signal generation processing The process of generating the test firing signal is different from the working area in 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.

[0414] In S43, the main CPU 201 performs a port output process. The output data is set (transferred) to the main output port 206 (see FIG. 6). After executing the process of S43, the CPU 201 advances the process to S44.

[0415] In S44, the main CPU 201 performs a state monitoring process. The process includes a placement judgment process, a game abnormality detection judgment process, and a payout abnormality detection judgment 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 detected, 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. Then, the process returns to step S26 and the subsequent steps are carried out.

[0416] [1-6-2. Initial setting process at startup] Next, referring to FIG. 24, the main control main process (see FIGS. 20 to 23) is performed in S25. 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.

[0417] First, the main CPU 201 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.

[0418] In S52, the main CPU 201 checks whether the value of the start control flag is a value indicating power recovery. It is determined whether or not

[0419] 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 transfers the process to S54.

[0420] 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 transfers the process to S53.

[0421] In S53, the main CPU 201 performs a second normal game pre-processing. Details of the pre-skill process will be described later with reference to FIG. 50. Then, the game permission flag is set to ON, and the game is permitted. After executing the process of S53, the startup initial setting process is terminated and the process returns to the main control process (see Figure 1). 20~See Figure 23).

[0422] In S54, the main CPU 201 determines whether the value of the start control flag is changed or confirmed. It is determined whether the value indicates approval.

[0423] In S54, the value of the start 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.

[0424] On the other hand, if the value of the start status flag in S54 indicates a setting change or setting confirmation, If so (YES in S54), the main CPU 201 advances the process to S55. Move.

[0425] In S55, the main CPU 201 executes a transmission reservation process for the setting operation command. The setting operation command reserved for transmission in this process will be sent during the next system timer interrupt process. In the performance control command transmission process (see S336 in FIG. 46 described later), After executing the process of S55, the main CPU 201 executes the startup initial setting process. Then, the process is returned to the main control process (see FIGS. 20 to 23).

[0426] In S56, the main CPU 201 performs a first normal game pre-processing. The details of the pre-skill process will be described later with reference to FIG. 49. Then, the game permission flag is set to ON, and the game is permitted. After executing the process of S56, the startup initial setting process is terminated and the process returns to the main control process (see Figure 1). 20~See Figure 23).

[0427] [1-6-3. Electrical cut processing] Next, referring to FIG. 25, the process performed in S27 of the main control main process (see FIGS. 20 to 23) FIG. 25 shows a power cut process in the first pachinko game machine. 1 is a flowchart illustrating an example.

[0428] First, the main CPU 201 determines whether the XINT detection flag is on (S 61).

[0429] If it is determined in S61 that the XINT detection flag is not on (S61 is determined as NO), In this case, the main CPU 201 ends the power cut processing and returns the processing to the main control main processing (FIG. 20 ~See Figure 23).

[0430] On the other hand, if it is determined in S61 that the XINT detection flag is on (S61 is Y If the determination is ES, the main CPU 201 shifts the process to S62.

[0431] In S62, the main CPU 201 performs a process of calculating a checksum value. After executing the process of S62, the PU 201 shifts the process to S63.

[0432] In step S63, the main CPU 201 checks the checksum value and the value of the power interruption detection flag. , and are stored in corresponding predetermined storage areas in the main RAM 203. The main CPU 201 executes the process of S63. After executing the above, the process proceeds to S64.

[0433] In S64, the main CPU 201 performs a process of clearing the XINT detection flag. After executing the process of S64, the main CPU 201 executes the RAM access inhibition value setting process. After executing the process of S65, the main CPU 201 executes the process. Move to S66.

[0434] In S66, the main CPU 201 repeats the CPU reset waiting process until the power is cut off. vinegar.

[0435] [1-6-4. Special symbol control processing] Next, referring to FIG. 26, the main control main process (see FIGS. 20 to 23) is performed in S39. The special symbol control process in the first pachinko gaming machine will be described. 13 is a flowchart showing an example of a design control process.

[0436] As shown in FIG. 26, the main CPU 201 first determines whether or not a special symbol is to be displayed in S71. Load the control state number. The control state number of the special symbol is the variable display of the special symbol (special symbol This number indicates the status of the control process related to the game. After executing the process of S71, the process proceeds to S72.

[0437] Although not shown, when executing the special symbol control process, the main CPU 201 Prior to the processing of S71, the address of the work area of ​​the special symbol in the main RAM 203 is allocated. The address setting process is performed to set the address in a specific register.

[0438] Also, although not shown, the main CPU 201 executes the special symbol control process. Also, the number of reserved first special symbols and the number of reserved second special symbols are checked. Then, the main CPU 201 determines whether the number of reserved first special symbols or the number of reserved second special symbols is If all of these remain at "0" for a certain period of time, the program will start sending a demo command. The demo display command scheduled for transmission in this process will be sent at the next system timer interrupt process. In the performance control command transmission process (see S322 in FIG. 45 below) during the processing, When the sub-control circuit 300 receives the demo display command, The sub-CPU 301 performs a demo display.

[0439] In S72, the main CPU 201 determines the control state number of the special symbol loaded in S71. It is determined whether or not it is 0, that is, whether or not the state is waiting for the variable display of the special pattern.

[0440] If it is determined in S72 that the control number of the special symbol is not 0 (if S72 is determined to be NO), In this case, the main CPU 201 advances the process to S75.

[0441] On the other hand, if it is determined in S72 that the control number of the special symbol is 0 (S72 is YE In the case of S determination, the main CPU 201 shifts the process to S73.

[0442] In S73, the main CPU 201 determines whether the second special symbol is to be variably displayed or not. In other words, it is determined whether or not the start information for the second special pattern is on hold.

[0443] In S73, the second special symbol does not start to be displayed in a variable manner, i.e., the start information of the second special symbol If it is determined that the call is not on hold (if S73 is a NO judgment), the main CPU 201 Then, the process proceeds to S74.

[0444] On the other hand, in S73, the second special symbol starts to be displayed in a variable manner, i.e., the second special symbol starts to be displayed in a variable manner. If it is determined that the dynamic information is reserved (if S73 is judged as YES), the main CPU 201 transfers the process to S75.

[0445] In S74, the main CPU 201 determines whether the first special symbol is to be variable-displayed or not. In other words, it is determined whether or not the start information for the first special pattern is on hold.

[0446] In S74, the first special symbol does not start to be displayed in a variable manner, i.e., the start information of the first special symbol If it is determined that the request is not held (if S74 is a NO judgment), the main CPU 201 ends the special symbol control process and returns the process to the main control process (see Figs. 20 to 23). .

[0447] On the other hand, in S74, the first special symbol starts to be displayed in a variable manner, i.e., the first special symbol starts to be displayed in a variable manner. If it is determined that the dynamic information is reserved (if S74 is judged as YES), the main CPU 201 transfers the process to S75.

[0448] In S75, the main CPU 201 performs special symbol management processing. The details of the process will be described later with reference to FIG. After the process is executed, the special symbol control process is terminated and the process is returned to the main control process (Fig. 20 to Fig. 23). Return to the previous page (see reference).

[0449] In addition, the main CPU 201 sets an interruption prohibited section and executes the above-mentioned special symbol con...

Claims

[Claim 1] In a gaming machine capable of variably displaying identification symbols, A performance execution means for executing a performance; A game state control means for shifting a game state and controlling the shifted game state; A variable identification symbol display control means for displaying the first identification symbol or the second identification symbol among the identification symbols in a variable manner for a predetermined period of time and then displaying the first identification symbol or the second identification symbol in a stationary manner; A specific symbol display control means capable of displaying a specific symbol in a variable manner for a predetermined time and then displaying a specific stationary symbol in a stationary manner; An auxiliary variable device control means capable of controlling to drive an auxiliary variable device when a specific stop pattern is stopped and displayed by the specific pattern display control means; Equipped with The game state control means includes: The game state can be controlled to any one of the game states including at least a normal game state, a specific game state different from the normal game state, a special game state which is a game state different from the normal game state and the specific game state and can provide a player with a predetermined benefit when a special condition is satisfied, and a predetermined game state which can provide a player with a lesser benefit than the special game state when a predetermined condition different from the special condition is satisfied; In the specific game state, if a termination condition is satisfied when the variable display of the identification symbol ends, the game state can be transitioned to the normal game state. The performance execution means includes: A performance mode execution means for executing one of a plurality of types of performance modes; a performance mode selection means for selecting the performance mode to be executed by the performance mode execution means; having The performance mode execution means includes: In the specific game state, the game can be executed in any one of a plurality of specific performance modes including at least a first specific performance mode and a second specific performance mode different from the first specific performance mode; The performance mode selection means includes: When a predetermined selection condition is established, at least one of the first specific presentation mode and the second specific presentation mode is selectable by a player; The performance mode execution means includes: When the special condition is satisfied by the variable display of the identification symbol executed in the specific game state, the presentation mode executed when the special condition is satisfied can be continuously executed in the specific game state after the special game state ends. The specific symbol display control means When the specific game state is controlled, the specific symbol can be displayed variably at a specific time. The identification pattern variable display control means When the specific game state is terminated, the second identification symbol can be changed for a first change time that is shorter than the specific time, When the specific game state is ended, the second identification symbol can be displayed for a longer stop time than when the specific game state is not ended, The performance execution means includes: When the second identification symbol is variably displayed according to the first variation time, different effects can be executed depending on whether the stop mode of the second identification symbol satisfies the special condition or does not satisfy the special condition; The game state control means includes: When the second identification symbol for which the predetermined condition may be satisfied is changed while the specific game state is being controlled, the game state can be controlled to either transition to the normal game state after the end of the specific game state or to continue the specific game state after the end of the specific game state. A gaming machine characterized by:

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