Gaming machine

The gaming machine addresses interrupt management challenges in pachinko machines by using separate arithmetic processing areas with controlled interrupt states, ensuring smooth process execution and efficient data handling.

JP7704422B2Active Publication Date: 2025-07-08UNIVERSAL ENTERTAINMENT CORP
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Patent Information

Application Number
JP2022023121
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-02-17
Publication Date
2025-07-08
Estimated Expiration
2042-02-17

AI Technical Summary

Technical Problem

Conventional pachinko machines face issues with maintaining interrupt prohibition and permission settings during bank switching, requiring manual management of interrupt control states which can disrupt process timing and order.

Method used

The gaming machine incorporates separate arithmetic processing areas with interrupt control states managed through commands, allowing processes to be executed without awareness of interrupt states, and uses stack areas for processing data without disrupting interrupt settings.

Benefits of technology

This configuration enables seamless execution of processes like clear and data setting without interrupt state awareness, ensuring consistent interrupt management and improved processing efficiency.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of invoking a predetermined process without being conscious of an interruption control state at the time of invocation.SOLUTION: When a process for performing a setting or the like of data is invoked, first an interruption control state at the time of invocation is retracted, interruption prohibition is set, and then a process of a setting or the like of data is performed. Then, the retracted interruption control state is restored, and interruption permission is set when the restored interruption control state is an interruption permission state. When the restored interruption control state is not the interruption permission state, control is completed in the state of the interruption prohibition.SELECTED DRAWING: Figure 121
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Description

Technical Field

[0001] The present invention relates to a gaming machine such as a pachinko machine, for example.

Background Art

[0002] Conventionally, a gaming machine called a pachinko machine has been known. This pachinko machine generally includes a gaming area where a game ball launched onto a game board can roll, a starting area provided in this gaming area, a symbol display device, and variable display control means for controlling the symbol display device. In such a gaming machine, when a predetermined condition such as the game ball passing through the starting area (winning at the starting port of the game ball) is satisfied, the variable display control means controls the symbol display device to variably display identification information (for example, a special symbol described later) on the display area of the symbol display device. Then, when the identification information finally derived and displayed on the display area of the symbol display device becomes a predetermined combination (a specific display mode), the gaming state shifts to a jackpot gaming state (so-called "jackpot") advantageous to the player.

[0003] Also conventionally, in the main control circuit of a pachinko machine, there is known a pachinko machine configured to separately use a ROM (Read Only Memory) and a RAM (Random Access Memory) by bank switching (see, for example, Patent Document 1).

[0004] In such a pachinko machine, for example, regarding the ROM, it is divided into a gaming area including a program and data related to game-related processing and an area outside the area including data related to processing other than games. Regarding the RAM, it is divided into a gaming area including a work area related to game-related processing and an area outside the area including a work area related to processing other than games. Further, the gaming area of the ROM and the gaming area of the RAM are assigned to bank 0, and the area outside the area of the ROM and the area outside the area of the RAM are assigned to bank 1.

[0005] In this way, by allocating different areas for the ROM and RAM for each bank, when executing a program in a pachinko gaming machine, the process of switching banks and using the gaming area and the process of using the area outside the region can be managed separately, and for the processes related to the game and the processes other than the game, the programs and data to be used can be separated so as not to be confused.

Prior Art Documents

Patent Documents

[0006]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0007] However, in the conventional configuration, when performing a clear process of a predetermined area, a data setting process, etc., if a bank switch is performed, the setting of interrupt prohibition and interrupt permission during that period may not be maintained. Therefore, when a bank switch is performed, the setting of interrupt prohibition and interrupt permission is managed by turning on and off a predetermined flag, etc., and it is also necessary to perform the turning on and off of such a predetermined flag while being aware of the timing and processing order.

[0008] The present invention has been made in view of such points, and an object thereof is to provide a gaming machine capable of calling a predetermined process without being aware of the interrupt control state at the time of being called.

[0009] Another object of the present invention is to provide a gaming machine capable of normally maintaining the setting of interrupt prohibition and interrupt permission without being aware of the interrupt control state at the time of being called when a predetermined process such as a clear process of a predetermined area or a data storage process is called.

Means for Solving the Problems

[0010] In order to achieve the above object, the present invention provides the following gaming machines.

[0011] The invention according to the first embodiment of the present invention has the following configuration. An arithmetic processing means (for example, main CPU 6201) that performs a first arithmetic processing (for example, processing related to a gaming area) for performing predetermined control related to the operation of the game, and a second arithmetic processing (for example, processing related to an area outside the area) different from the first arithmetic processing, A first storage area (for example, a gaming area of main RAM 6203) that can be used in the first arithmetic processing, A second storage area (for example, an area outside the area of main RAM 6203) that can be used in the second arithmetic processing, display means for displaying information; Comprising The interrupt control state can be set to an interrupt prohibited state by executing an interrupt prohibition command that can set the interrupt prohibited state, and can be set to an interrupt permitted state by executing an interrupt permission command that can set the interrupt permitted state (for example, the interrupt control state is managed by setting values corresponding to the interrupt prohibited state and the interrupt permitted state in an interrupt permission register), The arithmetic processing means is the first Before executing the 2 arithmetic processing, it is possible to set a state in which a predetermined value indicating the interrupt control state when executing the interrupt prohibition command is stored, and after executing the interrupt prohibition command and after performing the second arithmetic processing, it is possible to set a state in which the predetermined value is restored (for example, storing the value of the interrupt permission register in a flag register), The stack provided in the first storage area (for example, a stack area (gaming area)) can be used by the processing related to the first storage area, and the stack provided in the second storage area (for example, a stack area (area outside the area)) can be used by the processing related to the second storage area, When the processing related to the second storage area is called for the first time, setting processing can be performed on the stack pointer of the second storage area, For each predetermined condition, a clear range of the first storage area and a clear range of the second storage area are associated with each other; When power is turned on, the clear range of the first storage area(For example, the range for clearing data in the game area of the main RAM 6203) It is possible to specify the address of, and without using specific data (for example, CRC check result in which any one of backup abnormality present (flag "1"), power failure undetected (flag "2"), no abnormality (flag "0") is set) when setting the address of the clear range of the first storage area The clearing range for the second storage area can be specified as Indicated by a predetermined address the first memory Of the area predetermined data, It is possible to distribute at the specified bit position and store the distributed first data in the first register and the second data in the second register ri (For example, distribute 1-byte data at bit position "6", set the upper 1 bit (preceded by zeros) in the H register, and the lower 7 bits (preceded by zeros) in the L register) 、 generate third data that can be used as data longer than the data length of the predetermined data for the first data of the first register and the second data of the second register, and according to the third data, information related to the game can be displayed on the display means A gaming machine characterized by the above

Advantages of the Invention

[0012] According to the gaming machine having the above configuration, a predetermined process can be called without being conscious of the interrupt control state at the time of being called

[0013] Further, according to the gaming machine having the above configuration, when a predetermined process such as a clearing process of a predetermined area or a data setting process is called, the interrupt control state at the time of being called is saved, and the process is performed in an interrupt prohibited state in the called process. Then, when returning to the calling source, the interrupt control state can be restored to the saved state. Therefore, it is not necessary to worry about the timing and order of the process, and the settings of interrupt prohibition and interrupt permission can be normally maintained without being conscious of the interrupt control state at the time of being called

[0014] Furthermore, in the program, by describing the control of the interrupt control state, the clearing process of the predetermined area, and the data storage process to the predetermined process together, further efficiency in management and processing can be achieved

Brief Description of the Drawings

[0015]

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Modes for Carrying Out the Invention

[0016] As an example of a gaming machine according to the first embodiment of the present invention, a first pachinko gaming machine, a second pachinko gaming machine, and a third pachinko gaming machine will be described as examples.

[0017] In this specification, unless otherwise specified, the front side of the pachinko gaming machine is defined as the front direction, the back side of the pachinko gaming machine is defined as the back direction, the left side when the pachinko gaming machine is viewed from the front is defined as the left direction, the right side when the pachinko gaming machine is viewed from the front is defined as the right direction, the upper side of the pachinko gaming machine is defined as the upper direction, the lower side of the pachinko gaming machine is defined as the lower direction, the clockwise direction when the pachinko gaming machine is viewed from the front is defined as the right rotation direction, and the counterclockwise direction, which is the opposite, is defined as the left rotation direction.

[0018] Both the first pachinko gaming machine and the second pachinko gaming machine are so-called type 1 pachinko gaming machines called digital pachinko. Among these, the first pachinko gaming machine is a pachinko gaming machine in which only one of the first special symbol and the second special symbol is variably displayed without the two being variably displayed in parallel. In contrast, the second pachinko gaming machine is a pachinko gaming machine in which the first special symbol and the second special symbol can be variably displayed in parallel.

[0019] Further, the third pachinko gaming machine is a pachinko gaming machine called a 1-type 2-type hybrid machine that mixes a so-called type 1 gaming machine called digital pachinko and a type 2 gaming machine called a blade machine. The third pachinko gaming machine described in this specification also has a first special symbol and a second special symbol. In this specification, an example will be described in which only one of the first special symbol and the second special symbol is variably displayed without the two being variably displayed in parallel. However, it is not intended to exclude pachinko gaming machines of the 1-type 2-type hybrid machine in which the first special symbol and the second special symbol can be variably displayed in parallel.

[0020] In this specification, when simply referred to as "special symbol", unless otherwise mentioned, it means both the first special symbol and the second special symbol.

[0021] In addition, the "variable display" as referred to in this specification is a concept that includes, for example, both a "fluctuating display" in which symbols fluctuate and are displayed, and a "stopped display" in which symbols stop and are displayed. The operation from the start of the fluctuating display until the stopped display is called one "variable display". When the symbols being fluctuated stop being displayed (hereinafter also referred to as "derived"), the result of the winning determination process for special symbols (hereinafter also referred to as "special symbol lottery") and the result of the winning determination process for normal symbols (hereinafter also referred to as "normal symbol lottery") described later are determined. Note that, although the symbols may appear to be stopped, there may be a case where the symbols are displayed in a mode where the results of the winning determination process for special symbols and the winning determination process for normal symbols are not determined (for example, a temporarily stopped mode), and such a mode is included in the above-mentioned fluctuating display. Note that, even if the symbols are, for example, temporarily stopped, at this point, since the results of the winning determination process for special symbols and the winning determination process for normal symbols are not determined, the symbols can be fluctuated and displayed again.

[0022] In addition, in this specification, when explaining the first pachinko machine, the second pachinko machine, and the third pachinko machine, the case where the number of special symbols is two (the first special symbol and the second special symbol) is taken as an example for explanation. However, for the first pachinko machine and the third pachinko machine, the number of special symbols may be one.

[0023] [1. First Pachinko Machine] First, the first pachinko machine will be explained.

[0024] As pachinko machines in which the first special symbol and the second special symbol are not variably displayed in parallel and only one of them is variably displayed, when the variable display of the first special symbol and the variable display of the second special symbol are pending, for example, a pachinko machine in which the start condition of the second special symbol is established with priority over the start condition of the first special symbol (hereinafter referred to as "priority variable machine"), and a pachinko machine in which the start conditions are established in the order of winning including the first start port and the second start port (hereinafter referred to as "sequential variable machine").

[0025] In the priority variation mechanism, the starting condition of the first special symbol is established when all of the following certain requirements are met: neither the first special symbol nor the second special symbol is in variable display, it is not in a big win gaming state or the like, the variable display of the second special symbol is not suspended, and the variable display of the first special symbol is suspended. Also, in the priority variation mechanism, the starting condition of the second special symbol is established when all of the following certain requirements are met: neither the first special symbol nor the second special symbol is in variable display, it is not in a big win gaming state or the like, and the variable display of the second special symbol is suspended.

[0026] Also, in the sequential variation mechanism, the starting condition of the first special symbol is established when at least all of the following are satisfied: neither the first special symbol nor the second special symbol is in variable display, it is not in a big win gaming state or the like, the variable display of the first special symbol is suspended, and the earliest suspension is the suspension of the variable display of the first special symbol. Also, in the sequential variation mechanism, the starting condition of the second special symbol is established when at least all of the following are satisfied: neither the first special symbol nor the second special symbol is in variable display, it is not in a big win gaming state or the like, the variable display of the second special symbol is suspended, and the earliest suspension is the suspension of the variable display of the second special symbol.

[0027] Hereinafter, the priority variation mechanism will be described as an example.

[0028] [1-1. Appearance Configuration] FIG. 1 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed from the upper right obliquely forward. FIG. 2 is an example of an exploded perspective view showing the appearance of the first pachinko gaming machine when viewed from the upper right obliquely forward. FIG. 3 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed from the upper right obliquely backward.

[0029] [1-1-1. Basic Configuration] As shown in FIGS. 1 to 3, the first pachinko gaming machine includes an outer frame 2, a base door 3, a glass door 4, a dish unit 5, a launching device 6, a display device 7 (see FIG. 2), a payout unit 8 (see FIGS. 2 and 3), a board unit 9 (see FIGS. 2 and 3), and a game board unit 10 (see FIG. 2), etc. Further, an LED unit 160 (see FIG. 2) is provided at the lower right part of the game board unit 10. Here, the outer frame 2, the base door 3, the glass door 4, the dish unit 5, the launching device 6, the display device 7, the payout unit 8, and the board unit 9 will be briefly described, and the details of the game board unit 10 and the LED unit 160 will be described later. The above parentheses indicate the reference drawings for the configurations not shown in FIG. 1.

[0030] (Outer frame) The outer frame 2 is a frame body having a substantially rectangular shape in a front view and has an opening 21 penetrating in the front-rear direction. This outer frame 2 is fixedly attached to the island equipment in the pachinko parlor. For example, a hinge (not shown) is provided on the front side of the left end portion of the outer frame 2, and the base door 3 is pivotally supported by this hinge. By doing so, it is possible to rotate the base door 3 forward with respect to the outer frame 2 about the hinge.

[0031] Note that, since the outer frame 2 supports a number of members such as the payout unit 8, the board unit 9, the display device 7, the game board unit 10, the glass door 4, and the dish unit 5 described later via the base door 3, high strength is required. On the other hand, for the purpose of enhancing the production effect, for example, the display device 7 (see FIG. 2) and the game board unit 10 are required to be enlarged. Therefore, by configuring the outer frame 2 with, for example, thin metal plates, it is possible to enlarge the display device 7 and the game board unit 10 while maintaining high strength. In particular, if the outer frame 2 is made of aluminum, it is also possible to achieve weight reduction.

[0032] (Base door) The base door 3 has, for example, the payout unit 8 and the board unit 9 etc. attached to the back side and supports them.

[0033] The game board unit 10 is fitted onto the front side of the base door 3. Further, hinges (not shown) are provided at the front side of, for example, the left end of the base door 3, at each of the upper end, the middle part below the approximate center in the vertical direction, and the lower end. The glass door 4 is pivotally supported by the hinges at the upper end and the middle part, and the dish unit 5 is pivotally supported by the hinges at the middle part and the lower end, respectively. By doing so, it is possible to pivot the glass door 4 and the dish unit 5 forward integrally or individually with respect to the base door 3 about the hinges.

[0034] Also, a launching device 6 is fixedly attached to, for example, the lower right side on the front side of the base door 3, and speakers 32 (see FIG. 2) are fixedly attached to, for example, the left and right sides on the upper side. From this speaker 32, for example, sound effects such as voice effects of characters displayed on the display device 7, music, sound effects, voice announcements, error notifications, etc. are output.

[0035] Furthermore, a locking device (not shown) is provided on the side of the base door 3 opposite to the hinges (that is, the right end). This locking device has a function of locking the base door 3 with respect to the outer frame 2 or locking the glass door 4 with respect to the base door 3.

[0036] (Glass Door) The glass door 4 is a frame-shaped member in which an opening 41 is formed. A protective glass 43 (see FIG. 2) having permeability is attached to the opening 41 from the rear side. When the glass door 4 is closed with respect to the base door 3, the game area 105 (see FIG. 4 described later) formed in the game board unit 10 and the protective glass 43 face each other. In this way, the game area 105 can be visually recognized from the front in a state where the glass door 4 is closed with respect to the base door 3, and the game balls flowing down in the game area 105 can be prevented from jumping forward.

[0037] Note that the protective glass 43 may be configured such that a plurality of glass sheets (e.g., two sheets) are attached with a gap therebetween, or a plurality of glass sheets may be unitized to have a gap therebetween. Further, when unitized, a light guide plate or the like may be provided between the glass sheets. The above-described protective glass 43 is not limited to being made of glass, and may be made of, for example, a transparent resin.

[0038] In addition, an operation unit 66 that can be operated by, for example, a player to receive a game information providing service (e.g., "Unime memo (registered trademark)") is provided at the lower part of the glass door 4. This operation unit 66 can also function as an operation unit that can be operated by a hall manager or the like on the hall menu screen.

[0039] In addition, a speaker cover 45 disposed in front of the above-described speaker 32 is provided at the upper part of the glass door 4. Further, a number of LED groups 46 used for light emission effects and the like are arranged at the peripheral edge of the opening 41 of the glass door 4, and an LED cover is provided in front of these LED groups 46. The reference numeral 46 shown in FIGS. 1 and 2 is strictly an LED cover, but for convenience, it will be described as the LED group 46. The LED group 46 is, for example, a light-emitting means for performing notification by light and light emission effects in various variations. However, as long as such light emission effects can be executed, it is not limited to LEDs, and may be, for example, liquid crystals or lamps.

[0040] (Dish unit) The dish unit 5 is a unitization of an upper dish 51 and a lower dish 52. The dish unit 5 is disposed at the front lower part of the base door 3 and below the glass door 4. As described above, the dish unit 5 is configured to be rotatable and openable / closable with respect to the base door 3 so that a casino staff or the like can eliminate a ball jam when it occurs, for example. Note that the dish unit 5 does not necessarily need to be provided with the upper dish 51 and the lower dish 52 respectively, and may be configured as an integral dish.

[0041] The upper tray 51 is provided to be able to store game balls, and the game balls stored in the upper tray 51 are launched from the launching device 6 toward the game area 105 (see FIG. 4 described later). The upper tray 51 is provided with a payout port 53, an effect button 54, etc. The game balls lent out or paid out as bonus balls are paid out from the payout port 53 to the upper tray 51. The effect button 54 is what is called a so-called "CHANCE button", a "push button", etc. The effect button 54 may have a predetermined effect function in addition to the operation function operated by the player. As the predetermined effect function, for example, a function of vibrating or protruding upward based on the result of the winning determination process of the special symbol corresponds. Also, it may also serve as the function of the operation unit 66 described above.

[0042] The lower tray 52 is mainly for storing the game balls that overflow from the upper tray 51. The lower tray 52 is provided with a payout port 55 communicating with the upper tray 51, and the game balls that overflow from the upper tray 51 are paid out from the payout port 55 to the lower tray 52.

[0043] An opening (not shown) that can be opened and closed by the operation of the player is formed on the bottom surface of the lower tray 52. When the opening formed on the bottom surface of the lower tray 52 is opened, the game balls stored in the lower tray 52 can be transferred to the ball box placed below the lower tray 52. In addition, when a so-called per-unit counting system is provided for each unit, not only is a ball box not required, but the game balls counted by the per-unit counting system can also be stored and the stored game balls can be used for the game again.

[0044] (Launching Device) The launching device 6 is for launching the game balls stored in the upper tray 51 toward the game area 105 (see FIG. 4 described later). The launching device 6 is at the front lower right of the base door 3 and is arranged at the lower right of the tray unit 5. The launching device 6 includes a panel body 61, a driving device (not shown), and a launching handle 62.

[0045] The panel body 61 is provided such that, in a state where the dish unit 5 is closed with respect to the base door 3, the dish unit 5 and the launching device 6 fixedly attached to the base door 3 appear as an integral unit externally.

[0046] The launching handle 62 is configured to be rotatable clockwise or counterclockwise and is disposed on the front surface side of the panel body 61. The above-described driving device is disposed on the back surface side of the panel body 61 and is constituted by, for example, a launching solenoid (not shown). When the launching handle 62 is operated by a player, a game ball is launched by the operation of the driving device. Note that, when operating the launching handle 62, the greater the clockwise rotation amount (operation amount), the stronger the launching intensity of the game ball.

[0047] The game ball launched from the launching device 6 disposed at the lower right of the dish unit 5 rolls in an arc along the guide rail 110 (see FIG. 4 described later) via a launching rail (not shown) and is launched into the game area 105 (see FIG. 4 described later). Note that the arrangement position of the launching device 6 is not limited to the lower right of the dish unit 5 and may be the lower left of the dish unit 5. In this case, the above-described launching rail becomes unnecessary, the area below the glass door 4 can be effectively utilized, and the versatility can be enhanced.

[0048] (Display device) The display device 7 (see FIG. 2) has a display area for displaying various effect images related to the game, and is attached so that the above display area faces the opening of the game panel 100. The display device 7 may be, for example, a liquid crystal display device, a 7-segment display device, a dot matrix display device, a display device composed of electroluminescence, etc., or may be a device that projects an image using a projection device such as a projector. In the display area of the display device 7, for example, an effect identification symbol (for example, a decorative symbol) is variably displayed to display the result of the winning determination process of the special symbol, an effect image corresponding to the result of the winning determination process of the special symbol, an effect image during the jackpot game state, a demo effect image, an effect image showing the hold status of the variable display of the special symbol, etc. are displayed. In this embodiment, the display device 7 is attached to the game board unit 10, but if the display area of the display device 7 is arranged so as to face the opening of the game panel 100, the display device 7 may be attached to the base door 3.

[0049] Note that in this embodiment, one display device 7 is provided to display the above various effect images, but a plurality (for example, two) of display devices may be provided and the effect images may be displayed using these plurality of display devices.

[0050] (Payout Unit) The payout unit 8 (see FIGS. 2 and 3) is arranged on the back side of the base door 3 and is composed of a ball passage 81, a payout device 82, etc. The game balls are supplied to the ball passage 81 from a storage tank 80 (see FIGS. 2 and 3). Note that the game balls are supplied to the storage tank 80 from island facilities (not shown). When the payout condition is satisfied, the payout device 82 pays out a predetermined number of the game balls supplied from the storage tank 80 to the ball passage 81 to, for example, the upper tray 51. Also, a power switch 95 is provided on the back side of the payout unit 8 as shown in FIG. 3.

[0051] (Board Unit) The board unit 9 (see FIGS. 2 and 3) is arranged on the back side of the base door 3. Various control boards and the like are provided on the board unit 9.

[0052] Specifically, as shown in FIG. 3, a main control board 91 on which a main control circuit 200 (see FIG. 6 described later) is mounted, a sub-control board 92 on which a sub-control circuit 300 (see FIG. 6 described later) is mounted, a payout / firing control board 93 on which a payout / firing control circuit 400 (see FIG. 6 described later) for controlling the payout and firing of game balls is mounted, and a power supply board on which a power supply circuit 450 (see FIG. 6 described later) for supplying power is mounted, etc. are provided on the board unit 9.

[0053] In FIG. 3, for convenience, the main control board 91, the sub-control board 92, the payout / firing control board 93, and the power supply board 94 are shown with reference numerals, but all of these boards are housed in a board case.

[0054] Also, in this embodiment, the sub-control board 92 is configured as a one-board substrate (a substrate on which one control LSI or a plurality of LSIs are provided on one substrate). However, it is not limited to this. For example, all or part of the display control circuit 304, the audio control circuit 305, the LED control circuit 306, and the accessory control circuit 307 (all of which are shown in FIG. 6 described later), etc. may be on separate substrates, and the sub-control board 92 may be composed of a plurality of substrates.

[0055] [1-1-2. Game Board Unit] FIG. 4 is an example of a front view showing the appearance of the game board unit 10 provided in the first pachinko game machine. A game area 105 is formed on the front side surface of the game board unit 10 through which the fired game balls can roll down.

[0056] As shown in FIG. 4, the game board unit 10 mainly includes a game panel 100 in which a game area 105 where a launched game ball can roll down is formed, a guide rail 110, a center accessory 115 disposed at a substantially central portion of the game area 105, a first start port 120, a general winning port 122, a passing gate unit 125, a special electric accessory unit 130, a second start port 140, a normal electric accessory unit 145, an LED unit 160, an out port 178, and a back unit (not shown) disposed behind the game board unit 10. As described above, the LED unit 160 will be described later.

[0057] (Game Panel) An opening (not shown) is formed in the game panel 100 at a position facing the display area of the display device 7. Further, a guide rail 110 is provided on the front surface of the game panel 100, and game nails (not shown) and the like are implanted. The game ball launched from the launching device 6 (see FIGS. 1 and 2) jumps out from the guide rail 110 toward the game area 105, collides with game nails and the like, and flows downward toward the lower part of the game area 105 while changing its traveling direction.

[0058] Further, a back unit (not shown) provided with a decorative body is disposed behind the game panel 100 to enhance the effect of the performance. The game panel 100 is made of a transparent resin so that the decorative body provided in the back unit can be visually recognized in a front view. In this case, the entire game panel 100 may be made of a transparent member, or for example, only the part where the decorative body provided in the back unit can be visually recognized in a front view may be made of a transparent member. Also, the game panel 100 may be made of a member (for example, wood) having no transparent portion, and a transparent member may be provided in part to enhance the effect of the performance.

[0059] In this embodiment, the game panel 100 is made of a transparent resin so that the back unit can be visually recognized in a front view, but the entire game panel 100 may be transparent, or only a part thereof may be transparent.

[0060] (Guide Rail) The guide rail 110 is composed of an arc-shaped outer rail and an inner rail (both without reference numerals). The game area 105 is demarcated (defined) by the guide rail 110. The outer rail and the inner rail have the function of guiding the game ball launched from the launching device 6 (refer to FIG. 6 described later) to the upper part of the game area 105.

[0061] (Center device) The center device 115 is configured to be fitted into the opening (without reference numeral) of the game panel 100 and is provided with an arc-shaped center rail 116 above. The game ball launched toward the game area 105 is distributed left and right by the center rail 116.

[0062] In this first pachinko gaming machine, in the game area 105, the area to the left of the center device 115 is referred to as the left area 106, and the area to the right of the center device 115 is referred to as the right area 107. The definitions of the left area and the right area are the same for the second pachinko gaming machine and the third pachinko gaming machine described later.

[0063] The game ball launched toward the game area 105 by the launching device 6 flows down through the left area 106 or the right area 107. The game ball flowing down through the left area 106 or the right area 107 flows downward while changing its traveling direction due to collision with the game pins or the like implanted in the game panel 100. When the operation amount of the launch handle 62 (refer to FIGS. 1 and 2) is small, the launched game ball flows down through the left area 106. On the other hand, when the operation amount of the launch handle 62 (refer to FIG. 1) is large, the launched game ball flows down through the right area 107.

[0064] In this specification, as the operation mode (way of hitting) of the launch handle 62, the way of hitting the game ball so that it flows down through the left area 106 is referred to as "left hitting", and the way of hitting the game ball so that it flows down through the right area 107 is referred to as "right hitting". In this way, the player can distribute the game balls toward the left area 106 or the right area 107.

[0065] In addition, the center accessory 115 is formed with a warp inlet 117 at the outer peripheral edge on the left side, through which the game balls flowing down in the left area 106 can enter. The game balls that have entered the warp inlet 117 are configured to be guided to a stage 118 formed in the center accessory 115. The stage 118 is formed such that the game balls can roll in the left - right direction in front of the lower side of the display area of the display device 7. Note that the stage 118 may be formed in multiple stages, such as an upper - stage side stage and a lower - stage side stage, for example.

[0066] A chance inlet 119 through which game balls can enter is formed at the rear side approximately at the center in the left - right direction of the stage 118. The game balls that have entered the chance inlet 119 are configured to be discharged directly above the first start port 120. Therefore, the game balls that have entered the chance inlet 119 have a higher probability of winning (passing through) the first start port 120 compared to the game balls that did not enter the warp inlet 117 and the game balls that entered the warp inlet 117 but did not enter the chance inlet 119.

[0067] (First start port) The first start port 120 is arranged below the display area of the display device 7 and is arranged such that the game balls hit from the left can win (it is difficult or impossible for the game balls hit from the right to win). When a game ball wins the first start port 120, it is detected by a first start port switch 121 (see FIG. 6 described later). Note that it may be possible for the game balls hit from the right to win the first start port 120. Also, instead of or in addition to the above - mentioned first start port 120, a first start port may be provided such that the game balls hit from the right can win (it is difficult or impossible for the game balls hit from the left to win).

[0068] When the first start port switch 121 (see FIG. 6 described later) detects the winning (passing) of a game ball into the first start port 120, various data related to the first special symbol (for example, jackpot determination random number values for the first special symbol, symbol random number values for the first special symbol, reach determination random number values for the first special symbol, and various random number values such as production selection random number values for the first special symbol, etc.) are extracted, and the various extracted data are stored up to a predetermined number (for example, a maximum of 4). When the start condition of the first special symbol (also referred to as the "variation start condition of the first special symbol" in this specification) is satisfied, the stored various data are used for the winning determination process of the first special symbol. When a game ball wins in the first start port 120, for example, 3 prize balls are paid out. However, the number of prize balls paid out based on the winning of a game ball into the first start port 120 is not limited to this.

[0069] In this specification, the winning of a game ball into the first start port 120 is referred to as the start winning of the first special symbol, and various data related to the first special symbol (for example, jackpot determination random number values for the first special symbol, symbol random number values for the first special symbol, reach determination random number values for the first special symbol, and various random number values such as production selection random number values for the first special symbol, etc.) are referred to as the start information of the first special symbol. Also, storing the start information of the first special symbol until the start condition is satisfied is referred to as holding. The same applies to the second special symbol.

[0070] (General winning port) A plurality of general winning ports 122 are arranged in the lower left of the display area of the display device 7, and are arranged such that a game ball hit to the left can win (it is difficult or impossible for a game ball hit to the right to win). When a game ball wins in any of the plurality of general winning ports 122, it is detected by the general winning port switch 123 (see FIG. 6 described later).

[0071] When the general winning port switch 123 (see FIG. 6 described later) detects the winning (passing) of a game ball into the general winning port 122, for example, 4 prize balls are paid out, but the number of prize balls paid out based on the winning of a game ball into the general winning port 122 is not limited to 4.

[0072] In addition, in the present embodiment, the general winning opening 122 is arranged such that it is difficult or impossible for a right-handed game ball to win, but it is not necessarily limited to this. Instead of or in addition to the general winning opening 122 described above, a general winning opening through which a right-handed game ball can win may be provided.

[0073] (Through Gate Unit) The through gate unit 125 is arranged in the right region 107 and is a unit body integrating a through gate 126 configured such that a right-handed game ball can substantially pass through it and a through gate switch 127 (see FIG. 6 described later) for detecting the passage of the game ball through the through gate 126.

[0074] When the passage of the game ball through the through gate 126 is detected by the through gate switch 127, various data related to the normal symbol (for example, a random number value for determining a win of the normal symbol, etc.) are extracted, and the extracted various data are stored up to a predetermined number (for example, a maximum of 4). The stored various data are used for the win determination process of the normal symbol. Note that even if the passage of the game ball through the through gate 126 is detected by the through gate switch 127, no prize balls are paid out. Also, the through gate unit 125 may be arranged in the left region 106 instead of or in addition to the right region 107.

[0075] In this specification, the passage of the game ball through the through gate 126 is referred to as a start passage, and various data related to the normal symbol (for example, a random number value for determining a win of the normal symbol, etc.) extracted by the passage of the game ball through the through gate 126 are referred to as start information of the normal symbol. Also, retaining the start information of the normal symbol until the start condition is satisfied is referred to as retention.

[0076] (Special Electric Actuator Unit) The special electric actuator unit 130 is a unit body integrating a big winning opening 131, a count switch 132 (see FIG. 6 described later) for detecting the winning (passing) of the game ball through the big winning opening 131, and a special electric actuator 133. The special electric actuator unit 130 is arranged below the through gate unit 125 in the right region 107.

[0077] The large winning opening 131 is arranged such that a game ball hit from the right can win (it is difficult or impossible for a game ball hit from the left to win). However, it is not limited to this. Instead of or in addition to the above-mentioned large winning opening 131, a large winning opening through which a game ball hit from the left can win may be arranged, or a large winning opening through which a game ball can win may be arranged above the center accessory 115.

[0078] Also, the large winning opening 131 is a winning opening that is opened so that a predetermined number (for example, 10) of game balls can win (pass through) when the game is controlled to a jackpot game state, which is a game state advantageous to the player. When the entry of a game ball into the large winning opening 131 is detected by a count switch 132 (see FIG. 6 described later), for example, 10 prize balls are paid out. However, the number of prize balls paid out based on the entry of a game ball into the large winning opening 131 is not limited to 10.

[0079] The special electric accessory 133 includes a special electric shutter 134 that can move forward and backward in the front-rear direction, and a special electric solenoid 135 (see FIG. 6 described later) that operates the special electric shutter 134. The special electric accessory 133, that is, the special electric shutter 134, is configured to be capable of state transition between an open state in which it is possible or easy for a game ball to win (pass through) the large winning opening 131 and a closed state in which it is impossible or difficult for a game ball to win (pass through) the large winning opening 131. In the jackpot game state, the state transition from the closed state to the open state is performed over a predetermined number of rounds. That is, the jackpot game state is a game state that enables a large number of game balls to be paid out as prize balls by performing a round game in which the large winning opening 131 transitions from the closed state to the open state over a predetermined period for a plurality of rounds.

[0080] (Second start opening) The second starting port 140 is arranged in the left area 106 (more specifically, below and to the left of the first starting port 120). However, the second starting port 140 is configured such that it is difficult or impossible for a left-hit game ball to win, and the right-hit game ball is guided to the vicinity of the second starting port 140 so that it can win. However, it is not essential to configure the second starting port 140 in this way, and it may be provided in the right area 107, for example. Also, the second starting port 140 may be configured such that a left-hit game ball can win.

[0081] When the second starting port switch 141 (see FIG. 6 described later) detects the winning (passing) of a game ball into the second starting port 140, various data related to the second special symbol (for example, the random number value for the jackpot determination of the second special symbol, the symbol random number value of the second special symbol, the random number value for the reach determination of the second special symbol, and various random number values such as the random number value for the effect selection of the second special symbol, etc.) are extracted, and the various extracted data are stored up to a predetermined number (for example, a maximum of 4). When the starting condition of the second special symbol (also referred to as the "variation start condition of the second special symbol" in this specification) is satisfied, the stored various data are used for the winning determination process of the second special symbol. When a game ball wins in the second starting port 140, for example, 3 prize balls are paid out. However, the number of prize balls paid out based on the winning of a game ball into the second starting port 140 is not limited to this.

[0082] (Normal electric accessory unit) The normal electric accessory unit 145 is arranged in the left area 106 (more specifically, below and to the left of the first starting port 120), and is a unit body that integrates a winning port where a predetermined number of game balls are paid out as prize balls when a game ball wins (passes), a switch that detects the winning of a game ball into this winning port, and a normal electric accessory 146. In this embodiment, the above-mentioned winning port is the second starting port 140, and the above-mentioned switch is the second starting port switch 141.

[0083] The ordinary electric device 146 includes a movable member 147 for ordinary electricity, which is made of, for example, a blade member called a so-called electric chew, and a solenoid 148 for ordinary electricity (see FIG. 6 described later) that operates the movable member 147 for ordinary electricity. The ordinary electric device 146, that is, the movable member 147 for ordinary electricity, is configured to be able to transition between an open state in which it is possible or easy for a game ball to enter (pass through) the second start port 140 and a closed state in which it is impossible or difficult for a game ball to enter the second start port 140. Note that the movable member 147 for ordinary electricity includes a blade type, a door type, a protruding plate type, and the like.

[0084] (Out port) The out port 178 is for discharging game balls that have not won in any of the various winning ports (for example, the first start port 120, the second start port 140, the big winning port 131, the general winning port 122, etc.) among those launched toward the game area 105, outside the machine. This out port 178 is provided on the most downstream side of the game area 105 so that it can discharge both left-shot and right-shot game balls outside the machine. However, in addition to the above out port 178, an out port may be provided at a position that is not the most downstream side, for example, between a plurality of general winning ports 122, so as to discharge game balls flowing down in the game area 105 outside the machine.

[0085] (Rear unit) The rear unit (not shown) decorates the game board unit 10 and is provided on the rear side of the transparent game panel 100. This rear unit includes a group of effect devices 58 such as movable devices controlled by the sub-control circuit 300 (see FIG. 6 described later). The group of effect devices 58 is arranged, for example, around the display area of the display device 7. At least one or more devices or effect device constituent members constituting the devices in the group of effect devices 58 function as effect devices that can operate based on the result of the winning determination process of the special symbol.

[0086] [1-1-3. LED Unit] The LED unit 160 is located at the lower right of the game board unit 10 and is arranged outside the game area 105 (see FIG. 4 for example). The LED unit 160 is a unit body that integrates various display parts.

[0087] FIG. 5 is an example of a front view showing an LED unit 160 provided in the first pachinko gaming machine.

[0088] As shown in FIG. 5, the LED unit 160 includes a normal symbol display section 161, a normal symbol hold display section 162, a first special symbol display section 163, a second special symbol display section 164, a first special symbol hold display section 165, a second special symbol hold display section 166, a probability variation notification display section 167, and a time shortening notification display section 168.

[0089] (Normal symbol display section) The normal symbol display section 161 displays the result of the winning determination process for the normal symbol, and includes normal symbol display LEDs 161a and 161b. When the condition for starting the variable display of the normal symbol (hereinafter referred to as the "starting condition of the normal symbol") is satisfied, a variable display of the normal symbol in which the normal symbol display LEDs 161a and 161b alternately light and go out is started. When a predetermined time has elapsed since the start of the variable display of the normal symbol, the variable display of the normal symbol stops, and the result of the winning determination process for the normal symbol is derived.

[0090] When the result of the winning determination process for the normal symbol is a normal symbol win, the lighting and extinguishing combination of the normal symbol display LEDs 161a and 161b becomes a specific stop display mode. For example, when the result of the winning determination process for the normal symbol is a normal symbol win, the normal symbol display LED 161a lights up and the normal symbol display LED 161b goes out. On the other hand, when the result of the winning determination process for the normal symbol is a loss, for example, the normal symbol display LED 161a goes out and the normal symbol display LED 161b lights up. However, the stop display mode of the normal symbol display LEDs 161a and 161b indicating the result of the winning determination process for the normal symbol is not limited to this. When the normal symbol stops being displayed in a specific stop display mode, it is determined to operate the normal electric accessory 146, and the general-purpose movable member 147 is driven to open and close in a predetermined pattern, facilitating the winning (passage) of the game ball into the second start port 140.

[0091] (Normal symbol hold display section) The hold display section 162 for the normal symbol displays the number of variable displays of the normal symbol that are on hold (hereinafter referred to as the "number of holds of the normal symbol") when the start information of the normal symbol, i.e., the variable display, is on hold, and includes hold display LEDs 162a and 162b for the normal symbol. The above "the variable display of the normal symbol is on hold" refers to the state from when the passage of the game ball through the passing gate 126 is detected and various data related to the normal symbol (for example, the random number value for determining a win of the normal symbol, etc.) are extracted until the start condition of the normal symbol is satisfied. Note that the start condition of the normal symbol is satisfied when at least all of the following conditions are met: the normal symbol is not in the variable display state, and the variable display of the normal symbol is on hold.

[0092] The hold display section 162 for the normal symbol displays the number of holds of the variable display of the normal symbol by the combination of lighting and extinguishing of the hold display LEDs 162a and 162b for the normal symbol. For example, when the number of holds of the normal symbol is 1, the hold display LED 162a for the normal symbol lights up and the hold display LED 162b for the normal symbol goes out. Also, when the number of holds of the normal symbol is 2, both of the hold display LEDs 162a and 162b for the normal symbol light up. Also, when the number of holds of the normal symbol is 3, the hold display LED 162a for the normal symbol blinks and the hold display LED 162b for the normal symbol lights up. Further, when the number of holds of the normal symbol is 4, both of the hold display LEDs 162a and 162b for the normal symbol blink. However, the display modes of the hold display LEDs 162a and 162b for the normal symbol indicating the number of holds of the normal symbol are not limited to this.

[0093] (Special symbol display section) The special symbol display section displays the result of the winning determination process of the special symbol, and includes a first special symbol display section 163 and a second special symbol display section 164. The first special symbol display section 163 includes, for example, a first special symbol display LED group composed of eight LEDs 163a to 163h. Similarly, the second special symbol display section 164 also includes a second special symbol display LED group composed of eight LEDs 164a to 164h.

[0094] When the conditions for starting the variable display of the first special symbol (hereinafter referred to as the "starting conditions of the first special symbol") are satisfied, the variable display of the first special symbol starts, in which all or part of the eight LEDs 163a to 163h constituting the first special symbol display unit 163 repeatedly turn on and off alternately or mutually. When a predetermined time has elapsed since the start of the variable display of the first special symbol, the variable display of the first special symbol stops, and the result of the winning determination process of the first special symbol is derived.

[0095] When the result of the winning determination process of the first special symbol is a big win, the lighting and extinguishing combination of the eight LEDs 163a to 163h constituting the first special symbol display unit 163 becomes a specific stop display mode. When the first special symbol display unit 163 stops displaying in the specific stop display mode, the transition to the big win gaming state is determined.

[0096] When the conditions for starting the variable display of the second special symbol (hereinafter referred to as the "starting conditions of the second special symbol") are satisfied, the variable display of the second special symbol starts, in which all or part of the eight LEDs 164a to 164h constituting the second special symbol display unit 164 repeatedly turn on and off alternately or mutually. When a predetermined time has elapsed since the start of the variable display of the second special symbol, the variable display of the second special symbol stops, and the result of the winning determination process of the second special symbol is derived.

[0097] When the result of the winning determination process of the second special symbol is a big win, the lighting and extinguishing combination of the eight LEDs 164a to 164h constituting the second special symbol display unit 164 becomes a specific stop display mode. When the second special symbol display unit 164 stops displaying in the specific stop display mode, the transition to the big win gaming state is determined.

[0098] (Reserved display unit for special symbols) The reserved display unit for special symbols displays the number of variable displays of the special symbol whose start information, that is, variable display, is reserved (hereinafter referred to as the "reserved number of special symbols"), and includes a first reserved display unit 165 for special symbols and a second reserved display unit 166 for special symbols.

[0099] When the variable display of the first special symbol is held, the first special symbol hold display unit 165 displays the number of holds of the first special symbol, and includes first special symbol hold display LEDs 165a and 165b. "The variable display of the first special symbol is held" refers to the state from when a winning (passing) of a game ball into the first start port 120 is detected and the start information of the first special symbol is extracted until the start condition of the first special symbol is satisfied.

[0100] The first special symbol hold display unit 165 displays the number of holds of the variable display of the first special symbol by the combination of lighting and extinguishing of the first special symbol hold display LEDs 165a and 165b. For example, when the number of holds of the first special symbol is 1, the first special symbol hold display LED 165a lights up and the first special symbol hold display LED 165b goes out. Also, when the number of holds of the first special symbol is 2, both of the first special symbol hold display LEDs 165a and 165b light up. Also, when the number of holds of the first special symbol is 3, the first special symbol hold display LED 165a blinks and the first special symbol hold display LED 165b lights up. Further, when the number of holds of the first special symbol is 4, both of the first special symbol hold display LEDs 165a and 165b blink. However, the display modes of the first special symbol hold display LEDs 165a and 165b indicating the number of holds of the first special symbol are not limited to this.

[0101] When the variable display of the second special symbol is held, the second special symbol hold display unit 166 displays the number of holds of the second special symbol, and includes second special symbol hold display LEDs 166a and 166b. "The variable display of the second special symbol is held" refers to the state from when a winning (passing) of a game ball into the second start port 140 is detected and the start information of the second special symbol is extracted until the start condition of the second special symbol is satisfied.

[0102] The second special symbol hold display section 166 displays the number of holds for the variable display of the second special symbol by the combination of lighting and extinguishing of the second special symbol hold display LEDs 166a and 166b. For example, when the number of holds for the second special symbol is 1, the second special symbol hold display LED 166a lights up and the second special symbol hold display LED 166b goes out. Also, when the number of holds for the second special symbol is 2, both of the second special symbol hold display LEDs 166a and 166b light up. Further, when the number of holds for the second special symbol is 3, the second special symbol hold display LED 166a blinks and the second special symbol hold display LED 166b lights up. Moreover, when the number of holds for the second special symbol is 4, both of the second special symbol hold display LEDs 166a and 166b blink. However, the display modes of the second special symbol hold display LEDs 166a and 166b indicating the number of holds for the second special symbol are not limited to this.

[0103] (Probability change notification display section) The probability change notification display section 167 can be lit during the execution of the probability change control described later and is composed of, for example, an LED or a lamp.

[0104] The probability change notification display section 167 may be lit during the execution of the probability change control. However, for example, by not lighting it so that it cannot be visually recognized that the probability change control is being executed, the execution of the probability change control may be kept secret.

[0105] However, when the power is cut off during the execution of the probability change control, the data indicating that the probability change control is being executed does not disappear due to the function of the backup capacitor 207 described later. Therefore, when the power is cut off during the execution of the probability change control and then the power is turned on, the probability change notification display section 167 lights up in a manner that allows it to be visually recognized that the probability change control is in progress.

[0106] Note that even if it was kept secret whether the probability change control was being executed before the power was cut off, when the power is turned on, the probability change notification display section 167 is configured to light up so that it can be recognized that the probability change control is being executed.

[0107] (Short-time notification display unit) The short-time notification display unit 168 can be lit during the execution of short-time control described later, and is composed of, for example, an LED, a lamp, or the like.

[0108] In this embodiment, the short-time notification display unit 168 has, for example, a first short-time notification display unit 168a and a second short-time notification display unit 168b, but the number of short-time notification display units 168 is not limited to this.

[0109] Also, although details will be described later, the short-time game state includes an A short-time game state, a B short-time game state, and a C short-time game state. And, for example, it is configured to be able to grasp which short-time game state it is by the combination of lighting or extinguishing of the first short-time notification display unit 168a and the second short-time notification display unit 168b.

[0110] The short-time notification display unit 168 may be configured to light the first short-time notification display unit 168a or / and the second short-time notification display unit 168b according to the short-time control being executed. However, for example, by lighting or extinguishing in a manner that the execution of the short-time control or the type of the short-time control being executed cannot be grasped externally (for example, all extinguished, all lit, a manner not related to the short-time control being executed), the execution of the short-time control and the type of the short-time control being executed can be concealed so that they cannot be grasped externally. In particular, although it may be possible to grasp externally whether the short-time control is being executed, since it may be difficult to grasp externally which short-time control is being executed, it is possible to enhance the interest by concealing the type of the short-time control being executed.

[0111] However, when the power is cut off during the execution of the time shortening control, not only the data indicating that the time shortening control is being executed but also the data indicating the type of the time shortening control being executed do not disappear due to the function of the backup capacitor 207 described later. Therefore, when the power is cut off during the execution of the time shortening control and then the power is turned on, the time shortening notification display unit 168 lights up or turns off in a manner that allows the fact that the time shortening control is in progress and the type of the time shortening control being executed to be grasped visually.

[0112] Note that even if the fact that the time shortening control is in progress and the type of the time shortening control being executed were hidden so as not to be visually grasped before the power was cut off, when the power is turned on, the time shortening notification display unit 168 is configured to light up or / and turn off in a manner that allows the fact that the time shortening control is in progress and the type of the time shortening control being executed to be grasped visually.

[0113] [1-2. Electrical Configuration] Next, with reference to FIG. 6, the control circuit of the first pachinko game machine will be described. FIG. 6 is an example of a block diagram showing the control circuit of the first pachinko game machine.

[0114] As shown in FIG. 6, the first pachinko game machine mainly includes a main control circuit 200 that controls processes such as those executed when the power is turned on and processes related to game operations, a sub-control circuit 300 that controls effects according to the progress of the game, a payout / firing control circuit 400, and a power supply circuit 450.

[0115] [1-2-1. Main Control Circuit] The main control circuit 200 controls processes such as those executed when the power is turned on and processes related to game operations. It includes a main CPU 201, a main ROM 202 (read-only memory), a main RAM 203 (read-write memory), an initial reset circuit 204, a backup capacitor 207, etc., and is housed in a main board case (not shown).

[0116] The main CPU 201 is connected to a main ROM 202, a main RAM 203, an initial reset circuit 204, etc. The main CPU 201 incorporates a WDT (watchdog timer) for monitoring operations and functions for preventing fraud, etc.

[0117] The main ROM 202 stores a program for controlling the operation of the first pachinko gaming machine by the main CPU 201, various tables, etc. The main CPU 201 has a function of executing various processes according to the program stored in the main ROM 202.

[0118] The main RAM 203 is provided with a storage area for storing various data necessary for the progress of the game. This main RAM 203 functions as a temporary storage area of the main CPU 201 and stores values of various flags and variables. In this embodiment, a RAM is used as the temporary storage area of the main CPU 201, but it is not limited thereto, and any readable and writable storage medium may be used.

[0119] The initial reset circuit 204 monitors the main CPU 201 and outputs a reset signal as necessary.

[0120] The backup capacitor 207 has a function of temporarily supplying power so that the data stored in the main RAM 203 does not disappear during a power failure, etc.

[0121] Furthermore, the main control circuit 200 also includes an I / O port 205 that is communicably connected to various devices, etc., and a command output port 206 that is connected to be able to output various commands to the sub-control circuit 300.

[0122] In addition, various devices are connected to the main control circuit 200. For example, the main control circuit 200 is connected to the above-described normal symbol display unit 161, normal symbol hold display unit 162, first special symbol display unit 163, second special symbol display unit 164, first special symbol hold display unit 165, second special symbol hold display unit 166, probability variation notification display unit 167, time shortening notification display unit 168, general power solenoid 148, special power solenoid 135, and the like. In addition to these, a performance display monitor 170, an error notification monitor 172, and the like are also connected to the main control circuit 200. The main control circuit 200 can control the operations of these devices by transmitting signals via the I / O port 205.

[0123] On the performance display monitor 170, performance display data, setting values described later, and the like are displayed under the control of the main CPU 201. The performance display data is, for example, data indicating the ratio of the game balls paid out in a game state other than the big win game state for the launch of a predetermined number (for example, 60,000) of game balls, and is also called a base value.

[0124] An error code is displayed on the error notification monitor 172. In addition to the error code, on the error notification monitor 172, for example, in the case of a pachinko game machine with a setting function described later, a setting change in - progress code indicating that the setting change process is in progress, a setting confirmation in - progress code indicating that the setting confirmation process is in progress, and the like can also be displayed. Note that as the setting change in - progress code, a symbol that is not normally displayed as the display of the special symbol (for example, a setting change symbol indicating that the setting change is in progress) may be displayed.

[0125] In addition, the main control circuit 200 is also connected to a first start port switch 121, a second start port switch 141, a passing gate switch 127, a count switch 132, a general winning port switch 123, and the like. When these switches are detected, a detection signal is output to the main control circuit 200 via the I / O port 205.

[0126] Further, the main control circuit 200 is connected to a calling device (not shown) having functions such as calling a croupier and displaying the number of jackpot occurrences, an external terminal board 184 used when transmitting data to a hall computer 186 that manages pachinko gaming machines throughout the hall, a setting key insertion port 174 into which a setting key 174a is inserted for operating to change or confirm a setting value in the case of a pachinko gaming machine with a setting function described later, a RAM clear switch 176 capable of clearing backup data stored in the main RAM 203 according to an operation by a casino manager, and the like. In this embodiment, the RAM clear switch 176 also serves as a switch for changing a setting value described later, but is not limited thereto, and a setting switch for changing a setting value may be provided.

[0127] Also, the setting key insertion port 174 and the RAM clear switch 176 are preferably housed in a predetermined case so that a third party other than the casino manager (for example, a player) cannot easily touch them. The "predetermined case" includes not only those configured such that the setting key insertion port 174 and the RAM clear switch 176 cannot be contacted without opening the case, but also those provided with notches only at the corresponding positions of the setting key insertion port 174 and the RAM clear switch 176 of the case, and are configured such that when the casino manager rotates the pachinko gaming machine from the island equipment using a key managed by the casino manager to expose the back, the casino manager can contact the setting key insertion port 174 or / and the RAM clear switch 176.

[0128] Note that in this embodiment, the setting key insertion port 174 and the RAM clear switch 176 are connected to the main control circuit 200, but are not limited thereto. For example, they may be configured to be connected to a payout / launch control circuit 400 or a power supply circuit 450. Also in this case, it is preferable to prevent a third party other than the casino manager from easily contacting the setting key insertion port 174 and the RAM clear switch 176.

[0129] [1-2-2. Sub-control circuit] The sub-control circuit 300 includes a sub-CPU 301, a program ROM 302, a work RAM 303, a display control circuit 304, an audio control circuit 305, an LED control circuit 306, a device control circuit 307, a command input port 308, etc. The sub-control circuit 300 executes an effect according to the progress of the game in response to a command from the main control circuit 200. Although not shown in FIG. 6, an effect button 54 (see FIG. 1) that can be operated by the player is also connected to the sub-control circuit 300.

[0130] The program ROM 302 stores a program for controlling the game effect of the first pachinko machine by the sub-CPU 301, various tables, etc. The sub-CPU 301 has a function of executing various processes according to the program stored in the program ROM 302. In particular, the sub-CPU 301 performs control related to the game effect according to various commands transmitted from the main control circuit 200.

[0131] The work RAM 303 has a function of storing values of various flags and variables as a temporary storage area of the sub-CPU 301.

[0132] The display control circuit 304 is a circuit for performing display control on the display device 7. The display control circuit 304 includes an image data processor (hereinafter referred to as VDP), an image data ROM in which data for generating various image data is stored, a frame buffer for temporarily storing image data, a D / A converter for converting image data into an image signal, etc.

[0133] The display control circuit 304 temporarily stores image data for display on the display device 7 in the frame buffer in response to an image display command from the sub-CPU 301. Note that the image data for display on the display device 7 includes various image data related to the game, such as decoration symbol image data showing decoration symbols, background image data, and effect image data.

[0134] Then, the display control circuit 304 supplies the image data stored in the frame buffer to the D / A converter at a predetermined timing. The D / A converter converts the image data into an image signal and supplies the converted image signal to the display device 7 at a predetermined timing. When the image signal is supplied to the display device 7, an image related to the image signal is displayed on the display device 7. In this way, the display control circuit 304 can perform control to display an image related to the game on the display device 7.

[0135] The audio control circuit 305 is a circuit for performing control related to the audio generated from the speaker 32. The audio control circuit 305 includes a sound source IC for performing control related to audio, an audio data ROM for storing various types of audio data, an amplifier (hereinafter referred to as AMP) for amplifying the audio signal, and the like.

[0136] The sound source IC controls the audio output from the speaker 32. The sound source IC selects one piece of audio data from a plurality of pieces of audio data stored in the audio data ROM in response to an audio generation command from the sub-CPU 301. Further, the sound source IC reads the selected audio data from the audio data ROM, converts the audio data into a predetermined audio signal, and supplies the converted audio signal to the AMP. The AMP amplifies signals such as audio and sound effects output from the speaker 32.

[0137] The LED control circuit 306 is a circuit for controlling an LED group 46 including decorative LEDs and the like. The LED control circuit 306 includes a drive circuit for supplying an LED control signal, a decorative data ROM in which a plurality of types of LED decoration patterns are stored, and the like.

[0138] The accessory control circuit 307 is a circuit for controlling the operation of each accessory (for example, one or more accessories among the effect accessory group 58). The accessory control circuit 307 includes a drive circuit for supplying a drive signal to each accessory, a lighting circuit for supplying a lighting control signal, an accessory data ROM in which an operation pattern and a lighting pattern are stored, and the like.

[0139] Also, the accessory control circuit 307 selects one operation pattern from a plurality of operation patterns stored in the accessory data ROM in response to an accessory operation command from the sub-CPU 301. Then, the selected operation pattern is read from the accessory data ROM, and the mechanical operation of each accessory is controlled by supplying a drive signal corresponding to the read operation pattern. Further, the lighting circuit selects one lighting pattern from a plurality of lighting patterns stored in the accessory data ROM based on a lighting command from the sub-CPU 301. Then, the selected lighting pattern is read from the accessory data ROM, and the lighting operation of each accessory is controlled by supplying a lighting control signal corresponding to the read lighting pattern.

[0140] The command input port 308 is connected to the command output port 206 and receives various commands transmitted from the main control circuit 200.

[0141] [1-2-3. Payout / Launch Control Circuit] The payout / launch control circuit 400 controls the payout of prize balls and loan balls. Connected to this payout / launch control circuit 400 are a payout device 82 capable of paying out game balls, a launch device 6 capable of launching game balls, a card unit 180 capable of executing control related to ball lending, and the like.

[0142] When the payout / launch control circuit 400 receives a prize ball control command transmitted from the main control circuit 200, it transmits a predetermined signal to the payout device 82 and controls the payout device 82 to pay out game balls.

[0143] A ball lending operation panel 182 is connected to the card unit 180. The ball lending operation panel 182 is provided with a ball lending button for receiving balls on loan and a lending / return button (both not shown) for receiving the return of a ball lending card in which cash data is stored. For example, when a ball lending operation is performed by a player, a ball lending control signal corresponding to the ball lending operation is transmitted to the card unit 180. The payout / firing control circuit 400 performs control to cause the payout device 82 to pay out game balls based on the ball lending control signal transmitted from the card unit 180. Note that the operation panel 182 is often provided on the pachinko game machine side, but it may also be provided on the card unit 180 side.

[0144] In addition, the payout / firing control circuit 400 supplies power to a firing solenoid (not shown) according to the rotation angle (rotation amount) based on the fact that the firing handle 62 is rotated in the clockwise direction, and performs control to fire game balls.

[0145] [1-2-4. Power Supply Circuit] The power supply circuit 450 is a power circuit created to supply the necessary power voltage for the game to the main control circuit 200, the sub-control circuit 300, the payout / firing control circuit 400, and the like.

[0146] A power switch 95 and the like are connected to the power supply circuit 450. The power switch 95 is turned on when supplying power necessary for the pachinko game machine (more specifically, the main control circuit 200, the sub-control circuit 300, the payout / firing control circuit 400, etc.).

[0147] [1-3. Game Flow] Next, an example of the game flow will be described with reference to FIGS. 7 and 8. FIG. 7 shows an example of the game flow. FIG. 8 shows an example of a game state transition diagram showing the transition of the game state. Note that the game flow shown in FIG. 7 is a flow that can be grasped from the appearance, not a control flow.

[0148] As shown in FIG. 7, in a pachinko game, a game ball is launched by a user operation such as that of a player, and when the game ball wins a prize in various prize openings (for example, the first start opening 120, etc.), a payout control process for the game ball is performed. The pachinko game includes a special symbol game using special symbols and a normal symbol game using normal symbols. The special symbol game is, for example, a game in which a winning determination process for special symbols is executed based on the winning of a game ball in the start openings 120 and 140, and it is determined whether or not to shift to a big win game state. Also, the normal symbol game is, for example, a game in which a winning determination process for normal symbols is executed based on the passage of a game ball through the passing gate 126, and it is determined whether or not to operate the normal electric accessory 146 to open the prize opening (the second start opening 140 in this embodiment). In this specification, the "special symbol game" may be referred to as a "game", but "game" is a term used in a broad concept, and for example, a normal symbol game or an in-game such as an operation of an effect button 54 (see FIG. 1, for example) is also included in the "game".

[0149] Also, in this specification, from the start of the variable display of the special symbol until the end of this variable display and the result of the winning determination process for the special symbol is determined and displayed (derived) (more specifically, until the special symbol determination time has elapsed) is regarded as one special symbol game. However, after the result of the winning determination process for the special symbol is derived, if it is controlled to be in a big win game state, until the end of the big win game state is regarded as one special symbol game. In the first pachinko machine, a small win is not included in the result of the winning determination process for the special symbol, but in a pachinko machine in which a small win is included in the result of the winning determination process for the special symbol, when it is controlled to be in a small win game state after the result of the winning determination process for the special symbol is derived, until the end of the small win game state is regarded as one special symbol game.

[0150] When a stop display mode indicating a big win is derived in the special symbol game on the first special symbol display unit 163 or the second special symbol display unit 164, the game is controlled to the big win game state. In the big win game state, a round game is executed in which the big winning opening 131 is opened for a predetermined time (for example, a maximum of 30,000 msec) by the operation of the special electric accessory 133, and the possibility of winning the big winning opening 131 is relatively increased.

[0151] Also, when a stop display mode indicating a normal symbol win is derived in the normal symbol game on the normal symbol display unit 161, the winning opening (for example, the second start opening 140 in this embodiment) is opened by the operation of the normal electric accessory 146, and the possibility of winning the second start opening 140, for example, is relatively increased.

[0152] Note that the games executable in the pachinko game are not limited to the special symbol game and the normal symbol game, and new games different from these may be executable.

[0153] Hereinafter, an outline of the game flow of the special symbol game and the normal symbol game will be described.

[0154] [1-3-1. Special Symbol Game] As shown in FIG. 7, the special symbol game mainly includes a special symbol start winning process performed when a winning (passing) occurs in the first start opening 120 or the second start opening 140, and a special symbol control process performed based on the establishment of the start condition of the special symbol, and the like.

[0155] When a game ball wins in the first start opening 120 or the second start opening 140, the special symbol start winning process is performed. In this special symbol start winning process, various data related to the special symbol (for example, various random values such as a big win determination random value, a symbol random value, a reach determination random value, and an effect selection random value) are respectively extracted (acquired) from various counters for the special symbol (for example, a big win determination counter, a symbol determination counter, etc.). Each of the extracted random values is held as start information. This special symbol start winning process is performed even during the execution of the special symbol control process.

[0156] Also, in the special symbol control process, it is determined whether or not the start condition of the special symbol is satisfied. When the start condition of the special symbol is satisfied, a hit determination process for the special symbol is performed, in which it is determined whether or not it is a "big win" by referring to the big win determination random number value extracted from the big win determination counter of the special symbol. Thereafter, a stop symbol determination process for determining the stop symbol is performed. In the stop symbol determination process, the stop symbol to be stopped and displayed is determined by referring to the symbol determination random number value extracted from the symbol determination counter of the special symbol and the result of the hit determination process for the special symbol.

[0157] In this embodiment, when the probability variation flag is on, probability variation control is executed. In the above-described hit determination process for the special symbol, when the probability variation flag is off, it is determined to be a "big win" with a relatively low probability, and when the probability variation flag is on, it is determined to be a "big win" with a relatively high probability. Hereinafter, in this specification, the probability of being determined to be a "big win" is referred to as the "big win probability".

[0158] The probability variation flag is one of the management flags stored in the main RAM 203 and is a flag for managing whether or not to execute probability variation control. When the probability variation flag is on, the game progresses in a game state where probability variation control is executed (for example, in the high probability short game state in this embodiment). On the other hand, when the probability variation flag is off, the game progresses in a game state where probability variation control is not executed (for example, the normal game state or the low probability short game state).

[0159] Next, a variation pattern determination process for the special symbol is performed. In this process, a random number value is extracted from the variation pattern determination counter, and the variation pattern (variable display pattern) of the special symbol is determined by referring to the random number value, the result of the above-described hit determination process for the special symbol, and the above-described special symbol to be stopped and displayed. Then, a variable display control process for the special symbol is performed based on the result of the variation pattern determination process for the special symbol.

[0160] When the variation pattern of the special symbol is determined, next, effect pattern determination processing for determining the effect pattern is performed. Then, based on the result of the effect pattern determination processing, effect control processing such as display effects such as decorative symbols and character effects displayed in the display area of the display device 7, and sound effects such as voices and sound effects output from the speaker 32 is performed. Note that the effect control processing is performed by the sub-CPU 301.

[0161] Then, when the variable display control processing and the effect control processing of the special symbol are completed and it is a big win, big win game control processing is performed. The big win game control processing is processing executed in the big win game state. When the big win game state ends, the special symbol game ends, and game state transition control processing to a non-big win game state where it is not a big win is performed. In this case, the game state transitions according to the type of big win. For example, in the case of a big win type in which both the probability variation flag and the time shortening flag are set to on, after the end of the big win game state, it transitions to the high probability time shortening game state.

[0162] On the other hand, when it is not a big win, that is, a loss, the special symbol game ends. In the first pachinko game machine, the result of the winning determination processing of the special symbol does not include a small win, but in a pachinko game machine in which the result of the winning determination processing of the special symbol includes a small win, when winning a small win, small win game control processing is performed. Also, although not shown in FIG. 7, in the case of a time shortening win described later, it transitions to the time shortening game state.

[0163] And each time the start condition of the special symbol is satisfied, the various processes of the above-described special symbol control processing are repeated.

[0164] Note that when a game ball wins a prize at the start ports 120 and 140 during the special symbol control processing, special symbol start winning processing is executed. Also, the start information of the special symbol extracted at the time of winning a prize at the start ports 120 and 140 (for example, various data such as various random values such as a big win determination random value, a symbol random value of the special symbol, a reach determination random value, and an effect selection random value) is held until the start condition of the special symbol is satisfied.

[0165] Also, in the first pachinko gaming machine, up to a maximum of eight pieces of start information for special symbols can be held in total, consisting of four pieces of start information for the first special symbol and four pieces of start information for the second special symbol. However, the number of pieces of start information for special symbols that can be held is not limited to this. For example, it may be possible to hold more start information for the first special symbol than for the second special symbol, or it may be possible to hold more start information for the second special symbol than for the first special symbol.

[0166] Also, although not shown in FIG. 7, between when a special symbol starts winning and when the start condition for the special symbol is satisfied, a preliminary determination (for example, refer to S396 in FIG. 52 described later) is made to determine the win / loss (presence or absence of a "big win" winning) and the variation pattern based on the start information extracted when a game ball wins (passes through) the start ports 120 and 140, prior to the winning determination process for the special symbol. A preliminary effect function may be provided to perform a predetermined effect based on the result of this preliminary determination. Note that the above preliminary determination may be made before the start information extracted by the winning of a game ball at the start ports 120 and 140 is held, or after it is held.

[0167] [1-3-2. Normal Symbol Game] As shown in FIG. 7, the normal symbol game mainly includes a normal symbol start passing process that is performed when a game ball passes through the passing gate 126, and a normal symbol control process that is performed based on the establishment of the start condition for the normal symbol, and the like.

[0168] When a game ball passes through the passing gate 126, the normal symbol start passing process is executed. In this normal symbol start passing process, start information for the normal symbol (for example, a random number value for winning determination of the normal symbol, etc.) is extracted (acquired) from the counter for winning determination of the normal symbol, and the extracted start information is held.

[0169] In the normal symbol control process, the main CPU 201 determines whether the start condition of the normal symbol is satisfied. When starting the variable display of the normal symbol, the main CPU 201 refers to the random number value for determining a win of the normal symbol extracted from the win determination counter for the normal symbol, executes the win determination process of the normal symbol to determine whether it is a "win of the normal symbol", and then executes the variable pattern determination process. In this process, the result of the win determination process of the normal symbol is referred to, and the variable pattern of the normal symbol is determined.

[0170] Next, the main CPU 201 refers to the result of the win determination process of the normal symbol and the determined variable pattern of the normal symbol, and executes the variable display control process for controlling the variable display of the normal symbol and the effect control process for performing a predetermined effect. Note that the effect control process may not be executed.

[0171] Then, when the variable display control process and the effect control process of the normal symbol are completed, the main CPU 201 determines whether a normal winning symbol indicating "win of the normal symbol" has been derived on the normal symbol display unit 161 (see FIGS. 5 and 6). When it is determined that a stop display mode indicating a normal win has been derived, the main CPU 201 executes the game control process for a win of the normal symbol. In this game control process for a win of the normal symbol, the normal electric accessory 146 (see FIG. 4) operates, and the game ball can enter (pass through) the winning opening (for example, in this embodiment, for example, the second start opening 140 (see FIG. 4)) in an open state where it is possible or easy. On the other hand, when it is determined that a stop display mode indicating a normal win has not been derived, the main CPU 201 does not execute the game control process for a win of the normal symbol and ends the normal symbol control process.

[0172] In addition, in a gaming state where time reduction control is not executed (for example, a normal gaming state), the probability of deriving a stop display mode indicating a normal win may be set to 0. The time reduction control corresponds to control in which at least one of special figure shortening control for shortening the variable display time of special symbols and electric support control for increasing the frequency of operating the normal electric accessory 146 to open a winning port (for example, the second start port 140 (see FIG. 4) in this embodiment) to an open state is performed, as compared to when the time reduction control is not executed. This time reduction control may be control that performs both special figure shortening control and electric support control, or may be control that performs only one of special figure shortening control and electric support control.

[0173] The electric support control is control for improving at least one of the winning probability of "when a normal symbol appears", the variable display time of the normal symbol, and the opening pattern (number of openings, opening time, wait time) of the normal electric accessory 146 in terms of time reduction performance. The time reduction performance is the performance of changing the ease of winning of a game ball into a winning port (for example, the second start port 140 (see FIG. 4) in this embodiment), and refers to the winning probability of "when a normal symbol appears", the variable display time of the normal symbol, and / or the opening pattern (number of openings, opening time, wait time, etc.) of the normal electric accessory 146. Also, improving the time reduction performance means, for example, making it easier for a game ball to win into a winning port (for example, the second start port 140 (see FIG. 4) in this embodiment). That is, when the electric support control is executed, as compared to the case where the electric support control is not executed, the winning probability of "when a normal symbol appears" is increased, the variable display time of the normal symbol is shortened, and / or the winning is facilitated by the normal electric accessory 146 (increase in the number of openings, extension of the opening time, shortening of the wait time, etc.) is performed.

[0174] And each time the start condition of the normal symbol is satisfied, the various processes of the above-described normal symbol control process are repeated.

[0175] In addition, when a game ball passes through the passing gate 126 during the normal symbol control process, the normal symbol start passing process is executed. Also, the start information of the normal symbol (for example, the random number value for determining a win in the normal symbol, etc.) extracted when the game ball passes through the passing gate 126 is held until the start condition of the normal symbol is satisfied.

[0176] Note that the start of the variable display of the normal symbol is performed in the order in which it is held. When the start condition of the normal symbol is satisfied, the variable display for the start information that was held first among the held start information of the normal symbol is executed.

[0177] Note that as the extraction method for various random number values (for example, the random number value for determining a big win in the first special symbol, the symbol random number value of the first special symbol, the random number value for determining a reach in the first special symbol, the random number value for determining a big win in the second special symbol, the symbol random number value of the second special symbol, the random number value for determining a reach in the second special symbol, and the random number value for determining a win in the normal symbol, etc.), a software random number method that generates a random number value within a predetermined range (width) by executing a program by the main CPU 201 may be used, or a hardware random number method that extracts a random number value from a counter in a random number generator in which the random number is updated at a predetermined cycle may be used.

[0178] [1-3-3. Game State Transition] As shown in FIG. 8, the game state can be roughly classified into a non-big win game state and a big win game state. In the non-big win game state, as described above, the special symbol game is executed. When a big win is derived as a result of the winning determination process of the special symbol, the state transitions from the non-big win game state to the big win game state. In the big win game state, as described above, the round game is executed, and the variable display of the special symbol is not executed. However, the variable display of the normal symbol is enabled even in the big win game state. Note that the description of the small win game state is omitted.

[0179] The non-big win game state can be roughly classified into a low probability state where the winning probability of a big win in the winning determination process of the special symbol is relatively low, and a high probability game state where the winning probability of a big win in the winning determination process of the special symbol is relatively high.

[0180] The high-probability gaming state includes a high-probability short-time gaming state (high-probability high base) in which short-time control is executed. Although it is not included in the high-probability gaming state of the first pachinko gaming machine, as shown in FIG. 8, a high-probability non-short-time gaming state (high-probability low base state) in which short-time control is not executed may be included in the high-probability gaming state.

[0181] The low-probability state includes a normal gaming state (low-probability low base) in which short-time control is not executed and a short-time gaming state (low-probability high base) in which short-time control is executed.

[0182] Furthermore, the short-time gaming state includes an A short-time gaming state, a B short-time gaming state, and a C short-time gaming state.

[0183] The A short-time gaming state is a short-time gaming state that can be shifted to after the end of a specific jackpot gaming state. When a specified number of special symbol games are executed or the state shifts to a jackpot gaming state, the A short-time gaming state ends. When the A short-time gaming state ends due to the execution of a specified number of special symbol games, in principle, it shifts to the normal gaming state.

[0184] The B short-time gaming state is, for example, a short-time gaming state that can be shifted to when the jackpot gaming state ends and the variable display of special symbols in a non-high-probability gaming state (i.e., a gaming state in which the probability change flag is off) starts, or when the variable display count of special symbols (e.g., the ceiling counter) starting from the clearing of the RAM described later reaches the ceiling value (e.g., 1000 times). When a specified number of special symbol games are executed or the state shifts to a jackpot gaming state, the B short-time gaming state ends. When the B short-time gaming state ends due to the execution of a specified number of special symbol games, in principle, it shifts to the normal gaming state.

[0185] The C short-time game state is a short-time game state that can be transitioned to when the result of the winning determination process of the special symbol in the low-probability state is "short-time win" and a display mode of short-time win is derived. When a specified number of special symbol games determined by winning the "short-time win" are executed or the game state transitions to the big win game state, the C short-time game state ends. When the C short-time game state ends due to the execution of the specified number of special symbol games, in principle, it transitions to the normal game state. Note that, for example, when multiple short-time game states overlap, even if the specified number of special symbol games are executed, it does not transition to the normal game state but the C short-time game state continues.

[0186] In this specification, regardless of whether multiple short-time game states are executed one after another, when the transition condition to the short-time game state is satisfied in the short-time game state or the transition conditions to multiple short-time game states are simultaneously satisfied, the short-time game state is said to "overlap". And when multiple short-time game states overlap, under the control of the main CPU 201, internally, operating any of the overlapping multiple short-time game states, that is, operating the overlapping multiple short-time game states internally in parallel is called "executing overlappingly". However, even if the main CPU 201 internally executes multiple short-time game states overlappingly, the actually executed short-time control corresponds to only the short-time control of one of the short-time game states. That is, even when multiple short-time game states are executed overlappingly, from the perspective of the player, it is grasped that the player is controlled by one of the multiple short-time game states.

[0187] Next, the transition of the game state will be described.

[0188] Even when controlled in the normal game state, short-time game states (A short-time game state, B short-time game state, C short-time game state), and high-probability game state (for example, high-probability short-time game state), if the result of the winning determination process of the special symbol is a big win, it transitions to the big win game state.

[0189] When the jackpot gaming state ends, depending on the game specifications, it can transition to any of the normal gaming state, time-saving gaming state, and high-probability gaming state (e.g., high-probability time-saving gaming state). However, the time-saving gaming state that can be transitioned to when the jackpot gaming state ends is limited to the Type-A time-saving gaming state.

[0190] When controlled in the high-probability gaming state, except for some pachinko gaming machines such as so-called ST machines and loop machines, it does not transition from the high-probability gaming state to the time-saving gaming state or the normal gaming state. Similarly, it does not transition from the time-saving gaming state or the normal gaming state to the high-probability gaming state unless it goes through the jackpot gaming state.

[0191] When controlled in the normal gaming state, it can transition to the Type-B time-saving gaming state or the Type-C time-saving gaming state, but it cannot transition to the Type-A time-saving gaming state unless it goes through the jackpot gaming state. However, since it transitions to the normal gaming state when a specified number of special symbol games are executed in the Type-A time-saving gaming state, it is possible to transition from the Type-A time-saving gaming state to the normal gaming state. Also, regardless of whether it is controlled in the Type-B time-saving gaming state or the Type-C time-saving gaming state, it is possible to transition to the normal gaming state when a specified number of special symbol games are executed, so it is also possible to transition from the Type-B time-saving gaming state or the Type-C time-saving gaming state to the normal gaming state.

[0192] Next, the transition between time-saving gaming states will be explained.

[0193] When controlled in the Type-A time-saving gaming state, the number of available time-saving times in the Type-A time-saving gaming state is set to be less than the ceiling value, which is the transition condition to the Type-B time-saving gaming state. Therefore, it does not transition from the Type-A time-saving gaming state to the Type-B time-saving gaming state. Also, since the Type-A time-saving gaming state is controlled via the jackpot gaming state, it does not transition from the Type-B time-saving gaming state to the Type-A time-saving gaming state. On the other hand, when the result of the winning determination process for the special symbol in the Type-A time-saving gaming state is "time-saving win", the transition condition to the Type-C time-saving gaming state is satisfied, so the Type-A time-saving gaming state and the Type-C time-saving gaming state can overlap. However, as described above, since the Type-A time-saving gaming state is controlled via the jackpot gaming state, it does not transition from the Type-C time-saving gaming state to the Type-A time-saving gaming state.

[0194] When controlled in the B short-time game state, if the result of the winning determination process of the special symbol is "short-time win", the transition condition to the C short-time game state is satisfied, and the B short-time game state and the C short-time game state can overlap. Also, when the ceiling counter reaches the ceiling value in the C short-time game state, the C short-time game state and the B short-time game state can overlap.

[0195] When controlled in the C short-time game state, if the result of the winning determination process of the special symbol is "short-time win", the transition condition to the C short-time game state is satisfied, and the C short-time game state and the C short-time game state can overlap.

[0196] Note that the details regarding the overlap of the short-time game states will be described later.

[0197] [1-4. Basic Specifications] Next, with reference to FIGS. 9 to 19, the basic specifications of the first pachinko game machine will be described.

[0198] In the first pachinko game machine, a normal game state in which neither probability variation control nor short-time control is executed, a high-probability short-time game state in which both probability variation control and short-time control are executed, and a low-probability short-time game state in which probability variation control is not executed but short-time control is executed are prepared, and the main CPU 201 can advance the game in any of these game states. However, the game states advanced under the control of the main CPU 201 are not limited to this.

[0199] In this embodiment, left shooting is the regular game mode in the normal game state, and right shooting is the regular game mode in the high-probability short-time game state and the low-probability short-time game state. The sub CPU 301 executes control to display the shooting method that is the regular game mode, for example, in the display area of the display device 7. Note that the "regular game mode" corresponds to the game mode that is least disadvantageous (advantageous to the player) among a plurality of game modes (for example, the shooting mode).

[0200] [1-4-1. Probability of a big win for each set value] FIG. 9 is an example of a table showing the probability of a big win (approximate) for each set value in the first pachinko game machine. As shown in FIG. 9, in the first pachinko game machine, using the above-described setting key 174a, backup clear switch 176 (both shown in FIG. 6), etc., it is possible to set to any one of a plurality of set values such as setting 1 to setting 6. In the case of such a pachinko game machine with a setting function, the probability of a big win varies depending on the set value, and the main CPU 201 executes a winning determination process for the special symbol based on the set set value.

[0201] Specifically, the probability of a big win in a game state where the probability variation control flag is off and the probability variation control is not executed (in this embodiment, for example, the normal game state and the short game state with a low probability) is, regardless of whether the winning determination process for the first special symbol or the winning determination process for the second special symbol is executed, for example, about 1 / 319 for setting 1, about 1 / 314 for setting 2, about 1 / 309 for setting 3, about 1 / 304 for setting 4, about 1 / 299 for setting 5, and about 1 / 294 for setting 6. Also, the probability of a big win in a game state where the probability variation control flag is on and the probability variation control is executed (in this embodiment, for example, the short game state with a high probability) is about 1 / 77 for setting 1, about 1 / 76 for setting 2, about 1 / 75 for setting 3, about 1 / 74 for setting 4, about 1 / 73 for setting 5, and about 1 / 72 for setting 6.

[0202] Note that the short-time win probability is the same for all set values, different from the big win probability. For example, the short-time win probability when the winning determination process for the first special symbol is executed is 1 / 160, and the short-time win probability when the winning determination process for the second special symbol is executed is 1 / 240. The short-time win probability may be made different between the case where the winning determination process for the first special symbol is executed and the case where the winning determination process for the second special symbol is executed, or may be the same.

[0203] However, even if the probability per time shortening is the same for all setting values, the time shortening continuation rate (for example, the number of times of time shortening to be set) may be made different according to the setting values. For example, when the result of the winning determination process of the special symbol is "winning with time shortening", for example, in the case of setting 1, 50 times may be set as the number of times of time shortening, and in the case of setting 6, 100 times may be set as the number of times of time shortening.

[0204] Note that although the small win is not included in the lottery target in the first pachinko gaming machine, it may be included in the lottery target. When the small win is included in the lottery target, the small win probability may be the same probability for all setting values. Further, when the small win is included in the lottery target, it may be configured such that a win of the small win is possible only when the winning determination process of one of the first special symbol and the second special symbol (for example, the second special symbol) is performed. In this case, in the winning determination process of the other special symbol (for example, the first special symbol), in addition to the mode in which the determination of whether or not the small win has been won is not performed, the mode in which the determination of whether or not the small win has been won is performed with the small win probability set to 0 may also be adopted.

[0205] As described above, the probability of winning with time shortening and the probability of winning the small win when the small win is included in the lottery target are the same probability for all setting values, but it is not limited thereto, and may be different probabilities according to the setting values.

[0206] Also, in this embodiment, the jackpot probabilities are different for all setting values, but it is not limited thereto. For example, the jackpot probabilities may be the same for a plurality of setting values, such as the same jackpot probability for setting 1 and setting 2, the same jackpot probability for setting 3 and setting 4, and the same jackpot probability for setting 5 and setting 6.

[0207] Also, in this embodiment, although the jackpot probability varies according to the set value, if the degree of advantage for the player varies according to the set value, the object that varies according to the set value is not necessarily limited to the jackpot probability. For example, in a pachinko machine where when a game ball wins a prize in a specific winning opening, it is controlled to enter the jackpot game state, the winning probability for the specific winning opening may be varied according to the set value. Note that it is not essential to make the pachinko machine a pachinko machine with a setting function.

[0208] [1-4-2. Special symbol winning determination table] FIG. 10 shows an example of the special symbol winning determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko machine. Note that the special symbol winning determination table shown in FIG. 10 shows the case of setting 1 shown in FIG. 9 as an example.

[0209] The special symbol winning determination table is a table referred to in the special symbol winning determination process, that is, a table referred to when determining "time shortening win", "jackpot", or "loss" by lottery based on the jackpot determination random number value extracted when a game ball wins a prize in the start openings 120 and 140. Note that in this embodiment, the lottery targets are "time shortening win", "jackpot", and "loss", and other lottery targets (for example, small win) are not included. However, when a game ball wins a prize in the first start opening 120 or / and the second start opening 140, it may be determined as other lottery targets.

[0210] The jackpot determination random number value is, as described above, a random number value used in the special symbol winning determination process. In this embodiment, the jackpot determination random number value is extracted from 0 to 65535 (65536 types). However, the range of the generated random number value is not limited to the above.

[0211] In this embodiment, the main CPU 201 determines whether it is a "short-time win", a "big win", or a "loss" based on the extracted big win determination random number value in the winning determination process of the first special symbol. In the winning determination table for the first special symbol, for each value (0 or 1) of the probability variable flag, the relationship between the range (width) of the big win determination random number value determined as a "short-time win" and the corresponding short-time win determination value data, the relationship between the range (width) of the big win determination random number value determined as a "big win" and the corresponding big win determination value data, and the relationship between the range (width) of the big win determination random number value determined as a "loss" and the corresponding loss determination value data are defined.

[0212] Note that in this specification, when the value of the probability variable flag is "0", the probability variable flag is off, and when the value of the probability variable flag is "1", the probability variable flag is on.

[0213] Also, in the winning determination process of the second special symbol, the main CPU 201 determines whether it is a "short-time win", a "big win", or a "loss" based on the extracted big win determination random number value in the same manner as in the winning determination process of the first special symbol. In the winning determination table for the second special symbol, for each value (0 or 1) of the probability variable flag, the relationship between the range (width) of the big win determination random number value determined as a "short-time win" and the corresponding short-time win determination value data, the relationship between the range (width) of the big win determination random number value determined as a "big win" and the corresponding big win determination value data, and the relationship between the range (width) of the big win determination random number value determined as a "loss" and the corresponding loss determination value data are defined.

[0214] In this embodiment, for example, when the probability variation flag is off during the winning determination process of the first special symbol and the extracted random number value for big win determination is any value from 0 to 408, the main CPU 201 determines it as "short time win" and determines the win / loss determination value data as "short time win determination value data". Also, when the probability variation flag is off during the winning determination process of the first special symbol and the extracted random number value for big win determination is any value from 409 to 613, the main CPU 201 determines it as "big win" and determines the win / loss determination value data as "big win determination value data". Further, when the extracted random number value for big win determination is any value from 614 to 65535, the main CPU 201 determines it as "loss" and determines the determination value data as "loss determination value data".

[0215] Also, for example, when the probability variation flag is on during the winning determination process of the first special symbol and the extracted random number value for big win determination is any value from 0 to 408, the main CPU 201 determines it as "short time win" and determines the determination value data as "short time win determination value data". Also, when the probability variation flag is on during the winning determination process of the first special symbol and the extracted random number value for big win determination is any value from 409 to 1259, the main CPU 201 determines it as "big win" and determines the determination value data as "big win determination value data". Further, when the extracted random number value for big win determination is any value from 1260 to 65535, the main CPU 201 determines it as "loss" and determines the determination value data as "loss determination value data".

[0216] Similarly, for example, when the probability variation flag is off during the winning determination process of the second special symbol and the extracted random number value for jackpot determination is any value from 0 to 272, the main CPU 201 determines that it is a "short time win" and determines the determination value data as "short time win determination value data". Also, when the probability variation flag is off during the winning determination process of the second special symbol and the extracted random number value for jackpot determination is any value from 273 to 477, the main CPU 201 determines that it is a "jackpot" and determines the determination value data as "jackpot determination value data". Furthermore, when the probability variation flag is off during the winning determination process of the second special symbol and the extracted random number value for jackpot determination is any value from 478 to 65535, the main CPU 201 determines that it is a "loss" and determines the determination value data as "loss determination value data".

[0217] Also, for example, when the probability variation flag is on during the winning determination process of the second special symbol and the extracted random number value for jackpot determination is any value from 0 to 272, the main CPU 201 determines that it is a "short time win" and determines the determination value data as "short time win determination value data". Also, when the probability variation flag is on during the winning determination process of the second special symbol and the extracted random number value for jackpot determination is any value from 273 to 1123, the main CPU 201 determines that it is a "jackpot" and determines the determination value data as "jackpot determination value data". Furthermore, when the probability variation flag is on during the winning determination process of the second special symbol and the extracted random number value for jackpot determination is any value from 1124 to 65535, the main CPU 201 determines that it is a "loss" and determines the determination value data as "loss determination value data".

[0218] Thus, in this embodiment, for example, among the random numbers for jackpot determination that occur in the range of 0 to 65535, a predetermined width from 0 (for example, 0 to 408 in the case of the winning determination process of the first special symbol) is allocated to other determination value data (for example, short-time winning determination value data) excluding the jackpot determination value data and the losing determination value data. Also, from a predetermined value to the end (for example, 614 to 65535 when the probability variation flag is off during the winning determination process of the first special symbol) is allocated to the losing determination value data. Furthermore, the jackpot determination value data and the losing determination value data are allocated adjacently. By doing so, for example, when the probability variation flag changes from off to on (or from on to off), the width of the losing determination value data can be decreased (or increased) by the same amount as the width of the jackpot determination value data is increased (or decreased), and it becomes possible to change the jackpot probability without changing the width of other determination value data (for example, short-time winning determination value data).

[0219] Also, in this embodiment, by making the winning probability of "short-time win" when the winning determination process of the first special symbol is performed different from the winning probability of "short-time win" when the winning determination process of the second special symbol is performed, variations are provided in the game to suppress a decrease in interest.

[0220] In particular, as shown in FIG. 10, by making the winning probability of "short-time win" when the winning determination process of the first special symbol is performed higher than the winning probability of "short-time win" when the winning determination process of the second special symbol is performed, it becomes possible to suppress a decrease in interest in the normal game state that tends to be a monotonous game.

[0221] However, the winning probability of "short-time win" when the winning determination process of the second special symbol is performed may be made higher than the winning probability of "short-time win" when the winning determination process of the first special symbol is performed. In this case, for example, by making it possible to execute the short-time game state repeatedly when winning "short-time win" in the short-time game state, when winning "short-time win" near the end of the short-time game state, the short-time game state will be substantially extended, and it becomes possible to suppress a decrease in interest.

[0222] Incidentally, as shown in FIG. 10, in this embodiment, regardless of whether the probability variable flag is on or off, it is possible to win the "short time per win". However, when the probability variable flag is off (normal game state, short time game state), the main CPU 201 controls to the short time game state if the result of the winning determination process is "short time win", but when the probability variable flag is on, even if the result of the winning determination process is "short time win", it does not control to the short time game state.

[0223] [1-4-3. Special Symbol Judgment Table] FIG. 11 is an example of a special symbol judgment table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko game machine.

[0224] The special symbol judgment table is a table referred to when selecting a "selection symbol command" and a "symbol designation command" for determining a stop symbol based on the symbol random number value of the special symbol extracted when a game ball wins in the start ports 120 and 140 and the above-described judgment value data. The "selection symbol command" is a command for designating a winning symbol determined according to the type of big win when the result of the winning determination process of the special symbol is a big win, and the "symbol designation command" is a command for designating the symbol displayed when the variable display of the special symbol stops. The symbol random number value of the special symbol is extracted from, for example, 0 to 99 (100 types).

[0225] According to the special symbol determination table shown in FIG. 11, when short-time win determination value data is obtained as a result of the winning determination process of the first special symbol, the main CPU 201 selects, for example, a selection symbol command and a symbol specification command as follows. That is, when the symbol random number value of the first special symbol is, for example, 0 to 69, the main CPU 201 selects "z0" as the selection symbol command and "zA1" as the symbol specification command. Also, when the symbol random number value of the first special symbol is any one of, for example, 70 to 96, the main CPU 201 selects "z1" as the selection symbol command and "zA1" as the symbol specification command. Further, when the symbol random number value of the first special symbol is any one of, for example, 97 to 99, the main CPU 201 selects "z2" as the selection symbol command and "zA2" as the symbol specification command.

[0226] Also, when jackpot determination value data is obtained as a result of the winning determination process of the first special symbol, for example, the selection symbol command and the symbol specification command are selected as follows. That is, when the symbol random number value of the first special symbol is any one of 0 to 9, the main CPU 201 selects "z3" as the selection symbol command and "zA3" as the symbol specification command. Also, when the symbol random number value of the first special symbol is any one of 10 to 59, the main CPU 201 selects "z4" as the selection symbol command and "zA4" as the symbol specification command. Furthermore, when the symbol random number value of the first special symbol is any one of 60 to 99, the main CPU 201 selects "z5" as the selection symbol command and "zA4" as the symbol specification command.

[0227] Also, when loss determination value data is obtained as a result of the winning determination process of the first special symbol, regardless of whether the symbol random number value of the first special symbol is 0 to 99, the main CPU 201 selects "z6" as the selection symbol command and "zA5" as the symbol specification command.

[0228] Also, when the short-time winning determination value data is obtained as a result of the winning determination process of the second special symbol, for example, the selection symbol command and the symbol specification command are selected as follows. That is, when the symbol random number value of the second special symbol is, for example, 0 to 96, the main CPU 201 selects "z7" as the selection symbol command and "zA6" as the symbol specification command. Also, when the symbol random number value of the second special symbol is any one of 97 to 99, for example, the main CPU 201 selects "z8" as the selection symbol command and "zA7" as the symbol specification command.

[0229] Also, when the big win determination value data is obtained as a result of the winning determination process of the second special symbol, for example, the selection symbol command and the symbol specification command are selected as follows. That is, when the symbol random number value of the second special symbol is any one of 0 to 59, the main CPU 201 selects "z9" as the selection symbol command and "zA8" as the symbol specification command. Also, when the symbol random number value of the second special symbol is any one of 60 to 99, the main CPU 201 selects "z10" as the selection symbol command and "zA9" as the symbol specification command.

[0230] Also, when the losing determination value data is obtained as a result of the winning determination process of the second special symbol, regardless of whether the symbol random number value of the second special symbol is any one of 0 to 99, the main CPU 201 selects "z11" as the selection symbol command and "zA10" as the symbol specification command.

[0231] Note that in this embodiment, the winning / losing determination value data is determined based on the extracted big win determination random number value with reference to the winning determination table of the special symbol (see FIG. 10), and then the selection symbol command and the symbol specification command are determined based on the symbol random number value of the special symbol with reference to the special symbol determination table (see FIG. 11), but it is not limited to this. For example, the winning / losing of the special symbol, the selection symbol command, and the symbol specification command may be determined together based on the extracted big win determination random number value and the symbol random number value of the special symbol.

[0232] [1-4-4. Special Symbol Stop Mode Determination Table] FIG. 12(A) is an example of a special symbol stop mode determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine. The special symbol stop mode determination table is referred to when determining the stop mode of the special symbol derived to the first special symbol display unit 163 or the second special symbol display unit 164 (see FIG. 5) when the variable display of the special symbol stops, according to the selection symbol command.

[0233] As shown in FIG. 12(A), the stop mode of the special symbol derived to the first special symbol display unit 163 or the second special symbol display unit 164 (see FIG. 5) is composed of a 1-byte control signal configured in a region of, for example, 0 to 7. Each region from 0 to 7 of the first special symbol corresponds one-to-one to any one of the eight LEDs 163a to 163h (see FIG. 5) constituting the first special symbol display unit 163. For example, region 0 of the first special symbol corresponds to 163a, region 1 of the first special symbol corresponds to 163b, region 2 of the first special symbol corresponds to 163c, region 3 of the first special symbol corresponds to 163d, region 4 of the first special symbol corresponds to 163e, region 5 of the first special symbol corresponds to 163f, region 6 of the first special symbol corresponds to 163g, and region 7 of the first special symbol corresponds to 163h.

[0234] Similarly, each region from 0 to 7 of the second special symbol corresponds one-to-one to any one of the eight LEDs 164a to 164h (see FIG. 5) constituting the second special symbol display unit 164. For example, region 0 of the second special symbol corresponds to 164a, region 1 of the second special symbol corresponds to 164b, region 2 of the second special symbol corresponds to 164c, region 3 of the second special symbol corresponds to 164d, region 4 of the second special symbol corresponds to 164e, region 5 of the second special symbol corresponds to 164f, region 6 of the second special symbol corresponds to 164g, and region 7 of the second special symbol corresponds to 164h.

[0235] In this embodiment, when the result of the winning determination process for the special symbol is "time-saving win", the display mode of the LEDs (time-saving win display mode) derived to the special symbol display units 163 and 164 is determined as follows. For example, when the selected symbol command is "z0", the main CPU 201 turns on the LED 163a corresponding to the area 0 of the first special symbol and the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and determines to stop displaying the first special symbol display unit 163 in such a manner that the other LEDs are turned off. When the selected symbol command is "z1", the main CPU 201 turns on the LED 163a corresponding to the area 0 of the first special symbol, the LED 163b corresponding to the area 1 of the first special symbol, and the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and determines to stop displaying the first special symbol display unit 163 in such a manner that the other LEDs are turned off. When the selected symbol command is "z2", the main CPU 201 turns on the LED 163a corresponding to the area 0 of the first special symbol, the LED 163c corresponding to the area 2 of the first special symbol, and the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and determines to stop displaying the first special symbol display unit 163 in such a manner that the other LEDs are turned off. Also, when the selected symbol command is "z7", the main CPU 201 turns on the LED 164a corresponding to the area 0 of the second special symbol, the LED 164b corresponding to the area 1 of the second special symbol, and the LED 164h corresponding to the area 7 of the second special symbol among the eight LEDs constituting the second special symbol display unit 164, and determines to stop displaying the second special symbol display unit 164 in such a manner that the other LEDs are turned off. When the selected symbol command is "z8", the main CPU 201 turns on the LED 164a corresponding to the area 0 of the second special symbol, the LED 164c corresponding to the area 2 of the second special symbol, and the LED 164h corresponding to the area 7 of the second special symbol among the eight LEDs constituting the second special symbol display unit 164, and determines to stop displaying the second special symbol display unit 164 in such a manner that the other LEDs are turned off.

[0236] Also, when the result of the winning determination process for the special symbol is "big win", the display mode (big win display mode) of the LEDs derived to the special symbol display units 163 and 164 is determined as follows. For example, when the selected symbol command is "z3", the main CPU 201 turns on the LED 163d corresponding to the area 3 of the first special symbol, the LED 163e corresponding to the area 4 of the first special symbol, and the LED 163g corresponding to the area 6 of the first special symbol among the 8 LEDs constituting the first special symbol display unit 163, and determines to stop displaying the first special symbol display unit 163 in such a manner that the other LEDs are turned off. When the selected symbol command is "z4", the main CPU 201 turns on the LED 163d corresponding to the area 3 of the first special symbol, the LED 163f corresponding to the area 5 of the first special symbol, and the LED 163g corresponding to the area 6 of the first special symbol among the 8 LEDs constituting the first special symbol display unit 163, and determines to stop displaying the first special symbol display unit 163 in such a manner that the other LEDs are turned off. When the selected symbol command is "z5", the main CPU 201 turns on the LED 163d corresponding to the area 3 of the first special symbol, the LED 163e corresponding to the area 4 of the first special symbol, the LED 163f corresponding to the area 5 of the first special symbol, and the LED 163g corresponding to the area 6 of the first special symbol among the 8 LEDs constituting the first special symbol display unit 163, and determines to stop displaying the first special symbol display unit 163 in such a manner that the other LEDs are turned off. When the selected symbol command is "z9", the main CPU 201 turns on the LED 164d corresponding to the area 3 of the second special symbol, the LED 164e corresponding to the area 4 of the second special symbol, and the LED 164g corresponding to the area 6 of the second special symbol among the 8 LEDs constituting the second special symbol display unit 164, and determines to stop displaying the second special symbol display unit 164 in such a manner that the other LEDs are turned off. When the selected symbol command is "z10", the main CPU 201 turns on the LED 164d corresponding to the area 3 of the second special symbol and the LED 164f corresponding to the area 5 of the second special symbol among the 8 LEDs constituting the second special symbol display unit 164, and determines to stop displaying the second special symbol display unit 164 in such a manner that the other LEDs are turned off.

[0237] Also, when the result of the winning determination process for the special symbol is "losing", the display mode (losing display mode) of the LEDs derived to the special symbol display units 163 and 164 is determined as follows. For example, when the selected symbol command is "z6", the main CPU 201 determines to stop displaying the first special symbol display unit 163 in a mode where only the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163 is lit and the other LEDs are turned off. When the selected symbol command is "z11", the main CPU 201 determines to stop displaying the second special symbol display unit 164 in a mode where only the LED 164h corresponding to the area 7 of the second special symbol among the eight LEDs constituting the second special symbol display unit 164 is lit and the other LEDs are turned off.

[0238] Based on the result of the winning determination process for the special symbol, when the main CPU 201 determines the stop mode of the special symbol, it outputs a control signal corresponding to the determined mode to each LED constituting the first special symbol display unit 163 or the second special symbol display unit 164, and controls the stop mode of the special symbol derived to the first special symbol display unit 163 or the second special symbol display unit 164.

[0239] In FIG. 12(A), for the sake of convenience, the display modes of the LEDs derived to the first special symbol display unit 163 and the display modes of the LEDs derived to the second special symbol display unit 164 are shown in the same table. However, it is preferable that the control signals be transmitted separately for the first special symbol display unit 163 and the second special symbol display unit 164.

[0240] FIG. 12(B) is an example of a decorative symbol stop mode determination table stored in the program ROM of the sub-control circuit 300 provided in the first pachinko gaming machine. The decorative symbol stop mode determination table is referred to when determining the stop mode (symbol combination) of the decorative symbol derived when the variable display of the decorative symbol displayed on the display device 7 stops, in response to the symbol designation command. Note that the "Remarks" column shown in FIG. 12(B) is shown for convenience to make it easier to understand.

[0241] Note that since only one of the first special symbol and the second special symbol can be variably displayed on the first pachinko gaming machine, the sub-CPU 1301 controls the display device 7 to perform a display effect for the special symbol that is variably displayed among the first special symbol and the second special symbol. In this case, it is preferable that the sub-CPU 301 performs the display effect in a manner that can determine whether the variably displayed special symbol is the first special symbol or the second special symbol.

[0242] In this embodiment, the decorative symbols displayed on the display device 7 are such that the left symbol is composed of, for example, 9 symbols from 1 to 9, the middle symbol is composed of, for example, 10 symbols from 1 to 9 and the time-saving symbol, and the right symbol is composed of, for example, 9 symbols from 1 to 9. The time-saving symbol is a symbol that is stopped and displayed when the game state transitions to a time-saving game state, for example, when the result of the special symbol lottery is a time-saving win. By stopping and displaying the middle symbol as the time-saving symbol, the player can recognize that they have won a time-saving win. Also, in this embodiment, odd symbols are defined as symbols that are more advantageous to the player than even symbols, but it is not limited to this.

[0243] Note that although the result of the special symbol lottery does not include a minor win in the first pachinko gaming machine, if the result of the special symbol lottery includes a minor win, for example, the symbols constituting the middle symbol may include a minor win symbol (a symbol that is stopped and displayed when the result of the special symbol lottery is a minor win). In this case, when the result of the special symbol lottery is a minor win, the sub-CPU 301 stops and displays the middle symbol as the minor win symbol, so that the player can recognize that they have won a minor win.

[0244] As shown in FIG. 12(B), when the symbol designation command is "zA1" or "zA6" (when the result of the special symbol lottery is a "time-saving win"), the sub-CPU 301 stops the left symbol and the right symbol as even symbols and stops the middle symbol as the time-saving symbol, for example, as the stop mode of the decorative symbols.

[0245] When the symbol designation command is "zA2" or "zA7" (when the result of the special symbol lottery is "time shortening per hit"), the sub-CPU 301 stops, for example, the left and right symbols as odd symbols and the middle symbol as a time shortening symbol as the stop mode of the decoration symbols. When the symbol designation command is "zA2" or "zA7" (when the selected symbol command is "z2" or "z8"), as can be seen by referring to FIG. 13 described later, compared with the case where the symbol designation command is "zA1" or "zA6" (when the selected symbol command is "z0", "z1" or "z7"), the number of times of time shortening set is larger and the degree of advantage for the player is higher.

[0246] When the symbol designation command is "zA3" or "zA8" (when the result of the special symbol lottery is "big win"), the sub-CPU 301 stops, for example, the left, right, and middle symbols as a matching pattern of odd symbols (triple) as the stop mode of the decoration symbols.

[0247] When the symbol designation command is "zA4" or "zA9" (when the result of the special symbol lottery is "big win"), the sub-CPU 301 stops, for example, the left, right, and middle symbols as a matching pattern of even symbols (triple) as the stop mode of the decoration symbols. Note that the symbol designation command "zA4" has two cases as can be seen by referring to FIG. 13 described later: when the probability variation flag is set to on after the end of the big win gaming state (when the selected symbol command is "z4"), and when the probability variation flag is not set to on (when the selected symbol command is "z5"). Therefore, in this embodiment, regardless of whether the selected symbol command is "z4" or "z5", the sub-CPU 301 controls the decoration symbols to stop as a matching pattern of even symbols (triple), and in the big win gaming state, it is preferable to perform a promotion effect indicating that it is a probability variation per hit (when the probability variation flag is set to on).

[0248] Also, as can be understood by referring to FIG. 13 described later, when the symbol designation command is "zA4" or "zA9", the expected value that the probability variable flag is set to on after the end of the big win gaming state is smaller compared to the case where the symbol designation command is "zA3" or "zA8". In this regard, when the symbol designation command is "zA3" or "zA8", the degree of advantage for the player is higher compared to the case where the symbol designation command is "zA4" or "zA9".

[0249] In addition, when the symbol designation command is "zA5" or "zA10" (when the result of the special symbol lottery is "a miss"), the sub-CPU 301 stops the decorative symbol in a scattered state. The scattered state corresponds to, for example, a stop mode in which at least one of the left symbol, the right symbol, and the middle symbol is different from the other symbols.

[0250] FIG. 12(B) illustrates the stop mode of the decorative symbol according to the symbol designation command (for example, when the symbol designation command is "zA1", the left symbol is "2", the middle symbol is "time shortening", and the right symbol is "4"). However, the stop mode shown in the column of the stop mode of the decorative symbol in FIG. 12(B) is merely an example and is not limited thereto.

[0251] [1-4-5. Big Win Type Determination Table] FIG. 13 is an example of a big win type determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine. The big win type determination table is referred to when determining the mode of the big win gaming state (more specifically, for example, the number of rounds) and / or the mode of the subsequent gaming state according to the selection symbol command determined corresponding to the symbol random value of the special symbol. The mode of the subsequent gaming state indicates the mode of the gaming state after the end of the big win gaming state. However, when the result of the hit determination process of the special symbol is a time shortening win, since it is controlled to the C time shortening gaming state without being controlled to the big win gaming state, the mode of the subsequent gaming state indicates the mode of the C time shortening gaming state.

[0252] In this embodiment, when the result of the special symbol winning determination process is "time-saving win", the mode of the C time-saving game state is determined as follows. For example, when the selected symbol command is "z0", the main CPU 201 determines to set only the time-saving flag on among the probability variation flag and the time-saving flag, and determines to set the number of time-saving times to 10. When the selected symbol command is "z1" or "z7", the main CPU 201 determines to set only the time-saving flag on among the probability variation flag and the time-saving flag, and determines to set the number of time-saving times to 50. When the selected symbol command is "z2" or "z8", the main CPU 201 determines to set only the time-saving flag on among the probability variation flag and the time-saving flag, and determines to set the number of time-saving times to 100. When the result of the special symbol winning determination process is "time-saving win", after the main CPU 201 derives the above-described time-saving win display mode to the first special symbol display unit 163 or the second special symbol display unit 164, without controlling to the big win game state, the main CPU 201 sets the time-saving flag on and sets the determined number of time-saving times, making it possible to control to the C time-saving game state. Note that since the result of the special symbol winning determination process being "time-saving win" does not control to the big win game state, the mode of the big win game state is not determined. In this embodiment, when the result of the special symbol winning determination process is "time-saving win", regardless of the game state when this special symbol winning determination process is performed, the set number of time-saving times is the same. However, this is not restrictive, and the set number of time-saving times may be made different according to the game state when the special symbol winning determination process is performed.

[0253] As described above, in this embodiment, when the result of the special symbol winning determination process is "time-saving win", the number of time-saving times to be set is made different according to the selected symbol command determined based on the symbol random number value of the special symbol. By doing so, when the result of the special symbol winning determination process is "time-saving win", it becomes possible to give variations to the subsequent progress of the game, and it becomes possible to suppress the decline in interest.

[0254] Incidentally, as described above, when the probability variation flag is on, the main CPU 201 does not control the game state to time-saving even if the result of the winning determination process is "time-saving win". For example, even if the probability variation flag is on (high probability game state), as shown in FIG. 10, the main CPU 201 conducts a lottery for "time-saving win", and when the result of the winning determination process is "time-saving win", although it derives a display mode for "time-saving win" indicating winning in the "time-saving win" to the special symbol display units 163 and 164, it may continue the high probability game state without controlling to the C time-saving game state.

[0255] Also, when the probability variation flag is on, the main CPU 201 may conduct a lottery for "time-saving win" and forcibly derive a losing display mode to the special symbol display units 163 and 164 even if the result of the winning determination process is "time-saving win".

[0256] Furthermore, when the probability variation flag is on, a winning determination process may be performed such that the time-saving win determination value data is not assigned to the jackpot determination random value, that is, "time-saving win" is not included in the lottery result (the result of the winning determination process of the special symbol). In this case, the time-saving win determination value data is assigned to the jackpot determination random value when the probability variation flag is off, and the time-saving win determination value data is not assigned when the probability variation flag is on. Therefore, the range of the random value that was assigned to the time-saving win determination value data when the probability variation flag was off is assigned to the losing determination value data, the jackpot determination value data, or both the losing determination value data and the jackpot determination value data instead of the time-saving win determination value data.

[0257] Note that in this embodiment, when the probability variation flag is on, it is configured not to shift to the C time-saving game state, but it is not limited to this. For example, in a pachinko game machine that can be controlled to a high probability non-time-saving game state where the time-saving flag is off even if the probability variation flag is on, when the result of the winning determination process is "time-saving win", it may be configured to shift to the high probability time-saving game state.

[0258] When the result of the special symbol winning determination process is "big win", the mode of the winning game state and the mode of the subsequent game state are determined as follows.

[0259] For example, when the selected symbol command is "z3" or "z9", the main CPU 201 determines the number of rounds to be 10 rounds as the mode of the big win game state. Also, as the mode of the subsequent game state, it is determined to set both the probability variation flag and the time shortening flag to on, and to set both the probability variation count and the time shortening count to 10,000 times. In these cases, after the main CPU 201 derives the above-described big win display mode to the special symbol display units 163 and 164, it controls to the big win game state, and after the end of this big win game state, it can be controlled to the high probability time shortening game state.

[0260] Also, when the selected symbol command is "z4", the main CPU 201 determines the number of rounds to be 4 rounds as the mode of the big win game state. Also, as the mode of the subsequent game state, it is determined to set both the probability variation flag and the time shortening flag to on, and to set both the probability variation count and the time shortening count to 10,000 times. In this case, after the main CPU 201 derives the above-described big win display mode to the first special symbol display unit 163, it controls to the big win game state, and after the end of this big win game state, it can be controlled to the high probability time shortening game state.

[0261] Also, when the selected symbol command is "z5", the main CPU 201 determines the number of rounds to be 4 rounds as the mode of the big win game state. Also, as the mode of the subsequent game state, it is determined to set only the time shortening flag on among the probability variation flag and the time shortening flag. Also, it is determined to set the time shortening count to be set, for example, to 200 times. In this case, after the main CPU 201 derives the above-described big win display mode to the first special symbol display unit 163, it controls to the big win game state, and after the end of this big win game state, it can be controlled to the time shortening game state. Here, the time shortening game state to be controlled is the A time shortening game state.

[0262] Also, when the selected symbol command is "z10", the main CPU 201 determines that the number of rounds is 10 rounds as the mode of the big win gaming state. Also, as the mode of the subsequent gaming state, it is determined to set only the time shortening flag on among the probability variation flag and the time shortening flag. Also, it is determined to set the number of times of time shortening to be set, for example, to 300 times. In this case, after the main CPU 201 derives the above-described big win display mode to the second special symbol display unit 164, it controls to the big win gaming state, and after the end of this big win gaming state, it can be controlled to the time shortening gaming state. The time shortening gaming state controlled here is also the A time shortening gaming state.

[0263] Note that the time shortening performance in the high probability time shortening gaming state is preferably the same as the time shortening performance in the A time shortening gaming state, but it may be different from the time shortening performance in the A time shortening.

[0264] Also, for example, when the result of the winning determination process of the special symbol is "loss" (for example, when the selected symbol command is "z6" and "z11"), the main CPU 201 does not set either the mode of the big win gaming state or the mode of the subsequent gaming state. That is, when the result of the winning determination process of the special symbol is a loss, the main CPU 201 continues to control the game state without changing the game state.

[0265] Note that when the result of the winning determination process of the special symbol is "loss" (for example, when the selected symbol command is "z6" and "z11"), as described above, neither the mode of the big win gaming state nor the mode of the subsequent gaming state is set. Therefore, originally, it is not necessary to illustrate in the winning type determination table of FIG. 13. However, in this embodiment, for the sake of convenience, it is illustrated in FIG. 13 in order to clarify that neither the mode of the big win gaming state nor the mode of the subsequent gaming state is determined when the result of the winning determination process of the special symbol is "loss".

[0266] As described above, in this embodiment, the main CPU 201 refers to the winning determination table of the special symbol in FIG. 10, and determines the winning / losing determination value data based on the jackpot determination random number value extracted when a game ball wins the first start port 120 or the second start port 140 (performs a winning / losing determination), and determines the winning / losing ( "short time win", "jackpot" or "loss"). Then, the main CPU 201 refers to the special symbol determination table in FIG. 11, and determines the selection symbol command based on the symbol random number value of the special symbol extracted when a game ball wins the first start port 120 or the second start port 140 and the above winning / losing determination value data, and determines the type of the display mode (the type of short time win or the type of jackpot) derived to the special symbol display units 163 and 164. Note that the above winning / losing determination and the determination of the selection symbol command are performed at the start of the variable display of the special symbol, but it is not intended to exclude the case where they are performed between the start of the variable display of the special symbol and the confirmation display.

[0267] Also, as shown in FIG. 13, in this embodiment, the number of short time counts in the A short time game state controlled after the end of the jackpot game state is, for example, 200 times (when the selection symbol command is "z5"), or 300 times (when the selection symbol command is "z10"). On the other hand, the number of short time counts in the C short time game state controlled when the result of the winning determination process of the special symbol is "short time win" is, for example, 10 times (when the selection symbol command is "z0"), 50 times (when the selection symbol command is "z1", "z7"), or 100 times (when the selection symbol command is "z2", "z8"). That is, the expected value of the number of short time counts in the A short time game state is higher than the expected value of the number of short time counts in the C short time game state. In this way, by making the A short time game state more advantageous for the player compared to the C short time game state, the positioning of the "jackpot" can be increased.

[0268] Incidentally, instead of making the expected value of the number of time shortening times in the A time shortening game state higher than the expected value of the number of time shortening times in the C time shortening game state, for example, as shown in FIG. 14, the expected value of the number of time shortening times in the C time shortening game state may be made higher than the expected value of the number of time shortening times in the A time shortening game state. FIG. 14 is a modified example of the winning type determination table shown in FIG. 13. In this FIG. 14, the number of time shortening times in the A time shortening game state is, for example, 50 times (when the selected symbol command is "z5", "z10"). On the other hand, the number of time shortening times in the C time shortening game state is, for example, 50 times (when the selected symbol command is "z0"), 100 times (when the selected symbol command is "z1", "z7") or 200 times (when the selected symbol command is "z2", "z8"). In this way, by making the C time shortening game state more advantageous for the player compared to the A time shortening game state, the positioning of "per time shortening" can be increased. For example, even if a state where a "big win" is not won for a long period continues, when a "per time shortening" is won, it is controlled to the relatively advantageous C time shortening game state, so it is possible to suppress a decrease in interest.

[0269] Incidentally, in this specification, similar to the case of the probability variation flag, when the value of the time shortening flag is "0", it is the time shortening flag off, and when the value of the time shortening flag is "1", it is the time shortening flag on.

[0270] The time shortening flag is one of the management flags stored in the main RAM 203 similar to the probability variation flag, and is a flag for managing whether to execute time shortening control.

[0271] Also, the number of time shortening times is the variable display number of special symbols that can continuously execute time shortening control. That is, for example, when the number of time shortening times is determined to be "50", if 50 variable displays of special symbols are performed without winning a big win in this time shortening game state, this time shortening game state ends and shifts to a non-time shortening game state (for example, a normal game state).

[0272] Note that the "10,000" for the number of probability variation times and the number of time shortening times shown in FIG. 13 and the like means that the probability variation control can be continuously executed until it is determined to be a jackpot (i.e., the next jackpot) after the end of the jackpot gaming state.

[0273] [1-4-6. Variation Pattern Table of Special Symbols] FIG. 15 is an example of a variation pattern table of special symbols of the first pachinko gaming machine. The "Remarks" column in FIG. 15 is shown for convenience to make it easier to understand. The time shortening winning-related reaches A, B, and C shown in the "Remarks" column in FIG. 15 are reach effects indicating that the result of the winning determination process of the special symbol may be a time shortening win (there is no possibility of a jackpot). Similarly, the jackpot-related reaches A, B, and C are reach effects indicating that the result of the winning determination process of the special symbol may be a jackpot (there is no possibility of a time shortening win). Furthermore, the common reaches A, B, C, D, and E are reach effects indicating that the result of the winning determination process of the special symbol may be either a time shortening win or a jackpot. Note that FIG. 15 is a variation pattern table of special symbols when the probability variation flag is off, and the illustration of the variation pattern table of special symbols when the probability variation flag is on is omitted.

[0274] The main CPU 201 determines the variation pattern of the first special symbol when based on the winning of a game ball into the first start port 120, and determines the variation pattern of the second special symbol when based on the winning of a game ball into the second start port 140. The variation pattern table of special symbols in FIG. 15 is a table referred to when executing the special symbol variation pattern determination process of S96 in FIG. 28 described later.

[0275] As shown in FIG. 15, the variation pattern of the special symbol is determined based on, but not limited to, the type of the special symbol, the result of the winning determination process of the special symbol (winning or losing), the value of the time shortening flag (0 or 1), the random number value for reach determination, and / or the random number value for effect selection, etc., and may be determined based on other values, etc. instead of or in addition to any of the above.

[0276] The reach determination random value is extracted from, for example, 0 to 249 (250 types), and the effect selection random value is extracted from, for example, 0 to 99 (100 types). However, the range of the generated random values is not limited to the above.

[0277] When the effect selection random value extracted based on the winning of the game ball at the first start port 120 is a specific random value, the main CPU 201 sets a pre-reading flag. When the sub CPU 301 that has received the variation pattern command of the special symbol transmitted from the main CPU 201 has the pre-reading flag set, it performs a pre-reading effect.

[0278] In this embodiment, the main CPU 201 sets the pre-reading flag when the time shortening flag is off, and does not set the pre-reading flag when the time shortening flag is on or the probability variation flag is on.

[0279] Also, in this embodiment, the main CPU 201 determines whether to perform the pre-reading effect, but it is not limited to this, and the sub CPU 301 may also determine it.

[0280] Note that the main CPU 201 may also set the pre-reading flag (so that the pre-reading effect is performed) even when the time shortening flag is on or the probability variation flag is on. Also, when determining the variation pattern of the second special symbol, the pre-reading flag may be set (so that the pre-reading effect is performed).

[0281] When the time shortening flag is on, the expected value of the number of variations per unit time of the determined variation pattern of the special symbol is smaller than when the time shortening flag is off. That is, the variation time of the special symbol when the time shortening flag is on is likely to be shorter than the variation time of the special symbol when the time shortening flag is off.

[0282] The determined variation pattern information is transmitted from the main CPU 201 to the command input port 308 of the sub CPU 301 via the command output port 206. Based on the variation pattern information transmitted from the main CPU 201, the sub CPU 301 controls the display effects displayed in the display area of the display device 7 and the sound effects output from the speaker 32.

[0283] Although not shown in FIG. 15, for each set value, for example, the range of the random number value for effect selection may be changed so that the variation patterns (variable display times) of the special symbols to be determined are different.

[0284] Also, in this embodiment, for example, when the result of the winning determination process is a loss, the variation pattern of the special symbol is determined according to whether the time reduction flag is on or off regardless of the type of time reduction, but it is not limited to this. For example, the expected value of the variable display times of the special symbol per unit time may be made different according to the type of time reduction. For example, the expected value of the variable display times of the special symbol per unit time may be made different in the A time reduction game state, the B time reduction game state, and the C time reduction game state.

[0285] [1-4-7. Time reduction game state] As described above, in this embodiment, as the time reduction game state, an A time reduction game state, a B time reduction game state, and a C time reduction game state are prepared. These time reduction game states will be described below.

[0286] The A time reduction game state is a time reduction game state controlled after the end of the big win game state when the result of the winning determination process of the special symbol is "big win" and the selected symbol command is, for example, "z5" or "z10". That is, in this embodiment, the transition condition to the A time reduction game state is to win a big win (a big win with the selected symbol command being "z5" or "z10"). However, even if the transition condition to the A time reduction game state is satisfied, it does not necessarily transition to the A time reduction game state. If a condition that prevents the transition to the A time reduction game state is satisfied (for example, when the backup is cleared), it will not transition to the A time reduction game state.

[0287] In addition, the end conditions of the short-time A gaming state are as follows: when the result of the winning determination process of the special symbol is "big win" and the big win gaming state based on the "big win" is started, and when the variable display of the special symbols (the first special symbol and the second special symbol) for the short-time number determined corresponding to the selection symbol command (hereinafter referred to as the "prescribed short-time A number") is executed (refer to the column of "short-time number" in FIG. 13). The end conditions are satisfied when any of these conditions is met.

[0288] The short-time B gaming state is, for example, a short-time gaming state that is controlled when the ceiling counter is updated (incremented by 1) starting from when the big win gaming state ends and the variable display of the special symbol in the non-high-probability gaming state (in this embodiment, for example, the normal gaming state and the low-probability short-time gaming state) is started. That is, the transition condition to the short-time B gaming state is that the ceiling counter reaches the ceiling value. The transition to the short-time B gaming state may be when the variable display of the special symbol (hereinafter referred to as the "final ceiling variation") when the ceiling counter reaches the ceiling value is started, or when the final ceiling variation ends, or when the variable display of the next special symbol after the final ceiling variation is started. That is, the transition timing to the short-time B gaming state may be any time from when the final ceiling variation is started until the variable display of the next special symbol is started. Also, when the result of the winning determination process of the special symbol in the final ceiling variation is "loss", although a loss display mode is derived for the special symbol display units 163 and 164, the short-time B gaming state will be entered. In this case, the sub-CPU 301 may perform control to display on the display device 7 a display effect (for example, stopping the decorative symbol with a special symbol, performing a special effect by a character, or an effect in which both are performed) indicating to the player that the transition condition to the short-time B gaming state has been satisfied (for example, in this embodiment, the ceiling counter has reached the ceiling value). Note that even if the transition condition to the short-time B gaming state is satisfied, it is not always the case that the short-time B gaming state will be entered. If a condition that prevents the transition to the short-time B gaming state is satisfied (for example, when the result of the winning determination process of the special symbol in the final ceiling variation is a big win, etc.), the transition to the short-time B gaming state will not be made.

[0289] The ceiling counter is not updated when the probability variation flag is on, and is always counted regardless of whether the time-saving flag is on or off when the probability variation flag is off. When the ceiling counter reaches the ceiling value, it is controlled to the B time-saving game state unless the result of the winning determination process of the special symbol is "big win". In a pachinko gaming machine whose winning determination process result of the special symbol includes a small win, when the result of the winning determination process of the special symbol when the ceiling counter reaches the ceiling value is "small win", the B time-saving game state may be started when the display mode of the small win is derived to the special symbol display units 163 and 164, or the B time-saving game state may be started after the end of the small win game state. That is, when the result of the winning determination process of the special symbol when the ceiling counter reaches the ceiling value is "small win", only the display mode of the small win is displayed on the special symbol display units 163 and 164, and the display effect indicating to the player that the ceiling counter has reached the ceiling value as described above is not displayed. In the case of a pachinko gaming machine with a setting function, the ceiling value may be made different according to the setting value. When the result of the winning determination process of the special symbol when the ceiling counter reaches the ceiling value is "big win", it is controlled to the big win game state without being controlled to the B time-saving game state.

[0290] Note that the ceiling counter is reset when a predetermined condition is satisfied, such as when the power is turned on, when it is controlled to the big win game state, when the clear process (backup clear process) of the work area (volatile area) in the RAM 203 is performed, when a switch different from the backup clear switch 176 (for example, the setting key 174a or a dedicated switch) is operated, and in a gaming machine capable of changing the normal symbol winning probability, when the high probability of the normal symbol winning probability ends. When the update of the ceiling counter is permitted, the ceiling counter is updated each time the variable display of the special symbol is executed. For example, when the probability variation flag is on, the update of the ceiling counter is not permitted.

[0291] After clearing the ceiling counter, the main CPU 201 starts counting the ceiling counter from the next variable display of the special symbol. Note that the ceiling value may be set by the main CPU 201 each time the ceiling counter is cleared, or it may be predetermined as something specific to the pachinko machine instead of being set each time.

[0292] When the ceiling counter is cleared due to being controlled to the big win game state, after the end of the big win game state, if the probability variable flag is not on, the main CPU 201 updates (+1) the ceiling counter at the start or end of the first variable display of the special symbol. Also, after the end of the big win game state, if the probability variable flag is on, the ceiling counter is not updated even if the variable display of the special symbol is performed. However, for example, in the case of an ST machine or a specification that performs a probability variable fall lottery, the ceiling counter is updated at the start or end of the first variable display of the special symbol after the probability variable flag is turned off. Note that in the case of a specification that performs a probability variable fall lottery, since the probability variable flag is changed from on to off at the start of the variable display of the special symbol, if the ceiling counter is updated at the end of the variable display of the special symbol, the ceiling counter may be updated if the probability variable flag is off at the end of the variable display of the special symbol.

[0293] Note that in the case of a pachinko machine with a specification in which the main CPU 201 performs a probability variable fall lottery, when the sub CPU 301 receives a command transmitted from the main CPU 201, it is preferable not to perform an effect suggesting winning the probability variable fall lottery or an effect suggesting a transition from a high probability game state to a low probability game state. By doing so, it becomes difficult for the player to grasp the start point of counting by the ceiling counter, that is, the timing of transition to the B short game state, based on the display effect etc. displayed on the display device 7, and it becomes possible to provide an interesting gameplay. When it is difficult to grasp the timing of transition to the B short game state, for example, by displaying a countdown effect suggesting the timing of transition to the B short game state or a fake countdown effect on the display device 7 under the control of the sub CPU 301, it becomes possible to further enhance the interest.

[0294] Also, when the clear process (backup clear process) of the work area (volatile area) in the RAM 203 is performed, the main CPU 201 updates (+1) the ceiling counter at the start or end of the first variable display of the special symbol after the clear process of the work area in the RAM 203.

[0295] Furthermore, when a switch different from the backup clear switch 176 (for example, the setting key 174a or a dedicated switch) is operated, the main CPU 201 updates (+1) the ceiling counter at the start or end of the first variable display of the special symbol after the operation of the above different switch.

[0296] In addition, the end condition of the short B game state is when the result of the winning determination process of the special symbol is "big win" and the big win game state based on the "big win" is started, and when the variable display of the special symbol (the first special symbol and the second special symbol) for a predetermined number of times (hereinafter referred to as "the short B specified number of times") is executed. Among them, it is the case where any one of the conditions is satisfied. "When the variable display of the special symbol for the short B specified number of times is executed", which is one of the end conditions of the short B game state, may be when the variable display of the special symbol for the short B specified number of times (hereinafter referred to as "the final short B variation") is started, or when the final short B variation ends. That is, the end timing of the short B game state may be any time from when the final short B variation starts until the variable display of the special symbol related to this final short B variation ends.

[0297] The C short-time game state is a short-time game state that is controlled when the result of the winning determination process of the special symbol is "short-time win". That is, the transition condition to the C short-time game state is to win a short-time win (when the selected symbol command is "z0" to "z2", "z7" or "z8"), and the display mode of the short-time win is derived (definitely displayed) on the special symbol display units 163 and 164. Even if the transition condition to the C short-time game state is satisfied, it does not necessarily transition to the C short-time game state. If a condition that prevents the transition to the C short-time game state is satisfied (for example, in a specification where the B short-time game state and the C short-time game state cannot be executed simultaneously (details will be described later), and the result of the winning determination process of the special symbol in the B short-time game state is "short-time win", etc.), it will not transition to the C short-time game state. Even if a condition that prevents the transition to the C short-time game state is satisfied despite the transition condition to the C short-time game state being satisfied, the main CPU 201 executes control to derive the display mode of the short-time win on the special symbol display units 163 and 164 without transitioning to the C short-time game state.

[0298] Also, the end condition of the C short-time game state is when the result of the winning determination process of the special symbol is "big win" and the big win game state based on the "big win" is started, and when the variable display of the special symbols (the first special symbol and the second special symbol) for the short-time number of times determined corresponding to the selected symbol command (hereinafter referred to as "C short-time specified number of times") is executed (refer to the "short-time number of times" column in FIG. 13). The C short-time specified number of times, which is one of the end conditions of the C short-time game state, may be when the variable display of the special symbol for the short-time number of times determined corresponding to the selected symbol command (hereinafter referred to as "C short-time final variation") is started, or when the C short-time final variation ends. That is, the end timing of the C short-time game state may be any time from when the C short-time final variation is started until the variable display of the special symbol related to this C short-time final variation ends.

[0299] Note that the time-saving performance may be different among the A time-saving game state, the B time-saving game state, and the C time-saving game state. Also, among the A time-saving game state, the B time-saving game state, and the C time-saving game state, the time-saving performance of two of the time-saving game states may be the same, and the time-saving performance of these two time-saving game states may be different from the time-saving performance of the other one of the time-saving game states. Furthermore, the time-saving performance of the A time-saving game state, the time-saving performance of the B time-saving game state, and the time-saving performance of the C time-saving game state may be the same.

[0300] In addition to the above, the end conditions for the A time-saving game state, the end conditions for the B time-saving game state, and the end conditions for the C time-saving game state may include, for example, that the variable display count of the second special symbol has reached a specified count, that the normal electric accessory 146 has been opened a specified number of times, that a specific opening mode has been selected as the opening mode of the normal electric accessory 146, and the like. Also, in a pachinko gaming machine in which the result of the winning determination process for the special symbol includes a small win, the fact that the small win count has reached a specified count may be included in the above end conditions. Furthermore, a time-saving fall lottery may be performed, and the fact of winning the time-saving fall lottery may be included in the above end conditions.

[0301] [1-4-8. Normal Symbol Winning Determination Table] FIG. 16 is an example of a normal symbol winning determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine.

[0302] The normal symbol winning determination table is a table referred to in the normal symbol winning determination process, that is, a table referred to when determining "normal symbol win" or "loss" by lottery based on the game state and the random number value for normal symbol winning determination extracted when the game ball passes through the passing gate 126 (see FIG. 4) (that is, when executing the normal symbol game determination process of S295 in FIG. 43 described later).

[0303] The random number value for determining a win in the normal symbol is, as described above, the random number value used in the win determination process for the normal symbol. In this embodiment, the main CPU 201 extracts the random number value for determining a win in the normal symbol from among 0 to 99 (100 types). However, the range of the generated random number value is not limited to the above.

[0304] In this embodiment, in the win determination process for the normal symbol, the main CPU 201 determines "win in the normal symbol" or "loss" based on the extracted random number value for determining a win in the normal symbol. In the win determination table for the normal symbol, for each type of time-saving, the relationship between the range (width) of the random number value for determining a win in the normal symbol determined as "win in the normal symbol" and the corresponding win determination value data, and the relationship between the range (width) of the random number value for determining a win in the normal symbol determined as "loss" and the corresponding loss determination value data are defined.

[0305] In this embodiment, in a non-time-saving game state (for example, a normal game state), if the extracted random number value for determining a win in the normal symbol is any one of 0 to 79, the main CPU 201 determines it as "win in the normal symbol" and determines the win / loss determination value data as "win determination value data for the normal symbol". Also, in a non-time-saving game state, if the extracted random number value for determining a win in the normal symbol is any one of 80 to 99, the main CPU 201 determines it as "loss" and determines the determination value data as "loss determination value data".

[0306] Also, in an A time-saving game state, if the extracted random number value for determining a win in the normal symbol is any one of 0 to 98, the main CPU 201 determines it as "win in the normal symbol" and determines the win / loss determination value data as "win determination value data for the normal symbol". Also, in an A time-saving game state, if the extracted random number value for determining a win in the normal symbol is 99, the main CPU 201 determines it as "loss" and determines the determination value data as "loss determination value data".

[0307] Also, in the short-time game state B, when the random number value for determining a win of the normal symbol extracted by the main CPU 201 is any value from 0 to 79, it is determined as "win of the normal symbol", and the win / loss determination value data is determined as "win determination value data of the normal symbol". Also, in the short-time game state B, when the random number value for determining a win of the normal symbol extracted by the main CPU 201 is any value from 80 to 99, it is determined as "loss", and the determination value data is determined as "loss determination value data".

[0308] Also, in the short-time game state C, when the random number value for determining a win of the normal symbol extracted by the main CPU 201 is any value from 0 to 79, it is determined as "win of the normal symbol", and the win / loss determination value data is determined as "win determination value data of the normal symbol". Also, in the short-time game state C, when the random number value for determining a win of the normal symbol extracted by the main CPU 201 is any value from 80 to 99, it is determined as "loss", and the determination value data is determined as "loss determination value data".

[0309] Thus, in this embodiment, among the non-short-time game state, the short-time game state A, the short-time game state B, and the short-time game state C, the winning probability of winning on the normal symbol in the short-time game state A (the selection rate (approximate) shown in FIG. 16) is the highest.

[0310] Also, the winning probability of winning on the normal symbol in the short-time game state B (the selection rate (approximate) shown in FIG. 16) is the same as the winning probability of winning on the normal symbol in the non-short-time game state. Similarly, the winning probability of winning on the normal symbol in the short-time game state C (the selection rate (approximate) shown in FIG. 16) is also the same as the winning probability of winning on the normal symbol in the non-short-time game state. Therefore, even if the game state transitions among the non-short-time game state, the short-time game state B, and the short-time game state C, the winning probability of the normal symbol will not be changed.

[0311] Note that the winning probability of winning on the normal symbol may be made the same in the non-short-time game state, the short-time game state A, the short-time game state B, and the short-time game state C. In this case, without changing the winning probability of winning on the normal symbol, it is only necessary to make the ratio of the types of normal symbols described later different for each state, so that the control process can be simplified.

[0312] [1-4-9. Normal Symbol Judgment Table] FIG. 17 is an example of a normal symbol judgment table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine.

[0313] The normal symbol judgment table is a table referred to when selecting a "normal symbol winning selection symbol command" for determining the stopped symbol of the normal symbol based on the type of time shortening, the above-mentioned winning / losing judgment value data, and the symbol random number value of the normal symbol extracted when the game ball passes through the passing gate 126 (see FIG. 4). The "normal symbol winning selection symbol command" is a command for designating the winning symbol of the normal symbol determined according to the type of normal symbol winning when the result of the winning judgment process of the normal symbol is a normal symbol win. The symbol random number value of the normal symbol is extracted, for example, from among 0 to 99 (100 types).

[0314] According to the normal symbol judgment table shown in FIG. 17, when the normal symbol winning judgment value data is obtained as a result of the normal symbol winning judgment process, for example, the normal symbol winning selection symbol command is selected as follows.

[0315] For example, in a non-time-shortening game state, when the normal symbol winning judgment value data is obtained as a result of the normal symbol winning judgment process, regardless of the symbol random number value of the normal symbol being any of 0 to 99, the main CPU 201 selects "fz0" as the normal symbol winning selection symbol command.

[0316] Also, in an A time-shortening game state, when the normal symbol winning judgment value data is obtained as a result of the normal symbol winning judgment process, if the symbol random number value of the normal symbol is any of 0 to 29, the main CPU 201 selects "fz1" as the normal symbol winning selection symbol command, if the symbol random number value of the normal symbol is any of 30 to 69, the main CPU 201 selects "fz2" as the normal symbol winning selection symbol command, and if the symbol random number value of the normal symbol is any of 70 to 99, the main CPU 201 selects "fz3" as the normal symbol winning selection symbol command.

[0317] Also, in the short-time B game state, when main CPU 201 obtains normal symbol hit determination value data as a result of the normal symbol hit determination process, if the symbol random number value of the normal symbol is any one of 0 to 29, main CPU 201 selects "fz4" as the selected symbol command at the time of a normal symbol hit, if the symbol random number value of the normal symbol is any one of 30 to 69, main CPU 201 selects "fz5" as the selected symbol command at the time of a normal symbol hit, and if the symbol random number value of the normal symbol is any one of 70 to 99, main CPU 201 selects "fz6" as the selected symbol command at the time of a normal symbol hit.

[0318] Also, in the short-time C game state, when main CPU 201 obtains normal symbol hit determination value data as a result of the normal symbol hit determination process, if the symbol random number value of the normal symbol is any one of 0 to 29, main CPU 201 selects "fz7" as the selected symbol command at the time of a normal symbol hit, if the symbol random number value of the normal symbol is any one of 30 to 69, main CPU 201 selects "fz8" as the selected symbol command at the time of a normal symbol hit, and if the symbol random number value of the normal symbol is any one of 70 to 99, main CPU 201 selects "fz9" as the selected symbol command at the time of a normal symbol hit.

[0319] In this embodiment, main CPU 201 first refers to the normal symbol hit determination table (see FIG. 16) and determines the win / loss determination value data based on the extracted random number value for normal symbol hit determination, and then refers to the normal symbol determination table (see FIG. 17) to determine the selected symbol command at the time of a normal symbol hit based on the symbol random number value of the normal symbol. However, the present invention is not limited to this. For example, based on the extracted random number value for normal symbol hit determination and the symbol random number value of the normal symbol, the win / loss of the normal symbol and the selected symbol command at the time of a normal symbol hit may be determined together.

[0320] [1-4-10. Normal Symbol Hit Type Determination Table] FIG. 18 is an example of a normal symbol per type determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine. The normal symbol per type determination table is referred to when determining the opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), according to the normal symbol per time selection symbol command determined corresponding to the symbol random value of the normal symbol (that is, when executing the opening pattern setting process of the normal electric accessory 146 executed in the variable display start process of the normal symbol in S293 of FIG. 43 described later).

[0321] In this embodiment, when the result of the winning determination process of the normal symbol is "winning of the normal symbol", the type per normal symbol is determined as follows. For example, when the normal symbol per time selection symbol command is "fz0", the main CPU 201 determines the opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), to be the first opening time of 1000 msec, no wait time, and no second opening. That is, it is determined to be an opening pattern in which the normal electric accessory 146 is opened only once for 1000 msec.

[0322] Also, when the normal symbol per time selection symbol command is "fz1", the main CPU 201 determines the opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), to be the first opening time of 2000 msec, a wait time of 200 msec, and the second opening time of 2000 msec.

[0323] Also, when the normal symbol per time selection symbol command is "fz2", the main CPU 201 determines the opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), to be the first opening time of 2500 msec, a wait time of 200 msec, and the second opening time of 2500 msec.

[0324] Also, when the normal symbol per time selection symbol command is "fz3", the main CPU 201 determines the opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), to be the first opening time of 3000 msec, a wait time of 200 msec, and the second opening time of 3000 msec.

[0325] Also, when the normal symbol hit-time selected symbol command is "fz4" or "fz7", the main CPU 201 determines the release pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), to be a first release time of 2500 msec, no wait time, and no second release.

[0326] Also, when the normal symbol hit-time selected symbol command is "fz5" or "fz8", the main CPU 201 determines the release pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), to be a first release time of 2000 msec, a wait time of 600 msec, and a second release time of 2000 msec.

[0327] Also, when the normal symbol hit-time selected symbol command is "fz6" or "fz9", the main CPU 201 determines the release pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), to be a first release time of 2500 msec, a wait time of 600 msec, and a second release time of 2500 msec.

[0328] Thus, in this embodiment, even if the result of the hit determination process for the normal symbol in the non-time-short game state is "normal symbol hit", the release pattern of the normal electric accessory 146 (see FIG. 4) is the mode with the least favorable degree among the release patterns of the normal electric accessory 146 in the non-time-short game state, the A time-short game state, the B time-short game state, and the C time-short game state.

[0329] Note that the degree of favorability of the release pattern of the normal electric accessory 146 is the degree of ease of winning of the game balls into the second start port 140 when the normal electric accessory 146 is released.

[0330] When the result of the hit determination process for the normal symbol in the A time-short game state is "normal symbol hit", the release pattern of the normal electric accessory 146 (see FIG. 4) is the mode with the most favorable degree among the release patterns of the normal electric accessory 146 in the non-time-short game state, the A time-short game state, the B time-short game state, and the C time-short game state.

[0331] In addition, the opening pattern of the normal electric accessory 146 (see FIG. 4) when the result of the winning determination process of the normal symbol in the B short-time game state is "winning on the normal symbol" is the same as the opening pattern of the normal electric accessory 146 when the result of the winning determination process of the normal symbol in the C short-time game state is "winning on the normal symbol", but it is not limited to this.

[0332] [1-4-11. Variable Pattern Table of Normal Symbols] FIG. 19 shows an example of the variable pattern table of the normal symbol of the first pachinko game machine. The variable pattern table of the normal symbol is referred to when determining the variable pattern of the normal symbol (that is, when executing the variable pattern determination process of the normal symbol executed in the normal symbol variable display start process of S293 in FIG. 43 described later). The main CPU 201 refers to the variable pattern table of the normal symbol and determines the variable pattern of the normal symbol based on the game state and the random number value for normal symbol effect selection extracted when the game ball passes through the passing gate 126 (see FIG. 4). The random number value for normal symbol effect selection is extracted from, for example, 0 to 99 (100 types). However, the range of the generated random number value is not limited to the above.

[0333] As shown in FIG. 19, in the non-short-time game state, regardless of the random number value for normal symbol effect selection being any of 0 to 99, the variable display time of the normal symbol is determined to be, for example, 300000 msec. The variable display time of the normal symbol in the non-short-time game state is the longest among the non-short-time game state, the A short-time game state, the B short-time game state, and the C short-time game state.

[0334] In addition, in the A short-time game state, when the random number value for normal symbol effect selection is any of 0 to 89, the variable display time of the normal symbol is determined to be, for example, 500 msec, and when the random number value for normal symbol effect selection is any of 90 to 99, the variable display time of the normal symbol is determined to be, for example, 800 msec.

[0335] Also, in the B short-time game state, when the random value for selecting the normal symbol effect is any value from 0 to 39, the variable display time of the normal symbol is determined to be, for example, 500 msec. When the random value for selecting the normal symbol effect is any value from 40 to 79, the variable display time of the normal symbol is determined to be, for example, 1000 msec. When the random value for selecting the normal symbol effect is any value from 80 to 99, the variable display time of the normal symbol is determined to be, for example, 1500 msec.

[0336] Also, in the C short-time game state, when the random value for selecting the normal symbol effect is any value from 0 to 39, the variable display time of the normal symbol is determined to be, for example, 500 msec. When the random value for selecting the normal symbol effect is any value from 40 to 79, the variable display time of the normal symbol is determined to be, for example, 1000 msec. When the random value for selecting the normal symbol effect is any value from 80 to 99, the variable display time of the normal symbol is determined to be, for example, 1500 msec.

[0337] In this way, the variable display time of the normal symbol per variable display is the shortest among the expected values of the variable display times of the normal symbol in the non-short-time game state, A short-time game state, B short-time game state, and C short-time game state. Therefore, in the A short-time game state, among the non-short-time game state, A short-time game state, B short-time game state, and C short-time game state, the time until the normal electric accessory 146 is released is the shortest.

[0338] Also, the expected value of the variable display time of the normal symbol in the B short-time game state is the same as the expected value of the variable display time of the normal symbol in the C short-time game state, but it is not limited to this.

[0339] [1-5. Details of the processing related to the short-time game state] [1-5-1. Number of short-time occurrences set per short-time] In the above description, when the result of the winning determination process of the special symbol is "time-saving win", regardless of the gaming state at the time when the winning determination process of the special symbol is performed, the number of time-saving times set is the same. However, not limited to this, the number of time-saving times set when the result of the winning determination process of the special symbol is "time-saving win" may be determined according to the gaming state at the time when the winning determination process of the special symbol is performed.

[0340] Also, even in a high-probability gaming state where the probability-variable flag is set to on, the result of the winning determination process of the special symbol may include "time-saving win". In this case, although the main CPU derives a display mode of time-saving win for the special symbol display unit, it does not execute control to shift to the time-saving gaming state and continues to control the high-probability gaming state. By the way, for example, in a pachinko gaming machine called a so-called ST machine, when variable display of a special symbol is executed over a specified number of times, there is a gaming machine known to turn off the probability-variable flag from on. In such an ST machine, when the result of the winning determination process of the special symbol performed in the final game as the high-probability gaming state is "time-saving win", when the process of deriving the display mode of time-saving win is later than the process of turning off the probability-variable flag, the main CPU may control to the C time-saving gaming state after deriving the display mode of time-saving win.

[0341] [1-5-2. Duplication of Time-Saving Gaming State] When multiple time-saving gaming states are provided, the time-saving gaming states may overlap. For example, in the A time-saving gaming state, when the result of the winning determination process of the special symbol is "time-saving win", the A time-saving gaming state and the C time-saving gaming state will overlap. Also, for example, when the ceiling counter reaches the ceiling value in the C time-saving gaming state, the C time-saving gaming state and the B time-saving gaming state will overlap. When the time-saving gaming states overlap in this way, the time-saving gaming states may be executed in an overlapping manner, or the time-saving gaming states may not be overlapped (that is, "time-saving win" is ignored). Note that the A time-saving specified number of times, which is the end condition of the A time-saving gaming state, is defined to be smaller than the ceiling value, which is the transition condition to the B time-saving gaming state, so that the A time-saving gaming state and the B time-saving gaming state do not overlap.

[0342] When the short-time game states overlap, the modes of executing the short-time game states with overlapping and without overlapping the short-time game states will be described below.

[0343] [1-5-2-1. Mode of executing with overlapping short-time game states] As a mode of executing with overlapping short-time game states when the short-time game states overlap, there are a mode of executing with overlapping the C short-time game state when winning per short time in any one of the A short-time game state, the B short-time game state, and the C short-time game state, and a mode of executing with overlapping the B short-time game state when the ceiling counter reaches the ceiling value in the C short-time game state.

[0344] [1-5-2-1-1. Mode of executing with overlapping the C short-time game state in one short-time game state] When winning "per short time" in any one of the A short-time game state, the B short-time game state, and the C short-time game state, the main CPU 201 derives the display mode per short time for the special symbol display units 163 and 164. In this case, the main CPU 201 adopts, as the short-time count, the larger number of variable display times of the special symbols that can be executed before the end condition of the short-time game state is satisfied while maintaining the short-time performance of one short-time game state.

[0345] For example, when winning the "Time Shortening Win" in the A time shortening game state and the remaining number of time shortening times in the A time shortening game state is more than the number of time shortening times that can be executed based on this "Time Shortening Win", the main CPU 201 controls the game state to the time shortening game state until the remaining number of time shortening times in the A time shortening game state is exhausted while maintaining the time shortening performance of the A time shortening game state, unless a "Big Win" is derived. To explain with specific numbers, for example, when the remaining number of time shortening times in the A time shortening game state is 200 times and winning the "Time Shortening Win", and the number of time shortening times that can be executed based on this "Time Shortening Win" is 50 times, although the display mode of the time shortening win is derived on the special symbol display units 163 and 164, the number of time shortening times from here is 200 times unless a "Big Win" is derived while maintaining the time shortening performance of the A time shortening game state. Therefore, even if winning the "Time Shortening Win" in any one of the time shortening game states of the A time shortening game state, the B time shortening game state, and the C time shortening game state, in terms of appearance regarding the number of time shortening times and the time shortening performance, it is the same as the case where the A time shortening game state continues without winning the "Time Shortening Win".

[0346] On the other hand, for example, when winning the "Time Shortening Win" in the A time shortening game state and the number of time shortening times that can be executed based on this "Time Shortening Win" is more than the remaining number of time shortening times in the A time shortening game state, the main CPU 201 controls the game state to the time shortening game state until the number of time shortening times set based on the "Time Shortening Win" is exhausted while maintaining the time shortening performance of the A time shortening game state, unless a "Big Win" is derived. To explain with specific numbers, for example, when the remaining number of time shortening times in the A time shortening game state is 20 times and winning the "Time Shortening Win", and the number of time shortening times that can be executed based on this "Time Shortening Win" is 50 times, the number of time shortening times from here is 50 times unless a "Big Win" is derived while maintaining the time shortening performance of the A time shortening game state. That is, even if the variable display of the special symbol is executed for 20 times, which is the remaining number of time shortening times in the A time shortening game state, then, while maintaining the time shortening performance of the A time shortening game state, the variable display of the special symbol is further executed for 30 times, which is the difference between the two.

[0347] [1-5-2-1-2. Mode of executing the B time shortening game state by superimposing it on the C time shortening game state] When the ceiling counter reaches the ceiling value in the short-time C game state, the main CPU 201 executes control according to the display mode derived in the special symbol display units 163 and 164 in the final ceiling variation (that is, the result of the winning determination process of the special symbol).

[0348] In the first pachinko machine, the result of the winning determination process of the special symbol does not include a minor win. However, the following explanation includes the case where a minor win is included in the result of the winning determination process of the special symbol.

[0349] First, the case where the result of the winning determination process of the special symbol is "minor win" or "loss" in the final ceiling variation will be described.

[0350] When the ceiling counter reaches the ceiling value in the short-time C game state and the remaining number of short-time C game states is greater than the specified number of short-time B game states, the main CPU 201 controls to maintain the short-time C game state until the remaining number of short-time C game states is consumed, while maintaining the short-time performance of the short-time C game state, unless a "big win" is derived. To explain with specific numbers, for example, when the remaining number of short-time C game states is 300 times and the ceiling counter reaches the ceiling value, and the specified number of short-time B game states is 200 times, the number of short-time C game states from here is 300 times unless a "big win" is derived while maintaining the short-time performance of the short-time C game state. Therefore, even if the ceiling counter reaches the ceiling value in the short-time C game state, in terms of appearance regarding the number of short-time C game states and short-time performance, it is the same as the case where the short-time C game state continues without the ceiling counter reaching the ceiling value.

[0351] On the other hand, when the ceiling counter reaches the ceiling value in the C-time shortening game state and the specified number of B-time shortening times is greater than the remaining number of times of the time shortening in the C-time shortening game state, the main CPU 201 controls to enter the time shortening game state until the specified number of B-time shortening times is exhausted while maintaining the time shortening performance of the C-time shortening game state unless a "big win" is derived. To explain with specific numbers, for example, when the remaining number of times of the time shortening in the C-time shortening game state is 20 times and the ceiling counter reaches the ceiling value, and the number of times of the time shortening that can be executed as the B-time shortening game state is 300 times, while maintaining the time shortening performance of the C-time shortening game state, the number of times of the time shortening from here is 300 times unless a "big win" is derived. That is, even if the variable display of the special symbol is executed for 20 times, which is the remaining number of times of the time shortening in the C-time shortening game state, then, while maintaining the time shortening performance of the C-time shortening game state, the variable display of the special symbol is further executed for 280 times, which is the difference between the two.

[0352] When the variable display of the special symbol ends in the final ceiling variation, the main CPU 201 derives a display mode corresponding to the result of the winning determination process of the special symbol for the special symbol display units 163 and 164. That is, when the result of the winning determination process of the special symbol is "small win", a small win display mode is derived, and when the result of the winning determination process of the special symbol is "loss", a loss display mode is derived. When the small win display mode is derived, it is controlled to enter the small win game state, but the main CPU 201 maintains the time shortening flag on even during the small win game state.

[0353] Next, in the final ceiling variation, the case where the result of the winning determination process of the special symbol is "time shortening win", that is, the case where the transition conditions to the B-time shortening game state and the C-time shortening game state are satisfied in the final ceiling variation will be described. In this case, the main CPU 201 can execute different controls depending on whether the control of the B-time shortening game state is started before the result of the winning determination process of the special symbol is derived for the special symbol display units 163 and 164 or after the result of the winning determination process of the special symbol is derived for the special symbol display units 163 and 164.

[0354] First, when control of the B time-shortened game state is started before the result of the special symbol hit determination process is output to the special symbol display units 163, 164, the game state is already controlled to the B time-shortened game state at the time when the display mode of the time-shortened hit is output to the special symbol display units 163, 164. Therefore, while maintaining the time-shortened performance of the B time-shortened game state, the main CPU 201 controls the game state to the time-shortened game state until the larger of the B time-shortened prescribed number of times and the C time-shortened game state number of times is consumed, unless a "big hit" is output.

[0355] Next, when the control of the time-saving game state B is started after the result of the hit determination process of the special symbol is output to the special symbol display unit 163, 164, the display mode of the time-saving hit is not yet controlled to the time-saving game state B at the time when it is output to the special symbol display unit 163, 164. Therefore, while maintaining the time-saving performance of the time-saving game state C, the main CPU 201 controls the time-saving game state until the larger of the time-saving number of times of the time-saving game state B and the time-saving number of times of the time-saving game state C is consumed, unless the end condition of the time-saving game state (for example, the derivation of the display mode of the big hit, the derivation of the display mode of the small hit or the specific small hit, etc.) is established. In this case, it is preferable that the time-saving game state is terminated when the end condition of the time-saving game state in which the time-saving performance is maintained or executed is established.

[0356] In addition, when the transition condition to the time-saving game state B and the transition condition to the time-saving game state C are satisfied in the final change of the ceiling, the sub-CPU301 may perform a special display effect different from the time-saving transition display effect B performed when only the transition condition to the time-saving game state B is satisfied and the time-saving transition display effect C performed when only the transition condition to the time-saving game state C is satisfied. Alternatively, for example, when the time-saving performance of the time-saving game state B is maintained, the time-saving transition display effect B is performed, and when the time-saving performance of the time-saving game state C is maintained, the time-saving transition display effect C is performed, and so on. In this case, either the time-saving transition display effect B or the time-saving transition display effect C may be performed with priority.

[0357] In addition, when the ceiling counter reaches the ceiling value in the short-time C game state and the result of the winning determination process of the special symbol in the final ceiling variation is "big win", the main CPU 201 ends the short-time C game state and controls to the big win game state without controlling the short-time B game state.

[0358] [1-5-2-1-3. Short-time performance when multiple short-time game states are executed in succession] As described above, the mode of executing the short-time C game state on top of one short-time game state and the mode of executing the short-time B game state on top of the short-time C game state have been explained.

[0359] When it is a specification in which multiple short-time game states can be executed in succession like this, the short-time performance of the previously executed short-time game state is maintained. In a pachinko machine with such a specification, the short-time performances of the multiple short-time game states that can be executed in succession may be different from each other, but it is preferable to make the short-time performances of the multiple short-time game states that can be executed in succession the same.

[0360] For example, when it is a specification in which the short-time C game state can be executed on top of one short-time game state, it is preferable to make the short-time performance of one short-time game state the same as the short-time performance of the short-time C game state. Also, when it is a specification in which the short-time B game state can be executed on top of the short-time C game state, it is preferable to make the short-time performance of the short-time C game state the same as the short-time performance of the short-time B game state.

[0361] In addition, in a pachinko machine with a specification in which multiple short-time game states can be executed in succession, for the short-time game state that can be executed in succession after the previously executed short-time game state, for example, it may be configured to have the same one short-time performance as the previously executed short-time game state and another short-time performance different from this one short-time performance. And when executing a short-time game state in succession to the previously executed short-time game state, one short-time performance may be activated, and when not executing a short-time game state in succession like when activating a short-time game state in the normal game state, another short-time performance may be activated.

[0362] For example, in the case of a pachinko gaming machine with a specification that allows the execution of the B short-game state while overlapping the C short-game state, two short-game performances, for example, the same single short-game performance as the C short-game state and another short-game performance different from this single short-game performance, are provided for the short-game performance of the B short-game state. Then, when, for example, the ceiling counter reaches the ceiling value in the C short-game state, one short-game performance may be activated, and when the ceiling counter reaches the ceiling value, for example, in the normal game state that is not any short-game state, another short-game performance may be activated.

[0363] [1-5-3. Mode of not executing short-game states in an overlapping manner] As a mode of not executing short-game states in an overlapping manner, there are a mode of performing a winning determination process so that "per short game" is not included in the lottery target in the short-game state, and a mode of performing a winning determination process so that "per short game" is included in the lottery target in the short-game state, and even if the short-game states overlap, not executing the short-game states in an overlapping manner (hereinafter referred to as "the latter mode"). As the latter mode, even if a win per short game is selected in any one of the A short-game state, B short-game state, and C short-game state, ignoring this and not executing the C short-game state in an overlapping manner, and even if the ceiling counter reaches the ceiling value in the C short-game state, ignoring this and not executing the B short-game state in an overlapping manner, two modes are conceivable. Below, the above two modes considered as the latter mode will be described.

[0364] [1-5-3-1. Mode of not executing the C short-game state in an overlapping manner in one short-game state] When winning "Short Time per Win" in any one of the short-time game states A, B, or C, as described above, the main CPU 201 derives the display mode for "Short Time per Win" on the special symbol display units 163 and 164. However, unless it is the variable display of the last special symbol in one short-time game state (hereinafter referred to as "short-time final variation"), the main CPU 201 does not control to the C short-time game state based on "Short Time per Win", and controls to one short-time game state until the remaining number of short-time times in one short-time game state is exhausted. In this case, being controlled to one short-time game state (excluding short-time final variation) is a condition that prevents the transition to the C short-time game state.

[0365] On the other hand, when winning "Short Time per Win" in the short-time final variation in one short-time game state, the main CPU 201 can execute different controls depending on whether one short-time game state ends before the display mode for "Short Time per Win" is derived on the special symbol display units 163 and 164, and whether one short-time game state ends when the display mode for "Short Time per Win" is derived on the special symbol display units 163 and 164.

[0366] First, when one short-time game state ends before the display mode for "Short Time per Win" is derived on the special symbol display units 163 and 164, the main CPU 201 starts controlling the C short-time game state after deriving the display mode for "Short Time per Win".

[0367] Next, when one short-time game state ends when the display mode for "Short Time per Win" is derived on the special symbol display units 163 and 164, that is, when the derivation of the display mode for "Short Time per Win" and the end of one short-time game state are performed within the same interrupt process, the main CPU 201 may or may not start controlling the C short-time game state depending on the processing of the program. Specifically, when the process of deriving (definitely displaying) the display mode for "Short Time per Win" is performed earlier than the end process of one short-time game state, the main CPU 201 ends one short-time game state without controlling to the C short-time game state. In this case, performing the process of deriving the display mode for "Short Time per Win" earlier than the end process of one short-time game state is a condition that prevents the transition to the C short-time game state.

[0368] On the other hand, when the process of deriving (definitely displaying) the display mode per time shortening is performed after the end process of one time shortening game state, the main CPU 201 ends one time shortening game state and controls to the C time shortening game state. In this case, the main CPU 201 does not maintain the time shortening performance of one time shortening game state, but sets it to the time shortening performance of the C time shortening game state. That is, when the display mode per time shortening is derived, if the end process of one time shortening game state is not processed, the main CPU 201 ends the one time shortening game state without controlling to the C time shortening game state, and if the end process of one time shortening game state has already been performed, it controls to the C time shortening game state.

[0369] [1-5-3-2. Mode of not superimposing and executing the B time shortening game state on the C time shortening game state] When the ceiling counter reaches the ceiling value in the C time shortening game state, the main CPU 201 executes control according to the display mode (that is, the result of the winning determination process of the special symbol) derived in the special symbol display units 163 and 164 in the final ceiling variation.

[0370] First, the case where the result of the winning determination process of the special symbol in the final ceiling variation is "time shortening win", "small win" or "loss" will be described.

[0371] When the result of the winning determination process of the special symbol in the final ceiling variation in the C time shortening game state is "time shortening win", "small win" or "loss", the main CPU 201 controls to the C time shortening game state until the remaining number of times of time shortening in the C time shortening game state is exhausted.

[0372] However, when the remaining number of short-time games in the C short-time game state is 0 at the final ceiling variation, the main CPU 201 may or may not start controlling the B short-time game state according to the program processing. Specifically, when the end process of the C short-time game state is performed before the start process of the B short-time game state, the main CPU 201 ends the C short-time game state and controls to the B short-time game state. On the other hand, when the end process of the C short-time game state is performed after the start process of the B short-time game state, the main CPU 201 ends the C short-time game state without controlling to the B short-time game state. That is, when the main CPU 201 tries to start the B short-time game state, if the end process of the C short-time game state is not processed, it ends the C short-time game state without controlling to the B short-time game state, and if the end process of the C short-time game state has already been performed, it controls to the B short-time game state. In this case, performing the end process of the C short-time game state after the start process of the B short-time game state becomes a condition that hinders the transition to the B short-time game state.

[0373] In addition, when the result of the winning determination process of the special symbol is "big win" at the final ceiling variation, the main CPU 201 ends the C short-time game state and starts controlling the big win game state.

[0374] [1-6. Main control process] Next, the contents of various processes (various modules) executed by the main CPU 201 of the main control circuit 200 will be described. [1-6-1. Main control main process] First, referring to FIGS. 20 to 23, the main process (main control main process) executed by the main CPU 201 will be described. FIGS. 20 to 23 are flowcharts showing an example of the main control main process in the first pachinko game machine.

[0375] The main CPU 201 first determines whether the power-off signal is at the High level (S11). Although not shown, it goes without saying that the main CPU 201 performs the setting of the stack pointer and the address of the setting area corresponding to interrupts prior to S11.

[0376] When it is determined in S11 that the power-off signal is not at the high level (when the determination in S11 is NO), the main CPU 201 repeats the determination process of S11.

[0377] On the other hand, when it is determined in S11 that the power-off signal is at the high level (when the determination in S11 is YES), the main CPU 201 moves the process to S12.

[0378] In S12, the main CPU 201 performs flag management processing for the setting key 174a and the backup clear switch 176 (S12). In this process, the on / off state of the backup clear switch 176 and the on / off state of the setting key 174a are backed up. That is, the on / off states of the setting key 174a and the backup clear switch 176 are stored in the startup control flag area in the main RAM 203. Also, in this process, the game permission flag is set to off. After executing the process of S12, the main CPU 201 moves the process to S13.

[0379] In S13, the main CPU 201 performs a wait process. In this process, the sub-control circuit 300 waits for startup. The startup wait time (wait period) in this case is, for example, 12000.07 msec. After executing the process of S13, the main CPU 201 moves the process to S14.

[0380] During the startup wait on the sub-control circuit 300 side, the main CPU 201 may perform, for example, check processing of an interrupt request signal, output processing of the WDT when an interrupt request signal occurs, output processing of various sensor initialization signals at a predetermined timing, etc.

[0381] In S14, the main CPU 201 determines whether the previous power-off before startup was a normal power-off. In this process, based on the value stored in the power-off detection flag area in the main RAM 203, it is determined whether it was a normal power-off or an abnormal power-off.

[0382] When it is determined in S14 that the normal power-off is not performed (when S14 is NO), the main CPU 201 moves the process to S18.

[0383] On the other hand, when it is determined in S14 that the normal power-off is performed (when S14 is YES), the main CPU 201 calculates the checksum value of the work area stored in the main RAM 203 (S15), and then performs the collation process of the checksum value of the work area (S16). After executing the process of S16, the main CPU 201 moves the process to S17.

[0384] In S17, the main CPU 201 determines whether the collation result is abnormal.

[0385] When it is determined in S17 that the collation result is not abnormal, that is, normal (when S17 is NO), the main CPU 201 moves the process to S22. The processes after S22 will be described later.

[0386] On the other hand, when it is determined in S17 that the collation result is abnormal, that is, not normal (when S17 is YES), the main CPU 201 moves the process to S18.

[0387] In S18, the main CPU 201 determines whether at least one of the setting key 174a and the backup clear switch 176 is off. That is, when both the setting key 174a and the backup clear switch 176 are on, the determination is NO, and when both the setting key 174a and the backup clear switch 176 are off, and when either one of the setting key 174a and the backup clear switch 176 is off, the determination is YES.

[0388] If it is determined in S18 that at least one of the setting key 174a and the backup clear switch 176 is not off, that is, both are on (when S18 is a NO determination), the main CPU 201 transfers the process to S21. Note that the process of S21 will be described later.

[0389] On the other hand, if it is determined in S18 that at least one of the setting key 174a and the backup clear switch 176 is off (when S18 is a YES determination), the main CPU 201 transfers the process to S19.

[0390] In S19, the main CPU 201 sets the security signal of the external terminal to on. After executing the process of S19, the main CPU 201 transfers the process to S20.

[0391] In S20, the main CPU 201 performs error display processing on the performance display monitor 170 (see FIG. 6). This process sets error display data in the output port of the I / O port 205 to which a signal is output to the performance display monitor 170. As a result, a predetermined LED in the performance display monitor 170 lights up, and an error display is performed. After executing the process of S20, the main CPU 201 enters an infinite loop.

[0392] In this way, when the previous power failure was not a normal power failure, or when the collation result of the checksum value of the work area stored in the main RAM 203 is not normal, the execution of the game in the first pachinko machine is not possible until it is determined that both the setting key 174a and the backup clear switch 176 are on.

[0393] Next, the process of S21 will be described. In S21, the main CPU 201 stores a value indicating that a setting change has occurred in the startup control flag area in the main RAM 203. This process is a process performed at the time of abnormal startup, and is such that a value indicating that a setting change has occurred is stored again. After executing the process of S21, the main CPU 201 transfers the process to S22.

[0394] In S22, the main CPU 201 clears the XINT detection flag area and the power-off detection flag area in the main RAM 203. After executing the process of S22, the main CPU 201 transfers the process to S23.

[0395] In S23, the main CPU 201 performs startup state determination processing. In this process, based on the value of the startup control flag stored in the startup control flag area in the main RAM 203, the current startup state (power-off recovery / setting change / setting confirmation / RAM clear) is determined. After executing the process of S23, the main CPU 201 transfers the process to S24.

[0396] In S24, the main CPU 201 performs RAM setting processing at startup. In this process, a clear process (such as construction and address setting of the work area) of the work area (volatile area) in the main RAM 203 that manages flags and the like is performed. Note that this process is commonly performed both at power-off recovery and at initialization, and the backup area is not cleared. After executing the process of S24, the main CPU 201 transfers the process to S25.

[0397] In S25, the main CPU 201 performs initial setting processing at startup. In this process, initial setting processing according to the current startup state (power-off recovery / setting change / setting confirmation / RAM clear) is performed. Note that the details of the initial setting processing at startup will be described later with reference to FIG. 24. After executing the process of S25, the main CPU 201 transfers the process to S26.

[0398] In S26, the main CPU 201 performs interrupt prohibition processing. After executing the process of S26, the main CPU 201 transfers the process to S27.

[0399] In S27, the main CPU 201 performs power-off processing. After executing the process of S27, the main CPU 201 transfers the process to S28. Note that the details of the power-off processing will be described later with reference to FIG. 25.

[0400] In S28, the main CPU 201 performs an update process for the initial value random number. In this process, the update process for the initial value random number of various random number counters (for example, the random number counter for determining a big win of a special symbol, etc.) is performed. After executing the process of S28, the main CPU 201 transfers the process to S29.

[0401] In S29, the main CPU 201 determines whether it is in a game permission state. This determination process is performed based on the value of the game permission flag.

[0402] If it is determined in S29 that it is not in the game permission state (when S29 is a NO determination), the main CPU 201 transfers the process to S30.

[0403] On the other hand, if it is determined in S29 that it is in the game permission state (when S29 is a YES determination), the main CPU 201 transfers the process to S31.

[0404] In S30, the main CPU 201 performs an interrupt permission process. After executing the process of S30, the main CPU 201 returns the process to S26 and performs the processes after S26.

[0405] In S31, the main CPU 201 performs a register save process. After executing the process of S31, the main CPU 201 transfers the process to S32.

[0406] In S32, the main CPU 201 performs a performance display monitor aggregation calculation process. In this process, the calculation and update of various base values are performed. Also, this process is performed using an area (outside the area) different from the work area in the main RAM 203. After executing the process of S32, the main CPU 201 transfers the process to S33.

[0407] In S33, the main CPU 201 performs a restoration process of the register saved in S31. After executing the process of S33, the main CPU 201 transfers the process to S34.

[0408] In S34, the main CPU 201 performs an interrupt permission process. After executing the process of S34, the main CPU 201 transfers the process to S35.

[0409] In S35, the main CPU 201 determines whether the system cycle time has elapsed. The system cycle time is, for example, 6 msec which is three times the interrupt cycle (for example, 2 msec).

[0410] If it is determined in S35 that the system cycle time has not elapsed (when S35 is a NO determination), the main CPU 201 returns the process to the process of S26 and performs the processes after S26.

[0411] On the other hand, if it is determined in S35 that the system cycle time has elapsed (when S35 is a YES determination), the main CPU 201 transfers the process to S36.

[0412] In S36, the main CPU 201 performs the process of subtracting 1 three times from the value of the interrupt counter stored in the interrupt counter area of the main RAM 203. By this process, the value of the interrupt counter that manages the interrupt prohibition section in the main control main process is reset. After executing the process of S36, the main CPU 201 transfers the process to S37.

[0413] In this embodiment, in the main control main process, before executing various processes related to game control described later (for example, the processes of S37 to S44), an interrupt prohibition section of, for example, 6 msec (the process section of S26 to S35) is provided. Therefore, in this embodiment, various processes related to game control described later are executed, for example, every 6 msec (every system cycle). In this embodiment, an example in which the interrupt prohibition section is three times the interrupt cycle has been described, but it is not limited to this.

[0414] In S37, the main CPU 201 performs an update process of the system timer. The system timer is a timer that manages the system cycle (for example, 6 msec). The value of the system timer is stored in the system cycle management timer area within the work area of the main RAM 203. After executing the process of S37, the main CPU 201 transfers the process to S38.

[0415] In S38, the main CPU 201 performs main control command transmission / reception processing. In this process, mainly, command transmission / reception processing for payout control is performed. After executing the process of S38, the main CPU 201 transfers the process to S39.

[0416] In S39, the main CPU 201 performs special symbol control processing. In this process, processing related to the special symbol game is performed. Details of this special symbol control processing will be described later with reference to FIG. 26. After executing the process of S39, the main CPU 201 transfers the process to S40.

[0417] In S40, the main CPU 201 performs normal symbol control processing. In this process, processing related to the normal symbol game is performed. Details of this normal symbol control processing will be described later with reference to FIG. 43. After executing the process of S40, the main CPU 201 transfers the process to S41.

[0418] In S41, the main CPU 201 performs game operation display unit control processing. In this process, setting processing of display data output to each display unit of the LED unit 160 (for example, the first special symbol display unit 163, the second special symbol display unit 164, etc.) is performed. After executing the process of S41, the main CPU 201 transfers the process to S42.

[0419] In S42, the main CPU 201 performs game information data generation processing. In this processing, control processing of the external terminal board pulse signal, setting processing of output data, generation processing of the test firing signal, etc. are performed. Note that the generation processing of the test firing signal is performed using an area (outside the area) different from the work area in the main RAM 203. After executing the processing of S42, the main CPU 201 transfers the processing to S43.

[0420] In S43, the main CPU 201 performs port output processing. In this processing, setting (transfer) of output data to the command output port 206 (see FIG. 6) is performed. After executing the processing of S43, the main CPU 201 transfers the processing to S44.

[0421] In S44, the main CPU 201 performs state monitoring processing. In this processing, firing position determination processing, game abnormality detection determination processing, payout abnormality detection determination processing, etc. are performed. In the firing position determination processing, if there is a change in the firing position (for example, right shot or left shot), a firing position command is reserved for transmission. In the game abnormality detection determination processing, if there is an abnormality, a game abnormality detection command is reserved for transmission. In the payout abnormality detection determination processing, if there is an abnormality, a payout abnormality detection command is reserved for transmission. After executing the processing of S44, the main CPU 201 returns the processing to S26 and performs the processing after S26.

[0422] [1-6-2. Initial setting processing at startup] Next, with reference to FIG. 24, the initial setting processing at startup performed in S25 during the main control main processing (see FIGS. 20 to 23) will be described. FIG. 24 is a flowchart showing an example of the initial setting processing at startup in the first pachinko game machine.

[0423] The main CPU 201 first performs processing to load the startup control flag (S51). After executing the processing of S51, the main CPU 201 transfers the processing to S52.

[0424] In S52, the main CPU 201 determines whether the value of the startup control flag is a value indicating power-off recovery.

[0425] When it is determined in S52 that the value of the activation control flag does not indicate power-off recovery (when S52 is NO), the main CPU 201 transfers the process to S54.

[0426] On the other hand, when it is determined in S52 that the value of the activation control flag indicates power-off recovery (when S52 is YES), the main CPU 201 transfers the process to S53.

[0427] In S53, the main CPU 201 performs the second normal game pre-processing. Details of this second normal game pre-processing will be described later with reference to FIG. 50. When the second normal game pre-processing is performed, the game permission flag is set to ON, and the game is in a permitted state. After executing the process of S53, the main CPU 201 ends the startup initial setting process and returns the process to the main control main process (see FIGS. 20 to 23).

[0428] In S54, the main CPU 201 determines whether the value of the activation control flag indicates setting change or setting confirmation.

[0429] When it is determined in S54 that the value of the activation state flag does not indicate setting change or setting confirmation, that is, it indicates RAM clear (when S54 is NO), the main CPU 201 transfers the process to S56.

[0430] On the other hand, when it is determined in S54 that the value of the activation state flag indicates setting change or setting confirmation (when S54 is YES), the main CPU 201 transfers the process to S55.

[0431] In S55, the main CPU 201 performs the reservation process for transmitting the setting operation command. Note that the setting operation command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the production control command transmission process (see S336 in FIG. 46 described later) during the next system timer interrupt process. After executing the process of S55, the main CPU 201 ends the startup initial setting process and returns the process to the main control main process (see FIGS. 20 to 23).

[0432] In S56, the main CPU 201 performs the first normal game pre-process. The details of this first normal game pre-process will be described later with reference to FIG. 49. When the first normal game pre-process is performed, the game permission flag is set to on, and the game permission state is entered. After executing the process of S56, the main CPU 201 ends the startup initial setting process and returns the process to the main control main process (see FIGS. 20 to 23).

[0433] [1-6-3. Power-off process] Next, with reference to FIG. 25, the power-off process performed in S27 during the main control main process (see FIGS. 20 to 23) will be described. FIG. 25 is a flowchart showing an example of the power-off process in the first pachinko game machine.

[0434] The main CPU 201 first determines whether the XINT detection flag is on (S61).

[0435] If it is determined in S61 that the XINT detection flag is not on (when S61 is a NO determination), the main CPU 201 ends the power-off process and returns the process to the main control main process (see FIGS. 20 to 23).

[0436] On the other hand, if it is determined in S61 that the XINT detection flag is on (when S61 is a YES determination), the main CPU 201 transfers the process to S62.

[0437] In S62, the main CPU 201 performs the calculation process of the checksum value. After executing the process of S62, the main CPU 201 transfers the process to S63.

[0438] In S63, the main CPU 201 stores the checksum value and the power failure detection flag value in corresponding predetermined storage areas in the main RAM 203, respectively. In this case, they are stored in the backup area of the main RAM 203. After executing the process of S63, the main CPU 201 transfers the process to S64.

[0439] In S64, the main CPU 201 performs a process of clearing the XINT detection flag. Then, after executing the process of S64, the main CPU 201 performs a process of setting the RAM access prohibition value (S65). After executing the process of S65, the main CPU 201 transfers the process to S66.

[0440] In S66, the main CPU 201 repeats the CPU reset waiting process until a power failure occurs.

[0441] [1-6-4. Special symbol control process] Next, with reference to FIG. 26, the special symbol control process performed in S39 during the main control main process (see FIGS. 20 to 23) will be described. FIG. 26 is a flowchart showing an example of the special symbol control process in the first pachinko game machine.

[0442] As shown in FIG. 26, first, in S71, the main CPU 201 loads the control state number of the special symbol. The control state number of the special symbol is a number indicating the state (status) of the control process regarding the variable display of the special symbol (special symbol game). After executing the process of S71, the main CPU 201 transfers the process to S72.

[0443] Although not shown, when executing the special symbol control process, prior to the process of S71, the main CPU 201 performs an address setting process of setting the addresses of the working area of the special symbol in the main RAM 203 and the like in a predetermined register.

[0444] Also, although not shown in the figure, when executing the special symbol control process, the main CPU 201 also performs a process of checking the hold count of the first special symbol and the hold count of the second special symbol. Then, when both the hold count of the first special symbol and the hold count of the second special symbol are "0" for a certain period of time or more, the main CPU 201 performs a reserved transmission process for the demo display command. Note that the demo display command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the effect control command transmission process (refer to S322 in FIG. 45 described later) during the next system timer interrupt process. When the sub-control circuit 300 receives the demo display command, the sub-CPU 301 performs a demo display effect.

[0445] In S72, the main CPU 201 determines whether the control state number of the special symbol loaded in S71 is 0, that is, whether it is in the variable display waiting state of the special symbol.

[0446] If it is determined in S72 that the control number of the special symbol is not 0 (if S72 is NO determination), the main CPU 201 transfers the process to S75.

[0447] On the other hand, if it is determined in S72 that the control number of the special symbol is 0 (if S72 is YES determination), the main CPU 201 transfers the process to S73.

[0448] In S73, the main CPU 201 determines whether the second special symbol is a variable display start, that is, whether the start information of the second special symbol is held.

[0449] If it is determined in S73 that the second special symbol is not a variable display start, that is, the start information of the second special symbol is not held (if S73 is NO determination), the main CPU 201 transfers the process to S74.

[0450] In S74, the main CPU 201 determines whether the first special symbol is a variable display start, that is, whether the start information of the first special symbol is held.

[0451] When it is determined in S74 that the start of the first special symbol display has not started, that is, the start information of the first special symbol is not held (when S74 is NO), the main CPU 201 ends the special symbol control process and returns the process to the main control main process (see FIGS. 20 to 23).

[0452] On the other hand, when it is determined in S74 that the start of the first special symbol display has started, that is, the start information of the first special symbol is held (when S74 is YES), the main CPU 201 moves the process to S75.

[0453] When returning to S73 and it is determined that the start of the second special symbol display has started, that is, the start information of the second special symbol is held (when S73 is YES), the main CPU 201 moves the process to S75.

[0454] In S75, the main CPU 201 performs special symbol management processing. Details of this special symbol management processing will be described later with reference to FIG. 27. After executing the process of S75, the main CPU 201 ends the special symbol control process and returns the process to the main control main process (see FIGS. 20 to 23).

[0455] Note that the main CPU 201 preferably sets an interrupt inhibition section and performs the above-described special symbol control process (S71 to S75) within the interrupt inhibition section.

[0456] As described above, in this embodiment, as the first pachinko machine, when the start information of the second special symbol is held, the priority variable machine in which the special symbol management process (S75) is executed with a higher priority than the first special symbol has been described, but the present invention is not limited to this. For example, when the start information of the first special symbol is held, it may be a priority variable machine in which the special symbol management process (S75) is executed with a higher priority than the second special symbol, or it may be a sequential variable machine in which the special symbol management process is executed in the order of winning the first start port 120 or the second start port 140.

[0457] [1-6-5. Special Symbol Management Processing] Next, referring to FIG. 27, the special symbol management process executed by the main CPU 201 in S75 during the special symbol control process (see FIG. 26) will be described. FIG. 27 is a flowchart showing an example of the special symbol management process in the first pachinko gaming machine.

[0458] When the control state number is "0" (when S72 determines YES), in the special symbol management process, if S73 determines YES, the second special symbol is the processing target, and if S74 determines YES, the first special symbol is the processing target. Also, when the control state number is not "0" (when S72 determines NO), in the special symbol management process, the special symbol being executed is the processing target.

[0459] Also, the numerical values ("0" to "5") described in parentheses to the right of each process shown in FIG. 27 are the control state numbers of the special symbols. The main CPU 201 advances the special symbol game by executing each process corresponding to the control state number.

[0460] The main CPU 201 first determines whether the waiting time of the special symbol is 0 (S81).

[0461] If it is determined in S81 that the waiting time of the special symbol is not 0 (when S81 determines NO), the main CPU 201 ends the special symbol management process and returns the process to the special symbol control process (see FIG. 26).

[0462] On the other hand, if it is determined in S81 that the waiting time of the special symbol is 0 (when S81 determines YES), the main CPU 201 moves the process to S82.

[0463] In S82, the main CPU 201 loads the control state number of the special symbol. After executing the process of S82, the main CPU 201 moves the process to S83. Note that the main CPU 201 performs the processes after S83 based on the control state number read in the process of S82.

[0464] In S83, the main CPU 201 performs special symbol variable display start processing. The processing of this S83 is the processing performed when the control state number of the special symbol is "0". The details of this special symbol variable display start processing will be described later with reference to FIG. 28. When the control state number of the special symbol is not "0", the main CPU 201 transfers the processing to S84.

[0465] In S84, the main CPU 201 performs special symbol variable display end processing. The processing of this S84 is the processing performed when the control state number of the special symbol is "1". The details of this special symbol variable display end processing will be described later with reference to FIG. 29. When the control state number of the special symbol is not "1", the main CPU 201 transfers the processing to S85.

[0466] In S85, the main CPU 201 performs special symbol game determination processing. The processing of this S85 is the processing performed when the control state number of the special symbol is "2". The details of this special symbol game determination processing will be described later with reference to FIG. 30. When the control state number of the special symbol is not "2", the main CPU 201 transfers the processing to S86.

[0467] In S86, the main CPU 201 performs main winning opening preparation processing. The processing of this S86 is the processing performed when the control state number of the special symbol is "3". The details of this main winning opening preparation processing will be described later with reference to FIG. 40. When the control state number of the special symbol is not "3", the main CPU 201 transfers the processing to S87.

[0468] In S87, the main CPU 201 performs main winning opening control processing. The processing of this S87 is the processing performed when the control state number of the special symbol is "4". The details of this main winning opening control processing will be described later with reference to FIG. 41. When the control state number of the special symbol is not "4", the main CPU 201 transfers the processing to S88.

[0469] In S88, the main CPU 201 performs jackpot end processing. The processing in this S88 is the processing performed when the control state number of the special symbol is "5". The details of this jackpot end processing will be described later with reference to FIG. 42.

[0470] After the main CPU 201 finishes the processing of S83 to S88, it ends the special symbol management processing and returns the processing to the special symbol control processing (see FIG. 26).

[0471] [1-6-6. Special Symbol Variable Display Start Processing] Next, with reference to FIG. 28, the special symbol variable display start processing executed by the main CPU 201 in S83 during the special symbol management processing (see FIG. 27) will be described. FIG. 28 is a flowchart showing an example of the special symbol variable display start processing in the first pachinko game machine.

[0472] As shown in FIG. 28, the main CPU 201 first determines whether the control state number of the special symbol is "0" (S91).

[0473] If it is determined in S91 that the control state number of the special symbol is not "0" (when S91 is NO determination), the main CPU 201 ends the special symbol variable display start processing and returns the processing to the special symbol management processing (see FIG. 27).

[0474] On the other hand, if it is determined in S91 that the control state number of the special symbol is "0" (when S91 is YES determination), the main CPU 201 moves the processing to S92.

[0475] In S92, the main CPU 201 performs a shift process on the start information of the special symbol. After the main CPU 201 executes the processing of S92, it moves the processing to S93.

[0476] In S93, the main CPU 201 performs the winning determination process for the special symbol. In this process, referring to the winning determination table for the special symbol (see FIG. 10), the winning determination of the special symbol is performed using the random number value for big win determination of the special symbol. Also, when the result of the winning determination process for the special symbol is a short time win, the main CPU 201 sets the short time win flag to on, and when the result of the winning determination process for the special symbol is a big win, the main CPU 201 sets the big win flag to on. In the first pachinko gaming machine, the result of the winning determination process for the special symbol does not include a small win, but in a pachinko gaming machine where the result of the winning determination process for the special symbol includes a small win, when the result of the winning determination process for the special symbol is a small win, the main CPU 201 sets the small win flag to on. After executing the process of S93, the main CPU 201 transfers the process to S94. Note that the short time win flag is turned off when shifting to the C short time gaming state, and the big win flag is turned off at the start of the big win gaming state. In a pachinko gaming machine where the result of the winning determination process for the special symbol includes a small win, the small win flag is turned off at the start of the small win gaming state.

[0477] In the winning determination process for the special symbol (see S93), first, a determination process as to whether it is a big win is performed. If it is determined that it is not a big win in this process, a determination process as to whether it is a short time win is performed. If it is determined that it is not a short time win in this process, it is determined as a loss.

[0478] In S94, the main CPU 201 performs the special symbol determination process. This process is a process of determining or deciding the stop symbol of the special symbol corresponding to the result of the winning determination process for the special symbol (for example, short time win, big win, or loss) of S93. In this process, referring to the special symbol determination table (see FIG. 11), the above-mentioned "selection symbol command" and "symbol designation command" are determined using the symbol random number value of the special symbol. After executing the process of S94, the main CPU 201 transfers the process to S95.

[0479] In S95, the main CPU 201 performs a winning type determination process. This process is a process of determining or deciding the type of win when the result of the winning determination process of the special symbol is a win (e.g., a short-time win, a big win). In this process, a winning type determination table (see FIG. 13) is referred to, and the type of win is determined according to the "selected symbol command" determined in the special symbol determination process (S94). In this embodiment, there are multiple types of wins, but the number of big win types may be one, and the number of short-time win types may also be one. Furthermore, instead of or in addition to having multiple types of wins, multiple types of losses may be provided. Also, in this embodiment, the result of the winning determination process of the special symbol does not include a small win, but a small win may be included in the result of the winning determination process of the special symbol, and multiple types of such small wins may be provided. After executing the process of S95, the main CPU 201 transfers the process to S96.

[0480] In S96, the main CPU 201 performs a variation pattern determination process for the special symbol. This process is a process of determining or deciding the variation pattern of the special symbol. In this process, a variation pattern table (see FIG. 15) is referred to, and for example, according to the type of the special symbol, the result of the winning determination process of the special symbol (S93), the value of the short-time flag (0 or 1), the random number value for reach determination, and / or the random number value for effect selection, etc., the variation pattern of the special symbol is determined. Note that depending on the gaming state, etc., the variation pattern table referred to when performing the variation pattern determination process for the special symbol may be different. After executing the process of S96, the main CPU 201 transfers the process to S97.

[0481] In S97, the main CPU 201 performs a variable display time setting process for the special symbol. In this process, a variation pattern table (see FIG. 15) is referred to, and the variation time corresponding to the variation pattern determined in the variation pattern determination process (S96) of the special symbol is determined as the variation time of the special symbol. After executing the process of S97, the main CPU 201 transfers the process to S98.

[0482] In S98, the main CPU 201 performs a process of setting "1" in the control state number of the special symbol. By performing the process of setting the control state number of the special symbol to "1" in this way and switching the control state number, after the end of this special symbol variable display start process, a special symbol variable display end process (see S84 in FIG. 27) will be performed. After executing the process of S98, the main CPU 201 transfers the process to S99.

[0483] In S99, the main CPU 201 performs a game state designation parameter setting process. In this process, for example, update processes of parameters related to the game state (such as the number of remaining probability variation times and the number of remaining time shortening times, etc.) stored in a predetermined area in the main RAM 203 are performed. After executing the process of S99, the main CPU 201 transfers the process to S100.

[0484] In S100, the main CPU 201 performs a game state management process. In this process, mainly, update processes of various flags related to the management of the game state (such as a probability variation flag and a time shortening flag, etc.) are performed. After executing the process of S100, the main CPU 201 transfers the process to S101.

[0485] In S101, the main CPU 201 performs a transmission reservation process for a special symbol effect start command. Note that the special symbol effect start command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the effect control command transmission process (see S322 in FIG. 45 described later) during the next system timer interrupt process.

[0486] Note that it is preferable for the main CPU 201 to set an interrupt prohibition section and perform the above-described special symbol variable display start process (especially the game state management process (S100) and the special symbol effect start command transmission reservation process (S101)) within the interrupt prohibition section.

[0487] [1-6-7. Special Symbol Variable Display End Process] Next, referring to FIG. 29, the special symbol variable display end process executed by the main CPU 201 in S84 during the special symbol management process (refer to FIG. 27) will be described. FIG. 29 is a flowchart showing an example of the special symbol variable display end process in the first pachinko game machine.

[0488] The main CPU 201 first determines whether the control state number of the special symbol is "1" (S111).

[0489] If it is determined in S111 that the control state number of the special symbol is not "1" (when S111 is NO), the main CPU 201 ends the special symbol variable display end process and returns the process to the special symbol management process (refer to FIG. 27).

[0490] On the other hand, if it is determined in S111 that the control state number of the special symbol is "1" (when S111 is YES), the main CPU 201 moves the process to S112.

[0491] In S112, the main CPU 201 sets the control state number of the special symbol to "2". By performing the process of setting the control state number of the special symbol to "2" in this way to switch the control state number, the special symbol game determination process (refer to S85 in FIG. 27) will be performed after the end of this special symbol variable display end process. After executing the process of S112, the main CPU 201 moves the process to S113.

[0492] In S113, the main CPU 201 performs the transmission reservation process of the special symbol effect stop command. In this process, the process of stopping the variable display of the special symbol is also performed. Note that the special symbol effect stop command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the effect control command transmission process (refer to S322 in FIG. 45 described later) during the next system timer interrupt process. After executing the process of S113, the main CPU 201 moves the process to S114.

[0493] In S114, the main CPU 201 increments the value of the symbol determination count counter by 1. The symbol determination count counter is a counter for counting the number of times a special symbol is determined (the number of times the special symbol game is executed), and its count value is stored in a predetermined area in the main RAM 203. For example, a counter for managing the number of games of the special symbol game performed under a specific state such as the remaining number of probability variation times or the remaining number of time shortening times may be provided, or the number of games of the special symbol game under a specific state may be managed by the symbol determination count counter. After executing the process of S114, the main CPU 201 ends the special symbol variable display end process and returns the process to the special symbol management process (see FIG. 27).

[0494] [1-6-8. Special Symbol Game Determination Process] Next, with reference to FIG. 30, the special symbol game determination process executed by the main CPU 201 in S85 during the special symbol management process (see FIG. 27) will be described. FIG. 30 is a flowchart showing an example of the special symbol game determination process in the first pachinko game machine.

[0495] The main CPU 201 first determines whether the control state number of the special symbol is "2" (S121).

[0496] If it is determined in S121 that the control state number of the special symbol is not "2" (if S121 is a NO determination), the main CPU 201 ends the special symbol game determination process and returns the process to the special symbol management process (see FIG. 27).

[0497] On the other hand, if it is determined in S121 that the control state number of the special symbol is "2" (if S121 is a YES determination), the main CPU 201 moves the process to S122.

[0498] In S122, the main CPU 201 determines whether it is a big win, that is, whether the stopped special symbol is in a stop display mode indicating a big win.

[0499] In S122, when it is determined that it is a big win, that is, the stopped special symbol indicates a stop display mode indicating a big win (when S122 is a YES determination), the main CPU 201 transfers the process to S123.

[0500] In S123, the main CPU 201 performs start setting processing for big win game control processing. In this processing, generation and update of signals (for example, big win signals, etc.) output to the hall computer 186 (both are shown in FIG. 6) via the external terminal board 184 are performed. Note that the signals generated and updated in this processing are signals related to the special symbol that is the processing target of the special symbol game determination processing. After executing the processing of S123, the main CPU 201 transfers the process to S124. Note that signals output to, for example, the hall computer 186 or the island computer via the external terminal board 184 will be described later.

[0501] Also, in the start setting processing of the big win game control in S123, the main CPU 201 also performs processing to clear various flags and various counters such as the sure change flag, the sure change counter, the time shortening flag, and the time shortening counter.

[0502] In S124, the main CPU 201 performs processing to set round display LED data. After that, the main CPU 201 performs processing such as setting the upper limit value of the number of times the big winning opening 131 is opened (S125), setting the big win signal to the external terminal board 184 (S126), setting the control state number of the special symbol to "3" (S127), setting the game state designation parameter processing (S128), and reservation processing for transmitting the big win start display command (S129). Note that by performing the processing of setting the control state number of the special symbol to "3" (S127) to switch the control state number, after the end of this special symbol game determination processing, the big winning opening opening preparation processing (see S86 in FIG. 27) will be performed. After that, the main CPU 201 ends the special symbol game determination processing and returns the process to the special symbol management processing (see FIG. 27).

[0503] Returning to S122, when it is determined in this S122 that the special symbol is not a big win, that is, the stopped special symbol does not indicate a big win in the stop display mode (when S122 is a NO determination), the main CPU 201 moves the process to S130.

[0504] In S130, the main CPU 201 performs a special symbol game end process. The special symbol game end process will be described later with reference to FIG. 31. Note that when the main CPU 201 performs the special symbol game end process, it ends the special symbol game determination process and returns the process to the special symbol management process (see FIG. 27).

[0505] Note that the main CPU 201 preferably sets an interrupt prohibition section and performs the above-described special symbol game determination process (S121 to S130) within the interrupt prohibition section.

[0506] [1-6-9. Special symbol game end process] Next, with reference to FIG. 31, the special symbol game end process executed by the main CPU 201 in S130 during the special symbol game determination process (see FIG. 30) will be described. FIG. 31 is a flowchart showing an example of the special symbol game end process in the first pachinko game machine.

[0507] The main CPU 201 first performs a time shortening management process (S131). The details of this time shortening management process will be described later with reference to FIGS. 32 to 39 in the first pachinko game machine. After executing the process of S131, the main CPU 201 moves the process to S132.

[0508] In S132, the main CPU 201 sets "0" in the control state number of the special symbol. By performing the process of setting the control state number of the special symbol to "0" in this way, it becomes possible to execute the special symbol variable display start process, that is, the next special symbol game. After executing the process of S132, the main CPU 201 moves the process to S133.

[0509] In S133, the main CPU 201 performs a special symbol game state designation parameter setting process. After that, the main CPU 201 performs a transmission reservation process for a special symbol game end command (S134). Note that the special symbol game end command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the effect control command transmission process (see S322 in FIG. 45 described later) during the next system timer interrupt process. Then, after the process of S134, the main CPU 201 ends the special symbol game end process and returns the process to the special symbol game determination process (see FIG. 30).

[0510] Note that when the result of the winning determination process for the special symbol (see S93 in FIG. 28) is a loss, the main CPU 201 does not set or reset either the probability variation flag or the time shortening flag. Therefore, even if a losing display mode is derived, the game state does not shift.

[0511] [1-6-10. Time Shortening Management Process] Next, with reference to FIG. 32, the time shortening management process executed by the main CPU 201 will be described. FIG. 32 is a flowchart showing an example of the time shortening management process executed by the main CPU 201 in S131 during the special symbol game end process (see FIG. 31) in the first pachinko game machine.

[0512] The main CPU 201 first performs a counter update process (S141). Details of this counter update process will be described later with reference to FIG. 33. After executing the process of S141, the main CPU 201 moves the process to S142.

[0513] In S142, the main CPU 201 performs a counter determination process. Details of this counter determination process will be described later with reference to FIG. 36. After executing the process of S142, the main CPU 201 ends the time shortening management process and returns the process to the special symbol game end process (see FIG. 31).

[0514] [1-6-11. Counter Update Process] Next, referring to FIG. 33, the counter update process executed by the main CPU 201 will be described. FIG. 33 is a flowchart showing an example of the counter update process executed by the main CPU 201 in S141 during the time shortening management process (see FIG. 32) in the first pachinko machine.

[0515] The main CPU 201 first performs a time shortening counter update process (S151). Details of this time shortening counter update process will be described later with reference to FIG. 34. After executing the process of S151, the main CPU 201 transfers the process to S152.

[0516] In S152, the main CPU 201 performs a ceiling counter update process. Details of this ceiling counter update process will be described later with reference to FIG. 35. After executing the process of S152, the main CPU 201 ends the counter update process and returns the process to the time shortening management process (see FIG. 32).

[0517] [1-6-12. Time shortening counter update process] Next, referring to FIG. 34, the time shortening counter update process executed by the main CPU 201 will be described. FIG. 34 is a flowchart showing an example of the time shortening counter update process executed by the main CPU 201 in S151 during the counter update process (see FIG. 33) in the first pachinko machine.

[0518] Note that the time shortening counter update process shown in FIG. 34 is a flowchart showing the process when a plurality of time shortening game states are executed overlappingly when a plurality of time shortening game states overlap.

[0519] The main CPU 201 first determines whether the time shortening flag is on and whether the time shortening counter is greater than 0 (S161). In this process, a YES determination is made when both the time shortening flag is on and the time shortening counter is greater than 0, and a NO determination is made if either one is not satisfied.

[0520] The short-time flag is set to on when shifting to the short-time game state A, the short-time game state B, or the short-time game state C. When shifting to the high-probability game state, the probability-variable flag is set to on.

[0521] The short-time counter indicates the number of short-time executions in the short-time game state A, the short-time game state B, or the short-time game state C, respectively.

[0522] When the transition condition to the short-time game state A, the short-time game state B, or / and the short-time game state C is satisfied, the short-time counter for the short-time game state where the transition condition is satisfied is set.

[0523] In this embodiment, a subtraction method is adopted in which the short-time counter is subtracted when the variable display of the special symbol ends, and the short-time game state ends when the short-time counter becomes 0. However, the metho...

Claims

【Claim 1】 An arithmetic processing means that performs a first arithmetic processing for performing predetermined control related to the operation of a game and a second arithmetic processing different from the first arithmetic processing, a first storage area that can be used in the first arithmetic processing, a second storage area that can be used in the second arithmetic processing, a display means for displaying information, and The interrupt control state can set the interrupt prohibited state by executing an interrupt prohibition command that can set the interrupt prohibited state, and can set the interrupt permitted state by executing an interrupt permission command that can set the interrupt permitted state. Before executing the second arithmetic processing, the arithmetic processing means can be in a state where a predetermined value indicating the interrupt control state when executing the interrupt prohibition command is stored, and after executing the interrupt prohibition command and after performing the second arithmetic processing, the arithmetic processing means can be in a state where the predetermined value is restored. The stack provided in the first storage area can be used by the processing related to the first storage area, and the stack provided in the second storage area can be used by the processing related to the second storage area. When the processing related to the second storage area is called first, setting processing can be performed on the stack pointer of the second storage area. For each predetermined condition, the clear range of the first storage area and the clear range of the second storage area are associated with each other. When power is turned on, it is possible to specify the address of the clear range of the first storage area, and it is possible to specify the clear range of the second storage area without using specific data when setting the address of the clear range of the first storage area. The predetermined data in the first storage area indicated by the predetermined address is distributed at the specified bit position, and the distributed first data can be stored in the first register and the second data can be stored in the second register. A gaming machine characterized in that third data that can be used as data longer than the data length of the predetermined data is generated for the first data in the first register and the second data in the second register, and information related to the game can be displayed on the display means according to the third data.

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