Pachinko machine

By implementing a system that dynamically sets the game state to various short-game states post-special game, the gaming machine addresses the lack of variability in existing systems, enhancing player interest through dynamic gameplay.

JP7686026B2Active Publication Date: 2025-05-30HEIWA CORP
View PDF 6 Cites 0 Cited by

Patent Information

Application Number
JP2023033253
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-03-03
Publication Date
2025-05-30
Estimated Expiration
2043-03-03

AI Technical Summary

Technical Problem

Existing gaming machines lack the variability in game states post-special game, which can lead to decreased player interest as games become less dynamic with advanced diversification.

Method used

The gaming machine introduces a system where the game state after a special game can be set to one of several short-game states, each with varying frequencies of executing a variable display, allowing for rich variations in gameplay and enhancing player interest.

Benefits of technology

This approach enhances player engagement by creating a dynamic gaming environment where the frequency and type of variable displays change, maintaining high player interest even with advanced game diversification.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007686026000001
    Figure 0007686026000001
  • Figure 0007686026000002
    Figure 0007686026000002
  • Figure 0007686026000003
    Figure 0007686026000003
Patent Text Reader

Abstract

To provide a game machine that can increase interest of a player.SOLUTION: In a first time-shortening game state set after the end of a special game based on the derivation of a first lottery result in a non-time-shortening game state, when the first lottery result is derived, the first time-shortening game state is set after the end of the special game based on the derivation. In a first time-shortening game state set after the end of a special game based on the derivation of the first lottery result or a second lottery result when a specific number of times is reached, when the first lottery result is derived, a second time-shortening game state is set after the end of the special game based on the derivation.SELECTED DRAWING: Figure 10
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] Conventionally, as this type of gaming machine, a win-lose lottery for determining whether to execute a special game is performed based on the entry of a game ball into a start winning opening provided in a game area, and a special symbol indicating the result of the win-lose lottery is determined. At the same time, a variable display of the special symbol is executed, and a stop display of a specific symbol (big win symbol) indicating that the result of the above win-lose lottery is to execute a special game (winning a big win) is performed, whereby a special game in which many prize balls can be obtained is executed. Such gaming machines are known. In such a gaming machine, in order to enhance the interest of the player, a non-time-saving game state and a time-saving game state with different settings regarding the entry of a game ball into a predetermined start winning opening are provided. When a predetermined specific symbol is determined, the game state after the end of the special game is set to the time-saving game state (see Patent Documents 1 and 2). In recent years, in order to enhance the interest of the player, in the above win-lose lottery, in addition to the lottery result indicating the execution of a special game, a specific lottery result indicating the setting of the time-saving game state without going through the special game can be derived. A gaming machine has also been devised in which a stop display of a time-saving symbol indicating the specific lottery result is performed in the non-time-saving game state, thereby setting the time-saving game state without going through the special game (see Patent Document 3).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Patent Document 2

Patent Document 3

Summary of the Invention

Problems to be Solved by the Invention

[0004] According to the gaming machine as described above, although the player's interest can be enhanced, in recent years when the diversification of games has advanced, the appearance of a gaming machine capable of imparting a gaming property that can further enhance the player's interest has been desired.

[0005] Therefore, the present invention has been made in view of the above-described circumstances, and an object thereof is to provide a gaming machine capable of enhancing the player's interest.

Means for Solving the Problems

[0006] In order to achieve the above-described object, the present invention is configured as follows. (1) The present invention includes Based on the entry of a game ball into a start area where the game ball can enter, lottery means capable of deriving either a first lottery result or a second lottery result, variable display means capable of executing a variable display based on the lottery result, special game execution means capable of executing a special game advantageous to the player based on the derivation of the lottery result, and setting means capable of setting any one of a plurality of game states. As the plurality of game states, relatively a specific start area among the start areas a non-time-limited game state in which it is difficult for game balls to enter, and relatively the a specific start areaA gaming machine having a short-game state in which game balls easily enter, and in the short-game state, either a first number of times or a second number of times greater than the first number of times can be set as the number of times of executing the variable display when the short-game state ends. The short-game state in which the first number of times is set is the first short-game state, and the short-game state in which the second number of times is set is the second short-game state. In the non-short-game state, when the first lottery result is derived, the first short-game state is set after the end of the special game based on the derivation. However, when the second lottery result is derived, the second short-game state is set after the end of the special game based on the derivation. In the second short-game state, when either the first lottery result or the second lottery result is derived, the second short-game state can be set after the end of the special game based on the derivation. However, when the number of times the first lottery result or the second lottery result is derived in the second short-game state reaches a specific number of times, the first short-game state is set after the end of the special game based on the derivation. In the first short-game state set after the end of the special game based on the derivation of the first lottery result in the non-short-game state, when the first lottery result is derived, the first short-game state is set after the end of the special game based on the derivation. In the first short-game state set after the end of the special game based on the derivation of the first lottery result or the second lottery result when the specific number of times is reached, when the first lottery result is derived, the second short-game state is set after the end of the special game based on the derivation.

[0007] According to the gaming machine of the present invention, the gaming state set after the end of the special game can be made rich in variations, so that it is possible to enhance the interest of the player.

[0008] (2) Further, in the gaming machine according to the present invention, the second lottery result may be made more difficult to derive than the first lottery result.

Effect of the Invention

[0009] According to the present invention, it is possible to provide a gaming machine capable of enhancing the interest of players.

Brief Description of the Drawings

[0010]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Figure 11

Figure 12

Figure 13

Figure 14

Figure 15

Figure 16

Figure 17

Figure 18

Figure 19

Figure 20

Figure 21

Figure 22

Figure 23

Figure 24

Figure 25

Figure 26

Figure 27

Figure 28

Figure 29

Figure 30

Figure 31

Figure 32

Figure 33

Figure 34

Figure 35

Figure 36

Figure 37

Figure 38

Figure 39

Figure 40

Figure 41

Figure 42

Figure 43

Figure 44

Figure 45

Embodiments for Carrying Out the Invention

[0011] Hereinafter, embodiments of the present invention will be described with reference to the drawings. (External Configuration of Pachinko Machine P) The gaming machine according to this embodiment is a pachinko machine P that uses game balls as gaming media. Although not particularly shown, in a game parlor where the pachinko machine P is installed, a plurality of pachinko machines P are arranged side by side in an installation area of the gaming machine called an island, and a game ball lending device for lending out game balls is installed adjacent to each pachinko machine P. Also, each pachinko machine P is connected to a corresponding game ball lending device R. The game ball lending device R is capable of inserting a storage medium (card) in which value information necessary for inserting paper money and lending out game balls is stored. Then, after inserting paper money (or inserting a card) into the game ball lending device R and performing a predetermined operation on the pachinko machine P, it is possible to receive the lending of game balls from the game ball lending device R.

[0012] As shown in FIG. 1 or FIG. 2, the pachinko machine P according to this embodiment is a rectangular frame fixed to the island, and includes a machine frame 1 having a hollow portion (not particularly shown), and a rectangular frame that is attached to the machine frame 1 so as to be openable and closable by a hinge mechanism (not particularly shown), and has a hollow portion (not particularly shown), a main body frame 2, and a front door 3 that is attached to the main body frame 2 so as to be openable and closable by a hinge mechanism (not particularly shown) and has an opening (not particularly shown) formed in the front.

[0013] As shown in FIG. 1, a speaker as an audio output device 10 is provided at the lower left portion of the machine frame 1. Also, a game board 11 for forming a game area 12 is accommodated in the hollow portion of the main body frame 2. Further, the front door 3 is provided with a transparent plate 4 that covers the opening, an upper tray 6 and a receiving tray 7 that are located below the transparent plate 4 and can receive game balls, an operation handle 5 that is attached to the right of the receiving tray 7 and is used to perform a game ball launching operation, and speakers as audio output devices 10 that are attached one by one to the upper left and upper right of the transparent plate 4.

[0014] In this pachinko machine P, when the main body frame 2 is closed with respect to the machine frame 1 and further the front door 3 is closed, a transparent plate 4 is positioned with a gap in front of the game board 11. As a result, the game board 11 located at the rear can be visually recognized through the transparent plate 4.

[0015] Also, the upper tray 6 is configured to guide game balls lent out by the game ball lending device R and prize balls paid out from the pachinko machine P. The upper tray 6 can receive a predetermined amount of game balls. When the upper tray 6 is full of game balls, the game balls lent out or paid out thereafter are guided to the saucer 7. Further, although not particularly shown, a discharge hole for discharging the stored game balls and an opening / closing plate capable of opening and closing the discharge hole are provided on the bottom surface of the saucer 7. In a normal state, although the discharge hole is closed by the opening / closing plate, by moving the opening / closing lever 8 (see FIG. 1) attached integrally with the opening / closing plate in the lateral direction, the opening / closing plate also moves in the same direction and the discharge hole is opened. As a result, the game balls can be dropped from the discharge hole and discharged outside the saucer 7.

[0016] Also, the operation handle 5 is formed so that a player can rotate it in a predetermined direction. When the player rotates the operation handle 5, the game balls received in the upper tray 6 are sent to a launching device (not particularly shown), and the game balls are launched toward the game area 12 by the launching device with an intensity corresponding to the rotation angle of the operation handle 5. The game balls launched in this way are guided by a pair of rails 13a, 13b fixed to the game board 11 and ascend to reach the game area 12.

[0017] Here, the game area 12 is a portion of the space formed between the game board 11 and the transparent plate 4 in a state where the main body frame 2 and the front door 3 are closed with respect to the machine frame 1, which is partitioned into a substantially circular shape by a pair of rails 13a, 13b fixed to the game board 11 and is an area where the game balls can flow down. As shown in FIG. 3, this game area 12 is composed of a first game area 12a, which is the area on the left as viewed from the player facing the pachinko machine P, and a second game area 12b, which is the area on the right as viewed from the player facing the pachinko machine P. These two game areas 12 are designed such that the possibility of a game ball entering varies depending on the firing intensity of the firing device. Specifically, when the firing intensity of the firing device is less than a predetermined intensity (an intensity such that the game ball fired by the firing device does not reach the highest point of the game area 12), the game ball enters the first game area 12a. On the other hand, when the firing intensity of the firing device is equal to or greater than the predetermined intensity (an intensity such that the game ball fired by the firing device can reach the highest point of the game area 12), the game ball enters the second game area 12b.

[0018] Also, as shown in FIG. 3, inside this game area 12, there are a windmill and a number of nails for making the flow direction of the game ball irregular, a general winning hole 14 into which the game ball can enter, a first start winning hole 15 and a second start winning hole 16 as starting areas, a gate 20 through which the game ball can pass, an attacker device 17 that operates when a predetermined condition is met, an out hole 19 for guiding the game ball outside the game area 12, and an effect display device 21 as an effect device for performing effects as the game progresses. Note that in FIG. 3, only some of the nails are shown, and the other nails are omitted.

[0019] As shown in FIG. 3, the general winning hole 14 is provided at a position slightly to the left from the lower center of the game area 12. When a game ball enters the general winning hole 14, a predetermined number (five in this embodiment) of prize balls are paid out. Note that the number of installation and the installation position of the general winning hole 14 are not particularly limited.

[0020] As shown in FIG. 3, the first start winning hole 15 is provided at a position slightly below the center of the game area 12. In the pachinko machine P according to this embodiment, only the game balls flowing down through the first game area 12a can enter the first start winning hole 15, and the game balls flowing down through the second game area 12b cannot enter.

[0021] As shown in FIG. 3, the gate 20 is provided at the upper part of the second game area 12b (a position slightly above the center of the right part of the game area 12). In the pachinko machine P according to this embodiment, only the game balls flowing down in the second game area 12b can pass through the gate 20, and the game balls flowing down in the first game area 12a cannot pass through the gate 20. Further, almost all of the game balls that enter the second game area 12b are configured to pass through the gate 20. When the game ball passes through the gate 20, a lottery for a normal symbol described later is performed. And when the result of the lottery of the normal symbol is a winning, a movable piece 16b described later protrudes for a predetermined time.

[0022] Below the gate 20, as shown in FIG. 3, a second start winning opening 16 and a flat plate-shaped movable piece 16b (normal electric accessory) that can protrude and retract with respect to the game board 11 are provided side by side. The upper surface of the movable piece 16b is formed to be downwardly inclined from the right end to the left end in a state of protruding from the game board 11. Immediately below the gate 20, the right end of the movable piece 16b is positioned, and the second start winning opening 16 is arranged to the left of the left end of the movable piece 16b. The second start winning opening 16 has a cup shape that opens upward, and the game balls that reach the opening enter the second start winning opening 16. Further, in the pachinko machine P according to this embodiment, the time (hereinafter, also referred to as the opening arrival time) until the game ball at the right end of the upper surface of the movable piece 16b reaches the opening of the second start winning opening 16 is configured to be approximately 0.3 seconds. And in a state where the movable piece 16b protrudes from the game board 11 (hereinafter, also referred to as the protruding state), the upper surface of this movable piece 16b functions as a guide member that guides the game ball to the opening of the second start winning opening 16 (see FIG. 4(b)). On the other hand, in a state where the movable piece 16b is immersed in the game board 11 (hereinafter, also referred to as the immersed state), the movable piece 16b cannot guide the game ball to the opening of the second start winning opening 16 (see FIG. 4(a)). In addition, only the game balls flowing down in the second game area 12b can enter the second start winning opening 16, and the game balls flowing down in the first game area 12a cannot enter.

[0023] Note that the second start winning opening 16 and the movable piece 16b are not limited to the above-described configuration. For example, with respect to the second start winning opening 16, as the movable piece 16b, a blade member that can rotate in the left-right direction around an axis orthogonal to the game board 11 and open and close the second start winning opening 16 may be provided. Specifically, when the movable piece 16b (blade member) is closed, the second start winning opening 16 is in a closed state, and it is impossible for game balls to enter the second start winning opening 16. On the other hand, when the movable piece 16b opens, the second start winning opening 16 is in an open state, and this movable piece 16b functions as a guide member that guides game balls toward the second start winning opening 16, so that game balls can enter the second start winning opening 16. Also, the movable piece 16b may be a lid member that rotates in the front-rear direction around an axis horizontal to the game board 11 to open and close the second start winning opening 16, or a shutter member that slides in the vertical direction to open and close the second start winning opening 16.

[0024] Note that the installation positions of the first start winning opening 15 and the second start winning opening 16 are not particularly limited. For example, the first start winning opening 15 and the second start winning opening 16 may be arranged at positions where it is easy for game balls flowing down in any of the game areas 12 (the first game area 12a and the second game area 12b) to enter.

[0025] When a game ball enters the first start winning opening 15 or the second start winning opening 16, a predetermined number of prize balls are paid out, and a win / loss lottery for determining whether or not a jackpot described later is won (hereinafter also referred to as the win / loss of the jackpot) is conducted. According to the result of the win / loss lottery, one special symbol is determined from a plurality of predetermined special symbols. A plurality of types of special symbols can be determined, and game benefits such as the execution of a special game advantageous to the player are provided according to the type of the determined special symbol. In addition, the number of prize balls paid out based on the entry of a game ball into the first start winning opening 15 or the second start winning opening 16 is not particularly limited as long as it is one or more, and can be any number. Also, for the first start winning opening 15 (the start winning opening without the movable piece 16b) and the second start winning opening 16 (the start winning opening with the movable piece 16b), the number of prize balls may be the same or different. In the pachinko machine P according to this embodiment, the number of prize balls paid out based on the entry of a game ball into the first start winning opening 15 is three, and the number of prize balls paid out based on the entry of a game ball into the second start winning opening 16 is one.

[0026] As shown in FIG. 3, the attacker device 17 is provided substantially at the center of the right part of the game area 12 (below the second start winning opening 16 and the movable piece 16b). This attacker device 17 includes a large winning opening 18 into which a game ball can enter, and an opening / closing door 18b that opens and closes the large winning opening 18. In the normal state, since the opening / closing door 18b is closed and the large winning opening 18 is closed, it is impossible for a game ball to enter the large winning opening 18. However, when the above-mentioned special game is executed, the opening / closing door 18b opens and the large winning opening 18 is opened, enabling a game ball to enter the large winning opening 18. Specifically, during the above-mentioned special game, a round game in which the large winning opening 18 is opened is executed multiple times. When one game ball enters the large winning opening 18, a predetermined number (15 in this embodiment) of prize balls are paid out. Also, as shown in FIG. 3, game balls flowing down the second game area 12b can enter the large winning opening 18, and game balls flowing down the first game area 12a cannot enter. Although not particularly shown, nails, windmills, etc. are arranged so that almost all game balls flowing down the second game area 12b can reach the large winning opening 18 except for those that enter the second start winning opening 16. Therefore, as long as the large winning opening 18 is in an open state, if game balls are continuously launched, the game balls will enter the large winning opening 18.

[0027] Furthermore, as shown in FIGS. 5(a) and 5(b), inside the attacker device 17, a rolling path 51 is provided along which the game balls that have entered the big winning opening 18 can roll toward the left. This rolling path 51 branches into an upper passage 52 and a lower passage 53 at a predetermined position in the rolling direction. At the end of the upper passage 52, a general area 58 is provided into which the game balls that have entered the big winning opening 18 can enter, and at the end of the lower passage 53, a specific area 57 is provided into which the game balls that have entered the big winning opening 18 can enter (see FIGS. 5(a) and 5(b)).

[0028] Also, as shown in FIGS. 5(a) and 5(b), at the position where the rolling path 51 branches into the upper passage 52 and the lower passage 53, a sorting member 59 for sorting the game balls into either the upper passage 52 or the lower passage 53 is provided. This sorting member 59 is rotatable about an axis orthogonal to the game board 11 and is displaceable between a first position where it opens the path to the upper passage 52 and blocks the path to the lower passage 53, and a second position where it blocks the path to the upper passage 52 and opens the path to the lower passage 53. Then, the game balls that have entered the big winning opening 18 enter the upper passage 52 and then enter the general area 58 when the sorting member 59 is in the first position, and enter the lower passage 53 and then enter the specific area 57 when the sorting member 59 is in the second position. In the pachinko machine P according to this embodiment, the sorting member 59 is always in the first position. Therefore, during the above-mentioned special game, all the game balls that have entered the big winning opening 18 enter the general area 58.

[0029] Although not particularly shown, the attacker device 17 is provided with a specific area discharge port for discharging the game balls that have entered the specific area 57 outside the big winning opening 18 (on the back side of the game board 11), and a general area discharge port for discharging the game balls that have entered the general area 58 outside the big winning opening 18 (on the back side of the game board 11).

[0030] And in the pachinko machine P according to this embodiment, the game state after the end of the special game is set according to the type of special symbol determined when a jackpot is won. As will be described later, in the pachinko machine P according to the present embodiment, regardless of which special symbol is determined, after the end of the special game, a high-probability game state, which is a game state relatively advantageous to the player, and a high-probability short-time game state, which is a game state combining the short-time game state described later, are set. Regarding the game state set after the end of the special game, it will be described in detail later.

[0031] Note that the game state set after the end of the special game may be set according to the game result during the special game, rather than according to the type of special symbol determined at the time of winning a jackpot. For example, for each type of special symbol determined at the time of winning a jackpot, the opening / closing mode (opening / closing pattern) of the opening / closing door 18b and the operation mode (operation pattern) of the distribution member 59 in the round game executed during the above-mentioned special game are set. When a predetermined number (for example, one) of game balls enter the specific area 57 during the special game (during a specific round game), the game state after the end of the special game is set to the above-mentioned high-probability short-time game state. When a predetermined number of game balls do not enter the specific area 57 during the special game (that is, when all the game balls that entered the big winning opening 18 entered the general area 58), the game state after the end of the special game may be set to a low-probability short-time game state, which is a game state combining a low-probability game state, which is a game state relatively disadvantageous to the player, and a short-time game state.

[0032] As shown in FIG. 3, the out port 19 is provided at the lowermost part of the game area 12 and receives game balls that did not enter any of the general winning opening 14, the first start winning opening 15, the second start winning opening 16, and the big winning opening 18. Then, the game balls received by the out port 19 are guided to the back side of the game board 11 and collected.

[0033] As shown in FIG. 3, the effect display device 21 is provided substantially at the center of the game area 12. In the pachinko machine P according to this embodiment, a liquid crystal display device is used as this effect display device 21. Further, the effect display device 21 is provided with a display unit 21a for displaying images such as moving images and still images. In this display unit 21a, in addition to the background image being displayed, the effect symbols 50 (dummy symbols) are variably displayed, and a variable effect for notifying the player of the result of the win / loss lottery is performed according to the stop display mode of each effect symbol 50. Note that the effect display device 21 is not limited to a liquid crystal display device. For example, a drum-type display device that performs various displays using a plurality of drums with symbols attached to the outer periphery may be used.

[0034] The pachinko machine P according to this embodiment includes, as an effect device, in addition to the effect display device 21, a speaker as the above-described audio output device 10 and a lamp (see FIG. 1) as an effect lighting device 23 that performs effects by emitting light in various colors and lighting patterns. Note that the effect device is not limited to these. For example, an effect character device that moves in various timings and modes may be provided.

[0035] Further, at a position in front of the upper tray 6, an effect operation device 9 is provided that allows the player to operate to advance or switch effects executed during the game or during standby. The effect operation device 9 in this embodiment is composed of an operation dial 9a that is a circular ring-shaped frame body and can be rotated, and an operation button 9b that is fitted into the operation dial 9a and can be pressed. Then, when a rotation operation of the operation dial 9a or a pressing operation of the operation button 9b is performed while a predetermined effect is being executed by the effect display device 21, various effects such as variable effects progress or switch to different displays. Note that the effect operation device 9 is not limited to the operation dial 9a, the operation button 9b, etc. A cross key or the like that allows input in the up, down, left, and right directions may be provided. Further, an effect operation device 9 such as the operation dial 9a and the operation button 9b may be provided, and the above-described cross key may be provided separately.

[0036] Also, as shown in FIG. 3, at the lower right part of the game board 11 and outside the game area 12, as a device for displaying various situations regarding the game (hereinafter also referred to as the main display device), a first special symbol display device 30, a second special symbol display device 31, a first special symbol retention display device 38, a second special symbol retention display device 39, a normal symbol display device 32, and a normal symbol retention display device 33 are provided.

[0037] Also, as described above, in the pachinko machine P according to this embodiment, a game ball lending device R is electrically connected, but operations on the game ball lending device R such as lending out game balls and discharging cards are made acceptable by the pachinko machine P. Therefore, as shown in FIG. 1, the pachinko machine P is provided with a value information display device 35 for displaying value information (remaining balance information) stored in the card, a ball lending button 36 that can be pressed, and a card return button 37 that can be pressed.

[0038] (Configuration of the control means of the pachinko machine P) Next, the control means for controlling the game and effects of the pachinko machine P will be described. The above-described control means is constituted by various control boards. Specifically, as shown in FIG. 6, a main control board 100 for controlling the basic operation of the game of the pachinko machine P, a launch payout control board 200 for controlling the launch of game balls and the payout of bonus balls, a sub-control board 300 for controlling various effects, and a game ball lending control board 400 for relaying operations to the game ball lending device R are provided.

[0039] Also, as shown in FIG. 6, the launch payout control board 200 and the sub-control board 300 are connected to the main control board 100, and the game ball lending control board 400 is connected to the launch payout control board 200. Further, an external information terminal board 500 for outputting various information during the progress of the game to the outside of the pachinko machine P (for example, a hall computer in the game arcade, etc.) is connected to the main control board 100 and the launch payout control board 200. In the pachinko machine P according to this embodiment, as described above, the launch payout control board 200 controls both the launch of the game balls and the payout of bonus balls. However, a board for controlling the launch of the game balls (launch control board) and a board for controlling the payout of bonus balls (payout control board) may be provided separately.

[0040] Also, although not particularly shown, a power supply board is connected to each board provided in the pachinko machine P according to this embodiment. A backup power supply is provided on this power supply board. When the voltage value of the power supply supplied to the pachinko machine P becomes equal to or lower than a predetermined value, it determines a power failure and outputs a power failure signal to the main control board 100.

[0041] The main control board 100 controls the games played in the pachinko machine P. Specifically, it controls special figure games (winning / losing lottery, determination of special symbols, variable display of special symbols (hereinafter also referred to as the variation of special symbols)) that are started when a game ball enters the first start winning opening 15 or the second start winning opening 16, general figure games (ordinary symbol lottery, variable display of ordinary symbols (hereinafter also referred to as the variation of ordinary symbols), etc.) that are started when a game ball passes through the gate 20, and special games advantageous to the player. As shown in FIG. 6, this main control board 100 includes a main CPU 101 that performs various arithmetic processes, a main ROM 102 that stores control programs for advancing the game, data and tables necessary for the game, etc., and a main RAM 103 that is used as a temporary storage area during arithmetic processes. Then, based on signals from various detection sensors and timers described later, the main CPU 101 reads out the control program stored in the main ROM 102 and performs arithmetic processes. It also controls various devices connected to the main CPU 101 and transmits commands to other boards based on the results of arithmetic processes.

[0042] Further, as shown in FIG. 6, on the main control board 100, there are connected a general winning opening detection sensor 14a for detecting that a game ball has entered the general winning opening 14, a first starting winning opening detection sensor 15a for detecting that a game ball has entered the first starting winning opening 15, a second starting winning opening detection sensor 16a for detecting that a game ball has entered the second starting winning opening 16, a big winning opening detection sensor 18a for detecting that a game ball has entered the big winning opening 18, a gate detection sensor 20a for detecting that a game ball has passed through the gate 20, a fraud detection sensor 35 for detecting magnetism, radio waves, etc. directed toward the game board 11, a specific area detection sensor 57a for detecting that a game ball has entered the specific area 57, and a general area detection sensor 58a for detecting that a game ball has entered the general area 58. And detection signals output from these respective detection sensors are input to the main control board 100. Note that the sensors connected to the main control board 100 are not limited to these, and various sensors such as a vibration detection sensor for detecting the vibration of the pachinko machine P can be connected.

[0043] Furthermore, on the main control board 100, as devices to be controlled, there are connected a movable piece solenoid 16c for driving the protrusion and retraction of a movable piece 16b provided in the second starting winning opening 16, a big winning opening solenoid 18c for driving the opening and closing of the opening and closing door 18b of the big winning opening 18, a sorting member solenoid 59c for displacing the sorting member 59, a first special symbol display device 30, a second special symbol display device 31, a normal symbol display device 32, a first special figure hold display device 38, a second special figure hold display device 39, and a normal symbol hold display device 33. Then, by the main control board 100, when each solenoid is driven, protrusion and retraction control of the movable piece 16b provided in the second starting winning opening 16, opening and closing control of the big winning opening 18, and displacement control of the sorting member 59 are performed, and display control of each display device (main display device) is also performed. Note that, as described above, in the pachinko machine P according to this embodiment, since the sorting member 59 is set to always be in the first position, substantially, displacement control of the sorting member 59 is not performed.

[0044] In addition, in the pachinko machine P according to this embodiment, as a setting related to the payout balls, only one level of setting value 1 is defined, and the success / failure random number determination table 110 used in the success / failure lottery described later has one corresponding to this setting value 1 provided. Note that, as a setting related to the payout balls, not only one level but also, for example, a plurality of levels such as six levels from setting value 1 to setting value 6 may be defined. When a plurality of levels are defined as the setting related to the payout balls, due to the difference in this setting value, it can be set so that the winning probability of a big win in the success / failure lottery is different. For example, it can be set so that the winning probability of a big win is higher for setting value 6 than for setting value 1. Since the possibility of obtaining prize balls also increases if the winning probability of a big win is high, by changing the setting value, the amount of prize balls paid out assumed in the pachinko machine P changes. The success / failure random number determination table 110 used in the success / failure lottery is provided corresponding to each of setting values 1 to 6, and when the setting value is changed, the entire success / failure random number determination table 110 provided for each setting value is changed. Although not particularly shown, the main control board 100 is provided with a RAM clear switch and a setting switch. In the pachinko machine P according to this embodiment, when the front door 3 is open and the power is turned on with both the RAM clear switch and the setting switch turned on, it shifts to a setting change state in which the setting value can be changed. And during this setting change state, the setting value can be changed by operating the RAM clear switch. In the pachinko machine P according to this embodiment, as described above, since only one level of setting value 1 is defined as the setting related to the payout balls, the setting value remains 1 even if the RAM clear switch is operated during the setting change state.

[0045] Although not particularly shown, the launch payout control board 200 is provided with a CPU, a ROM, and a RAM, similar to the main control board 100, and is connected so as to be capable of two-way communication with the main control board 100.

[0046] As shown in FIG. 6, on the launch payout control board 200, as devices for controlling the launch of game balls, there are a touch sensor 5a that detects when a player touches the operation handle 5, an operation volume 5b that detects the operation angle (rotation angle) of the operation handle 5, a launch stop switch 5c that stops the launch of game balls, a ball feed solenoid 60 that sends the game balls received in the upper tray 6 to a launch device (not shown), and a launch motor 61 that launches game balls, which are connected. Further, control signals output from the touch sensor 5a, the operation volume 5b, and the launch stop switch 5c are input to the launch payout control board 200.

[0047] When control signals from the touch sensor 5a and the operation volume 5b are input to the launch payout control board 200, control is performed to energize the ball feed solenoid 60 and the launch motor 61 to launch game balls. Also, while the ball feed solenoid 60 and the launch motor 61 are energized, game balls are continuously launched at intervals of 0.6 seconds (that is, at a launch pace of 100 balls per minute). On the other hand, when a control signal from the launch stop switch 5c is input to the launch payout control board 200, control is performed to stop the energization of the ball feed solenoid 60 and the launch motor 61 and stop the launch of game balls. Note that, as a device for launching game balls, a rotary solenoid may be used instead of the launch motor 61.

[0048] Also, as shown in FIG. 6, on the launch payout control board 200, as devices for controlling the payout of game balls, there are a payout motor 62 that pays out the game balls stored in a game ball storage section (not particularly shown) as bonus balls, and a payout counting switch 63 that detects and counts the paid-out game balls, which are connected. When the launch payout control board 200 receives a payout number command transmitted from the main control board 100, the launch payout control board 200 controls the payout motor 62 to pay out a predetermined number of game balls (bonus balls) based on this payout number command. At this time, the number of paid-out game balls is counted by the payout counting switch 63, and it is possible to determine whether a predetermined number of game balls (bonus balls) have been paid out.

[0049] Furthermore, as shown in FIG. 6, a front door open detection sensor 3a for detecting the open state of the front door 3 and a tray full detection sensor 7a for detecting the full state of the tray 7 are connected to the ejection control board 200.

[0050] When the front door open detection sensor 3a detects that the front door 3 is open, it outputs an open detection signal to the ejection control board 200. While the front door 3 is open, the open detection signal is continuously output. When the ejection control board 200 receives the open detection signal, it sends a door open command to the main control board 100. On the other hand, when the front door open detection sensor 3a no longer detects that the front door 3 is open, it turns off and stops outputting the door open detection signal. When the input of the door open detection signal stops, the ejection control board 200 determines that the front door 3 has been closed and stops sending the door open command to the main control board 100.

[0051] The tray full detection sensor 7a is provided at a predetermined position of the tray 7. When a predetermined amount or more of the game balls paid out as prize balls are stored in the tray 7 and it becomes full, the stored game balls reach the above-mentioned predetermined position. When the tray full detection sensor 7a detects that the game balls have reached the above-mentioned predetermined position, it turns on and outputs a tray detection signal to the ejection control board 200. While the stored game balls reach the above-mentioned predetermined position, the tray detection signal is continuously output. When the ejection control board 200 receives the tray detection signal, it sends a tray full command to the main control board 100. On the other hand, when the tray full detection sensor 7a no longer detects that the game balls have reached the above-mentioned predetermined position, it turns off and stops outputting the tray detection signal. When the input of the tray detection signal stops, the ejection control board 200 determines that the full state of the tray 7 has been released and stops sending the tray full command to the main control board 100.

[0052] Also, as described above, a game ball lending control board 400 that relays operations to the game ball lending device R is connected to the launch payout control board 200. As shown in FIG. 6, a value information display device 35, a ball lending switch 36a that detects a pressing operation of the ball lending button 36, and a card return switch 37a that detects a pressing operation of the card return button 37 are connected to the launch payout control board 200 via the game ball lending control board 400.

[0053] When the ball lending button 36 is pressed, a detection signal output from the ball lending switch 36a is input to the launch payout control board 200, and the launch payout control board 200 transmits a lending request signal that requests the lending of game balls to the game ball lending device R. Then, when the game ball lending device R receives the lending request signal, the game ball lending device R performs a process of subtracting predetermined value information from the stored value information, and controls the payout of the number of game balls corresponding to the subtracted value information. Also, when the card return button 37 is pressed, a detection signal output from the card return switch 37a is input to the launch payout control board 200, and the launch payout control board 200 transmits a return request signal that requests the return of the card to the game ball lending device R. Then, when the game ball lending device R receives the return request signal, the game ball lending device R controls the ejection of the card.

[0054] The sub-control board 300 controls the effects executed during the game or during standby. As shown in FIG. 6, this sub-control board 300 includes a sub-CPU 301 that performs various arithmetic processes, a sub-ROM 302 that stores a control program for executing the effects, data, tables, etc. necessary for the execution of the effects, and a sub-RAM 303 that is used as a temporary storage area during the arithmetic processes, and is connected so as to be communicable in one direction from the main control board 100 to the sub-control board 300. Then, based on the commands sent from the main control board 100 and the signals from the timer, the sub-CPU 301 reads out the control program stored in the sub-ROM 302, performs arithmetic processing, and transmits commands for effect execution to an image control board (not particularly shown), an audio control board (not particularly shown), and a lighting control board (not particularly shown) for controlling image display, audio output, and lighting of the illumination, respectively. In the pachinko machine P according to this embodiment, as described above, the audio control board and the lighting control board are provided separately. However, a single board (audio and lighting control board) integrating the functions of these boards may be provided, and this board may be used to control both audio output and lighting of the illumination.

[0055] Also, an effect display device 21 is connected to the sub-control board 300 via an image control board, and a speaker as the audio output device 10 is connected via an audio control board. Further, an effect lighting device 23, a rotation operation detection sensor 9c for detecting the rotation operation of the operation dial 9a, and a depression operation detection sensor 9d for detecting the depression operation of the operation button 9b are connected to the sub-control board 300 via a lighting control board.

[0056] Although not particularly shown, the image control board includes an image CPU, an image ROM, an image RAM, etc. Image data such as effect symbols 50 and backgrounds to be displayed on the effect display device 21 is stored in the image ROM of this image control board. Then, based on the commands transmitted from the sub-control board 300, the image CPU stores the image data read from the image ROM in the image RAM, thereby controlling the image display by the effect display device 21.

[0057] Although not particularly shown, the voice control board includes a sound chip (CPU), a sound ROM, a sound RAM, etc. The sound ROM stores sound data such as voices output from the voice output device 10 and BGM. Then, based on the command transmitted from the sub-control board 300, the sound data read from the sound ROM is stored in the sound RAM to control the voice output from the voice output device 10.

[0058] Based on the command from the sub-control board 300, the lighting control board controls the lighting of the lighting by the lighting device 23. Also, when the rotation operation detection signal output from the rotation operation detection sensor 9c based on the rotation operation of the operation dial 9a or the press operation detection signal output from the press operation detection sensor 9d based on the press operation of the operation button 9b is input to the lighting control board, a predetermined command is transmitted to the sub-control board 300.

[0059] (Outline of the game of the pachinko machine P) Next, the game in the pachinko machine P of this embodiment will be described based on various tables stored in the main ROM 102. As described above, in the pachinko machine P of this embodiment, the special drawing game and the general drawing game proceed in parallel. Also, as the game states when these two games proceed, any game state in which either a low-probability game state (so-called non-variable state) or a high-probability game state (so-called variable state) is combined with either a non-time-limited game state or a time-limited game state is set. Specifically, in the pachinko machine P according to this embodiment, a normal game state which is a game state combining a low-probability game state and a non-time-limited game state, a high-probability time-limited game state which is a game state combining a high-probability game state and a time-limited game state, or a high-probability non-time-limited game state which is a game state combining a high-probability game state and a non-time-limited game state is set.

[0060] Here, the low-probability gaming state and the high-probability gaming state are gaming states set such that the probabilities of winning a jackpot in the win / loss lottery described later are different. In the high-probability gaming state, the probability of winning a jackpot in the win / loss lottery is set to a higher value than that in the low-probability gaming state.

[0061] In the non-time-limit gaming state and the time-limit gaming state, the frequency of game balls entering the second start winning opening 16 (the difficulty of ball entry, in other words, the frequency of the win / loss lottery based on the entry of game balls into the second start winning opening 16) is set to predetermined content respectively. In the pachinko machine P according to this embodiment, the time-limit gaming state is set such that the movable piece 16b is more likely to be maintained in the protruding state (that is, game balls are more likely to enter the second start winning opening 16) than in the non-time-limit gaming state. Note that in the initial state immediately after factory shipment or after reset, the normal gaming state is set.

[0062] In the pachinko machine P according to this embodiment, when a game ball launched by a launching device (not shown) and flowing down the game area 12 enters the first start winning opening 15 or the second start winning opening 16, a win / loss lottery is conducted, and a special symbol associated with the result of the win / loss lottery is determined. In the win / loss lottery in this embodiment, a determination of winning or losing the jackpot is made, and it is a loss when a determination result of not winning the jackpot (hereinafter also referred to as non-winning of the jackpot) is derived. When a determination result of winning the jackpot is derived by this win / loss lottery (that is, when winning the jackpot), a special game is executed in which the big winning opening 18 is opened and game balls can be entered into the big winning opening 18. Further, the gaming state after the end of the special game is set to the high-probability time-limit gaming state. That is, after the end of the special game, a transition to the high-probability time-limit gaming state is made.

[0063] Here, in the pachinko machine P according to this embodiment, the game balls flowing down the first game area 12a can enter the first start winning opening 15. Also, the game balls flowing down the second game area 12b can pass through the gate 20, enter the second start winning opening 16, and enter the big winning opening 18. During the normal game state and the high probability non-time-limited game state, the player is made to launch the game balls toward the first game area 12a (so-called left launch) so that the game balls enter the first start winning opening 15. During the high probability time-limited game state and the special game, the player is made to launch the game balls toward the second game area 12b (so-called right launch) so that the game balls enter the big winning opening 18, or the game balls pass through the gate 20 and enter the second start winning opening 16. That is, during the normal game state and the high probability non-time-limited game state, the player is mainly made to play the game in the first game area 12a, and during the high probability time-limited game state and the special game, the player is mainly made to play the game in the second game area 12b. Specifically, when the high probability time-limited game state is set or when the special game is started, a right launch suggestion to prompt the player to launch the game balls toward the second game area 12b (for example, display of the character image of "right launch" on the display unit 21a of the effect display device 21, lighting of the right launch lamp (lamp connected to the sub-control board 300) to prompt the player to launch the game balls toward the second game area 12b, etc.) is performed. Also, when the normal game state or the high probability non-time-limited game state is set, a left launch suggestion to prompt the player to launch the game balls toward the first game area 12a (for example, display of the character image of "left launch" on the display unit 21a of the effect display device 21, turning off of the above-mentioned right launch lamp, etc.) is performed.

[0064] The winning or losing lottery is performed based on various random numbers obtained when the game balls enter the first start winning opening 15 or the second start winning opening 16, and various tables stored in the main ROM 102 for determining the random numbers. Here, the pachinko machine P according to this embodiment has, as random numbers related to winning / losing lottery and determination of special symbols, a winning / losing random number used for determining the result of winning / losing lottery (winning a big hit or a miss), a special symbol random number used for determining the type of special symbol, and a variation pattern random number used for determining a variation pattern command described later. In the pachinko machine P according to this embodiment, the above-described winning / losing random number uses a hardware random number built into the main control board 100. This winning / losing random number is updated according to a certain rule, and the random number sequence is automatically changed every time the random number sequence makes a full cycle, and the start value is changed every time the system is reset. The variation pattern command is for determining a pattern (variation time, mode) of a variation effect capable of notifying the result of winning / losing lottery. The random number used for determining the variation pattern command is not limited to the above, and for example, other random numbers may be used in addition to this random number.

[0065] When a game ball enters the first start winning opening 15 or the second start winning opening 16, random number values are respectively obtained for the above-described random numbers, and each random number value is stored in the reserved storage area of the main RAM 103. This reserved storage area includes a first reserved storage area for storing each random number value (hereinafter also referred to as the first special symbol random number) of the random numbers related to winning / losing lottery and determination of special symbols obtained by the entry of a game ball into the first start winning opening 15, and a second reserved storage area for storing each random number value (hereinafter also referred to as the second special symbol random number) of the random numbers related to winning / losing lottery and determination of special symbols obtained by the entry of a game ball into the second start winning opening 16. And these reserved storage areas are each composed of a total of four storage areas from the first storage area to the fourth storage area, and can store a total of four sets of the first special symbol random numbers and a total of four sets of the second special symbol random numbers.

[0066] Also, in the pachinko machine P according to this embodiment, when a game ball enters the first start winning opening 15, the first special drawing random numbers are sequentially stored from the first storage unit in the first holding storage area. For example, when a game ball enters the first start winning opening 15 in a state where the first special drawing random numbers are not stored in any of the storage units in the first holding storage area, the first special drawing random number obtained on this occasion is stored in the first storage unit in the first holding storage area. Also, when a game ball enters the first start winning opening 15 in a state where the first special drawing random number is stored in the first storage unit in the first holding storage area, the first special drawing random number obtained on this occasion is stored in the second storage unit in the first holding storage area. Also, when a game ball enters the first start winning opening 15 in a state where the first special drawing random numbers are stored in the first and second storage units in the first holding storage area, the first special drawing random number obtained on this occasion is stored in the third storage unit in the first holding storage area. Also, when a game ball enters the first start winning opening 15 in a state where the first special drawing random numbers are stored in the first to third storage units in the first holding storage area, the first special drawing random number obtained on this occasion is stored in the fourth storage unit in the first holding storage area. And when a game ball enters the first start winning opening 15 in a state where the first special drawing random numbers are stored in the first to fourth storage units in the first holding storage area, the first special drawing random number related to this ball entry is not stored.

[0067] Similarly, when a game ball enters the second start winning opening 16, the second special drawing random numbers are sequentially stored from the first storage unit in the second holding storage area. Since the specific storage process is the same as that of the above-described first special drawing random number storage, the description thereof is omitted. Also, in the pachinko machine P according to this embodiment, the number of sets of the first special drawing random numbers stored in the first holding storage area (hereinafter also referred to as the first holding number) is stored in a first holding number counter (not particularly shown), and the number of sets of the second special drawing random numbers stored in the second holding storage area (hereinafter also referred to as the second holding number) is stored in a second holding number counter (not particularly shown). In this specification, as described above, the storage of the first special drawing random number and the second special drawing random number in the reserved memory area is also referred to as "reservation" or "reserved memory", and the first reserved number and the second reserved number are also simply referred to as "reserved numbers".

[0068] The pachinko machine P according to this embodiment has a win / loss random number determination table 110 for determining the result of a win / loss lottery, a special symbol random number determination table 111 for determining the type of a special symbol, a special electric accessory operation table 112 for controlling a special game executed when winning a jackpot, a game state setting table 113 for setting the game state after the end of the special game, a variable pattern table 114 for determining a variable pattern command, and a stop display time table 115 for determining the stop display time for stopping the display of the special symbol after the variable display of the special symbol ends. Note that the tables related to the win / loss lottery and the like are not limited to these, and when it is necessary to perform other determinations and decisions based on random numbers, tables may be provided as appropriate.

[0069] The win / loss random number determination table 110 is for determining the result of a win / loss lottery (winning a jackpot or losing), and is roughly divided into a low probability determination table 110a referred to in a low probability game state (normal game state) and a high probability determination table 110b referred to in a high probability game state (high probability short time game state, high probability non-short time game state). In the pachinko machine P according to this embodiment, as described above, only one level of setting value 1 is defined as the setting related to the balls put out, and only one type corresponding to the setting value 1 is provided for the low probability determination table 110a and the high probability determination table 110b.

[0070] In the pachinko machine P according to this embodiment, when a game ball enters the first start winning opening 15 or the second start winning opening 16, one win / loss random number is acquired within the numerical range of 0 to 65535. Then, depending on the game state at the time of performing the win / loss lottery, one of the win / loss random number determination tables 110, i.e., the low probability determination table 110a or the high probability determination table 110b, is selected, and the win / loss lottery is performed based on the acquired win / loss random number and the selected win / loss random number determination table 110.

[0071] As shown in FIG. 7(a), according to the low probability determination table 110a, when the win / loss random number is 1000 to 1326, it is determined as a big win, and when the win / loss random number is other than this (0 to 999, 1327 to 65535), it is determined as a loss. Therefore, the probability of winning a big win in this low probability determination table 110a is approximately 1 / 200.

[0072] As shown in FIG. 7(b), according to the high probability determination table 110b, when the win / loss random number is 1000 to 1328, it is determined as a big win, and when the win / loss random number is other than this (0 to 999, 1329 to 65535), it is determined as a loss. Therefore, the probability of winning a big win in this high probability determination table 110b is approximately 1 / 199. That is, the high probability determination table 110b is set such that the probability of winning a big win is slightly higher than that of the low probability determination table 110a.

[0073] Also, the numerical range of the win / loss random number determined as a big win in the low probability determination table 110a is set to be included in the numerical range of the win / loss random number determined as a big win in the high probability determination table 110b (specifically, the lower limit value in the numerical range determined as a big win is the same, and the upper limit value is different). That is, the win / loss random number determined as a big win in the low probability determination table 110a will also be determined as a big win in the high probability determination table 110b. In the pachinko machine P according to this embodiment, as described above, the lower limit value in the numerical range of the winning or losing random number determined to be a jackpot win is the same, and the upper limit value is set to be different. However, the present invention is not limited to this, and the upper limit value may be the same and the lower limit value may be set to be different.

[0074] Also, in the pachinko machine P according to this embodiment, the numerical range determined to be a jackpot win is configured by a range of consecutive numerical values. However, the present invention is not limited to this, and it may be configured by a discontinuous numerical range including numerical values that result in a loss.

[0075] When a plurality of levels are defined as settings related to the payout balls, when comparing the high-probability determination table and the low-probability determination table corresponding to the same set value, the high-probability determination table may be set so that the probability of a jackpot win is higher than that of the low-probability determination table.

[0076] The special symbol random number determination table 111 is for determining the type of special symbol. As shown in FIGS. 8(a) and 8(b), it includes a first start winning opening determination table 111a that is referred to when a winning or losing lottery is performed using the first special figure random number, and a second start winning opening determination table 111b that is referred to when a winning or losing lottery is performed using the second special figure random number. In the pachinko machine P according to this embodiment, when a game ball enters the first start winning opening 15 or the second start winning opening 16, one special symbol random number is obtained within the numerical range of 0 to 199. Then, when the above-described winning or losing lottery is performed, according to the start winning opening into which the game ball has entered, one of the special symbol random number determination tables 111, i.e., the first start winning opening determination table 111a or the second start winning opening determination table 111b, is selected, and the type of special symbol is determined based on the obtained special symbol random number and the selected special symbol random number determination table 111.

[0077] In the pachinko machine P according to this embodiment, four types of jackpot symbols (hereinafter also referred to as jackpot symbols: X1, X2, X3, X4) are provided as special symbols determined when a jackpot is won, and two types of losing symbols (hereinafter also referred to as losing symbols: Z1, Z2) are provided as special symbols determined when a loss occurs.

[0078] As shown in FIG. 8(a), according to the first start winning opening determination table 111a, when a jackpot is won, the jackpot symbol X1 is determined when the special symbol random number is 0 to 19, and the jackpot symbol X2 is determined when the special symbol random number is 20 to 199. That is, in this first start winning opening determination table 111a, when a jackpot is won, the probability that the jackpot symbol X1 is determined is 10%, and the probability that the jackpot symbol X2 is determined is 90%. As shown in FIG. 8(b), according to the second start winning opening determination table 111b, when a jackpot is won, the jackpot symbol X3 is determined when the special symbol random number is 0 to 19, and the jackpot symbol X4 is determined when the special symbol random number is 20 to 199. That is, in this second start winning opening determination table 111b, when a jackpot is won, the probability that the jackpot symbol X3 is determined is 10%, and the probability that the jackpot symbol X4 is determined is 90%.

[0079] Also, when a loss occurs in the win / loss lottery based on the first special symbol random number, the losing symbol Z1 is determined without performing the above-described lottery based on the special symbol random number. Also, when a loss occurs in the win / loss lottery based on the second special symbol random number, the losing symbol Z2 is determined without performing the above-described lottery based on the special symbol random number.

[0080] The special electric accessory operation table 112 is for controlling the special game executed when a jackpot is won, and is referred to in order to operate the big winning opening solenoid 18c during the execution of the special game. Specifically, when winning the jackpot and any of the jackpot symbols X1, X2, X3, or X4 is determined, a special game is executed with reference to the special electric accessory operation table 112 shown in FIG. 9. According to this special electric accessory operation table 112, a round game that ends when either of the conditions that the big winning opening 18 opens for 29.0 seconds or 10 game balls enter the big winning opening 18 is satisfied is executed 10 times in total from 1 round to 10 rounds. Further, during the execution of each round game, the opening / closing door 18b is displaced from the closed position to the open position and positioned at the open position for 29.0 seconds, and then operates in a mode (opening / closing pattern) of being displaced from the open position to the closed position, so that the big winning opening 18 is opened only once, and the time during which the big winning opening 18 is closed (i.e., the interval time) between each round game is set to 2.0 seconds. As described above, in the pachinko machine P according to this embodiment, the displacement control of the sorting member 59 is not performed, and the sorting member 59 is always positioned at the first position. And in the pachinko machine P according to this embodiment, regardless of which jackpot symbol is determined, by executing a 10-round round game, it is possible to obtain a predetermined number (about 1500) of game balls. Note that instead of executing the same number of round games regardless of which jackpot symbol is determined, the number of round games executed may be different according to the type of the determined jackpot symbol. In this case, the number of game balls that can be obtained during the special game can be changed according to the type of the determined jackpot symbol.

[0081] The game state setting table 113 is for setting the game state after the end of the special game when the special game is executed. As described above, in the pachinko machine P of the present embodiment, when a special game is executed based on a jackpot win, the game state after the end of the special game is set to a high-probability game state and a time-saving game state. As a result, a high-probability time-saving game state is set after the end of the special game. Further, in the high-probability time-saving game state, the number of continuous times of the high-probability game state (hereinafter also referred to as the high-probability number of times), and the number of continuous times of the time-saving game state (hereinafter also referred to as the time-saving number of times) are each set to a predetermined number of times.

[0082] As shown in FIG. 10, in the game state setting table 113, the above-described high-probability number of times and time-saving number of times are respectively determined. Here, in the pachinko machine P according to the present embodiment, the time-saving number of times is set to a number of times corresponding to the jackpot symbol determined at the time of the jackpot win, the game state set at the time of the jackpot win (when the win / loss lottery is executed) (hereinafter also referred to as the current game state), and the game state set immediately before the current game state (that is, the game state set one before the current game state (in other words, the game state set at the time of the jackpot win that triggered the setting of the current game state), hereinafter also referred to as the previous game state). On the other hand, the high-probability number of times is set to the same number of times (10,000 times in the present embodiment) regardless of the type of the determined jackpot symbol, the current game state, and the previous game state.

[0083] Note that in the pachinko machine P according to the present embodiment, the above-described previous game state is stored in a predetermined storage area of the main RAM 103. Specifically, each time the game state is set after the end of the special game, the main CPU 101 changes (updates) the previous game state stored in a predetermined storage area of the main RAM 103 to the game state at the time of the jackpot win that triggered the execution of the special game (the current game state). As a result, the previous game state can be grasped on the main control board 100.

[0084] Hereinafter, an outline of the set time-saving number of times will be described with reference to FIG. 10. (1) When winning a jackpot based on the random number of the first special figure and the jackpot symbol X1 is determined, and when winning a jackpot based on the random number of the second special figure and the jackpot symbol X3 is determined (1-1) In the above cases, when the current game state is a non-time-limit game state (normal game state, high-probability non-time-limit game state), regardless of the previous game state (whether the previous game state is a non-time-limit game state or a time-limit game state (high-probability time-limit game states A and B described later)), the time-limit count is set to 10,000 times. That is, in the high-probability time-limit game state set after the end of the special game at this time, both the high-probability count and the time-limit count are set to 10,000 times. Hereinafter, the time-limit game state in which the time-limit count is set to 10,000 times is also referred to as "time-limit game state A", and the high-probability time-limit game state in which both the high-probability count and the time-limit count are set to 10,000 times is also referred to as "high-probability time-limit game state A". The high-probability time-limit game state A continues until the results of the win / loss lottery are derived 10,000 times (until the number of fluctuations of the special symbol reaches 10,000 times) without winning a jackpot after the end of the special game. And if all 10,000 results of the win / loss lottery are losses during the high-probability time-limit game state A, the high-probability game state is changed to a low-probability game state, and the time-limit game state A (time-limit game state) is changed to a non-time-limit game state, so that the game state is changed to a normal game state. In the pachinko machine P according to this embodiment, the probability of winning a jackpot in the high-probability game state is approximately 1 / 199 (see Fig. 7(b)), and substantially, the above-mentioned high-probability time-limit game state A continues until winning a jackpot again.

[0085] (1-2) In the above cases, when the current game state is the time-limit game state A (high-probability time-limit game state A), regardless of the previous game state, the time-limit count is set to 200 times. That is, in the high-probability time-limit game state set after the end of the special game at this time, the high-probability count is 10,000 times and the time-limit count is 200 times. Hereinafter, the time-saving game state with the time-saving count set to 200 times is also referred to as the "time-saving game state B", and the high-probability time-saving game state with the high-probability count set to 10,000 times and the time-saving count set to 200 times is also referred to as the "high-probability time-saving game state B". The high-probability time-saving game state B continues until the result of the win / loss lottery is derived 200 times (until the number of fluctuations of the special symbol reaches 200 times) without winning a jackpot after the end of the special game. And when all 200 results of the win / loss lottery are lost during the high-probability time-saving game state B, while the high-probability game state continues without change, the time-saving game state B (time-saving game state) is changed to a non-time-saving game state, and thus the game state is changed to a high-probability non-time-saving game state. In addition, the high-probability non-time-saving game state continues until the result of the win / loss lottery is derived 9,800 times (until the number of fluctuations of the special symbol reaches 9,800 times) without winning a jackpot after the game state is set. And when all 9,800 results of the win / loss lottery are lost during the high-probability non-time-saving game state, while the non-time-saving game state continues without change, the high-probability game state is changed to a low-probability game state, and thus the game state is changed to a normal game state. As described above, in the pachinko machine P according to this embodiment, the probability of winning a jackpot in the high-probability game state is approximately 1 / 199 (see Fig. 7(b)), and it is not always the case that a jackpot is won during the high-probability time-saving game state B. On the other hand, since a jackpot is almost surely won during the high-probability non-time-saving game state, substantially, the high-probability non-time-saving game state continues until a jackpot is won again.

[0086] (1-3) In the above case, when the game state is the time-saving game state B (high-probability time-saving game state B) this time, regardless of the previous game state, the time-saving count is set to 10,000 times. That is, in the high-probability time-saving game state set after the end of the special game at this time, both the high-probability count and the time-saving count are set to 10,000 times (it becomes the high-probability time-saving game state A (time-saving game state A)).

[0087] (2) When the jackpot is won based on the random number of the first special figure and the jackpot symbol X2 is determined, and when the jackpot is won based on the random number of the second special figure and the jackpot symbol X4 is determined (2-1) In the above cases, when the current game state is a non-time-limited game state (normal game state, high-probability non-time-limited game state), regardless of the previous game state, the time-limited count is set to 200 times. That is, in the high-probability time-limited game state set after the end of the special game at this time, the high-probability count is set to 10,000 times and the time-limited count is set to 200 times (it becomes the high-probability time-limited game state B (time-limited game state B)).

[0088] (2-2) In the above cases, when the current game state is the time-limited game state A (high-probability time-limited game state A), regardless of the previous game state, the time-limited count is set to 200 times. That is, in the high-probability time-limited game state set after the end of the special game at this time, the high-probability count is set to 10,000 times and the time-limited count is set to 200 times (it becomes the high-probability time-limited game state B (time-limited game state B)).

[0089] (2-3) In the above cases, when the current game state is the time-limited game state B (high-probability time-limited game state B), if the previous game state is the time-limited game state A (high-probability time-limited game state A), the time-limited count is set to 10,000 times. That is, in the high-probability time-limited game state set after the end of the special game at this time, both the high-probability count and the time-limited count are set to 10,000 times (it becomes the high-probability time-limited game state A (time-limited game state A)). Also, when the current game state is the time-limited game state B (high-probability time-limited game state B), if the previous game state is the time-limited game state A (high-probability time-limited game state A) or a non-time-limited game state (normal game state, high-probability non-time-limited game state), the time-limited count is set to 200 times. That is, in the high-probability time-limited game state set after the end of the special game at this time, the high-probability count is set to 10,000 times and the time-limited count is set to 200 times (it becomes the high-probability time-limited game state B (time-limited game state B)). In addition, for example, if a predetermined storage area in the main RAM 103 is cleared due to the occurrence of a failure or the like and the previous game state is not stored, the above-described short-time play count setting is performed on the assumption that the previous game state is a non-short-time play state.

[0090] As described above, the variation pattern table 114 is for determining the variation pattern command. In the pachinko machine P according to this embodiment, when the special symbol is determined as described above, the variation pattern command is determined based on the result of the determination. The variation pattern command is for determining the variation pattern of the variation effect as described above, and the mode and variation time of the variation effect (the variation time of the variation display of the special symbol) are determined by the variation pattern command. In the pachinko machine P according to this embodiment, the variation effect is divided into a first half part and a second half part, and both the mode and variation time of the first half part of the variation effect and the mode and variation time of the second half part of the variation effect are determined by the variation pattern command. Specifically, the determined variation pattern command is transmitted from the main control board 100 to the sub-control board 300, and the sub-control board 300 determines the specific mode of the variation effect (for example, the image displayed on the display unit 21a) based on the received variation pattern command.

[0091] Also, in the pachinko machine P according to this embodiment, a plurality of types of variation pattern commands are provided, and each variation pattern command is associated with the variation pattern table 114. And for each variation pattern table 114, the type and determination ratio of the determined variation pattern command are set.

[0092] The pachinko machine P according to this embodiment is provided with a plurality of types of tables as the variable pattern table 114, including the current game state (the game state set at the time of execution of the win / loss lottery) and the previous game state. Specifically, a table MP1 that is referred to when the current game state is a normal game state or a high-probability non-time-limited game state regardless of the previous game state (regardless of what the previous game state is), a table MP2 that is referred to when the current game state is a high-probability time-limited game state A regardless of the previous game state, a table MP3 that is referred to when the current game state is a high-probability time-limited game state B and the previous game state is a time-limited game state A (high-probability time-limited game state A), and a table MP4 that is referred to when the current game state is a high-probability time-limited game state B and the previous game state is a non-time-limited game state (normal game state, high-probability non-time-limited game state) or a time-limited game state B (high-probability time-limited game state B) are provided (see FIGS. 11 and 12).

[0093] When a game ball enters the first start winning opening 15 or the second start winning opening 16, a variable pattern random number within the numerical range of 0 to 249 is obtained. Based on this obtained variable pattern random number, the special symbol determined as described above, the current hold number (the first hold number or the second hold number), and the variable pattern table 114 corresponding to the current game state and the previous game state, a variable pattern command is determined.

[0094] Here, during the normal game state or the high-probability non-time-limit game state, in order to allow the player to play the game in the first game area 12a, in principle, game balls enter the first start winning opening 15, and the entry of game balls into the second start winning opening 16 is irregular. However, regardless of whether the game balls enter either the first start winning opening 15 or the second start winning opening 16, a variation pattern command is determined using the same variation pattern table 114 according to the current game state and the previous game state. For example, when the high-probability time-limit game state B ends and the high-probability non-time-limit game state is set, there may be a case where the second special figure random number obtained based on the entry of game balls into the second start winning opening 16 during the high-probability time-limit game state B is stored. For this second special figure random number, a variation pattern command is determined using the variation pattern table 114 according to the high-probability non-time-limit game state and the previous game state. Similarly, during the high-probability time-limit game state (high-probability time-limit game states A and B), in order to allow the player to play the game in the second game area 12b, in principle, game balls enter the second start winning opening 16, and the entry of game balls into the first start winning opening 15 is irregular. However, regardless of whether the game balls enter either the first start winning opening 15 or the second start winning opening 16, a variation pattern command is determined using the same variation pattern table 114 according to the current game state and the previous game state. Also, when determining the variation pattern command based on the entry of game balls into the first start winning opening 15, the first hold number at that time is referenced, and when determining the variation pattern command based on the entry of game balls into the second start winning opening 16, the second hold number at that time is referenced.

[0095] Note that as the variation pattern table 114, separate tables may be provided for each of the current game state, the previous game state, and the type of start winning opening (the first start winning opening 15 (the first special figure random number), the second start winning opening 16 (the second special figure random number)) into which the game balls enter. That is, the variation pattern command may be determined by referring to the variation pattern table 114 according to the current game state, the previous game state, and the start winning opening into which the game balls enter.

[0096] As shown in FIG. 11(a), according to the table MP1 (the variable pattern table 114 referred to when the current game state is the normal game state or the high-probability non-time-limit game state regardless of the previous game state), when the losing symbol Z1 or Z2 is determined (i.e., the result of the win / loss lottery is a loss), and the current hold count (the first hold count, the second hold count) is 0 or 1, when the variable pattern random number is 0 to 219, a variable pattern command "00H" associated with a variable pattern called "13-second variation" (a variable pattern with the variation time of the first half set to 0 seconds and the variation time of the second half set to 13 seconds) is determined; when the variable pattern random number is 220 to 239, a variable pattern command "02H" associated with a variable pattern called "20-second variation" (a variable pattern with the variation time of the first half set to 13 seconds and the variation time of the second half set to 7 seconds) is determined; when the variable pattern random number is 240 to 249, a variable pattern command "03H" associated with a variable pattern called "60-second variation" (a variable pattern with the variation time of the first half set to 13 seconds and the variation time of the second half set to 47 seconds) is determined. Also, when the losing symbol Z1 or Z2 is determined and the current hold count is 2 or more, when the variable pattern random number is 0 to 219, a variable pattern command "01H" associated with a variable pattern called "5-second variation" (a variable pattern with the variation time of the first half set to 0 seconds and the variation time of the second half set to 5 seconds) is determined; when the variable pattern random number is 220 to 239, a variable pattern command "02H" associated with a variable pattern of "20-second variation" is determined; when the variable pattern random number is 240 to 249, a variable pattern command "03H" associated with a variable pattern of "60-second variation" is determined.

[0097] Also, when the big win symbol X1 or X3 is determined, regardless of the current hold count, when the variable pattern random number is 0 to 24, a variable pattern command "0AH" associated with a variable pattern of "20-second variation" is determined; when the variable pattern random number is 25 to 249, a variable pattern command "0BH" associated with a variable pattern of "60-second variation" is determined. Also, when the big win symbol X2 or X4 is determined, regardless of the current number of holds, if the variable pattern random number is 0 to 24, the variable pattern command "0CH" associated with the "20 - second variation" variable pattern is determined; if the variable pattern random number is 25 to 249, the variable pattern command "0DH" associated with the "60 - second variation" variable pattern is determined.

[0098] As shown in FIG. 11(b), according to the table MP2 (the variable pattern table 114 referred to when the current game state is the high - probability short - time game state A regardless of the previous game state), when the losing symbol Z1 or Z2 is determined and the current number of holds is 0 or 1, if the variable pattern random number is 0 to 249, the variable pattern command "10H" associated with the "1 - second variation" variable pattern (the variable pattern with the variation time of the first half set to 0 seconds and the variation time of the second half set to 1 second) is determined. Also, when the losing symbol Z1 or Z2 is determined and the current number of holds is 2 or more, if the variable pattern random number is 0 to 249, the variable pattern command "11H" associated with the "0.3 - second variation" variable pattern (the variable pattern with the variation time of the first half set to 0 seconds and the variation time of the second half set to 0.3 seconds) is determined.

[0099] Also, when the big win symbol X1, X2, X3, or X4 is determined, regardless of the current number of holds, if the variable pattern random number is 0 to 249, the variable pattern command "1AH" associated with the "0.3 - second variation" variable pattern is determined.

[0100] As shown in Fig. 12(a), according to the variation pattern table 114 (which is referred to when the current game state is the high-probability short-time game state B and the previous game state was the short-time game state A (high-probability short-time game state A)), when the losing symbol Z1 or Z2 is determined and the current hold count is 0 or 1, if the variation pattern random number is from 0 to 219, a variation pattern command "20H" with a variation pattern of "8-second variation" (a variation pattern where the variation time of the first half is set to 0 seconds and the variation time of the second half is set to 8 seconds) is determined; if the variation pattern random number is from 220 to 239, a variation pattern command "22H" with a variation pattern of "15-second variation" (a variation pattern where the variation time of the first half is set to 8 seconds and the variation time of the second half is set to 7 seconds) is determined; if the variation pattern random number is from 240 to 249, a variation pattern command "23H" with a variation pattern of "30-second variation" (a variation pattern where the variation time of the first half is set to 8 seconds and the variation time of the second half is set to 22 seconds) is determined. Also, when the losing symbol Z1 or Z2 is determined and the current hold count is 2 or more, if the variation pattern random number is from 0 to 219, a variation pattern command "21H" with a variation pattern of "3-second variation" (a variation pattern where the variation time of the first half is set to 0 seconds and the variation time of the second half is set to 3 seconds) is determined; if the variation pattern random number is from 220 to 239, a variation pattern command "22H" with a variation pattern of "15-second variation" is determined; if the variation pattern random number is from 240 to 249, a variation pattern command "23H" with a variation pattern of "30-second variation" is determined.

[0101] Also, when the big win symbol X1, X2, X3, or X4 is determined, regardless of the current hold count, if the variation pattern random number is from 0 to 24, a variation pattern command "2AH" with a variation pattern of "15-second variation" is determined; if the variation pattern random number is from 25 to 249, a variation pattern command "2BH" with a variation pattern of "30-second variation" is determined.

[0102] As shown in FIG. 12(b), according to the variation pattern table 114 (which is referred to when the current game state is the high-probability short-time game state B and the previous game state is a non-short-time game state (normal game state, high-probability non-short-time game state) or the short-time game state B (high-probability short-time game state B)), when the losing symbol Z1 or Z2 is determined and the current hold count is 0 or 1, if the variation pattern random number is 0 to 219, a variation pattern command "30H" associated with a "8-second variation" pattern is determined; if the variation pattern random number is 220 to 239, a variation pattern command "32H" associated with a "15-second variation" pattern is determined; if the variation pattern random number is 240 to 249, a variation pattern command "33H" associated with a "30-second variation" pattern is determined. Also, when the losing symbol Z1 or Z2 is determined and the current hold count is 2 or more, if the variation pattern random number is 0 to 219, a variation pattern command "31H" associated with a "3-second variation" pattern is determined; if the variation pattern random number is 220 to 239, a variation pattern command "32H" associated with a "15-second variation" pattern is determined; if the variation pattern random number is 240 to 249, a variation pattern command "33H" associated with a "30-second variation" pattern is determined.

[0103] Also, when the big win symbol X1 or X3 is determined, regardless of the current hold count, if the variation pattern random number is 0 to 24, a variation pattern command "3AH" associated with a "15-second variation" pattern is determined; if the variation pattern random number is 25 to 249, a variation pattern command "3BH" associated with a "30-second variation" pattern is determined. Also, when the big win symbol X2 or X4 is determined, regardless of the current hold count, if the variation pattern random number is 0 to 24, a variation pattern command "3CH" associated with a "15-second variation" pattern is determined; if the variation pattern random number is 25 to 249, a variation pattern command "3DH" associated with a "30-second variation" pattern is determined.

[0104] The variable pattern command determined as described above is transmitted to the sub-control board 300, and based on the variable pattern command, the specific mode of the first half of the variable effect and the specific mode of the second half of the variable effect are determined. Then, the variable effect is executed according to the specific mode determined in this way, and the sum of the variable time of the first half and the variable time of the second half set in the variable pattern command is the time from the start to the end of the variable effect (variable display of the special symbol). For example, when the determined variable pattern command is "02H" (the variable time of the first half is 13 seconds and the variable time of the second half is 7 seconds), the total value of 20 seconds (= 13 seconds + 7 seconds) of the variable time of the first half and the variable time of the second half is the variable time of the entire variable effect (the entire variable display of the special symbol). Note that for the variable pattern commands of "00H", "01H", "10H", "11H", "1AH", "20H", "21H", "30H", and "31H", "0 seconds" is defined as the variable time of the first half. When these variable pattern commands are determined, the entire variable effect is executed according to the mode determined according to the corresponding variable pattern command during the variable time of the second half.

[0105] Also, based on the above-described variable time, a variable effect is performed by the effect display device 21, and a variable display of the special symbol is performed by the special symbol display device (the first special symbol display device 30 or the second special symbol display device 31). Specifically, when the start winning opening into which the game ball enters is the first start winning opening 15, the first special symbol display device 30 is blinked during the above-described variable time, and when the start winning opening into which the game ball enters is the second start winning opening 16, the second special symbol display device 31 is blinked during the above-described variable time. Then, after the elapse of the variable time, the determined special symbol is stopped and displayed until the stop display time described later elapses.

[0106] Regarding the mode of the variable effect, instead of determining either the mode of the first half of the variable effect or the mode of the second half of the variable effect based on the variable pattern command, other commands may be determined in addition to the variable pattern command, and the mode of the first half of the variable effect may be determined based on one of the commands, and the mode of the second half of the variable effect may be determined based on another command. Also, the variable effect may not be divided into the first half and the second half, but may be divided into more parts, and the mode of each part may be determined based on the corresponding command.

[0107] The stop display time table 115 is for determining the stop display time for stopping the display of the special symbol after the variable display of the special symbol ends. In this stop display time table 115, the stop display time is determined according to the determined type of the special symbol. The main CPU 101 refers to this stop display time table 115 and determines the stop display time corresponding to the determined special symbol. Then, when the variable display of the special symbol ends (stops), the special symbol is stopped and displayed until the determined stop display time elapses. As shown in FIG. 13, according to the stop display time table 115, when the losing symbol Z1 or Z2 is determined, a stop display time of 0.5 seconds is determined, and when the big winning symbol X1, X2, X3, or X4 is determined, a stop display time of 0.5 seconds is also determined. That is, in the pachinko machine P according to this embodiment, regardless of whether the result of the win / loss lottery is a big win or a loss, the determined special symbol is stopped and displayed for the same time (0.5 seconds).

[0108] Note that the stop display time may be set to be different according to the determined type of the special symbol. For example, different stop display times may be determined depending on whether the determined special symbol is a jackpot symbol (i.e., when the result of the win / loss lottery is a jackpot win) or a losing symbol (i.e., when the result of the win / loss lottery is a loss). (For example, a longer (or shorter) stop display time may be determined when it is a jackpot symbol than when it is a losing symbol). Also, for example, different stop display times may be determined according to the type of jackpot symbol and the type of losing symbol. Specifically, for example, different stop display times may be determined when the special symbol determined based on the first special drawing random number is a jackpot symbol X1 and when it is a jackpot symbol X2. (For example, a longer (or shorter) stop display time may be determined when it is a jackpot symbol X1 than when it is a jackpot symbol X2). Similarly, different stop display times may be determined when the special symbol determined based on the second special drawing random number is a jackpot symbol X3 and when it is a jackpot symbol X4. (For example, a longer (shorter) stop display time may be determined when it is a jackpot symbol X3 than when it is a jackpot symbol X4). Also, different stop display times may be determined when a losing symbol Z1 is determined (i.e., when the result of the win / loss lottery based on the first special drawing random number is a loss) and when a losing symbol Z2 is determined (i.e., when the result of the win / loss lottery based on the second special drawing random number is a loss). (For example, a longer (or shorter) stop display time may be determined when it is a losing symbol Z1 than when it is a losing symbol Z2).

[0109] Also, the stop display time may be determined according to the current game state and the type of the determined special symbol. For example, when a losing symbol is determined during the high-probability short-time game state A, a longer (or shorter) stop display time may be determined than when a losing symbol is determined during the normal game state or the high-probability non-short-time game state. Also, when a jackpot symbol is determined during the high-probability short-time game state A, a longer (or shorter) stop display time may be determined than when a losing symbol is determined during the high-probability short-time game state A.

[0110] Next, the processing related to the general pattern game will be described. In the pachinko machine P according to this embodiment, when a game ball launched by a launching device (not shown) passes through the gate 20 and flows down in the game area 12, a lottery for a general symbol is performed to determine whether to operate the movable piece 16b to project the movable piece 16b. When a winning result is obtained by this lottery of the general symbol, the movable piece 16b is in a protruding state for a predetermined operating time. Therefore, the game ball flowing down to the right end of the upper surface of the movable piece 16b is guided to the second start winning opening 16, and it becomes possible for the game ball to enter the second start winning opening 16. This lottery of the general symbol is performed based on a winning determination random number obtained when the game ball passes through the gate 20 and a winning determination random number determination table 116 stored in the main ROM 102 for determining the random number.

[0111] When the game ball passes through the gate 20, the above-mentioned winning determination random number is obtained, and the random number value is stored in the general symbol hold storage area of the main RAM 103 with a maximum of 4. Specifically, this general symbol hold storage area is composed of a total of 4 storage parts from the first storage part to the fourth storage part, and is stored from the first storage part in the order of passing through the gate 20. Also, when the winning determination random number is already stored in some storage parts, the winning determination random number is stored in the storage part with the smallest number among the empty storage parts. When 4 winning determination random numbers are already stored in the general symbol hold storage area, even if the game ball passes through the gate 20, the winning determination random number related to this passing is not stored in the general symbol hold storage area. In the pachinko machine P according to this embodiment, a hardware random number built into the main control board 100 is used as the winning determination random number. This winning determination random number is updated according to a certain rule, and the random number sequence is automatically changed every time the random number sequence makes a round, and the start value is changed every time the system is reset. In addition, in the pachinko machine P according to this embodiment, the number of winning determination random numbers stored in the normal pattern hold memory area (hereinafter also referred to as the normal pattern hold number) is stored in a normal pattern hold number counter (not particularly shown).

[0112] The winning determination random number determination table 116 is for determining whether it is a win or not by lottery of the normal symbol, and as shown in FIGS. 14(a) to (b), it includes a first determination table 116a that is referred to during non-time-limited game states (during normal game states, high-probability non-time-limited game states), and a second determination table 116b that is referred to during time-limited game states (during high-probability time-limited game states (high-probability time-limited game states A, B)). Although not particularly shown, the first determination table 116a is also referred to during special games. In the pachinko machine P according to this embodiment, when the game ball passes through the gate 20, one winning determination random number is acquired within the numerical range of 0 to 65535. Then, if the game state at the time of performing the lottery of the normal symbol is a non-time-limited game state, the first determination table 116a is selected, and the lottery of the normal symbol is performed based on the acquired winning determination random number and the selected first determination table 116a. Also, if the game state at the time of performing the lottery of the normal symbol is a time-limited game state, the second determination table 116b is selected, and the lottery of the normal symbol is performed based on the acquired winning determination random number and the selected second determination table 116b.

[0113] As shown in FIG. 14(a), according to the first determination table 116a, when the winning determination random number is 1, it is determined as a win, and when it is any other winning determination random number (0, 2 to 65535), it is determined as a loss. Therefore, the probability of winning in this first determination table 116a is 1 / 65536. As shown in FIG. 14(b), according to the second determination table 116b, when the winning determination random number is from 1 to 65500, it is determined as a win, and when it is any other winning determination random number (0, 65501 to 65535), it is determined as a loss. Therefore, the probability of winning in this second determination table 116b is approximately 99 / 100. As described above, in the pachinko machine P according to this embodiment, the probability of winning by the lottery of the normal symbol is set to be different between the non-time-limited game state and the time-limited game state. In addition, when winning by the lottery of the normal symbol, a winning symbol is determined, and when losing, a losing symbol is determined.

[0114] Further, the pachinko machine P according to this embodiment includes a normal symbol variation pattern determination table 117 and a movable piece operation control table 118 as tables for determining the variation pattern of the normal symbol and controlling the operation of the movable piece 16b.

[0115] The normal symbol variation pattern determination table 117 is for determining the variation pattern of the normal symbol. As described above, when the lottery of the normal symbol is performed by the game ball passing through the gate 20, the variation pattern of the normal symbol is determined based on this normal symbol variation pattern determination table 117. In the pachinko machine P according to this embodiment, as shown in FIG. 15, when the game state is the non-time-limited game state, a variation pattern of the normal symbol with a variation time of 10 seconds is determined, and when the game state is the time-limited game state, a variation pattern of the normal symbol with a variation time of 1 second, which is shorter than the non-time-limited game state, is determined. Although not particularly shown, during special games, similar to the non-time-limited game state, a variation pattern of the normal symbol with a variation time of 10 seconds is determined. Then, when the variation pattern of the normal symbol is determined, the normal symbol display device 32 (see FIG. 3) blinks during the variation time set for this variation pattern of the normal symbol. And when winning by the lottery of the normal symbol and a winning symbol is determined, the normal symbol display device 32 lights up, and when losing and a losing symbol is determined, the normal symbol display device 32 goes out. In this specification, the blinking display of the normal symbol display device 32 is referred to as "variation of the normal symbol", and the lighting or extinguishing of the normal symbol display device 32 is referred to as "stop display of the normal symbol", "stop of the variation of the normal symbol", "stop of the variation of the normal symbol", etc.

[0116] Further, the movable piece operation control table 118 is referred to for controlling the operation of the movable piece 16b provided in the second start winning opening 16. In the pachinko machine P according to this embodiment, when the normal symbol display device 32 lights up, the movable piece 16b operates in a manner defined by the movable piece operation control table 118. Specifically, when the game state is a non-time-limited game state, as shown in FIG. 16, since the movable piece solenoid 16c is energized for 0.02 seconds (= 0.02 seconds × 1 time), the movable piece 16b is in a protruding state for 0.02 seconds. Also, when the game state is a time-limited game state, as shown in FIG. 16, since the movable piece solenoid 16c is energized for 2.8 seconds (= 2.8 seconds × 1 time), the movable piece 16b is in a protruding state for 2.8 seconds, which is longer than the non-time-limited game state and the time-limited game state. Although not particularly shown, during special games, similar to the non-time-limited game state, the movable piece 16b is in a protruding state for 0.02 seconds.

[0117] As described above, during the non-time-limited game state (during the normal game state and the high-probability non-time-limited game state), in the lottery of the normal symbol executed when the game ball passes through the gate 20, the winning probability is extremely low. Therefore, there is almost no chance for the movable piece 16b to be in a protruding state. Also, even if a win occurs in the lottery of the normal symbol, since the variation time of the normal symbol is 10 seconds and the operation time of the movable piece 16b is 0.02 seconds, the time from when the movable piece 16b is in the retracted state to when it becomes the protruding state is long (the interval from when it becomes the protruding state to the next time it becomes the protruding state is long), and the time for which the movable piece 16b is maintained in the protruding state is short. Further, the time for which it is maintained in this protruding state is extremely shorter than approximately 0.3 seconds, which is the above-described opening arrival time (the time until the game ball at the upper right end of the movable piece 16b reaches the opening of the second start winning opening 16). Therefore, during the non-time-limited game state, almost the movable piece 16b is in the retracted state, and even if it becomes the protruding state, the game ball at the upper right end of the movable piece 16b becomes the retracted state before reaching the opening of the second start winning opening 16. Thus, it is impossible for the game ball that has entered the second game area 12b to enter the second start winning opening 16.

[0118] On the other hand, during the time-saving game state (during the high-probability time-saving game state (high-probability time-saving game states A and B)), the probability of winning in the normal symbol lottery is extremely higher than that in the non-time-saving game state, and the movable piece 16b has more opportunities to be in the protruding state. And since the variation time of the normal symbol is 1 second, which is shorter than that in the non-time-saving game state, and the operating time of the movable piece 16b is 2.8 seconds, which is longer than that in the non-time-saving game state, the time from when the movable piece 16b is in the immersed state to when it becomes the protruding state is shorter than that in the non-time-saving game state, and the time for which the movable piece 16b is maintained in the protruding state is longer. Furthermore, the time for which it is maintained in this protruding state is longer than the above-mentioned opening arrival time (about 0.3 seconds). Therefore, during the time-saving game state, the period in which the movable piece 16b is in the protruding state becomes longer, and the game ball at the upper right end of the upper surface of the movable piece 16b can be guided to the opening of the second start winning opening 16. Thus, the game balls that have entered the second game area 12b can enter the second start winning opening 16 with a high frequency.

[0119] As described above, in the pachinko machine P according to this embodiment, in the non-time-saving game state and the time-saving game state, by varying the probability of winning by the lottery of the normal symbol, the variation time of the normal symbol, and the operating time of the movable piece 16b, the possibility of a game ball entering the second start winning opening 16 is changed. In the pachinko machine P according to this embodiment, in the non-time-saving game state, although it is impossible for a game ball to enter the second start winning opening 16, in the time-saving game state, a game ball can enter the second start winning opening 16 with a high frequency. Therefore, during the time-saving game state (during the high-probability time-saving game state), since prize balls based on the entry of game balls into the second start winning opening 16 can be frequently obtained, while suppressing the decrease in game balls accompanying the progress of the game compared to the non-time-saving game state (during the normal game state, during the high-probability non-time-saving game state), it becomes possible to obtain more opportunities for win / loss lottery per predetermined time.

[0120] In addition, in the pachinko machine P according to this embodiment, during the time-saving game state, control is performed so that the average variation time of the special symbol is shorter than that during the non-time-saving game state (operation of the so-called special symbol variation shortening function) (see FIGS. 11 and 12). As a result, combined with the change in the frequency of the game balls entering the second start winning opening 16 described above, during the time-saving game state, the winning / losing lottery and the variation display of the special symbol are more likely to be executed than during the non-time-saving game state. That is, the frequency of execution of the winning / losing lottery (in other words, the frequency of execution of the variation display of the special symbol) changes. In the pachinko machine P according to this embodiment, during the time-saving game state A, the average variation time of the special symbol is set to be extremely shorter than that during the time-saving game state B (see FIGS. 11 and 12). Therefore, although it is the same time-saving game state, the frequency of execution of the winning / losing lottery is extremely higher during the time-saving game state A than during the time-saving game state B.

[0121] In order to change the possibility of the game balls entering the second start winning opening 16, the frequency of execution of the winning / losing lottery, and the variation display of the special symbol for each game state, for each game state, one or a plurality of elements that determine the performance of the normal symbol game (the probability of winning in the normal symbol lottery, the variation time of the normal symbol, the operation time of the movable piece 16b) may be set to have different contents, or may be set to have different contents for all elements as in this embodiment. Also, for any game state, while all elements that determine the performance of the normal symbol game are set to the same content, the average variation time of the special symbol may be set to be different for each game state.

[0122] (Outline of Processing in Pachinko Machine P) Next, the outline of the processing executed by the main control board 100 along with the progress of the above-described special symbol game, normal symbol game, and special game will be described using a flowchart. First, the main processing of the main control board 100 will be described. When power is supplied by the power supply board, a system reset occurs in the main CPU 101, and the main CPU 101 executes the main processing shown in the flowchart of FIG. 17.

[0123] In step 100, the main CPU 101 executes an initialization process. Then, it proceeds to the next step 101. In step 101, the main CPU 101 updates the initial value update random number for the special symbol random number, which is referred to when updating the special symbol random number. This initial value update random number for the special symbol random number is for determining the initial value of the special symbol random number. That is, the special symbol random number is updated with the initial value update random number for the special symbol random number at the start of the update as the initial value. And when one round of this random number range is completed, the update of the special symbol random number continues with the initial value update random number for the special symbol random number at that time as the initial value. Then, it proceeds to the next step 102.

[0124] In step 102, the main CPU 101 updates the variation pattern random number for determining the variation pattern. And when the process of step 102 ends, hereinafter, until a predetermined interrupt process is performed, the processes of step 101 and step 102 are repeatedly executed.

[0125] Next, regarding the initialization process of step 100 described above, it will be explained with reference to the flowchart of FIG. 18. In step 130, the main CPU 101 executes the necessary initial setting processes for executing various processes at the time of power-off recovery (when the power switch is turned on or when recovering from an unexpected power-off), such as reading the startup program from the main ROM 102. Then, it proceeds to the next step 131. In step 131, the main CPU 101 sets the power-off monitoring time, which is the waiting time until the execution of the above-described various processes is started after power-off recovery, in the power-off monitoring time timer counter. Then, it proceeds to the next step 132.

[0126] In step 132, the main CPU 101 determines whether a power-off occurrence signal is detected. And if it is determined that a power-off occurrence signal is detected, it returns to step 131. On the other hand, if it is determined that a power-off occurrence signal is not detected, it proceeds to the next step 133. In step 133, the main CPU 101 determines whether the power-off monitoring time set in step 131 described above has elapsed. If it is determined that the time has not elapsed, the process returns to step 132. On the other hand, if it is determined that the time has elapsed, the process proceeds to the next step 134. Note that a subtraction timer is adopted for the power-off monitoring time timer counter, and each time the determination of the detection of the above-described power-off occurrence signal is executed, the timer counter is decremented by 1, and when it becomes 0, it is determined that the power-off monitoring time has elapsed.

[0127] In step 134, the main CPU 101 permits access to the main RAM 103. By performing this process, various data can be stored in the main RAM 103 and various data can be read (loaded) from the main RAM 103 hereafter. Then, the process proceeds to the next step 135. In step 135, the main CPU 101 determines whether the conditions for the RAM clear process are satisfied. That is, it is confirmed whether the power is turned on (the power switch is turned on) with the RAM clear switch provided on the power supply board being operated, or whether there is an inconsistency between the stored data in the main RAM 103 at the time of an unexpected power-off and the stored data in the main RAM 103 at the time of recovery from the unexpected power-off. Then, when the power is turned on with the RAM clear switch being operated or when an inconsistency occurs in the stored data, it is determined that the conditions for the RAM clear process are satisfied. In contrast, when the power is turned on without the RAM clear switch being operated or when the main RAM 103 recovers from an unexpected power-off without any inconsistency in the stored data, it is determined that the conditions for the RAM clear process are not satisfied. If it is determined that the conditions for the RAM clear process are not satisfied, the process proceeds to step 138. On the other hand, if it is determined that the conditions for the RAM clear process are satisfied, the process proceeds to the next step 136.

[0128] In step 136, the main CPU 101 executes a RAM clear process (i.e., clears the stored data in the main RAM 103). When the RAM clear process is executed, the game state set before the power failure is cleared, and the normal game state is set. Then, it proceeds to the next step 137. In step 137, the main CPU 101 transmits a RAM clear command indicating that the RAM clear process has been executed to the emission payout control board 200 and the sub-control board 300. Then, it proceeds to step 140.

[0129] Also, in step 138 which proceeds when it is determined in step 135 described above that the conditions for the RAM clear process are not satisfied, the main CPU 101 executes a normal power failure recovery process of clearing only some of the stored data in the main RAM 103 before the power failure and maintaining other data. Note that even when the normal power failure recovery process is executed, the game state set before the power failure is not cleared and the game state is maintained as it is. Then, it proceeds to the next step 139. In step 139, the main CPU 101 transmits a power failure recovery command indicating that it has recovered from the power failure to the emission payout control board 200 and the sub-control board 300. Then, it proceeds to the next step 140.

[0130] In step 140, the main CPU 101 transmits various commands based on the power failure recovery to the sub-control board 300. Examples of the commands transmitted to the sub-control board 300 at the time of power failure recovery include a first reserved number designation command indicating the first reserved number, a second reserved number designation command indicating the second reserved number, a game state designation command indicating the game state at the time of power failure recovery, a firing position designation command indicating the direction of launching the game ball (either right launch or left launch), etc. Then, the initialization process ends.

[0131] Next, the power failure evacuation process of the main control board 100 will be described. In the pachinko machine P according to this embodiment, when the voltage of the supplied power becomes equal to or lower than a predetermined value, it interrupts the main process of the main control board 100 described above, and the power failure evacuation process shown in the flowchart of FIG. 19 is executed.

[0132] In step 150, the main CPU 101 determines whether a power failure occurrence signal is detected. If it is determined that the power failure occurrence signal is detected, the process proceeds to step 152. On the other hand, if it is determined that the power failure occurrence signal is not detected, the process proceeds to the next step 151. In step 151, the main CPU 101 performs processing to enable interrupts. Then, the power failure evacuation process ends.

[0133] Also, in step 152 that is entered when it is determined in step 150 above that the power failure occurrence signal is detected, the main CPU 101 prohibits access to the main RAM 103. By performing this process, subsequent storage of various data to the main RAM 103 and reading (loading) of various data from the main RAM 103 become impossible, and the stored data in the main RAM 103 is retained. Then, the process proceeds to the next step 153. In step 153, the main CPU 101 sets the power failure monitoring time to the power failure monitoring time timer counter. Then, the process proceeds to the next step 154.

[0134] In step 154, the main CPU 101 determines whether a power failure occurrence signal is detected. If it is determined that the power failure occurrence signal is detected, the process returns to step 153. On the other hand, if it is determined that the power failure occurrence signal is not detected, the process proceeds to the next step 155. In step 155, the main CPU 101 determines whether the power failure monitoring time set in step 153 above has elapsed. If it is determined that it has not elapsed, the process returns to step 154. On the other hand, if it is determined that it has elapsed, the power failure evacuation process ends and the above-described initialization process is executed. The determination of the elapse of the power failure monitoring time is performed in the same manner as the determination in the above-described initialization process. Note that when a power failure occurs, the operation of the pachinko machine P stops while looping from step 153 to step 155 above.

[0135] Next, the timer interrupt process of the main control board 100 will be described. A clock pulse is generated every predetermined period (4 milliseconds in the pachinko machine P according to this embodiment) by the reset clock pulse generation circuit provided on the main control board 100, and thus the timer interrupt process shown in the flowchart of FIG. 20 is executed.

[0136] In step 200, the main CPU 101 executes a timer update process for updating various timer counters. Then, it proceeds to the next step 201. In the pachinko machine P according to this embodiment, a subtraction timer is adopted. Each time the timer interrupt process of the main control board 100 is executed, the timer counter is decremented by 1, and when it reaches 0, the decrement stops. In step 201, the main CPU 101 updates the special symbol random number. Specifically, the random number counter is updated by adding "1". If the result of the addition exceeds the maximum value of the random number range, the random number counter is reset to "0". When the random number counter makes one full cycle, the random number is updated from the value of the initial value update random number for the special symbol random number at that time. Then, it proceeds to the next step 202.

[0137] In step 202, the main CPU 101 determines whether there is an input to the gate detection sensor 20a, the first start winning opening detection sensor 15a, and the second start winning opening detection sensor 16a, and executes a sensor detection time process for performing a predetermined process based on this. Then, it proceeds to the next step 203. In step 203, the main CPU 101 executes a special figure related control process for controlling special figure games and special games. Then, it proceeds to the next step 204.

[0138] In step 204, the main CPU 101 executes a normal figure related control process for controlling normal figure games. Then, it proceeds to the next step 205. In step 205, the main CPU 101 executes error-related processing for controlling the occurrence and cancellation of various errors. Specifically, when the main control board 100 receives a door open command based on the opening of the front door 3, a tray full command based on the full state of the tray 7, etc., the main CPU 101 generates a corresponding error designation command (for example, a door open command, a tray full command, etc.) and stores (sets) it in the production transmission data storage area. Also, when the main control board 100 stops receiving the above commands, the main CPU 101 generates a corresponding error cancellation designation command (for example, a door closed command, a full cancellation command, etc.) and stores it in the production transmission data storage area. Then, it proceeds to the next step 206.

[0139] In step 206, when detection signals from the general winning opening detection sensor 14a, the first start winning opening detection sensor 15a, the second start winning opening detection sensor 16a, and the big winning opening detection sensor 18a are input to the main CPU 101, the main CPU 101 updates the winning ball counters provided corresponding to the respective detection signals and transmits a payout number designation command corresponding to each detection signal to the launch payout control board 200. When the launch payout control board 200 pays out winning balls, a payout command is transmitted to the main control board 100 for each payout, and when the main CPU 101 receives the payout command, it subtracts from the winning ball counter. Then, it proceeds to the next step 207. In step 207, the main CPU 101 executes the creation of movable piece solenoid data for controlling the operation of the movable piece 16b, big winning opening solenoid data for controlling the opening and closing of the big winning opening 18, display data of various display devices (the first special symbol display device 30, the second special symbol display device 31, the normal symbol display device 32, the first special symbol hold display device 38, the second special symbol hold display device 39, and the normal symbol hold display device 33), etc. Then, it proceeds to the next step 208.

[0140] In step 208, the main CPU 101 executes output control processing such as port output for outputting signals of each data created in step 207 described above and command transmission for transmitting the commands stored in the production transmission data storage area. Then, the timer interrupt processing of the main control board 100 is terminated.

[0141] Next, regarding the sensor detection time processing in step 202 described above, it will be described with reference to the flowchart of FIG. 21. In step 300, the main CPU 101 executes gate detection time processing for performing a normal symbol lottery based on the fact that the game ball has passed through gate 20. Then, it proceeds to the next step 301. In step 301, the main CPU 101 executes first start winning port detection time processing for performing a win / loss lottery based on the fact that the game ball has entered the first start winning port 15. Then, it proceeds to the next step 302.

[0142] In step 302, the main CPU 101 executes second start winning port detection time processing for performing a win / loss lottery based on the fact that the game ball has entered the second start winning port 16. Then, the sensor detection time processing is terminated.

[0143] Next, regarding the gate detection time processing in step 300 described above, it will be described with reference to the flowchart of FIG. 22. In step 400, the main CPU 101 determines whether or not a detection signal from the gate detection sensor 20a has been input. If it is determined that the detection signal from the gate detection sensor 20a has not been input, the gate detection time processing is terminated. On the other hand, if it is determined that the detection signal from the gate detection sensor 20a has been input, it proceeds to the next step 401. In step 401, the main CPU 101 determines whether or not the value of the general symbol hold counter (that is, the current general symbol hold number) is less than "4". If it is determined that the value is not less than "4" (that is, "4"), the gate detection time processing is terminated. On the other hand, if it is determined that the value is less than 4, it proceeds to the next step 402.

[0144] In step 402, the main CPU 101 increments the value of the general drawing reservation number counter by "1". Then, it proceeds to the next step 403. In step 403, the main CPU 101 acquires a winning determination random number, stores it in the general drawing reservation memory area, and ends the gate detection time processing.

[0145] Next, the above-described first start winning opening detection time processing in step 301 will be described with reference to the flowchart of FIG. 23. In step 500, the main CPU 101 determines whether a detection signal from the first start winning opening detection sensor 15a has been input. If it is determined that the detection signal from the first start winning opening detection sensor 15a has not been input, the first start winning opening detection time processing ends. On the other hand, if it is determined that the detection signal from the first start winning opening detection sensor 15a has been input, it proceeds to the next step 501. In step 501, the main CPU 101 determines whether the value of the first reservation number counter (i.e., the current first reservation number) is less than "4". If it is determined that the value is not less than "4" (i.e., "4"), the first start winning opening detection time processing ends. On the other hand, if it is determined that the value is less than "4", it proceeds to the next step 502.

[0146] In step 502, the main CPU 101 increments the value of the first reservation number counter by "1". Then, it proceeds to the next step 503. In step 503, the main CPU 101 acquires a winning or losing random number and stores it in the storage unit of the first reservation memory area. Then, it proceeds to the next step 504.

[0147] In step 504, the main CPU 101 acquires the special symbol random number updated in the above step 201 and stores it in the storage unit of the first reservation memory area where the winning or losing random number was stored in the above step 503. Then, it proceeds to the next step 505. In step 505, the main CPU 101 acquires the variable pattern random number updated in step 102 described above and stores it in the storage unit of the first reserved storage area where the win / loss random number was stored in step 503 described above. Thus, all of the acquired win / loss random number, special symbol random number, and variable pattern random number will be stored in the storage unit of the same first reserved storage area. Then, the process proceeds to the next step 506.

[0148] In step 506, the main CPU 101 generates a start winning command indicating that the first special symbol random number has been stored and stores it in the production transmission data storage area. Then, the process proceeds to the next step 507. In step 507, the main CPU 101 determines whether the current game state is a non-time-limited game state (i.e., whether it is a normal game state or a high-probability non-time-limited game state). If it is determined that it is not a non-time-limited game state (i.e., it is a time-limited game state (high-probability time-limited game states A and B)), the process of the first start winning opening detection is terminated. On the other hand, if it is determined that it is a non-time-limited game state, the process proceeds to the next step 508.

[0149] In step 508, for the stored first special symbol random number, the main CPU 101 executes a pre-determination process for performing various determinations related to the win / loss lottery before the start of the variation of the special symbol based on the first special symbol random number (at the time when the first special symbol random number was acquired (stored as a reservation)). Then, the process of the first start winning opening detection is terminated.

[0150] Next, the process of the second start winning opening detection in step 302 described above will be described with reference to the flowchart of FIG. 24. In step 600, the main CPU 101 determines whether a detection signal from the second start winning opening detection sensor 16a has been input. If it is determined that the detection signal from the second start winning opening detection sensor 16a has not been input, the process of the second start winning opening detection is terminated. On the other hand, if it is determined that the detection signal from the second start winning opening detection sensor 16a has been input, the process proceeds to the next step 601. In step 601, the main CPU 101 determines whether the value of the second reserved number counter (i.e., the second reserved number at the current time) is less than "4". If it is determined that the value is not less than "4" (i.e., "4"), the process for detecting the second start winning opening ends. On the other hand, if it is determined that the value is less than "4", the process proceeds to the next step 602.

[0151] In step 602, the main CPU 101 increments the value of the second reserved number counter by "1". Then, the process proceeds to the next step 603. In step 603, the main CPU 101 acquires a win / loss random number and stores it in the storage unit of the second reserved storage area. Then, the process proceeds to the next step 604.

[0152] In step 604, the main CPU 101 acquires the special symbol random number updated in the above step 201 and stores it in the storage unit of the second reserved storage area where the win / loss random number was stored in the above step 603. Then, the process proceeds to the next step 605. In step 605, the main CPU 101 acquires the variable pattern random number updated in the above step 102 and stores it in the storage unit of the second reserved storage area where the win / loss random number was stored in the above step 603. Thus, all of the acquired win / loss random number, special symbol random number, and variable pattern random number are stored in the storage unit of the same second reserved storage area. Then, the process proceeds to the next step 606.

[0153] In step 606, the main CPU 101 generates a start winning command indicating that the second special symbol random number has been stored and stores it in the production transmission data storage area. Then, the process proceeds to the next step 607. In step 607, the main CPU 101 determines whether the current game state is a time-saving game state (i.e., whether it is a high-probability time-saving game state (high-probability time-saving game states A and B)). If it is determined that it is not a time-saving game state (i.e., it is a non-time-saving game state), the process for detecting the second start winning opening ends. On the other hand, if it is determined that it is a time-saving game state, the process proceeds to the next step 608.

[0154] In step 608, the main CPU 101 performs a pre-determination process for various determinations regarding the win / loss lottery for the stored second special drawing random number before the start of the variation of the special symbol based on the second special drawing random number (at the time when the second special drawing random number was acquired (stored as a hold)). Then, the process for detecting the second start winning opening ends.

[0155] Next, the pre-determination processes of step 508 and step 608 described above will be described with reference to the flowchart of FIG. 25. In the pre-determination process of step 508 described above, the following processes are executed based on the win / loss random number, special symbol random number, variation pattern random number stored in the storage unit of the first hold storage area, and the first hold number. In the pre-determination process of step 608 described above, the following processes are executed based on the win / loss random number, special symbol random number, variation pattern random number stored in the storage unit of the second hold storage area, and the second hold number. In step 650, the main CPU 101 checks the type of the start winning opening (the first start winning opening 15, the second start winning opening 16) into which the game ball has entered, the hold number (the first hold number, the second hold number), the current game state (normal game state, high probability time-limited game state A, high probability time-limited game state B, high probability non-time-limited game state), and the previous game state. Then, it proceeds to the next step 651.

[0156] In step 651, the main CPU 101 acquires any one (low probability determination table 110a, high probability determination table 110b) corresponding to the game state confirmed in step 650 among the win / loss random number determination tables 110, and executes a win / loss determination process for determining the result of the win / loss lottery based on the acquired table and the stored win / loss random number. Then, the data related to the result of the determination (winning a big prize or losing) is stored in a predetermined processing area of the main RAM 103. Then, it proceeds to the next step 652. In step 652, the main CPU 101 executes a special symbol determination process for determining the type of the special symbol. Specifically, when the start winning opening into which the game ball has entered is the first start winning opening 15 (first special symbol random number), the first start winning opening determination table 111a is acquired. Then, when the result of the win / loss lottery determined in step 651 above is a big win, the type of the big win symbol (big win symbols X1, X2) is determined based on the table and the special symbol random number stored, and when it is a loss, the type of the losing symbol is determined as the losing symbol Z1. Also, when the start winning opening into which the game ball has entered is the second start winning opening 16 (second special symbol random number), the second start winning opening determination table 111b is acquired. Then, when the result of the win / loss lottery determined in step 651 above is a big win, the type of the big win symbol (big win symbols X3, X4) is determined based on the table and the special symbol random number stored, and when it is a loss, the type of the losing symbol is determined as the losing symbol Z2. The main CPU 101 stores the data related to the result of the determination (type of the special symbol) in a predetermined processing area of the main RAM 103. Then, it proceeds to the next step 653.

[0157] In step 653, the main CPU 101 acquires the variation pattern table 114 corresponding to the current game state and the previous game state confirmed in step 650 above. Then, it proceeds to the next step 654. In step 654, the main CPU 101 executes a variation pattern command determination process for determining a variation pattern command based on the type of the special symbol determined in step 652 above, the hold count, the variation pattern table 114 acquired in step 653 above, and the stored variation pattern random number. Then, it proceeds to the next step 655.

[0158] In step 655, the main CPU 101 stores a pre-determination command including the result of the win / loss lottery determined in step 651 above, the type of the special symbol determined in step 652 above, and the variation pattern command determined in step 654 above in the production transmission data storage area. Then, the pre-determination process ends. Through the above processing, for the first special drawing random number or the second special drawing random number stored as pending, the result of the winning or losing lottery determined at the start of the variation of the special symbol, the type of the special symbol, and the variation pattern command are transmitted to the sub-control board 300 in advance (i.e., before the start of the variation) by the pre-determination command at the time of acquisition of the random number.

[0159] In the pachinko machine P according to this embodiment, in the above-described pre-determination process, the first special drawing random number stored in the acquisition and retention storage area (first retention storage area) based on the entry of the game ball into the first start winning opening 15, or the second special drawing random number stored in the acquisition and retention storage area (second retention storage area) based on the entry of the game ball into the second start winning opening 16 was determined. However, the present invention is not limited to this. For example, in the pre-determination process, instead of directly determining the random number stored in the retention storage area, the random number stored in another storage area (e.g., a register or the like) may be determined.

[0160] Next, the special drawing related control process in step 203 described above will be described with reference to the flowchart of FIG. 26. In step 700, the main CPU 101 loads the value of the execution phase data. This execution phase data indicates which of a plurality of functional modules (subroutines) constituting the special drawing related control process is to be executed. Specifically, this execution phase data includes data "00" indicating the execution of the special symbol variation start process described later, data "01" indicating the execution of the special symbol variation stop process described later, data "02" indicating the execution of the post-stop process described later, data "03" indicating the execution of the special game control process described later, and data "04" indicating the execution of the special game end process described later. Then, the main CPU 101 executes either the special symbol variation start process (step 701), the special symbol variation stop process (step 702), the post-stop process (step 703), the special game control process (step 704), or the special game end process (step 705) based on the value of the execution phase data loaded in step 700 above. Then, the special drawing related control process ends.

[0161] Next, regarding the special symbol variation start process in step 701 described above, it will be described with reference to the flowchart of FIG. 27. In step 800, the main CPU 101 determines whether the execution phase data is the data "00" indicating the execution of the special symbol variation start process. If it is determined that the execution phase data is "00", the process proceeds to the next step 801. On the other hand, if it is determined that the execution phase data is not "00", the special symbol variation start process ends. In step 801, the main CPU 101 determines whether the second special symbol random number is stored in the storage unit of the second reserved storage area, that is, whether the second reserved number counter is "1" or more. If it is determined that the second special symbol random number is stored, the process proceeds to step 804. On the other hand, if it is determined that the second special symbol random number is not stored, the process proceeds to the next step 802.

[0162] In step 802, the main CPU 101 determines whether the first special symbol random number is stored in the storage unit of the first reserved storage area, that is, whether the first reserved number counter is "1" or more. If it is determined that the first special symbol random number is not stored, the process proceeds to step 812. On the other hand, if it is determined that the first special symbol random number is stored, the process proceeds to the next step 803. In step 803, the main CPU 101 decrements the value of the first reserved number counter by "1" and executes a shift process on the first reserved storage area. Specifically, each random number stored in the first storage unit of the first reserved storage area is stored in a predetermined processing area provided in the main RAM 103, and each random number stored in the second to fourth storage units of the first reserved storage area is shifted to a storage unit with a smaller number by one. As a result, each random number stored in the first reserved storage area is in a so-called first-in first-out (FIFO) manner and is used for the pass / fail determination process described later. Then, the process proceeds to step 805.

[0163] Also, in step 804 which proceeds when it is determined in the above-mentioned step 801 that the second special figure random number is stored, the main CPU 101 decrements the value of the second pending number counter by "1" and executes a shift process on the second pending storage area. Specifically, each random number stored in the first storage unit of the second pending storage area is stored in a predetermined processing area provided in the main RAM 103, and each random number stored in the second to fourth storage units of the second pending storage area is shifted to a storage unit with a smaller number by one. As a result, each random number stored in the second pending storage area is in a so-called first-in, first-out (FIFO) manner and is used for the pass / fail determination process described later. Then, it proceeds to step 805. In step 805, the main CPU 101 increments the count value of the variation count counter for counting the number of executions of the pass / fail lottery (the number of variations of the special symbol) by "1". Also, the main CPU 101 stores a variation count command including the count value of the variation count counter in the production transmission data storage area. As a result, the variation count command is transmitted to the sub-control board 300, and the sub-control board 300 can grasp the current count value of the variation count counter. Then, it proceeds to the next step 806.

[0164] In step 806, the main CPU 101 executes a pass / fail determination process for deriving the result of the pass / fail lottery. Then, it proceeds to the next step 807. In step 807, the main CPU 101 executes a special symbol determination process for determining the type of the special symbol. Specifically, when the start winning opening into which the game ball has entered is the first start winning opening 15 (first special symbol random number), the first start winning opening determination table 111a is acquired. And when the result of the win / loss lottery determined in step 806 above is a big win, the type of the big win symbol (big win symbols X1, X2) is determined based on the above table and the special symbol random number stored in a predetermined processing area in step 803 or 804 above. When it is a loss, the losing symbol Z1 is determined. Also, when the start winning opening into which the game ball has entered is the second start winning opening 16 (second special symbol random number), the second start winning opening determination table 111b is acquired. And when the result of the win / loss lottery determined in step 806 above is a big win, the type of the big win symbol (big win symbols X3, X4) is determined based on the above table and the special symbol random number stored in a predetermined processing area in step 803 or 804 above. When it is a loss, the losing symbol Z2 is determined. Then, the data corresponding to the determined special symbol is stored in a predetermined temporary storage area of the main RAM 103. Also, in this special symbol determination process, the current game state, that is, the game state at the time when the special symbol is determined, is stored in the game state buffer. Then, the process proceeds to the next step 808. Note that in the special symbol variation start process of the pachinko machine P according to this embodiment, when both the first special symbol random number and the second special symbol random number are stored, the second special symbol random number is processed with priority over the first special symbol random number. However, it is not limited to this, and they may be processed in the order stored in the hold storage area.

[0165] In step 808, the main CPU 101 stores a symbol determination command indicating the type of the special symbol determined in step 807 above in the production transmission data storage area. Thereby, the information related to the type of the determined special symbol will be transmitted to the sub-control board 300 at the start of variation. Then, the process proceeds to the next step 809. In step 809, the main CPU 101 executes a variable pattern determination process for determining a variable pattern based on the variable pattern random number stored in the processing area in step 803 or step 804 described above. Then, it proceeds to the next step 810.

[0166] In step 810, the main CPU 101 sets variable display data for starting the variable display of the special symbol on the first special symbol display device 30 or the second special symbol display device 31. As a result, when the variable display of the special symbol is performed based on the first special symbol random number, the first special symbol display device 30 starts the blinking display, and when the variable display of the special symbol is performed based on the second special symbol random number, the second special symbol display device 31 starts the blinking display. Here, the blinking display means that "-" blinks at a predetermined interval on each display device. Also, in the pachinko machine P according to this embodiment, when the first special symbol random number is stored in the first hold storage area, the first special symbol hold display device 38 is displayed in a manner that the first hold number can be recognized, and when the second special symbol random number is stored in the second hold storage area, the second special symbol hold display device 39 is displayed in a manner that the second hold number can be recognized. Then, when the variable display of the special symbol described above is performed based on the first special symbol random number, the first special symbol hold display device 38 is controlled to be displayed so as to indicate that the first hold number decreases by one simultaneously with the start of the variable display, and when the variable display of the special symbol described above is performed based on the second special symbol random number, the second special symbol hold display device 39 is controlled to be displayed so as to indicate that the second hold number decreases by one simultaneously with the start of the variable display. Then, it proceeds to the next step 811.

[0167] In step 811, the main CPU 101 sets "01" in the execution phase data so that the special symbol variable stop process is executed in the special symbol related control process, and ends the special symbol variable start process. Also, in step 812 that proceeds when it is determined in step 802 described above that the first special figure random number is not stored in the first reserved storage area, the main CPU 101 executes a waiting customer determination process for performing a waiting customer display on the effect display device 21 based on the fact that the variable display is not being performed. Specifically, the main CPU 101 measures the time during which the variable display of the special symbol is not being performed, and when a predetermined waiting customer time (for example, 30 seconds) has elapsed without the variable display of the special symbol being performed, it is regarded as being in a waiting customer state, and a waiting customer command for displaying a waiting customer screen on the effect display device 21 is stored in the effect transmission data storage area. Then, the special symbol variable start process is terminated.

[0168] Next, regarding the validity determination process in step 806 described above, it will be described with reference to the flowchart of FIG. 28. In step 850, the main CPU 101 selects one of the winning or losing random number determination tables 110 corresponding to the current game state (low probability game state, high probability game state) (low probability determination table 110a, high probability determination table 110b), and based on the selected table and the winning or losing random number stored in the predetermined processing area in step 803 or step 804 described above, executes a jackpot winning or losing determination process for determining whether or not a jackpot is won (that is, determines the winning or losing of a jackpot). Specifically, the main CPU 101 acquires information on the numerical range in which a jackpot is won from the above-described table, and determines whether or not the above-described winning or losing random number belongs within this acquired numerical range. Then, when the above-described winning or losing random number belongs within the above-described numerical range, it is determined that a jackpot is won, and when the above-described winning or losing random number does not belong within the above-described numerical range, it is determined as a loss. Then, the process proceeds to the next step 851. In step 851, the main CPU 101 determines whether or not the result of the jackpot winning or losing determination process executed in step 850 described above is a jackpot win (that is, whether or not a jackpot has been won). Then, when it is determined that there is no jackpot win (a loss), the process proceeds to step 853. On the other hand, when it is determined that a jackpot has been won, the process proceeds to the next step 852.

[0169] In step 852, the main unit 101 stores in a predetermined storage area of the main RAM 103 that a jackpot has been won. Then, the win / loss determination process ends. Also, in step 853 which is proceeded to when it is determined in step 851 described above that a jackpot has not been won, the main CPU 101 stores in a predetermined storage area of the main RAM 103 that it is a loss. Then, the win / loss determination process ends.

[0170] Next, the variable pattern determination process in step 809 described above will be described with reference to the flowchart of FIG. 29. In step 900, the main CPU 101 checks the type of the start winning opening (the first start winning opening 15, the second start winning opening 16) into which the game ball has entered, the hold numbers (the first hold number, the second hold number), the current game state (normal game state, high probability time - shortened game state A, high probability time - shortened game state B, high probability non - time - shortened game state), and the previous game state. Then, it proceeds to the next step 901. In step 901, the main CPU 101 acquires the variable pattern table 114 corresponding to the current game state and the previous game state checked in step 900 described above. Then, it proceeds to the next step 902.

[0171] In step 902, the main CPU 101 determines a variable pattern command based on the variable pattern table 114 acquired in step 901 described above, the type of the special symbol determined in step 807 described above, the hold numbers checked in step 900 described above, and the variable pattern random number stored in the processing area in step 803 or 804, and stores the determined variable pattern command in a predetermined processing area. Then, it proceeds to the next step 903. In step 903, the main CPU 101 stores the variable pattern command determined in step 902 described above in the production transmission data storage area. Then, it proceeds to the next step 904.

[0172] In step 904, the main CPU 101 determines the variation time associated with the variation pattern command based on the variation pattern table 114. Then, the determined variation time is set in the variation time timer counter. And the variation pattern determination process ends.

[0173] Next, regarding the special symbol variation stop process of step 702 described above, it will be described with reference to the flowchart of FIG. 30. In step 1000, the main CPU 101 determines whether the execution phase data is the data "01" indicating the execution of the special symbol variation stop process. And when it is determined that the execution phase data is not "01", the special symbol variation stop process ends. On the other hand, when it is determined that the execution phase data is "01", it proceeds to the next step 1001.

[0174] In step 1001, the main CPU 101 determines whether the variation time set in the variation time timer counter in step 904 has elapsed. And when it is determined that the variation time has not elapsed, the special symbol variation stop process ends. On the other hand, when it is determined that the variation time has elapsed, it proceeds to the next step 1002. In step 1002, the main CPU 101 sets the stop display data for stopping and displaying the special symbol determined in step 807 above on the first special symbol display device 30 or the second special symbol display device 31, and executes the stop display of the special symbol. And it proceeds to the next step 1003.

[0175] In step 1003, the main CPU 101 stores the symbol determination command indicating that the special symbol has been determined in the production transmission data storage area. And it proceeds to the next step 1004. In step 1004, the main CPU 101 refers to the stop display time table 115, determines the stop display time corresponding to the type of special symbol determined in step 807 described above, and sets this determined stop display time in the stop display time timer counter. In the pachinko machine P according to this embodiment, as described above, when the losing symbol Z1 or Z2 is determined, and when any of the jackpot symbols X1, X2, X3, or X4 is determined, a stop display time of 0.5 seconds is set (see FIG. 13). Then, the process proceeds to the next step 1005.

[0176] In step 1005, the main CPU 101 sets "02" in the execution phase data so that the post-stop process is executed in the special symbol related control process. Then, the special symbol variation stop process ends.

[0177] Next, the post-stop process of step 703 described above will be described with reference to the flowchart of FIG. 31. In step 1100, the main CPU 101 determines whether the execution phase data is the data "02" indicating the execution of the post-stop process. If it is determined that the execution phase data is not "02", the post-stop process ends. On the other hand, if it is determined that the execution phase data is "02", the process proceeds to the next step 1101. In step 1101, the main CPU 101 determines whether the stop display time set in the stop display time timer counter in step 1004 described above has elapsed. If it is determined that the stop display time has not elapsed, the post-stop process ends. On the other hand, if it is determined that the stop display time has elapsed, the process proceeds to the next step 1102.

[0178] In step 1102, the main CPU 101 stores a stop display end command indicating that the stop display time has elapsed in the production transmission data storage area. As a result, it is transmitted to the sub-control board 300 that the stop display time has elapsed. Also, the main CPU 101 stores the current game state in the game state buffer. Then, the process proceeds to the next step 1103. In step 1103, the main CPU 101 executes the time shortening count update process. Specifically, the main CPU 101 determines whether a time shortening game flag indicating that the current game state is a time shortening game state (time shortening game states A and B) is on. And when it is determined that the time shortening game flag is on, the main CPU 101 updates the time shortening count storage area provided in the main RAM 103. In this time shortening count storage area, the remaining number of variable counts until the currently set time shortening game state ends is stored. And this stored remaining number of variable counts is decremented by "1". Also, when the remaining number of variable counts becomes "0" due to the update of the remaining number of variable counts, a process of turning off the time shortening game flag is also executed. Also, when it is determined that the time shortening game flag is not on, the main CPU 101 does not perform any processing. Then, it proceeds to the next step 1104.

[0179] In step 1104, the main CPU 101 performs the high probability count update process. Here, the main CPU 101 determines whether a high probability game flag indicating that the current game state is a high probability game state is on. And when it is determined that the high probability game flag is on, the main CPU 101 updates the high probability count storage area provided in the main RAM 103. In this high probability count storage area, the remaining number of variable counts until the high probability game state ends is stored. And this stored remaining number of variable counts is decremented by "1". Also, when the remaining number of variable counts becomes "0" due to the update of the remaining number of variable counts, a process of turning off the high probability game flag is also executed. Also, when it is determined that the high probability game flag is not on, the main CPU 101 does not perform any processing. Then, it proceeds to the next step 1105.

[0180] In step 1105, the main CPU 101 determines whether the special symbol that is stopped and displayed is a jackpot symbol. And when it is determined that the special symbol that is stopped and displayed is not a jackpot symbol (that is, it is a losing symbol), it proceeds to step 1111. On the other hand, when it is determined that the special symbol that is stopped and displayed is a jackpot symbol, it proceeds to the next step 1106. In step 1106, the main CPU 101 sets a jackpot winning command for transmitting the game state (current game state) at the time of jackpot winning and the types of jackpot symbols (jackpot symbols X1, X2, X3, X4) stopped and displayed to the sub-control board 300. Then, it proceeds to the next step 1107.

[0181] In step 1107, the main CPU 101 resets the current game state. Then, it proceeds to the next step 1108. In step 1108, the main CPU 101 sets the opening time, which is the waiting time set at the start of the special game, to the opening time timer counter and stores an opening command indicating that the opening process is to be started in the production transmission data storage area. Then, it proceeds to the next step 1109.

[0182] In step 1109, the main CPU 101 sets the round number in the main RAM 103 based on the types of jackpot symbols stopped and displayed. Specifically, regardless of whether the jackpot symbol stopped and displayed is X1, X2, X3, or X4, the main CPU 101 sets "10" as the round number. Then, it proceeds to the next step 1110. In step 1110, the main CPU 101 sets "03" in the execution phase data so that the special game control process is executed in the special figure related control process. Then, the post-stop process ends.

[0183] Also, in step 1111 that proceeds when it is determined in step 1105 described above that the special symbol stopped and displayed is not a jackpot symbol, a game state command indicating the current game state is stored in the production transmission data storage area. Then, it proceeds to the next step 1112. In step 1112, the main CPU 101 sets "00" in the execution phase data so that the special symbol variation start process is executed in the special figure related control process. Then, the post-stop process ends.

[0184] Next, regarding the special game control process in step 704 described above, it will be described with reference to the flowchart of FIG. 32. In step 1200, the main CPU 101 determines whether the execution phase data is the data "03" indicating the execution of the special game control process. If it is determined that the execution phase data is not "03", the special game control process ends. On the other hand, if it is determined that the execution phase data is "03", the process proceeds to the next step 1201. In step 1201, the main CPU 101 determines whether the opening time set in the opening time timer counter in step 1108 described above has elapsed. If it is determined that the opening time has not elapsed, the special game control process ends. On the other hand, if it is determined that the opening time has elapsed, the process proceeds to the next step 1202.

[0185] In step 1202, the main CPU 101 determines whether it is during the ending process, which is a standby process performed after all-round games are completed in this special game control process. If it is determined that it is during the ending process, the process proceeds to step 1210. On the other hand, if it is determined that it is not during the ending process, the process proceeds to the next step 1203. In step 1203, the main CPU 101 executes a big winning opening / closing control process for opening and closing the big winning opening 18 based on the special electric accessory operation table 112 corresponding to the type of the stopped big winning symbol. Then, the process proceeds to the next step 1204.

[0186] In step 1204, the main CPU 101 determines whether it is the time when the round game is started based on the big winning opening / closing control in step 1203 described above. If it is determined that it is not the time when the round game is started, the process proceeds to step 1206. On the other hand, if it is determined that it is the time when the round game is started, the process proceeds to the next step 1205. In step 1205, the main CPU 101 stores a round game start command indicating the start of a round game in the production transmission data storage area. Then, it proceeds to the next step 1206. Note that the round game start command is provided for each number of round games, enabling the sub-control board 300 to be informed of which round game has started.

[0187] In step 1206, the main CPU 101 determines whether the round game has ended based on the big winning opening / closing control process in step 1203 described above. If it is determined that the round game has not ended, the special game control process ends. On the other hand, if it is determined that the round game has ended, it proceeds to the next step 1207. In step 1207, the main CPU 101 decrements the number of rounds stored in the main RAM 103 by "1". Then, it proceeds to the next step 1208.

[0188] In step 1208, the main CPU 101 determines whether the number of rounds decremented in step 1207 above is "0". If it is determined that the number of rounds is not "0", the special game control process ends. On the other hand, if it is determined that the number of rounds is "0", it proceeds to the next step 1209. In step 1209, the main CPU 101 sets the ending time, which is the standby time set at the end of the special game, in the ending time timer counter, and stores an ending command indicating that the ending process has started in the production transmission data storage area. Then, the special game control process ends.

[0189] Also, in step 1210 which proceeds when it is determined in the above-described step 1202 that the ending process is in progress, the main CPU 101 determines whether or not the ending time set in the ending time timer in the above-described step 1209 has elapsed. If it is determined that the ending time has not elapsed, the special game control process is terminated. On the other hand, if it is determined that the ending time has elapsed, the process proceeds to the next step 1211. In step 1211, the main CPU 101 stores a special game end command indicating that the special game has ended in the production transmission data storage area. Then, the process proceeds to the next step 1212.

[0190] In step 1212, the main CPU 101 sets "04" in the execution phase data so that the special game end process is executed in the special drawing related control process. Then, the special game control process is terminated.

[0191] Next, the special game end process of the above-described step 705 will be described with reference to the flowchart of FIG. 33. In step 1300, the main CPU 101 determines whether or not the execution phase data is the data "04" indicating the execution of the special game end process. If it is determined that the execution phase data is not "04", the special game end process is terminated. On the other hand, if it is determined that the execution phase data is "04", the process proceeds to the next step 1301. In step 1301, the main CPU 101 executes a high-probability game state setting process for setting the game state to a high-probability game state. Specifically, the high-probability game flag is turned on and "10000" is set in the high-probability count. Then, the process proceeds to step 1302.

[0192] In step 1302, the main CPU 101 executes a time-saving game state setting process for setting the game state to a time-saving game state. Specifically, the time-saving game flag is turned on. And when the determined special symbol is the big win symbol X1 or X3, if the current game state is a non-time-limited game state (normal game state, high-probability non-time-limited game state), regardless of the previous game state, set "10000" for the time-limited count. When the current game state is the time-limited game state A (high-probability time-limited game state A), regardless of the previous game state, set "200" for the time-limited count. When the current game state is the time-limited game state B (high-probability time-limited game state B), regardless of the previous game state, set "10000" for the time-limited count. Also, when the determined special symbol is the big win symbol X2 or X4, if the current game state is a non-time-limited game state (normal game state, high-probability non-time-limited game state), regardless of the previous game state, set "200" for the time-limited count. When the current game state is the time-limited game state A (high-probability time-limited game state A), regardless of the previous game state, set "200" for the time-limited count. When the current game state is the time-limited game state B (high-probability time-limited game state B), if the previous game state is the time-limited game state A (high-probability time-limited game state A), set "10000" for the time-limited count, and if the previous game state is the time-limited game state B (high-probability time-limited game state B) or a non-time-limited game state (normal game state, high-probability non-time-limited game state), set "200" for the time-limited count. Then, proceed to step 1303.

[0193] In step 1303, the main CPU 101 executes a previous game state update process for updating the previous game state stored in a predetermined storage area of the main RAM 103. Specifically, the main CPU 101 changes the previous game state stored in a predetermined storage area of the main RAM 103 to the game state at the time of winning a big win that triggered the execution of the ended special game (that is, the current game state). Note that when RAM clear is performed, the previous game state stored in a predetermined storage area of the main RAM 103 is erased, and then a non-time-limited game state is stored as the previous game state. Then, proceed to the next step 1304. In step 1304, the main CPU 101 sets a game state designation command in the production transmission data storage area according to the game state set as described above. This game state designation command includes the information that the high-probability game flag is on, the information that the time-saving game flag is on, the high-probability count, and the time-saving count, which are set as described above. Then, it proceeds to the next step 1305.

[0194] In step 1305, the main CPU 101 sets "00" in the execution phase data so that the variation start process is executed in the special drawing related control process. Then, the special game end process is terminated.

[0195] Next, regarding the general drawing related control process of step 204 described above, it will be described with reference to the flowchart of FIG. 34. In step 1400, the main CPU 101 loads the value of the general drawing execution phase data. This general drawing execution phase data indicates which of a plurality of function modules (subroutines) constituting the general drawing related control process is to be executed. Specifically, this general drawing execution phase data has data "10" indicating the execution of the normal symbol variation start process described later, data "11" indicating the execution of the normal symbol variation stop process described later, data "12" indicating the execution of the process after the normal symbol stops described later, and data "13" indicating the execution of the movable piece control process described later. Then, based on the value of the general drawing execution phase data loaded in step 1400 above, the main CPU 101 executes either the normal symbol variation start process (step 1401), the normal symbol variation stop process (step 1402), the process after the normal symbol stops (step 1403), or the movable piece control process (step 1404). Then, the general drawing related control process is terminated.

[0196] Next, regarding the normal symbol variation start process of step 1401 described above, it will be described with reference to the flowchart of FIG. 35. In step 1500, the main CPU 101 determines whether the general drawing execution phase data is "10" indicating the execution of the normal symbol variation start process. If it is determined that the general drawing execution phase data is not "10", the normal symbol variation start process is terminated. On the other hand, if it is determined that the general drawing execution phase data is "10", the process proceeds to the next step 1501. In step 1501, the main CPU 101 determines whether the winning determination random number is stored in the general drawing hold memory area, that is, whether the general drawing hold number counter is "1" or more. If it is determined that the general drawing hold number counter is not "1" or more (i.e., "0"), the normal symbol variation start process is terminated. On the other hand, if it is determined that the general drawing hold number counter is "1" or more, the process proceeds to the next step 1502.

[0197] In step 1502, the main CPU 101 decrements the value of the general drawing hold number counter by "1". Then, the process proceeds to the next step 1503. In step 1503, the main CPU 101 executes the shift process of the general drawing hold memory area. Specifically, the winning determination random number stored in the first storage unit is stored in a predetermined processing area provided in the main RAM 103, and the winning determination random numbers stored in the second to fourth storage units are shifted to the storage unit with a smaller number by one. As a result, the winning determination random numbers stored in the general drawing hold memory area are in a so-called first-in, first-out (FIFO) manner and are used for the winning determination process described later. Then, the process proceeds to step 1504.

[0198] In step 1504, the main CPU 101 selects a winning determination random number determination table 116 (either the first determination table 116a or the second determination table 116b) corresponding to the current game state (non-time-limited game state, time-limited game state (time-limited game state A, B)), and executes a winning determination process to derive the result of the normal symbol lottery based on the selected table and the winning determination random number stored in the processing area in step 1503 above. Specifically, when in the non-time-limited game state, the main CPU 101 refers to the first determination table 116a, and when in the time-limited game state, it refers to the second determination table 116b, and determines the winning determination random number stored in the processing area. Then, it proceeds to the next step 1505. In step 1505, the main CPU 101 determines whether the result of the winning determination process in step 1504 above is a win. If it is determined to be a win, it proceeds to the next step 1506. On the other hand, if it is determined not to be a win (i.e., a loss), it proceeds to step 1507.

[0199] In step 1506, the main CPU 101 stores the winning symbol data in a predetermined processing area of the main RAM 103. Then, it proceeds to step 1508. Also, in step 1507 where it proceeds when it is determined in step 1505 above that the result of the winning determination process is not a win (i.e., a loss), the main CPU 101 stores the losing symbol data in a predetermined processing area of the main RAM 103. Then, it proceeds to the next step 1508.

[0200] In step 1508, the main CPU 101 checks whether the current game state is either the non-time-limited game state or the time-limited game state, and refers to the normal symbol variation pattern determination table 117 to set the variation time of the normal symbol corresponding to the current game state in the normal symbol variation time timer counter. Specifically, when in the non-time-limited game state, the main CPU 101 sets "10 seconds" in the normal symbol variation time timer counter, and when in the time-limited game state, it sets "1 second" in the normal symbol variation time timer counter. Then, it proceeds to the next step 1509. In step 1509, the main CPU 101 sets the variable display data for starting the variable display of the normal symbol. Thereby, when the variable display of the normal symbol is performed, the normal symbol display device 32 starts the blinking display. Further, in the pachinko machine P according to the present embodiment, when the winning determination random number is stored in the normal symbol hold storage area, the normal symbol hold display device 33 is displayed in a manner capable of recognizing the normal symbol hold number. And when the variable display of the normal symbol is performed, at the same time as the start of the variable display, the normal symbol hold display device 33 is controlled for display so as to indicate that the normal symbol hold number is decreased by one. Then, the process proceeds to the next step 1510.

[0201] In step 1510, the main CPU 101 stores the current game state in the game state buffer as the game state at the start of the variation. Then, the process proceeds to the next step 1511. In step 1511, the main CPU 101 sets "11" in the normal symbol execution phase data so that the normal symbol variation stop process is executed in the normal symbol related control process. Then, the normal symbol variation start process ends.

[0202] Next, the normal symbol variation stop process of step 1402 described above will be described with reference to the flowchart of FIG. 36. In step 1600, the main CPU 101 determines whether the normal symbol execution phase data is the data "11" indicating the execution of the normal symbol variation stop process. And when it is determined that the normal symbol execution phase data is not "11", the normal symbol variation stop process ends. On the other hand, when it is determined that the normal symbol execution phase data is "11", the process proceeds to the next step 1601. In step 1601, the main CPU 101 determines whether the variation time of the normal symbol set in the normal symbol variation time timer counter in step 1508 has elapsed. And when it is determined that the variation time has not elapsed, the normal symbol variation stop process ends. On the other hand, when it is determined that the variation time has elapsed, the process proceeds to the next step 1602.

[0203] In step 1602, the main CPU 101 sets stop display data for stopping the normal symbol display on the normal symbol display device 32 and executes the stop display of the normal symbol. Then, it proceeds to the next step 1603. In step 1603, the main CPU 101 sets the normal symbol stop display time for stopping the normal symbol display in the normal symbol stop display time timer counter. Then, it proceeds to the next step 1604.

[0204] In step 1604, the main CPU 101 sets "12" in the normal symbol execution phase data so that the post-stop process of the normal symbol is executed in the normal symbol related control process. Then, it ends the normal symbol variation stop process.

[0205] Next, regarding the post-stop process of the normal symbol in step 1403 described above, it will be described with reference to the flowchart of FIG. 37. In step 1700, the main CPU 101 determines whether the normal symbol execution phase data is the data "12" indicating the execution of the post-stop process of the normal symbol. If it is determined that the normal symbol execution phase data is not "12", it ends the post-stop process of the normal symbol. On the other hand, if it is determined that the normal symbol execution phase data is "12", it proceeds to the next step 1701. In step 1701, the main CPU 101 determines whether the normal symbol stop display time set in the normal symbol stop display time timer counter in step 1603 described above has elapsed. If it is determined that the normal symbol stop display time has not elapsed, it ends the post-stop process of the normal symbol. On the other hand, if it is determined that the normal symbol stop display time has elapsed, it proceeds to the next step 1702.

[0206] In step 1702, the main CPU 101 determines whether the normally stopped symbol being displayed is a winning symbol. If it is determined that the normally stopped symbol being displayed is not a winning symbol (i.e., it is a losing symbol), it proceeds to step 1704. On the other hand, if it is determined that the normally stopped symbol being displayed is a winning symbol, it proceeds to the next step 1703. In step 1703, the main CPU 101 sets "13" in the general drawing execution phase data so that the movable piece control process is executed in the general drawing related control process. Then, the process after the normal symbol stop is terminated.

[0207] Also, in step 1704 which proceeds when it is determined that the normal symbol stopped and displayed in step 1702 described above is not a winning symbol (that is, a losing symbol), the main CPU 101 sets "10" in the general drawing execution phase data so that the normal symbol variation start process is executed in the general drawing related control process. Then, the process after the normal symbol stop is terminated.

[0208] Next, the movable piece control process of step 1404 described above will be described with reference to the flowchart of FIG. 38. In step 1800, the main CPU 101 determines whether the general drawing execution phase data is the data "13" indicating the execution of the movable piece control process. And when it is determined that the general drawing execution phase data is not "13", the movable piece control process is terminated. On the other hand, when it is determined that the general drawing execution phase data is "13", the process proceeds to the next step 1801. In step 1801, the main CPU 101 determines whether the movable piece 16b is under operation control, that is, whether the movable piece solenoid 16c is energized. And when it is determined that the movable piece 16b is under operation control, the process proceeds to step 1804. On the other hand, when it is determined that the movable piece 16b is not under operation control, the process proceeds to the next step 1802.

[0209] In step 1802, the main CPU 101 checks whether the game state at the start of the variation of the normal symbol was in the non-time-limit game state or the time-limit game state. Then, the process proceeds to the next step 1803. In step 1803, the main CPU 101 refers to the movable piece operation control table 118, and sets the operation count (energization count) and operation time (energization time) as the operation control data (energization control data) of the movable piece solenoid 16c according to the game state confirmed in step 1802 above. Thereby, the movable piece 16b becomes a protruding state. Then, the movable piece control process ends.

[0210] Also, in step 1804 which proceeds when it is determined in step 1801 above that the movable piece 16b is under operation control, the main CPU 101 determines whether the operation time (energization time) set in step 1803 above has elapsed. If it is determined that the operation time (energization time) has not elapsed, the movable piece control process ends. On the other hand, if it is determined that the operation time (energization time) has elapsed, it proceeds to the next step 1805. In step 1805, the main CPU 101 executes the stop of the operation of the movable piece 16b, that is, the stop of the energization of the movable piece solenoid 16c. Thereby, the movable piece 16b becomes a retracted state. Then, it proceeds to the next step 1806.

[0211] In step 1806, the main CPU 101 sets "10" in the normal drawing execution phase data so that the normal symbol variation start process is executed in the normal drawing related control process. Then, the movable piece control process ends.

[0212] (Gameplay of the pachinko machine P according to this embodiment) In the pachinko machine P according to this embodiment, as described above, either the normal game state (a game state combining the low probability game state and the non-time-saving game state), the high probability time-saving game state (a game state combining the high probability game state and the time-saving game state), or the high probability non-time-saving game state (a game state combining the high probability game state and the non-time-saving game state) is set and the game proceeds. Also, as the high probability time-saving game state, either the high probability time-saving game state A in which both the high probability count and the time-saving count are set to 10,000 times, or the high probability time-saving game state B in which the high probability count is set to 10,000 times and the time-saving count is set to 200 times is set.

[0213] As described above, in the initial state after RAM clear (after reset), the normal game state is set. During the normal game state, the probability of winning a big hit is set to approximately 1 / 200. Even if a game ball is launched toward the second game area 12b, the game ball does not enter the second start winning opening 16 (see FIGS. 7(a), 14(a), 15, and 16). Also, during the normal game state, as described above, the player is made to play the game in the first game area 12a. As long as a game ball is launched toward the first game area 12a, the game ball may enter the first start winning opening 15. When a game ball enters the first start winning opening 15 during the normal game state, it is possible to win a big hit in the winning or losing lottery based on the entry, and when winning a big hit, a big hit symbol X1 or X2 is determined (see FIGS. 7(a) and 8(a)).

[0214] When winning a big hit and the big hit symbol X1 is determined, a special game based on the determination is executed. As described above, about 1500 prize balls can be obtained in this special game. When the special game ends, the game state is set to the high-probability short-time game state A, and both the high-probability count and the short-time count are set to 10000 times (see FIG. 10). Also, when winning a big hit and the big hit symbol X2 is determined, a special game based on the determination is executed. Similar to the case where the big hit symbol X1 is determined, about 1500 prize balls can be obtained in this special game. When the special game ends, the game state is set to the high-probability short-time game state B, the high-probability count is set to 10000 times, and the short-time count is set to 200 times (see FIG. 10). That is, in the pachinko machine P according to this embodiment, if a game ball is launched toward the first game area 12a during the normal game state, it is possible to shift to the high-probability short-time game state A (the number of short-time occurrences is 10,000 times) or the high-probability short-time game state B (the number of short-time occurrences is 200 times) through the execution of a special game based on a jackpot win (see Fig. 39). Here, when winning the jackpot in the win / loss lottery based on the first special figure random number, the probability of determining the jackpot symbol X1 is 10%, and the probability of determining the jackpot symbol X2 is 90%. Therefore, the jackpot symbol X2 is more likely to be determined than the jackpot symbol X1 (see Figs. 8(a) and (b)). Accordingly, during the normal game state, there is a higher possibility of shifting to the high-probability short-time game state B through the execution of a special game based on the determination of the jackpot symbol X2 than shifting to the high-probability short-time game state A through the execution of a special game based on the determination of the jackpot symbol X1.

[0215] During the high-probability short-time game state A, although the probability of winning the jackpot is almost the same as that during the normal game state, when a game ball is launched toward the second game area 12b, the game ball can enter the second start winning opening 16 with a high frequency (see Figs. 7(b), 14(b), 15, and 16). That is, during the high-probability short-time game state A, it is possible to frequently obtain prize balls based on the entry of the game ball into the second start winning opening 16 more than during the normal game state, and it is possible to suppress the decrease in the game balls accompanying the progress of the game more than during the normal game state. Therefore, it is a more advantageous game state than the normal game state. Also, during the high-probability short-time game state A, as described above, the player is allowed to play the game in the second game area 12b. As long as the game ball is launched toward the second game area 12b, the game ball enters the second start winning opening 16 with a high frequency. When the game ball enters the second start winning opening 16 during the high-probability short-time game state A, it is possible to win the jackpot in the win / loss lottery based on the entry, and when winning the jackpot, the jackpot symbol X3 or X4 is determined (see Figs. 7(b) and 8(b)). And in either case where the jackpot symbol X3 is determined or the jackpot symbol X4 is determined, a special game based on these determinations is executed, and about 1,500 prize balls can be obtained in any of these special games.

[0216] Here, when the high-probability short-time game state A is set, the short-time count is set to 10,000 times. Since the probability of winning a jackpot during the high-probability short-time game state (during the high-probability game state) is approximately 1 / 199, as described above, the high-probability short-time game state A substantially continues until a jackpot is won. Also, during the high-probability short-time game state A, the variation time of the special symbols is set to be extremely short (see Fig. 11(b)), so the time from when the high-probability short-time game state A is set until a jackpot is won becomes short. Furthermore, as described above, during the high-probability short-time game state A, since prize balls based on the entry of game balls into the second start winning opening 16 can be frequently obtained, it is difficult for the number of game balls to decrease until a jackpot is won. Thereby, when the jackpot symbol X1 is determined during the normal game state, an impression (game feeling) can be given to the player such that the special game based on the determination and the special game based on the winning of the jackpot during the subsequent high-probability short-time game state A are executed integrally. In other words, from the start of the special game based on the determination of the jackpot symbol X1 during the normal game state until the end of the special game based on the winning of the jackpot during the subsequent high-probability short-time game state A, it is configured as a series of prize ball acquisition periods, and an impression can be given to the player as if the approximately 3,000 prize balls obtained in two special games were obtained in one special game.

[0217] And when a jackpot is won during the high-probability short-time game state A and either the jackpot symbol X3 or X4 is determined, in any case, when the special game based on the determination ends, the game state is set to the high-probability short-time game state B, and the high-probability count is set to 10,000 times and the short-time count is set to 200 times (see Fig. 10). That is, in the pachinko machine P according to this embodiment, if a game ball is launched toward the second game area 12b during the high-probability short-time game state A, it shifts to the high-probability short-time game state B (the short-time count is 200 times) through the execution of the special game based on the winning of the jackpot (see Fig. 39).

[0218] During the high-probability short-game state B, similar to the above-mentioned high-probability short-game state A, although the probability of winning a jackpot is almost the same as that during the normal game state, when a game ball is launched towards the second game area 12b, the game ball can enter the second start winning opening 16 with a high frequency (see FIGS. 7(b), 14(b), 15, and 16). That is, during the high-probability short-game state B, it is possible to frequently obtain prize balls based on the entry of game balls into the second start winning opening 16 more frequently than during the normal game state, and it is possible to suppress the decrease in game balls accompanying the progress of the game more than during the normal game state. Therefore, it is a more advantageous game state than during the normal game state. Also, during the high-probability short-game state B, similar to the high-probability short-game state A, the player is made to play the game in the second game area 12b. As long as the game ball is launched towards the second game area 12b, the game ball enters the second start winning opening 16 with a high frequency. When a game ball enters the second start winning opening 16 during the high-probability short-game state B, it is possible to win the jackpot in the win / loss lottery based on the entry. When winning the jackpot, the jackpot symbol X3 or X4 is determined (see FIGS. 7(b) and 8(b)). And, in either case where the jackpot symbol X3 is determined or the jackpot symbol X4 is determined, a special game based on these determinations is executed, and about 1500 prize balls can be obtained in any of these special games.

[0219] Here, when the high-probability short-game state B is set, the short-game count is set to 200 times. As described above, since the probability of winning a jackpot during the high-probability short-game state (during the high-probability game state) is approximately 1 / 199, it is not always the case that a jackpot is won during the high-probability short-game state B. And when the results of the win / loss lottery are all losses in all 200 times during the high-probability short-game state B, the game state is changed to the high-probability non-short-game state (see FIG. 39).

[0220] Also, when the jackpot symbol X3 is determined during the high-probability short-game state B, when the special game based on the determination ends, the game state is set to the high-probability short-game state A, and both the high-probability count and the short-game count are set to 10000 times (see FIG. 10). On the other hand, when the jackpot symbol X4 is determined during the high-probability short-time game state B set through the determination of the jackpot symbol X2 during the normal game state, since the previous game state was a non-short-time game state, when the special game based on this determination ends, the game state is set to the high-probability short-time game state B again, and the high-probability count is set to 10,000 times and the short-time count is set to 200 times (see Fig. 10). Also, when the jackpot symbol X4 is determined during the high-probability short-time game state B set through the winning of the jackpot (determination of the jackpot symbol X3 or X4) during the high-probability short-time game state A, since the previous game state was the short-time game state A, when the special game based on this determination ends, the game state is set to the high-probability short-time game state A, and both the high-probability count and the short-time count are set to 10,000 times (see Fig. 10).

[0221] That is, in the pachinko machine P according to this embodiment, when winning the jackpot by the winning / losing lottery based on the second special figure random number during the high-probability short-time game state B, when the jackpot symbol X3 is determined, surely through the execution of the special game based on the winning of the jackpot, it shifts to the high-probability short-time game state A (the short-time count is 10,000 times) (see Fig. 39). On the other hand, when the jackpot symbol X4 is determined, if the previous game state was the high-probability short-time game state A, it shifts to the high-probability short-time game state A (the short-time count is 10,000 times) through the execution of the special game based on the winning of the jackpot, but if the previous game state was the normal game state, it shifts to the high-probability short-time game state B (the short-time count is 200 times) again through the execution of the special game based on the winning of the jackpot (see Fig. 39).

[0222] In other words, in the pachinko machine P according to this embodiment, it shifts from the normal game state to the high-probability short-time game state A through the determination of the jackpot symbol X1, and when shifting to the high-probability short-time game state B through the winning of the jackpot (determination of the jackpot symbol X3 or X4) during this high-probability short-time game state A, if winning the jackpot during the high-probability short-time game state B (when the jackpot symbol X3 or X4 is determined), it surely shifts to the high-probability short-time game state A through the winning of the jackpot. Therefore, in this case, if a jackpot is won during the high-probability short-time game state B, a series of prize ball acquisition periods will be constituted by the special game based on the said winning and the special game based on the winning of the jackpot during the high-probability short-time game state A set thereafter, and thus, an impression can be given to the player that special games capable of acquiring approximately 3,000 prize balls are continuously executed.

[0223] On the other hand, when shifting from the normal game state to the high-probability short-time game state B through the determination of the jackpot symbol X2, if a jackpot is won during this high-probability short-time game state B, it is not always the case that a shift to the high-probability short-time game state A is made through the winning of the said jackpot. Although a shift to the high-probability short-time game state A is made when the jackpot symbol X3 is determined, a shift to the high-probability short-time game state B is made when the jackpot symbol X4 is determined. Therefore, in this case, when the jackpot symbol X3 is determined during the high-probability short-time game state B, an impression can be given to the player that a special game capable of acquiring approximately 3,000 prize balls as described above is executed. However, when the jackpot symbol X4 is determined during the high-probability short-time game state B, by comparison with the impression that a special game capable of acquiring approximately 3,000 prize balls as described above is executed, an impression is given to the player that only a special game capable of acquiring approximately 1,500 prize balls is executed once.

[0224] During the high-probability non-short-time game state, similar to the above-described high-probability short-time game states A and B, although the probability of winning a jackpot is almost the same as that during the normal game state, even if a game ball is launched toward the second game area 12b, the game ball will not enter the second start winning opening 16 (see FIGS. 7(b), 14(a), 15, and 16). Also, during the high-probability non-time-reduced game state, similar to the normal game state, the player is allowed to play the game in the first game area 12a. As long as the game ball is launched towards the first game area 12a, the game ball may enter the first start winning port 15. When a game ball enters the first start winning port 15 during the high-probability non-time-reduced game state, it is possible to win the jackpot in the win / loss lottery based on such a ball entry. When winning the jackpot, the jackpot symbol X1 or X2 is determined (see FIGS. 7(b) and 8(a)).

[0225] Here, when the results of the win / loss lottery all result in losses in all 200 times during the high-probability time-reduced game state B and the game state is changed to the high-probability non-time-reduced game state, the remaining number of high-probability times becomes 9,800 times. However, since the probability of winning the jackpot during the high-probability non-time-reduced game state (during the high-probability game state) is approximately 1 / 199, as described above, substantially, the high-probability non-time-reduced game state continues until winning the jackpot. And, similar to the normal game state, when winning the jackpot and the jackpot symbol X1 is determined, a special game based on such a determination is executed, and about 1,500 prize balls can be obtained in this special game. When this special game ends, the game state is set to the high-probability time-reduced game state A, and both the high-probability times and the time-reduced times are set to 10,000 times (see FIG. 10). And when the high-probability time-reduced game state A is set via the determination of the jackpot symbol X1 from the high-probability non-time-reduced game state, the subsequent transition of the game state is the same as when the high-probability time-reduced game state A is set via the determination of the jackpot symbol X1 from the normal game state (see FIG. 39).

[0226] Also, when winning the jackpot and the jackpot symbol X2 is determined, a special game based on such a determination is executed, and about 1,500 prize balls can be obtained in this special game. When this special game ends, the game state is set to the high-probability time-reduced game state B, and the high-probability times are set to 10,000 times and the time-reduced times are set to 200 times (see FIG. 10). And even when the high-probability non-time-reduced game state is set to the high-probability time-reduced game state B via the determination of the big-win symbol X2, the subsequent transition of the game state is the same as when the high-probability time-reduced game state B is set via the determination of the big-win symbol X1 from the normal game state (see Fig. 39). That is, when transitioning from the high-probability non-time-reduced game state to the high-probability time-reduced game state B via the determination of the big-win symbol X2, and if a big win is won during this high-probability time-reduced game state B, when the big-win symbol X3 is determined, it will transition to the high-probability time-reduced game state A, but when the big-win symbol X4 is determined, it will transition to the high-probability time-reduced game state B (see Fig. 39).

[0227] As described above, in the pachinko machine P according to this embodiment, when winning a big win by a winning or losing lottery based on the first special figure random number, the big-win symbol X2 is more likely to be determined than the big-win symbol X1. Therefore, during the normal game state or the high-probability non-time-reduced game state where the game ball is launched toward the first game area 12a, when winning a big win, generally the big-win symbol X2 is determined, and mainly, a special game in which about 1500 prize balls can be obtained based on the determination is executed. Also, when the big-win symbol X2 is determined during the normal game state or the high-probability non-time-reduced game state, it transitions to the high-probability time-reduced game state B (the number of time reductions is 200 times) where the game ball is launched toward the second game area 12b via this determination. However, when winning a big win by a winning or losing lottery based on the second special figure random number, the big-win symbol X4 is more likely to be determined than the big-win symbol X3. Therefore, during the high-probability time-reduced game state B, when winning a big win, generally the big-win symbol X4 is determined, and mainly, a special game in which about 1500 prize balls can be obtained based on the determination is executed. That is, in the pachinko machine P according to this embodiment, basically, a gaming feeling that a special game in which about 1500 prize balls can be obtained is repeated is given to the player.

[0228] However, when the big win symbol X1 is determined during the normal game state or the high-probability non-time-limited game state, or when the big win symbol X3 is determined during the high-probability time-limited game state B that has transitioned from the normal game state or the high-probability non-time-limited game state, as described above, a series of prize ball acquisition periods are constituted by the special game based on the determination and the special game based on the winning of the big win during the subsequent high-probability time-limited game state A, so that it is possible to give the player an impression that a special game capable of acquiring about 3000 prize balls is executed. And once the above determination is made, thereafter, if a big win is achieved during the high-probability time-limited game state B set after the end of the special game based on the winning of the big win during the high-probability time-limited game state A (after the end of the above series of prize ball acquisition periods), a series of prize ball acquisition periods will be constituted again by the special game based on the determination and the special game based on the winning of the big win during the subsequent high-probability time-limited game state A. That is, once a series of prize ball acquisition periods are constituted by making the above determination, thereafter, as long as a big win is achieved during the high-probability time-limited game state B after the end of the series of prize ball acquisition periods, a series of prize ball acquisition periods will be repeatedly constituted. Therefore, it is possible to give the player an impression that a special game capable of acquiring about 3000 prize balls is continuously executed.

[0229] Thus, in the pachinko machine P according to this embodiment, basically, a game property is such that a special game capable of acquiring about 1500 prize balls is repeated. However, once the big win symbols X1 or X3 with a low determination probability are determined, thereafter, a series of prize ball acquisition periods that can give an impression of a special game capable of acquiring about 3000 prize balls may continuously occur, which can improve the sense of expectation for obtaining a large number of prize balls, and thereby enhance the player's interest.

[0230] (Outline of the effect in the pachinko machine P) As described above, various processes are executed on the main control board 100, whereby special pattern games, general pattern games, and special games proceed. During the progress of these games, various commands are transmitted from the main control board 100 to the sub-control board 300, and when the sub-control board 300 receives these commands, the sub-control board 300 executes control of the effects accompanying the progress of the game.

[0231] (Outline of Variable Effects) In the pachinko machine P according to this embodiment, as described above, a variable effect capable of notifying (suggesting) the result of a win / loss lottery according to the display mode of the effect symbol 50 is executed along with the variable display of the special symbol. In this variable effect, the variable display of the effect symbol 50 (dummy symbol) is performed over the background image displayed on the display unit 21a of the effect display device 21. Then, the result of the win / loss lottery can be notified to the player according to the combination (stop display mode) of the effect symbol 50 that has stopped being displayed after the variable display.

[0232] In the pachinko machine P according to this embodiment, the effect symbol 50 is a symbol that displays numbers from "1" to "9" (hereinafter also referred to as a number symbol). Note that the effect symbol 50 is not limited to a number symbol, and a special symbol (for example, a pseudo continuous symbol indicating that a pseudo continuous effect in which a pseudo stop is executed a predetermined number of times in a predetermined pseudo stop display mode, or a preview effect that can be executed before the variable effect based on a predetermined hold and is executed for the predetermined hold, etc.) indicating that a predetermined effect (for example, a pseudo continuous effect in which a pseudo stop is executed a predetermined number of times in a predetermined pseudo stop display mode, or a preview effect that can be executed before the variable effect based on a predetermined hold and is executed for the predetermined hold, etc.) is executed when stopped being displayed may be provided. Further, the effect symbol 50 may be a symbol composed of a number display unit that displays numbers and a non-number display unit that displays an image other than numbers (for example, an image of a character, etc.).

[0233] In the pachinko machine P according to this embodiment, when the variable display of the special symbol starts, the variable display of all the effect symbols 50 starts from the state where all the effect symbols 50 are stopped (see FIGS. 40(a)-(b), 41(a)-(b)). Note that the downward arrow in the figure indicates that the effect symbol 50 is scrolled from above to below. After that, they are stopped and displayed in the order of the effect symbol 50 located on the left side (hereinafter also referred to as the first stop symbol), the effect symbol 50 located on the right side (hereinafter also referred to as the second stop symbol), and the effect symbol 50 located in the center (hereinafter also referred to as the third stop symbol) (see FIGS. 40(c)-(e)).

[0234] When the result of the winning or losing lottery is a big win, the first stop symbol, the second stop symbol, and the third stop symbol are all stopped and displayed with the same numeric symbol (for example, 222, 555, etc.), thereby notifying the big win (see FIG. 41(e)). On the other hand, when the result of the winning or losing lottery is a loss, a loss is notified by the first stop symbol, the second stop symbol, and at least one of the third stop symbols being stopped and displayed with different numeric symbols (see FIG. 40(e)).

[0235] Here, in the pachinko machine P according to this embodiment, during the normal game state, the high-probability non-time-limited game state, and the high-probability time-limited game state B (the number of time-limited times is 200 times), a variable effect by the large-sized effect symbol 50 is executed at the center of the display unit 21a of the effect display device 21 (see FIGS. 40(a)-(e), 41(a)-(e) and (h)-(j), FIGS. 42(a) and (g), etc.). On the other hand, during the high-probability time-limited game state A (the number of time-limited times is 10,000 times), a variable effect by the extremely small-sized effect symbol 50 that is difficult for the player to visually recognize is executed at the lower right corner of the display unit 21a of the effect display device 21 (see FIGS. 42(d)-(e)). As a result, it is difficult for the player to visually recognize the execution of the variable effect in the high-probability time-limited game state A.

[0236] In addition, as the execution modes of the variable display, roughly speaking, there are provided a reachless variable pattern in which a reach display (display in which the first stop symbol and the second stop symbol are the same symbol (mode)) by the display symbol 50 is not performed, and a reach variable pattern in which a reach display by the display symbol 50 is performed.

[0237] Also, when a reach display is performed, thereafter, a reach development display in which a predetermined development display image (see FIG. 41(d)) is displayed on the display device 21 may be executed. Since such a reach development display is set to be highly likely to be executed when a big win is won, it will enhance the player's anticipation.

[0238] In the variable display, in addition to the variable display of the display symbol 50, by displaying a cut-in image different from the display symbol 50, a cut-in display that enhances the anticipation for winning a big win, or by performing a predetermined suggestion or notification when the operation button 9b is pressed, it may be possible to execute a button operation display or the like that enhances the anticipation for winning a big win.

[0239] Also, in each of the above-described displays, not only the display of the image but also, in conjunction with the display of the image, a predetermined BGM, voice, etc. may be output from the voice output device 10 (speaker), or the display lighting device 23 (lamp) may emit light in a predetermined lighting pattern or color.

[0240] (Determination of the Execution Mode of the Variable Display) A plurality of variable display determination tables for determining the execution mode of the variable display are stored in the main ROM 302 of the sub-control board 300. In each variation performance determination table, the execution mode of the variation performance is defined in association with each variation pattern command that can be determined in the main control board 100 and each variation performance random number acquired within a predetermined numerical range (in this embodiment, 0 to 249). When the sub-CPU 301 of the sub-control board 300 receives a variation pattern command from the main control board 100, it acquires a variation performance random number of 1 from a predetermined numerical range (0 to 249). The sub-CPU 301 refers to the corresponding variation performance determination table and determines the execution mode of the variation performance based on the received variation pattern command and the acquired variation performance random number. As a result, the variation performance according to the determined execution mode is executed.

[0241] (Overview of background image display) In the pachinko machine P according to this embodiment, as the background image displayed on the display unit 21a of the effect display device 21, there are provided a first background image corresponding to the normal game state and the high-probability non-time-limited game state (refer to FIGS. 40(a) to (e), FIGS. 41(a) to (c) and (j), FIGS. 42(a), etc.), a second background image corresponding to the high-probability non-time-limited game state, the high-probability time-limited game state B, and the high-probability time-limited game state B that has shifted via a special game based on a jackpot win from the high-probability time-limited game state A (refer to FIGS. 41(h) to (j), etc.), and a third background image corresponding to the high-probability time-limited game state B that has shifted via a special game based on a jackpot win from the high-probability time-limited game state A (refer to FIGS. 42(f) to (g), etc.). During each of the above game states, the corresponding background image is displayed on the display unit 21a.

[0242] Specifically, during the normal game state set after RAM clear, and during the high-probability non-time-limited game state set after the high-probability time-limited game state B (the time limit number of times is 200 times) has ended due to the execution of 200 special symbol variation displays without winning a jackpot, the first background image is always displayed. That is, during both the normal game state and the high-probability non-time-limited game state, the same background image is displayed. As a result, the player cannot grasp from the displayed background image which of the normal game state or the high-probability non-time-limited game state is set. Also, during the high-probability short-time game state B set after the end of the special game based on the determination of the big win symbol X2 during the normal game state or the high-probability non-short-time game state, and during the high-probability short-time game state B reset after the end of the special game based on the determination of the big win symbol X4 during the high-probability short-time game state B, the second background image is displayed in both cases. Furthermore, after the end of the special game based on the determination of the big win symbol X1 during the normal game state or the high-probability non-short-time game state, the high-probability short-time game state A is set. During the high-probability short-time game state B set after the end of the special game based on the determination of the big win symbol X3 or X4 during the high-probability short-time game state A, and during the high-probability short-time game state A set after the end of the special game based on the determination of the big win symbol X3 or X4 during the high-probability short-time game state B, and during the high-probability short-time game state B set after the end of the special game based on the determination of the big win symbol X3 or X4 during the high-probability short-time game state A, the third background image is displayed in all these cases. Note that in the pachinko machine P according to this embodiment, as described above, although different background images are displayed during the high-probability short-time game state B according to the previous game state and the like, it is not limited thereto, and the same background image may be displayed during the high-probability short-time game state B regardless of the previous game state and the like.

[0243] Also, although not particularly illustrated, in the pachinko machine P according to this embodiment, during the normal game state, the high-probability non-short-time game state, and the high-probability short-time game state B, when the first special figure random number or the second special figure random number is acquired and stored as a hold, or when the first special figure random number or the second special figure random number stored as a hold is read out, a hold display that displays a hold image in a predetermined display mode is performed. By this hold display, the first special figure hold number and the second special figure hold number will be suggested. In the pachinko machine P according to this embodiment, although not particularly illustrated, during the normal gaming state and the high-probability non-time-limited gaming state in which a game ball is launched (left launch) toward the first game area 12a and the game ball mainly enters the first start winning opening 15, a hold display suggesting the hold of the first special figure random number is performed. On the other hand, during the high-probability time-limited gaming state B in which a game ball is launched (right launch) toward the second game area 12b and the game ball mainly enters the second start winning opening 16, a hold display suggesting the hold of the second special figure random number is performed. Also, although not particularly illustrated, during the high-probability time-limited gaming state A and during special games, neither a hold display suggesting the hold of the first special figure random number nor a hold display suggesting the hold of the second special figure random number is performed.

[0244] (Overview of the First Special Game Performance and the Second Special Game Performance) In the pachinko machine P according to this embodiment, during the high-probability time-limited gaming state B shifted through a special game based on the winning of a jackpot during the normal gaming state, the high-probability non-time-limited gaming state, or a gaming state other than the high-probability time-limited gaming state A, when the jackpot symbols X2 or X4 are determined, when the special game based on the determination is started, a first special game performance in which a first special game image (see FIG. 41(g)) for livening up the special game is displayed or the like is executed. This first special game performance is executed from the start to the end of the above-mentioned special game.

[0245] On the other hand, when the jackpot symbol X1 is determined during the normal gaming state or the high-probability non-time-limited gaming state, or when winning a jackpot in the high-probability time-limited gaming state B set after the end of the special game based on the determination of the jackpot symbol X3 or X4 in the high-probability time-limited gaming state A (when the jackpot symbol X3 or X4 is determined), when the special game based on the winning is started, a second special game performance in which a second special game image different from the above-mentioned first special game image (see FIGS. 42(c) to (e)) is displayed or the like is executed. This second special game effect is configured to be executed from the start of the above-mentioned special game until the end of the special game based on a jackpot win during the high-probability short-time game state A set after the end of the special game (see FIGS. 42(c) to (e)). That is, the second special game effect is executed across the above-described series of prize ball acquisition periods (the period composed of the special game executed before the setting of the high-probability short-time game state A, the high-probability short-time game state A, and the special game based on a jackpot win during the high-probability short-time game state A). Thereby, it is possible to give the player the impression that it is still during the special game even during the high-probability short-time game state A. As a result, combined with the above-described various controls (such as the control in which the variation time of the special symbol becomes extremely short, the execution of the variation effect by the effect symbol 50 in a size that is difficult for the player to visually recognize, etc.), it is possible to give the player the impression that the above-described series of prize ball acquisition periods is during one special game and a special game in which about 3000 prize balls can be acquired has been executed.

[0246] Hereinafter, an example will be given to specifically explain the above various effects. (Specific Example 1) For example, during the normal game state set after the RAM is cleared, or during the high-probability non-short-time game state set after the high-probability short-time game state B ends due to the execution of the variable display of the special symbol 200 times without winning the jackpot, the first background image is displayed (see FIGS. 40(a) to (e), FIGS. 41(a) to (c)). Then, when a jackpot is won by a win / loss lottery based on the first special symbol random number and the jackpot symbol X2 is determined during these game states, the winning of the jackpot is notified in the variation effect (see FIG. 41(e)). Thereafter, a first special game execution suggestion image (for example, an image saying "BONUS!") indicating that a special game in which about 1500 prize balls can be acquired will be executed is displayed (see FIG. 41(f)), and the special game starts. Also, along with the start of the special game, a right-shot suggestion (for example, display of a right-shot suggestion image such as "Right shot →→→", lighting of a right-shot lamp that suggests the shot, etc.) that suggests shooting a game ball toward the second game area 12b is also performed. This right-shot suggestion may be continuously executed during the special game, or may be continuously executed until a predetermined end point (for example, when a predetermined time (such as 10 seconds) has elapsed) after the special game is started. Also, during the execution of the above special game, a first special game effect in which a first special game image is displayed or the like is executed (see FIG. 41(g)).

[0247] Then, when the above special game ends, the game state after the end of the special game is set to the high-probability short-time game state B. When this high-probability short-time game state B is set, a second background image is displayed, and a first high-probability short-time game state B setting suggestion image (for example, an image such as "Chance Time Start!") that suggests that the high-probability short-time game state B in which a transition is made from the normal game state or the high-probability non-short-time game state via a special game based on a jackpot win is set, the above right-shot suggestion, and an initial display of the set short-time count (200 times) are executed (see FIG. 41(h)). Also, although not particularly illustrated, during this high-probability short-time game state B, every time a variable display of a special symbol is executed, a countdown display of the short-time count is performed.

[0248] And when 200 times of variable displays of special symbols are executed without winning a jackpot during the above-mentioned high-probability short-time game state B, the game state after the end of the variable display is set to the high-probability non-short-time game state. After the end of the 200th variable display of special symbols, a first high-probability short-time game state B end suggestion image (for example, an image saying "Chance Time End") suggesting the end of the above-mentioned high-probability short-time game state B is displayed (see Fig. 41(i)). And when the high-probability non-short-time game state is set, the first background image is displayed, and a left hit suggestion (for example, display of a left hit suggestion image saying "←←← Left Hit", turning off of the right hit lamp, etc.) suggesting the launching of a game ball towards the first game area 12a, clearing of the countdown display of the short-time count, etc. are also carried out (see Fig. 41(j)). The display of the left hit suggestion image may be continuously executed from when the high-probability non-short-time game state is set until a predetermined end point (for example, when a predetermined time (such as 5 seconds) has elapsed).

[0249] (Specific Example 2) For example, during the normal game state or the high-probability non-short-time game state, when winning a jackpot is determined by a winning / losing lottery based on the first special symbol random number and the jackpot symbol X1 is determined, the winning of the jackpot is notified in the variable effect (see Fig. 42(a)). Then, a second special game execution suggestion image (for example, an image saying "SUPER BONUS!") suggesting that a series of prize ball acquisition periods are configured (that is, giving an impression of executing a special game in which about 3000 prize balls can be obtained) is displayed (see Fig. 42(b)), and the special game is started. Along with the start of this special game, similar to (Specific Example 1), a right hit suggestion is also carried out.

[0250] Also, as described above, when this special game is started, a second special game effect in which the display of the second special game image, etc. are carried out is executed (see Fig. 42(c)). This second special game effect is executed across the execution of the special game, during the high-probability short-time game state A set after the end of the special game, and during the special game based on the winning of a jackpot during the high-probability short-time game state A (see Figs. 42(d) to (e)), and ends with the end of the special game based on the winning of a jackpot during the high-probability short-time game state A.

[0251] Then, when the special game based on the jackpot winning in the high-probability short-time game state A ends, the game state after the end of the special game is set to the high-probability short-time game state B. When this high-probability short-time game state B is set, the third background image is displayed, and a second high-probability short-time game state B setting suggestion image (for example, an image saying "SUPER CHANCE TIME START!") suggesting that the high-probability short-time game state B is set by shifting from the high-probability short-time game state A through the special game based on the jackpot winning, the display of an explanatory image (for example, an image saying "WIN SUPER BONUS") explaining that a series of prize ball acquisition periods are constituted again by the jackpot winning, the above-mentioned right hitting suggestion, and the initial display of the set short-time count (200 times) are executed (see Fig. 42(f)). Also, although not particularly illustrated, during this high-probability short-time game state B, every time the variable display of the special symbol is executed, the countdown display of the short-time count is performed.

[0252] Then, when winning the jackpot by the win / loss lottery based on the second special symbol random number during the above-mentioned high-probability short-time game state B (when the jackpot symbol X3 or X4 is determined), the winning of the jackpot is notified in the variable effect (see Fig. 42(g)), and the special game is started. Also, along with the start of this special game, the display of the above-mentioned second special execution suggestion image and the right hitting suggestion are also performed (see Fig. 42(h)). On the other hand, although not particularly illustrated, when the variable display of the special symbol is executed 200 times without winning the jackpot during the above-mentioned high-probability short-time game state B, the game state after the end of the variable display is set to the high-probability non-short-time game state. After the end of the 200th variable display of the special symbol, a second high-probability short-time game state B end suggestion image (for example, an image saying "SUPER CHANCE TIME END") suggesting the end of the above-mentioned high-probability short-time game state B is displayed. Then, when the high-probability non-short-time game state is set, the display of the first background image, the left hitting suggestion, the clearing of the countdown display of the short-time count, etc. are also performed.

[0253] Next, the control processing in the sub-control board 300 for executing various processes as described above will be described. First, the main processing of the sub-control board 300 will be described with reference to the flowchart shown in FIG. 43. In step 10000, in response to power-on, the main processing program is read from the sub-ROM 302, and initialization and setting processes such as flags stored in the sub-RAM 303 are executed. Then, the process proceeds to the next step 10001. In step 10001, the sub-CPU 301 performs a process of updating each production random number (fluctuating production random number), and thereafter, the process of step 10001 is repeatedly executed until an interrupt process is performed. Here, each production random number is updated asynchronously.

[0254] Next, the timer interrupt processing of the sub-control board 300 will be described with reference to the flowchart shown in FIG. 44. The sub-control board 300 is provided with a reset clock pulse generation circuit (not particularly shown) that generates clock pulses at a predetermined cycle (4 milliseconds). Then, due to the generation of clock pulses by this reset clock pulse generation circuit, the sub-CPU 301 reads the timer interrupt processing program and starts the timer interrupt processing shown in FIG. 44.

[0255] In step 10100, the sub-CPU 301 executes an update process for various timer counters used in the sub-control board 300. Then, the process proceeds to the next step 10101. Note that in the pachinko machine P according to this embodiment, a subtraction timer is adopted, and each time the timer interrupt processing of the sub-control board 300 is executed, the timer counter is decremented by 1, and when it reaches 0, the subtraction stops. In step 10101, the sub-CPU 301 analyzes the commands stored in the reception buffer of the sub-RAM 303 and executes various processes according to the received commands. Specifically, in the sub-control board 300, when a command is transmitted from the main control board 100, a command reception interrupt process is performed, and the command transmitted from the main control board 100 is stored in the reception buffer. Then, the sub-CPU 301 analyzes the command stored in the reception buffer by the command reception interrupt process. Then, it proceeds to the next step 10102.

[0256] In step 10102, the sub-CPU 301 determines whether to accept the operation of the effect operation device 9 according to the progress of the ongoing variable effect or the like, and determines whether an operation signal has been input from the rotation operation detection sensor 9c and the depression operation detection sensor 9d. When an operation signal is input from the rotation operation detection sensor 9c or the depression operation detection sensor 9d, if the effect operation device 9 is accepting operations, it stores the command in the transmission buffer to transmit that the effect operation device 9 has been operated to various control boards such as an image control board (not particularly shown), an audio control board (not particularly shown), and a lighting control board (not particularly shown). Then, it proceeds to the next step 10103. In step 10103, the sub-CPU 301 transmits the commands set in the transmission buffer of the sub-RAM 303 to various control boards such as an image control board, an audio control board, and a lighting control board. Then, it ends the timer interrupt process of the sub-control board 300.

[0257] Next, the variable pattern command reception process that is executed when a variable pattern command is received in the command analysis process of step 10101 described above will be described with reference to the flowchart of FIG. 45. As described above, the variable pattern command is transmitted to the sub-control board 300 by the output control process of step 208 after being stored in step 903 of the variable pattern determination process in the main control board 100. In step 10500, the sub-CPU 301 acquires the variable effect random number updated in the above step 10001, and then proceeds to the next step 10501. In step 10501, the sub-CPU 301 selects the corresponding variable effect determination table, and then proceeds to the next step 10502.

[0258] In step 10502, the sub-CPU 301 refers to the variable effect determination table selected in the above step 10501, and determines the execution mode of the variable effect based on the variable effect random number acquired in the above step 10500 and the received variable pattern command, and then proceeds to the next step 10503. In step 10503, the sub-CPU 301 sets the variable effect execution command corresponding to the determined execution mode of the variable effect in the transmission buffer. The variable effect execution command set here is transmitted to various control boards in the above step 10103, and these control boards perform control to execute the variable effect based on the received variable effect execution command. Then, the variable pattern command reception process ends.

[0259] (Modification example of the pachinko machine P according to this embodiment) (1) In the pachinko machine P according to this embodiment, when the jackpot symbol X1 is determined during the normal game state or the high-probability non-time-limited game state, or when the jackpot symbol X3 is determined during the high-probability time-limited game state B shifted from the normal game state or the high-probability non-time-limited game state, or when winning the jackpot (when the jackpot symbol X3 or X4 is determined) during the high-probability time-limited game state B shifted from the high-probability time-limited game state A, as described above, a series of prize ball acquisition periods are configured by the special game based on the determination and the special game based on the jackpot winning during the subsequent high-probability time-limited game state A. However, the series of prize ball acquisition periods are not limited to this. For example, in the above case, when the high-probability short-time game state A is set and a jackpot is won during the high-probability short-time game state A, the high-probability short-time game state A is set again. Then, if a jackpot is won during the second high-probability short-time game state A, the high-probability short-time game state B may be set after the end of the special game based on the win. Specifically, when a jackpot is won during the high-probability short-time game state A, if the previous game state is a non-short-time game state or the short-time game state B, the high-probability short-time game state A may be set again after the end of the special game based on the win. If the previous game state is the short-time game state A, the high-probability short-time game state B may be set after the end of the special game based on the win. When set in this way, the setting of the high-probability short-time game state A is repeated twice after the end of the special game, and a total of three special games are executed through the two high-probability short-time game states A. That is, from the start of the first special game to the end of the third special game (the first special game, the first high-probability short-time game state A, the second special game, the second high-probability short-time game state A, the third special game) can be configured as a series of prize ball acquisition periods. Therefore, it is possible to give the player the impression that a special game that can acquire about 4,500 prize balls is executed, and it is further possible to enhance the player's interest. Note that the number of times the high-probability short-time game state A is repeatedly set after the end of the special game may be three or more. Thereby, a series of prize ball acquisition periods can be configured for a longer period, and it is further possible to enhance the player's interest.

[0260] (2) Also, in the pachinko machine P according to this embodiment, when the jackpot symbol X2 is determined during the normal game state or the high-probability non-short-time game state, or when the jackpot symbol X4 is determined during the high-probability short-time game state B set after the end of the special game based on the determination, the high-probability short-time game state B is always set. However, it is not limited to this. For example, when the high-probability short-time game state B is continuously set a predetermined number of times (for example, 3 times), high-probability short-time game state A may be surely set after the end of the special game based on the winning of the next jackpot. Specifically, based on the determination of the jackpot symbol X4 during the high-probability short-time game state B, when the high-probability short-time game state B is repeatedly set continuously a predetermined number of times (for example, 3 times), when winning the jackpot during the next high-probability short-time game state B (when the jackpot symbol X3 or X4 is determined), high-probability short-time game state A may be set after the end of the special game based on the winning.

[0261] More specifically, for example, assume that the above-mentioned predetermined number of times is set to 3 times. In this case, during the normal game state or the high-probability non-short-time game state, the jackpot symbol X2 is determined, and after the end of the special game based on the determination, the high-probability short-time game state B is set (the first high-probability short-time game state B is set). During this high-probability short-time game state B (the first high-probability short-time game state B), the jackpot symbol X4 is determined, and after the end of the special game based on the determination, the high-probability short-time game state B is set again (the second high-probability short-time game state B is set). During this high-probability short-time game state B (the second high-probability short-time game state B), the jackpot symbol X4 is determined, and after the end of the special game based on the determination, the high-probability short-time game state B is set again (the third high-probability short-time game state B is set). When winning the jackpot during this high-probability short-time game state B (the third high-probability short-time game state B) (when the jackpot symbol X3 or X4 is determined), high-probability short-time game state A may be set after the end of the special game based on the winning. When set in this way, since the opportunity to shift to the high-probability short-time game state A that constitutes the above-mentioned series of prize ball acquisition periods increases, it becomes possible to enhance the player's interest.

[0262] In addition, if the transition to the high-probability short-time game state A is not made, even when the high-probability short-time game state B is first set and then the high-probability non-short-time game state is interposed and the high-probability short-time game state B is continuously set a predetermined number of times, the same control as described above may be executed. For example, during the normal game state or the high-probability non-short-time game state, the big win symbol X2 is determined. After the end of the special game based on this determination, the high-probability short-time game state B is set (the first high-probability short-time game state B is set). During this high-probability short-time game state B, 200 special symbol variable displays are executed without winning the big win, and the high-probability non-short-time game state is set. During this high-probability non-short-time game state, the big win symbol X2 is determined. After the end of the special game based on this determination, the high-probability short-time game state B is set (the second high-probability short-time game state B is set). During this high-probability short-time game state B (during the second high-probability short-time game state B), the big win symbol X4 is determined. After the end of the special game based on this determination, when the high-probability short-time game state B is set again (the third high-probability short-time game state B is set), if a big win is won during this high-probability short-time game state B (when the big win symbol X3 or X4 is determined), the high-probability short-time game state A may be set after the end of the special game based on this win. Even when set in this way, since the opportunity to transition to the high-probability short-time game state A that constitutes the above-described series of prize ball acquisition periods increases, it becomes possible to enhance the player's interest.

[0263] (3) In the pachinko machine P according to this embodiment, in the high-probability short-time game state A, a short-time number of times (10,000 times) is set such that a big win is almost surely won, and in the high-probability short-time game state B, a short-time number of times (200 times) is set where a big win is not necessarily won. However, as long as the numbers are different from each other, the short-time number of times set in these game states is not limited to this. For example, in the high-probability short-time game state B, a short-time number A (for example, 200 times) that does not necessarily result in a jackpot win can be set. In the high-probability short-time game state A, although it does not necessarily result in a jackpot win, a short-time number B (for example, 1500 times) with a higher probability of winning a jackpot than the short-time number A can be set. Even when set in this way, the same operational effects as in this embodiment will be achieved.

[0264] (4) In the pachinko machine P according to this embodiment, it is possible to win a jackpot by a winning or losing lottery. When winning a jackpot by the winning or losing lottery, the high-probability short-time game state A or B is set after the end of the special game based on the winning. However, the lottery result of the winning or losing lottery and the setting of the game state based on the lottery result are not limited to this. For example, it can be set so that it is possible to win a minor jackpot by a winning or losing lottery. Even when a game ball enters a specific area 57 provided in the big winning opening 18 during the minor jackpot game based on the winning of the minor jackpot, a special game can be set to be executed (configured as a so-called two-type pachinko machine). After the end of the special game, either the low-probability short-time game state A (the short-time number is 10,000 times) or the low-probability short-time game state B (the short-time number is 200 times) can be set, and the same game state transition as in this embodiment can be made. Even when set in this way, the same operational effects as in this embodiment will be achieved.

[0265] In addition, the various settings and controls of the above-described modification examples may be combined with each other within a range where no contradiction occurs. Also, in a management gaming machine different from a conventional pachinko machine, the various settings and controls of the above-described respective forms and modification examples may be adopted. Here, a management gaming machine is configured such that: (A) a player plays a game by launching game balls onto the playing surface of the management gaming machine's game board; (B) there are no upper and lower trays, and the player cannot directly touch the game balls; (C) the minimum number required for launching is circulated within the gaming machine; (D) the number of game balls and the acquired game balls are managed and displayed as numerical data by the management gaming machine; (E) at the end of the game, by pressing a counting switch, the number of game balls managed by the management gaming machine can be transferred to a dedicated unit for management via a frame control board capable of controlling the transmission and reception of data to and from the outside of the management gaming machine. In this management gaming machine, the main CPU 101 outputs external information to the frame control board.

[0266] In addition, the determination of the jackpot symbols X2 and X4 in this embodiment corresponds to the first lottery result of the present invention. Also, the determination of the jackpot symbols X1 and X2 in this embodiment corresponds to the second lottery result of the present invention. Further, the main CPU 101 that executes steps 806 and 807 in this embodiment corresponds to the lottery means of the present invention. Moreover, the main CPU 101 that executes the process of step 810 in this embodiment corresponds to the variable display means of the present invention. Additionally, the main CPU 101 that executes the special game control process in this embodiment corresponds to the special game execution means of the present invention. Also, the main CPU 101 that executes the processes of step 1103, step 1104, step 1301, and step 1302 in this embodiment corresponds to the setting means of the present invention. Further, the second start winning opening 16 in this embodiment corresponds to the predetermined entry area of the present invention. Also, the normal game state and the high-probability non-time-limited game state in this embodiment correspond to the non-time-limited game state of the present invention. Moreover, the high-probability time-limited game state A and the high-probability time-limited game state B in this embodiment correspond to the time-limited game state of the present invention. Also, the 200 times of time limitation in this embodiment corresponds to the first number of times of the present invention. Further, the 10,000 times of time limitation in this embodiment corresponds to the second number of times of the present invention. Additionally, the pachinko machine P in this embodiment corresponds to the gaming machine of the present invention. Also, the high-probability time-limited game state B in this embodiment corresponds to the first time-limited game state of the present invention. Moreover, the high-probability time-limited game state A in this embodiment corresponds to the second time-limited game state of the present invention. Also, winning the jackpot during the high-probability time-limited game state A (i.e., the jackpot being won once) corresponds to the number of times the first lottery result or the second lottery result is derived reaching a specific number of times in the second time-limited game state of the present invention.

Explanation of Signs

[0267] P Pachinko machine 100 Main control board 101 Main CPU 102 Main ROM 103 Main RAM 300 Sub-control board 301 Sub CPU 302 Sub ROM 303 Sub-RAM

Claims

Claims 1. A gaming machine comprising: lottery means capable of deriving either a first lottery result or a second lottery result based on the entry of a gaming ball into a start area where the gaming ball can enter; variable display means capable of executing a variable display based on the lottery result; special game execution means capable of executing a special game advantageous to a player based on the derivation of the lottery result; setting means capable of setting any one of a plurality of game states; wherein the plurality of game states include a non-time-saving game state in which it is relatively difficult for a gaming ball to enter a specific start area among the start areas, and a time-saving game state in which it is relatively easy for a gaming ball to enter the specific start area; in the time-saving game state, the gaming machine is capable of setting either a first number of times or a second number of times greater than the first number of times as the number of times of executing the variable display when the time-saving game state ends; the time-saving game state in which the first number of times is set is defined as a first time-saving game state; the time-saving game state in which the second number of times is set is defined as a second time-saving game state; in the non-time-saving game state, when the first lottery result is derived, the first time-saving game state is set after the end of the special game based on the derivation, but when the second lottery result is derived, the second time-saving game state is set after the end of the special game based on the derivation; in the second time-saving game state, when either the first lottery result or the second lottery result is derived, the second time-saving game state can be set after the end of the special game based on the derivation, but when the number of times the first lottery result or the second lottery result is derived in the second time-saving game state reaches a specific number of times, the first time-saving game state is set after the end of the special game based on the derivation; in the first time-saving game state set after the end of the special game based on the derivation of the first lottery result in the non-time-saving game state, when the first lottery result is derived, the first time-saving game state is set after the end of the special game based on the derivation; in the first time-saving game state set after the end of the special game based on the derivation of the first lottery result or the second lottery result when the specific number of times is reached, when the first lottery result is derived, the second time-saving game state is set after the end of the special game based on the derivation. Claims 2. The gaming machine according to claim 1, wherein the second lottery result is more difficult to derive than the first lottery result.

Citation Information

Patent Citations

  • Pachinko machine

    JP2008253554A

  • Pachinko game machine

    JP2013005894A

  • Game machine

    JP2015107139A

  • Game machine

    JP2016104298A

  • Game machine

    JP2021078994A