Game machine

By integrating main and sub-control systems to monitor and display game states through reserved or hold icons, the game table enhances player awareness of abnormalities, addressing the lack of clarity in conventional designs.

JP7692655B2Active Publication Date: 2025-06-16DAITO GIKEN CO LTD
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Patent Information

Application Number
JP2024206892
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-11-28
Publication Date
2025-06-16
Estimated Expiration
2044-11-28

AI Technical Summary

Technical Problem

Conventional game tables, such as pachinko machines, lack effectiveness in easily notifying players of abnormalities during gameplay.

Method used

The implementation of main control and sub-control means that monitor ball entries into starting holes, transmit increase signals, and utilize effect means to display reserved icons or hold icons in specific modes, enhancing player awareness of game states.

Benefits of technology

This solution allows for clear and intuitive indication of game abnormalities, improving player understanding and engagement by providing suggestive display modes that reflect winning expectancies.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine represented by a pinball game machine (Pachinko game machine) and an enclosed-type game machine or the like having a characteristic in making it easy to understand that an abnormality has occurred.SOLUTION: When a winning command for second holding in a performance mode A is missed and a winning command for third holding is received, a holding icon representing the holding of a second holding icon is displayed in a default display mode without being displayed in a display mode representing reliability, at least from the start of display until the end of the display (immediately before Fig. 37(b) to Fig. 37(i)). A third screw insertion port formed on the flow path of a third flow path 256 having a second opening and a first opening upstream of the second opening is formed at a position where, if a screw is not inserted correctly, a game ball circulating through the third flow path 256 can contact a constituent body forming the third flow path 256 with the screw and at a position closer to the first opening than the second opening.SELECTED DRAWING: Figure 95
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Description

Technical Field

[0001] The present invention relates to a game table represented by a pachinko machine, a spinning reel game machine (slot machine), an enclosed game machine, or a medal-less slot machine.

Background Art

[0002] In a game table such as a pachinko machine, it is common to provide obstacles in the game area of the game board that change the direction of the fall of the game balls, winning holes into which the game balls can win, starting holes, variable winning holes, etc. When the game balls win in these, the player is given a privilege such as paying out winning balls (see, for example, Patent Document 1, etc.).

[0003] In such a game table, various abnormalities may occur.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, in the conventional game table, there is room for improvement in making it easy to understand that an abnormality has occurred.

[0006] In view of the above circumstances, an object of the present invention is to provide a game table characterized by making it easy to understand that an abnormality has occurred.

Means for Solving the Problems

[0007] The game table of the present invention for solving the above object First is main control means capable of counting an increase in the number of holds based on the entry of balls into the starting hole, and Sub-control means for receiving an increase signal transmitted from the main control means when the reserved number increases, Effect means controlled by the sub-control means, operation means, A gaming table comprising: any one of a plurality of types of effect modes can be set by an operation of the operation means, one of the plurality of types of effect modes is a first effect mode, one of the plurality of types of effect modes is a second effect mode, the effect means is means that may execute a variable display of a decorative pattern in accordance with a symbol variation based on a ball entry into the start port, The effect means is means capable of displaying a reserved icon in a first display area, The sub-control means is means for displaying a reserved icon in the first display area when the increase signal is received normally, In a state where one reserved icon is being displayed by the effect means, one game ball enters the start port, but the sub-control means fails to receive normally the increase signal corresponding to the reserved number being 2. Subsequently, in a certain case where one game ball enters the start port and the sub-control means receives normally the increase signal corresponding to the reserved number being 3 (hereinafter referred to as "the first case"), the effect means is means for displaying a second reserved icon and also a third reserved icon in the first display area, The effect means is the When displaying the reserved icon in the first effect mode, it may be means for displaying in a certain suggestive mode that suggests the possibility of the player being in an advantageous state, In the first case in the first effect mode, the reserved icon representing the reservation represented by the second reserved icon is not displayed in the certain suggestive mode at least from the start of display until the end of display as a reserved icon, and is displayed in a certain mode, the effect means is means capable of displaying a variable icon corresponding to a currently performed symbol variation, as aspects of the variable icon, there are at least a certain display aspect, a first suggestion aspect, a second suggestion aspect, and a third suggestion aspect, the variable icon in the certain display aspect may change to the variable icon in the first suggestion aspect, the variable icon in the certain display aspect may change to the variable icon in the second suggestion aspect, the variable icon in the certain display aspect may change to the variable icon in the third suggestion aspect, the variable icon in the first suggestion aspect does not change to the variable icon in the certain display aspect, the variable icon in the first suggestion aspect may change to the variable icon in the second suggestion aspect, the variable icon in the first suggestion aspect may change to the variable icon in the third suggestion aspect, the variable icon in the second suggestion aspect does not change to the variable icon in the certain display aspect, the variable icon in the second suggestion aspect does not change to the variable icon in the first suggestion aspect, the variable icon in the second suggestion aspect may change to the variable icon in the third suggestion aspect, the variable icon in the third suggestion aspect does not change to the variable icon in the certain display aspect, the variable icon in the third suggestion aspect does not change to the variable icon in the first suggestion aspect, the variable icon in the third suggestion aspect does not change to the variable icon in the second suggestion aspect, in the first effect mode, the winning expectancy is configured to be higher for the variable icon in the first suggestion aspect than for the variable icon in the certain display aspect, higher for the variable icon in the second suggestion aspect than for the variable icon in the first suggestion aspect, and higher for the variable icon in the third suggestion aspect than for the variable icon in the second suggestion aspect, The first effect mode is a mode capable of executing a certain effect. The second effect mode is a mode incapable of executing the certain effect. The certain effect is an effect that may be started in correspondence with a certain ball entry (hereinafter referred to as "certain ball entry") into the start port when a variable display of a decorative pattern is being executed. The certain effect is an effect that is not started in correspondence with the certain ball entry during the execution of the variable display of the decorative pattern that is started when the hold due to the certain ball entry is cleared. When the certain effect is executed in the first effect mode, the second suggestion mode is more likely to be displayed than the first suggestion mode and the third suggestion mode is more likely to be displayed than the first suggestion mode as the mode in which the variable icon that is the target of the certain effect is finally displayed. Furthermore, it is provided with a passage through which game balls flow, the passage is configured to have a first passage, a second passage, and a third passage, the first passage is a passage through which game balls can flow during normal games, the second passage is a passage through which it is difficult for game balls to flow during the normal game and through which game balls can easily flow during a winning game, the third passage is a passage through which game balls can flow during the normal game, a first screw insertion hole into which a screw can be inserted is formed on the passage of the first passage, no screw insertion hole into which a screw can be inserted is formed on the passage of the second passage, a third screw insertion hole into which a screw can be inserted is formed on the passage of the third passage, when the screw is not correctly inserted into the first screw insertion hole, the game ball that has flowed through the first passage is formed at a position where it can contact the screw and the component forming the first passage, the third passage has a first opening and a second opening, the first opening is upstream of the second opening, The third screw insertion port is located at a position where the game ball that has flowed through the third flow path can come into contact with the structure that forms the screw and the third flow path when the screw is not correctly inserted into the third screw insertion port, and is formed at a position closer to the first opening than the second opening. Characterized by this. The second gaming table of the present invention for solving the above object Main control means capable of counting an increase in the number of holds based on the ball entry into the start port, Sub-control means for receiving an increase signal transmitted from the main control means when the number of holds increases, Effect means controlled by the sub-control means, Operation means, A gaming table comprising: Any one of a plurality of types of effect modes can be set by operating the operation means. One of the plurality of types of effect modes is a first effect mode. One of the plurality of types of effect modes is a second effect mode. The effect means may be means for executing a variable display of a decorative pattern according to a pattern change based on the ball entry into the start port. The effect means is means capable of displaying a hold icon in a first display area. The sub-control means is means for displaying a hold icon in the first display area when the increase signal is received normally. In a case where one game ball has entered the start port while one hold icon is being displayed by the effect means, but the sub-control means cannot receive the increase signal corresponding to the number of holds being 2 normally, and then one game ball has entered the start port and the sub-control means has received the increase signal corresponding to the number of holds being 3 normally (hereinafter referred to as "the first case"), the effect means is means for displaying a second hold icon and also a third hold icon in the first display area. The presentation means may be means for displaying in a certain suggestive manner that suggests the possibility of the player being in an advantageous state when displaying the hold icon in the first presentation mode. In the first case in the first presentation mode, the hold icon representing the hold represented by the second hold icon is not displayed in the certain suggestive manner at least from the start of display until the end of display as a hold icon, and is displayed in a certain manner. As the certain suggestive manner of the hold icon, there are at least a first suggestive manner, a second suggestive manner, and a third suggestive manner. The hold icon in the certain manner may change to the hold icon in the first suggestive manner. The hold icon in the certain manner may change to the hold icon in the second suggestive manner. The hold icon in the certain manner may change to the hold icon in the third suggestive manner. The hold icon in the first suggestive manner does not change to the hold icon in the certain manner. The hold icon in the first suggestive manner may change to the hold icon in the second suggestive manner. The hold icon in the first suggestive manner may change to the hold icon in the third suggestive manner. The hold icon in the second suggestive manner does not change to the hold icon in the certain manner. The hold icon in the second suggestive manner does not change to the hold icon in the first suggestive manner. The hold icon in the second suggestive manner may change to the hold icon in the third suggestive manner. The hold icon in the third suggestive manner does not change to the hold icon in the certain manner. The hold icon in the third suggestive manner does not change to the hold icon in the first suggestive manner. The hold icon in the third suggestive manner does not change to the hold icon in the second suggestive manner. In the first presentation mode, the expectation of winning is configured to be higher for the hold icon in the first suggestive manner than for the hold icon in the certain manner, higher for the hold icon in the second suggestive manner than for the hold icon in the first suggestive manner, and higher for the hold icon in the third suggestive manner than for the hold icon in the second suggestive manner. The first presentation mode is a mode in which a certain presentation can be executed. The second presentation mode is a mode in which the certain presentation cannot be executed. The certain effect may be an effect that is started in response to the entry of a game ball into the start port (hereinafter referred to as "certain entry") when the variable display of the decorative pattern is being executed. The certain effect is an effect that is not started in response to the certain entry during the execution of the variable display of the decorative pattern that is started when the hold due to the certain entry is resolved. When the certain effect is executed in the first effect mode, as the display mode in which the hold icon that is the target of the certain effect is finally displayed, the second suggestion mode is more likely to be displayed than the first suggestion mode, and the third suggestion mode is more likely to be displayed than the first suggestion mode. Furthermore, It is provided with a flow path through which game balls flow. The flow path is configured to have a first flow path, a second flow path, and a third flow path. The first flow path is a flow path through which game balls can flow during normal gaming. The second flow path is a flow path in which it is difficult for game balls to flow during the normal gaming and in which it is easy for game balls to flow during a winning game. The third flow path is a flow path through which game balls can flow during the normal gaming. On the flow path of the first flow path, a first screw insertion port into which a screw can be inserted is formed. On the flow path of the second flow path, no screw insertion port into which a screw can be inserted is formed. On the flow path of the third flow path, a third screw insertion port into which a screw can be inserted is formed. When the screw is not correctly inserted into the first screw insertion port, the first screw insertion port is formed at a position where the game ball that has flowed through the first flow path can come into contact with the screw and the component that forms the first flow path. The third flow path has a first opening and a second opening. The first opening is upstream of the second opening. When the screw is not correctly inserted into the third screw insertion port, the third screw insertion port is at a position where the game ball that has flowed through the third flow path can come into contact with the screw and the component that forms the third flow path, and is closer to the first opening than the second opening. It is characterized by the above.

Advantages of the Invention

[0008] According to the gaming machine of the present invention, it is possible to provide a gaming machine characterized by making it easy to understand that an abnormality has occurred.

Brief Description of the Drawings

[0009]

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Modes for Carrying Out the Invention

[0010] Using FIGS. 1 to 27, a gaming machine (for example, a ball shooting gaming machine such as a pachinko machine or a rotary gaming machine such as a slot machine) to which the present invention can be applied will be described in detail. Note that the reference numerals shown in FIGS. 1 to 27 are used only for the description using FIGS. 1 to 27 in principle. Even if duplicate reference numerals are shown in other drawings, the reference numerals shown in FIGS. 1 to 27 are given priority in the description using FIGS. 1 to 27.

[0011] <Overall Configuration> First, using FIG. 1, the overall configuration of a pachinko machine 100 according to a first embodiment of the present invention will be described. Note that this figure is an external perspective view of the pachinko machine 100 as seen from the front side (the player side).

[0012] The pachinko machine 100 is a gaming machine in which a player can obtain a profit when a predetermined condition is satisfied, and includes an outer frame 102, a main body 104, a front frame door 106, a door 108 with a ball storage tray, a launching device 110, and a game board 200 on its front surface (the player side).

[0013] The outer frame 102 is a wooden frame member having a vertically rectangular shape for fixing to an installation location (island equipment, etc.) provided in a gaming machine installation and business store.

[0014] The main body 104 is provided inside the outer frame 102, and is a door member serving as a vertically rectangular gaming machine base shaft body that has a locking function and is rotatably attached to the outer frame 102 via a hinge portion 112. Further, the main body 104 is formed in a frame shape and has a space portion 114 inside. A store clerk (gaming store) where this pachinko machine 100 is installed can open and close this main body 104, and a main body opening sensor 1041 for detecting that the main body 104 is opened is provided.

[0015] The front frame door 106 is attached to the front surface of the main body 104 on the front side of the pachinko machine 100 via a hinge portion 112 so as to have a locking function and be openable and closable, and is a door member configured in a frame shape with an opening inside. A store clerk at a game parlor can also open and close this front frame door 106, and a front frame door sensor 1061 for detecting that the front frame door 106 is open is also provided. A transparent plate member 118 made of glass or resin is provided in the opening of the front frame door 106, and a speaker 120, a left frame lamp 122L, a right frame lamp 122R, and an upper frame lamp 122U are attached to the front side. A game area 124 is partitioned and formed by a space between the rear surface of the front frame door 106 and the front surface of the game board 200. The front frame door 106 corresponds to an example of a door body. In the present embodiment, those having an LED as a light source are also referred to as lamps.

[0016] The door 108 with a ball storage tray is a door member that is mounted on the lower side of the main body 104 in the front of the pachinko machine 100 with a locking function and is openable and closable. This door 108 with a ball storage tray is opened by pressing an open lever 1081 that can be operated with the front frame door 106 open. Also, a door sensor 1082 for detecting that the door 108 with a ball storage tray is open is provided. The door 108 with a ball storage tray has a ball storage tray 126 that can store a plurality of game balls (hereinafter sometimes simply referred to as "balls") and has a passage for guiding the game balls to the launching device 110, a ball discharge button 130 for discharging the game balls stored in the ball storage tray 126 by the operation of the player from the ball storage tray 126, a ball launch handle 134 for hitting the game balls guided to the launching device 110 by the operation of the player into the game area 124 of the game board, an effect button 136 for changing the effect mode of various effect devices by the operation of the player, a button lamp 138 built into the effect button 136 for lighting the effect button 136, and a ball lending operation button 140 for giving a ball lending instruction to a card unit (CR unit) installed in the game parlor. Also, although not shown in FIG. 1, a return operation button for giving a return instruction of the player's remaining balance to the card unit is provided to the right of the ball lending operation button 140. Furthermore, an operation key unit 190 with a cross key and a determination button is also provided.

[0017] The launching device 110 is attached below the main body 104 and includes a launching rod 146 that rotates when the ball launch handle 134 is operated by the player, and a launching hammer 148 that strikes the game ball at the tip of the launching rod 146. This launching device 110 launches the game balls toward the game area 124 of the game board at every elapse of a predetermined launching period (for example, 0.6 seconds) while the player continuously operates the ball launch handle 134, and corresponds to an example of a launching means.

[0018] FIG. 2 is a rear view of the pachinko machine 100 in FIG. 1 as seen from the back side.

[0019] At the upper part of the back surface of the pachinko machine 100, there is an opening that opens upward, a ball tank 150 for temporarily storing game balls, and a tank rail 154 that is located below the ball tank 150 and guides the balls that fall through the communication hole formed at the bottom of the ball tank 150 to the payout device 152 located on the right side of the back surface.

[0020] The payout device 152 is composed of a cylindrical member, and inside it, there are a payout motor, a sprocket, and a payout sensor (not shown). This payout device 152 is detachable, and when mounted at a predetermined position, it connects to the downstream end of the tank rail 154.

[0021] The sprocket is configured to be rotatable by the payout motor. It temporarily retains the game balls that flow down into the payout device 152 through the tank rail 154, and by driving the payout motor to rotate by a predetermined angle, it is configured to send out the temporarily retained game balls one by one below the payout device 152. That is, the payout device 152 is a type of ball feeding device that applies a driving force to the game balls and conveys them.

[0022] The payout sensor is a sensor for detecting the passage of the game balls sent out by the sprocket. It outputs either a high or low signal to the payout control unit 600 (see FIG. 5) when a game ball is passing, and outputs the other high or low signal when no game ball is passing. The game balls that pass through this payout sensor are configured to reach the ball storage tray 126 arranged on the front side of the pachinko machine 100 through a ball rail (not shown). The pachinko machine 100 grants (pays out) an amount of game value (game balls) corresponding to the given condition to the player based on the establishment of a predetermined granting condition by this configuration.

[0023] On the left side of the payout device 152 in the figure, there are a main board case 158 that houses the main board 156 which constitutes the main control unit 300 (see FIG. 5) for performing overall game control processing, a first sub-board case 162 that houses the first sub-board 160 which constitutes the first sub-control unit 400 (see FIG. 5) for performing control processing related to effects based on the processing information generated by the main control unit 300, a second sub-board case 166 that houses the second sub-board 164 which constitutes the second sub-control unit 500 (see FIG. 5) for performing control processing related to effects based on the processing information generated by the first sub-control unit 400, a payout board case 172 that houses the payout board 170 which constitutes the payout control unit 600 (see FIG. 5) for performing control processing related to the payout of game balls and is equipped with an error release switch 168 for releasing errors by the operation of a game store employee, a launch board case 176 that houses the launch board 174 which constitutes the launch control unit 630 (see FIG. 5) for performing control processing related to the launch of game balls, a power supply board case 184 that houses the power supply board 182 which constitutes the power supply control unit 660 (see FIG. 5) for supplying power to various electrical gaming devices and is equipped with a power switch 178 for turning the power on and off by the operation of a game store employee and a RAM clear switch 180 that outputs a RAM clear signal to the main control unit 300 when operated at power-on, and a CR interface unit 186 for transmitting and receiving signals between the payout control unit 600 and the card unit is arranged.

[0024] Also, in the present embodiment, a setting change key 192, a setting change button 194, and a accessory ratio / setting display 196 are provided on the main board 156. In the present embodiment, when the setting change key 192 is operated on the condition that the RAM clear switch 180 is pressed at power-on, it is possible to shift to a setting change mode in which it is possible to set to any one of a plurality of settings with different jackpot probabilities at least. In the setting change mode, the current setting is displayed on the accessory ratio / setting display 196, and the store employee can change the setting by pressing the setting change button 194 while confirming this. Note that, even if the RAM clear switch 180 is not pressed at power-on, it may be configured such that the setting can be changed when the setting change key 192 is operated at power-on.

[0025] The accessory ratio setting indicator 196 is a 7-segment LED board that is mounted on the main board 156 and disposed inside the main board case 158, and is attached in a manner visible to the store clerk. The accessory ratio setting indicator 196 has two-digit 7-segment LEDs arranged vertically, and one-digit 7-segment LED on the right side is modularized. The accessory ratio monitor is an indicator that notifies the accessory ratio (YH) and the continuous accessory ratio (RY), and the setting monitor is a monitor for confirming the current setting. The accessory ratio setting indicator 196 is composed of, for example, single-color LEDs such as red, green, blue, white, etc., but it may be configured to emit light with three colors of red, green, and orange, or it may be a full-color LED. Note that at least a part of the accessory ratio setting indicator 196 may be provided on the game board 200, for example, so as to be visible to the player.

[0026] Also, in this embodiment, a DIP switch board 198 is disposed on the back surface of the first sub-board case 162. Details of the DIP switch board 198 will be described later.

[0027] FIG. 3 is a schematic front view of the game board 200 seen from the front. Here, the arrows d2 and d3 indicate the directions in a state where the pachinko machine 100 is fixed to the installation location. The arrow d2 indicates the width direction of the pachinko machine 100 (which may be referred to as the left-right direction), and when viewed from the front, the left hand may be called the left and the right hand may be called the right. The arrow d3 indicates the height direction of the pachinko machine 100 (which may be referred to as the up-down direction), and the higher side may be called the up and the lower side may be called the down. Although not shown in FIG. 3, in the depth direction of the pachinko machine 100 (which may be referred to as the front-back direction), the front side may be called the front side or the front surface side, and the back side may be called the rear side or the back surface side.

[0028] The game board 200 has a game area 124 on the front surface, and is detachably attached to the main body 104 using a predetermined fixing member so as to face the space portion 114 of the main body 104. Note that the game area 124 can be observed through the opening after the game board 200 is attached to the main body 104.

[0029] Although various structures can be adopted for the attachment structure of the game board 200 to the main body 104, for example, the left side of the game board 200 in the front view (the hinge portion 112 side) is inserted into the left side portion 200a of the game board 200 in the front view of the main body 104, and while rotating the game board 200 with this as the rotation center, the right side portion 200b of the game board 200 in the front view is pressed against the main body 104 and set. Such a structure may improve workability.

[0030] The game board 200 is a unit in which various components are attached to a game board 201 that serves as a plate-shaped main body. The game board 201 is formed of, for example, resin, and its surface (front) constitutes a decorative surface displaying characters of the pachinko machine 100 or the like. The decorative surface may be formed, for example, by attaching a sheet printed with characters of the pachinko machine 100 or the like. A vibration sensor SR3 is disposed in the lower right of the game board 201. When detected by the vibration sensor SR3, error processing (for example, notification by image or sound, game stop that makes it impossible to continue the game, etc.) can be performed. The vibration sensor SR3 may be another fraud detection sensor such as a magnetic sensor.

[0031] An outer rail 202 and an inner rail 204 are disposed on the game board 200 to partition and form a game area 124 in which the game balls can roll. A part of the outer rail 202 is formed by a rail member 209 that is detachable from the main body 104. Among the game area 124, the area between the outer rail 202 and the inner rail 204 forms a guide area 201a for guiding the launched game balls.

[0032] The area other than the game area 124 of the game board 200 may be referred to as a non-game area. The game area 124 and the non-game area can be distinguished with the outer rail 202 as the boundary. Also, at least the area inside the area through which the game ball passes in a state where the launch intensity of the game ball is maximized can be called the game area 124. The game area 124 may include an area where the game ball does not pass due to the presence of an effect device or the like within the game area 124. During the game, the game area 124 may be called the flow-down area where the game ball flows down, and the non-game area may be called the non-flow-down area in that the game ball does not flow down during the game except for maintenance or accidents. Although the entire game area 124 can be called the flow-down area, the area where the game ball does not flow down due to the presence of an effect device or the like may be called the non-flow-down area.

[0033] A decoration symbol display device 208 is disposed approximately at the center of the game area 124. Below the game area 124, a main control lamp board 254 is provided. On the main control lamp board 254, a normal symbol display device 210, a first special symbol display device 212, a second special symbol display device 214, a normal symbol hold lamp 216, and a second special symbol hold lamp 220 are arranged. Further, on the main control lamp board 254, a high probability medium lamp HL, a power support medium lamp TL, and a right hit lamp RL are also disposed. Hereinafter, the normal symbol may sometimes be referred to as the "normal symbol" and the special symbol as the "special symbol".

[0034] The decorative symbol display device 208 is a display device for performing various displays using decorative symbols and effects. In this embodiment, it is constituted by a liquid crystal display (LCD: Liquid Crystal Display). This decorative symbol display device 208 is divided into four display areas: a left symbol display area 208a, a middle symbol display area 208b, a right symbol display area 208c, and an effect display area 208d. The left symbol display area 208a, the middle symbol display area 208b, and the right symbol display area 208c each display different decorative symbols, and the effect display area 208d displays an image used for the effect. Furthermore, the positions and sizes of the respective display areas 208a, 208b, 208c, and 208d can be freely changed within the display screen of the decorative symbol display device 208. Although a liquid crystal display device is adopted as the decorative symbol display device 208, it is not necessary to be a liquid crystal display device, as long as it is configured to be able to display various effects and various game information. For example, other display devices including a dot matrix display device, a 7-segment display device, an organic EL (ElectroLuminescence) display device, a reel (drum) type display device, a leaf type display device, a plasma display, and a projector may be adopted.

[0035] The general diagram display device 210 is a display device for displaying the general diagram. In this embodiment, it is constituted by 7-segment LEDs. The first special diagram display device 212 and the second special diagram display device 214 are display devices for displaying special diagrams. In this embodiment, they are each constituted by 7-segment LEDs.

[0036] The general diagram hold lamp 216 is a lamp for indicating the number of general diagram variation games on hold (details will be described later). In this embodiment, it is possible to hold the general diagram variation games up to a predetermined number (for example, 4). The second special symbol hold lamp 220 is a lamp for indicating the number of special symbol variation games on hold. In this embodiment, it is possible to hold the special symbol variation games up to a predetermined number (for example, 4). Note that in this embodiment, the first special symbol hold lamp is not provided, but it may be provided.

[0037] In addition, the high-probability lamp HL is a lamp for indicating that the gaming state is a high-probability state in which a big win is likely to occur or will become a high-probability state. The power-saving lamp TL is a lamp for indicating that the variable display time of the normal symbol is shortened and that it is a power-saving state in which the blade member 2311 (see FIG. 4) of the electric tulip (electric tuli) described later is likely to be open for a long time. The right-hit display lamp RL is a lamp for indicating that in the big win gaming state, the probability-variable state, and the power-saving state, the player has entered a state where they can obtain the benefits by hitting the right button. Note that a round display lamp for indicating the number of rounds in the big win gaming related to the big win may be provided when a big win occurs.

[0038] On the game board 200 shown in FIG. 3, a warp device 242 and a stage 244 are provided in the area where the game ball can roll. The warp device 242 discharges the game ball that has entered the warp entrance 242a provided on the left side of the decorative symbol display device 208 from the warp exit 242b to the stage 244. The stage 244 is provided below and on the front side of the decorative symbol display device 208, and is a stage where the game ball that has passed through the warp device 242 shows movements such as reciprocating motion and rotational motion. On this stage 244, the residence time of the game ball becomes longer as the game ball makes reciprocating motion and rotational motion. A stage cover 245 is provided on the stage 244.

[0039] Also, above the game area 124, a first effect movable unit 7 is arranged supported by the main body 104. Further, below and on the rear side of the stage 244, a second effect movable unit 8 is arranged supported by the main body 104, but in FIG. 3, the second effect movable unit 8 is not visible.

[0040] As shown in FIG. 3, a part of the upper part of the game area 124 is covered with a decorative upper cover 203. Also, the upper right part of the game area 124 is covered with a decorative upper right cover 205.

[0041] In addition, in the present embodiment, a normal pattern start port 228 is arranged at the lower center of the game board 200. In the present embodiment, one normal pattern start port 228 is provided at the lower center of the game board 200. When a game ball enters the normal pattern start port 228, the payout device 152 shown in FIG. 2 is driven to payout a predetermined number (for example, 4) of prize balls, and the entered game ball is guided to the back side of the pachinko machine 100 and discharged to the game island side. Note that the game ball that has entered the normal pattern start port 228 may be returned to the game board again without paying out prize balls. Further, the normal pattern start port 228 may be provided in the left area. When a predetermined ball detection sensor detects that a prize has been won through the normal pattern start port 228, the pachinko machine 100 starts a normal pattern variation game by the normal pattern display device 210.

[0042] Also, a general winning port is arranged in the lamp unit 9 extending to the left. Although the general winning port is not shown in the figure, it is also provided at a plurality of locations in the game area. When a game ball enters the general winning port, a predetermined ball detection sensor (not shown) detects it. If a prize is won through the general winning port, the payout device 152 is driven to discharge a predetermined number (for example, 4) of balls as prize balls into the ball storage tray 126. The balls discharged into the ball storage tray 126 can be freely taken out by the player. With these configurations, prize balls are paid out to the player based on winning a prize. Note that the game ball that has entered the general winning port is guided to the back side of the pachinko machine 100 and then discharged to the game island side.

[0043] Also, as shown in FIG. 4(a), the attacker unit 23 is provided with a first special figure start port (variable) 231, a second special figure start port 232, a plurality of variable winning ports (attacker) 234, 235, and a general electric operation gate 228g. The general figure start port 228 provided at the lower center shown in FIG. 3 is configured such that it is difficult for game balls to enter when hitting the ball to the right due to its arrangement. On the other hand, at the center of the above-described stage 244, a special route 244a is provided through which the balls that have reached the stage 244 can easily enter the general figure start port 228 provided at the lower center of the game board 200. Note that even without passing through the stage 244, it is also possible to aim at the general figure start port 228 from the left side. Therefore, the general figure start port 228 provided at the lower center of the game board 200 is a start port where it is possible to expect the entry of game balls by hitting the ball to the left. Thus, in the present embodiment, in the normal game state where hitting the ball to the left is recommended, a game mainly involving winning game balls in the general figure start port 228 and performing a general figure variable display on the general figure display device 210 is played.

[0044] Furthermore, in the game area 124, there is provided a disk-shaped hitting direction conversion member 236 called a windmill, and a plurality of game nails are arranged. At the lowermost part of the inner rail 204, an out port 240 is provided for guiding the balls that have not won in any of the winning ports or start ports to the back side of the pachinko machine 100 and then discharging them to the game island side.

[0045] In this pachinko machine 100, the player supplies the balls stored in the ball storage tray 126 to the firing position of the firing rail, drives the firing motor with an intensity corresponding to the operation amount of the operation handle of the player, and passes the firing rod and the firing hammer through the outer rail 202 and the inner rail 204 to launch them into the game area 124. Then, the balls that reach the upper part of the game area 124 flow downward while changing their traveling directions by the hitting ball direction conversion member 236, game nails, etc., and win in various winning holes or starting holes, or reach the out hole 240 only by passing through the general pattern starting hole 228 without winning in any winning hole or starting hole. Further, in the present embodiment, a discharge ball receiving port (not shown) for receiving all the game balls discharged from the game board 200 is formed so as to open upward at the lower side of the space portion 114 of the main body 104, and an out ball detection sensor SWout for detecting the passage of the game balls received in the discharge ball receiving port is provided at a predetermined position of the main body 104. Note that the out ball detection sensor SWout may be provided on the game board 200 side. In the present embodiment, all the game balls discharged from the game board 200 (including the game balls discharged from the out hole 240 and the game balls that won in various winning holes) are received in this discharge ball receiving port and are configured to be discharged outside the pachinko machine 100 via a predetermined discharge passage, but only the game balls discharged from the out hole 240 may pass through the out ball detection sensor SWout.

[0046] Subsequently, the attacker unit 23 provided at the lower right part of the game area 124 will be described.

[0047] The attacker unit 23 shown in FIGS. 4(a) and 4(b) is arranged on the back side of the attacker front plate 2301 (FIG. 3). Note that an attacker seal 2302 is pasted on the front surface of the attacker front plate 2301 (see FIG. 3). Here, in FIG. 3, the decorative pattern, etc. of the attacker seal 2302 are omitted from the illustration.

[0048] As shown in FIGS. 4(a) and 4(b), the attacker unit 23 includes a unit main body 32a arranged on the game board 200 side and a unit cover body 23b covering the front side of the unit main body 32a.

[0049] The unit main body 32a has an electric-tuning type special figure 1 start port (variable) 231, a first variable winning port 234 serving as a first attacker, a second variable winning port 235 serving as a second attacker, and a second special figure start port 232. In this embodiment, when a game ball enters the special figure 1 start port (variable) 231, the ball detection sensor 2312 detects it. Assuming that the ball wins in the special figure 1 start port (variable) 231, the payout device 152 is driven to discharge a predetermined number (for example, 1) of game balls as prize balls into the ball storage tray 126. The game balls that win in the special figure 1 start port (variable) 231 are discharged from the discharge port 231a to the back side of the game board 200. Also, when a game ball enters the first variable winning port 234, a ball detection sensor (not shown) detects it. Assuming that the ball wins in the first variable winning port 234, the payout device 152 is driven to discharge a predetermined number (for example, 15) of game balls as prize balls into the ball storage tray 126. Further, inside the first variable winning port 234, a specific area 234v through which the game balls entering the first variable winning port 234 can pass is provided. In this embodiment, when the game balls pass through the specific area 234v in a small win game, the game shifts to a big win game. Note that the first variable winning port 234 may not be provided, and a specific area may be provided inside the second variable winning port 235. When a game ball enters the second variable winning port 235, the ball detection sensor 2352 detects it. Assuming that the ball wins in the second variable winning port 235, the payout device 152 is driven to discharge a predetermined number (for example, 15) of game balls as prize balls into the ball storage tray 126. Also, when a game ball enters the special figure 2 start port 232, a ball detection sensor (not shown) detects it. Assuming that the ball wins in the special figure 2 start port 232, the payout device 152 is driven to discharge a predetermined number (for example, 1) of game balls as prize balls into the ball storage tray 126.

[0050] Special Drawing 1 Starting Port (Variable) 231 has a variable starting port size by means of a shutter member 2311. The shutter member 2311 shown in Fig. 4(a) is provided so as to be able to advance and retreat in the front-rear direction. In the state where the shutter member 2311 advances to the front side, the game ball passes over the advanced shutter member 2311. That is, in Fig. 4(a), the game ball passes from the right side to the left side of the figure. The ball detection sensor 2312 of the Special Drawing 1 Starting Port (Variable) 231 is arranged below the shutter member 2311 and on the downstream side, facing the upstream side. Therefore, in the state where the shutter member 2311 advances to the front side, it is easy for the game ball to pass through the ball detection sensor 2312, and the Special Drawing 1 Starting Port (Variable) 231 is in an easy winning state. The game ball that has passed through the ball detection sensor 2312 is guided to the back side of the game board 200 through the ball passage 2313 and the discharge port 231a. On the other hand, in the state where the shutter member 2311 retreats to the back side, it is difficult for the game ball to pass through the ball detection sensor 2312, and the Special Drawing 1 Starting Port (Variable) 231 is in a difficult winning state. Also, in the present embodiment, a general power operation gate 228g is arranged near the upstream side of the Special Drawing 2 Starting Port 232. When the game ball passes through the general power operation gate 228g, the shutter member 2311 described later operates regardless of the situation of the general drawing variable display. That is, in the present embodiment, the game ball that has passed through the general power operation gate 228g directly enters the Special Drawing 2 Starting Port 232.

[0051] The second variable winning opening 235 serving as the second attacker is arranged on the downstream side in the rolling (flowing down) direction of the game ball from the first variable winning opening 234 serving as the first attacker. The size of the winning opening of this second variable winning opening 235 is variable by a shutter member 2351, and the shutter member 2351 shown in Fig. 4(a) is provided so as to be able to advance and retreat in the front-rear direction. In a state where the shutter member 2351 advances to the front side, the game ball passes over the advanced shutter member 2351. That is, in Fig. 4(a), the game ball passes from the right side to the left side of the figure. The ball detection sensor 2352 for the second variable winning opening is arranged below the shutter member 2351 and facing upward. Therefore, in a state where the shutter member 2351 advances to the front side, it is difficult for the game ball to pass through the ball detection sensor 2352, and the second variable winning opening 235 is in a state where it is difficult to win. On the other hand, in a state where the shutter member 2351 retreats to the rear side, it becomes easy for the game ball to pass through the ball detection sensor 2352, and the second variable winning opening 235 is in a state where it is easy to win.

[0052] The first variable winning opening 234 can be changed between an open state and a closed state by a door member 2341. When the door member 2341 is in the open state, the game ball can be received into the first variable winning opening 234, but when it is in the closed state, the game ball cannot be received (or it is difficult to receive) into the first variable winning opening 234.

[0053] At the position where the game ball has fallen, a second special figure start opening 232 is arranged. The size of the winning opening of this second special figure start opening 232 is fixed, and the game ball that has entered the second special figure start opening 232 is guided to the back side of the pachinko machine 100 and then discharged to the game island side.

[0054] As shown in Fig. 4(b), the unit cover body 23b is provided with a ball passage forming wall 230r that protrudes toward the unit main body 23a. The ball passage forming wall 230r forms a ball passage 239 that inclines toward the downstream side along which the game balls that have entered the attacker unit 23 roll. Also, the ball passage forming wall 230r is not provided at the position where the shutter member 2311 advances or at the position where the shutter member 2351 advances, and the advanced shutter member 2311 and shutter member 2351 serve as the ball passage forming wall. That is, the shutter member 2311 and the shutter member 2351 incline downward toward the downstream side when advanced to the front side, and the game balls roll toward the downstream side by utilizing this inclination.

[0055] The solid-line arrow shown in Fig. 4(a) indicates the path of the game ball that has rolled over the ball passage forming wall 230r and the advanced shutter member 2311 (the arrows in the following figures are the same). That is, the game ball that has entered the attacker unit 23 indicates the route to the special figure 1 start port (variable) 231 side shown by the solid-line arrow. Also, the dashed-line arrow shown in Fig. 4(a) indicates the path of the game ball that has rolled over the ball passage forming wall 230r and the advanced shutter member 2351 when the shutter member 2311 has retracted and the shutter member 2351 has advanced. That is, the game ball that has entered the attacker unit 23 indicates the route to the special figure 2 start port 232 side shown by the dashed-line arrow. Here, when the shutter member 2351 has retracted, as shown by the solid-line arrow shown below in Fig. 4(a), the game ball drops from the shutter member 2311 and the shutter member 2351, enters the second variable winning port 235, is detected as a winning by the ball detection sensor 2352, and then is guided to the back side of the game board from the discharge port 235a through the ball passage 2343.

[0056] The game balls that have fallen in front of the second special figure start port 232 enter the second special figure start port 232 after passing through the general power operation gate 228g. As the shutter member 2311 advances forward, the special figure 2 variable game starts. In this embodiment, ribs 23r5 are protruding on the left and right sides upstream of the general power operation gate 228g so that most of the game balls flowing down toward the second special figure start port 232 are guided to the general power operation gate 228g. However, there may be game balls that flow down toward the second special figure start port 232 and pass through the general power operation gate 228g and those that do not pass through it. Or, the game balls may be guided to the general power operation gate 228g and always pass through the general power operation gate 228g. Also, in this embodiment, because of such a configuration, for example, when executing the symbol variation display of special figure 1 by the first special figure display device 212 while preventing the execution of the symbol variation display of special figure 2 by the second special figure display device 214, it may be possible to prevent the occurrence of an irregular game such as operating the shutter member 2311 aiming only at the general power operation gate 228g and executing the symbol variation display of special figure 1.

[0057] As shown in Fig. 4(a), a plurality of ribs are provided on the unit main body 23a. Further, as shown in Fig. 4(b), a plurality of ribs are also provided on the unit cover body 23b. When looking from the upstream side along the flow of the game balls, a plurality of ribs are protruding at intervals on the flow path of the game balls from the downstream side of the first variable winning opening 234 to in front of the shutter member 2311 of the special figure 1 starting opening 231. That is, in the passage that passes through the first variable winning opening 234 and turns back in an S shape, four ribs 23r1 protrude on the unit main body 23a side, and five ribs 23f1 protrude on the unit cover body 23b side. These ribs 23r1, 23f1 are alternately arranged in a plan view so that ball jams do not occur on the flow path. Hereinafter, the passage where the ribs 23r1, 23f1 are arranged is directed downward, and in the downward-directed passage, three ribs 23r2 protrude on the unit main body 23a side, and two ribs 23f2 protrude on the unit cover body 23b side. These ribs 23r2, 23f2 are also alternately arranged in a side view. In this embodiment, since it is configured in this way, the game balls that enter the attacker unit 23 may flow down while colliding with the ribs before reaching the shutter member 2311 of the special figure 1 starting opening 231, and the flowing speed of the game balls can be reduced.

[0058] In addition, a rib 2314 protrudes above the shutter member 2311 of the special figure 1 starting opening 231 in the unit main body 23a, and a rib 2315 also protrudes above the shutter member 2311 in the unit cover body 23b. Thereby, for example, when the shutter member 2311 of the special figure 1 starting opening 231 is actuated for a short time to make it difficult for game balls to enter the special figure 1 starting opening 231, the game balls rolling on the shutter member 2311 may collide with the ribs 2314, 2315 to reduce the flowing speed of the game balls, and it may be possible to make it even more difficult for game balls to enter the special figure 1 starting opening 231.

[0059] Furthermore, four ribs 23r3 project upward along the upper surface of the shutter member 2351 of the second variable winning opening 235 in the unit body 23a, and four ribs 23f3 project upward along the upper surface of the shutter member 2351 of the second variable winning opening 235 in the unit cover body 23b. These ribs 23r3 and 23f3 are alternately arranged in a plan view so that ball jamming does not occur in the flow path. Also, in the present embodiment, since it is configured in this way, a plurality of game balls may easily stay on the shutter member 2351 of the second variable winning opening 235. Furthermore, two ribs 23f3 are also arranged on the downstream side of the second variable winning opening 235 in the unit cover body 23b. Also, on the upper surface of the shutter member 2351, the width of the ball passage 239 is defined so that a plurality of game balls do not flow down in parallel. In the present embodiment, since it is configured in this way, the game balls rolling on the shutter member 2351 of the second variable winning opening 235 may flow down while colliding with the ribs, and the flow rate of the game balls may be reduced.

[0060] In the ball passage 239 on the downstream side of the shutter member 2351 of the second variable winning opening 235, it has a passage formed in an S shape downward, and then is configured to bend downward and be guided to the general power operation gate 228g. Here, at the bent portion of the S-shaped portion of the ball passage 239, two ribs 23f4 project from the corner of the ball passage forming wall 230r to guide the flow path of the game balls flowing down there. Thereby, the occurrence of ball jamming may be suppressed. Also, the flow rate of the game balls flowing down the ball passage 239 may be suppressed. In the present embodiment, it is configured such that the time taken for the game balls flowing down the upper surface of the shutter member 2351 of the second variable winning opening 235 to win the special figure 2 start opening 232 is a time (for example, 1.2 seconds) in which two or more game balls can be launched. Thereby, for example, when the game state is changed, it may be possible to prevent deviation from the designed ball output rate. Note that as long as two or more balls can be launched, it is not limited to 1.2 seconds, and it may be longer than 1.2 seconds.

[0061] Also, in the ball passage 239 on the downstream side of the shutter member 2351 of the second variable winning opening 235, the only ball entry port (winning opening) through which a game ball entry causes a payout of game balls is the start opening 232 in the specific drawing 2. Note that if the game ball does not win at the start opening 232 in the specific drawing 2, it may enter the out port 240, but no prize balls are paid out even if the game ball enters the out port 240. Thus, for example, when the game state is changed, it may be possible to prevent deviation from the designed ball payout rate.

[0062] Specifically, during a big win game, basically most game balls win at the first variable winning opening 234 or the second variable winning opening 235. Therefore, in the a2 short game state that transitions to the big win game described later, there are no (or rarely any) game balls remaining downstream of the second variable winning opening 235. Thus, the time it takes for the game ball flowing down the upper surface of the shutter member 2351 to win at the start opening 232 in the specific drawing 2 is configured to be a time (e.g., 1.2 seconds) during which two or more game balls can be launched. By doing so, it is possible to prevent a situation where more game balls win than are launched in the a2 short game state, and suppress the excitement of the gambling mentality. If the time from the upper surface of the shutter member 2351 to winning at another winning opening (the start opening 232 in the specific drawing 2) is short, there may be a case where the game ball wins at the winning opening (the start opening 232 in the specific drawing 2) before the game ball is launched in the a2 short game state. In such a situation, even though no game ball has been launched, prize balls are paid out, which excites the gambling mentality.

[0063] The ribs described above are shown as an example provided on both the unit main body 23a and the unit cover body 23b. However, there may be a part provided only on the unit main body 23a side, or there may be a part provided only on the unit cover body 23b side. Also, it may be configured such that ribs are provided only on the unit main body 23a side, or it may be configured such that ribs are provided only on the unit cover body 23b side.

[0064] As described above, in the attacker unit 23 according to this embodiment, the attacker of the first variable winning opening 234 is an attacker that opens and closes during a small winning game, and the attacker of the second variable winning opening 235 is an attacker that opens and closes during a big winning game. In the special figure low probability short game state, as will be described later, a right hit is performed, and it becomes an a2 short game state in which it is easy for a game ball to enter the special figure 1 start opening 231 or an a1 short game state in which it is easy for a game ball to enter the special figure 2 start opening 232, and a symbol variation display with the special figure 1 or the special figure 2 as the main is performed. Also, in this embodiment, for the special figure 1, if it does not become a big win, it will always become a small win. When it becomes a small win, the first variable winning opening 234 is opened (for example, once at 5800 ms). When the special figure 2 is in the middle of a variation display, the symbol variation display of the special figure 2 during the variation display is discarded and it becomes a loss. Therefore, when it becomes a small win, it becomes easier for a game ball to enter the first variable winning opening 234 and easier to pass through the specific area 234v. Therefore, it becomes easier to start a big winning game based on passing through the specific area 234v. In this case, since the opening operation of the first variable winning opening 234 is treated as the opening operation of the first round, the round in which the second variable winning opening 235 is first opened when shifting to a big winning game is treated as the second round. The control according to the game state will be described later. In this embodiment, two variable winning openings, the first variable winning opening 234 and the second variable winning opening 235, are provided, but there may be only one variable winning opening. In this case, only the second variable winning opening 235 may be provided.

[0065] Next, with reference to FIG. 5, the circuit configuration of the control unit of this pachinko machine 100 will be described in detail. Note that this figure shows a functional block diagram of the control unit. The control unit of the pachinko machine 100 is roughly divided into a main control unit 300 that controls the central part of the game, a first sub-control unit 400 that mainly controls the effects according to a command signal (hereinafter simply referred to as "command") transmitted by the main control unit 300, a second sub-control unit 500 that controls various devices based on the command transmitted from the first sub-control unit 400, a payout control unit 600 that mainly controls the payout of game balls according to the command transmitted by the main control unit 300, a firing control unit 630 that controls the firing of game balls, and a power supply control unit 660 that controls the power supply supplied to the pachinko machine 100.

[0066] First, the main control unit 300 of the pachinko machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. The basic circuit 302 is equipped with a CPU 304, a ROM 306 for storing a control program and various data, a RAM 308 for temporarily storing data, an I / O 310 for controlling the input and output of various devices, a counter timer 312 for measuring time, number of times, etc., a WDT 314 for monitoring abnormal program processing, and a random number value generation circuit (counter circuit) 318 (it is assumed that this circuit has two built-in counters). Note that other storage devices may be used for the ROM 306 and the RAM 308, and the same applies to the first sub-control unit 400 and the second sub-control unit 500, which will be described later. The CPU 304 of this basic circuit 302 operates by inputting a clock signal with a predetermined period output by the crystal oscillator 316b as a system clock. Also, the random number value generation circuit 318 is used as a hardware random number counter that varies the numerical value in the range of 0 to 65535 each time it receives the clock signal output by the crystal oscillator 316a. Note that although the random number value generation circuit 318 is built into the basic circuit 302, it may be connected to the basic circuit 302.

[0067] In addition, the basic circuit 302 receives signals output from various sensors 320 including a predetermined ball detection sensor, such as sensors for detecting game balls passing through respective starting ports, winning ports, variable winning ports, and a lower tray full sensor, and outputs comparison results between the amplification results and a reference voltage to a CPU 304, a random number value generation circuit 318, etc. in the basic circuit 302. There are also a sensor circuit 322 for this purpose, a drive circuit 324 for performing display control of a predetermined symbol display device, such as the first special figure display device 212 and the second special figure display device 214, a drive circuit 326 for performing display control of a predetermined symbol display device, such as the normal figure display device 210, a drive circuit 330 for performing display control of various state display units 328 (for example, the normal figure hold lamp 216, the special figure 1 hold lamp 218, the special figure 2 hold lamp 220, the high probability winning lamp, etc.), and a drive circuit 334 for controlling various solenoids 332 including drive means for driving a shutter member 2311 of the first special figure starting port 231 as a normal electric accessory, a door member 2341 of the first variable winning port 234 as a special electric accessory, and drive means for driving a shutter member 2351 of the second variable winning port 235. In this example, the crystal oscillator 316a and the random number value generation circuit 318 are provided separately, but the crystal oscillator 316a may be included in the random number value generation circuit 318.

[0068] When the ball detection sensor 2312 detects that a ball has won in the first special figure starting port 231, the sensor circuit 322 outputs a signal indicating that the ball has been detected to the random number value generation circuit 318 in the basic circuit 302. The random number value generation circuit 318 that receives this signal latches the value at that timing of the counter corresponding to the first special figure starting port 231, and stores the latched value in a built-in counter value storage register corresponding to the first special figure starting port 231. Similarly, when the random number value generation circuit 318 receives a signal indicating that a ball has won in the second special figure starting port 232, it latches the value at that timing of the counter corresponding to the second special figure starting port 232, and stores the latched value in a built-in counter value storage register corresponding to the second special figure starting port 232.

[0069] Furthermore, an information output circuit 336 is connected to the basic circuit 302. The main control unit 300 outputs the game information (e.g., game state) of the pachinko machine 100 to an information input circuit 350 provided in an external host computer (not shown) or the like via the information output circuit 336 and an external terminal board (not shown).

[0070] In addition, the main control unit 300 is provided with a voltage monitoring circuit 338 that monitors the voltage value of the power supply supplied from the power supply control unit 660 to the main control unit 300. When the voltage value of the power supply is less than a predetermined value (9V in this example), the voltage monitoring circuit 338 outputs a low voltage signal indicating that the voltage has dropped to the basic circuit 302.

[0071] Also, the main control unit 300 is provided with a start signal output circuit (reset signal output circuit) 340 that outputs a start signal (reset signal) when the power is turned on. When the CPU 304 receives the start signal from the start signal output circuit 340, it starts game control (starts the main control unit main process described later).

[0072] The main control unit 300 is provided with an output interface for transmitting commands to the first sub-control unit 400 and an output interface for transmitting commands to the payout control unit 600, respectively, enabling communication with the first sub-control unit 400 and the payout control unit 600. Note that the information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication, and the information communication between the main control unit 300 and the payout control unit 600 is two-way communication. The main control unit 300 is configured to be able to transmit signals such as commands to the first sub-control unit 400, but the first sub-control unit 400 is configured not to be able to transmit signals such as commands to the main control unit 300. However, the information communication between the main control unit 300 and the first sub-control unit 400 may be configured to be performed by two-way communication. Also, the payout control unit 600 is configured to be able to transmit signals such as commands to the main control unit 300, but it may be configured not to be able to transmit signals such as commands from the payout control unit 600 to the main control unit 300.

[0073] Next, the first sub-control unit 400 of the pachinko machine 100 will be described. The first sub-control unit 400 mainly includes a basic circuit 402 that controls the entire first sub-control unit 400 based on commands and the like transmitted by the main control unit 300. The basic circuit 402 is equipped with a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, a counter timer 412 for measuring time, number of times, etc., and a serial communication control circuit 424. The CPU 404 of this basic circuit 402 operates by inputting a clock signal with a predetermined period output by the crystal oscillator 414 as a system clock. Also, a ROM 406 for storing control programs and various effect data is connected to the basic circuit 402. Note that the ROM 406 may store the control program and various effect data in separate ROMs. Also, the ROM 406 may be provided in the basic circuit 402. The serial communication control circuit 424 connects a game board lamp drive circuit 440 for controlling the game board lamp 442 and a game table frame lamp drive circuit 450 for controlling the game table frame lamp 452, and performs lighting control by serial communication between the game board lamp drive circuit 440 and the game table frame lamp drive circuit 450.

[0074] Also, the basic circuit 402 is connected to a sound source IC (S-ROM) 416 for controlling the speaker 120 (and amplifier), a drive circuit 422 for performing drive control of the effect devices 2 to 5, etc., a sensor circuit 428, and a volume switch 163 for adjusting the volume output from the speaker 120. The sensor circuit 428 outputs detection signals from various movable body sensors 430 that detect the current positions of the effect devices 2 to 5, etc., and a button sensor 426 that detects the pressing of various buttons constituting the effect button 136 and the operation key unit 190 to the basic circuit 402.

[0075] Next, the second sub-control unit 500 of the pachinko machine 100 will be described. The second sub-control unit 500 receives the control command transmitted by the first sub-control unit 400 via the input interface, and includes a basic circuit 502 that controls the entire second sub-control unit 500 based on this control command. The basic circuit 502 includes a CPU 504, a memory 508 for temporarily storing data, an I / O 510 for controlling the input / output of various devices, a counter timer 512 for measuring time, number of times, etc., and a VDP (Video Display Processor) 516 that reads out image data and the like stored in the ROM 506 based on a signal from the CPU 504, generates a display image using the work area of the VRAM 518, and displays the image on the decoration symbol display device 208. The CPU 504 of the basic circuit 502 operates by inputting a clock signal with a predetermined period output by the crystal oscillator 514 as a system clock. Further, a ROM 506 storing a control program and data for controlling the entire second sub-control unit 500, data for image display, etc. is connected to the basic circuit 502. In the present embodiment, the memory 508 is used as a temporary storage area, and the memory 508 is configured by a recording medium (for example, EEPROM, flash memory, etc.) that can retain the stored state even when the power is turned off. Thereby, for example, information for displaying a display related to the jackpot history can be retained even when initialization or setting change is performed in the main control unit 300. Note that a RAM whose stored information is volatile when the power is turned off may be used instead.

[0076] Next, the payout control unit 600, the launch control unit 630, and the power supply control unit 660 of the pachinko machine 100 will be described. The payout control unit 600 mainly controls the payout motor 602 of the payout device 152 based on signals such as commands transmitted by the main control unit 300, and detects whether the payout of prize balls or loan balls is completed based on the control signal output by the payout sensor 604. Also, the payout control unit 600 communicates with a card unit 608 provided separately from the pachinko machine 100 via the interface unit 606. Further, the payout control unit 600 outputs payout ball information indicating that a predetermined number (for example, 10) of prize balls have been paid out, loan ball information indicating that a predetermined number (for example, 25) of loan balls have been paid out, etc. to the information input circuit 350 via an external terminal board (not shown). Also, a frame sensor 605 is connected to the payout control unit 600. The frame sensor 605 includes a main body opening sensor 1044 that detects that the main body 104 has opened, a front frame door sensor 1061 that detects that the front frame door 106 has opened, etc. When the main body 104 or the front frame door 106 is opened, these sensors detect it and output an open signal. When the payout control unit 600 outputs an open signal from the frame sensor 605, it outputs door open information to the main control unit 300.

[0077] The launch control unit 630 controls the launch solenoid 632 that drives the launch rod 146 and the launch hammer 148, and controls the ball feeder 634 that supplies balls from the upper tray 126 to the launch device 110, based on a control signal output by the payout control unit 600 that instructs launch permission or stop, and a control signal output by the launch intensity output circuit provided in the ball launch handle 134 that instructs the launch intensity corresponding to the operation amount of the ball launch handle 134 by the player.

[0078] The power control unit 660 converts the AC power supplied from the outside to the pachinko machine 100 into DC power, converts it to a predetermined voltage, and supplies it to each control unit such as the main control unit 300 and the first sub-control unit 400, and each device such as the payout device 152. Further, the power control unit 660 includes a power storage circuit (for example, a capacitor) for supplying power to a predetermined component (for example, the RAM 308 of the main control unit 300, etc.) for a predetermined period (for example, 10 days) even after the external power is cut off. In the present embodiment, the power control unit 660 supplies power of a predetermined voltage to the payout control unit 600 and the second sub-control unit 500, and the payout control unit 600 supplies power of a predetermined voltage to the main control unit 300, the second sub-control unit 500, and the firing control unit 630. However, power of a predetermined voltage may be supplied to each control unit and each device through another power supply path.

[0079] Next, with reference to FIGS. 6(a) to 6(d), the types of special figures and normal figures that the first special figure display device 212, the second special figure display device 214, the decorative symbol display device 208, and the normal figure display device 210 of the pachinko machine 100 stop displaying will be described.

[0080] When the ball detection sensor 2312 of the first start port detects that a ball has entered the special figure 1 start port 231, the special figure 1 variable game is started. When the second start port sensor, which is a ball detection sensor, detects that a ball has entered the special figure 2 start port 232, the special figure 2 variable game is started. When the special figure 1 variable game is started, the first special figure display device 212 performs a "variable display of special figure 1" (special figure variable game) that repeats the full lighting and the full extinguishing of, for example, 7 segments. When the special figure 2 variable game is started, the second special figure display device 214 performs a "variable display of special figure 2" (special figure variable game) that repeats the full lighting and the full extinguishing of 7 segments. Then, when the variable time determined before the start of the variation of special figure 1 has elapsed, the first special figure display device 212 stops displaying the stop symbol pattern of special figure 1. When the variable time determined before the start of the variation of special figure 2 has elapsed, the second special figure display device 214 stops displaying the stop symbol pattern of special figure 2. Hereinafter, the variable display from the start of this "variable display of special figure 1 or 2" to the stop display of the stop symbol pattern of special figure 1 or 2 may be referred to as the variable display of the special figure. This variable display of the special figure may be performed continuously a plurality of times.

[0081] Figure 6(a) shows an example of the stopped symbol pattern of Special Figure 1. Six types of special figures, namely, "Special Figure A", "Special Figure a", "Special Figure b", "Special Figure c", "Special Figure d", and "Special Figure h", are shown in this Figure 6(a). In Figure 6(a), the white portions in the figure indicate the locations of the segments that turn off, and the black portions indicate the locations of the segments that turn on.

[0082] In this embodiment, as the stopped symbol pattern of the special figure, one type of jackpot symbol ("Special Figure A") is prepared. "Special Figure A" is a 10-round (R) jackpot symbol, and it is a 10R jackpot symbol where winning a prize can be expected in all of the 10 rounds. "Special Figure a", "Special Figure b", "Special Figure c", and "Special Figure d" are 10R minor jackpot symbols. When "Special Figure a" stops and is displayed, a minor jackpot game is started in which the opening and closing operation of the first variable winning opening 234 is executed. When a game ball passes through a specific area 234v in this minor jackpot game, a 10R jackpot game is started. It should be noted that in this embodiment, one type of jackpot symbol and four types of minor jackpot symbols are prepared, but it goes without saying that the types of jackpot symbols and minor jackpot symbols are not limited to this. Also, a jackpot that is substantially difficult to win in some rounds may be prepared.

[0083] In the pachinko machine 100 of this embodiment, the determination of whether or not there is a big win in the special figure variable game is made by lottery of hardware random numbers, and the determination of the big win symbol to stop is made by lottery of software random numbers. Also, in this embodiment, there may be a transition to the a-time-short state after the big win game ends. Here, the time-short state refers to a predetermined state in which the degree of advantage for the player is higher than that in the non-time-short state, such as shortening the time until the next big win starts. More specifically, when it becomes the a-time-short state, when the operating conditions of the ordinary electric accessory are satisfied, the ordinary electric accessory becomes an advantageous state (electric assist state), it becomes easier to win the special figure 1 start port 231, and the variable time of the special figure 1 is shortened. A time-short flag is prepared in the RAM 308 of the main control unit 300, and when the time-short flag is set to on, it is in the electric assist state. That is, in the electric assist state, compared with the non-electric assist state, the opening time in one opening of the shutter member 2311 of the special figure 1 start port 231 tends to be longer (extension of the electric chew opening period). For example, the electric chew opening period of 40 ms in the non-electric assist state is extended to 5800 ms in the electric assist state. Further, in the electric assist state, the shutter member 2311 may be more likely to open (increase in the number of electric chew openings) compared with the non-electric assist state. For example, when the ordinary electric accessory operates, the shutter member 2311 that opens only once in the non-electric assist state may open twice (open for 2.5 seconds, close for 0.8 seconds, and then open for 2.5 seconds) in the electric assist state. By extending the electric chew opening period and increasing the number of electric chew openings, the probability of a game ball entering the special figure 1 start port 231 increases. Note that the time-short flag is set to off during the big win game. Therefore, the non-electric assist state is maintained during the big win game. This is because if the game ball is picked up by the electric chew with a small number of prize balls especially in the big win game and the winning of the game ball into the variable winning ports (attackers) 234 and 235 decreases, it may cause disadvantage to the player. In this embodiment, in the a-time-short state (electric assist state), only the extension of the opening period of the shutter member 2311 is performed, but any one or two or more of a plurality of time-short functions such as general figure definite variation, general figure shortening, electric chew opening period extension, and electric chew opening number increase may be performed. In the non-electric assist state, it is more difficult for the game ball to enter the special figure 1 start port 231 than in the electric assist state.As described above, the start port 231 of Special Figure 1 changes between a difficult-to-win state where it is difficult for game balls to enter and an easy-to-win state where game balls can easily enter. The entrance of this start port 231 of Special Figure 1 is in an easy-to-win state for a longer period in the electric support state than in the non-electric support state. In this embodiment, when "Special Figure A", "Special Figure a", "Special Figure b", and "Special Figure c" are stopped and displayed in the non-time shortening state, after the jackpot game that follows, until the start of the fifth symbol variation display video in Special Figure 1, or until the start of the second symbol variation display video in Special Figure 2, the electric support state is maintained, and when the fifth symbol variation display in Special Figure 1 starts, or when the second symbol variation display in Special Figure 2 starts, it shifts to the non-electric support state. On the other hand, when "Special Figure d" is stopped and displayed, after the jackpot game that follows, it does not shift to the electric support state but shifts to the non-electric support state. Also, in the a-time shortening state and the c-time shortening state, when "Special Figure A" is stopped and displayed and a jackpot occurs, after the end of the jackpot game, it becomes the electric support state until the start of the fifth symbol variation display in Special Figure 1, or until the start of the second symbol variation display in Special Figure 2. Also, when a small win occurs with "Special Figure a" to "Special Figure d", it also shifts to the electric support state after the end of the jackpot game related to the small win. In this case, after the end of the jackpot game, it is substantially in the electric support state until the start of the first symbol variation display by Special Figure 1 or Special Figure 2, but since the electric support state ends when the first symbol variation display of this special figure starts, it may be possible to say that it substantially shifts to the non-electric support state. Note that for all the jackpot symbols or small win symbols of Special Figure 1, it may be set to shift to the electric support state after the end of the jackpot game. Also, in this embodiment, probability variation (probability change) is not performed for the special figures, but a probability change symbol may be provided, and when the probability change symbol is stopped and displayed and a jackpot game is played, after the end of the jackpot game, it may be set to shift to a probability change state where the jackpot probability of the special figure becomes a high probability state (special figure high probability state).

[0084] As described above, in this embodiment, when "Special Figure A" stops being displayed in the non-electric support state, it is a big win, and after the big win game ends, the control state becomes the electric support state. Also, when "Special Figure a", "Special Figure b", and "Special Figure c" stop being displayed, it is a small win, and when a game ball passes through the specific area 234v in the small win game, it is a big win. After the big win game ends, the control state becomes the electric support state. Further, when "Special Figure d" stops being displayed, it is a small win, and when a game ball passes through the specific area 234v in the small win game, it is a big win. After the big win game ends, the control state becomes the non-electric support state. Also, when "Special Figure A" stops being displayed in the electric support state, it is a big win, and after the big win game ends, the control state becomes the electric support state. Further, when "Special Figure a" to "Special Figure d" stop being displayed, it is a small win, and when a game ball passes through the specific area 234v in the small win game, it is a big win. After the big win game ends, the control state becomes substantially the non-electric support state.

[0085] Furthermore, in this embodiment, one type of stop symbol is prepared as a losing symbol. "Special Figure h" is a losing symbol.

[0086] FIG. 6(b) shows an example of the stopped symbol pattern of Special FIG. 2. In this FIG. 6(b), eight types of special figures, namely, "Special FIG. B", "Special FIG. C", "Special FIG. D", "Special FIG. E", "Special FIG. e", "Special FIG. f", "Special FIG. g", and "Special FIG. i", are shown. Among them, three types of special figures are big winning symbols ("Special FIG. B", "Special FIG. C", "Special FIG. D"), three types of special figures are small winning symbols ("Special FIG. e", "Special FIG. f", "Special FIG. g"), one type of special figure is a time-saving symbol ("Special FIG. E"), and one type of special figure is a losing symbol ("Special FIG. i"). When "Special FIG. B" to "Special FIG. D" stop displaying, it is a big win, and after the symbols stop, a big win game of 10R starts. When the small winning symbols of "Special FIG. e" and "Special FIG. f" stop displaying, after the symbols stop, the first variable winning opening 234 is opened for a predetermined time (for example, 10 seconds), and when the game balls that enter the first variable winning opening 234 pass through the specific area 234v, it is configured to be a big win (second type of big win). That is, when a small win occurs with "Special FIG. e" and "Special FIG. f", if the game ball passes through the specific area 234v and becomes a big win, the game of passing the game ball through the specific area 234v is regarded as the first round, and then the big win game after the second round starts. The second variable winning opening 235 is repeatedly opened until the tenth round, and game balls can be obtained. Also, when a small win occurs with "Special FIG. g" and then the game ball passes through the specific area 234v and becomes a big win, the game of passing the game ball through the specific area 234v is regarded as the first round, the big win game after the second round starts, the second variable winning opening 235 is opened until the second round, and game balls can be obtained. In this embodiment, although it will be described in detail later, the game state after the end of the big win game in Special FIG. 2 differs depending on the game state at the time of the big win. When a big win occurs with "Special FIG. B", "Special FIG. C", or "Special FIG. D" in the non-electric support state, after the end of the big win game, it shifts to the non-electric support state. When a big win occurs with "Special FIG. B", "Special FIG. C", or "Special FIG. D" in the a time-saving state and the c time-saving state (the time-saving state shifted by the display of the time-saving symbol), after the end of the big win game, it shifts to the electric support state.More specifically, when a jackpot occurs in "Special Figure B" or "Special Figure C" in the a-time short state and the c-time short state, after the end of the jackpot game, it becomes an electric support state until the fifth symbol variation display according to Special Figure 1 is substantially started. However, when a jackpot occurs in "Special Figure D", the electric support state ends when the jackpot game ends and the variation display of the first special figure starts, so it may be possible to substantially shift to a non-electric support state. Also, in the case of a minor win in Special Figure 2 and a transition to the jackpot game state in the minor win game, the game state after the end of the jackpot game is different depending on the game state at the time of the minor win. When a minor win occurs in "Special Figure e", "Special Figure f", or "Special Figure g" in the non-electric support state, after the end of the jackpot game related to the minor win, it shifts to the non-electric support state. When a minor win occurs in "Special Figure e", "Special Figure f", or "Special Figure g" in the a-time short state and the c-time short state (the time short state shifted by the display of the time short symbol), after the end of the jackpot game related to the minor win, it shifts to the electric support state. However, when a minor win occurs in "Special Figure e", "Special Figure f", or "Special Figure g" in the a-time short state and the c-time short state, the electric support state ends when the jackpot game ends and the variation display of the first special figure starts, so it may be possible to substantially shift to a non-electric support state.

[0087] Furthermore, in this embodiment, when "Special Figure E" is displayed, a time short symbol is prepared to shift to the special figure time short state without a jackpot or a minor win. That is, "Special Figure E" is a time short symbol. When "Special Figure E" is displayed, it becomes a special figure time short state in which the variation display time of the special figure is shortened until the first symbol variation display of Special Figure 1 is started or until the 144th symbol variation display of Special Figure 2 is started. Also, one type of stop symbol is prepared as a losing symbol. "Special Figure i" is a losing symbol.

[0088] Fig. 6(c) shows an example of a decorative pattern. There are 10 types of decorative patterns in the decorative pattern of this embodiment, namely, "Decoration 1" to "Decoration 10". On the condition that it is detected that a ball has won a prize at the general drawing start port 228 or the special drawing 2 start port 232, the "variable display of the decorative pattern" is performed in the pattern display areas of the left pattern display area 208a, the middle pattern display area 208b, and the right pattern display area 208c of the decorative pattern display device 208 in the order of "Decoration 1" → "Decoration 2" → "Decoration 3" → ··· "Decoration 9" → "Decoration 10" → "Decoration 1" → ···. That is, the decorative pattern display device 208 variably displays the decorative pattern separately from the general drawing display device 210 and the second special drawing display device 214. Then, the stop pattern mode, which is a combination of decorative patterns, is stopped and displayed. In this embodiment, although the variable display of the decorative pattern corresponding to the variable display of the pattern of special drawing 1 is not performed, it may be performed.

[0089] When notifying that it is a 10R big win, a 10R small win, or a 2R small win, a combination of decorative patterns in which three decorative patterns with the same number are arranged in the pattern display areas 208a to 208c (for example, "Decoration 1 - Decoration 1 - Decoration 1" or "Decoration 7 - Decoration 7 - Decoration 7", etc.) is stopped and displayed. When notifying a losing pattern, a combination of decorative patterns other than the combinations of decorative patterns described so far (for example, a scattered pattern) is stopped and displayed in the pattern display areas 208a to 208c.

[0090] Hereinafter, in the decorative pattern display device 208, the display from the start of this "variable display of the decorative pattern" to the stop display of the stop pattern mode of the decorative pattern may be referred to as the variable display of the decorative pattern. The variable display of the decorative pattern is performed under the control of the second sub-control unit 500.

[0091] FIG. 6(d) shows an example of the stopped symbol mode of the general symbol. In the stopped display mode of the general symbol of this embodiment, there are two types: the winning symbol "General Symbol A" and the losing symbol "General Symbol B". Based on the ball detection sensor detecting that the ball has passed through the general symbol start port 228, the general symbol display device 210 performs "variable display of the general symbol" (general symbol variable game) that repeats the full lighting and full extinguishing of the seven segments. Then, after the elapse of the variable time, one of the symbols of the winning symbol "General Symbol A" and the losing symbol "General Symbol B" is stopped and displayed. Also in this FIG. 6(d), the white portions in the figure indicate the locations of the segments that are extinguished, and the black portions indicate the locations of the segments that are lit.

[0092] Hereinafter, the display from the start of this "variable display of the general symbol" to the stopped display of the stopped symbol mode of the general symbol may be referred to as the general symbol variable display.

[0093] <Main control unit main process> Next, with reference to FIG. 7, the main control unit main process executed by the CPU 304 of the main control unit 300 shown in FIG. 5 will be described. Note that this figure is a flowchart showing the flow of the main control unit main process.

[0094] In the RAM 308 of the main control unit 300 shown in FIG. 5, special symbol random values, special symbol round determination random values, special symbol electric assist determination random values, and special symbol symbol determination random numbers are stored. Also, in this RAM 308, a random number counter for generating these various random values is provided. Further, in the RAM 308, the reserved number of special symbols, the special symbol winning random value, and various determination (lottery) results, etc. are stored. Hereinafter, the area for storing the reserved number of special symbols in the RAM 308 may be referred to as the special symbol reserved number storage area. Furthermore, in the RAM 308, a starting information storage unit for special symbols divided into areas for the maximum number (four in this example) of areas that can reserve the start of the win / loss determination (lottery) is prepared, and a random value storage area for general symbols is also prepared. As will be described later, in the starting information storage unit for special symbols, a plurality of types of starting information are grouped into one set, and these starting information are stored in each area one set at a time in the winning order (reservation order).

[0095] As described above, the main control unit 300 shown in FIG. 5 is provided with a start signal output circuit (reset signal output circuit) 340 that outputs a start signal (reset signal) when power is turned on. The CPU 304 of the basic circuit 302 that receives this start signal resets and starts by a reset interrupt and executes the main control unit main process shown in FIG. 7 according to the control program stored in advance in the ROM 306.

[0096] In step S101, initial setting 1 is performed. In this initial setting 1, setting (temporary setting) of the stack initial value to the stack pointer (SP) of the CPU 304, setting of the interrupt mask, initial setting of the I / O 310, initial setting of various variables stored in the RAM 308, operation permission and initial value setting to the WDT 314, etc. are performed. In this embodiment, a numerical value corresponding to 32.8 ms is set as the initial value in the WDT 314.

[0097] In step S103, the value of the counter of the WDT 314 is cleared, and the time measurement by the WDT 314 is restarted.

[0098] In step S105, it is monitored whether the low voltage signal is on, that is, whether the voltage monitoring circuit 338 outputs a low voltage signal indicating that the voltage value of the power supply supplied by the power supply control unit 660 to the main control unit 300 via the second sub-control unit 500 is less than a predetermined value (9V in this embodiment). When the low voltage signal is on (when the CPU 304 detects power-off), the process returns to step S103, and when the low voltage signal is off (when the CPU 304 does not detect power-off), the process proceeds to step S107. When the power is turned on and the above predetermined value (9V) has not yet been reached immediately after power-on, the process also returns to step S103, and step S105 is repeatedly executed until the supply voltage becomes equal to or higher than the predetermined value.

[0099] In step S107, initial setting 2 is performed. In this initial setting 2, a process of setting a value for determining a period for periodically executing a main control unit timer interrupt process, which will be described later, in the timer circuit 312, a process of outputting a clear signal from a predetermined port of the I / O 310 (for example, a test output port, an output port to the first sub-control unit 400), a setting for permitting writing to the RAM 308, etc. are performed.

[0100] In step S109, it is determined whether to return to the state before power-off (before power failure). If it is determined not to return to the state before power-off (when the basic circuit 302 of the main control unit 300 is set to the initial state), the process proceeds to the processes after step S113 to execute an initialization process.

[0101] If it is determined not to return to the state before power-off (step S109; No), it is determined whether the cause is that the RAM clear switch 180 provided on the power supply board 182 shown in FIG. 2 has been operated by a store clerk of a game parlor or the like (step S113). That is, it is determined whether the RAM clear signal transmitted when the RAM clear switch 180 is operated is ON (indicating that there has been an operation). If it is determined that the RAM clear signal is ON (step S113; Yes), it is determined whether the setting change key 192 has been operated to the ON side (step S115). If it is determined that the setting change key 192 has been operated to the ON side (step S115; Yes), a setting change process is executed (step S117).

[0102] When the setting change process is executed, the 7-segment corresponding to the setting monitor in the accessory ratio / setting display 196 blinks showing "1", indicating that the setting can be changed. In this state, each time the setting change button 194 is pressed, the 7-segment of the setting monitor increments. When the setting change button 194 is pressed in the state where the 7-segment corresponding to the setting monitor shows "3", it returns to "1". In this embodiment, it is possible to select any one of at least settings 1 to 3 with different jackpot probabilities. After changing to the desired setting, by operating the setting change key 192 to the OFF side, the setting is confirmed. At this time, the set value displayed on the setting monitor is erased. After that, after the setting is confirmed, the set value can be redisplayed on the setting monitor for a certain period (for example, 5 seconds) by operating the setting change button 194. In this embodiment, the set value is displayed on the setting monitor of the accessory ratio / setting display 196, but for example, it may be displayed on the decorative pattern display device 208 or notified by voice output. Also, in this embodiment, there are three levels of settings, 1 to 3, but it may be two levels of settings, or may be settable to four levels or more, or may not require setting changes. Also, in this embodiment, the initial value of the setting displayed on the setting monitor is "1", but the set value before the power is turned off may be retained and the retained set value may be displayed.

[0103] Also, in step S113, if it is not determined that the RAM clear signal is ON (step S113; No), or in step S115, if it is not determined that the setting change key 192 is operated to the ON side (step S115; No), the process proceeds to step S119 without executing the setting change process in step S117.

[0104] In step S119, an initialization process is executed to set the basic circuit 302 to its initial state (step S119). Here, when the RAM clear signal is ON, the power status information stored in the power status storage area provided in the RAM 308 is read. If the power status information does not indicate suspension, the 1-byte data stored in a predetermined area (for example, all areas) of the RAM 308 is added to a register with a 1-byte configuration whose initial value is 0 to calculate a checksum. It is determined whether the result of the calculated checksum is a specific value (for example, 0) (whether the result of the checksum is normal). If the result of the checksum is other than a specific value (for example, 0) (if the result of the checksum is abnormal), an initialization process is executed to set the pachinko machine 100 to its initial state. In this initialization process, setting of interrupt prohibition, setting of the stack initial value to the stack pointer (this setting), initialization of all storage areas of the RAM 308, etc. are performed. In this embodiment, even when initialization is performed, the set value set in the setting change process (step S117) is retained. Further here, a normal return command and a setting command indicating the setting selected in step S117 are set in the transmission information storage area provided in the RAM 308 of the main control unit 300. This normal return command is a command indicating that the initialization process (step S119) of the main control unit 300 has been performed, and like the power-on command described later, it is transmitted to the first sub-control unit 400 in step S233 in the timer interrupt process of the main control unit 300.

[0105] In step S121, after setting the interrupt prohibition, the basic random number initial value update process is performed. In this basic random number initial value update process, one initial value generation random number counter for generating the initial values of the special figure random number value counters is updated respectively. For example, if the numerical range that can be taken as the special figure random number value is 0 to 99, a value is acquired from the random number counter storage area provided in the RAM 308 for generating the special figure random number value, 1 is added to the acquired value, and then it is stored in the original random number counter storage area. At this time, if the result of adding 1 to the acquired value is 100, 0 is stored in the original random number counter storage area. The other initial value generation random number counters and random number counters are updated in the same way respectively. The main control unit 300 repeatedly executes the process of this step S121 except during the timer interrupt process that starts at a predetermined cycle.

[0106] On the other hand, in step S111, the power restoration process is performed. In this power restoration process, the value of the stack pointer stored in the stack pointer backup area provided in the RAM 308 at the time of power failure is read out and reset (this setting) to the stack pointer. Also, the values of the respective registers stored in the register backup area provided in the RAM 308 at the time of power failure are read out, reset to the respective registers, and then the interrupt permission is set. Thereafter, as a result of the CPU 304 executing the control program based on the reset stack pointer and registers, the pachinko machine 100 returns to the state at the time of power off. That is, the process resumes from the next instruction of the instruction (a predetermined instruction within step S121) that branched to the timer interrupt process (described later) immediately before the power off. Also, a transmission information storage area is provided in the RAM 308 mounted on the basic circuit 302 in the main control unit 300 shown in FIG. 5. In this step S111, a power restoration command is set in the transmission information storage area. This power restoration command is a command indicating that the state has returned to the state at the time of power off, and is transmitted to the first sub-control unit 400 in step S233 in the timer interrupt process of the main control unit 300, which will be described later.

[0107] <Main control unit timer interrupt process> Next, with reference to FIG. 8, the main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described. Note that this figure is a flowchart showing the flow of the main control unit timer interrupt process.

[0108] The main control unit 300 shown in FIG. 5 includes a timer circuit 312 that generates a timer interrupt signal at a predetermined period (once every approximately 4 ms in this embodiment), and the main control unit timer interrupt process is started at a predetermined period triggered by this timer interrupt signal.

[0109] In step S201, timer interrupt start processing is performed. In this timer interrupt start processing, processing such as temporarily saving the values of each register of the CPU 304 in the stack area is performed.

[0110] In step S203, the WDT 314 is restarted periodically (once every approximately 2 ms, which is the period of the main control unit timer interrupt in this embodiment) so that the count value of the WDT 314 does not exceed the initial setting value (32.8 ms in this embodiment) and no WDT interrupt occurs (so as not to detect an abnormality in the process).

[0111] In step S205, an input port state update process is performed. In this input port state update process, detection signals of various sensors 320 shown in FIG. 5 including various ball detection sensors are input via the input port of I / O 310, the presence or absence of the detection signals is monitored, and the signals are stored in a signal state storage area provided in the RAM 308 partitioned for each of the various sensors 320. Taking the detection signal of the ball detection sensor as an example, information on the presence or absence of the detection signal of each ball detection sensor detected in the previous timer interrupt process (about 4 ms ago) is read from the previous detection signal storage area provided in the RAM 308 partitioned for each ball detection sensor, and this information is stored in the detection signal storage area of the time before last provided in the RAM 308 partitioned for each ball detection sensor. Information on the presence or absence of the detection signal of each ball detection sensor detected in the previous timer interrupt process (about 2 ms ago) is read from the current detection signal storage area provided in the RAM 308 partitioned for each ball detection sensor, and this information is stored in the above-mentioned previous detection signal storage area. Further, the detection signal of each ball detection sensor detected this time is stored in the above-mentioned current detection signal storage area.

[0112] Also, in step S205, the presence or absence information of the detection signals of each ball detection sensor stored in the above-mentioned previous detection signal storage area, previous detection signal storage area, and current detection signal storage area is compared, and it is determined whether the presence or absence information of the detection signals for the past three times in each ball detection sensor matches the winning determination pattern information. While a single game ball passes through one ball detection sensor, this main control unit timer interrupt process that repeats activation at a very short interval of about 4 ms is activated several times. Therefore, each time the main control unit timer interrupt process is activated, in step S205 described above, a detection signal indicating that the same game ball has passed through the same ball detection sensor is confirmed. As a result, detection signals indicating that the same game ball has passed through the same ball detection sensor are stored in the previous detection signal storage area, previous detection signal storage area, and current detection signal storage area respectively. That is, when the game ball starts to pass through the ball detection sensor, there is no previous detection signal, there is a previous detection signal, and there is a current detection signal. In this embodiment, considering false detections and noise of the ball detection sensor, when detection signals are continuously stored twice after there is no detection signal, it is determined that there has been a winning. In the ROM 306 of the main control unit 300 shown in FIG. 5, winning determination pattern information (in this embodiment, information indicating that there is no previous detection signal, there is a previous detection signal, and there is a current detection signal) is stored. In this step S205, when the presence or absence information of the detection signals for the past three times in each ball detection sensor matches the predetermined winning determination pattern information (in this embodiment, information indicating that there is no previous detection signal, there is a previous detection signal, and there is a current detection signal), it is determined that a ball has entered the general winning port 226, variable winning ports 234, 235, first special figure start port 231, and second special figure start port 232, or a ball has entered the normal figure start port 228. That is, it is determined that there has been a winning at these winning ports 234, 235, 226 and these start ports 231, 232, 228.For example, in the first start port sensor that detects the entry of a game medium into the first special drawing start port 231, when the information on the presence or absence of detection signals for the past three times matches the above winning determination pattern information, it is determined that there has been a win at the first special drawing start port 231, that is, a game medium passing through a predetermined area has been detected, and subsequent processing associated with a win at the first special drawing start port 231 is performed. However, when the information on the presence or absence of detection signals for the past three times does not match the above winning determination pattern information, the process branches to subsequent processing without performing the processing associated with a win at the first special drawing start port 231. Note that the ROM 306 of the main control unit 300 stores winning determination clear pattern information (in this embodiment, information indicating that there was a detection signal the time before last, no detection signal last time, and no detection signal this time). After it is determined that there has been a win once, until the information on the presence or absence of detection signals for the past three times at each ball detection sensor matches the winning determination clear pattern information, it is not determined that there has been a win. If it matches the winning determination clear pattern information, from the next time, it is determined whether it matches the above winning determination pattern information.

[0113] In step S207 and step S209, basic random number initial value update processing and basic random number update processing are performed. In these basic random number initial value update processing and basic random number update processing, the value of the random number counter for initial value generation performed in step S121 above is updated, and then the random number counter for generating the special drawing random number value used by the main control unit 300 is updated. For example, if the numerical range that can be taken as the special drawing random number value is 0 to 99, a value is obtained from the random number counter storage area for generating the special drawing random number value provided in the RAM 308, 1 is added to the obtained value, and then it is stored in the original random number counter storage area. At this time, if the result of adding 1 to the obtained value is 100, 0 is stored in the original random number counter storage area. Also, when it is determined that the random number counter has completed one cycle as a result of adding 1 to the obtained value, the value of the random number counter for initial value generation corresponding to the random number counter is obtained and set in the storage area of the random number counter. For example, when a value is obtained from the random number counter for generating the special drawing random number value that varies in the numerical range of 0 to 99, and the result of adding 1 to the obtained value is equal to the previously set initial value (for example, 7) stored in a predetermined initial value storage area provided in the RAM 308, a value is obtained as the initial value from the random number counter for initial value generation corresponding to the random number counter for generating the special drawing random number value and set in the random number counter for generating the special drawing random number value. At the same time, in order to determine that the random number counter for generating the special drawing random number value has completed one cycle next time, the currently set initial value is stored in the above-mentioned initial value storage area.

[0114] In step S211, effect random number update processing is performed. In this effect random number update processing, the random number counter for generating the effect random number value used by the main control unit 300 is updated.

[0115] In step S213, timer update processing is performed. In this timer update processing, various timers including the general drawing display pattern update timer for measuring the time for varying and stopping the display of the pattern on the general drawing display device 210, the special drawing display pattern update timer for measuring the time for varying and stopping the display of the pattern on the first special drawing display device 212 and the second special drawing display device 214, a timer for measuring a predetermined winning effect time, a predetermined opening time, a predetermined closing time, a predetermined end effect period, etc. are updated.

[0116] In step S215, a winning port counter update process is performed. In this winning port counter update process, when there is a win at the winning ports 234, 235, 226 or the start ports 228, 231, 232, the value in the winning ball number storage area provided for each winning port or each start port in the RAM 308 is read out, incremented by 1, and set in the original winning ball number storage area.

[0117] Also, in step S217, a winning reception process is performed. In the winning reception process, if a predetermined condition is satisfied, a plurality of types of start information are acquired. The plurality of types of start information acquired here are stored as one set of start information in the available area in the start information storage unit provided in the RAM 308 according to the winning order (holding order).

[0118] In step S219, which is executed following step S217, a payout request number transmission process is performed. The output schedule information and payout request information output to the payout control unit 600 shown in FIG. 5 are configured with 1 byte. Bit 7 has strobe information (when on, indicating that data is being set), bit 6 has power-on information (when on, indicating that it is the first command transmission after power-on), bits 4 - 5 have the current processing type for encryption (0 - 3), and bits 0 - 3 indicate the encrypted payout request number.

[0119] In step S221, a normal diagram state update process is performed. This normal diagram state update process performs one of a plurality of processes corresponding to the state of the normal diagram. For example, in the normal diagram state update process during the normal diagram variable display (when the value of the normal diagram display symbol update timer described above is 1 or more), lighting and extinguishing drive control for repeatedly lighting and extinguishing the 7-segment LEDs constituting the normal symbol display device 210 is performed. By performing this control, the normal symbol display device 210 performs a normal diagram variable display (normal diagram variable game).

[0120] Also, in the normal drawing state update process at the timing when the normal drawing variation display time has elapsed (the timing when the value of the normal drawing display symbol update timer changes from 1 to 0), if the win flag is on, the lighting and extinguishing drive control of the 7-segment LEDs that make up the normal symbol display device 210 is performed so as to be in the display mode of the winning symbol. If the win flag is off, the lighting and extinguishing drive control of the 7-segment LEDs that make up the normal symbol display device 210 is performed so as to be in the display mode of the losing symbol. Further, in the RAM 308 of the main control unit 300, a setting area for making various settings in various processes is prepared not limited to the normal drawing state update process. Here, while performing the above lighting and extinguishing drive control, a setting indicating that the normal drawing is in the stop display state is made in the setting area. By performing this control, the normal symbol display device 210 performs a definite display of either the winning symbol (normal drawing A shown in FIG. 6(d)) or the losing symbol (normal drawing B shown in FIG. 6(d)). Further, thereafter, information indicating the stop period is set in the storage area of the normal drawing stop time management timer provided in the RAM 308 in order to maintain the display for a predetermined stop display period (for example, 500 msec). By this setting, the definitely displayed symbol is stopped and displayed for a predetermined period, and the result of the normal drawing variation game is notified to the player.

[0121] Also, if the result of the normal drawing variation game is a win, as will be described later, the normal drawing win flag is turned on. When this normal drawing win flag is on, in the normal drawing state update process at the timing when the predetermined stop display period has ended (the timing when the value of the normal drawing stop time management timer changes from 1 to 0), the RAM 308 is set to the operating state of the normal drawing in the setting area, and a predetermined opening period (for example, 5000 ms) is set. A signal for advancing the shutter member 2311 forward is output to the solenoid (332) for driving the opening and closing of the shutter member 2311 of the first special drawing start port 231, and information indicating the opening period is set in the storage area of the blade opening time management timer provided in the RAM 308.

[0122] Also, in the general drawing state update process that starts at the timing when a predetermined release period has ended (the timing when the value of the vane release time management timer changes from 1 to 0), a signal for retracting the shutter member 2311 rearward is output to the solenoid (332) for opening and closing drive of the shutter member 2311 for a predetermined closing period (for example, 500 milliseconds), and information indicating the closing period is set in the storage area of the vane closing time management timer provided in the RAM 308.

[0123] Also, in the general drawing state update process that starts at the timing when a predetermined closing period has ended (the timing when the value of the vane closing time management timer changes from 1 to 0), the non-operation of the general drawing is set in the setting area of the RAM 308. Further, if the result of the general drawing variable game is a miss, as will be described later, the general drawing miss flag is turned on. When this general drawing miss flag is on, even in the general drawing state update process at the timing when the above-described predetermined stop display period has ended (the timing when the value of the general drawing stop time management timer changes from 1 to 0), the non-operation of the general drawing is set in the setting area of the RAM 308. In the general drawing state update process in the case of non-operation of the general drawing, the process proceeds to the next step S223 without doing anything.

[0124] In step S223, a general drawing related lottery process is performed. In this general drawing related lottery process, when the general drawing variable game and the opening / closing control of the first special drawing start port 231 are not being performed (the state of the general drawing is inoperative), and the number of reserved general drawing variable games is 1 or more, a hit determination is made to determine whether the result of the general drawing variable game is a win or a non-win by lottery using a random number from the random number generation circuit 318 shown in FIG. 5. If it is a win, the win flag provided in the RAM 308 is set to on. If it is a non-win, the win flag is set to off. Regardless of the result of the hit determination, the value of a predetermined random number counter is acquired as the general drawing timer random number value, and based on the acquired general drawing timer random number value, one of a plurality of variable times is selected as the time for the general drawing display device 210 to variably display the general drawing, and this variable display time is stored in the general drawing variable time storage area provided in the RAM 308 as the general drawing variable display time. The number of reserved general drawing variable games is stored in the general drawing reservation number storage area provided in the RAM 308, and each time a hit determination is made, the value obtained by subtracting 1 from the number of reserved general drawing variable games is rewritten and stored in this general drawing reservation number storage area. Also, the random number value used for the hit determination is erased.

[0125] Subsequently, a pre-reading process (step S224) is executed. In the pre-reading process, the main control unit 300 pre-reads the start information increased in each of the general drawing and the special drawing 2, pre-determines the stop symbols and the variable time before the win / loss determination process, and stores the pre-determination result (pre-reading result) in the pre-reading result storage unit in the RAM 308. In this embodiment, since the special drawing 1 does not perform reservation, no pre-reading is performed, but pre-reading may be performed so that the special drawing 1 can be reserved.

[0126] Next, a special drawing state update process is performed for each of the special drawing 1 and the special drawing 2. First, a special drawing 2 state update process (special drawing 2 state update process) is performed (step S225). In this special drawing 2 state update process, one of the following plurality of processes is performed according to the state of the special drawing 2.

[0127] For example, in the special drawing 2 state update process during the variable display of the special drawing 2 (when the value of the above-mentioned special drawing 2 display symbol update timer is 1 or more), lighting and extinguishing drive control is performed to repeat the lighting and extinguishing of the 7-segment LEDs that make up the special drawing 2 display device 214. By performing this control, the special drawing 2 display device 214 performs the variable display of the special drawing 2 (special drawing 2 variable game). Also, after additionally storing in the above-mentioned transmission information storage area the predetermined transmission information indicating that the rotation start setting transmission process is to be executed in the command setting transmission process (step S233), the process ends.

[0128] Also, in the RAM 308 of the main control unit 300, flags such as a 10R big win flag, a 10R small win flag, a 2R small win flag, a losing flag, and a time shortening flag are prepared. These flags are set to on or off based on the determined stop symbol in the special drawing 2 related lottery process described later. In the special drawing 2 state update process that starts at the timing when the special drawing 2 variable display time has elapsed (the timing when the value of the special drawing 2 display symbol update timer changes from 1 to 0), for example, in the case of the 10R time shortening with big win flag, the special drawings B to D shown in FIG. 6(b); in the case of the 10R time shortening with small win (when a game ball passes through the specific area 234v and shifts to a 10-round big win) flag, the special drawings e and f shown in FIG. 6(b); in the case of the 2R time shortening with small win (when a game ball passes through the specific area 234v and shifts to a 2-round big win) flag, the special drawing g shown in FIG. 6(b); in the case of the time shortening flag, the special drawing E; and in the case of the losing flag being on, the special drawing i. Lighting and extinguishing drive control of the 7-segment LEDs that make up the special drawing 2 display device 214 is performed so as to be in each mode, and a setting indicating that the special drawing 2 is in the stop display is made in the setting area of the RAM 308. By performing this control, the special drawing 2 display device 214 performs the definite display of any one of the big win symbols (special drawings B to D), small win (becomes a 10R big win due to passing through the specific area 234v) symbols (special drawings e and f), small win (becomes a 2R big win due to passing through the specific area 234v) symbols (special drawing g), time shortening symbols (special drawing E), and losing symbols (special drawing i).

[0129] Thereafter, in order to maintain the display for a predetermined stop display period (for example, 500 ms), information indicating the stop period is set in the storage area of the timer for managing the stop time of Special Figure 2 provided in the RAM 308. By this setting, the determined Special Figure 2 is stopped and displayed for a predetermined period, and the result of the Special Figure 2 variable game is notified to the player. Also, if the short-time count stored in the short-time count storage unit provided in the RAM 308 is 1 or more, 1 is subtracted from the short-time count, and when the subtraction result becomes 0 from 1, the short-time flag is turned off. Further, even during the jackpot game (during the special game state), the short-time flag is turned off.

[0130] Also, predetermined transmission information indicating that the rotation stop setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-described transmission information storage area, and Special Figure 2 identification information indicating that the symbol for stopping the variable display is Special Figure 2 is additionally stored in the RAM 308 as information to be included in the command data described later, and then the process ends.

[0131] Also, if the result of the Special Figure 2 variable game is a minor win, the minor win flag is turned on. When the minor win flag is on, in the Special Figure 2 state update process at the timing when the predetermined stop display period ends (the timing when the value of the timer for managing the stop time of Special Figure 2 becomes 0 from 1), "Special Figure 2 in operation" is set in the setting area of the RAM 308, and a predetermined winning effect period (for example, 3 seconds), that is, information indicating the winning effect period is set in the storage area of the timer for managing the waiting time of Special Figure 2 provided in the RAM 308 in order to wait for the period during which an image notifying the player that the jackpot is about to start by the decorative symbol display device 208 is displayed. Also, predetermined transmission information indicating that the winning effect setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-described transmission information storage area.

[0132] Also, in the special figure 2 state update process that starts at the timing when a predetermined winning performance period ends (the timing when the value of the special figure 2 standby time management timer changes from 1 to 0), for the solenoid for opening and closing drive of the door member 2341 (a part of various solenoids 332), a signal for holding the first variable winning opening 234 in an open state is output, and information indicating the opening period is set in the storage area of the opening and closing mechanism opening time management timer provided in the RAM 308. Also, predetermined transmission information indicating that the jackpot occurrence device operation in-process process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area.

[0133] Also, in the special figure 2 state update process that starts at the timing when a predetermined opening period ends (the timing when the value of the opening and closing mechanism opening time management timer changes from 1 to 0), a signal for holding the first variable winning opening 234 in a closed state is output to the solenoid for opening and closing drive of the door member 2341 (a part of various solenoids 332). At this time, if the game ball passes through the specific area 234v, the jackpot flag is turned on. When the jackpot flag is on, in the special figure 2 state update process at the timing when a predetermined jackpot transition display period ends (the timing when the value of the special figure 2 jackpot transition management timer changes from 1 to 0), in order to wait for a predetermined jackpot occurrence performance period (for example, 3 seconds), that is, the period during which an image notifying the player that the game ball has passed through the specific area 234v and a jackpot has occurred is being displayed, information indicating the jackpot transition performance period is set in the storage area of the special figure 2 standby time management timer provided in the RAM 308. Also, predetermined transmission information indicating that the jackpot transition performance setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area. On the other hand, if the game ball does not pass through the specific area 234v, the small win flag is turned off without turning on the jackpot flag, and non-operation of special figure 2 is set in the setting area of the RAM 308. In the special figure 2 state update process in the case of non-operation of special figure 2, the process proceeds to the next step S227 without doing anything.

[0134] In the special drawing 2 state update process that starts at the timing when the specified big win transition performance period ends (the timing when the value of the special drawing 2 standby time management timer changes from 1 to 0), for a specified opening period (for example, 29 seconds, or until a specified number of game balls (for example, 10 balls) are detected as winning in the second variable winning opening 235), a signal is output to the solenoid (a part of various solenoids 332) for driving the opening and closing of the shutter member 2351 of the second variable winning opening 235 to retract the shutter member 2351 and hold it in the open state, and information indicating the opening period is set in the storage area of the door opening time management timer provided in the RAM 308. Also, predetermined transmission information indicating that the big winning opening opening setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area.

[0135] Also, in the special drawing 2 state update process that starts at the timing when the specified opening period ends (the timing when the value of the door opening time management timer changes from 1 to 0), for a specified closing period (for example, 1.5 seconds), a signal is output to the solenoid (a part of various solenoids 332) for driving the opening and closing of the shutter member 2351 of the second variable winning opening 235 to extend the shutter member 2351 and hold it in the closed state, and information indicating the closing period is set in the storage area of the door closing time management timer provided in the RAM 308. Also, predetermined transmission information indicating that the big winning opening closing setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area.

[0136] Also, in the special drawing state update process that repeats the opening / closing control of the shutter member 2351 a predetermined number of times (in this exemplary embodiment, 10 rounds or 2 rounds excluding the first time) and starts at the timing of completion, in order to set to wait for a predetermined end effect period (for example, 10 seconds), that is, a period during which an image notifying the player that the jackpot by the decoration symbol display device 208 has ended is being displayed, information indicating the effect waiting period is set in the storage area of the timer for effect waiting time management provided in the RAM 308. Further, if the time shortening flag is set to on, at the same time as the end of this jackpot game, the time shortening count (for example, special drawing 1: 1 time, special drawing 2: 1 time) is set in the time shortening count storage unit provided in the RAM 308, and the time shortening flag provided in the RAM 308 is set to on. Note that if the time shortening flag is set to off, the time shortening count is not set in the time shortening count storage unit, nor is the time shortening flag set to on.

[0137] The time shortening mentioned here means that in order to shorten the time from the end of the jackpot in the special drawing variation game to the start of the next jackpot, the pachinko machine is in a state advantageous to the player. When the time shortening flag is set to on, the opening time in one operation of the shutter member 2351 of the special drawing 1 start port 231 tends to become longer (electric chute opening extension).

[0138] Also, as described above, the time shortening flag is set to off during the jackpot game (during the special game state). Therefore, the non-electric support state is maintained during the jackpot game. This is because if it is in the electric support state during the jackpot game, a large number of game balls may enter the special drawing 1 start port 231 before a predetermined number of game balls enter the second variable winning port 235 during the jackpot game, and the number of game balls that can be obtained during the jackpot may increase, resulting in an increase in the probability of winning. This is to solve this problem.

[0139] Furthermore, predetermined transmission information indicating that the end effect setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area.

[0140] Also, in the special figure 2 state update process that starts at the timing when a predetermined ending effect period ends (the timing when the value of the effect waiting time management timer changes from 1 to 0), the non-operation of special figure 2 is set in the setting area of the RAM 308.

[0141] Furthermore, if the result of the special figure 2 variable game is a miss, the miss flag is turned on. When this miss flag is on, in the special figure 2 state update process at the timing when the above-mentioned predetermined stop display period ends (the timing when the value of the special figure 2 stop time management timer changes from 1 to 0), the non-operation of special figure 2 is also set in the setting area of the RAM 308. In the special figure 2 state update process in the case of non-operation of special figure 2, the process proceeds to the next step S227 without doing anything.

[0142] Subsequently, the special figure state update process (special figure 1 state update process) for special figure 1 is performed (step S227). In this special figure 1 state update process, one of the following multiple processes is performed according to the state of special figure 1.

[0143] For example, in the special figure 1 state update process during the special figure 1 variable display (when the value of the above-mentioned special figure 1 display symbol update timer is 1 or more), on / off drive control for repeating the lighting and extinguishing of the 7-segment LEDs constituting the special figure 1 display device 212 is performed. By performing this control, the special figure 1 display device 212 performs the special figure 1 variable display (special figure 1 variable game). Also, after additionally storing in the above-mentioned transmission information storage area the predetermined transmission information indicating that the rotation start setting transmission process is to be executed in the command setting transmission process (step S233), the process ends.

[0144] In addition, flags such as a 10R big win flag, a 10R small win flag, a losing flag, and a time shortening flag are prepared in the RAM 308 of the main control unit 300. These flags are set to on or off based on the determined stop symbols in the lottery process related to Special Figure 1 described later. In the Special Figure 1 state update process that starts at the timing when the Special Figure 1 variable display time has elapsed (the timing when the value of the Special Figure 1 display symbol update timer changes from 1 to 0), for example, when the 10R big win flag is on and the time shortening flag is also on, Special Figure A shown in Fig. 6(a); when the 10R small win flag is on and the time shortening flag is also on, Special Figures a to c shown in Fig. 6(a); when the 10R small win flag is on and the time shortening flag is off, Special Figure d shown in Fig. 6(a); when the losing flag is on, Special Figure h. The lighting and extinguishing drive control of the 7-segment LEDs constituting the Special Figure 1 display device 212 is performed so as to be in each mode, and a setting indicating that the Special Figure 1 is in the stop display is made in the setting area of the RAM 308. By performing this control, the Special Figure 1 display device 212 performs a definite display of any one of the 10R big win symbol (Special Figure A), the 10R small win symbol with time shortening (Special Figures a to c), the 10R small win symbol without time shortening (Special Figure d), and the losing symbol (Special Figure h).

[0145] After that, in order to maintain the display for a predetermined stop display period (for example, 500 ms), information indicating the stop period is set in the storage area of the Special Figure 1 stop time management timer provided in the RAM 308. With this setting, the determined Special Figure 2 is stopped and displayed for a predetermined period, and the result of the Special Figure 1 variable game is notified to the player. Also, if the number of times of time shortening stored in the time shortening number storage unit provided in the RAM 308 is 1 or more, 1 is subtracted from the number of times of time shortening. When the subtraction result changes from 1 to 0, if the special figure probability is not fluctuating, the time shortening flag is turned off. Further, during the big win game (during the special game state), the time shortening flag is also turned off.

[0146] Also, a predetermined transmission information indicating that the rotation stop setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-described transmission information storage area, and the special figure 2 identification information indicating that the symbol for stopping the variable display is special figure 1 is additionally stored in the RAM 308 as information to be included in the command data described later, and then the process ends.

[0147] Also, if the result of the special figure 1 variable game is a big win, the big win flag is turned on. When the big win flag is on, in the special figure 1 state update process at the timing when the predetermined stop display period ends (the timing when the value of the special figure 1 stop time management timer changes from 1 to 0), the operation in progress of special figure 1 is set in the setting area of the RAM 308, and a predetermined winning effect period (for example, 3 seconds), that is, the period during which an image notifying the player that the big win is started by the decoration symbol display device 208 is being displayed, is waited for. Information indicating the winning effect period is set in the storage area of the special figure 2 standby time management timer provided in the RAM 308. Also, a predetermined transmission information indicating that the winning effect setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-described transmission information storage area.

[0148] Also, in the special figure 1 state update process that starts at the timing when the predetermined winning effect period ends (the timing when the value of the special figure 1 standby time management timer changes from 1 to 0), a signal for holding the slide member 2351 in the open state is output to the solenoid (a part of the various solenoids 332) for driving the opening and closing of the slide member 2351 of the second variable winning opening 235 during a predetermined opening period (for example, 29 seconds, or until a predetermined number of game balls (for example, 10 balls) are detected as winning in the second variable winning opening 235), and information indicating the opening period is set in the storage area of the door opening time management timer provided in the RAM 308. Also, a predetermined transmission information indicating that the big winning opening opening setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-described transmission information storage area.

[0149] Also, in the special figure 1 state update process that starts at the timing when a predetermined opening period ends (the timing when the value of the door opening time management timer changes from 1 to 0), a signal for holding the slide member 2351 of the second variable winning opening 235 in the closed state is output to the solenoid for opening and closing drive of the slide member 2351 of the second variable winning opening 235 (a part of various solenoids 332) during a predetermined closing period (for example, 1.5 seconds), and information indicating the closing period is set in the storage area of the door closing time management timer provided in the RAM 308. Also, predetermined transmission information indicating that the large winning opening closing setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area.

[0150] Also, in the special figure 1 state update process that repeats the opening and closing control of the second variable winning opening 235 a predetermined number of times (in this exemplary embodiment, 10 rounds or 2 rounds) and starts at the timing when it ends, in order to set to wait during a predetermined end effect period (for example, 10 seconds), that is, the period during which an image notifying the player that the big win by the decoration pattern display device 208 ends is being displayed, information indicating the effect waiting period is set in the storage area of the effect waiting time management timer provided in the RAM 308. Also, if the time shortening flag is set to on, at the same time as the end of this big win game, the time shortening count (for example, special figure 1: 5 times, special figure 2: 2 times) is set in the time shortening count storage unit provided in the RAM 308, and the time shortening flag provided in the RAM 308 is set to on. If the time shortening flag is set to off, the time shortening count is not set in the time shortening count storage unit, and the time shortening flag is not set to on either.

[0151] Furthermore, predetermined transmission information indicating that the end effect setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area.

[0152] Also, in the special figure 1 state update process that starts at the timing when a predetermined end effect period ends (the timing when the value of the effect waiting time management timer changes from 1 to 0), non-operation of special figure 1 is set in the setting area of the RAM 308.

[0153] Furthermore, if the result of the special figure 1 variable game is a miss, the miss flag is turned on. When this miss flag is on, even in the special figure 1 state update process at the timing when the above-described predetermined stop display period ends (the timing when the value of the special figure 1 stop time management timer changes from 1 to 0), the non-operation of the special figure 2 is set in the setting area of the RAM 308. In the special figure 1 state update process when the special figure 1 is non-operational, the process proceeds to the next step S229 without doing anything.

[0154] When the special figure state update processes in steps S225 and S227 are completed, next, the special figure related lottery processes for each of the special figure 1 and the special figure 2 are performed. Also here, first, the special figure related lottery process for the special figure 2 (special figure 2 related lottery process) is performed (step S229), and then, the special figure related lottery process for the special figure 1 (special figure 1 related lottery process) is performed (step S231). The special figure 2 related lottery process is executed using the earliest special figure 2 winning random value and the special figure 2 random value in the special figure 2 random value storage area, with the start condition that the variable games of the special figure 1 and the special figure 2 are not being performed, the states of both the special figure 1 and the special figure 2 are non-operational, and the number of reserved special figure 2 variable games is 1 or more. The special figure 1 related lottery process is executed using the earliest special figure 1 winning random value and the special figure 1 random value in the special figure 1 random value storage area, with the start condition that the variable games of the special figure 1 and the special figure 2 are not being performed, the states of both the special figure 1 and the special figure 2 are non-operational, and the number of reserved special figure 1 variable games is 1 or more.

[0155] Regarding these special figure-related lottery processes as well, by the main control unit 300 performing the special figure 2-related lottery process prior to the special figure 1-related lottery process, when the start conditions for the special figure 2 variable game and the start conditions for the special figure 1 variable game are simultaneously satisfied, the special figure 2 variable game will be in the variable state first, and then the special figure 1 variable game will be in the variable state. Also, the notification of the result of the win / loss determination of the special figure variable game by the decorative symbol display device 208 is performed by the first sub-control unit 400. The notification of the lottery result based on winning in the special figure 2 start port 232 is performed, and the notification of the lottery result based on winning in the special figure 1 start port 231 is not performed. Thus, in this embodiment, when a lottery based on winning in the special figure 2 start port 232 is performed during the execution of the special figure 1 variable game, the special figure 2 variable game is started during the execution of the special figure 1 variable game. When a lottery based on winning in the special figure 1 start port 231 is performed during the execution of the special figure 2 variable game, the special figure 1 variable game is started during the execution of the special figure 2 variable game.

[0156] In the case of the special figure 2-related lottery process in step S229, the main control unit 300 acquires the special figure 2 start information (a pair of the special figure 2 winning random value and the special figure 2 random value) from the earliest (the most recently stored) reservation position in the special figure 2 random value storage area, and based on the special figure 2 winning random value and the like in the acquired special figure 2 start information, uses the win / loss determination table stored in the ROM 306 to determine whether it is a big win, a small win, a time shortening state, or a loss (win / loss determination). In the win / loss determination of the special figure 1, a determination is made as to whether it is a big win, a small win, a time shortening state, or a loss. Next, the main control unit 300 determines the symbol (stop symbol) to be stopped and displayed after the variable display of the special figure 2 using the special figure determination table stored in the ROM 306 based on the special figure 2 random value in the acquired special figure 2 start information and the determined win / loss determination result. Next, the main control unit 300 determines the variable display time (timer number) of the special figure 2 using various tables stored in the ROM 306 based on, for example, the determined win / loss determination result, the stop symbol, the number of special figure 2 reservations at the time of the win / loss determination, the acquired special figure variable time determination random value, and the like.

[0157] After the main control unit 300 extracts the earliest start information of FIG. 2 from the random number value storage area of FIG. 2, it deletes the earliest start information of FIG. 2 from the random number value storage area of FIG. 2 and subtracts 1 from the reserved number of FIG. 2 in the reserved number storage area of FIG. 2. At this time, the start information of FIG. 2 extracted from the random number value storage area of FIG. 2 may be stored in a temporary area provided in the RAM 308, and the above determination may be made based on the start information of FIG. 2 stored in this temporary area.

[0158] After the lottery process related to FIG. 2 (step S229) as described above, the lottery process related to FIG. 1 (step S231) is performed in the same manner. Note that the order of the lottery process related to FIG. 1 and the lottery process related to FIG. 2 may be reversed.

[0159] In the above description, by performing the above-described FIG. state update process and FIG. related lottery process independently for FIG. 1 and FIG. 2 respectively, a configuration is made to change a plurality of FIGS. simultaneously. In this case, when changing a plurality of FIGS. simultaneously, a plurality of areas for displaying the lottery results of each FIG. may be provided in the decorative pattern display device 208, or a plurality of decorative pattern display devices for displaying the lottery results of each FIG. may be provided, and the lottery results of each may be displayed separately, or one display may be configured to display the lottery results of a plurality of FIGS. Also, when changes related to a plurality of FIGS. are being made simultaneously, the lottery result of the FIG. whose change has stopped earlier may affect the lottery result of the FIG. whose change has stopped later. Also, without being limited to this, it may be such that lottery processes and variable games related to the reservation of the other FIG. are not performed according to the state of one FIG.

[0160] In the next step S233 after step S231, command setting transmission processing is performed. In this command setting transmission processing, various commands are transmitted to the first sub-control unit 400. Note that the output schedule information to be transmitted to the first sub-control unit 400 is configured with, for example, 16 bits. Bit 15 is strobe information (when on, it indicates that data is being set), bits 11 to 14 are command types (in this exemplary embodiment, information capable of specifying types of commands such as basic commands, symbol variation start commands, symbol variation stop commands, winning performance start commands, end performance start commands, jackpot round number specification commands, power restoration commands, RAM clear commands, read-ahead result information commands, setting commands, etc.), and bits 0 to 10 are command data (predetermined information corresponding to the command type).

[0161] Specifically, the strobe information is set to be on or off in the above-described command transmission processing. Also, if the command type is a symbol variation start (rotation start) command, the command data includes information indicating various jackpot flags, small win flags, loss flags, timer numbers selected in the special figure-related lottery process, etc. If it is a symbol variation stop (rotation stop) command, it includes values of various jackpot flags, small win flags, loss flags, etc. If it is a jackpot round number specification command, it includes the jackpot round number, etc. When the command type indicates a basic command, the command data includes device information, presence or absence of winning at the special figure 1 start port 230, presence or absence of winning at the special figure 2 start port 232, presence or absence of winning at the variable winning port 234, etc. In the case of a read-ahead result information command, the command data includes information such as the types of special figure 1 and special figure 2, the read-ahead number stored in the read-ahead number storage area, and the stopped symbol stored in the read-ahead result storage unit. In the case of a setting command, it includes setting information, etc.

[0162] Also, in the above-described rotation start setting transmission process, information indicating various jackpot flags, small win flags, loss flags stored in the RAM 308, the timer number selected in the related lottery process of Special Figure 1 and the related lottery process of Special Figure 2, and the number of suspended Special Figure 1 variable games or Special Figure 2 variable games is set in the command data. In the above-described rotation stop setting transmission process, information indicating the values of various jackpot flags, small win flags, loss flags stored in the RAM 308 is set in the command data.

[0163] In the above-described winning performance setting transmission process, information indicating the performance control information output to the decoration symbol display device 208, various lamps 418, and speaker 120 during the winning performance period and the number of suspended Special Figure 1 variable games or Special Figure 2 variable games stored in the RAM 308 is set in the command data. In the above-described end performance setting transmission process, information indicating the performance control information output to the decoration symbol display device 208, various lamps 418, and speaker 120 during the performance standby period and the number of suspended Special Figure 1 variable games or Special Figure 2 variable games stored in the RAM 308 is set in the command data. In the above-described big winning opening setting transmission process, information indicating the number of jackpot rounds stored in the RAM 308 and the number of suspended Special Figure 1 variable games or Special Figure 2 variable games is set in the command data. In the above-described big winning opening closing setting transmission process, information indicating the number of jackpot rounds stored in the RAM 308 and the number of suspended Special Figure 1 variable games or Special Figure 2 variable games is set in the command data.

[0164] Also, in this step S233, a general command special figure suspension increase process is also performed. In this general command special figure suspension increase process, special figure identification information (information indicating Special Figure 1 or Special Figure 2) and notice information (any one of advance notice information, false advance notice information, or no advance notice information) stored in the transmission information storage area of the RAM 308 are set in the command data.

[0165] In the first sub-control unit 400, depending on the command type included in the received output schedule information, it becomes possible to determine the effect control according to the change in the game control in the main control unit 300, and based on the information of the command data included in the output schedule information, the effect control content can be determined.

[0166] In the next step S235 after step S233, external output signal setting processing is performed. In this external output signal setting processing, the game information stored in the RAM 308 is output to an information input circuit 350 separate from the pachinko machine 100 via the information output circuit 336.

[0167] In the next step S237 after step S235, device monitoring processing is performed. In this device monitoring processing, the signal states of various sensors stored in the signal state storage area in step S205 are read out, and the presence or absence of a predetermined error, for example, the presence or absence of a front frame door open error or the presence or absence of a lower tray full error, is monitored. When a front frame door open error or a lower tray full error is detected, device information indicating the presence or absence of the front frame door open error or the presence or absence of the lower tray full error is set in the transmission information to be transmitted to the first sub-control unit 400. Also, by driving various solenoids 332, the opening and closing of the special figure 1 start port 231 and the variable winning ports 234, 235 are controlled, and the display data output to the general figure display device 210, the special figure 1 display device 212, the special figure 2 display device 214, various state display units 328, etc. via the drive circuits 324, 326, 330 is set in the output port of the I / O 310. Further, the output schedule information set in the payout request number transmission processing (step S219) is output to the payout control unit 600 via the output port of the I / O 310.

[0168] In the next step S239 after step S237, it is monitored whether the low voltage signal is on. And when the low voltage signal is on (when power-off is detected), the process proceeds to step S243, and when the low voltage signal is off (when power-off is not detected), the process proceeds to step S241. In step S241, timer interrupt end processing is performed. In this timer interrupt end processing, the values of the respective registers temporarily saved in step S201 are set to the original respective registers, the setting of interrupt permission is performed, etc., and then the process returns to the main control unit main processing shown in FIG. 7. On the other hand, in step S243, specific variables and stack pointers for returning to the state at the time of power-off at the time of power restoration are saved as restoration data in a predetermined area of the RAM 308, power-off processing such as initialization of the input / output port is performed, and then the HALT state is entered.

[0169] Next, the pass / fail determination table used in the related extraction process for special figure 2 (step S229) and the related extraction process for special figure 1 (step S231) in the main control unit timer interrupt process shown in FIG. 8 will be described with reference to FIGS. 9 to 10.

[0170] The special figure pass / fail determination table shown in FIG. 9(a) is a table referred to when performing the pass / fail determination of special figure 1 and special figure 2. Note that this table is also stored in the ROM 306 of the main control unit 300.

[0171] In the winning or losing determination of the big win lottery in Special Figure 1 and Special Figure 2, when a numerical value from 0 to 204 is extracted from the random number range of 0 to 65535, that is, the big win is selected with a probability of approximately 1 / 319.688. Also, in the winning or losing determination of the big win lottery in Special Figure 1, when a numerical value from 205 to 65535 is extracted, that is, the small win is selected with a probability of 1 / 1.003. Further, in the winning or losing determination of the big win lottery in Special Figure 2, when a numerical value from 205 to 655 is extracted, that is, the small win is selected with a probability of 1 / 145.313. Additionally, in Special Figure 2, on the condition that it is in the a time-short state, when a numerical value from 656 to 65535 is extracted in the winning or losing determination of the big win lottery in Special Figure 2, that is, the time-short symbol is selected with a probability of 1 / 1.010. That is, in Special Figure 1, the big win is selected with a probability of approximately 1 / 319.688, and if the big win is not selected, the small win is selected, and there is no non-winning case in Special Figure 1. In Special Figure 2, the big win is selected with a probability of approximately 1 / 319.688, the small win is selected with a probability of 1 / 145.313, and in the a time-short state, if neither the big win nor the small win is selected, the time-short symbol is surely selected, and there is no non-winning case. On the other hand, in a gaming state other than the a time-short state, if neither the big win nor the small win is selected, it is configured to be a non-winning case. Note that in Special Figure 1, a non-winning case may be provided, but even in that case, it is desirable that the small win is most likely to be won.

[0172] In this embodiment, when it becomes a small win, the first variable winning opening 234 is opened, and when passing through the specific area 234v, it becomes a big win. So, in some cases, Special Figure 1 can be said to be a symbol variation display that becomes a big win when the symbol variation display is substantially performed. Also, in Special Figure 2, in the a time-short state, if neither the big win nor the small win is selected, the time-short symbol stops and shifts to the c time-short state. So, in some cases, it can be said that it is a symbol variation display that becomes a big win when the symbol variation display is substantially performed or shifts to the time-short gaming state. Note that in Special Figure 2, in a gaming state other than the a time-short state, if neither the big win nor the small win is selected, it is a non-winning case.

[0173] The special figure determination table for jackpot / sudden time shortening winning selection used in the non-time shortening game state shown in FIG. 9(b) is a table referred to when determining the symbols when a jackpot or time shortening symbol is selected as a result of the success / failure determination of special figures 1 and 2. This table is also stored in the ROM 306 of the main control unit 300.

[0174] If a jackpot is selected as a result of the jackpot lottery of special figure 1, special figure A is selected with a 100% probability. That is, it will always be a 10R jackpot, and after the end of the jackpot game, a jackpot that transitions to the a2 time shortening game state is selected. Here, the a2 time shortening game state is a state more advantageous than the non-time shortening game state, the a1 time shortening game state described later, and the c time shortening game state. Specifically, in the a2 time shortening game state, when a win is determined in the win / loss determination of the normal figure lottery or when passing through the general power operation gate 228g, the advancement time of the shutter member 2311 becomes longer compared to the non-time shortening game state and the a1 time shortening game state. That is, it can be said that it is a game state where it is easy to win the special figure 1 start port 231. Also, in the a2 time shortening game state, the symbol variation display of special figure 1 has a shorter variation time than the symbol variation display of special figure 2 and the variation display of the normal symbol. That is, when it becomes the a2 time shortening game state, it may be said that it is a game state where the next jackpot is likely to occur in an extremely short time. Note that the type of variation time of the symbol variation display of special figure 1 in the a2 time shortening game state may be one type or a plurality of types may be prepared. For example, when a plurality of types are prepared, no matter which variation time is selected, it should be shorter than the variation time of the symbol variation display of special figure 2 and the variation display of the normal symbol in the a2 time shortening game state. Also, the time shortening count in the rightmost column of the special figure determination table for jackpot / sudden time shortening winning selection indicates the end condition of the time shortening game state. Specifically, in the case of special figure A, it will end when the 5th variation display of special figure 1 in the a2 time shortening game state starts or when the 2nd variation display of special figure 2 starts. Note that the end condition of the time shortening game state is not limited to two types, the count of special figure 1 and the count of special figure 2. In addition to these two, the combined count of special figure 1 and special figure 2 may be set, or the count of the normal figure may be added, or these may be appropriately combined.

[0175] Also, if a jackpot is selected as a result of the jackpot lottery in Special Figure 2, Special Figure B is selected with a probability of 50 / 100, Special Figure C is selected with a probability of 30 / 100, and Special Figure D is selected with a probability of 20 / 100. That is, when a jackpot is selected in Special Figure 2 in the non-time-reduced game state, regardless of which symbol is selected, it becomes a 10R jackpot. After the jackpot game ends, the game state shifts to the non-time-reduced game state.

[0176] The jackpot / sudden time reduction winning special figure determination table used in the a time-reduced game state shown in FIG. 9(c) is a table referred to when determining the symbol when a jackpot or a time reduction symbol is selected as a result of the success / failure determination of Special Figures 1 and 2. This table is also stored in the ROM 306 of the main control unit 300.

[0177] If a jackpot is selected as a result of the jackpot lottery in Special Figure 1, Special Figure A is selected with a probability of 100%. That is, it always becomes a 10R jackpot, and after the jackpot game ends, a jackpot that shifts to the a2 time-reduced game state is selected. Also, if a jackpot is selected as a result of the jackpot lottery in Special Figure 2, Special Figure B is selected with a probability of 50 / 100, Special Figure C is selected with a probability of 30 / 100, and Special Figure D is selected with a probability of 20 / 100. In this embodiment, with a probability of 80 / 100, it becomes a 10R jackpot, and after the jackpot game ends, a jackpot that shifts to the a2 time-reduced game state is selected. With a probability of 20 / 100, it becomes a 10R jackpot, and after the jackpot game ends, a jackpot that shifts to the a1 time-reduced game state is selected. Here, the a1 time-reduced game state is a state more advantageous than the non-time-reduced game state but less advantageous than the a2 time-reduced game state. Specifically, in the a1 time-reduced game state, when the success / failure determination of the normal figure jackpot lottery results in a win or when passing through the general power operation gate 228g, it is a game state in which the advancement time of the shutter member 2311 becomes longer compared to the non-time-reduced game state. Although details will be described later, when the success / failure determination of the normal figure jackpot lottery results in a win, it becomes easier to win at the Special Figure 1 start port 231, but when passing through the general power operation gate 228g, it becomes difficult to win at the Special Figure 1 start port 231.

[0178] In Special Figure D, since the end condition of the a1 short game state is until the start of the first symbol variation display in Special Figure 1 or the start of the first symbol variation display in Special Figure 2, after the end of the big win game, since a hold in Special Figure 2 occurs during the big win game, usually, since the hold in Special Figure 2 is resolved and the symbol variation display in Special Figure 2 starts, immediately, the a1 short game state ends and shifts to the non - short game state. However, since the symbol variation display in Special Figure 2 is executed in the a short game state, the win - loss determination in Special Figure 2 will adopt the lottery result in the a short game state. Furthermore, as a result of the big win lottery in Special Figure 2, if a short - time symbol that can be won only in the a short game state is selected, Special Figure E is selected. When a short - time symbol is selected, it will shift to the c short game state from the next symbol variation display after the execution of the symbol variation display of the selected symbol. Here, the c short game state is a state more advantageous than the non - short game state but less advantageous than the a2 short game state. Specifically, in the c short game state, when winning in the win - loss determination of the ordinary figure win lottery, it is a game state where the advancing time of the shutter member 2311 becomes longer compared to the non - short game state. Although details will be described later, when winning in the win - loss determination of the ordinary figure win lottery, it becomes easy to win the Special Figure 1 start port 231, but when passing through the general power - operated gate 228g, it becomes difficult to win the Special Figure 1 start port 231.

[0179] The big win / sudden short - time win special figure determination table used in the c short game state shown in FIG. 9(d) is a table referred to when determining symbols when a big win or a short - time symbol is selected as a result of the win - loss determination of Special Figures 1 and 2. This table is also stored in the ROM 306 of the main control unit 300.

[0180] If a jackpot is selected as a result of the jackpot lottery in Special Figure 1, Special Figure A will be selected with a 100% probability. That is, it will definitely be a 10R jackpot, and after the jackpot game ends, a jackpot that transitions to the a2 short game state will be selected. Also, if a jackpot is selected as a result of the jackpot lottery in Special Figure 2, Special Figure B will be selected with a 50 / 100 probability, Special Figure C will be selected with a 30 / 100 probability, and Special Figure D will be selected with a 20 / 100 probability. In this embodiment, with an 80 / 100 probability, it will be a 10R jackpot, and after the jackpot game ends, a jackpot that transitions to the a2 short game state will be selected, and with a 20 / 100 probability, it will be a 10R jackpot, and after the jackpot game ends, a jackpot that transitions to the a1 short game state will be selected. In this embodiment, when the number of symbol variations in Special Figure 1 starts at the set number or when the number of variations in Special Figure 2 starts at the set number, the a short game state or the c short game state ends. However, when the total number of variation start times of Special Figure 1 and Special Figure 2 reaches the set number, the short game state may end.

[0181] The small win winning special figure determination table used in the non-short game state shown in FIG. 10(a) is a table referred to when determining symbols when a small win is selected as a result of the win / loss determination of Special Figure 1 and Special Figure 2. This table is also stored in the ROM 306 of the main control unit 300.

[0182] If a small win is selected as a result of the jackpot lottery in Special Figure 1, Special Figure a will be selected with a 20 / 100 probability, Special Figure b will be selected with a 20 / 100 probability, Special Figure c will be selected with an 11 / 100 probability, and Special Figure d will be selected with a 49 / 100 probability. When Special Figures a to c are selected, it will be a 10R jackpot on the condition that the game ball passes through the specific area 234v, and after the jackpot game ends, a small win that transitions to the a2 short game state will be selected. Also, when Special Figure d is selected, it will be a 10R jackpot on the condition that the game ball passes through the specific area 234v, and after the jackpot game ends, a small win that transitions to the non-short game state will be selected.

[0183] Also, when a small win is selected as a result of the jackpot lottery in Special Figure 2, Special Figure e is selected with a probability of 35 / 100, Special Figure f is selected with a probability of 35 / 100, and Special Figure g is selected with a probability of 30 / 100. That is, when a small win is selected in Special Figure 2 in the non-time-reduced game state and Special Figures e and f are selected, regardless of which symbol is selected, it becomes a 10R jackpot. After the jackpot game ends, it transitions to the non-time-reduced game state. When Special Figure g is selected, it becomes a 2R jackpot, and after the jackpot game ends, it transitions to the non-time-reduced game state.

[0184] The small win winning special figure determination table used in the a-time-reduced game state shown in Fig. 10(b) is a table referred to when determining symbols when a small win is selected as a result of the success or failure determination of Special Figures 1 and 2. This table is also stored in the ROM 306 of the main control unit 300.

[0185] When a small win is selected as a result of the jackpot lottery in Special Figure 1, Special Figure a is selected with a probability of 20 / 100, Special Figure b is selected with a probability of 20 / 100, Special Figure c is selected with a probability of 11 / 100, and Special Figure d is selected with a probability of 49 / 100. When Special Figures a to c are selected, it becomes a 10R jackpot on the condition that the game ball passes through the specific area 234v. After the jackpot game ends, a small win that transitions to the a2-time-reduced game state is selected. However, when Special Figure a is selected, the a-time-reduced game state continues until the start of the 5th variable display of Special Figure 1 or the start of the 2nd variable display of Special Figure 2. When Special Figures b and c are selected, if there is a start of the 1st symbol variable display of Special Figure 1 or the start of the 1st symbol variable display of Special Figure 2, the a2-time-reduced game state ends and it transitions to the non-time-reduced game state (normal game state). Also, when Special Figure d is selected, it becomes a 10R jackpot on the condition that the game ball passes through the specific area 234v. After the jackpot game ends, a small win that transitions to the a1-time-reduced game state is selected.

[0186] Also, when a small win is selected as a result of the big win lottery in Special Figure 2, Special Figure e is selected with a probability of 35 / 100, Special Figure f is selected with a probability of 35 / 100, and Special Figure g is selected with a probability of 30 / 100. That is, when a small win is selected in Special Figure 2 in the a1 short game state and Special Figures e and f are selected, regardless of which symbol is selected, it becomes a 10R big win. After the end of the big win game, it shifts to the a1 short game state. When Special Figure g is selected, it becomes a 2R big win, and after the end of the big win game, it shifts to the a1 short game state.

[0187] In addition, when Special Figures b and c are selected, after the end of the big win game, it becomes the a2 short game state. However, since the end condition of this a2 short game state is until the first symbol variation display of Special Figure 1 starts or the first symbol variation display of Special Figure 2 starts, it is actually difficult to win the start port 231 of Special Figure 1. Specifically, after the end of the big win game, since a hold of Special Figure 2 occurs during the big win game, usually, the hold of Special Figure 2 is cleared and the symbol variation display of Special Figure 2 starts, so immediately, the a1 short game state ends and it shifts to the non - short game state. However, since the symbol variation display of Special Figure 2 is executed in the a short game state, the win - loss determination of Special Figure 2 will adopt the lottery result in the a short game state. Furthermore, when a short - time symbol is selected as a result of the big win lottery of Special Figure 2, Special Figure E is selected. When a short - time symbol is selected, it will shift to the c short game state from the next symbol variation display after the execution of the said symbol variation display.

[0188] Here, as the state after the jackpot game when Special Figures b and c are selected, instead of the a1 short game state, after setting it as the a2 short game state, the end condition is until the first symbol variation display of Special Figure 1 starts or the first symbol variation display of Special Figure 2 starts. The reason is to change the ratio of transitioning to the c short game state without changing the state (a1 short game state) after the jackpot game when Special Figures b and c are selected. By doing so, when winning a small prize in Special Figure 1 in the non-short game state, it becomes a state where it is easy to win the Special Figure 1 start port 231 at a rate of 51%, that is, a state where the next jackpot is likely to occur immediately. When winning a small prize in Special Figure 1 in the short game state, it can be set as a state where it is easy to win the Special Figure 1 start port 231 at a rate of 20%. Without changing the destination game state, by changing the end condition, the ratio of the state where the next jackpot is likely to occur immediately can be controlled, and the design of the ball output performance becomes easier.

[0189] The small prize winning special figure determination table used in the c short game state shown in FIG. 10(c) is a table referred to when determining the symbols when a small prize is selected as a result of the winning or losing determination of Special Figure 1 and Special Figure 2. This table is also stored in the ROM 306 of the main control unit 300.

[0190] As a result of the jackpot lottery of Special Figure 1, when a small prize is selected, Special Figure a is selected with a probability of 20 / 100, Special Figure b is selected with a probability of 20 / 100, Special Figure c is selected with a probability of 11 / 100, and Special Figure d is selected with a probability of 49 / 100. When Special Figures a to c are selected, it becomes a 10R jackpot on the condition that the game ball passes through the specific area 234v. After the jackpot game ends, a small prize that transitions to the a2 short game state is selected. When Special Figure d is selected, it becomes a 10R jackpot on the condition that the game ball passes through the specific area 234v. After the jackpot game ends, a small prize that transitions to the a1 short game state is selected.

[0191] Also, when a small win is selected as a result of the big win lottery in FIG. 2, FIG. e is selected with a probability of 35 / 100, FIG. f is selected with a probability of 35 / 100, and FIG. g is selected with a probability of 30 / 100. That is, when a small win is selected in FIG. 2 in the c short game state and FIGS. e and f are selected, regardless of which symbol is selected, it becomes a 10R big win. After the big win game ends, it shifts to the a1 short game state. When FIG. g is selected, it becomes a 2R big win, and after the big win game ends, it shifts to the a1 short game state.

[0192] In the pachinko machine 100 of the present embodiment, there are two factors for the operation of the normal electric accessory (electric chute) having the shutter member 2311 that changes the possibility (difficulty level) of winning a prize in the special figure 1 start port (variable) 231. One is that when a game ball wins a prize in the normal figure start port 228 where winning is possible by hitting left and wins in the normal figure lottery (judgment of winning or losing of the normal figure), the normal electric accessory operates after the symbol variation display of the normal figure. The other is that when a game ball passes through the normal electric operation gate 228g that can be passed through by hitting right, the normal electric accessory operates without performing the normal figure lottery and without going through the symbol variation display of the normal figure.

[0193] FIG. 11 is a timing chart showing the flow of operation of the normal electric accessory. In this FIG. 11, time elapses from left to right in the figure.

[0194] FIG. 11(a) is a timing chart showing the flow of operation of the normal electric accessory when a game ball wins a prize in the normal figure start port 228. In this case, since the symbol variation display of the normal figure is performed on the normal figure display device 210, hereinafter, it may be referred to as the normal symbol opportunity.

[0195] In the upper part of FIG. 11(a), a timing chart showing the variation and stop of the normal figure on the normal figure display device 210 is shown. In the lower part of FIG. 11(a), a timing chart showing the opening and closing of the shutter member 2311 of the normal electric accessory provided inside the special figure 1 start port (variable) 231 is shown. Note that opening means the state where the shutter member 2311 has advanced, and closing means the state where the shutter member 2311 has retracted.

[0196] When a left hit is made and a game ball wins in the general pattern start port 228, if the number of holds is three or less, a general pattern lottery (determination of winning or losing in the general pattern) is conducted.

[0197] Fig. 12(a) is a diagram showing a winning or losing determination table for the general pattern in the general pattern lottery.

[0198] This winning or losing determination table is referred to in the general pattern related lottery process (step S223) in the main control unit timer interrupt process and is stored in the ROM306 of the main control unit 300. In addition, each table shown up to Fig. 13 is also referred to in the general pattern related lottery process (step S223) and is stored in the ROM306 of the main control unit 300.

[0199] In the determination of winning or losing in the general pattern lottery, when a numerical value in the range of 0 to 204 out of the random number range of 0 to 65535 is extracted, that is, a win is selected with a probability of about 1 / 319.688. This is the same in any game state. Note that the probability of winning may be changed according to the game state. In this embodiment, when winning, the shutter member 2311 of the special pattern 1 start port 231 operates for a predetermined time, and the game ball is likely to enter the special pattern 1 start port 231.

[0200] Also, when a left hit is made and a game ball wins in the general pattern start port 228, the variable display of the general pattern on the general pattern display device 210 is started. As shown in Fig. 11(a), the time from when the general pattern display device 210 starts the variable display of the general pattern until it stops is the variable time.

[0201] Fig. 12(b) is a diagram showing a variable pattern determination table for the general pattern used in the non-time-short game state, and Fig. 12(c) is a diagram showing a variable pattern determination table for the general pattern used in the time-short game state.

[0202] In the non-time-saving game state, corresponding to the variable display of the normal diagram on the normal diagram display device 210, the variable display of the decorative symbols of the normal diagram is performed on the decorative symbol display device 208, and a reach effect may be performed. There are three types of reach effects: normal reach effect, super (SP) reach effect, and special super (SPSP) reach effect.

[0203] If the normal diagram is judged to be a win, it is determined to be any one of variable patterns 06 to 08. A reach effect is performed in any of the variable patterns. The variable time of the normal diagram is 40000 ms in variable pattern 06 where the normal reach effect is performed, 80000 ms in variable pattern 07 where the SP reach effect is performed, and 100000 ms in variable pattern 08 where the SPSP reach effect is performed.

[0204] If the normal diagram is judged to be a loss, it is determined to be any one of variable patterns 01 to 05. First, a determination is made as to whether or not to perform a reach effect, and the reach effect is performed with a 10% probability. The variable time of the normal diagram is 14000 ms in variable pattern 03 where the normal reach effect is performed, 40000 ms in variable pattern 04 where the SP reach effect is performed, and 80000 ms in variable pattern 05 where the SPSP reach effect is performed, which is shorter than the variable time of the same type of reach effect in the case of a win. On the other hand, in the case of a loss where the reach effect is not performed, the variable pattern is determined according to the number of holds of the normal diagram. When the number of holds is small (0 or 1), it is determined to be variable pattern 01, and the variable time is 8000 ms which is relatively long. When the number of holds is large (2 or 3), it is determined to be variable pattern 02, and the variable time is 4000 ms which is relatively short.

[0205] In the short-time game state, when a winning is determined in the normal symbol winning / losing determination, it is determined as variation pattern 10, and when a losing is determined in the normal symbol winning / losing determination, it is determined as variation pattern 11. Whether it is variation pattern 10 or variation pattern 11, due to the shortening function in the short-time game state, the variation time has become an ultra-shortened variation of 200 ms. In addition, in the short-time game state, right-handed hitting is originally recommended, and left-handed hitting that can win in the normal symbol start port 228 is not recommended. The variation display of the normal symbol in the short-time game state is an irregular variation display.

[0206] As shown in FIG. 11(a), when the variation display of the normal symbol in the normal symbol display device 210 ends, the definite stop of the normal symbol is displayed over the definite stop time. When a winning is determined in the normal symbol winning / losing determination, normal symbol A is definitely stopped, and when a losing is determined, normal symbol B is definitely stopped.

[0207] FIG. 12(d) is a diagram showing a table for determining the definite stop time of the normal symbol.

[0208] The definite stop time of the normal symbol is determined regardless of the game state and also regardless of the winning / losing of the normal symbol. That is, 500 ms is uniformly ensured.

[0209] As shown in FIG. 11(a), when the definite stop time elapses, it becomes the winning start time (OP time) of the normal electric accessory. This winning start time is the time (waiting time) until the normal electric accessory (electric chewing) starts to operate.

[0210] When a winning is determined in the normal symbol winning / losing determination, the main control unit 300 determines the winning start time and the opening time, closing time, and winning end time, which will be described later, in the normal symbol related lottery process (step S223) in the main control unit timer interrupt process.

[0211] FIG. 13(a-1) is a diagram showing a determination table of the winning start time (OP time) of the normal symbol opportunity in the non-short-time game state, and FIG. (a-2) of the same figure is a diagram showing a determination table of the winning start time (OP time) of the normal symbol opportunity in the short-time game state.

[0212] After the general pattern A is fixedly stopped on the general pattern display device 210, if it is in a non-time-saving game state, a start time per 24,800 ms is started. In the non-time-saving game state, left hitting is performed. At this start time per, a display instructing to perform "right hitting" in order to aim at a normal electric accessory (electric chewing gum) is displayed on the decorative symbol display device 208, and using this start time per, the game ball is made to be driven into the right area. Also, a display indicating that the electric chewing gum is released and the like are also displayed.

[0213] On the other hand, after the general pattern A is fixedly stopped on the general pattern display device 210, if it is in a time-saving game state (a1 time-saving game state, a2 time-saving game state, c time-saving game state), a start time per only 20 ms is started. Also here, due to the time-saving function, it is a shorter time than the non-time-saving game state.

[0214] As shown in FIG. 11(a), when the start time per has elapsed, the normal electric accessory (electric chewing gum) starts to operate. That is, the shutter member 2311 that was in the retracted position until then starts to advance and becomes in the advanced state. The shutter member 2311 maintains the advanced state until the release time ends. When the shutter member 2311 is in the advanced state, it becomes a state where it is easy to win the special figure 1 start port 231. The release time here is the time from when the shutter member 2311 starts to advance until it ends maintaining the advanced state. Note that the release time may be the time from when the shutter member 2311 starts to advance until it completely retracts.

[0215] FIG. 13(b-1) is a diagram showing an opening time determination table for the normal symbol opportunity in the non-time-saving game state, FIG. (b-2) of the same figure is a diagram showing an opening time determination table for the normal symbol opportunity in the a1 time-saving game state and the c time-saving game state, and FIG. (b-3) of the same figure is a diagram showing an opening time determination table for the normal symbol opportunity in the a2 time-saving game state.

[0216] Regardless of the game state, the number of times the shutter member 2311 is opened (number of operations) is one, but it may be configured to perform an operation of repeating multiple advances and retractions.

[0217] In the non-time-reduced game state, the opening time is 5000 ms of the normal opening time.

[0218] In the a1 time-reduced game state and the c time-reduced game state, the opening time is the same 5000 ms as the normal opening time. Note that it may be longer than the normal opening time (for example, 5500 ms). Also, although the opening time is the same in the c time-reduced game state and the a1 time-reduced game state, the a1 time-reduced game state may be longer than the c time-reduced game state, or vice versa.

[0219] In the a2 time-reduced game state, the opening time is 5800 ms of the extended opening time. Note that the time from when the shutter member 2311 retreats to when it advances is the same in any game state. In the extended opening time, the time to maintain the advanced state is 800 ms longer than the normal opening time due to the time-reducing function.

[0220] As shown in FIG. 11(a), when the opening time of the normal electric accessory (electric chute) elapses, it becomes the closing time. This closing time is the time to maintain the closed state after the opening time ends. If a game ball wins a prize in the special starting port 231 provided inside the normal electric accessory during the closing time, the winning is treated as valid. Although the shutter member 2311 is not in the advanced state, considering the time lag until the ball detection sensor of the special starting port 231 detects the game ball and the detection delay due to the game ball being caught, the detection of the winning ball by the ball detection sensor is treated as valid within the closing time.

[0221] FIG. 13(c) is a diagram showing the closing time determination table for the normal symbol trigger.

[0222] The closing time is common in any game state and is 56 ms.

[0223] As shown in Fig. 11(a), when the closing time of the normal electric accessory (electric chew) elapses, the winning end time is reached. This winning end time is the time after the normal electric accessory (electric chew) has finished operating. That is, it is the time after the shutter member 2311 has retracted, and when this winning end time elapses, the variation display of the normal diagram can be started. Although the detection of the winning ball by the ball detection sensor provided at the start port 231 in the special figure was treated as valid within the closing time, it is treated as invalid for the purpose of fraud prevention within the winning end time.

[0224] Fig. 13(d-1) is a diagram showing the winning end time determination table for the normal symbol opportunity in the non-time-saving game state, and Fig. (d-2) of the same figure is a diagram showing the winning end time determination table for the normal symbol opportunity in the time-saving game state.

[0225] The winning end time is 4500 ms in the non-time-saving game state, whereas it is 500 ms in the time-saving game state. Here too, due to the time-saving function, the time in the time-saving game state is shorter than that in the non-time-saving game state.

[0226] Fig. 11(b) is a timing chart showing the flow of operation of the normal electric accessory when the game ball passes through the normal power operation gate 228g. Hereinafter, this case may be referred to as the normal power operation gate opportunity.

[0227] In the upper part of Fig. 11(b), a timing chart showing the state of the detection signal output from the ball detection sensor provided at the normal power operation gate 228g is shown. In the lower part of Fig. 11(b), similar to the lower part of Fig. (a) of the same figure, a timing chart showing the opening and closing of the shutter member 2311 of the normal electric accessory is shown.

[0228] When the ball detection sensor detects a game ball passing through the normal power operation gate 228g, a detection signal at the ON level is output toward the main control unit 300. When the main control unit 300 receives this detection signal, it determines the start time in the normal diagram state update process (step S221) in the main control unit timer interrupt process.

[0229] FIG. 14(a) is a diagram showing a determination table for the start time (OP time) of the general power operation gate trigger.

[0230] The start time (OP time) of the general power operation gate trigger is the time (waiting time) from when a detection signal of the ON level is output from the ball detection sensor of the general power operation gate 228g until the start of operation of the general electric accessory (electric chute).

[0231] The release time here is common in any gaming state and is 500 ms. That is, as shown in FIGS. 13(a-1) and 13(a-2), in the hit start time (OP time) of the normal symbol trigger, the time lengths are different between the non-time-short gaming state and the time-short gaming state, but in the general power operation gate trigger, there is no change in the time length between the non-time-short gaming state and the time-short gaming state. The general power operation gate 228g can pass the game ball by hitting to the right, and since hitting to the right is recommended in the time-short gaming state, the player can simply continue hitting to the right. Note that since hitting to the left is recommended in the non-time-short gaming state, the passage of the game ball through the general power operation gate 228g in the non-time-short gaming state is irregular.

[0232] As shown in FIG. 11(b), when the start time has elapsed, the general electric accessory (electric chute) starts to operate. That is, the release time here is also the same as the release time of the general electric accessory of the normal symbol trigger, and it is the time from when the shutter member 2311 starts to advance until it finishes maintaining the advanced state. When the release time has elapsed, it becomes the closing time. This closing time is also the same as the closing time of the general electric accessory of the normal symbol trigger, and it is the time from when the shutter member 2311 is in the advanced state until it returns to the retracted state. Even within this closing time, the detection of winning balls by the ball detection sensor provided at the special figure 1 start port 231 is treated as valid.

[0233] FIG. 14(b) is a diagram showing an operation time determination table for the general power operation gate trigger in various gaming states.

[0234] Regardless of the gaming state, the number of times the shutter member 2311 is opened (the number of operations) is once, but it may be configured to perform operations of repeating multiple advances and withdrawals.

[0235] When the start time has elapsed, the main control unit 300 determines the opening time according to the gaming state in the general pattern state update process (step S221) in the main control unit timer interrupt process. In the non-time-saving gaming state, the opening time is 44 ms, and in the a1 time-saving gaming state and the c time-saving gaming state, the opening time is also 44 ms. That is, there is no change in the opening time between the non-time-saving gaming state, the a1 time-saving gaming state, and the c time-saving gaming state. On the other hand, in the a2 time-saving gaming state, the opening time is 5800 ms of the extended opening time. As a result, in the non-time-saving gaming state, the a1 time-saving gaming state, and the c time-saving gaming state, even if the game ball passes through the general power operation gate 228g, it is difficult to make the game ball win at the special figure 1 start port 231. However, in the a2 time-saving gaming state, it can be said that it is easy to make the game ball win at the special figure 1 start port 231 when the game ball passes through the general power operation gate 228g.

[0236] As described above, in the case of the general power operation gate trigger, there is no change in the opening time between the non-time-saving gaming state, the a1 time-saving gaming state, and the c time-saving gaming state, and there is also no change in the start time (OP time). However, in the case of the normal pattern trigger, first, the variation time of the normal pattern is shorter in the time-saving gaming state than in the non-time-saving gaming state (Fig. 12(c)), the winning opening time (OP time) is also shorter in the time-saving gaming state than in the non-time-saving gaming state (Fig. 13(a-2)), and further, the winning end time is also shorter in the time-saving gaming state than in the non-time-saving gaming state (Fig. 13(d-2)). Therefore, it can be said that the requirements of the time-saving gaming state are met. In particular, in the normal state (non-time-saving gaming state) at the start of the game, since the time-saving gaming state is obtained by the normal pattern trigger, it is important that the requirements of the time-saving gaming state are met by the normal pattern trigger.

[0237] In the pachinko machine 100 of this embodiment, in the a1 short game state and the c short game state, since it is not desired to allow a game ball to win in the special figure 1 start port 231, it is necessary to set the shutter member 2311 of the ordinary electric accessory (electric chute) to an operation mode in which it is most difficult to win. By setting it to the same operation mode as in the non-short game state, it is possible to make it most difficult to win in the special figure 1 start port 231, and it is possible to ensure the game property and prevent cheating (illegal prevention). In addition, the data of the opening time and the start time (OP time) can be made common between the non-short game state, the a1 short game state, and the c short game state, and the data capacity can also be reduced.

[0238] Also, in the non-time-saving game state, the winning start time (OP time) in the normal symbol opportunity is set to 10 seconds, and the start time (OP time) in the general electric operation gate opportunity is set to 20 seconds. In the time-saving game state (a1 time-saving game state, a2 time-saving game state, c time-saving game state), the winning start time (OP time) in the normal symbol opportunity may be set to 5 seconds, and the start time (OP time) in the general electric operation gate opportunity may be set to 15 seconds. In this case, when comparing the winning start time (10 seconds) in the normal symbol opportunity in the non-time-saving game state with the start time (15 seconds) in the general electric operation gate opportunity in the time-saving game state, the time-saving game state is longer. However, when comparing the start time (20 seconds) in the general electric operation gate opportunity in the non-time-saving game state with the start time (15 seconds) in the general electric operation gate opportunity in the time-saving game state, the time-saving game state is shorter, and the time-saving requirement is ensured. Here, an example of the start time (OP time) is given, but the same applies to the opening time. That is, in the non-time-saving game state, the opening time in the normal symbol opportunity is set to 10 seconds, and the opening time in the general electric operation gate opportunity is set to 20 seconds. In the time-saving game state (a1 time-saving game state, a2 time-saving game state, c time-saving game state), the opening time in the normal symbol opportunity may be set to 5 seconds, and the opening time in the general electric operation gate opportunity may be set to 25 seconds. Also, in the non-time-saving game state, the winning start time (OP time) in the normal symbol opportunity is set to 20 seconds, and the start time (OP time) in the general electric operation gate opportunity is set to 10 seconds. In the time-saving game state (a1 time-saving game state, a2 time-saving game state, c time-saving game state), the winning start time (OP time) in the normal symbol opportunity is set to 15 seconds, and the start time (OP time) in the general electric operation gate opportunity is set to 5 seconds, making the normal symbol opportunity longer than the general electric operation gate opportunity. Similarly to the above, the time-saving requirement is ensured. Note that the number of seconds exemplified here is just an example. For example, in the case of the OP time, as long as the time-saving game state is shorter than the non-time-saving game state in the same opportunity, in different opportunities, the non-time-saving game state may be shorter than the time-saving game state, or they may be the same in the time-saving game state and the non-time-saving game state.Also, in terms of the opening time, if the short-time game state is longer than the non-short-time game state at the same timing, then at different timings, the non-short-time game state may be longer than the short-time game state, or the short-time game state and the non-short-time game state may be the same.

[0239] In the above description, ‘A game table provided with an operating gate through which a game ball can pass [for example, the general electric operating gate 228g], a first ball entry means [for example, the start port 231 in the special figure 1], a general electric accessory device [for example, the electric chew], and a control means [for example, the main control unit 300], wherein the control means can control the game state, the general electric accessory device can be activated when the game ball passes through the operating gate, the first ball entry means can allow a game ball to enter when the general electric accessory device is activated [for example, in a state where the shutter member 2311 has advanced], the game states include a non-short-time game state, a first short-time game state [for example, the a1 short-time game state and / or the c short-time game state], and a second short-time game state [for example, the a2 short-time game state] in which a game ball is more likely to enter the first ball entry means than in the first short-time game state, when the control means determines the operating time when the general electric accessory device operates based on the game ball passing through the operating gate, if the game state at that time is the non-short-time game state, it determines a first time value [for example, the opening time shown in FIG. 11(b)] as the operating time [for example, 44 ms in the non-short-time game state shown in FIG. 14(b)], when the control means determines the operating time when the general electric accessory device operates based on the game ball passing through the operating gate, if the game state at that time is the first short-time game state, it determines a second time value [for example, 44 ms in the a1 short-time game state and the c short-time game state shown in FIG. 14(b)] as the operating time, When the control means determines the operating time when the normal electric accessory operates based on the passing of the game ball through the operating gate, if the gaming state when determining the operating time is the second time-limited gaming state, the control means determines a third time value [for example, 5800 ms in the a2 time-limited gaming state shown in FIG. 14(b)] as the operating time. The third time value is longer than the first time value. The third time value is longer than the second time value. The first time value and the second time value are the same time value. A game table characterized by the above. has been described.

[0240] In this game table, in the first time-limited gaming state, it is a state where it is not desired to enter a game ball into the first ball entry means, and it is necessary to set the normal electric accessory to an operating mode in which it is most difficult to enter a ball. By setting it to the same operating mode as in the non-time-limited gaming state, it is possible to make it most difficult to enter a ball into the first ball entry means, and it is possible to ensure the game property and prevent cheating (prevent fraud). Also, the data of the operating time can be made common between the non-time-limited gaming state and the first time-limited gaming state, and the data capacity can be reduced.

[0241] Also, When the control means determines that the normal electric accessory operates based on the passing of the game ball through the operating gate in the non-time-limited gaming state, the control means determines a fourth time value [for example, 500 ms in the non-time-limited gaming state shown in FIG. 14(a)] as the time until the normal electric accessory starts operating [for example, the start time shown in FIG. 11(b)]. When the control means determines that the normal electric accessory operates based on the passing of the game ball through the operating gate in the first time-limited gaming state, the control means determines a fifth time value [for example, 500 ms in the a1 time-limited gaming state shown in FIG. 14(a)] as the time until the normal electric accessory starts operating. The fourth time value and the fifth time value are the same time value. A game table characterized by the above. has been described.

[0242] Also, “equipped with a second ball entry means [e.g., the general pattern start port 228], the control means may start the variable display of the general pattern when a game ball enters the second ball entry means, the general electric accessory is operable when a winning pattern stops and is displayed during the variable display of the general pattern, when the winning pattern stops and is displayed and the general electric accessory operates in the non-time-reduced game state, the control means determines a sixth time value [e.g., 24800 ms shown in FIG. 13(a-1)] as the time until the general electric accessory starts operating, when the winning pattern stops and is displayed and the general electric accessory operates in the first time-reduced game state, the control means determines a seventh time value [e.g., 20 ms shown in FIG. 13(a-2)] as the time until the general electric accessory starts operating, the seventh time value is shorter than the sixth time value, the general electric accessory is operable without the variable display of the general pattern being executed when a game ball passes through the operating gate. A game table characterized by the above.” has been described.

[0243] Also, “the second ball entry means is provided in a first game area [e.g., the left hitting area], the operating gate is provided in a second game area [e.g., the right hitting area], the first game area is a game area where it is recommended to let a game ball flow down in the non-time-reduced game state, the second game area is a game area where it is recommended to let a game ball flow down in the first time-reduced game state [e.g., the a1 time-reduced game state]. The second game area is a game area where it is recommended to let the game balls flow down in the second time-limited game state [for example, a2 time-limited game state]. The second game area is a game area provided with a first ball entry means [for example, start port 231 in FIG. 1], a third ball entry means [for example, start port 232 in FIG. 2], and a variable ball entry means [for example, attacker unit 23] having a specific area [for example, specific area 234v]. When a game ball passes through the specific area during a small win game, the control means can start a big win game. When a game ball enters the first ball entry means, the control means may start the variable display of a first special symbol [for example, FIG. 1]. When a game ball enters the third ball entry means, the control means may start the variable display of a second special symbol [for example, FIG. 2]. After a big win [for example, a big win or a big win via a small win] based on the variable display of the first special symbol, it may enter the second time-limited game state [for example, a2 time-limited game state (time-limited game state with easy ball entry: 1G continuous loop)] or the first time-limited game state [for example, a1 time-limited game state (time-limited game state with difficult ball entry)]. In the variable display of the first special symbol, the possibility of a small win is higher than that of a loss [for example, the loss shown in FIG. 9(a) includes 0%]. A game table characterized by the above. has been described.

[0244] According to this game table, it is possible to achieve consecutive big wins (1G continuous) in a short period, and it is possible to provide a new gameplay that allows the 1G continuous to loop.

[0245] FIG. 15 is a timing chart for explaining the timing for determining the opening time of a normal electric accessory (electric chew) triggered by a general electric operation. In this timing chart as well, time elapses from left to right in the figure.

[0246] At the top of FIG. 15, a timing chart showing the state of a detection signal output from a ball detection sensor provided in the general power operation gate 228g is shown. Below that, a timing chart showing the state of a detection signal output from a ball detection sensor provided in the special drawing 2 start port 232 disposed immediately below the general power operation gate 228g is shown. Further below that, a timing chart showing the operation and non-operation of the general electric device is shown. That is, the operation state of the general electric device corresponds to the open time state, and the non-operation state of the general electric device corresponds to the state other than the open time. Below the timing chart of the general electric device, a timing chart showing the change and stop of the special drawing 2 in the second special drawing display device 214 is shown. At the bottom, the game state is shown.

[0247] As described above, when the ball detection sensor detects a game ball passing through the general power operation gate 228g, a detection signal at the ON level is output toward the main control unit 300. When receiving this detection signal, the main control unit 300 determines the start time (OP time) according to the current game state in the general drawing state update process (step S221) in the main control unit timer interrupt process. That is, it determines the start time (OP time) according to the game state after the game ball has passed through the general power operation gate 228g, more specifically, according to the game state when the game ball has passed through the general power operation gate 228g. As shown in FIG. 14(a), in this embodiment, the start time (OP time) is 500 ms in any game state.

[0248] Since the special figure 2 start port 232 is arranged immediately below the general power operation gate 228g, the game balls that have passed through the general power operation gate 228g will immediately win the special figure 2 start port 232, be detected by the ball detection sensor provided at the special figure 2 start port 232, and the variable display of the special figure 2 will start. That is, the special figure 2 start port 232 is provided at a position where the game ball can win before the general figure electric accessory starts operating after passing through the general power operation gate 228g. As described above, in the difficult-to-win a short game state (a1 short game state or a2 short game state after the special figures b and c in the short game state), when the variable display of the special figure 2 starts, the short game state ends and shifts to the non-short game state. Therefore, as shown in FIG. 15, even if the game state at the start time of the start time is the short game state, the game state at the end time of the start time may be the non-short game state. Therefore, in the present embodiment, the game state when determining the opening time of the general electric accessory is not the game state at the timing referred to when determining the start time, but the game state after the opening time has elapsed. More specifically, it is the game state when the general electric accessory starts operating. Therefore, in the case of FIG. 15, the opening time is determined to be 44 ms (see FIG. 14(b)), which is the opening time corresponding to the non-short game state. By doing so, it is possible to ensure the opening time in line with the current situation and correctly control the winning rate of the first special figure start port 231.

[0249] In the above description, An operation gate through which a game ball can pass [for example, the general power operation gate 228g], and A general electric accessory [for example, the electric chute], and Control means [for example, the main control unit 300], and A game table provided with When the game ball passes through the operation gate, the general electric accessory operates for a second period [for example, the opening time shown in FIG. 12] after a first period [for example, the start time (OP time) shown in FIG. 12] has elapsed. The control means determines the length of the first period by referring to the game state when the game ball passes through the operating gate among a plurality of types of game states [for example, the game state after receiving the detection signal output from the ball detection sensor of the general electric operating gate 228g: a short-time game state] [for example, determined using the determination table shown in FIG. 14(a)]. The control means determines the length of the second period by referring to the game state when the general electric accessory starts operating among the plurality of types of game states [for example, the game state immediately before the operation of the general electric accessory: short-time game state] [for example, determined using the determination table shown in FIG. 14(b)]. A game table characterized by the above. has been described.

[0250] According to this game table, the ball entry rate into the general electric accessory can be controlled, and the game performance can be ensured.

[0251] Also, 'A first ball entry means [for example, the start port 231 in the special figure 1] and, A third ball entry means [for example, the start port 232 in the special figure 2], is provided, The first ball entry means becomes ball-entry possible when the general electric accessory operates. The control means may start the variable display of the second special symbol [for example, the special figure 2] when a game ball enters the third ball entry means. Among the plurality of types of game states, there are a non-short-time game state and a second short-time game state [for example, a2 short-time game state]. The second short-time game state ends when the variable display of the first special symbol [for example, the special figure] starts after being set to the second short-time game state [for example, when a big win occurs in the special figure D shown in FIG. 9(c)], and when the variable display of a certain number of times [for example, 5 times or 2 times] more than once of the special symbol starts after being set to the second short-time game state [for example, when a big win occurs in the special figure B or special figure C shown in FIG. 9(c)]. It is a short-time game state. When the gaming state at the start of operation of the normal electric accessory is the non-time-saving gaming state, the control means determines the length of the second period to be shorter than when the gaming state at the start of operation of the normal electric accessory is the second time-saving gaming state [for example, Fig. 14(b)]. The operating gate is provided upstream of the third ball entry means [for example, immediately above]. A gaming table characterized by the above. has also been described.

[0252] According to this gaming table, even in the same second time-saving gaming state, by changing the end condition, it is possible to set a state in which the ball can enter the first ball entry means and a state in which the second time-saving gaming state ends without the ball entering the first ball entry means, and the ball entry rate into the first ball entry means can be controlled.

[0253] The third ball entry means may be provided at a position where the game ball can enter after passing through the operating gate and before the normal electric accessory ends its operation.

[0254] Fig. 16 is a timing chart for explaining a device for ensuring the fixed stop time of the normal symbol shown in Fig. 12(d). Also in this timing chart, time elapses from left to right in the figure.

[0255] Fig. 16(a) is a diagram for explaining the problems in a pachinko machine without the above device, and Fig. 16(b) shown below it is a diagram for explaining that the above problems are solved by making the above device. At the top of both figures, a timing chart showing the variation and stop of the normal symbol in the normal symbol display device 210 is shown, and below it, a timing chart showing the state of the detection signal output from the ball detection sensor provided in the normal electric operation gate 228g is shown. Further, at the bottom of both figures, a timing chart showing the operation and stop of the normal electric accessory (electric chute) is shown. That is, the operation of the normal electric accessory corresponds to the open time state, and the stop of the normal electric accessory corresponds to the state other than the open time.

[0256] When the normal electric accessory (electric chew) finishes operating, the general pattern display device 210 can start the pattern variation display of the general pattern. As will be described later, when a game ball passes through the general electric operation gate 228g during the pattern variation display of the general pattern, the pattern variation display of the general pattern is interrupted, but when a game ball passes through the general electric operation gate 228g during the definite stop of the general pattern, the definite stop continues. However, when there is a hold of the general pattern, as shown in FIG. 16(a), even before the elapse of the definite stop time (500 ms), the definite stop of the general pattern ends and the pattern variation display of the general pattern starts when the release time of the normal electric accessory has elapsed. For this reason, there is a problem that the player may be distracted by the operation of the normal electric accessory (electric chew) and miss the definite display of the general pattern. Or conversely, there may be a case where the player is distracted by the definite display of the general pattern and misses the operation of the normal electric accessory, which is also a problem.

[0257] Therefore, in the pachinko machine 100 of the present embodiment, the time length from when a detection signal is output from the ball detection sensor provided in the general electric operation gate 228g until the release time of the general pattern electric accessory ends, that is, the time length L from when the player passes through the general electric operation gate 228g until the operation of the general pattern electric accessory ends, is set to be longer than the definite stop time (500 ms) of the general pattern. This time length L is the total time length of the start time (500 ms) of the normal electric accessory triggered by the general electric operation gate + the shortest release time (44 ms) of the normal electric accessory triggered by the general electric operation gate. By doing so, the timing when the operation of the normal electric accessory ends becomes the timing after the definite stop of the general pattern ends, and the possibility that the player misses the definite display of the general pattern or misses the operation of the normal electric accessory is reduced. Further, if the time length OP from when a detection signal is output from the ball detection sensor provided in the general electric operation gate 228g until the release time of the general pattern electric accessory starts, that is, the time length from when a game ball passes through the general electric operation gate 228g until the operation of the general pattern electric accessory starts, is set to be equal to or longer than the definite stop time of the general pattern, there will be no overlapping period between the period of the definite display of the general pattern and the period during the operation of the normal electric accessory, and both can be clearly viewed separately.

[0258] In the above description, the definite stop time of the general drawing was the start time + opening time of the general electric device triggered by the general drawing operation gate. However, the definite stop time of the general drawing may be ≤ the start time + opening time of the general electric device triggered by the general drawing operation gate, or the definite stop time of the general drawing may be ≤ the start time + opening time + closing time of the general electric device triggered by the general drawing operation gate, or the definite stop time of the general drawing may be ≤ the start time of the general electric device triggered by the general drawing operation gate, or the definite stop time of the general drawing may be ≤ the opening time. Alternatively, the definite stop time of the general drawing may be ≤ the closing time.

[0259] In the above description, ‘a game table provided with an operation gate [e.g., general drawing operation gate 228g] through which a game ball can pass, a general electric device [e.g., electric chew], a second ball entry means [e.g., general drawing start port 228], and a control means [e.g., main control unit 300], wherein the control means may start the variable display of the general pattern when a game ball enters the second ball entry means, the general electric device is operable when a game ball passes through the operation gate, the variable display of the general pattern is a variable display that can be started when the operation of the general electric device ends, the general electric device has a time length from when a game ball passes through the operation gate until the operation ends [e.g., the time length from when a detection signal is output from the ball detection sensor provided in the general drawing operation gate 228g until the opening time of the general drawing electric device ends] (hereinafter referred to as the "first time length"), which is longer than the time length when the variable display of the general pattern ends and the stop display is performed [e.g., the definite stop time of the general drawing (500 ms)] (hereinafter referred to as the "second time length"). A game table characterized by the above.’ has been described.

[0260] According to this gaming machine, by making the first time length longer than the second time length, it is possible to confirm both the operation of the normal electric accessory and the stop display of the normal symbol. If the first time length is shorter than the second time length, there is a risk of being distracted by the operation of the normal electric accessory and missing the stop display of the normal symbol, or vice versa, being distracted by the stop display of the normal symbol and missing the operation of the normal electric accessory.

[0261] Also, 'The control means can control the gaming state, The gaming states include a non-time-saving gaming state and a time-saving gaming state, For the normal electric accessory, the first time length [e.g., start time (500 ms) + release time] is longer than the second time length [e.g., the definite stop time of the normal symbol (500 ms)] whether it is in the non-time-saving gaming state or the time-saving gaming state [e.g., since the start time = the definite stop time of the normal symbol regardless of the gaming state, it will always be longer by the release time]. A gaming machine characterized by this. has also been described.

[0262] Also, 'During the period when the variable display of the normal symbol ends and the stop display of the winning symbol is being performed [e.g., during the definite stop of the winning symbol], the normal electric accessory does not start operating even if the game ball passes through the operation gate [e.g., the normal symbol win is invalid in the normal symbol definite stop shown in FIG. 14(c)], During the period when the variable display of the normal symbol ends and the stop display of the losing symbol is being performed [e.g., during the definite stop of the losing symbol], the normal electric accessory starts operating when the game ball passes through the operation gate [e.g., the normal symbol miss is valid in the normal symbol definite stop shown in FIG. 14(c)]. A gaming machine characterized by this. has also been described.

[0263] Also, as shown in FIG. 14(b), the closing time of the shutter member 2311 of the general diagram electric device at the general power operation gate timing is the same as the closing time of the normal symbol timing, which is 56 ms common to any gaming state. That is, even in terms of the closing time, there is no difference between the non-time-reduced gaming state and the a1-time-reduced gaming state and the c-time-reduced gaming state. Thus, since the closing time is not a time that varies according to the gaming state, the closing time may also be determined when determining the opening time. However, when the opening time has elapsed, the main control unit 300 may be configured to determine the closing time in the general diagram state update process (step S221) in the main control unit timer interrupt process.

[0264] In the operation of the general diagram electric device (electric chew) at the general power operation gate timing in FIG. 11(b), unlike the operation of the general diagram electric device of the normal symbol timing, no winning end time is provided, but a winning end time such as 500 ms common to any gaming state may be provided.

[0265] Note that when referring to the operation time of the general diagram electric device (electric chew), it may be the time of only the opening time, or it may be the time obtained by adding both the OP time such as the winning start time and the start time and the closing time to the opening time, or it may be the time obtained by adding only one of the times. Alternatively, it may be OP time + opening time + closing time + winning end time, or it may be opening time + closing time + winning end time. That is, it suffices to be a time including at least the opening time.

[0266] Next, with reference to FIG. 14(c), the handling when a game ball passes through the general power operation gate 228g will be described.

[0267] FIG. 14(c) is a diagram showing the handling when a game ball passes through the general power operation gate 228g.

[0268] As for the processing states of the general power operation gate 228g, there are a standby state of the general power operation gate 228g (the state before passing through the general power operation gate 228g), a general power OP (the state of the opening time in Fig. 11(b)), a state during the operation of the general diagram electric device (the state of the opening time in Fig. 11(b)), and a state after the operation of the general diagram electric device ends (the state of the closing time in Fig. 11(b)).

[0269] Also, in the description here, the relationship with the general diagram symbol processing state based on winning at the general diagram start port 228 will be explained. As for the general diagram symbol processing state, there are a general diagram symbol standby state (the state before winning at the general diagram start port 228), a state during the general diagram symbol variation (the state of the variation time in Fig. 11(a)), a general diagram symbol confirmed stop state (the state of the confirmed stop time in Fig. 11(a)), a general power OP (the state of the winning start time in Fig. 11(a)), a state during the operation of the general diagram electric device (the state of the opening time in Fig. 11(a)), a state after the operation of the general diagram electric device ends (the state of the closing time in Fig. 11(a)), and a general power ED (the state of the winning end time in Fig. 11(a)). Also, in Fig. 14(a), the lottery results of the general diagram symbols executed due to a ball entering the general diagram start port 228 are summarized separately for the cases of winning and non-winning.

[0270] In the standby state of the general power operation gate 228g, a game ball that passes through the general power operation gate 228g in the general diagram symbol standby state or the state during the general diagram symbol variation is treated as having a valid passage.

[0271] In the standby state of the general power operation gate 228g, a game ball that passes through the general power operation gate 228g in the confirmed display state of the winning symbol of the general diagram symbol is treated as having an invalid passage. That is, winning in the general diagram lottery takes precedence. On the other hand, a game ball that passes through the general power operation gate 228g in the confirmed display state of the non-winning symbol of the general diagram symbol is treated as having a valid passage.

[0272] In the case of general electric operation (GE OP), during the operation of the general electric-powered accessory, at the end of the operation of the general electric-powered accessory, and in the general electric ED, when the normal symbol is a winning symbol, the game balls that have passed through the general electric operation gate 228g are treated as if their passage is invalid. That is, the activation of the electric jackpot due to a win in the current general symbol lottery takes precedence. Note that it is impossible for there to be a case of a miss in GE OP, during the operation of the general electric-powered accessory, at the end of the operation of the general electric-powered accessory, and in the general electric ED, so it is shaded.

[0273] Also, in the case of GE OP, during the operation of the general electric-powered accessory, and at the end of the operation of the general electric-powered accessory, regardless of the processing state of the normal symbol, the game balls that have passed through the general electric operation gate 228g are treated as if their passage is invalid. That is, based on the passage through the general electric operation gate 228g, when the electric jackpot is in an activated state, the next passage through the general electric operation gate 228g is treated as invalid.

[0274] Subsequently, with reference to FIG. 14(d), the handling of Special Figure 1 and Special Figure 2 in a state where Special Figure 1 and Special Figure 2 are changing simultaneously will be described.

[0275] FIG. 14(d) is a diagram showing the handling of Special Figure 1 and Special Figure 2 in a state where Special Figure 1 and Special Figure 2 are changing simultaneously.

[0276] The shaded area in FIG. 14(d) represents a combination that is impossible in the first place. As described above, there is no miss in Special Figure 1. Also, if Special Figure 1 wins while Special Figure 2 is in a big win variation, Special Figure 1 will not be selected as a big win and will be a miss. If Special Figure 2 wins while Special Figure 1 is in a big win variation, Special Figure 2 will not be selected as a big win and will be a miss. Therefore, it is impossible for Special Figure 1 and Special Figure 2 to become big wins simultaneously. Also, the horizontal bar display represents that no special control is executed.

[0277] As shown in FIG. 14(d), when FIG. 1 stops displaying with a big win or a small win during the variable display of both FIGS. 1 and 2, the display result of FIG. 2 during the variable display is discarded, and it stops displaying with a losing symbol. Also, for example, if a winning occurs in FIG. 1 during the big win variation of FIG. 2, FIG. 1 will not select a big win and will result in a loss, so a losing symbol will stop displaying in FIG. 1, and the variable display of the big win FIG. 2 will proceed as normal. As will be described later, when a big win symbol stops displaying in FIG. 2, the variable display of the losing FIG. 1 is interrupted. Then, after the end of the big win game, the variable display of the losing FIG. 1 is restarted, and in some cases, the variable display of FIG. 2 is started with the variable display of the losing FIG. 1 restarted. In this case, if a losing symbol stops displaying in FIG. 1, the variable display of FIG. 2 will proceed as normal.

[0278] On the other hand, when FIG. 2 stops displaying with a big win or a small win during the variable display of both FIGS. 1 and 2, the variable display of FIG. 1 during the variable display is interrupted, and when the big win game or the small win game ends, the variable display is restarted. Note that the time-saving symbols selected only for FIG. 2 in the c-time short game state are not interrupted.

[0279] Subsequently, with reference to FIG. 14(e), the handling when a game ball passes through the general power operation gate 228g during the variable display of the general diagram will be described.

[0280] FIG. 14(e) is a diagram showing the handling when a game ball passes through the general power operation gate 228g during the variable display of the general diagram.

[0281] As shown in this FIG. 14(e), when a game ball passes through the general power operation gate 228g during the variable display of the general diagram after winning in the general diagram start port 228, the variable display of the general diagram during the variable display is interrupted regardless of the display result, and when the opening and closing operation of the shutter member 2311 of the electric chute based on the passage of the game ball through the general power operation gate 228g ends, the variable display of the general diagram is restarted.

[0282] Next, the processing of the first sub-control unit 400 will be described. FIG. 17(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. First, in step S301 of FIG. 17(a), various initial settings are performed. When the power is turned on, first, the initialization process is executed in step S301. In this initialization process, initial settings of input / output ports, initialization processing of storage areas in the RAM 408, and the like are performed.

[0283] In the next step S303 after step S301, it is determined whether the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to the process of step S305. In step S305, 0 is assigned to the timer variable.

[0284] In the next step S307 after step S305, command processing is performed. The CPU 404 of the first sub-control unit 400 determines whether a command has been received from the main control unit 300.

[0285] In the next step S309 after step S307, effect control processing is performed. For example, when there is a new command in step S307, processing such as reading out effect data corresponding to this command from the ROM 406 is performed, and when the update of the effect data is necessary, the update process of the effect data is performed.

[0286] In the next step S311 after step S309, chance button control processing is performed. In the chance button control processing, operations of the effect button 136 and the operation key unit 190 are detected, and according to the detection result, the effect data updated in step S309 is changed to effect data corresponding to the operations of the effect button 136 and the operation key unit 190.

[0287] In the next step S313 after step S311, sound control processing is performed. In the sound control processing, when there is an instruction to the sound source IC 416 in the effect data read out in step S309, this instruction is output to the sound source IC 416.

[0288] In the next step S315 after step S313, lamp control processing is performed. In the lamp control processing, when there are commands for various lamps 442 and 452 in the effect data read in step S309, these commands are output to the game board lamp drive circuit 440 and the game table frame lamp drive circuit 450.

[0289] In the next step S317 after step S315, movable body control processing is performed. For example, when there are commands for the upper first effect movable unit 7 shown in FIG. 3 and the second effect movable unit 8 hidden on the rear side in the effect data read in step S309, these commands are output to the drive circuit 422.

[0290] In the next step S319 after step S317, information transmission processing is performed. In the information transmission processing, when there is a control command to be transmitted to the second sub-control unit 500 in the effect data read in step S309, setting is performed to output this control command. Then, the process returns to step S303.

[0291] FIG. 17(b) is a flowchart of the first sub-control unit command reception interrupt processing (strobe interrupt processing) executed by the CPU 404 of the first sub-control unit 400. This command reception interrupt processing is a process executed when the first sub-control unit 400 detects a strobe signal from the main control unit 300. In step S331 of the command reception interrupt processing, the command received from the main control unit 300 is stored as an unprocessed command in the command storage area provided in the RAM 408.

[0292] Figure 17(c) is a flowchart of the first sub-control unit timer interrupt process executed by the CPU 404 of the first sub-control unit 400. The first sub-control unit 400 includes a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment). Triggered by this timer interrupt, the timer interrupt process is executed at a predetermined period. In step S341 of the first sub-control unit timer interrupt process, 1 is added to the value in the timer variable storage area of the RAM 408 described in step S303 of the first sub-control unit main process, and the result is stored in the original timer variable storage area. Therefore, in step S303, it is determined that the value of the timer variable is 10 or more every 20 ms (2 ms × 10).

[0293] In the next step S343 after step S341, the control command is transmitted to the second sub-control unit 500 set in the information transmission process (step S319) of the first sub-control unit main process, and other processes such as updating the random number value for effect are performed.

[0294] Next, the process of the second sub-control unit 500 will be described. Figure 18(a) is a flowchart of the main process executed by the CPU (not shown) of the second sub-control unit 500. First, in step S401 of Figure 18(a), various initial settings are performed. When the power is turned on, the initialization process is first executed in step S401. In this initialization process, the initial settings of the input / output ports and the initialization process of the storage area in the RAM (not shown) are performed.

[0295] In the next step S403 after step S401, it is determined whether the timer variable is 10 or more. This process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S405. In step S405, 0 is assigned to the timer variable.

[0296] In the next step S407 after step S405, command processing is performed. The CPU of the second sub-control unit 500 determines whether a command has been received from the first sub-control unit 400.

[0297] In the next step S409 after step S407, effect control processing is performed. For example, when there is a new command in step S407, processing such as reading out effect data corresponding to this command (effect data by the decoration pattern display device 208) from a ROM (not shown) is performed, and when it is necessary to update the effect data, update processing of the effect data is performed.

[0298] In the next step S411 after step S409, image control processing is performed. In the image control processing, when there is an instruction to the VDP516 in the effect data read out in step S409, this instruction is output to the VDP516 (details will be described later). Then, the process returns to step S403.

[0299] FIG. 18(b) is a flowchart of command reception interrupt processing executed by the CPU of the second sub-control unit 500. This command reception interrupt processing is processing executed when the second sub-control unit 500 detects a strobe signal from the first sub-control unit 400. In step S431 of the command reception interrupt processing, the command received from the first sub-control unit 400 is stored in a command storage area provided in the RAM as an unprocessed command.

[0300] FIG. 18(c) is a flowchart of timer interrupt processing executed by the CPU of the second sub-control unit 500. The second sub-control unit 500 includes a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and based on this timer interrupt, the timer interrupt processing is executed at a predetermined period. In step S441 of the timer interrupt processing, 1 is added to the value in the timer variable storage area of the RAM described in step S403 of the second sub-control unit main processing and stored in the original timer variable storage area. Therefore, in step S403, it is determined that the value of the timer variable is 10 or more every 20 ms (2 ms × 10). In the next step S443 after step S441, update processing of other random numbers for effects and the like is performed.

[0301] Figure 18(d) is a flowchart of the image control process in step S411 of the second sub-control unit main process. In step S451, a transfer instruction for image data (movie data and texture data described later) is issued. Here, the CPU 504 first swaps the designation of the drawing areas of frame buffer 1 and frame buffer 2 in the VRAM 518. As a result, one frame of the image stored in the frame buffer not designated as the drawing area is displayed on the decorative symbol display device 208. Next, the CPU 504 sets the ROM coordinates (transfer source address of the ROM 506), VRAM coordinates (transfer destination address of the VRAM 518), etc. in the attribute register of the VDP 516 based on a table such as position information, and then sets an instruction to start the transfer of image data from the ROM 506 to the VRAM 518. The VDP 516 transfers the image data from the ROM 506 to the VRAM 518 based on the instruction set in the attribute register. After that, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.

[0302] In the next step S453 after step S451, it is determined whether a transfer end interrupt signal from the VDP 516 has been input. If the transfer end interrupt signal has been input (step S453: Yes), the process proceeds to step S455. Otherwise (step S453: No), it waits for the transfer end interrupt signal to be input.

[0303] In step S455, parameter settings are performed based on the production scenario configuration table, attribute data, etc. Here, the CPU 504 instructs the VDP 516 with information on the image data constituting the display image (coordinate axes of the VRAM 518, image size, VRAM coordinates (arrangement coordinates), etc.) in order to form a display image in frame buffer 1 or 2 of the VRAM 518 based on the image data transferred to the VRAM 518 in step S451. The VDP 516 performs parameter settings according to the attribute based on the instruction stored in the attribute register.

[0304] In the next step S457 after step S455, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing the image in the frame buffer according to the instruction of the CPU 504.

[0305] In the next step S459 after step S457, it is determined whether or not an end-of-generation interrupt signal from the VDP 516 based on the end of image drawing has been input. If the end-of-generation interrupt signal has been input (step S459: Yes), the process proceeds to step S461. Otherwise (step S459: No), it waits for the end-of-generation interrupt signal to be input.

[0306] In step S461, a scene display counter that is set in a predetermined area of the RAM 508 and counts which scene's image has been generated is incremented (+1), and the process ends.

[0307] Next, with reference to FIG. 19, the flow of the game according to the present embodiment will be described. Here, the normal game flow is described, and the irregular flow may not be described.

[0308] First, the first game state is (1) the normal game state, that is, the non-time-saving state. This game state is a game state in which left-handed play is recommended, and the game play mainly focuses on performing variable display of the general pattern by winning a game ball in the general pattern start port 228.

[0309] Then, when the variable display result of the general pattern shows a win (general pattern A) (A), (2) the general pattern win game is executed, and as described above, the shutter member 2311 of the special pattern 1 start port 231 advances for a predetermined time.

[0310] In the game per ordinary pattern, when a game ball wins a prize in the special pattern 1 start port 231 (B), the variable display of the special pattern 1 starts, and a big win or small win symbol is displayed. Here, when the small win symbol is displayed, the first variable winning port 234 opens, and the game ball can enter. When the game ball that has entered the first variable winning port 234 passes through the specific area 234v (3), it becomes a big win, and the big win game starts. On the other hand, when the big win symbol is displayed, it becomes a big win without the first variable winning port 234 being opened, and the big win game starts.

[0311] When the first big win game ends, it shifts to one of the two routes according to the symbol of the special pattern 1. Specifically, when "special pattern d" is displayed on the special pattern 1 and it becomes a small win, and then becomes a big win via the small win, after the end of the big win game related to the big win (C), it does not shift to the time-saving game state, and (1) it shifts to the normal game state. When it becomes a big win due to other symbols, when the big win game related to the big win ends (D), it shifts to the a2 time-saving game state where it is easy to win a prize in the above-mentioned (4) special pattern 1 start port 231. Immediately, the game ball passes through the general power operation gate 228g, and it becomes possible to win a prize in the special pattern 1 start port 231 without going through the symbol change. In the a2 time-saving game state, the variable time of the special pattern 1 is the shortest among multiple types of variable times (that is, shorter than the variable time of the special pattern 2 (for example, 0.2 seconds)), so the variable display result of the special pattern 1 is preferentially displayed over the special pattern 2 (E), and (5) a big win or small win occurs in a short time. As a result, two big win games may be carried out seamlessly. Note that the variable time of the special pattern 1 in the a2 time-saving game state may be multiple or only one, but in any case, it only needs to be shorter than any of the variable times of the multiple special pattern 2 variable times. Also, it only needs to be shorter than any of the variable times of the multiple ordinary pattern variable times. Also, when there are multiple variable times of the special pattern 1, the average of the multiple variable times of the special pattern 1 may be shorter than the average of the variable times of the multiple special pattern 2 (ordinary pattern).

[0312] When the jackpot game after the second time ends, the game shifts to one of two routes according to the symbols in Special Figure 1. In this case, the special figure determination table for jackpot / sudden short-time winning during the a-short game state shown in FIGS. 9(c) and 10(b) or the special figure determination table for small winning during the a-short game state is referred to. Specifically, if "Special Figure A" is displayed in Special Figure 1 and it becomes a jackpot, or if "Special Figure a" is displayed and it becomes a small win, and if it becomes a jackpot via the small win, when the jackpot game ends (F), (6) it shifts to the a2-short game state, and the symbol variation display of Special Figure 1 is started 5 times or the symbol variation display of Special Figure 2 is started 2 times and continues until then. Also in this case, since it becomes a short-time game state where it is easy for the game ball to win in Special Figure 1, the variation display result of Special Figure 1 is displayed preferentially over Special Figure 2 (G), (5) and again a jackpot or a small win occurs in a short time (1G consecutive).

[0313] On the other hand, if "Special Figure b" or "Special Figure c" is displayed in Special Figure 1 and it becomes a small win, and if it becomes a jackpot via the small win, when the jackpot game ends (H), (7) it shifts to the a2-short game state, and the symbol variation display of Special Figure 1 is started 1 time or the symbol variation display of Special Figure 2 is started 1 time and continues until then. In most cases, since there is a hold for Special Figure 2 during the jackpot, when the first symbol variation display of Special Figure 2 is started, the a2-short game state ends (I), (8) and it shifts to the normal game state. However, since the symbol variation display of Special Figure 2 being executed is subject to a lottery in the a-short game state, as shown in FIG. 9(a), in most cases, the short-time symbol is selected. Therefore, as a result of the symbol variation display of Special Figure 2, when the short-time symbol (Special Figure E) is displayed (J), (9) it shifts to the RUSH state which is the c-short game state. Also, if "Special Figure d" is displayed in Special Figure 1 and it becomes a small win, and if it becomes a jackpot via the small win, when the jackpot game ends (H), (7) it shifts to the a1-short game state, and the symbol variation display of Special Figure 1 is started 1 time or the symbol variation display of Special Figure 2 is started 1 time and continues until then. That is, substantially the same operation as the a2-short game state that occurs after the end of the jackpot game that shifted due to the display of "Special Figure b" or "Special Figure c" is performed.

[0314] In the c time-saving game state (RUSH state), the gameplay is centered on the display of the pattern change of the special chart 2. The c time-saving game state continues until the display of the pattern change of the special chart 1 starts once or the display of the pattern change of the special chart 2 starts 144 times. Therefore, in the c time-saving game state, the special chart judgment table for the big win / sudden time-saving winning in the c time-saving game state shown in FIG. 9(d) and FIG. 10(c) or the special chart judgment table for the small win in the c time-saving game state is referenced until the display of the pattern change of the special chart 2 starts 144 times. Specifically, when "Special chart B" or "Special chart C" is displayed on the special chart 2 and a big win is obtained (N), a 10R big win game is executed (3), and when the big win game ends (D), (4) the state transitions to the a2 time-saving game state, and continues until the display of the pattern change of the special chart 1 starts five times or the display of the pattern change of the special chart 2 starts twice.

[0315] On the other hand, if "Special D" is displayed on the special chart 2 and a jackpot is reached, or if "Special e", "Special f", or "Special g" is displayed and a small jackpot is reached, and a 10R or 2R jackpot is reached via the small jackpot (K), (10) when the jackpot game ends (L), (7) the a1 time-saving game state is entered, which continues until the pattern change display of the special chart 1 starts once or the pattern change display of the special chart 2 starts once (I), and then (8) the normal game state is entered. As mentioned above, in this normal game state, the pattern change display of the special chart 2, which is the trigger for the end of the a1 time-saving game state, is usually executed, and the special chart E is selected as a result of the jackpot lottery for the special chart 2 (except when a jackpot is reached), so the game immediately enters the c time-saving game state (J). In addition, when the 144th pattern change display by the special chart 2 ends during the c time-saving game state, the c time-saving game state ends (M) and transitions to the normal game state (1).

[0316] In the game flow according to the present embodiment described above, in the normal game state, the game centered around the variable display of the normal pattern is the main focus. In the c-time short game state (RUSH state), the game centered around the variable display of Special 2 is the main focus. In the normal game state when the normal symbol wins or in the a2-time short game state where the number of time short is set to 5 times (Special Pattern 1), in the state where the general power operation gate 228g is passed (1G continuous), that is, in the state where the shutter member 2311 is opened in a manner that enables winning at the Special Pattern 1 start port 231, the game centered around the variable display of Special Pattern 1 is the main focus.

[0317] Next, a specific example of the effect executed in the pachinko machine 100 according to the present embodiment will be described.

[0318] FIG. 20 is a diagram showing an example of the effect centered around the decorative symbol display device 208 of the pachinko machine of the present embodiment step by step.

[0319] FIG. 20 shows a decorative symbol display device 208, a normal symbol display device 210, a first special pattern display device 212, a second special pattern display device 214, a normal pattern hold lamp 216, and a special pattern 2 hold lamp 220.

[0320] In the decorative symbol display device 208 shown in FIG. 20(a), a combination of decorative symbols "decoration 4 - decoration 1 - decoration 7" is stopped and displayed. Here, the background is not shown, but the default background image described later is displayed. Also in the following description, when the background is not shown, unless otherwise specified, the default background image is displayed. Note that various background images different from the default background image (for example, a background image according to the mode, etc.) may be displayed.

[0321] The decorative symbol display device 208 is provided with a fourth symbol display area 284 at the upper right corner. The fourth symbol display area 284 is an area for notifying whether the symbols are changing (or stopped). From top to bottom, it becomes the symbol change notification area of the general drawing, the symbol change notification area of special drawing 1, and the symbol change notification area of special drawing 2. When the symbols of the general drawing are stopped, a symbol of a circle or a cross is lit, but when the symbols of the general drawing are changing, a symbol of "-" blinks. When the symbols of special drawing 1 are stopped, a symbol of a circle or a cross is lit, but when the symbols of special drawing 1 are changing, a symbol of "-" blinks. When the symbols of special drawing 2 are stopped, a symbol of a circle, a cross, or a triangle is lit, but when the symbols of special drawing 2 are changing, a symbol of "-" blinks. Thus, the fourth symbol not only has different display positions but also different display modes (here, shapes), so that the player can distinguish them at a glance. In addition, a preview may be given by changing the display mode, lighting mode, or blinking mode of the fourth symbol.

[0322] Also, the decorative symbol display device 208 is provided with a variable icon display area 280 at the lower center of the effect display area 208d.

[0323] Furthermore, the control state (game state) shown in FIG. 20 is a non-time-limited game state. In the decorative symbol display device 208 in this non-time-limited game state, a general drawing hold icon display area 281 is provided to the left of the variable icon display area 280. Note that in the decorative symbol display device 208 in the non-time-limited game state, the display of the hold icon display areas for special drawing 1 and special drawing 2 is omitted, but the hold icon display areas for special drawing 1 and special drawing 2 may be provided.

[0324] In the hold icon display area 281 of the general drawing, a hold icon representing the hold of the general drawing is displayed. The number of holds in the general drawing is represented not only by the number of lit lamps of the general drawing hold lamp 216 but also by the number of hold icons in the general drawing. The number of holds in the special drawing 2 is represented by the number of lit lamps of the special drawing 2 hold lamp 220. It may also be represented by the number of hold icons in the special drawing 2. That is, the hold icon corresponds to the start-up information stored in the RAM 308 of the main control unit 300. Hereinafter, the hold icon corresponding to the oldest start-up information (the oldest winning) may be referred to as the first hold icon, the hold icon corresponding to the second oldest start-up information as the second hold icon, and so on. In the hold icon display area 281 of the general drawing, the hold icons are displayed side by side horizontally, and the hold icon on the right side is the hold icon with an older winning. In this embodiment, since the special drawing 1 does not perform a hold, the hold icon is not displayed, but it may be displayed.

[0325] In Fig. 20(a), two hold icons h11 and h12 of the general drawing are displayed in the hold icon display area 281 of the general drawing, and both of these two hold icons h11 and h12 are displayed in the default display mode (round and plain white display mode). That is, the default hold icon of the general drawing is a round hold icon. In Fig. 20(a), in order to make it easy to understand that four hold icons are displayed in the hold icon display area 281 of the general drawing, the hold icons that are not actually displayed are also shown by dotted lines.

[0326] On the other hand, no hold icon is displayed in the hold icon display area of the special drawing 2. This is because, as described above, the control state (game state) shown in Fig. 20 is a non-time-short game state, so winning at the special drawing 2 start port 232 is not recommended.

[0327] In the pachinko machine 100 of the present embodiment, according to the control state (game state), the hold icon display area where it is easier to win in the normal pattern or the special pattern 2 is displayed. That is, when the control state is a non-time-limited game state, as shown in FIG. 20(a), the hold icon display area 281 of the normal pattern is displayed in the effect display area 208d. Conversely, when the control state is a time-limited game state, the hold icon display area 282 of the special pattern 2 may be displayed.

[0328] Although not shown here, the default display mode of the hold icon in the normal pattern and the default display mode of the hold icon in the special pattern 2 may be the same or different display modes.

[0329] In the present embodiment, the start of the symbol variation display of the normal pattern or the special pattern is performed in the order of variation start → blinking start or extinguishing of the fourth symbol → start or erasure of the moving animation of the hold icon → start of the variation of the decorative symbol in the special symbol display device or the normal symbol display device, but this order may be reversed.

[0330] In FIG. 20(b), the symbol variation display of the normal pattern is started, the symbol variation in the normal symbol display device 210 is started, and it is carried out until the fourth symbol is extinguished, but there is still no change in the hold icon or the decorative symbol.

[0331] In FIG. 20(c), the moving animation of the hold icons h11 and h12 of the normal pattern is started. The moving animation here is that the hold icon (the hold icon targeted for the current symbol variation) at the display position of the first hold icon h11 starts to move toward the variation icon display area 280, and the hold icon at the display position of the second hold icon h12 starts to move toward the display position of the first hold icon h11 of the normal pattern. At this stage, the variation display of the decorative symbol has not been started.

[0332] In Fig. 20(d), the moving animation continues. In Fig. 20(e), the held icon that was the first held icon h11 before the variation starts reaches the variation icon display area 280 and is displayed as the variation icon h0, and the held icon that was the second held icon h12 before the variation starts reaches the display position of the first held icon h11 and is displayed as the first held icon h11. However, even at this stage, the variation display of the decorative pattern has not yet started. Note that when the pattern variation in the general pattern display device 210 starts, the held icon that was the first held icon h11 until then may be regarded as the variation icon h0, or the held icon that was the second held icon h12 until then may be regarded as the first held icon h11.

[0333] Then, in Fig. 20(f), the variation display of the decorative pattern starts.

[0334] In the decorative pattern display device 208 where the variation display of the decorative pattern has started, as shown in Fig. 20(g), an operation promotion notification image 136P for prompting the player to press the effect button 136 within the valid period is displayed. In this operation promotion notification image 136P, to the right of the character image of the protagonist, an image 136P1 of the effect button 136 and a remaining time display bar 136P2 representing the remaining time of the above valid period are displayed. Although the variation display of the decorative pattern is hidden by the operation promotion notification image 136P, the player can recognize that the special pattern is changing due to the fourth pattern 284 or the like. Note that the display position of the decorative pattern may be moved to a position that does not overlap with the operation promotion notification image 136P so that the decorative pattern is not hidden.

[0335] In the remaining time display bar 136P2 shown in Fig. 20(h), the above valid period is decreasing. In Fig. 20(i), the player is pressing the effect button 136. When the effect button 136 is pressed within the above valid period, as shown in Fig. 20(j), in the decorative pattern display device 208, a reach state entry notice image 2071 is displayed instead of the operation promotion notification image 136P. In the reach state entry notice image 2071, the character string "Chance!!" is displayed to the right of the character image of the protagonist.

[0336] In FIG. 20(k), the reach state entry warning image 2071 disappears, and the variable display of the decorative pattern becomes visible, and then, as shown in FIG. (l) of the same figure, it enters the reach state. Note that even if the reach state entry warning image 207 is displayed, it may not enter the reach state, but it may be configured to always enter.

[0337] As described above, the appearance of the operation promotion notification image 136P corresponds to an effect that serves as a trigger for a notice regarding the currently performed variable display of the pattern.

[0338] In FIG. 20(m), the background image switches from the default background image to non-display, and the variable icon display area 280 and the hold icon display area 281 of the general pattern disappear. Note that the fourth pattern display area 284 is displayed. Also, the variable display of the decorative pattern that has been performed in the left pattern display area 208a, the middle pattern display area 208b, and the right pattern display area 208c so far moves to the lower right corner and is displayed in a reduced size, and in FIG. 20(n), it develops into a special reach (swordsman reach). In the decorative pattern display device 208 shown in FIG. 20(n), a large image of the enemy swordsman is displayed, and in the decorative pattern display device 208 shown in FIG. (o) of the same figure, an animation of a duel scene between the protagonist lord and the enemy swordsman is displayed.

[0339] Note that the reach state entry warning image 2071 may be a notice not only of entering the reach state but also of developing up to the SP reach.

[0340] FIG. 21 is a diagram showing the continuation of an example of the effect shown in FIG. 20 step by step.

[0341] In Figure 21(p) which follows Figure 20(o), the animation of the duel scene continues, and this animation continues until Figure 21(s). In Figure 21(s), the protagonist lord defeats the enemy swordsman, and in the same figure (t), everything becomes non-displayed once, leaving only the fourth symbol display area 284. Note that instead of non-display, a background image different from before may be displayed. Alternatively, in this scene, a display of setting suggestions may be shown. Eventually, as shown in the same figure (u), a fluctuating variation of the combination of the decorative symbol "Decoration 7 - Decoration 7 - Decoration 7" is displayed. The background here may be non-displayed or a background image different from before. Also, the display of the variable icon display area 280 and the hold icon display area 281 of the general diagram remains disappeared, and only the fourth symbol display area 284 is being displayed.

[0342] In the decorative symbol display device 208 shown in Figure 21(v), the combination of the jackpot decorative symbols "Decoration 7 - Decoration 7 - Decoration 7" is stopped from being displayed. Also, the fourth symbol (round symbol) of the general diagram shown in Figure 21(v) is lit. In this Figure 21(v), the background is non-displayed, but actually, a background image different from the default is being displayed. Eventually, in Figure 21(w), as a jackpot game start effect, a character display of "Jackpot" is made together with a background image celebrating the jackpot (omitted here). Note that in the jackpot game start effect shown in Figure 21(w), a display including setting suggestions may be shown. In this case, it may be set to show a display including setting suggestions only when it becomes a jackpot that satisfies certain conditions (for example, only in the case of the first jackpot after power-on, only when a jackpot occurs five or more consecutive times, only when it becomes the jackpot with the largest number of payout balls among a plurality of jackpots with different payout balls (for example, 10R jackpot, etc.), etc.).

[0343] Figure 22 is a diagram showing an example of the effect in another case following Figure 21(q) step by step.

[0344] In Fig. 22(a), the animation of the duel scene started in Fig. 20(o) continues and this animation continues until Fig. 22(b). In Fig. 22(b), the protagonist lord is defeated by the enemy swordsman, and in Fig. 22(c) of the same figure, as in Fig. 21(t), everything becomes non-displayed once leaving the fourth symbol display area 284. Note that in this scene, the display of setting suggestions may be displayed. By doing so, for example, there may be a case where an expectation regarding the setting can be given while the player is discouraged because the SP reach has failed. Eventually, in Fig. 22(d), the fluctuation of the combination of the decorative symbols of "decoration 7 - decoration 6 - decoration 7" starts. Here, the display of the variable icon display area 280 and the hold icon display area 281 of the normal pattern is restored, and the variable icon h0 and the first hold icon h11 of the normal pattern are displayed.

[0345] In the decorative symbol display device 208 shown in Fig. 22(e), the fourth symbol (circular symbol) of the normal pattern lights up, and the combination of the losing decorative symbols of "decoration 7 - decoration 6 - decoration 7" stops being displayed. Next, during the period of the confirmed display of the normal pattern, in the variable icon display area 280, the erasing animation of the variable icon h0 is executed. In Fig. 22(f) of the same figure, the erasing animation of the variable icon h0 starts, the erasing animation continues also in Fig. 22(g) of the same figure, and the variable icon h0 completely disappears in Fig. 22(h) of the same figure. Note that the erasing animation of the variable icon h0 may be executed before the confirmed display of the normal pattern.

[0346] Fig. 23 is a diagram showing another production example centered on the decorative symbol display device 208 of the pachinko machine 100 of the present embodiment step by step. Note that in Fig. 23, the normal symbol display device 210, the first special symbol display device 212, the second special symbol display device 214, the normal pattern hold lamp 216, and the special pattern 2 hold lamp 220 are not shown.

[0347] In the decorative symbol display device 208 shown in Fig. 23(a), a variable display of the decorative symbol is being performed. Also, in the state shown in Fig. 23(a), a variable display of the general symbol is being performed, and both the special symbol 1 and the special symbol 2 are in a stopped display state. In the fourth symbol display area 284 in the upper right corner of the decorative symbol display device 208, as an indication thereof, the fourth symbol of the general symbol is blinking, and the fourth symbols of the special symbol 1 and the special symbol 2 are lit.

[0348] Furthermore, since the control state (game state) shown in Fig. 23 is a non-time-limit game state, a hold icon display area 281 for the general symbol is provided to the left of the variable icon display area 280.

[0349] In the hold icon display area 281 for the general symbol, a hold icon representing the hold of the general symbol is displayed. The number of holds of the general symbol is represented not only by the number of lit lamps of the general symbol hold lamp 216 but also by the number of hold icons of the general symbol. The number of holds of the special symbol 2 is represented by the number of lit lamps of the special symbol 2 hold lamp 220. Note that it may also be represented by the number of hold icons of the special symbol 2. That is, the hold icon corresponds to the start information stored in the RAM 308 of the main control unit 300. Hereinafter, the hold icon corresponding to the oldest start information (the oldest winning) may be referred to as the first hold icon, and the hold icon corresponding to the second oldest start information may be referred to as the second hold icon, and so on. In the hold icon display area 281 for the general symbol, the hold icons are displayed side by side, and the hold i...

Claims

1. A main control means capable of counting an increase in the number of reserved balls based on the ball entering the starting hole; A sub-control means for receiving an increase signal transmitted from the main control means when the reserved number increases; A performance means controlled by the sub-control means; An operating means; A gaming machine equipped with A presentation mode can be set by operating the operating means from among a plurality of presentation modes; One of the plurality of rendering modes is a first rendering mode; One of the plurality of rendering modes is a second rendering mode; The performance means may execute a display of a decorative pattern in response to a pattern change based on a ball entering the starting hole, The directing means is a means capable of displaying a hold icon in a first display area, The sub-control means is a means for displaying a hold icon in the first display area when the increase signal is normally received, the presentation means is a means for displaying a second reserved icon and also a third reserved icon in the first display area in a certain case (hereinafter referred to as the "first case") in which, while one reserved icon is being displayed, one game ball enters the starting hole but the sub-control means fails to properly receive an increase signal corresponding to the reserved number being two, and then one game ball enters the starting hole and the sub-control means properly receives an increase signal corresponding to the reserved number being three; the presentation means is a means for displaying the hold icon in a certain suggestive manner suggesting the possibility that the player may be in an advantageous state when displaying the hold icon in the first presentation mode, In the first case in the first performance mode, the hold icon representing the hold represented by the second hold icon is not displayed in the certain suggested manner at least from the start of display until the end of display as the hold icon, and is displayed in a certain manner; The effect means is a means capable of displaying a change icon corresponding to a currently occurring pattern change, The states of the variable icon include at least a certain display state, a first suggested state, a second suggested state, and a third suggested state, The change icon of the certain display mode may be changed to a change icon of the first suggestion mode, The change icon of the certain display mode may be changed to a change icon of the second suggestion mode, The variable icon of the certain display mode may be changed to a variable icon of the third suggested mode, The variable icon of the first suggestion mode does not change to the variable icon of the certain display mode, The change icon of the first suggestion mode may change to a change icon of the second suggestion mode, The first suggested state change icon may be changed to the third suggested state change icon, The variable icon of the second suggestion mode does not change to the variable icon of the certain display mode, The change icon of the second suggestion mode does not change to the change icon of the first suggestion mode, The change icon of the second suggestion mode may change to a change icon of the third suggestion mode, The variable icon of the third suggestion mode does not change to the variable icon of the certain display mode, The variable icon of the third suggestion mode does not change to the variable icon of the first suggestion mode, The variable icon of the third suggested mode does not change to the variable icon of the second suggested mode, In the first presentation mode, the expectation of a hit is higher for the variable icon of the first suggestion mode than for the variable icon of the certain display mode, higher for the variable icon of the second suggestion mode than for the variable icon of the first suggestion mode, and higher for the variable icon of the third suggestion mode than for the variable icon of the second suggestion mode; The first rendering mode is a mode in which a certain rendering can be executed, The second rendering mode is a mode in which the certain rendering cannot be executed, The certain performance may be started in response to a ball entering the starting hole (hereinafter referred to as a "certain ball entering") when a decorative pattern is being displayed in a variable manner, The certain performance is a performance that will not be started in response to the certain ball entry during the execution of the variable display of the decorative pattern that is started after the reservation due to the certain ball entry is consumed, When the certain performance is executed in the first performance mode, the variable icon that is the subject of the certain performance is more likely to be displayed in the second suggested mode than in the first suggested mode as a final display mode, and the third suggested mode is more likely to be displayed than the first suggested mode; moreover, A flow path through which game balls flow is provided, The flow path is configured to include a first flow path, a second flow path, and a third flow path, The first flow path is a flow path through which game balls can flow during normal play, The second flow path is a flow path through which the game balls are difficult to circulate during the normal game and through which the game balls are easily circulated during a winning game, The third flow path is a flow path through which game balls can flow during the normal game, a first screw insertion port into which a screw can be inserted is formed on the first flow path; a screw insertion hole through which a screw can be inserted is not formed on the second flow path, a third screw insertion port into which a screw can be inserted is formed on the third flow path; The first screw insertion port is formed at a position where, when a screw is not properly inserted into the first screw insertion port, a game ball that has circulated through the first flow path can come into contact with the screw and a structure that forms the first flow path; the third flow path has a first opening and a second opening; the first opening is upstream of the second opening; The third screw insertion port is formed at a position where, when a screw is not properly inserted into the third screw insertion port, a game ball that has circulated through the third flow path can contact the screw and a structure that forms the third flow path, and is closer to the first opening than the second opening. A gaming machine characterized by:

2. A main control means capable of counting an increase in the number of reserved balls based on the ball entering the starting hole; A sub-control means for receiving an increase signal transmitted from the main control means when the reserved number increases; A performance means controlled by the sub-control means; An operating means; A gaming machine equipped with A presentation mode can be set by operating the operating means from among a plurality of presentation modes; One of the plurality of rendering modes is a first rendering mode; One of the plurality of rendering modes is a second rendering mode; The performance means may execute a display of a decorative pattern in response to a pattern change based on a ball entering the starting hole, The directing means is a means capable of displaying a hold icon in a first display area, The sub-control means is a means for displaying a hold icon in the first display area when the increase signal is normally received, the presentation means is a means for displaying a second reserved icon and also a third reserved icon in the first display area in a certain case (hereinafter referred to as the "first case") in which, while one reserved icon is being displayed, one game ball enters the starting hole but the sub-control means fails to properly receive an increase signal corresponding to the reserved number being two, and then one game ball enters the starting hole and the sub-control means properly receives an increase signal corresponding to the reserved number being three; the presentation means is a means for displaying the hold icon in a certain suggestive manner suggesting the possibility that the player may be in an advantageous state when displaying the hold icon in the first presentation mode, In the first case in the first performance mode, the hold icon representing the hold represented by the second hold icon is not displayed in the certain suggested manner at least from the start of display until the end of display as the hold icon, and is displayed in a certain manner; The certain suggestion state of the hold icon includes at least a first suggestion state, a second suggestion state, and a third suggestion state, The hold icon of the certain aspect may be changed to a hold icon of the first suggested aspect, The hold icon of the one aspect may be changed to a hold icon of the second suggested aspect, The hold icon of the certain aspect may be changed to a hold icon of the third suggested aspect, The hold icon of the first suggested aspect may not change to the hold icon of the certain aspect, The hold icon in the first suggested manner may be changed to a hold icon in the second suggested manner; The hold icon of the first suggested aspect may be changed to a hold icon of the third suggested aspect; The hold icon of the second suggested aspect may not change to the hold icon of the certain aspect, The hold icon in the second suggested manner may not change to the hold icon in the first suggested manner, The hold icon of the second suggested aspect may be changed to a hold icon of the third suggested aspect, The hold icon of the third suggested aspect may not change to the hold icon of the certain aspect, The hold icon of the third suggested aspect may not change to the hold icon of the first suggested aspect, The hold icon of the third suggested aspect may not change to the hold icon of the second suggested aspect, In the first presentation mode, the expected probability of winning is higher for the reserved icon of the first suggestion mode than for the reserved icon of the certain mode, higher for the reserved icon of the second suggestion mode than for the reserved icon of the first suggestion mode, and higher for the reserved icon of the third suggestion mode than for the reserved icon of the second suggestion mode; The first rendering mode is a mode in which a certain rendering can be executed, The second rendering mode is a mode in which the certain rendering cannot be executed, The certain performance may be started in response to a ball entering the starting hole (hereinafter referred to as a "certain ball entering") when a decorative pattern is being displayed in a variable manner, The certain performance is a performance that will not be started in response to the certain ball entry during the execution of the variable display of the decorative pattern that is started after the reservation due to the certain ball entry is consumed, When the certain performance is executed in the first performance mode, the second suggestion mode is more likely to be displayed than the first suggestion mode as a display mode in which the reserved icon, which is the subject of the certain performance, is finally displayed, and the third suggestion mode is more likely to be displayed than the first suggestion mode; moreover, A flow path through which game balls flow is provided, The flow path is configured to include a first flow path, a second flow path, and a third flow path, The first flow path is a flow path through which game balls can flow during normal play, The second flow path is a flow path through which the game balls are difficult to circulate during the normal game and through which the game balls are easily circulated during a winning game, The third flow path is a flow path through which game balls can flow during the normal game, a first screw insertion port into which a screw can be inserted is formed on the first flow path; a screw insertion hole through which a screw can be inserted is not formed on the second flow path, a third screw insertion port into which a screw can be inserted is formed on the third flow path; The first screw insertion port is formed at a position where, when a screw is not properly inserted into the first screw insertion port, a game ball that has circulated through the first flow path can come into contact with the screw and a structure that forms the first flow path; the third flow path has a first opening and a second opening; the first opening is upstream of the second opening; The third screw insertion port is formed at a position where, when a screw is not properly inserted into the third screw insertion port, a game ball that has circulated through the third flow path can contact the screw and a structure that forms the third flow path, and is closer to the first opening than the second opening. A gaming machine characterized by:

Citation Information

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