Gaming machine

By integrating character selection and expectation management features, the gaming machine enhances effect diversity and player engagement, addressing the lack of interest in traditional gaming machines.

JP7706183B2Active Publication Date: 2025-07-11UNIVERSAL ENTERTAINMENT CORP
View PDF 3 Cites 0 Cited by

Patent Information

Application Number
JP2023142990
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-09-04
Publication Date
2025-07-11
Estimated Expiration
2043-09-04

AI Technical Summary

Technical Problem

Existing gaming machines lack diversity in effects and interest-enhancing mechanisms, particularly in pachinko and pachislot machines, leading to diminished player engagement.

Method used

Incorporating a gaming machine configuration with effect control means that allows players to select from various character effects, display character selection options, and provide expectation suggestions through character selection effects and operation previews, enhancing the diversity and engagement of gaming experiences.

Benefits of technology

The solution diversifies effects and improves player interest by allowing character selection and expectation management, making the gaming experience more engaging and enjoyable.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007706183000001
    Figure 0007706183000001
  • Figure 0007706183000002
    Figure 0007706183000002
  • Figure 0007706183000003
    Figure 0007706183000003
Patent Text Reader

Abstract

To provide a game machine capable of enhancing interest in a performance by diversifying the performance.SOLUTION: A game machine that holds a lottery regarding a game and can be shifted to a specific game state (jackpot game state) according to a result of the lottery regarding the game includes a sub-CPU 2301 capable of executing a predetermined performance regarding a shift to the specific game state, the predetermined performance includes supported character attack performances having mutually different performance contents corresponding to multiple characters, respectively, and the sub-CPU 2301 executes a supported character attack performance for one of multiple characters when a supported character chance performance is executed.SELECTED DRAWING: Figure 262
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a gaming machine such as a pachinko machine or a pachislot machine.

Background Art

[0002] Conventionally, in gaming machines such as pachinko machines, there is known a gaming machine that variably displays symbols and, when the symbols stop being displayed, shows the result of the game. When the result of the game is a specific result (for example, a big win), a special game (big win game) advantageous to the player is performed.

[0003] In this type of gaming machine, there is one that performs an effect that makes the player expect that a special game may be performed before the result of the game is displayed, so as to enhance the effect of the performance (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, it is desired to diversify the effects and improve the interest of the effects.

[0006] The present invention has been made in view of the above problems, and an object thereof is to provide a gaming machine capable of diversifying the effects and improving the interest of the effects.

Means for Solving the Problems

[0007] In order to achieve the above object, according to the gaming machine according to the present embodiment, a gaming machine having the following configuration can be provided.

[0008] The gaming machine (1) according to the present embodiment is In a gaming machine that conducts a lottery related to a game and can shift to a specific gaming state according to the result of the lottery related to the game, it is provided with effect control means (for example, sub CPU 2301 in FIG. 88) capable of controlling a predetermined effect related to the shift to the specific gaming state, the gaming machine includes display means related to the effect control means (for example, display device 2007 in FIG. 87), and operation means operable by a player (for example, operation unit 66 composed of a cross key in FIG. 1), and is provided with the predetermined effect includes character effects with different effect contents corresponding to each of a plurality of characters (for example, from the push character attack effect for character A (FIG. 277) to the push character attack effect for character L (FIG. 290)), when the effect control means satisfies a predetermined condition (for example, when a character is selected in the push character chance effect (FIGS. 271, 272)), it can be controlled to perform the character effect of any of the plurality of characters, the predetermined effect includes a character selection effect (for example, push character chance effect (FIGS. 271, 272)) in which a predetermined character can be selected from among the plurality of characters when the operation means is operated within a predetermined period (for example, the character selectable period in FIG. 271) before the character effect is performed, the character is selected in the character selection effect as the predetermined condition, in the character selection effect, information related to the player's operation method in the character selection effect (for example, figures A1001, B1001 and option groups A1002, B1002 in FIGS. 272(a), (b)) is displayed on the display means, the operation by the player MeansInformation regarding the operation method includes a selection option group including character selection options (for example, from "A character" to "L character" among the option groups A1002 and B1002 in FIGS. 272(a) and (b)) that can transition to the character selected when the predetermined character is selected from among the plurality of characters, and schematic diagrams of the operation means (for example, diagrams A1001 and B1001 in FIGS. 272(a) and (b)). When the selected option moves to any of the character selection options due to the player's operation of the operation means within the predetermined period, the predetermined production includes an expectation degree suggestion production (for example, an expected value increase preview production (FIG. 273)) that suggests the degree of expectation that the result of the lottery related to the game is a result related to the transition to the specific game state by performing a predetermined display (for example, the generation of the character's lines at the cursor position in the expected value increase preview production of FIG. 273) regarding the character of the moved character selection option. It is characterized by this. Also, In a gaming machine capable of conducting a lottery related to a game and transitioning to a specific game state according to the result of the lottery related to the game, it is provided with production control means (for example, sub-CPU 2301 in FIG. 88) capable of controlling a predetermined production related to the transition to the specific game state, display means (for example, display device 2007 in FIG. 87) related to the production control means, operation means (for example, operation unit 66 composed of a cross key in FIG. 1) operable by the player, and the predetermined production includes character productions (for example, from the push character attack production for A character (FIG. 277) to the push character attack production for L character (FIG. 290)) with different production contents corresponding to each of the plurality of characters, and the predetermined production includes a character selection production (for example, a push character chance production (FIGS. 271 and 272)) that allows a predetermined character to be selected from among the plurality of characters when the operation means is operated within a predetermined period (for example, the character selectable period in FIG. 271) before the character production is performed. ​ It is possible to control so as to perform a character effect corresponding to the character selected in the character selection effect. In the character selection effect, information related to the operation of the operation means by the player in the character selection effect (for example, the graphics A1001 and B1001 in FIGS. 272(a) and (b), and the option groups A1002 and B1002) is displayed on the display means. The information related to the operation of the operation means by the player includes an option group including character selection options (for example, "Character A" to "Character L" among the option groups A1002 and B1002 in FIGS. 272(a) and (b)) that can suggest the character to be selected when a predetermined character is selected from among the plurality of characters, and a schematic graphic of the operation means (for example, the graphics A1001 and B1001 in FIGS. 272(a) and (b)). When any of the character selection options is selected from the option group by the operation of the operation means by the player within the predetermined period by a display indicating character selection, an expectation degree suggesting effect (for example, an expected value increase preview effect (FIG. 273)) is performed, which suggests the degree of expectation that the result of the lottery related to the game is a result related to the transition to the specific game state) by a predetermined display (for example, the character's dialogue generation at the cursor position in the expected value increase preview effect in FIG. 273) regarding the character of the selected character selection option. It is characterized by this.

[0009] According to this configuration, by preparing character effects with different effect contents corresponding to each of the plurality of characters, the effects can be diversified and the interest of the effects can be improved. In addition, since the player can select a favorite character from among a plurality of characters, the player can enjoy the presentation more, the player can easily understand the operation content in the character selection presentation, and the operation content by the player in the character selection presentation can also be made simple. Furthermore, since the degree of expectation is suggested while selecting an option using the operation means in the character selection presentation, the player can enjoy the presentation more. It is possible.

[0010] The gaming machine (2) is the above-described gaming machine (1), The gaming machine has display means (for example, the display device 2007 in FIG. 87) related to the effect control means. The gaming machine further includes first operation means (for example, the operation unit 66 composed of the cross keys in FIG. 1). The predetermined effect includes a character selection effect (for example, a favorite character chance effect (FIGS. 271 and 272)) that allows a player to select a predetermined character from among the plurality of characters when the first operation means operable by the player is operated within a first predetermined period (for example, the character selectable period in FIG. 271) before performing the character effect. The predetermined condition is that a character is selected in the character selection effect. In the character selection effect, information related to the player's operation method in the character selection effect (for example, the graphics A1001 and B1001 and the option groups A1002 and B1002 in FIGS. 272(a) and (b)) is displayed on the display means. may be used.

[0011] According to this configuration, since the player can select a favorite character from among the plurality of characters, the player can enjoy the effect more.

[0012] The gaming machine (3) is the above gaming machine (2). The information related to the player's operation method includes an option group including character selection options (for example, from "Character A" to "Character L" among the option groups A1002 and B1002 in FIGS. 272(a) and (b)) that can transition to the character selected when the predetermined character is selected from among the plurality of characters, and a schematic graphic of the first operation means (for example, the graphics A1001 and B1001 in FIGS. 272(a) and (b)). may be used.

[0013] According to this configuration, the player can easily understand the operation content in the character selection effect, and the operation content by the player in the character selection effect can also be made simple.

[0014] The gaming machine (4) is the above gaming machine. (1) In The option group includes a special option (e.g., "leave it to chance" among the option groups A1002 and B1002 in FIGS. 272(a) and (b)) where the player cannot arbitrarily select the predetermined character from among the plurality of characters, and the predetermined character is selected by the effect control means. This may be the case.

[0015] According to this configuration, the player can enjoy various characters without selecting a character by themselves, and the player can enjoy the effects more.

[0016] The gaming machine (5) is the above gaming machine (3) or the above gaming machine (4), The option at the start of the character selection effect is determined by the effect control means from among the option group (e.g., FIGS. 272(a) and (b)). This may be the case.

[0017] According to this configuration, the player can enjoy various characters without selecting a character by themselves, and there may be a case where the player can select a favorite character without operating the first operation means very much, which can enhance the player's willingness to select a character.

[0018] The gaming machine (6) is the above gaming machine (3) or the above gaming machine (4), When the predetermined effect is operated by the player on the first operation means within the first predetermined period and the selected option moves to any of the character options, a predetermined display regarding the character of the moved character option (e.g., the character's lines occur at the cursor position in the expected value increase preview effect in FIG. 273) is performed, and a first degree-of-expectation suggestion effect (e.g., an expected value increase preview effect (FIG. 273)) that suggests the degree of expectation that the result of the lottery related to the game is a result related to the transition to the specific game state is included. This may be the case.

[0019] According to this configuration, during the character selection effect, when an option is selected using the first operation means, the degree of expectation is suggested, so that the player can enjoy the effect more.

[0020] The gaming machine (7) is the gaming machine (4) described above, When the option being selected at the end timing of the first predetermined period is If it is the character selection option, the character effect corresponding to the character of the character selection option is performed (for example, FIG. 271), If it is the special option, the character effect corresponding to the character selected by the effect control means from among the plurality of characters is performed (for example, FIG. 271) This may be the case.

[0021] According to this configuration, a player who selects an option from a group of options in the character selection effect does not have to perform a decision operation on the option using the operation means, so an increase in the operation burden on the player can be suppressed, and a player who is not interested in the character selection effect does not have to perform any operation, so it is possible to suppress the player from feeling bothered by the character selection effect.

[0022] The gaming machine (8) is the gaming machine (4) described above, The predetermined effect includes a character specific display effect (for example, the transformation effect in FIG. 271) that specifically displays a character performed between the character selection effect and the character effect, From the start of the character specific display effect, a predetermined sound (for example, the BGM in FIG. 271) corresponding to the character to be specifically displayed in the character specific display effect flows, The character to be specifically displayed is such that the option being selected at the end timing of the first predetermined period is If it is the character selection option, it is the character of the character selection option (for example, FIG. 271), If it is the special option, it is the character selected by the effect control means from among the plurality of characters (for example, FIG. 271) may also be used.

[0023] According to this configuration, the player can enjoy the specific display of the character and the predetermined sound corresponding to the character.

[0024] The gaming machine (9) is the above-described gaming machine (2) or the above-described gaming machine (3), The gaming machine further includes a second operation means (for example, the effect button 54 in FIG. 1) different from the first operation means. The predetermined effect includes a second degree-of-expectation suggesting effect (for example, a back button preview effect (FIGS. 275 and 276)) that suggests the degree of expectation that the result of the lottery related to the game is a result related to the transition to the specific game state when the second operation means operable by the player is operated within a second predetermined period (for example, the button valid period in FIG. 275) common to the first predetermined period. may also be used.

[0025] According to this configuration, by providing a second degree-of-expectation suggesting effect that suggests the degree of expectation when the player operates the second operation means within a second predetermined period (a period common to the first predetermined period), it is possible to suppress players who are not interested in the character selection effect from feeling the annoyance of the character selection effect, while both players interested in the character selection effect and players not interested in the character selection effect can operate the second operation means and enjoy the second degree-of-expectation suggesting effect.

[0026] The gaming machine (10) is the above-described gaming machine (9), In the second degree-of-expectation suggesting effect, information regarding the operation method of the player in the second degree-of-expectation suggesting effect is not displayed on the display means (for example, FIG. 276). may also be used.

[0027] According to this configuration, in the character selection effect, information related to the player's operation method in the character selection effect is displayed on the display means, while in the second degree of expectation suggestion effect, information related to the player's operation method in the second degree of expectation suggestion effect is not displayed on the display means. Therefore, information related to the player's operation methods of the two effects does not mix on the display means, and confusion related to the player's operation can be suppressed. In addition, since those who know about the second degree of expectation suggestion effect can enjoy the second degree of expectation suggestion effect, they can enjoy the effect more than those who do not know about the second degree of expectation suggestion effect.

[0028] The gaming machine (11) is the above gaming machine (9), In the second degree of expectation suggestion effect, within the second predetermined period, when the second operation means operable by the player is operated a plurality of times, the suggested degree of expectation may become higher than the degree of expectation suggested immediately before (for example, FIG. 275) may be used.

[0029] According to this configuration, since the degree of expectation suggested when the second operation means is operated a plurality of times may increase, the player can operate the second operation means a plurality of times and enjoy the second degree of expectation suggestion effect more. Also, in the character selection effect, it is assumed that the number of operations of the first operation means necessary for the player to select a character is a plurality of times. When the first predetermined period is set to the length of time during which the first operation means can be operated a plurality of times, if the number of times the degree of expectation is suggested in the second degree of expectation suggestion effect is one time, players who are not interested in the character selection effect will find the character selection effect troublesome. However, by setting the number of times the degree of expectation is suggested in the second degree of expectation suggestion effect to a plurality of times, it is possible to suppress players who are not interested in the character selection effect from finding the character selection effect troublesome.

Effect of the Invention

[0030] According to the gaming machine according to the present embodiment, by preparing character effects with different effect contents corresponding to each of the plurality of characters, the effects can be diversified and the interest of the effects can be improved.

Brief Explanation of the Drawings

[0031]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Figure 11

Figure 12

Figure 13

Figure 14

Figure 15

Figure 16

Figure 17

Figure 18

Figure 19

Figure 20

Figure 21

Figure 22

Figure 23

Figure 24

Figure 25

Figure 26

Figure 27

Figure 28

Figure 29

Figure 30

Figure 31

Figure 32

Figure 33

Figure 34

Figure 35

Figure 36

Figure 37

Figure 38

Figure 39

Figure 40

Figure 41

Figure 42

Figure 43

Figure 44

Figure 45

Figure 46

Figure 47

Figure 48

Figure 49

Figure 50

Figure 51

Figure 52

Figure 53

Figure 54

Figure 55

Figure 56

Figure 57

Figure 58

Figure 59

Figure 60

Figure 61

Figure 62

Figure 63

Figure 64

Figure 65

Figure 66

Figure 67

Figure 68

Figure 69

Figure 70

Figure 71

Figure 72

Figure 73

Figure 74

Figure 75

Figure 76

Figure 77

Figure 78

Figure 79

Figure 80

Figure 81

Figure 82

Figure 83

Figure 84

Figure 85

Figure 86

Figure 87

Figure 88

Figure 89

Figure 90

Figure 91

Figure 92

Figure 93

Figure 94

Figure 95

Figure 96

Figure 97

Figure 98

Figure 99

Figure 100

Figure 101

Figure 102

Figure 103

Figure 104

Figure 105

Figure 106

Figure 107

Figure 108

Figure 109

Figure 110

Figure 111

Figure 112

Figure 113

Figure 114

Figure 115

Figure 116

Figure 117

Figure 118

Figure 119

Figure 120

Figure 121

Figure 122

Figure 123

Figure 124

Figure 125

Figure 126

Figure 127

Figure 128

Figure 129

Figure 130

Figure 131

Figure 132

Figure 133

Figure 134

Figure 135

Figure 136

Figure 137

Figure 138

Figure 139

Figure 140

Figure 141

Figure 142

Figure 143

Figure 144

Figure 145

Figure 146

Figure 147

Figure 148

Figure 149

Figure 150

Figure 151

Figure 152

Figure 153

Figure 154

Figure 155

Figure 156

Figure 157

Figure 158

Figure 159

Figure 160

Figure 161

Figure 162

Figure 163

Figure 164

Figure 165

Figure 166

Figure 167

Figure 168

Figure 169

Figure 170

Figure 171

Figure 172

Figure 173

Figure 174

Figure 175

Figure 176

Figure 177

Figure 178

Figure 179

Figure 180

Figure 181

Figure 182

Figure 183

Figure 184

Figure 185

Figure 186

Figure 187

Figure 188

Figure 189

Figure 190

Figure 191

Figure 192

Figure 193

Figure 194

Figure 195

Figure 196

Figure 197

Figure 198

Figure 199

Figure 200

Figure 201

Figure 202

Figure 203

Figure 204

Figure 205

Figure 206

Figure 207

Figure 208

Figure 209

Figure 210

Figure 211

Figure 212

Figure 213

Figure 214

Figure 215

Figure 216

Figure 217

Figure 218

Figure 219

Figure 220

Figure 221

Figure 222

Figure 223

Figure 224

Figure 225

Figure 226

Figure 227

Figure 228

Figure 229

Figure 230

Figure 231

Figure 232

Figure 233

Figure 234

Figure 235

Figure 236

Figure 237

Figure 238

Figure 239

Figure 240

Figure 241

Figure 242

Figure 243

Figure 244

Figure 245

Figure 246

Figure 247

Figure 248

Figure 249

Figure 250

Figure 251

Figure 252

Figure 253

Figure 254

Figure 255

Figure 256

Figure 257

Figure 258

Figure 259

Figure 260

Figure 261

Figure 262

Figure 263

Figure 264

Figure 265

Figure 266

Figure 267

Figure 268

Figure 269

Figure 270

Figure 271

Figure 272

Figure 273

Figure 274

Figure 275

Figure 276

Figure 277

Figure 278

Figure 279

Figure 280

Figure 281

Figure 282

Figure 283

Figure 284

Figure 285

Figure 286

Figure 287

Figure 288

Figure 289

Figure 290

Figure 291

Figure 292

Figure 293

Figure 294

Figure 295

Figure 296

Figure 297

Figure 298

Figure 299

Figure 300

Figure 301

Figure 302

Figure 303

Figure 304

Figure 305

Embodiments for Carrying Out the Invention

[0032] As an example of the 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.

[0033] 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 - hand rotation direction, and the counter - clockwise direction, which is the opposite, is defined as the left - hand rotation direction.

[0034] Both the first pachinko gaming machine and the second pachinko gaming machine are so - called type - 1 pachinko gaming machines called "digital pachinko". Among them, 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.

[0035] Also, the third pachinko gaming machine is a pachinko gaming machine called a "type - 1 and type - 2 hybrid machine" that mixes a so - called type - 1 gaming machine called "digital pachinko" and a type - 2 gaming machine called "blade type". The third pachinko gaming machine described in this specification also has a first special symbol and a second special symbol. In this specification, a case where only one of the first special symbol and the second special symbol is variably displayed without the two being variably displayed in parallel will be described as an example. However, it is not intended to exclude pachinko gaming machines of the type - 1 and type - 2 hybrid machines in which the first special symbol and the second special symbol can be variably displayed in parallel.

[0036] In this specification, unless otherwise specified, when simply referred to as "special symbol", it means both the first special symbol and the second special symbol.

[0037] Also, the "variable display" as used in this specification is a concept that includes both, for example, "fluctuating display" in which the symbols fluctuate and are displayed, and "stopped display" in which the 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 in the fluctuating display are stopped and displayed (hereinafter also referred to as "derived"), the results of the winning determination process for the special symbols described below (hereinafter also referred to as "special symbol lottery") and the results of the winning determination process for the normal symbols (hereinafter also referred to as "normal symbol lottery") 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 the special symbols and the winning determination process for the normal symbols are not determined (for example, a temporarily stopped mode), but such a mode is included in the above-mentioned fluctuating display. Note that even when the symbols are, for example, temporarily stopped, at this point, since the results of the winning determination process for the special symbols and the winning determination process for the normal symbols are not determined, the symbols can be fluctuated and displayed again.

[0038] Also, 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, 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.

[0039] [1. The First Pachinko Machine] First, the first pachinko machine will be explained.

[0040] As a pachinko machine 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 on hold, for example, a pachinko machine in which the start condition of the second special symbol is established prior to the start condition of the first special symbol (hereinafter referred to as the "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 the "sequential variable machine").

[0041] In the priority variable machine, the start condition of the first special symbol is established when all of a certain set of requirements are met, such as neither the first special symbol nor the second special symbol being in variable display, not being in a jackpot game state, etc., the variable display of the second special symbol not being on hold, and the variable display of the first special symbol being on hold. Also, in the priority variable machine, the start condition of the second special symbol is established when all of a certain set of requirements are met, such as neither the first special symbol nor the second special symbol being in variable display, not being in a jackpot game state, etc., and the variable display of the second special symbol being on hold.

[0042] Also, in the sequential variable machine, the start condition of the first special symbol is established when at least all of the following are met: neither the first special symbol nor the second special symbol being in variable display, not being in a jackpot game state, etc., the variable display of the first special symbol being on hold, and the earliest hold being the hold of the variable display of the first special symbol. Also, in the sequential variable machine, the start condition of the second special symbol is established when at least all of the following are met: neither the first special symbol nor the second special symbol being in variable display, not being in a jackpot game state, etc., the variable display of the second special symbol being on hold, and the earliest hold being the hold of the variable display of the second special symbol.

[0043] Hereinafter, the priority variable machine will be described as an example.

[0044] [1-1. Appearance Configuration] FIG. 1 is an example of a perspective view showing the appearance of a first pachinko gaming machine when viewed obliquely upward from the front right. FIG. 2 is an example of an exploded perspective view showing the appearance of the first pachinko gaming machine when viewed obliquely upward from the front right. FIG. 3 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed obliquely upward from the rear right.

[0045] [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 tray 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 portion of the game board unit 10. Here, the outer frame 2, the base door 3, the glass door 4, the tray 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 brackets indicate the reference drawings for the configurations not shown in FIG. 1.

[0046] (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.

[0047] Note that the outer frame 2 needs to have high strength to support a number of members such as a payout unit 8, a substrate unit 9, a display device 7, a game board unit 10, a glass door 4, and a dish unit 5, etc. via a base door 3 which will be described later. On the other hand, for the purpose of enhancing the effect of the performance, for example, the enlargement of the display device 7 (see FIG. 2) and the game board unit 10 is required. Therefore, by configuring the outer frame 2 with, for example, a thin metal plate, while achieving the enlargement of the display device 7 and the game board unit 10, high strength can be maintained. In particular, if the outer frame 2 is made of aluminum, weight reduction can also be achieved.

[0048] (Base door) On the back side of the base door 3, for example, a payout unit 8 and a substrate unit 9 are attached and supported.

[0049] The game board unit 10 is fitted on the front side of the base door 3. Also, on the front side of, for example, the left end portion of the base door 3, hinges (not shown) are provided at the upper end portion, the middle portion below the substantially central portion in the vertical direction, and the lower end portion, respectively. The glass door 4 is pivotally supported by the hinges at the upper end portion and the middle portion, and the dish unit 5 is pivotally supported by the hinges at the middle portion and the lower end portion, respectively. By doing so, it is possible to pivot the glass door 4 and the dish unit 5 integrally or individually forward with respect to the base door 3 about the hinges.

[0050] 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, respectively. From this speaker 32, for example, sound effects such as voice performances of characters displayed on the display device 7, music, sound effects, voice announcements, error notifications, etc. are output.

[0051] 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 portion). 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.

[0052] (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 faces the protective glass 43. 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.

[0053] Note that the protective glass 43 may be formed by attaching a plurality of sheets (for example, two sheets) of glass with a gap therebetween, or may be a unit in which a plurality of sheets of glass are unitized so as to have a gap therebetween. Further, in the case of being unitized, a light guide plate may be provided between the glasses, for example. The above-mentioned protective glass 43 is not limited to being made of glass, and may be made of, for example, transparent resin.

[0054] In addition, an operation unit 66 that can be operated by a player, for example, to receive a game information providing service (for example, "Uni memo (registered trademark)") or to set an effect customization described later 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 game hall manager or the like on the hall menu screen.

[0055] Further, a speaker cover 45 is provided on the upper part of the glass door 4, which is disposed in front of the above-mentioned speaker 32. Furthermore, a large number of LED groups 46 used for light-emitting effects and the like are disposed on the periphery of the opening 41 of the glass door 4, and an LED cover is provided in front of these LED groups 46. Strictly speaking, the reference numeral 46 shown in Figs. 1 and 2 is 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 use in light-emitting effects such as announcements and light-emitting effects in various variations, but is not limited to LEDs as long as such light-emitting effects and the like can be performed, and may be, for example, liquid crystal or a lamp.

[0056] (Dish unit) The dish unit 5 is a unit consisting of an upper dish 51 and a lower dish 52. The dish unit 5 is located at the front lower part of the base door 3, below the glass door 4. As described above, the dish unit 5 is configured to be rotated relative to the base door 3 to open and close, so that, for example, when balls become jammed, an amusement arcade staff member can clear the jam. Note that the dish unit 5 does not necessarily have to have an upper dish 51 and a lower dish 52, and may be configured as an integrated dish.

[0057] The upper tray 51 is provided so as to be capable of storing 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 outlet 53 and a performance button 54. The game balls to be lent or the game balls to be paid out as prize balls are paid out from the payout outlet 53 to the upper tray 51. The performance button 54 is what is called a "CHANCE button" or a "push button". The performance button 54 may have a predetermined performance function in addition to an operation function operated by a player. The predetermined performance function corresponds to, for example, a function of vibrating or protruding upward based on the result of a hit determination process of a special pattern. In addition, the function of the operation unit 66 may also be used.

[0058] 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 opening 55 that communicates with the upper tray 51, and the game balls that overflow from the upper tray 51 are paid out from the payout opening 55 into the lower tray 52.

[0059] An opening (not shown in reference numerals) 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 a ball box placed below the lower tray 52. In addition, when a so-called per-machine counting system is provided for each machine, not only is a ball box not required, but the game balls counted by the per-machine counting system can be stored and the stored game balls can be used for the game again.

[0060] (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 located at the front lower right of the base door 3 and is arranged below the right of the tray unit 5. The launching device 6 includes a panel body 61, a driving device (not shown), and a launch handle 62.

[0061] The panel body 61 is provided so that, when the tray unit 5 is closed with respect to the base door 3, the tray unit 5 and the launching device 6 fixedly attached to the base door 3 appear to be integrated in appearance.

[0062] The launch handle 62 is configured to be rotatable clockwise or counterclockwise and is arranged on the front surface side of the panel body 61. The above driving device is arranged on the back surface side of the panel body 61 and is constituted by, for example, a launch solenoid (not shown). When the launch handle 62 is operated by the player, the game balls are launched by the operation of the driving device. When operating the launch handle 62, the greater the amount of clockwise rotation (operation amount), the stronger the launch intensity of the game balls.

[0063] The game balls launched from the launcher 6 arranged at the lower right of the dish unit 5 roll in an arc along the guide rail 110 (see FIG. 4 described later) via the launch rail (not shown) and are launched into the game area 105 (see FIG. 4 described later). Note that the arrangement position of the launcher 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-mentioned launch rail becomes unnecessary, the area below the glass door 4 can be effectively utilized, and the versatility can be enhanced.

[0064] (Display device) The display device 7 (see FIG. 2) has a display area for displaying various production 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, a production identification symbol (for example, a decorative symbol) is variably displayed to display the result of the winning determination process of the special symbol, a production image according to the result of the winning determination process of the special symbol, a production image during the big win game state, a demo production image, a production 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.

[0065] In this embodiment, one display device 7 is provided to display the above various production images, but a plurality (for example, two) of display devices may be provided and production images may be displayed using these plurality of display devices.

[0066] (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. Game balls are supplied to the ball passage 81 from a storage tank 80 (see FIGS. 2 and 3). Note that 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 game balls among the game balls supplied from the storage tank 80 to the ball passage 81, for example, onto the upper tray 51. Further, as shown in FIG. 3, a power switch 95 is provided on the back side of the payout unit 8.

[0067] (Substrate unit) The substrate unit 9 (see FIGS. 2 and 3) is arranged on the back side of the base door 3. Various control substrates and the like are provided on the substrate unit 9.

[0068] Specifically, as shown in FIG. 3, a main control substrate 91 on which a main control circuit 200 (see FIG. 6 described later) is mounted, a sub-control substrate 92 on which a sub-control circuit 300 (see FIG. 6 described later) is mounted, a payout / firing control substrate 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 substrate on which a power supply circuit 450 (see FIG. 6 described later) for supplying power is mounted are provided on the substrate unit 9.

[0069] In FIG. 3, for the sake of convenience, the main control substrate 91, the sub-control substrate 92, the payout / firing control substrate 93, and the power supply substrate 94 are shown by reference numerals, but all of these substrates are housed in a substrate case.

[0070] In this embodiment, the sub-control substrate 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 substrate 92 may be composed of a plurality of substrates.

[0071] [1-1-2. Game board unit] FIG. 4 is an example of a front view showing the appearance of a game board unit 10 provided in a first pachinko game machine. A game area 105 through which the launched game balls can roll down is formed on the front side of the game board unit 10.

[0072] As shown in FIG. 4, the game board unit 10 mainly includes a game panel 100 in which a game area 105 through which the launched game balls 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 starting port 120, a general winning port 122, a passing gate unit 125, a special electric accessory unit 130, a second starting 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.

[0073] (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 pins (not shown) and the like are implanted. The game balls launched from the launching device 6 (see FIGS. 1 and 2) jump out from the guide rail 110 toward the game area 105, collide with the game pins and the like, and flow downward toward the lower part of the game area 105 while changing the traveling direction.

[0074] In addition, a back unit (not shown) provided with a decorative body for enhancing the production effect is disposed behind the game panel 100. 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. Further, the game panel 100 may be made of a member having no transparent part (for example, wood), and a transparent member may be provided in a part to enhance the production effect.

[0075] In addition, in this embodiment, the game panel 100 is made of a transparent resin so that the back unit can be visually recognized when viewed from the front, but the entire game panel 100 may be transparent, or only a part thereof may be transparent.

[0076] (Guide Rail) The guide rail 110 is composed of an arc-shaped outer rail and an inner rail (both not shown in the reference numerals). The game area 105 is partitioned (defined) by the guide rail 110. The outer rail and the inner rail have a function of guiding the game ball launched from the launching device 6 (see FIG. 6 described later) to the upper part of the game area 105.

[0077] (Center Component) The center component 115 is configured to be fitted into an opening (not shown in the 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.

[0078] In this first pachinko game machine, among the game area 105, the area on the left side of the center component 115 is referred to as the left area 106, and the area on the right side of the center component 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 game machine and the third pachinko game machine described later.

[0079] 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 a collision with a game nail or the like implanted in the game panel 100. When the operation amount of the launch handle 62 (see 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 (see FIG. 1) is large, the launched game ball flows down through the right area 107.

[0080] In this specification, as an operation mode (way of hitting) of the launch handle 62, a way of launching a game ball so as to flow down the left area 106 is referred to as "left hitting", and a way of launching a game ball so as to flow down the right area 107 is referred to as "right hitting". In this way, the player can distribute the game balls to the left area 106 or the right area 107.

[0081] Further, in the center accessory 115, a warp entrance 117 is formed at the left outer peripheral edge portion, into which a game ball flowing down the left area 106 can enter. The game ball that has entered the warp entrance 117 is configured to be guided to a stage 118 formed in the center accessory 115. The stage 118 is formed such that the game ball 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 a plurality of stages, such as an upper-stage stage and a lower-stage stage, for example.

[0082] A chance entrance 119 into which a game ball can enter is formed at the rear side substantially at the center in the left-right direction of the stage 118, and the game ball that has entered the chance entrance 119 is configured to be discharged directly above the first starting port 120. Therefore, the game ball that has entered the chance entrance 119 has a higher probability of winning (passing) through the first starting port 120 than the game ball that has not entered the warp entrance 117 or the game ball that has entered the warp entrance 117 but has not entered the chance entrance 119.

[0083] (First starting port) The first starting port 120 is disposed below the display area of the display device 7, and is arranged such that a game ball hit on the left can win (it is difficult or impossible for a game ball hit on the right to win). When a game ball wins through the first starting port 120, it is detected by a first starting port switch 121 (see FIG. 6 described later). Note that a game ball hit on the right may be able to win through the first starting port 120. Further, instead of or in addition to the above-described first starting port 120, a first starting port through which a game ball hit on the right can win (it is difficult or impossible for a game ball hit on the left to win) may be provided.

[0084] When the winning (passing) of a game ball into the first start port 120 (see FIG. 6 described later) is detected by the first start port switch 121, various data related to the first special symbol (for example, jackpot determination random number value for the first special symbol, symbol random number value for the first special symbol, reach determination random number value for the first special symbol, and various random number values such as production selection random number value for the first special symbol, etc.) are extracted, and the extracted various 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.

[0085] 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 value for the first special symbol, symbol random number value for the first special symbol, reach determination random number value for the first special symbol, and various random number values such as production selection random number value 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 reservation. The same applies to the second special symbol.

[0086] (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 left-hit game ball can win (a right-hit game ball has difficulty or impossibility of winning). 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).

[0087] When the winning (passing) of a game ball into the general winning port 122 is detected by the general winning port switch 123 (see FIG. 6 described later), 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.

[0088] Also, in this embodiment, although the general winning opening 122 is arranged such that it is difficult or impossible for a right-hit game ball to win, it is not necessarily limited to this. Instead of or in addition to the above general winning opening 122, a general winning opening through which a right-hit game ball can win may be provided.

[0089] (Passage Gate Unit) The passage gate unit 125 is arranged in the right region 107 and is a unit body integrating a passage gate 126 configured such that a right-hit game ball can substantially pass through, and a passage gate switch 127 (see FIG. 6 described later) for detecting the passage of the game ball through the passage gate 126.

[0090] When the passage of the game ball through the passage gate 126 is detected by the passage gate switch 127, various data related to the normal 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 passage gate 126 is detected by the passage gate switch 127, no prize balls are paid out. Also, the passage gate unit 125 may be arranged in the left region 106 instead of or in addition to the right region 107.

[0091] In this specification, the passage of the game ball through the passage 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 passage gate 126 are referred to as start information of the normal symbol. Also, storing the start information of the normal symbol until the start condition is satisfied is referred to as hold.

[0092] (Special Electric Device Unit) The special electric device unit 130 is a unit body integrating a large winning opening 131, a count switch 132 (see FIG. 6 described later) for detecting the winning (passage) of the game ball through the large winning opening 131, and a special electric device 133. The special electric device unit 130 is arranged below the passage gate unit 125 in the right region 107.

[0093] 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 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.

[0094] 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.

[0095] 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 able to shift 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 shift 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 shifts from the closed state to the open state over a predetermined period for a plurality of rounds.

[0096] (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, in the second starting port 140, it is difficult or impossible for a left-hit game ball to win, for example, due to game nails or the like, and the second starting port 140 is configured to guide a right-hit game ball to its vicinity 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 so that a left-hit game ball can win.

[0097] 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, a random number value for determining a big win of the second special symbol, a symbol random number value of the second special symbol, a random number value for determining a reach of the second special symbol, and various random number values such as a random number value for selecting an effect of the second special symbol, etc.) are extracted, and the extracted various 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.

[0098] (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 integrating a winning port where a predetermined number of game balls are paid out as prize balls when a game ball wins (passes through), a switch for detecting 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.

[0099] 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 actuates 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 capable of transitioning between an open state in which it is possible or easy for a game ball to enter (pass through) the second starting port 140 and a closed state in which it is impossible or difficult for a game ball to enter the second starting 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.

[0100] (Outlet) The outlet 178 is for discharging game balls that have not won in any of the various winning ports (for example, the first starting port 120, the second starting port 140, the big winning port 131, the general winning port 122, etc.) of those launched toward the game area 105 outside the machine. This outlet 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-mentioned outlet 178, an outlet 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.

[0101] (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 an effect device group 58 (see FIG. 6 described later) such as a movable device controlled by the sub-control circuit 300. The effect device group 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 effect device group 58 function as effect devices that can operate based on the result of the winning determination process of the special symbol.

[0102] [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.

[0103] FIG. 5 is an example of a front view showing the LED unit 160 provided in the first pachinko gaming machine.

[0104] 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 reduction notification display section 168.

[0105] (Normal symbol display section) The normal symbol display section 161 displays the result of the winning determination process of 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, the 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 of the normal symbol is derived.

[0106] When the result of the winning determination process of 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 of 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 of 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 of the normal symbol is not limited to this. When the normal symbol stops displaying 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.

[0107] (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 winning determination 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 normal symbol is not in variable display and the variable display of the normal symbol is on hold.

[0108] 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. 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. 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.

[0109] (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 consisting of eight LEDs 163a to 163h. Similarly, the second special symbol display section 164 also includes a second special symbol display LED group consisting of, for example, eight LEDs 164a to 164h.

[0110] 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 is started, 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 for the first special symbol is derived.

[0111] If the result of the winning determination process for the first special symbol is a big win, the combination of the lighting and extinguishing 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.

[0112] 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 is started, 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 for the second special symbol is derived.

[0113] If the result of the winning determination process for the second special symbol is a big win, the combination of the lighting and extinguishing 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.

[0114] (Reserved display unit for special symbols) The reserved display unit for special symbols displays the number of variable displays of the reserved special symbol (hereinafter referred to as the "reservation number of special symbols") when the starting information of the special symbol, that is, the variable display, is reserved, and includes a first reserved display unit 165 for special symbols and a second reserved display unit 166 for special symbols.

[0115] When the variable display of the first special symbol is on hold, 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 on hold" 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.

[0116] 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 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 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.

[0117] When the variable display of the second special symbol is on hold, 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 on hold" 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.

[0118] The second special symbol reservation display section 166 displays the number of reserved variable displays of the second special symbol by the combination of lighting and extinguishing of the second special symbol reservation display LEDs 166a and 166b. For example, when the number of reserved second special symbols is 1, the second special symbol reservation display LED 166a lights up and the second special symbol reservation display LED 166b goes out. Also, when the number of reserved second special symbols is 2, both of the second special symbol reservation display LEDs 166a and 166b light up. When the number of reserved second special symbols is 3, the second special symbol reservation display LED 166a blinks and the second special symbol reservation display LED 166b lights up. Further, when the number of reserved second special symbols is 4, both of the second special symbol reservation display LEDs 166a and 166b blink. However, the display modes of the second special symbol reservation display LEDs 166a and 166b indicating the number of reserved second special symbols are not limited to this.

[0119] (Probability variation notification display section) The probability variation notification display section 167 can be lit during the execution of the probability variation control described later, and is composed of, for example, an LED or a lamp.

[0120] The probability variation notification display section 167 may be lit during the execution of the probability variation control. However, for example, by not lighting it so that it cannot be grasped visually that the probability variation control is being executed, the execution of the probability variation control may be concealed.

[0121] However, when the power is cut off during the execution of the probability variation control, the data indicating that the probability variation 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 variation control and then the power is turned on, the probability variation notification display section 167 lights up in a manner that allows it to be visually grasped that the probability variation control is in progress.

[0122] Note that even if it was concealed whether the probability variation control was being executed before the power was cut off, when the power is turned on, the probability variation notification display section 167 is lit so that it can be grasped that the probability variation control is being executed.

[0123] (Time-saving notification display unit) The time-saving notification display unit 168 can be lit during the execution of time-saving control described later, and is composed of, for example, an LED, a lamp, or the like.

[0124] In this embodiment, the time-saving notification display unit 168 has, for example, a first time-saving notification display unit 168a and a second time-saving notification display unit 168b, but the number of time-saving notification display units 168 is not limited to this.

[0125] Also, although details will be described later, the time-saving game state includes an A time-saving game state, a B time-saving game state, and a C time-saving game state. And, for example, it is configured such that the combination of lighting or extinguishing by the first time-saving notification display unit 168a and the second time-saving notification display unit 168b allows one to grasp which time-saving game state it is.

[0126] The time-saving notification display unit 168 may light the first time-saving notification display unit 168a or / and the second time-saving notification display unit 168b according to the time-saving control being executed. However, for example, by lighting or extinguishing in a manner where it is not possible to visually grasp whether the time-saving control is being executed or the type of the time-saving control being executed (for example, all extinguished, all lit, a state not related to the time-saving control being executed), the fact that the time-saving control is being executed and the type of the time-saving control being executed may be concealed so that it cannot be visually grasped. In particular, although it may be possible to visually grasp whether the time-saving control is being executed or not, since it may be difficult to visually grasp which time-saving control is being executed, it is possible to enhance the interest by concealing the type of the time-saving control being executed.

[0127] 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.

[0128] Note that even if, before the power is cut off, the fact that the time shortening control is in progress and the type of the time shortening control being executed are hidden so as not to be visually grasped, 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.

[0129] [1-2. Electrical Configuration] Next, with reference to FIG. 6, the control circuit of the first pachinko gaming machine will be described. FIG. 6 is an example of a block diagram showing the control circuit of the first pachinko gaming machine.

[0130] As shown in FIG. 6, the first pachinko gaming 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 gaming 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.

[0131] [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 gaming operations, and 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).

[0132] 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.

[0133] The main ROM 202 stores programs 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 programs stored in the main ROM 202.

[0134] 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 to this, and any readable and writable storage medium may be used.

[0135] The initial reset circuit 204 monitors the main CPU 201 and outputs a reset signal as necessary.

[0136] 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 or the like.

[0137] 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.

[0138] 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, the normal symbol hold display unit 162, the first special symbol display unit 163, the second special symbol display unit 164, the first special symbol hold display unit 165, the second special symbol hold display unit 166, the probability variation notification display unit 167, the time shortening notification display unit 168, the solenoid 148 for normal electricity, and the solenoid 135 for special electricity, etc. In addition to these, a performance display monitor 170, an error notification monitor 172, etc. 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.

[0139] On the performance display monitor 170, performance display data, set values described later, etc. are displayed under the control of the main CPU 201. The performance display data is, for example, data indicating the ratio of 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.

[0140] 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, etc. 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.

[0141] 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, and a general winning port switch 123, etc. When these switches are detected, a detection signal is output to the main control circuit 200 via the I / O port 205.

[0142] Furthermore, 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 check set values in the case of a pachinko gaming machine with a setting function described later, a RAM clear switch 176 that can clear backup data stored in the main RAM 203 according to the operation of the casino manager, and the like. In this embodiment, the RAM clear switch 176 also serves as a switch for changing set values described later, but is not limited thereto, and a setting switch for changing set values may be provided.

[0143] In addition, 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 (e.g., 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 in which notches are provided only at the corresponding positions of the setting key insertion port 174 and the RAM clear switch 176 of the case, and 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.

[0144] 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 and 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.

[0145] [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, and the like. 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.

[0146] The program ROM 302 stores a program for controlling the game effect of the first pachinko machine by the sub-CPU 301, various tables, and the like. 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.

[0147] 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.

[0148] 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 a 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, and the like.

[0149] 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. The image data for display on the display device 7 includes various image data related to the game, such as decorative symbol image data indicating decorative symbols, background image data, and effect image data.

[0150] Then, at a predetermined timing, the display control circuit 304 supplies the image data stored in the frame buffer to the D / A converter. The D / A converter converts the image data into an image signal and supplies the converted image signal to the display device 7 at a predetermined timing. When 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.

[0151] 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 the 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.

[0152] 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 out 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.

[0153] 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.

[0154] 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.

[0155] 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 out 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. Also, 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 out 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.

[0156] The command input port 308 is connected to the command output port 206 and receives various commands transmitted from the main control circuit 200.

[0157] [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.

[0158] 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.

[0159] 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 the 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.

[0160] Also, 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 a game ball.

[0161] [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.

[0162] 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, and the like).

[0163] [1-3. Game Flow] Next, with reference to FIGS. 7 and 8, an example of the game flow will be described. FIG. 7 is an example of the game flow. FIG. 8 is 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.

[0164] 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 winning openings (for example, the first starting 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 starting openings 120 and 140, and it is determined whether to shift to a big win game state or the like. 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 to operate the normal electric accessory 146 to open the winning opening (the second starting opening 140 in this embodiment) or the like. In this specification, the "special symbol game" may sometimes 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 performance game using an operation unit such as the performance button 54 (see FIG. 1, for example) is also included in the "game".

[0165] Also, in this specification, from the start of the variable display of the special symbols until the end of this variable display and the result of the winning determination process for the special symbols is definitely 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 symbols is derived, if it is controlled to be in a big win game state, from that point 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 symbols, but in a pachinko machine in which a small win is included in the result of the winning determination process for the special symbols, after the result of the winning determination process for the special symbols is derived, if it is controlled to be in a small win game state, from that point until the end of the small win game state is regarded as one special symbol game.

[0166] When a stop display mode indicating a big win is derived to the first special symbol display unit 163 or the second special symbol display unit 164 in the special symbol game, it is controlled to a 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.

[0167] Also, when a stop display mode indicating a normal symbol win is derived to the normal symbol display unit 161 in the normal symbol game, 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, for example, the second start opening 140 is relatively increased.

[0168] 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.

[0169] Hereinafter, an outline of the game flows of the special symbol game and the normal symbol game will be described.

[0170] [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.

[0171] When a game ball wins the first start opening 120 or the second start opening 140, a special symbol start winning process is performed. In this special symbol start winning process, various types of 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 reserved as start information. This special symbol start winning process is performed even during the execution of the special symbol control process.

[0172] Also, in the special symbol control process, it is determined whether the start condition of the special symbol is satisfied. When the start condition of the special symbol is satisfied, a winning determination process for the special symbol is performed, in which a winning determination random number value extracted from the winning determination counter for the special symbol is referred to determine whether it is a "big win". Thereafter, a stop symbol determination process for determining the stop symbol is performed. In the stop symbol determination process, a stop display special symbol is determined by referring to the symbol determination random number value extracted from the symbol determination counter for the special symbol and the result of the winning determination process for the special symbol.

[0173] In this embodiment, when the probability variation flag is on, probability variation control is executed. In the above-mentioned winning 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".

[0174] The probability variation flag is one of the management flags stored in the main RAM 203 and is a flag for managing whether 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 this embodiment, a high probability short game state). 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, a normal game state or a low probability short game state).

[0175] 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 with reference to the random number value, the result of the above-mentioned winning determination process for the special symbol, and the above-mentioned special symbol to be stopped and displayed, the variation pattern (variable display pattern) of the special symbol is determined. Then, based on the result of the variation pattern determination process for the special symbol, a variable display control process for the special symbol is performed.

[0176] When the variation pattern of the special symbol is determined, next, the effect pattern determination process for determining the effect pattern is performed. Then, based on the result of the effect pattern determination process, effect control processes 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 are performed. Note that the effect control process is performed by the sub-CPU 301.

[0177] Then, when the variable display control process and the effect control process of the special symbol are completed and it is a big win, the big win game control process is performed. The big win game control process is a process executed in the big win game state. When the big win game state ends, the special symbol game ends, and the game state transition control process to the 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 sure change 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.

[0178] On the other hand, when it is not a big win, that is, a loss, the special symbol game ends. In the first pachinko gaming machine, the result of the winning determination process of the special symbol does not include a small win, but in a pachinko gaming machine in which the result of the winning determination process of the special symbol includes a small win, when winning a small win, the small win game control process 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.

[0179] And each time the start condition of the special symbol is satisfied, the various processes of the above-described special symbol control process are repeated.

[0180] Note that when a game ball wins a prize at the start ports 120 and 140 during the special symbol control process, the special symbol start prize process is executed. Also, the start information of the special symbol extracted when the game ball wins 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.

[0181] Also, in the first pachinko machine, up to a maximum of eight pieces of start information for special symbols can be held in total, with 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.

[0182] 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 (the presence or absence of winning a "big win") 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 performed before the start information extracted by the winning of a game ball through the start ports 120 and 140 is held, or after it is held.

[0183] [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.

[0184] 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 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.

[0185] Also, 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 counter for determining a win of 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.

[0186] 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 a variable display control process for controlling the variable display of the normal symbol and an effect control process for performing a predetermined effect. Note that the effect control process may not be executed.

[0187] 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 a 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 that 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.

[0188] In a gaming state where time-saving 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-saving control corresponds to control in which at least one of special figure shortening control for shortening the variable display time of a special symbol 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, compared to when the time-saving control is not executed. This time-saving 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.

[0189] The electric support control is control that improves at least one of the winning probability of "when the normal symbol wins", 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. The time-saving performance is performance that changes the ease of winning of game balls 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 the normal symbol wins", 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-saving performance means, for example, making it easier for game balls 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, compared to when the electric support control is not executed, the winning probability of "when the normal symbol wins" 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.

[0190] 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.

[0191] Incidentally, when a game ball passes through the passage gate 126 during the normal symbol control process, the normal symbol start passage process is executed. Further, the start information of the normal symbol (for example, the random number value for determining a win of the normal symbol, etc.) extracted when the game ball passes through the passage gate 126 is held until the start condition of the normal symbol is satisfied.

[0192] Incidentally, 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.

[0193] Incidentally, as for the extraction method of various random number values (for example, the random number value for determining a big win of the first special symbol, the symbol random number value of the first special symbol, the reach determination random number value of the first special symbol, the random number value for determining a big win of the second special symbol, the symbol random number value of the second special symbol, the reach determination random number value of the second special symbol, and the random number value for determining a win of the normal symbol, etc.), a software random number method of generating 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 of extracting 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.

[0194] [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, and when a big win is derived as a result of the win determination process of the special symbol, the state shifts 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, as for the variable display of the normal symbol, it is made executable even in the big win game state. Note that the description of the small win game state is omitted.

[0195] The non-big win game state can be roughly classified into a low probability state in which the winning probability of a big win in the win determination process of the special symbol is relatively low, and a high probability game state in which the winning probability of a big win in the win determination process of the special symbol is relatively high.

[0196] The high-probability gaming state includes a high-probability time-limited gaming state (high-probability high base) in which time-limited 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-time-limited gaming state (high-probability low base state) in which time-limited control is not executed may be included in the high-probability gaming state.

[0197] The low-probability state includes a normal gaming state (low-probability low base) in which time-limited control is not executed and a time-limited gaming state (low-probability high base) in which time-limited control is executed.

[0198] Furthermore, the time-limited gaming state includes an A time-limited gaming state, a B time-limited gaming state, and a C time-limited gaming state.

[0199] The A time-limited gaming state is a time-limited 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 time-limited gaming state ends. When the A time-limited gaming state ends due to the execution of a specified number of special symbol games, in principle, it shifts to the normal gaming state.

[0200] The B time-limited gaming state is, for example, a time-limited 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, for example, 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 time-limited gaming state ends. When the B time-limited gaming state ends due to the execution of a specified number of special symbol games, in principle, it shifts to the normal gaming state.

[0201] The C time-saving game state is a time-saving 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 "time-saving win" and a display mode of time-saving win is derived. When a specified number of special symbol games determined by winning the "time-saving win" are executed or the game state transitions to the big win game state, the C time-saving game state ends. When the C time-saving game state ends due to the execution of the specified number of special symbol games, in principle, the game transitions to the normal game state. However, for example, when multiple time-saving game states overlap, even if the specified number of special symbol games are executed, instead of transitioning to the normal game state, the C time-saving game state continues.

[0202] In this specification, regardless of whether multiple time-saving game states are executed one after another, when the transition conditions to the time-saving game state are satisfied in the time-saving game state or the transition conditions to multiple time-saving game states are simultaneously satisfied, it is said that the time-saving game states "overlap". And when multiple time-saving game states overlap, under the control of the main CPU 201, internally, any of the overlapping multiple time-saving game states is activated, that is, the overlapping multiple time-saving game states are activated internally in parallel, which is called "executed one after another". However, even if the main CPU 201 internally executes multiple time-saving game states one after another, the actually executed time-saving control corresponds only to the time-saving control for one of the time-saving game states. That is, even when multiple time-saving game states are executed one after another, the player perceives that they are controlled by one of the multiple time-saving game states.

[0203] Next, the transition of the game state will be described.

[0204] Even when controlled in the normal game state, the time-saving game state (A time-saving game state, B time-saving game state, C time-saving game state), and the high-probability game state (for example, the high-probability time-saving game state), when the result of the winning determination process of the special symbol is a big win, the game state transitions to the big win game state.

[0205] When the jackpot game state ends, depending on the game specifications, it can transition to any of the normal game state, time-saving game state, and high-probability game state (e.g., high-probability time-saving game state). However, the time-saving game state that can be transitioned to when the jackpot game state ends is limited to the A time-saving game state.

[0206] When controlled in the high-probability game state, except for some pachinko machines such as so-called ST machines and loop machines, it does not transition from the high-probability game state to the time-saving game state or the normal game state. Similarly, it does not transition from the time-saving game state or the normal game state to the high-probability game state unless it goes through the jackpot game state.

[0207] When controlled in the normal game state, it can transition to the B time-saving game state or the C time-saving game state, but it cannot transition to the A time-saving game state unless it goes through the jackpot game state. However, since it transitions to the normal game state when a specified number of special symbol games are executed in the A time-saving game state, it is possible to transition from the A time-saving game state to the normal game state. Also, regardless of whether it is controlled in the B time-saving game state or the C time-saving game state, it transitions to the normal game state when a specified number of special symbol games are executed, so it is also possible to transition from the B time-saving game state or the C time-saving game state to the normal game state.

[0208] Next, the transition between the time-saving game states will be explained.

[0209] When controlled in the A time-saving game state, the number of available time-saving times in the A time-saving game state is set to be less than the ceiling value, which is the transition condition to the B time-saving game state. Therefore, it does not transition from the A time-saving game state to the B time-saving game state. Also, since the A time-saving game state is controlled via the jackpot game state, it does not transition from the B time-saving game state to the A time-saving game state. On the other hand, when the result of the winning determination process of the special symbol in the A time-saving game state is "time-saving win", the transition condition to the C time-saving game state is satisfied, so the A time-saving game state and the C time-saving game state can overlap. However, as described above, since the A time-saving game state is controlled via the jackpot game state, it does not transition from the C time-saving game state to the A time-saving game state.

[0210] When it is controlled to be 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.

[0211] When it is controlled to be 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.

[0212] Note that the details regarding the overlap of the short-time game states will be described later.

[0213] [1-4. Basic Specifications] Next, with reference to FIGS. 9 to 19, the basic specifications of the first pachinko game machine will be described.

[0214] 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 20 are not limited to this.

[0215] 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, for example, the shooting method that is the regular game mode 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) for the player.

[0216] [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 machine. As shown in FIG. 9, in the first pachinko 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 machine with a setting function, the probability of a big win varies according to the set value, and the main CPU 201 executes a winning determination process for a special symbol based on the set set value.

[0217] 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, a normal game state and a 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, a 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.

[0218] Note that the probability of a short-time win is a common probability for all set values, different from the probability of a big win. For example, the probability of a short-time win when the winning determination process for the first special symbol is executed is 1 / 160, and the probability of a short-time win when the winning determination process for the second special symbol is executed is 1 / 240. The probability of a short-time win may be made different when the winning determination process for the first special symbol is executed and when the winning determination process for the second special symbol is executed, or may be the same.

[0219] 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.

[0220] Note that in the first pachinko gaming machine, the small win is not included in the lottery target, but 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 possible to win the small win 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 is won is not performed, a mode in which the determination of whether or not the small win is won is performed with the small win probability set to 0 may also be adopted.

[0221] The above-mentioned probability of winning with time shortening and the small win probability when the small win is included in the lottery target are the same probability for all setting values as described above, but are not limited thereto, and may be different probabilities according to the setting values.

[0222] Also, in this embodiment, the jackpot probabilities are different for all setting values, but are not limited thereto. For example, the jackpot probabilities may be the same for a plurality of setting values, such as a common jackpot probability for setting 1 and setting 2, a common jackpot probability for setting 3 and setting 4, and a common jackpot probability for setting 5 and setting 6.

[0223] 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 target that varies according to the set value is not necessarily limited to the jackpot probability. For example, in the case of a pachinko gaming machine in which when a game ball wins a prize in a specific winning opening, it is controlled to a jackpot gaming 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 gaming machine a pachinko gaming machine with a setting function.

[0224] [1-4-2. Special symbol winning determination table] FIG. 10 is an example of a special symbol winning determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming 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.

[0225] 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 wins) are not included, but 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.

[0226] The jackpot determination random number value is the random number value used in the special symbol winning determination process as described above. 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.

[0227] In this embodiment, in the winning determination process of the first special symbol, the main CPU 201 determines "short-time win", "big win", or "loss" based on the extracted big win determination random number value. In the first special symbol winning determination table, for each value (0 or 1) of the probability variation flag, the relationship between the range (width) of the big win determination random number value determined as "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 "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 "loss" and the corresponding loss determination value data are defined.

[0228] Note that in this specification, when the value of the probability variation flag is "0", the probability variation flag is off, and when the value of the probability variation flag is "1", the probability variation flag is on.

[0229] Also, in the winning determination process of the second special symbol, the main CPU 201 determines "short-time win", "big win", or "loss" based on the extracted big win determination random number value in the same manner as the winning determination process of the first special symbol. In the second special symbol winning determination table, for each value (0 or 1) of the probability variation flag, the relationship between the range (width) of the big win determination random number value determined as "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 "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 "loss" and the corresponding loss determination value data are defined.

[0230] 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 jackpot 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 jackpot determination is any value from 409 to 613, the main CPU 201 determines it as "jackpot" and determines the win / loss determination value data as "jackpot determination value data". Further, when the extracted random number value for jackpot 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".

[0231] 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 jackpot 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 jackpot determination is any value from 409 to 1259, the main CPU 201 determines it as "jackpot" and determines the determination value data as "jackpot determination value data". Further, when the extracted random number value for jackpot 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".

[0232] Similarly, for example, when the probability variable flag is off during the winning determination process of the second special symbol and the extracted random number value for big win determination is any value from 0 to 272, 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 variable flag is off during the winning determination process of the second special symbol and the extracted random number value for big win determination is any value from 273 to 477, the main CPU 201 determines it as "big win" and determines the determination value data as "big win determination value data". Further, when the probability variable flag is off during the winning determination process of the second special symbol and the extracted random number value for big win determination is any value from 478 to 65535, the main CPU 201 determines it as "loss" and determines the determination value data as "loss determination value data".

[0233] Also, for example, when the probability variable flag is on during the winning determination process of the second special symbol and the extracted random number value for big win determination is any value from 0 to 272, 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 variable flag is on during the winning determination process of the second special symbol and the extracted random number value for big win determination is any value from 273 to 1123, the main CPU 201 determines it as "big win" and determines the determination value data as "big win determination value data". Further, when the probability variable flag is on during the winning determination process of the second special symbol and the extracted random number value for big win determination is any value from 1124 to 65535, the main CPU 201 determines it as "loss" and determines the determination value data as "loss determination value data".

[0234] 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 last (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).

[0235] 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, the game is given variations to suppress the decline in interest.

[0236] 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 the decline in interest in the normal game state that tends to become a monotonous game.

[0237] 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 the decline in interest.

[0238] Incidentally, as shown in FIG. 10, in this embodiment, regardless of whether the probability variation flag is on or off, it is possible to win the "short time per win". However, when the probability variation 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 variation 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.

[0239] [1-4-3. Special Symbol Determination Table] FIG. 11 is an example of a special symbol determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko game machine.

[0240] The special symbol determination 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 determination 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, for example, from among 0 to 99 (100 types).

[0241] According to the special symbol determination table shown in FIG. 11, when short-time winning determination value data is obtained as a result of the winning determination process for the first special symbol, the main CPU 201 selects, for example, the selection symbol command and the symbol designation 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 designation command. Also, when the symbol random number value of the first special symbol is any one of 70 to 96, for example, the main CPU 201 selects "z1" as the selection symbol command and "zA1" as the symbol designation command. Further, when the symbol random number value of the first special symbol is any one of 97 to 99, for example, the main CPU 201 selects "z2" as the selection symbol command and "zA2" as the symbol designation command.

[0242] Also, when jackpot determination value data is obtained as a result of the winning determination process for the first special symbol, for example, the selection symbol command and the symbol designation 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 designation 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 designation 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 designation command.

[0243] Also, when losing determination value data is obtained as a result of the winning determination process for 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 designation command.

[0244] Also, when short-time winning determination value data is obtained as a result of the winning determination process for 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.

[0245] Also, when jackpot determination value data is obtained as a result of the winning determination process for 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.

[0246] Also, when losing determination value data is obtained as a result of the winning determination process for 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.

[0247] Note that in this embodiment, based on the extracted jackpot determination random number value with reference to the winning determination table for the special symbol (see FIG. 10), the winning / losing determination value data is determined, and then, with reference to the special symbol determination table (see FIG. 11), the selection symbol command and the symbol specification command are determined based on the symbol random number value of the special symbol. However, it is not limited to this. For example, based on the extracted jackpot determination random number value and the symbol random number value of the special symbol, the winning / losing of the special symbol, the selection symbol command, and the symbol specification command may be determined together.

[0248] [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 game 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.

[0249] 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, for example, a 1-byte control signal configured in the range of 0 to 7. Each of the areas 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, area 0 of the first special symbol corresponds to 163a, area 1 of the first special symbol corresponds to 163b, area 2 of the first special symbol corresponds to 163c, area 3 of the first special symbol corresponds to 163d, area 4 of the first special symbol corresponds to 163e, area 5 of the first special symbol corresponds to 163f, area 6 of the first special symbol corresponds to 163g, and area 7 of the first special symbol corresponds to 163h.

[0250] Similarly, each of the areas 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, area 0 of the second special symbol corresponds to 164a, area 1 of the second special symbol corresponds to 164b, area 2 of the second special symbol corresponds to 164c, area 3 of the second special symbol corresponds to 164d, area 4 of the second special symbol corresponds to 164e, area 5 of the second special symbol corresponds to 164f, area 6 of the second special symbol corresponds to 164g, and area 7 of the second special symbol corresponds to 164h.

[0251] 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.

[0252] 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 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 "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 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 "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 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 "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 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 "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 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.

[0253] Also, when the result of the winning determination process for the special symbol is "loss", the display mode of the LEDs derived to the special symbol display units 163 and 164 (the loss display mode) is determined as follows. For example, when the selected symbol command is "z6", the main CPU 201 turns on 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, and turns off the other LEDs, and determines to stop displaying the first special symbol display unit 163 in such a mode. When the selected symbol command is "z11", the main CPU 201 turns on 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, and turns off the other LEDs, and determines to stop displaying the second special symbol display unit 164 in such a mode.

[0254] 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.

[0255] 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 are transmitted separately for the first special symbol display unit 163 and the second special symbol display unit 164.

[0256] 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 game 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, according to the symbol designation command. The column of "Remarks" shown in FIG. 12(B) is shown for convenience to make it easier to understand.

[0257] 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 perform 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.

[0258] In this embodiment, the decorative symbols displayed on the display device 7 are such that the left symbol is composed of, for example, nine symbols numbered 1 to 9, the middle symbol is composed of, for example, ten symbols numbered 1 to 9 and the time-saving symbol, and the right symbol is composed of, for example, nine symbols numbered 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.

[0259] 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.

[0260] As shown in FIG. 12(B), when the symbol designation command is "zA1" or "zA6" (when the result of the special symbol lottery is "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.

[0261] When the symbol designation command is "zA2" or "zA7" (when the result of the special symbol lottery is "time-saving per hit"), the sub-CPU 301 stops, for example, the left and right symbols as odd symbols and the middle symbol as a time-saving symbol as the stop mode of the decoration symbols. When the symbol designation command is "zA2" or "zA7" (when the selection 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 selection symbol command is "z0", "z1" or "z7"), the number of time-saving times set is larger and the degree of advantage for the player is higher.

[0262] 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 symbol of odd symbols (triple) as the stop mode of the decoration symbols.

[0263] 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 symbol of even symbols (triple) as the stop mode of the decoration symbols. Note that the symbol designation command "zA4" has, as can be seen by referring to FIG. 13 described later, a case where the probability variable flag is set to on after the end of the big win gaming state (when the selection symbol command is "z4") and a case where the probability variable flag is not set to on (when the selection symbol command is "z5"). Therefore, in this embodiment, regardless of whether the selection symbol command is "z4" or "z5", the sub-CPU 301 controls the decoration symbols to stop as a matching symbol of even symbols (triple), and it is preferable to perform a rising effect indicating that it is a probability variable per big win (per time when the probability variable flag is set to on) in the big win gaming state.

[0264] Also, as can be seen 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".

[0265] Note that when the symbol designation command is "zA5" or "zA10" (when the result of the special symbol lottery is "loss"), the sub-CPU 301 stops the decorative symbol in a scattered pattern. The scattered pattern 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.

[0266] In FIG. 12(B), 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") is illustrated. 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.

[0267] [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 number 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 winning 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.

[0268] 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 times. 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 times. 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 times. 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 time-saving flag is set on and the determined number of time-saving times is set, and it becomes possible to control to the C time-saving game state. Note that since the result of the special symbol winning determination process is "time-saving win", the game state is not controlled to the big win game state, so 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 at the time when this special symbol winning determination process is performed, the set number of time-saving times is the same. However, it is not limited to this, and the set number of time-saving times may be made different according to the game state at the time when the special symbol winning determination process is performed.

[0269] As described above, in this embodiment, when the result of the special symbol winning determination process is "time-saving win", the set number of time-saving times 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 game progress situation, and it becomes possible to suppress the decline in interest.

[0270] Incidentally, as described above, when the probability variable flag is ON, the main CPU 201 does not control to enter the short-time game state even if the result of the winning determination process is "short-time win". For example, even if the probability variable flag is ON (high probability game state), as shown in FIG. 10, the main CPU 201 conducts a lottery for "short-time win", and when the result of the winning determination process is "short-time win", although it derives a display mode for "short-time win" indicating winning in the special symbol display units 163 and 164, it may continue the high probability game state without controlling to enter the C short-time game state.

[0271] Also, the main CPU 201 may conduct a lottery for "short-time win" when the probability variable flag is ON, and even if the result of the winning determination process is "short-time win", it may forcibly derive a losing display mode in the special symbol display units 163 and 164.

[0272] Furthermore, when the probability variable flag is ON, a winning determination process may be performed such that the short-time win determination value data is not assigned to the jackpot determination random value, that is, "short-time win" is not included in the lottery result (the result of the winning determination process for the special symbol). In this case, when the probability variable flag is OFF, the short-time win determination value data is assigned to the jackpot determination random value, and when the probability variable flag is ON, the short-time win determination value data is not assigned. Therefore, the range of the random value that was assigned to the short-time win determination value data when the probability variable flag is 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 short-time win determination value data.

[0273] Note that in this embodiment, when the probability variable flag is ON, it is configured not to shift to the C short-time game state, but it is not limited to this. For example, in a pachinko gaming machine that can be controlled to enter a high probability non-short-time game state where the short-time flag is OFF even if the probability variable flag is ON, when the result of the winning determination process is "short-time win", it may be configured to shift to the high probability short-time game state.

[0274] When the result of the winning determination process for the special symbol is "big win", the mode of the winning game state and the mode of the subsequent game state are determined as follows.

[0275] 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.

[0276] 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.

[0277] 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 controlled is the A time shortening game state.

[0278] 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.

[0279] 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.

[0280] 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 as it is without shifting the game state.

[0281] 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 show it in the winning type determination table of FIG. 13. However, in this embodiment, for the sake of convenience, it is shown 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".

[0282] As described above, in this embodiment, the main CPU 201 refers to the winning determination table for the special symbol in FIG. 10, determines the winning / losing determination value data based on the jackpot determination random 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 ( "time shortening win", "jackpot", or "loss"). Then, the main CPU 201 refers to the special symbol determination table in FIG. 11, determines the selection symbol command based on the symbol random 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 display mode (type of time shortening win or type of jackpot) derived to the special symbol display units 163 and 164. Note that the above winning / losing determination and 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.

[0283] Also, as shown in FIG. 13, in this embodiment, the number of time shortening times in the A time shortening 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 time shortening times in the C time shortening game state controlled when the result of the winning determination process of the special symbol is "time shortening 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 time shortening times in the A time shortening game state is higher than the expected value of the number of time shortening times in the C time shortening game state. In this way, by making the A time shortening game state more advantageous for the player compared to the C time shortening game state, the positioning of the "jackpot" can be increased.

[0284] Note that, 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 "time shortening per win" can be increased. For example, even if a state where a "big win" is not won continues for a long time, when a "time shortening per win" is won, it is controlled to the relatively advantageous C time shortening game state, so it is possible to suppress a decrease in interest.

[0285] Note that 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.

[0286] 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.

[0287] 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).

[0288] Note that the "10,000" of the number of probability variation times and the number of time shortening times shown in FIG. 13 etc. 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.

[0289] [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 hit-based reaches A, B, and C shown in the "Remarks" column of FIG. 15 are reach effects indicating that the result of the hit determination process of the special symbol may be a time shortening hit (there is no possibility of a jackpot). Similarly, the jackpot-based reaches A, B, and C are reach effects indicating that the result of the hit determination process of the special symbol may be a jackpot (there is no possibility of a time shortening hit). Furthermore, the common reaches A, B, C, D, and E are reach effects indicating that the result of the hit determination process of the special symbol may be either a time shortening hit or a jackpot. Note that FIG. 15 is a variation pattern table of special symbols when the probability variation flag is off, and illustration of the variation pattern table of special symbols when the probability variation flag is on is omitted.

[0290] 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.

[0291] 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 hit determination process of the special symbol (win / loss), the value of the time shortening flag (0 or 1), the reach determination random number value, and / or the effect selection random number value, etc. It may be determined based on other values, etc. instead of or in addition to any of the above.

[0292] The reach determination random value is extracted, for example, from among 0 to 249 (250 types), and the production selection random value is extracted, for example, from among 0 to 99 (100 types). However, the range of the generated random values is not limited to the above.

[0293] When the production selection random value extracted based on the winning of the game ball into 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 special symbol variation pattern command transmitted from the main CPU 201 has the pre-reading flag set, it performs a pre-reading effect.

[0294] 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.

[0295] 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 determine it.

[0296] 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).

[0297] When the time shortening flag is on, the expected value of the number of variations per unit time of the determined special symbol variation pattern 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.

[0298] 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. 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 based on the variation pattern information transmitted from the main CPU 201.

[0299] 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 pattern (variable display time) of the special symbol to be determined is different.

[0300] 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 shortening flag is on or off regardless of the type of time shortening, 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 shortening. 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 shortening game state, the B time shortening game state, and the C time shortening game state.

[0301] [1-4-7. Time shortening game state] As described above, in this embodiment, as the time shortening game state, an A time shortening game state, a B time shortening game state, and a C time shortening game state are prepared. These time shortening game states will be described below.

[0302] The A time shortening game state is a time shortening 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 shortening 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 shortening game state is satisfied, it does not necessarily transition to the A time shortening game state. If a condition that prevents the transition to the A time shortening game state is satisfied (for example, when backup is cleared), it does not transition to the A time shortening game state.

[0303] 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 "specified short-time A number") is executed (refer to the column of "short-time number" in FIG. 13). That is, it is the case where any one of the conditions is satisfied.

[0304] 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 "ceiling final variation") when the ceiling counter reaches the ceiling value is started, or when the ceiling final variation ends, or when the variable display of the next special symbol after the ceiling final variation is started. That is, the transition timing to the short-time B gaming state may be any time from when the ceiling final 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 ceiling final 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, that 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 does not necessarily mean 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 ceiling final variation is a big win, etc.), the transition to the short-time B gaming state will not be made.

[0305] The ceiling counter is not updated when the probability variation flag is on, and is always counted regardless of whether the time shortening 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 shortening game state unless the result of the winning determination process of the special symbol is "big win". In a pachinko gaming machine where the result of the winning determination process 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 shortening 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 shortening 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 shortening game state.

[0306] 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, or when the high probability of the ordinary symbol winning probability ends in a gaming machine in which the ordinary symbol winning probability can be changed. 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.

[0307] 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 determined in advance as something specific to the pachinko gaming machine instead of being set each time.

[0308] When the ceiling counter is cleared due to being controlled to the big win gaming state, after the end of the big win gaming state, if the probability variation 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 gaming state, if the probability variation 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 variation fall lottery, the ceiling counter is updated at the start or end of the first variable display of the special symbol after the probability variation flag is turned off. Note that in the case of a specification that performs a probability variation fall lottery, since the probability variation 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 variation flag is off at the end of the variable display of the special symbol.

[0309] Note that in the case of a pachinko gaming machine with a specification in which the main CPU 201 performs a probability variation 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 variation fall lottery or an effect suggesting a transition from a high probability gaming state to a low probability gaming 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 gaming 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 gaming state, for example, by displaying a countdown effect suggesting the timing of transition to the B short gaming state or a false countdown effect by the control of the sub CPU 301 on the display device 7, it becomes possible to further enhance the interest.

[0310] 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.

[0311] 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.

[0312] In addition, the end condition of the B-time short 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 "B-time short prescribed number of times") is executed. Among them, it is the case where any one of the conditions is satisfied. One of the end conditions of the B-time short game state, "when the variable display of the special symbol for the B-time short prescribed number of times is executed", may be when the variable display of the special symbol for the B-time short prescribed number of times (hereinafter referred to as the "B-time short final variation") is started, or when the B-time short final variation ends. That is, the end timing of the B-time short game state may be any time from when the B-time short final variation is started until the variable display of the special symbol for this B-time short final variation ends.

[0313] The short-time game state C is a short-time game state controlled when the result of the winning determination process of the special symbol is "winning in short time". That is, the transition condition to the short-time game state C is winning in short time (winning in short time when the selected symbol command is "z0" to "z2", "z7" or "z8"), and the display mode of winning in short time is derived (definitely displayed) on the special symbol display units 163 and 164. Even if the transition condition to the short-time game state C is satisfied, it does not necessarily transition to the short-time game state C. If a condition that prevents the transition to the short-time game state C is satisfied (for example, in a specification where the short-time game state B and the short-time game state C are not executed overlapped (details will be described later), and the result of the winning determination process of the special symbol in the short-time game state B is "winning in short time", etc.), it will not transition to the short-time game state C. Even if a condition that prevents the transition to the short-time game state C is satisfied despite the transition condition to the short-time game state C being satisfied, the main CPU 201 executes control to derive the display mode of winning in short time on the special symbol display units 163 and 164 without transitioning to the short-time game state C.

[0314] Also, the end condition of the short-time game state C 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) of the short-time number of times (hereinafter referred to as the "C short-time specified number of times") determined corresponding to the selected symbol command is executed (refer to the "short-time number of times" column in FIG. 13). Among them, it is the case where any one of the conditions is satisfied. The C short-time specified number of times, which is one of the end conditions of the short-time game state C, may be when the variable display of the special symbol of the short-time number of times determined corresponding to the selected symbol command (hereinafter referred to as the "C short-time final variation") is started, or when the C short-time final variation ends. That is, the end timing of the short-time game state C may be between when the C short-time final variation is started and when the variable display of the special symbol related to this C short-time final variation ends.

[0315] Note that the time-saving performance may be made 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 made the same, and the time-saving performance of these two time-saving game states may be made different from the time-saving performance of the other one time-saving game state. 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 made the same.

[0316] In addition to the above, the end conditions of the A time-saving game state, the end conditions of the B time-saving game state, and the end conditions of the C time-saving game state may include, for example, that the variable display count of the second special symbol has reached the 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, etc. Also, in a pachinko gaming machine in which the result of the winning determination process of the special symbol includes a minor win, that the minor win count has reached the specified count may be included in the above end conditions. Furthermore, a time-saving fall lottery may be conducted, and that the time-saving fall lottery has been won may be included in the above end conditions.

[0317] [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.

[0318] 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).

[0319] As described above, the random number value for determining a win in the normal symbol is a 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.

[0320] 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 shortening, 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.

[0321] In this embodiment, in a non-time shortening 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 "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 shortening 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 "loss" and determines the determination value data as "loss determination value data".

[0322] Also, in the A time shortening 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 "win in the normal symbol" and determines the win / loss determination value data as "win determination value data for the normal symbol". Also, in the A time shortening game state, if the extracted random number value for determining a win in the normal symbol is 99, the main CPU 201 determines "loss" and determines the determination value data as "loss determination value data".

[0323] Also, in the B short-time game state, 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 B short-time game state, 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".

[0324] Also, in the C short-time game state, 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 C short-time game state, 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".

[0325] Thus, in this embodiment, 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, the winning probability of winning on the normal symbol in the A short-time game state (the selection rate (approximate) shown in FIG. 16) is the highest.

[0326] Also, the winning probability of winning on the normal symbol in the B short-time game state (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 C short-time game state (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 B short-time game state, and the C short-time game state, the winning probability of the normal symbol will not be changed.

[0327] Note that the winning probability of winning on the normal symbol may be made the same 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. 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.

[0328] [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.

[0329] 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).

[0330] 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 winning judgment process of the normal symbol, for example, the normal symbol winning selection symbol command is selected as follows.

[0331] For example, in a non-time shortening gaming state, when the normal symbol winning judgment value data is obtained as a result of the winning judgment process of the normal symbol, regardless of whether the symbol random number value of the normal symbol is any of 0 to 99, the main CPU 201 selects "fz0" as the normal symbol winning selection symbol command.

[0332] Also, in the A time shortening gaming state, when the normal symbol winning judgment value data is obtained as a result of the winning judgment process of the normal symbol, 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.

[0333] Also, in the B short-time game state, when the normal symbol winning determination value data is obtained as a result of the normal symbol winning determination process, if the symbol random number value of the normal symbol is any one of 0 to 29, the main CPU 201 selects "fz4" as the selected symbol command at the time of normal symbol winning, if the symbol random number value of the normal symbol is any one of 30 to 69, the main CPU 201 selects "fz5" as the selected symbol command at the time of normal symbol winning, and if the symbol random number value of the normal symbol is any one of 70 to 99, the main CPU 201 selects "fz6" as the selected symbol command at the time of normal symbol winning.

[0334] Also, in the C short-time game state, when the normal symbol winning determination value data is obtained as a result of the normal symbol winning determination process, if the symbol random number value of the normal symbol is any one of 0 to 29, the main CPU 201 selects "fz7" as the selected symbol command at the time of normal symbol winning, if the symbol random number value of the normal symbol is any one of 30 to 69, the main CPU 201 selects "fz8" as the selected symbol command at the time of normal symbol winning, and if the symbol random number value of the normal symbol is any one of 70 to 99, the main CPU 201 selects "fz9" as the selected symbol command at the time of normal symbol winning.

[0335] In this embodiment, the main CPU 201 first refers to the normal symbol winning determination table (see FIG. 16), determines the winning / losing determination value data based on the extracted random number value for normal symbol winning determination, and then refers to the normal symbol determination table (see FIG. 17) to determine the selected symbol command at the time of normal symbol winning based on the symbol random number value of the normal symbol. However, it is not limited to this. For example, based on the extracted random number value for normal symbol winning determination and the symbol random number value of the normal symbol, the winning / losing of the normal symbol and the selected symbol command at the time of normal symbol winning may be determined together.

[0336] [1-4-10. Normal Symbol Winning 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 used to determine the opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), in accordance with the normal symbol per time selection symbol command determined corresponding to the symbol random number value of the normal symbol (that is, when executing the opening pattern setting process of the normal electric accessory 146 executed during the variable display start process of the normal symbol in S293 of FIG. 43 described later).

[0337] 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.

[0338] 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.

[0339] 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.

[0340] 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.

[0341] Also, when the normal symbol hit selection 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 have a first release time of 2500 msec, no wait time, and no second release.

[0342] Also, when the normal symbol hit selection 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 have a first release time of 2000 msec, a wait time of 600 msec, and a second release time of 2000 msec.

[0343] Also, when the normal symbol hit selection 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 have a first release time of 2500 msec, a wait time of 600 msec, and a second release time of 2500 msec.

[0344] Thus, in this embodiment, even if the result of the hit determination process of 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 least advantageous mode 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.

[0345] Note that the degree of advantage of the release pattern of the normal electric accessory 146 is the degree of ease of winning a game ball into the second start port 140 when the normal electric accessory 146 is released.

[0346] When the result of the hit determination process of 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 most advantageous mode 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.

[0347] 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 in terms of the degree of advantage 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.

[0348] [1-4-11. Variable Pattern Table of Normal Symbols] FIG. 19 shows an example of the variable pattern table of the normal symbols of the first pachinko gaming machine. The variable pattern table of the normal symbols is referred to when determining the variable pattern of the normal symbols (that is, when executing the variable pattern determination process of the normal symbols that is executed during the variable display start process of the normal symbols in S293 of FIG. 43 described later). The main CPU 201 refers to the variable pattern table of the normal symbols and determines the variable pattern of the normal symbols 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, for example, from among 0 to 99 (100 types). However, the range of the generated random number value is not limited to the above.

[0349] As shown in FIG. 19, in the non-short-time game state, regardless of whether the random number value for normal symbol effect selection is any value from 0 to 99, the variable display time of the normal symbols is determined to be, for example, 300000 msec. The variable display time of the normal symbols 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.

[0350] In addition, in the A short-time game state, when the random number value for normal symbol effect selection is any value from 0 to 89, the variable display time of the normal symbols is determined to be, for example, 500 msec, and when the random number value for normal symbol effect selection is any value from 90 to 99, the variable display time of the normal symbols is determined to be, for example, 800 msec.

[0351] 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.

[0352] 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.

[0353] In this way, the variable display time of the normal symbol per variable display is the shortest in terms of the expected value of the variable display time 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.

[0354] 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.

[0355] [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 shortening win", the number of times of time shortening set is the same regardless of the game state when the winning determination process of the special symbol is performed. However, not limited to this, the number of times of time shortening set when the result of the winning determination process of the special symbol is "time shortening win" may be determined according to the game state when the winning determination process of the special symbol is performed.

[0356] Also, even in a high-probability game state where the probability variation flag is set to on, the result of the winning determination process of the special symbol may include "time shortening win". In this case, although the main CPU derives a display mode of time shortening win for the special symbol display unit, it does not execute control to shift to the time shortening game state and continues to control the high-probability game state. By the way, for example, like a pachinko game 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 game machine known to turn off the probability variation 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 game state is "time shortening win", when the process of deriving the display mode of time shortening win is later than the process of turning off the probability variation flag, the main CPU may control to the C time shortening game state after deriving the display mode of time shortening win.

[0357] [1-5-2. Duplication of Time Shortening Game State] When multiple time shortening game states are provided, the time shortening game states may overlap. For example, in the A time shortening game state, when the result of the winning determination process of the special symbol is "time shortening win", the A time shortening game state and the C time shortening game state will overlap. Also, for example, when the ceiling counter reaches the ceiling value in the C time shortening game state, the C time shortening game state and the B time shortening game state will overlap. When the time shortening game states overlap in this way, the time shortening game states may be executed in an overlapping manner, or the time shortening game states may not be overlapped (that is, "time shortening win" is ignored). Note that the A time shortening specified number of times, which is the end condition of the A time shortening game state, is defined to be smaller than the ceiling value, which is the transition condition to the B time shortening game state, so that the A time shortening game state and the B time shortening game state do not overlap.

[0358] When the short-time game states overlap, the modes of executing the short-time game states in an overlapping manner and the mode of not overlapping the short-time game states will be described below.

[0359] [1-5-2-1. Mode of executing the short-time game states in an overlapping manner] As a mode of executing the short-time game states in an overlapping manner when the short-time game states overlap, there are a mode of executing the C short-time game state in an overlapping manner 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 the B short-time game state in an overlapping manner when the ceiling counter reaches the ceiling value in the C short-time game state.

[0360] [1-5-2-1-1. Mode of executing the C short-time game state in an overlapping manner 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.

[0361] For example, when winning the "Short Time Win" in the A short game state and the remaining number of short time opportunities in the A short game state is more than the number of short time opportunities executable based on this "Short Time Win", the main CPU 201 controls the game state to be a short time game state until the remaining number of short time opportunities in the A short game state is exhausted while maintaining the short time performance of the A short game state, unless a "big win" is derived. To explain with specific numbers, for example, when the remaining number of short time opportunities in the A short game state is 200 times and winning the "Short Time Win", and the number of short time opportunities executable based on this "Short Time Win" is 50 times, although the display mode of the short time win is derived on the special symbol display units 163 and 164, the number of short time opportunities from here is 200 times unless a "big win" is derived while maintaining the short time performance of the A short game state. Therefore, even if winning the "Short Time Win" in any one of the short time game states of the A short game state, the B short game state, and the C short game state, in terms of appearance regarding the number of short time opportunities and the short time performance, it is the same as the case where the A short game state continues without winning the "Short Time Win".

[0362] On the other hand, for example, when winning the "Short Time Win" in the A short game state and the number of short time opportunities executable based on this "Short Time Win" is more than the remaining number of short time opportunities in the A short game state, the main CPU 201 controls the game state to be a short time game state until the number of short time opportunities set based on the "Short Time Win" is exhausted while maintaining the short time performance of the A short game state, unless a "big win" is derived. To explain with specific numbers, for example, when the remaining number of short time opportunities in the A short game state is 20 times and winning the "Short Time Win", and the number of short time opportunities executable based on this "Short Time Win" is 50 times, the number of short time opportunities from here is 50 times unless a "big win" is derived while maintaining the short time performance of the A short game state. That is, even if the variable display of the special symbol is executed for 20 times, which is the remaining number of short time opportunities in the A short game state, then, while maintaining the short time performance of the A short game state, the variable display of the special symbol is further executed for 30 times, which is the difference between the two.

[0363] [1-5-2-1-2. Mode of executing the B short game state overlaid on the C short 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 for the special symbols).

[0364] In the first pachinko machine, the result of the winning determination process for the special symbols does not include a small win. However, the following description includes the case where a small win is included in the result of the winning determination process for the special symbols.

[0365] First, the case where the result of the winning determination process for the special symbols is "small win" or "loss" in the final ceiling variation will be described.

[0366] When the ceiling counter reaches the ceiling value in the short-time C game state and the remaining number of short-time C game state times is greater than the specified number of short-time B game state times, the main CPU 201 controls the game to remain in the short-time game state until the remaining number of short-time C game state times is exhausted, 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 state times is 300 times and the ceiling counter reaches the ceiling value, and the specified number of short-time B game state times is 200 times, the number of short-time times 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 times 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.

[0367] 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 the game state to the time shortening state until the specified number of B-time shortening times is consumed 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 executable 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.

[0368] In addition, 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, the game state is controlled to the small win state, but the main CPU 201 maintains the time shortening flag on even during the small win game state.

[0369] 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 to the special symbol display units 163 and 164 or after the result of the winning determination process of the special symbol is derived to the special symbol display units 163 and 164.

[0370] First, when starting the control of the short-time B gaming state before the result of the winning determination process of the special symbol is derived to the special symbol display units 163 and 164, the short-time display mode per win has already been controlled to the short-time B gaming state by the time it is derived to the special symbol display units 163 and 164. Therefore, while maintaining the short-time performance of the short-time B gaming state, the main CPU 201 controls to the short-time gaming state until the larger number of short-time counts between the specified number of short-time B counts and the short-time counts of the short-time C gaming state is exhausted, unless a "big win" is derived.

[0371] Next, when starting the control of the short-time B gaming state after the result of the winning determination process of the special symbol is derived to the special symbol display units 163 and 164, the short-time B gaming state has not yet been controlled at the time when the short-time display mode per win is derived to the special symbol display units 163 and 164. Therefore, while maintaining the short-time performance of the short-time C gaming state, the main CPU 201 controls to the short-time gaming state until the larger number of short-time counts between the specified number of short-time B counts and the short-time counts of the short-time C gaming state is exhausted, unless the end condition of the short-time gaming state (for example, derivation of the display mode of a big win, derivation of the display mode of a small win or a specific small win, etc.) is satisfied. In this case, when the end condition of the short-time gaming state where the short-time performance is maintained or executed is satisfied, it is preferable to end the short-time gaming state.

[0372] In addition, when the transition condition to the short-time B gaming state and the transition condition to the short-time C gaming state are satisfied in the ceiling final variation, the sub CPU 301 may perform a special display effect different from the short-time B transition display effect performed when only the transition condition to the short-time B gaming state is satisfied and the short-time C transition display effect performed when only the transition condition to the short-time C gaming state is satisfied. Alternatively, for example, when the short-time performance of the short-time B gaming state is maintained, the short-time B transition display effect may be performed, and when the short-time performance of the short-time C gaming state is maintained, the short-time C transition display effect may be performed, etc., and it may be decided to preferentially perform either one of the short-time B transition display effect and the short-time C transition display effect.

[0373] In addition, when the ceiling counter reaches the ceiling value in the short-time game state C and the result of the winning determination process of the special symbol in the final ceiling fluctuation is "big win", the main CPU 201 ends the short-time game state C and controls to the big win game state without controlling to the short-time game state B.

[0374] [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 game state C on top of one short-time game state and the mode of executing the short-time game state B on top of the short-time game state C have been described.

[0375] 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.

[0376] For example, when it is a specification in which the short-time game state C 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 game state C. Also, when it is a specification in which the short-time game state B can be executed on top of the short-time game state C, it is preferable to make the short-time performance of the short-time game state C the same as the short-time performance of the short-time game state B.

[0377] Also, 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 later on top of 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 on top of the previously executed short-time game state, one short-time performance may be activated, and when not executing the short-time game state in succession like when activating the short-time game state in the normal game state, another short-time performance may be activated.

[0378] For example, in the case of a pachinko gaming machine with a specification that allows the execution of the B short-time gaming state overlapping the C short-time gaming state, the short-time performance of the B short-time gaming state is provided with, for example, two short-time performances: the same single short-time performance as that of the C short-time gaming state and another short-time performance different from this single short-time performance. Then, when, for example, the ceiling counter reaches the ceiling value in the C short-time gaming state, the single short-time performance may be activated, and when the ceiling counter reaches the ceiling value in the normal gaming state that is not any of the short-time gaming states, the other short-time performance may be activated.

[0379] [1-5-3. Mode of not executing overlapping short-time gaming states] As the mode of not executing overlapping short-time gaming states, there are a mode of performing a winning determination process so that "winning per short time" is not included in the lottery target in the short-time gaming state, and a mode of performing a winning determination process so that "winning per short time" is included in the lottery target in the short-time gaming state, and even if the short-time gaming states overlap, not executing overlapping short-time gaming states (hereinafter referred to as "the latter mode"). As the latter mode, there are two modes: a mode of ignoring a win for "winning per short time" even if a win occurs in any one of the A short-time gaming state, B short-time gaming state, and C short-time gaming state and not executing the C short-time gaming state overlappingly, and a mode of ignoring the fact that the ceiling counter reaches the ceiling value in the C short-time gaming state and not executing the B short-time gaming state overlappingly. The following describes the above two modes considered as the latter mode.

[0380] [1-5-3-1. Mode of not executing the C short-time gaming state overlappingly in one short-time gaming state] When winning "per short time" 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 per short time 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 "per short time", 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.

[0381] On the other hand, when winning "per short time" 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 per short time is derived on the special symbol display units 163 and 164, and whether one short-time game state ends when the display mode for per short time is derived on the special symbol display units 163 and 164.

[0382] First, when one short-time game state ends before the display mode for per short time is derived on the special symbol display units 163 and 164, the main CPU 201 starts the control of the C short-time game state after deriving the display mode for per short time.

[0383] Next, when one short-time game state ends when the display mode for per short time is derived on the special symbol display units 163 and 164, that is, when the derivation of the display mode for per short time 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 the control of the C short-time game state depending on the program processing. Specifically, when the process of deriving (definitely displaying) the display mode for per short time is performed before 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 per short time before the end process of one short-time game state is a condition that prevents the transition to the C short-time game state.

[0384] 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 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.

[0385] [1-5-3-2. Mode of not executing the B time shortening game state superimposed 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 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).

[0386] 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.

[0387] 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.

[0388] However, when the remaining number of short-time game times in the C short-time game state is 0 during the final ceiling fluctuation, 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.

[0389] Note that when the result of the winning determination process of the special symbol is "big win" during the final ceiling fluctuation, the main CPU 201 ends the C short-time game state and starts controlling the big win game state.

[0390] [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.

[0391] 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.

[0392] When it is determined in S11 that the power-off signal is not at the high level (when S11 is determined as NO), the main CPU 201 repeats the determination process of S11.

[0393] On the other hand, when it is determined in S11 that the power-off signal is at the high level (when S11 is determined as YES), the main CPU 201 transfers the process to S12.

[0394] 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 transfers the process to S13.

[0395] 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 transfers the process to S14.

[0396] 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 is generated, output processing of various sensor initialization signals at a predetermined timing, etc.

[0397] 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.

[0398] When it is determined that the normal power-off was not performed in S14 (when S14 is NO), the main CPU 201 transfers the process to S18.

[0399] On the other hand, when it is determined that the normal power-off was performed in S14 (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 a collation process of the checksum value of the work area (S16). After executing the process of S16, the main CPU 201 transfers the process to S17.

[0400] In S17, the main CPU 201 determines whether the collation result is abnormal.

[0401] When it is determined in S17 that the collation result is not abnormal, that is, normal (when S17 is NO), the main CPU 201 transfers the process to S22. Note that the processes after S22 will be described late...

Claims

1. In a gaming machine that conducts a lottery related to a game and can shift to a specific game state according to the result of the lottery related to the game, an effect control means capable of controlling a predetermined effect related to the transition to the specific game state; the gaming machine includes a display means related to the effect control means; an operation means operable by a player; and is provided with: the predetermined effect includes character effects with different effect contents corresponding to each of a plurality of characters; when a predetermined condition is satisfied, the effect control means can be controlled to perform the character effect of any one of the plurality of characters; the predetermined effect includes a character selection effect in which a predetermined character can be selected from the plurality of characters when the operation means is operated within a predetermined period before the character effect is performed; the predetermined condition is that a character is selected in the character selection effect; in the character selection effect, information related to the operation method of the player in the character selection effect is displayed on the display means; the information related to the operation method of the operation means by the player includes a selection option group including character selection options that can transition to the character selected when the predetermined character is selected from the plurality of characters, and a schematic figure of the operation means; the predetermined effect includes an expectancy suggestion effect that suggests the expectancy that the result of the lottery related to the game is a result related to the transition to the specific game state by performing a predetermined display related to the character of the moved character selection option when the selected option moves to any one of the character selection options by the operation of the operation means by the player within the predetermined period; A gaming machine characterized by the above.

2. In a gaming machine that conducts a lottery related to a game and can shift to a specific game state according to the result of the lottery related to the game, an effect control means capable of controlling a predetermined effect related to the transition to the specific game state; a display means related to the effect control means; an operation means operable by a player; and is provided with: the predetermined effect includes character effects with different effect contents corresponding to each of a plurality of characters; the predetermined effect includes a character selection effect in which a predetermined character can be selected from the plurality of characters when the operation means is operated within a predetermined period before the character effect is performed; It is possible to control to perform a character effect corresponding to the character selected in the character selection effect. In the character selection effect, information related to the operation of the operation means by the player in the character selection effect is displayed on the display means. The information related to the operation of the operation means by the player includes a group of options including character options that can suggest the character to be selected when a predetermined character is selected from the plurality of characters, and a schematic graphic of the operation means. When any of the character options is selected from the option group by the operation of the operation means by the player within the predetermined period by a display indicating character selection, an expectancy suggestion effect is performed that suggests the expectancy that the result of the lottery related to the game is a result related to the transition to the specific game state by a predetermined display regarding the character of the selected character option. A gaming machine characterized by the above.

3. The option group includes a special option in which the player cannot arbitrarily select the selection of the predetermined character from the plurality of characters, and the predetermined character is selected by the effect control means. The gaming machine according to claim 1 or claim 2, characterized by the above.

Citation Information

Patent Citations

  • Pachinko game machine

    JP2006246964A

  • Game machine

    JP2020005677A

  • gaming machines

    JP2023009043A