Gaming machine

The gaming machine incorporates a movable member with a detachable operation unit and protrusion mechanism to address the lack of enhanced functionality in existing designs, offering improved user interaction and operational ease.

JP7709791B2Active Publication Date: 2025-07-17UNIVERSAL ENTERTAINMENT CORP
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Patent Information

Application Number
JP2024061241
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-04-05
Publication Date
2025-07-17
Estimated Expiration
2041-02-17

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, lack enhanced functionality and user interaction features.

Method used

A gaming machine design featuring a movable member with a detachable operation unit that can be operated from both inside and outside the machine, with a protrusion mechanism to enhance user interaction and visibility, and a sliding contact portion for smooth operation.

Benefits of technology

The design provides a highly functional gaming machine with improved user engagement and operational ease, enhancing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007709791000003
Patent Text Reader

Abstract

To provide a game machine having high functionality.SOLUTION: A game machine includes: a first member by a lock member C4760 which can move to a first position where a structure like an upper unit is fixed with respect to a fixation part such as a frame, and to a second position where the fixation is released; and a second member by a movement regulation member C4770 which makes it difficult that the first member moves from the first position to the second position. The first member includes an operation part C4763 for a movement operation. The second member operates with a part thereof in contact with a boss C4625 provided in the fixation part, includes a long hole C4771a which allows for the first member to be operated to a first or second position, can be operated into a state in which the operation part can be seen and a state in which the operation part is hard to be seen, and can be attached with respect to the fixation part such that an operation of the operation part becomes difficult.SELECTED DRAWING: Figure 392
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Description

Technical Field

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

Background Art

[0002] Conventionally, gaming machines such as pachinko machines have been known. For example, as described in Patent Document 1 it is like this.

[0003] Patent Document 1 discloses a gaming machine provided with a movable effect device that performs a predetermined movable effect by performing a rotating operation.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In such a gaming machine, it is desired to further improve functionality.

[0006] The present invention has been made in view of the above-described problems, and an object thereof is to provide a highly functional gaming machine.

Means for Solving the Problems

[0007] The problems to be solved by the present invention are as described above. Next, the means for solving these problems will be described.

[0008] The gaming machine according to the present invention a first member formed to be movable to a first position for fixing a structure to a fixed part and a second position for releasing the fixing of the structure to the fixed part; It is composed of a detachable member different from the first member, and by bringing a protrusion provided on this member into contact with a contact portion provided at a position where the protrusion can come into contact when the protrusion moves A second member that makes it difficult for the first member to move from the first position to the second position, The first member includes an operation unit for operating the first member, The second member operates while at least partially contacting a guide portion provided on the fixed portion, and includes a sliding contact portion that enables the first member to be operable at the first position or the second position, The second member is Outside the gaming machine From the side The operation unit The operating position becomes difficult to visually recognize, and from the inside of the gaming machine, the operating position of the operation unit becomes visually recognizable, It is attachable to the fixed portion, characterized in that.

Advantages of the Invention

[0009] According to the present invention, a highly functional gaming machine can be provided.

Brief Description of the Drawings

[0010]

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Mode for Carrying Out the Invention

[0011] As an example of a gaming machine according to an 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.

[0012] In this specification, unless otherwise specified, the front side of the pachinko gaming machine is the front direction, the back side of the pachinko gaming machine is the back direction, the left side when the pachinko gaming machine is viewed from the front is the left direction, the right side when the pachinko gaming machine is viewed from the front is the right direction, the upper side of the pachinko gaming machine is the upper direction, the p When looking at the lower side of the pachinko machine in the downward direction and the pachinko machine from the front, the clockwise direction is defined as the right rotation direction, and the counterclockwise direction, which is the opposite, is defined as the left rotation direction.

[0013] Both the first pachinko machine and the second pachinko machine are so-called one-type pachinko machines called "Digi Pachi". Among them, the first pachinko machine is such that the first special symbol and the second special symbol are not variably displayed in parallel, and only one of them is variably displayed is a pachinko machine. On the other hand, the second pachinko machine is a pachinko machine in which the first special symbol and the second special symbol can be variably displayed in parallel.

[0014] Also, the third pachinko machine is a pachinko machine called a one-two hybrid machine that combines a so-called one-type pachinko machine called "Digi Pachi" and a two-type pachinko machine called "Hane Mono" . The third pachinko machine described in this specification also has a first special symbol and a second special symbol. However, in this specification, an example will be given 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. However, it is not the intention to exclude a one-two hybrid pachinko machine in which the first special symbol and the second special symbol can be variably displayed in parallel.

[0015] In this specification, when simply referred to as "special symbol", unless otherwise specified, it means both the first special symbol and the second special symbol.

[0016] Also, the "variable display" as used in this specification is a concept that includes both, for example, "fluctuating display" in which the symbol fluctuates and is displayed, and "stopped display" in which the symbol stops and is displayed. Fluctuation The operation from the start of the display until the stop display is called one "variable display". When the variable display is performed and the symbol that is being displayed stops (hereinafter also referred to as "derivation"), the winning determination processing of the special symbol described later (hereinafter also referred to as "special symbol lottery") and the winning determination processing of the normal symbol (hereinafter also referred to as "normal symbol lottery") are finalized. Even if the symbol appears to be stopped and looks like it, there may be a case where the symbol is displayed in a mode where the results of the winning determination processing of the special symbol and the winning determination processing of the normal symbol are not finalized (for example, a temporarily stopped mode), but such a mode is included in the above variable display. Even if the symbol is temporarily stopped, for example, at this time since the results of the winning determination processing of the special symbol and the winning determination processing of the normal symbol are not finalized, the symbol can be variable displayed again.

[0017] Also, in this specification, when explaining the first pachinko machine, the second pachinko machine, and the third pachinko machine, in all cases, the case where the number of special symbols is two (the first special symbol, the second special symbol) will be 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.

[0018] [1. The First Pachinko Machine] First, the first pachinko machine will be explained.

[0019] 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 suspended, for example, a pachinko machine in which the start condition of the second special symbol takes precedence over the start condition of the first special symbol (hereinafter referred to as "priority variable machine") and the first There is a pachinko gaming machine (hereinafter referred to as a "sequential variation machine") in which the start conditions are satisfied in the order of winning, including a first start port and a second start port. and so on.

[0020] In the priority variation machine, the start condition for the first special symbol is that neither the first special symbol nor the second special symbol is in variable display, not in a jackpot gaming state, etc., the variable display of the second special symbol is not reserved, and the variable display of the first special symbol is reserved. It is established when all certain requirements are met. Also, in the priority variation machine, the start condition for the second special symbol is that neither the first special symbol nor the second special symbol is in variable display, not in a jackpot gaming state, etc., and the variable display of the second special symbol is reserved. It is established when all certain requirements are met. and so on. and so on. and so on. and so on. and so on. and so on.

[0021] Also, in the sequential variation machine, the start condition for the first special symbol is that neither the first special symbol nor the second special symbol is in variable display, not in a jackpot gaming state, etc., the variable display of the first special symbol is reserved, and the earliest reservation is the reservation of the variable display of the first special symbol. It is established when at least all of these are satisfied. Also, in the sequential variation machine, the start condition for the second special symbol is that neither the first special symbol nor the second special symbol is in variable display, not in a jackpot gaming state, etc., the variable display of the second special symbol is reserved, and the earliest reservation is the reservation of the variable display of the second special symbol. It is established when at least all of these are satisfied. and so on. and so on. and so on. and so on. and so on. and so on. and so on.

[0022] Hereinafter, the priority variation machine will be taken as an example for explanation.

[0023] [1-1. Appearance Configuration] FIG. 1 is an example of a perspective view showing the appearance of the first pachinko machine when viewed obliquely upward from the front right direction. FIG. 2 is an example of an exploded perspective view showing the first pachinko machine when viewed obliquely upward from the front right direction. FIG. 3 is an example of a perspective view showing the appearance of the first pachinko machine when viewed obliquely upward from the rear right direction.

[0024] [1-1-1. Basic Configuration] As shown in FIGS. 1 to 3, the first pachinko machine includes an outer frame 2, a base door 3, a glass door 4, a dish unit 5, a launching device 6, a display device 7 (see FIG. 2), a payout unit 8 (see FIGS. 2 and 3), a board unit 9 (see FIGS. 2 and 3), and a game board unit 10 (see FIG. 2), etc. Further, an LED unit 160 (see FIG. 2) is provided at the lower right part of the game board unit 10. Here, the outer frame 2, the base door 3, the glass door 4, the dish unit 5, the launching device 6, the display device 7, the payout unit 8, and the board unit 9 will be briefly described, and the details of the game board unit 10 and the LED unit 160 will be described later. Note that the above parentheses indicate the reference drawings for the configurations not shown in FIG. 1.

[0025] (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 in the reference numerals) is provided on the front side of the left end 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.

[0026] Note that the outer frame 2, via the base door 3, the payout unit 8, the board unit 9, which will be described later, To support a large number of members such as the display device 7, the game board unit 10, the glass door 4, and the dish unit 5, high strength is required. On the other hand, for the purpose of enhancing the production effect, 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 attempting to enlarge 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, it is also possible to achieve weight reduction.

[0027] (Base Door) On the back side of the base door 3, for example, a payout unit 8 and a board unit 9 are attached, and it supports them.

[0028] 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 of the base door 3, at the upper end, the middle part below the substantially central part in the vertical direction, and the lower end, hinges (not shown) are provided respectively. The glass door 4 is pivotally supported by the hinges at the upper end and the middle part, and the dish unit 5 is pivotally supported by the hinges at the middle part and the lower end respectively. By doing so, the glass door 4 and the dish unit 5 can be rotated forward integrally or individually with respect to the base door 3 about the hinges.

[0029] Also, on the front side of the base door 3, for example, on the lower right side, the launching device 6 is fixedly attached, and on the upper left and right sides respectively, speakers 32 (see FIG. 2) are fixedly attached. From these speakers 32, for example, the characters displayed on the display device 7 Sound effects such as voice performances, music, sound effects, voice announcements, error notifications, etc. are output.

[0030] Furthermore, on the side opposite to the hinge of the base door 3 (i.e., the right end portion), a locking device (not shown) is provided. 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.

[0031] (Glass door) The glass door 4 is a frame-shaped member in which an opening 41 is formed. A protective glass 43 having transparency (see Fig. 2) is attached to this opening 41 from the rear side. When the glass door 4 is closed with respect to the base door 3, the gaming area 105 formed in the game board unit 10 ( see Fig. 4 described later) and the protective glass 43 face each other. In this way, the gaming area 105 can be visually recognized from the front when the glass door 4 is closed with respect to the base door 3, and at the same time, the game balls flowing down in the gaming area 105 can be prevented from popping out forward.

[0032] Note that the protective glass 43 may be formed by attaching a plurality of (for example, two) glasses with a gap therebetween, or may be a unitized structure in which a plurality of glasses have a gap therebetween. Furthermore, in the case of a unitized structure, 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.

[0033] Also, at the lower part of the glass door 4, an operation unit 66 that can be operated by a player, for example, to receive a gaming information providing service (for example, "Unime memo (registered trademark)") is provided. ​​​​​​​This operation unit 66 can also be made to function as an operation unit that can be operated by the manager of the game parlor or the like on the hall menu screen. It is also possible.

[0034] Also, on the upper part of the glass door 4, a speaker cover 45 is provided in front of the above-described speaker 32. Further, on the peripheral edge of the opening 41 of the glass door 4, a number of LED groups 46 used for light emission effects and the like are arranged, and an LED cover is provided in front of these LED groups 46. The reference numeral 46 shown in FIGS. 1 and 2 is strictly speaking an LED cover, but for the sake of convenience, it will be described as the LED group 46. The LED group 46 is, for example, a light-emitting means for performing announcements by light and light emission effects in various variations, but it is not limited to LEDs as long as such light emission effects can be executed, and for example, liquid crystals or lamps may be used. For example, for light emission effects and the like. A number of LED groups 46 are arranged. In FIGS. 1 and 2, although it is strictly speaking an LED cover. For the sake of convenience, it will be described as the LED group 46. For example, it is a light-emitting means for announcements by light and light emission effects in various variations. However, as long as such light emission effects can be executed, it is not limited to LEDs, and for example, liquid crystals or lamps may be used. It may be.

[0035] (Dish unit) The dish unit 5 is a unitized upper dish 51 and lower dish 52. The dish unit 5 is disposed at the lower front part of the base door 3 and below the glass door 4. This dish unit 5 is configured to be rotatable with respect to the base door 3 and openable and closable so that, for example, when a ball jam occurs, a store employee or the like in the game parlor can eliminate the ball jam. Note that the dish unit 5 does not necessarily have to be provided with the upper dish 51 and the lower dish 52 respectively, and it may be configured as a single integrated dish. At the lower front part of the base door 3 and below the glass door 4. As described above, so that a store employee or the like in the game parlor can eliminate the ball jam when a ball jam occurs, for example. As described above, it is configured to be rotatable with respect to the base door 3 and openable and closable. Note that the dish unit 5 does not necessarily have to be provided with the upper dish 51 and the lower dish 52 respectively. It may be configured as a single integrated dish.

[0036] The upper dish 51 is provided so as to be able to store game balls, and the game balls stored in the upper dish 51 are launched from the launching device 6 toward the game area 105 (see FIG. 4 described later). On the upper dish 51, a payout Is launched from the launching device 6 toward the game area 105 (see FIG. 4 described later). On the upper dish 51, a payout An exit 53, a performance button 54, etc. are provided. The game balls lent out or paid out as prize balls are paid out from the payout opening 53 onto the upper tray 51. The game balls paid out are paid out from the payout opening 53 onto the upper tray 51. The performance button 54 is what is called a so-called "CHANCE button", a "push button", etc. The performance button 54 may have a predetermined performance function in addition to the operation function operated by the player. As the predetermined performance function, for example, a function such as vibrating or protruding upward based on the result of the winning determination process of the special symbol corresponds. Also, it may also serve as the function of the operation unit 66 described above.

[0037] The lower tray 52 is mainly for storing the game balls that overflow from the upper tray 51. The lower tray 5 2 is provided with a payout opening 55 communicating 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.

[0038] An opening (not shown in the reference numeral) 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 5 can be transferred to the ball box placed below the lower tray 52. Also, 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.

[0039] (Launcher) The launcher 6 is for launching the game balls stored in the upper tray 51 toward the game area 105 (see FIG. 4 described later). The launcher 6 is at the front lower right of the base door 3 and is arranged below the right lower part of the tray unit 5. The launcher 6 includes a panel body 61, a drive device (not shown), and It is provided with a pull and launch handle 62.

[0040] In a state where the dish unit 5 is closed with respect to the base door 3, the panel body 61 is configured such that the dish unit 5 and the launch device 6 fixedly attached to the base door 3 appear integral in appearance. It is provided.

[0041] The launch handle 62 is configured to be rotatable clockwise or counterclockwise and is disposed on the surface side of the panel body 61. The above-described drive device is disposed on the back 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 a player, a game ball is launched by the operation of the drive device. Note that when operating the launch handle 62, the greater the amount of rotation (operation amount) clockwise, the stronger the launch intensity of the game ball.

[0042] The game ball launched from the launch device 6 disposed in the lower right of the dish unit 5 rolls in an arc along the guide rail 110 (see FIG. 4 described later) via a launch rail ( not shown) and is launched into the game area 105 (see FIG. 4 described later). Note that the arrangement position of the launch device 6 is not limited to the lower right of the dish unit 5 and may be in the lower left of the dish unit 5. In this case, the above-described launch rail becomes unnecessary, and the area below the glass door 4 can be effectively utilized, enhancing versatility.

[0043] (Display device) The display device 7 (see FIG. 2) has a display area for displaying various effect images related to the game and is attached so that the above-described display area faces the opening of the game panel 100. The display device 7 is, for example, a liquid crystal display device, a 7-segment display device, a dot matrix display device, an e It may be a display device or the like configured by electroluminescence, or it may be one that projects an image using a projection device such as a projector. In the display area of the display device 7, for example, , a discrimination symbol for production (for example, a decorative symbol) is variably displayed to display the result of the winning determination process of the special symbol, or an effect image according to the result of the winning determination process of the special symbol, an effect image during the jackpot gaming state, a demonstration effect image, an effect image indicating the suspension 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. However, 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. In this embodiment, although one display device 7 is provided to display the above various effect images, a plurality (for example, two) of display devices may be provided, and the effect images may be displayed using these plurality of display devices.

[0044]

[0045] (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 out of the game balls supplied from the storage tank 80 to the ball passage 81 to, for example, the upper tray 51. Also, a power switch 95 is provided on the back side of the payout unit 8 as shown in FIG. 3.

[0046] (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.

[0047] Specifically, as shown in FIG. 3, a main control circuit 200 (see FIG. 6 described later) is mounted on the main control substrate 91, a sub-control circuit 300 (see FIG. 6 described later) is mounted on the sub-control substrate 92, and a payout / launch control circuit 400 (see FIG. 6 described later) for controlling the payout and launch of game balls is mounted on the payout / launch control substrate 93. Also, a power supply substrate on which a power supply circuit 450 (see FIG. 6 described later) for supplying power is mounted and the like are provided on the substrate unit 9.

[0048] In FIG. 3, for the sake of convenience, the main control substrate 91, the sub-control substrate 92, the payout / launch control substrate 93, and the power supply substrate 94 are shown by reference numerals. However, all of these substrates are housed in a substrate case.

[0049] Also, 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). 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) and the like may be on separate substrates, and the sub-control substrate 92 may be configured with a plurality of substrates.

[0050] [1-1-2. Game board unit] FIG. 4 is an example of a front view showing the appearance of the game board unit 10 provided in the first pachinko game machine. A game area 105 where the launched game balls can roll and flow down is formed on the front side surface of the game board unit 10.

[0051] As shown in FIG. 4, the game board unit 10 is mainly configured such that the launched game ball is moved in a rolling flow. A game panel 100 in which a playable play area 105 is formed, a guide rail 110, and a play A center role 115 arranged in the approximate center of the area 105, a first starting hole 120, and a general entrance The prize mouth 122, the passage gate unit 125, the special electric role unit 130, and the second start The outlet 140, the normal electric accessory unit 145, the LED unit 160, and the outlet 178 and a back unit (not shown) disposed behind the game board unit 10. As mentioned above, the LED unit 160 will be described later.

[0052] (Game panel) The game panel 100 has an opening (without a reference number) at a position facing the display area of the display device 7. In addition, a guide rail 110 is provided on the front surface of the game panel 100. Both machines have game nails (no reference number) and the like planted in them. The launched game ball flies out from the guide rail 110 toward the game area 105 and hits the game nail. The ball collides with the balls and changes direction as it flows downward toward the play area 105.

[0053] In addition, at the rear of the game panel 100, a back unit is provided with a decorative body to enhance the presentation effect. The game panel 100 is provided with a back unit. The decoration is made of transparent resin so that it can be seen from the front. The entire unit 0 may be made of a transparent material, or, for example, a decorative body provided on the back unit. Only the portion of the game panel 1 that can be seen from the front may be made of a transparent material. 00 is made of materials that do not have transparent parts (for example, wood), and some parts are made of transparent materials. The effect may be enhanced.

[0054] In this embodiment, the game panel 100 is transparent so that the rear unit can be seen from the front. Although it is made of resin, the entire game panel 100 may be made transparent, or only a part of it may be made transparent. It may also be clear.

[0055] (Guide rail) The guide rail 110 is made up of an arc-shaped outer rail and an inner rail (both of which have no reference number). The play area 105 is defined by a guide rail 110. The outer rail and the inner rail are arranged to guide the game balls launched from the launching device 6 (see FIG. 6 described later). It has a function of guiding to the upper part of the area 105 .

[0056] (Center role) The center role 115 is fitted into an opening (not shown) of the game panel 100. The play area 10 is configured with an arc-shaped center rail 116 at the top. The game balls shot toward 5 are distributed to the left and right by the center rail 116.

[0057] In this first pachinko gaming machine, in the gaming area 105, from the center role 115 The area to the left of the center role 115 is called the left area 106, and the area to the right of the center role 115 is called the right area The left and right areas are defined in the second pachinko game machine and The same applies to the third pachinko gaming machine.

[0058] The game balls launched by the launching device 6 toward the game area 105 land in the left area 106 or flows down the right area 107. The game balls flowing down the left area 106 or the right area 107 flow downward while changing their traveling directions due to collisions with game nails 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 balls flow down 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 balls flow down the right area 107.

[0059] In this specification, as the operation mode (way of hitting) of the launch handle 62, the way of hitting the game ball so that it flows down the left area 106 is called "left hitting", and the way of hitting the game ball so that it flows down the right area 107 is called "right hitting". In this way, the player can distribute the game balls toward the left area 106 or the right area 107.

[0060] In addition, in the center device 115, a warp entrance 117 through which the game balls flowing down the left area 106 can enter is formed at the left outer peripheral edge. The game balls that have entered the warp entrance 117 are configured to be guided to a stage 118 formed in the center device 115. The stage 118 is formed so that the game balls can roll in the left - right direction in front of the lower side of the display area of the display device 7. Note that the stage 118 may be formed in multiple stages, such as an upper - stage stage and a lower - stage stage.

[0061] A chance entrance 119 through which the game balls can enter is formed at the rear side of approximately the center in the left - right direction of the stage 118. The game balls that have entered the chance entrance 119 are directly above the first start port 120. ​​​configured to be released. Therefore, the game balls that enter the chance entrance 119 have a higher probability of winning (passing through) the first start port 120 than the game balls that did not enter the warp entrance 117 or the game balls that entered the warp entrance 117 but did not enter the chance entrance 119. )

[0062] (First start port) The first start port 120 is arranged below the display area of the display device 7 and is arranged so that a game ball hit to the left can win (it is difficult or impossible for a game ball hit to the right to win). When a game ball wins the first start port 120, it is detected by the first start port switch 121 (see FIG. 6 described later). Note that it may be possible for a game ball hit to the right to win the first start port 120. Further, instead of or in addition to the above first start port 120, a first start port may be provided where a game ball hit to the right can win (it is difficult or impossible for a game ball hit to the left to win).

[0063] When the first start port switch 121 (see FIG. 6 described later) detects that a game ball has won (passed through) the first start port 120, various data related to the first special symbol (for example, the jackpot determination random value of the first special symbol, the symbol random value of the first special symbol, the reach determination random value of the first special symbol, and various random values such as the effect selection random value of the first special symbol, etc.) are extracted, and each of the extracted various data is stored up to a predetermined number (for example, a maximum of 4). Each of the stored various data is used for the winning determination process of the first special symbol 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. When a game ball wins the first start port 120 Then, for example, three prize balls are paid out. However, the number of prize balls paid out based on the winning of a game ball at the first start port 120 is not limited to this. The number of prize balls paid out based on the winning of a game ball at the first start port 120 is not limited to this.

[0064] In this specification, the winning of a game ball at the first start port 120 is referred to as the first special symbol start winning, and various data related to the first special symbol (for example, the jackpot determination random number value for the first special symbol, the symbol random number value for the first special symbol, the reach determination random number value for the first special symbol, and various random number values such as the production selection random number value for the first special symbol, etc.) are referred to as the start information of the first special symbol. Further, retaining the start information of the first special symbol until the start condition is satisfied is referred to as retention. The same applies to the second special symbol. The number of prize balls paid out based on the winning of a game ball at the first start port 120 is not limited to this. The same applies to the second special symbol. The same applies to the second special symbol.

[0065] (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 winning or cannot win). When a game ball wins in any one of the plurality of general winning ports 122, it is detected by the general winning port switch 123 (see FIG. 6 described later). When a game ball wins in any one of the plurality of general winning ports 122, it is detected by the general winning port switch 123 (see FIG. 6 described later). When a game ball wins in any one of the plurality of general winning ports 122, it is detected by the general winning port switch 123 (see FIG. 6 described later).

[0066] When the general winning port switch 123 (see FIG. 6 described later) detects the winning (passing) of a game ball at the general winning port 122, for example, four prize balls are paid out. However, the number of prize balls paid out based on the winning of a game ball at the general winning port 122 is not limited to four. When the general winning port switch 123 (see FIG. 6 described later) detects the winning (passing) of a game ball at the general winning port 122, for example, four prize balls are paid out. However, the number of prize balls paid out based on the winning of a game ball at the general winning port 122 is not limited to four. When the general winning port switch 123 (see FIG. 6 described later) detects the winning (passing) of a game ball at the general winning port 122, for example, four prize balls are paid out. However, the number of prize balls paid out based on the winning of a game ball at the general winning port 122 is not limited to four.

[0067] Also, in this embodiment, the general winning port 122 is arranged such that a right - hit game ball has difficulty winning or cannot win. However, it is not necessarily limited to this. Instead of or in addition to the above - mentioned general winning port 122, a general winning port where a right - hit game ball can win may be provided. Also, in this embodiment, the general winning port 122 is arranged such that a right - hit game ball has difficulty winning or cannot win. However, it is not necessarily limited to this. Instead of or in addition to the above - mentioned general winning port 122, a general winning port where a right - hit game ball can win may be provided. Also, in this embodiment, the general winning port 122 is arranged such that a right - hit game ball has difficulty winning or cannot win. However, it is not necessarily limited to this. Instead of or in addition to the above - mentioned general winning port 122, a general winning port where a right - hit game ball can win may be provided.

[0068] (Via the gate unit) The passing gate unit 125 is arranged in the right area 107, and the passing gate 126 is configured such that a right-hit game ball can pass through it, and the passing gate switch 127 (see FIG. 6 described later) for detecting the passing of the game ball to the passing gate 126 are integrated into a unit body is that is

[0069] When the passing of the game ball through the passing gate 126 is detected by the passing gate switch 127, various data related to the normal symbol (for example, the random number value for determining a win in the normal symbol, etc.) are extracted, and the extracted various data are stored up to a predetermined number (for example, a maximum of four). The stored various data are used for the win determination process of the normal symbol. Note that even if the passing of the game ball through the passing gate 126 is detected by the passing gate switch 127, no prize balls are paid out. Also, the passing gate unit 125 may be arranged in the left area 106 instead of or in addition to the right area 107

[0070] In this specification, the passing of the game ball through the passing gate 126 is referred to as the start passing, and various data related to the normal symbol (for example, the random number value for determining a win in the normal symbol, etc.) extracted by the passing of the game ball through the passing gate 126 are referred to as the 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 holding

[0071] (Special electric accessory unit) The special electric accessory unit 130 includes the big winning opening 131, the count switch 132 (see FIG. 6 described later) for detecting the winning (passing) of the game ball into the big winning opening 131, and the special electric accessory 133 (Passing) ​​​​​​​​​It is a unit body integrated with [the above]. The special electric accessory unit 130 is in the right area 107 and is arranged below the passing gate unit 125.

[0072] 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, and instead of or in addition to the above-mentioned large winning opening 131, a large winning opening where a game ball hit from the left can win may be arranged, or a large winning opening where a game ball can win may be arranged above the center accessory 115. That is also acceptable.

[0073] Also, the large winning opening 131 is an opening that is opened so that a predetermined number (for example, 10) of game balls can win (pass through) when it 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.

[0074] The special electric accessory 133 includes a special electric shutter 134 that can advance and retreat in the front-rear direction, and a special electric solenoid 135 (see FIG. 6 described later) that operates this special electric shutter 134. The special electric accessory 133, that is, the special electric shutter 134, is configured to be able to transition between an open state where the entry (passage) of a game ball into the large winning opening 131 is possible or easy, and a closed state where the entry (passage) of a game ball into the large winning opening 131 is impossible or difficult. In the jackpot game state, the state transition from the above-mentioned closed state to the open state is performed over a predetermined number of rounds. That is, ​​​​​​​​​In addition, the jackpot gaming state is a gaming state in which a large number of gaming balls can be paid out as bonus balls by conducting a round game in which the large winning opening 131 changes from the closed state to the open state over a predetermined period for a plurality of rounds.

[0075] (Second start port) The second start port 140 is arranged in the left area 106 (more specifically, the lower left of the first start port 120). However, the second start port 140 is configured such that it is difficult or impossible for a left-shot gaming ball to win, and a right-shot gaming ball can be guided to the vicinity of the second start port 140 to win. However, it is not essential to configure the second start port 140 in this way, and it may be provided in the right area 107, for example. Also, the second start port 140 may be configured such that a left-shot gaming ball can win.

[0076] When the entry (passage) of a gaming ball into the second start port 140 is detected by the second start port switch 141 (see FIG. 6 described later), various data related to the second special symbol (for example, the jackpot determination random value of the second special symbol, the symbol random value of the second special symbol, the reach determination random value of the second special symbol, and various random values such as the effect selection random value of the second special symbol, etc.) are extracted, and the various extracted data are stored up to a predetermined number (for example, a maximum of 4). The various stored data are used for the win determination process of the second special symbol when the start condition of the second special symbol (also referred to as the "variation start condition of the second special symbol" in this specification) is satisfied. When a gaming ball wins in the second start port 140, for example, 3 bonus balls are paid out. However, the number of bonus balls paid out based on the winning of a gaming ball in the second start port 140 is not limited to this. ​​​​​​​​​​​​​​

[0077] (Ordinary electric accessory unit) The ordinary electric accessory unit 145 is arranged in the left area 106 (more specifically, below the left side of the first starting port 120), and when a game ball wins a prize (passes through), a predetermined number of game balls are paid out as prize balls. It is a unit body integrating a winning port, a switch for detecting the winning of a game ball into this winning port, and an ordinary electric accessory 146. In this embodiment, the above-mentioned winning port is used as the second starting port 140, and the above-mentioned switch is used as the second starting port switch 141.

[0078] The ordinary electric accessory 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) for operating this movable member 147 for ordinary electricity. The ordinary electric accessory 146, that is, the movable member 147 for ordinary electricity, is configured to be able to transition between an open state in which it is possible or easy for a game ball to win a prize (pass through) into the second starting port 140 and a closed state in which it is impossible or difficult for a game ball to win a prize into 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, etc.

[0079] (Out port) The out port 178 is for discharging game balls that have not won a prize in any of various winning ports (for example, the first starting port 120, the second starting port 140, the large winning port 131, the general winning port 122, etc.) that have been launched toward the game area 105 outside the machine. This out port 178 is provided on the most downstream side of the game area 105 so that it can discharge both left - hit game balls and right - hit game balls outside the machine. However, in addition to the above - mentioned out port 178, an out port is provided at a position that is not the most downstream side, for example, between a plurality of general winning ports 122, etc. ​​​​​​​​​​​​​​ The game balls flowing down in the game area 105 may be discharged outside the machine.

[0080] (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 such as a movable effect device controlled by the sub-control circuit 300 (see FIG. 6 described later). The effect device group 58 is arranged, for example, around the display area of the display device 7. At least one or more of these effect devices or the effect device constituent members constituting the effect devices function as effect devices operable based on the result of the winning determination process of the special symbol. The rear unit is provided on the rear side of the game panel unit 10 and includes an effect device group 58 such as a movable effect device controlled by the sub-control circuit 300 (see FIG. 6 described later). The effect device group 58 is arranged, for example, around the display area of the display device 7. At least one or more of these effect devices or the effect device constituent members constituting the effect devices function as effect devices operable based on the result of the winning determination process of the special symbol. The rear unit is provided on the rear side of the game panel unit 10 and includes an effect device group 58 such as a movable effect device controlled by the sub-control circuit 300 (see FIG. 6 described later). The effect device group 58 is arranged, for example, around the display area of the display device 7. At least one or more of these effect devices or the effect device constituent members constituting the effect devices function as effect devices operable based on the result of the winning determination process of the special symbol. The effect device group 58 is arranged, for example, around the display area of the display device 7. At least one or more of these effect devices or the effect device constituent members constituting the effect devices function as effect devices operable based on the result of the winning determination process of the special symbol. At least one or more of these effect devices or the effect device constituent members constituting the effect devices function as effect devices operable based on the result of the winning determination process of the special symbol. At least one or more of these effect devices or the effect device constituent members constituting the effect devices function as effect devices operable based on the result of the winning determination process of the special symbol.

[0081] [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. 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. The LED unit 160 is a unit body that integrates various display parts.

[0082] FIG. 5 is an example of a front view showing the LED unit 160 provided in the first pachinko game machine. FIG. 5 is an example of a front view showing the LED unit 160 provided in the first pachinko game machine.

[0083] As shown in FIG. 5, the LED unit 160 includes a normal symbol display part 161, a normal symbol hold display part 162, a first special symbol display part 163, a second special symbol display part 164, a first special symbol hold display part 165, a second special symbol hold display part 166, a probability variation notification display part 167, and a time reduction notification display part 168. As shown in FIG. 5, the LED unit 160 includes a normal symbol display part 161, a normal symbol hold display part 162, a first special symbol display part 163, a second special symbol display part 164, a first special symbol hold display part 165, a second special symbol hold display part 166, a probability variation notification display part 167, and a time reduction notification display part 168. As shown in FIG. 5, the LED unit 160 includes a normal symbol display part 161, a normal symbol hold display part 162, a first special symbol display part 163, a second special symbol display part 164, a first special symbol hold display part 165, a second special symbol hold display part 166, a probability variation notification display part 167, and a time reduction notification display part 168. As shown in FIG. 5, the LED unit 160 includes a normal symbol display part 161, a normal symbol hold display part 162, a first special symbol display part 163, a second special symbol display part 164, a first special symbol hold display part 165, a second special symbol hold display part 166, a probability variation notification display part 167, and a time reduction notification display part 168.

[0084] (Normal symbol display part) The normal symbol display part 161 displays the result of the winning determination process of the normal symbol. It is provided with general symbol display LEDs 161a and 161b. When the conditions for starting the variable display of the general symbol (hereinafter referred to as "starting conditions for the general symbol") are satisfied, the variable display of the general symbol in which the general symbol display LEDs 161 a and 161b alternately light up and go out is started. When a predetermined time elapses after the start of the variable display of the general symbol, the variable display of the general symbol stops, and the result of the winning determination process for the general symbol is derived. When the result of the winning determination process for the general symbol is a win for the general symbol, the lighting and extinguishing combination of the general symbol display LEDs 161 a and 161b becomes a specific stop display mode. For example, when the result of the winning determination process for the general symbol is a win for the general symbol, the general symbol display LED 161a lights up while the general symbol display LED 161b goes out. On the other hand, when the result of the winning determination process for the general symbol is a loss, for example, the general symbol display LED 161a goes out while the general symbol

[0085] display LED 161b lights up. However, the stop display mode of the general symbol display LEDs 161a and 161b indicating the result of the winning determination process for the general symbol is not limited to this. And when the general symbol is stopped and displayed in a specific stop display mode, it is determined to operate the general electric accessory 146, and the general electric movable member 147 is driven to open and close in a predetermined pattern, making it easier for the game balls to win (pass through) the second starting port 140. When the result of the winning determination process for the general symbol is a win for the general symbol, the general symbol display LED 161a lights up while the general symbol display LED 161b goes out. On the other hand, when the result of the winning determination process for the general symbol is a loss, for example, the general symbol display LED 161a goes out while the general symbol display LED 161b lights up. However, the stop display mode of the general symbol display LEDs 161a and 161b indicating the result of the winning determination process for the general symbol is not limited to this. And when the general symbol is stopped and displayed in a specific stop display mode, it is determined to operate the general electric accessory 146, and the general electric movable member 147 is driven to open and close in a predetermined pattern, making it easier for the game balls to win (pass through) the second starting port 140. is stopped and displayed in a specific stop display mode, it is determined to operate the general electric accessory 146, and the general electric movable member 147 is driven to open and close in a predetermined pattern, making it easier for the game balls to win (pass through) the second starting port 140. When the general symbol is stopped and displayed in a specific stop display mode, it is determined to operate the general electric accessory 146, and the general electric movable member 147 is driven to open and close in a predetermined pattern, making it easier for the game balls to win (pass through) the second starting port 140.

[0086] (Reserved display section for general symbol) The reserved display section 162 for the general symbol displays the number of variable displays of the general symbol that are reserved, that is, the variable display of the general symbol is reserved (hereinafter referred to as "the reserved number of the general symbol") when the starting information of the general symbol is reserved, and is provided with reserved display LEDs 162a and 162b for the general symbol. above The phrase "the variable display of the normal symbol is on hold" in the record refers to the passage of the game ball through the passing gate 126 is detected and various data related to the normal symbol (for example, the random number value for determining a win in the normal symbol, etc.) is extracted, and it refers to the state until the start condition of the normal symbol is satisfied. Note that the start condition of the normal symbol is satisfied when at least all of the following are met: the normal symbol is not in variable display, and the variable display of the normal symbol is on hold .

[0087] The hold display unit 162 for the normal symbol displays the number of holds of the variable display of the normal symbol by a combination of lighting ·extinguishing of the hold display LEDs 162a and 162b for the normal symbol. For example, when the number of holds of the normal symbol is 1, the hold display LED 162a for the normal symbol lights up and the hold display LED 162b for the normal symbol goes out. Also, when the number of holds of the normal symbol is 2, both of the hold display LEDs 162a and 162b for the normal symbol light up. Also, when the number of holds of the normal symbol is 3, the hold display LED 162a for the normal symbol blinks and the hold display LED 162b for the normal symbol lights up. Furthermore, 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 .

[0088] (Special symbol display unit) The special symbol display unit displays the result of the winning determination process of the special symbol, and includes a first special symbol display unit 163 and a second special symbol display unit 164. The first special symbol display unit 163 includes, for example, a first special symbol display LED group composed of 8 LEDs 163a to 163h . Similarly, the second special symbol display unit 164 also includes, for example, 8 LEDs 164a to 164h​ It is provided with a second special symbol display LED group that becomes

[0089] When the conditions for starting the variable display of the first special symbol (hereinafter referred to as the "starting conditions for the first special symbol") are satisfied, all or part of the eight LEDs 163a to 163h constituting the first special symbol display unit 163 start repeating lighting and extinguishing alternately or mutually, and the variable display of the first special symbol is started. 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. When the result of the winning determination process for the first special symbol is a big win, the combination of lighting and extinguishing of the eight LEDs 163a to 163h constituting the first special symbol display unit 163 becomes a specific stop display state. And when the first special symbol display unit 163 stops and displays in a specific stop display state, the transition to the big win game state is determined.

[0090] When the result of the winning determination process for the second special symbol is a big win, the combination of lighting and extinguishing of the eight LEDs 164a to 164h constituting the second special symbol display unit 164 becomes a specific stop display state. And when the second special symbol display unit 164 stops and displays in a specific stop display state, the transition to the big win game state is determined. When the conditions for starting the variable display of the second special symbol (hereinafter referred to as the "starting conditions for the second special symbol") are satisfied, all or part of the eight LEDs 164a to 164h constituting the second special symbol display unit 164 start repeating lighting and extinguishing alternately or mutually, and the variable display of the second special symbol

[0091] is started. 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. When the result of the winning determination process for the second special symbol is a big win, the combination of lighting and extinguishing of the eight LEDs 164a to 164h constituting the second special symbol display unit 164 becomes a specific stop display state. And when the second special symbol display unit 164 stops and displays in a specific stop display state, the transition to the big win game state is determined. When the conditions for starting the variable display of the second special symbol (hereinafter referred to as the "starting conditions for the second special symbol") are satisfied, all or part of the eight LEDs 164a to 164h constituting the second special symbol display unit 164 start repeating lighting and extinguishing alternately or mutually, and the variable display of the second special symbol

[0092] is started. 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. When the result of the winning determination process for the second special symbol is a big win, the combination of lighting and extinguishing of the eight LEDs 164a to 164h It will be as follows. And when the second special symbol display section 164 stops and is displayed in a specific stop display mode , the transition to the big win game state is determined.

[0093] (Reserved display section for special symbols) The reserved display section for special symbols indicates the number of variable displays of the reserved special symbols (hereinafter referred to as the "number of reserved special symbols") when the start information of the special symbols, that is, the variable display, is reserved. , and includes a first reserved display section 165 for special symbols and a second reserved display section 166 for special symbols. It is provided with.

[0094] When the variable display of the first special symbol is reserved, the first reserved display section 165 for special symbols displays the number of reserved first special symbols, and includes first reserved display LEDs 165a , 165b for the first special symbol. "The variable display of the first special symbol is reserved" means that after the winning (passing) of the game ball into the first start port 1 20 is detected and the start information of the first special symbol is extracted, It refers to the state until the start condition of the first special symbol is satisfied.

[0095] The first reserved display section 165 for special symbols displays the number of reserved variable displays of the first special symbol by the combination of lighting and extinguishing of the first reserved display LEDs 165a, 165 b. For example , when the number of reserved first special symbols is 1, the first reserved display LED 165a for the first special symbol lights up and the first reserved display LED 165b for the first special symbol goes out. Also, when the number of reserved first special symbols is 2, both the first reserved display LEDs 165a, 165b for the first special symbol light up. Also, when the number of reserved first special symbols is 3, the first reserved display L for the first special symbol ED165a blinks and the first reserved display LED 165b for the first special symbol lights up. Also Further, when the number of holds of the first special symbol is 4, both of the hold display LEDs 165a , 165b for the first special symbol blink. However, the display modes of the hold display LEDs 165a, 165b for the first special symbol indicating the number of holds of the first special symbol are not limited to this.

[0096] The hold display unit 166 for the second special symbol displays the number of holds of the second special symbol when the variable display of the second special symbol is on hold, and includes hold display LEDs 166a , 166b for the second special symbol. "The variable display of the second special symbol is on hold" means the state from when the winning (passing) of the 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.

[0097] The hold display unit 166 for the second special symbol displays the number of holds of the variable display of the second special symbol by the combination of lighting and extinguishing of the hold display LEDs 166a, 166b for the second special symbol. For example, when the number of holds of the second special symbol is 1, the hold display LED 166a for the second special symbol lights up and the hold display LED 166b for the second special symbol goes out. Also, when the number of holds of the second special symbol is 2, both of the hold display LEDs 166a, 166b for the second special symbol light up. Also, when the number of holds of the second special symbol is 3, the hold display LED 166a for the second special symbol blinks and the hold display LED 166b for the second special symbol lights up. Further, when the number of holds of the second special symbol is 4, both of the hold display LEDs 166a , 166b for the second special symbol blink. However, the display modes of the hold display LEDs 166a, 166b for the second special symbol indicating the number of holds of the second special symbol are not limited to this. , 166b for the second special symbol blink. However, the display modes of the hold display LEDs 166a, 166b for the second special symbol indicating the number of holds of the second special symbol are not limited to this.

[0098] (Display unit for definite change notification) The display unit 167 for definite change notification can be lit during the execution of the definite change control described later and is composed of, for example, an LED or a lamp.

[0099] The display unit 167 for definite change notification may be lit during the execution of the definite change control. However, for example, it may not be lit so that it cannot be visually grasped that the definite change control is being executed, and thus the execution of the definite change control may be kept secret.

[0100] However, when the power is cut off during the execution of the definite change control, the data indicating that the definite change control is being executed does not disappear due to the function of the backup capacitor 207 described later. Therefore, when the power is cut off during the execution of the definite change control and then the power is turned on, the display unit 167 for definite change notification lights up in a manner that allows it to be visually grasped that the definite change control is being executed.

[0101]

[0102] Even if it was kept secret whether the definite change control was being executed before the power was cut off, when the power is turned on, the display unit 167 for definite change notification is lit so that it can be grasped that the definite change control is being executed.

[0103] (Display unit for time shortening notification) The display unit 168 for time shortening notification can be lit during the execution of the time shortening control described later and is composed of, for example, an LED or a lamp.

[0103] In this embodiment, the display unit 168 for time shortening notification has, for example, a first display unit 168a for time shortening notification and a second display unit 168b for time shortening notification, but the number of display units 168 for time shortening notification is not limited to this.

[0104] 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, by the combination of lighting or extinguishing of the first time-saving notification display unit 168a and the second time- saving notification display unit 168b, it is configured to be able to grasp which time-saving game state it is in.

[0105] 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, during the execution of the time-saving control, whether the time-saving control is being executed or the type of the time-saving control being executed cannot be grasped visually (for example, all extinguished, all lit, a mode not related to the time-saving control being executed). By lighting or extinguishing in this way, it may be concealed so that it cannot be grasped visually that the time-saving control is being executed or the type of the time-saving control being executed. In particular, although it may be possible to grasp visually whether the time-saving control is being executed, it may be difficult to grasp visually which time-saving control is being executed. Therefore, by concealing the type of the time-saving control being executed, it is possible to enhance the interest.

[0106] However, when the power is cut off during the execution of the time-saving control, due to the function of the backup capacitor 207 described later, not only the data indicating that the time-saving control is being executed but also the data indicating the type of the time-saving control being executed do not disappear. Therefore, when the power is cut off during the execution of the time-saving control and then the power is turned on, the time-saving notification display unit 168 lights or extinguishes in a manner that can visually grasp that the time-saving control is in progress and the type of the time-saving control being executed.

[0107] Before the power supply is cut off, even if it is not possible to visually grasp that the time-saving control is being executed or the type of time-saving control being executed is hidden, when the power supply is turned on it is configured to light up and / or turn off the time-saving notification display unit 168 in a manner that allows the fact that the time-saving control is being executed and the type of time-saving control being executed to be visually grasped.

[0108] [1-2. Electrical Configuration] Next, with reference to FIG. 6, the control circuit of the first pachinko game machine will be described. FIG. 6 is

[0109] an example of a block diagram showing the control circuit of the first pachinko game machine. As shown in FIG. 6, the first pachinko game machine mainly includes a main control circuit 200 that controls processes such as those executed when the power is turned on and processes related to game operations, a sub-control circuit 300 that controls effects according to the progress of the game, a payout / firing control

[0110] circuit 400, and a power supply circuit 450. [1-2-1. Main Control Circuit] The main control circuit 200 controls processes such as those executed when the power is turned on and processes related to game operations, 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, and a backup quad capacitor 207, etc., and is housed in a main board case (not shown).

[0111] The main CPU 201 is connected to the main ROM 202, the main RAM 203, the initial reset circuit 204, etc. The main CPU 201 incorporates a WDT (watchdog timer) for monitoring operations and functions for preventing fraud.

[0112] ​​​​ The main ROM 202 stores a program for controlling the operation of the first pachinko gaming machine by the main CPU 201, various tables, and the like. The main CPU 201 has a function of executing various processes according to the program stored in the main ROM 202.

[0113] 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 has a function of storing various flags and variable values. In this embodiment, although RAM is used as the temporary storage area of the main CPU 201, it is not limited to this, and any readable and writable storage medium may be used.

[0114] The initial reset circuit 204 monitors the main CPU 201 and outputs a reset signal as necessary.

[0115] 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.

[0116] Furthermore, the main control circuit 200 includes an I / O port 205 that is communicably connected to various devices and the like, and a command output port 206 that is connected to be able to output various commands to the sub-control circuit 300.

[0117] In addition, various devices are connected to the main control circuit 200. For example, to the main control circuit 200, the above-described normal symbol display unit 161, the normal symbol hold display unit 162, the first special symbol The handle display section 163, the second special handle display section 164, the first special handle hold display section 165, the second special handle hold display section 166, the confirmation variation notification display section 167, the time shortening notification display section 168, the general electric solenoid 148, and the special electric solenoid 135 etc. are connected. Also, to the main control circuit 200, in addition to these, a performance display monitor 170, an error notification monitor 172 etc. are also connected. The main control circuit 200 can control the operations of these devices by transmitting signals via the I / O port 205.

[0118] On the performance display monitor 170, performance display data and set values etc. described later are displayed under the control of the main CPU 201. The performance display data is, for example, data indicating the ratio of the game balls paid out in a game state other than the jackpot game state with respect to the launch of a predetermined number (for example, 60000) of game balls, and is also called a base value.

[0119] An error code is displayed on the error notification monitor 172. Also, on the error notification monitor 1 72, in addition to the error code, 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.

[0120] Also, to the main control circuit 200, a first start - opening switch 121, a second start - opening switch 141 a passing gate switch 127, a count switch 132, and a general winning opening switch 1 23 and the like are also connected. When these switches are detected, a detection signal is output to the main control circuit 200 via the I / O port 2 05.

[0121] 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 times, an external terminal board 184 used when transmitting data to the hall computer 186 that manages the pachinko machines in the entire hall, a setting key 174 that is operated when changing or confirming setting values in the pachinko machine with a setting function described later, a backup clear switch 176 that can clear the backup data stored in the main RAM 203 according to the operation of the casino manager, and the like. In this embodiment, the backup clear switch 176 also serves as a switch for changing the setting value described later, but is not limited thereto, and a setting switch for changing the setting value may be provided.

[0122] Also, the setting key 174 and the backup clear switch 176 are preferably housed in a predetermined case so that a third party other than the casino manager (for example, a player) cannot easily touch them. The "predetermined case" includes not only a configuration in which the setting key 174 and the backup clear switch 176 cannot be touched without opening the case, but also a configuration in which only the corresponding portions of the setting key 174 and the backup clear switch 176 of the case are cut out, and when the casino manager uses a key to operate the pachinko machine from the island equipment and exposes the back surface, the casino manager can touch the setting key 174 or / and the backup clear switch 176. ​

[0123] In this embodiment, the setting key 174 and the backup 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 the payout / firing control circuit 40 0 or the power supply circuit 450. Also in this case, it is preferable to prevent third parties other than the casino manager from easily accessing the setting key 174 and the backup clear switch 176.

[0124] [1-2-2. Sub-control circuit] The sub-control circuit 300 includes a sub-CPU 301, a program ROM 302, a work RAM 3 03, 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 effects according to the progress of the game in response to commands from the main control circuit 200. Although not shown in FIG. 6, the sub-control circuit 300 is also connected to effect buttons 54 (see FIG. 1) that can be operated by the player and the like.

[0125] The program ROM 302 stores a program for controlling the game effects of the first pachinko machine by the sub-CPU 301, various tables, and the like. The sub-CPU 30 1 has a function of executing various processes according to the program stored in the program ROM 302. In particular, the sub-CPU 301 controls the game effects according to various commands transmitted from the main control circuit 200. The work RAM 303 has a function of storing various flags and variable values as a temporary storage area of the sub-CPU 301.

[0126]

[0127] The display control circuit 304 is a circuit for performing display control in the display device 7. The display control circuit 304 includes an image data processor (hereinafter referred to as VDP), an image data ROM in which data for generating various image data is stored, a frame buffer for temporarily storing image data, a D / A converter for converting the image data into an image signal, etc. It is provided with.

[0128] In response to an image display command from the sub-CPU 301, the display control circuit 304 temporarily stores the image data to be displayed on the display device 7 in the frame buffer. Note that the image data to be displayed on the display device 7 includes various image data related to the game, such as decorative pattern image data showing a decorative pattern, background image data, and effect image data. etc.

[0129] 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.

[0130] 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 audio data, an amplifier (hereinafter referred to as AMP) for amplifying the audio signal, etc. It is provided with. ​​​​​​​​​​

[0131] The sound source IC controls the audio output from the speaker 32. The sound source IC is the sub-CPU In response to the voice generation command from 301, it selects one piece of voice data from a plurality of voice data stored in the voice data ROM. Also, the sound source IC reads the selected voice data from the voice data ROM, converts the voice data into a predetermined voice signal, and supplies the converted voice signal to the AMP. The AMP amplifies signals such as the audio and sound effects output from the speaker 32 by a certain amount.

[0132] The LED control circuit 306 is a circuit for controlling the LED group 46 including decorative LEDs and the like It has 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.

[0133] The prop control circuit 307 is a circuit for controlling the operation of each prop (for example, one or more props among the production prop group 58). The prop control circuit 307 supplies a drive signal to each prop, a lighting circuit for supplying a lighting control signal, and a prop data ROM in which operation patterns and lighting patterns are stored, and the like It has a drive circuit for supplying a drive signal to each prop, a lighting circuit for supplying a lighting control signal, and a prop data ROM in which operation patterns and lighting patterns are stored, and the like It has a drive circuit for supplying a drive signal to each prop, a lighting circuit for supplying a lighting control signal, and a prop data ROM in which operation patterns and lighting patterns are stored, and the like It has a drive circuit for supplying a drive signal to each prop, a lighting circuit for supplying a lighting control signal, and a prop data ROM in which operation patterns and lighting patterns are stored, and the like

[0134] Also, the prop control circuit 307 selects one operation pattern from a plurality of operation patterns stored in the prop data ROM in response to the prop operation command from the sub-CPU 301. Then, it reads the selected operation pattern from the prop data ROM and controls the mechanical operation of each prop by supplying a drive signal corresponding to the read operation pattern. Also, the lighting circuit, based on the lighting command from the sub-CPU 301, stores in the prop data ROM It selects one operation pattern from a plurality of operation patterns stored in the prop data ROM in response to the prop operation command from the sub-CPU 301. Then, it reads the selected operation pattern from the prop data ROM and controls the mechanical operation of each prop by supplying a drive signal corresponding to the read operation pattern. Also, the lighting circuit, based on the lighting command from the sub-CPU 301, stores in the prop data ROM It selects one operation pattern from a plurality of operation patterns stored in the prop data ROM in response to the prop operation command from the sub-CPU 301. Then, it reads the selected operation pattern from the prop data ROM and controls the mechanical operation of each prop by supplying a drive signal corresponding to the read operation pattern. Also, the lighting circuit, based on the lighting command from the sub-CPU 301, stores in the prop data ROM It selects one operation pattern from a plurality of operation patterns stored in the prop data ROM in response to the prop operation command from the sub-CPU 301. Then, it reads the selected operation pattern from the prop data ROM and controls the mechanical operation of each prop by supplying a drive signal corresponding to the read operation pattern. Also, the lighting circuit, based on the lighting command from the sub-CPU 301, stores in the prop data ROM Based on the lighting command from the sub-CPU 301, it stores in the prop data ROM Select one lighting pattern from a plurality of lighting patterns. Then, read the selected lighting pattern from the accessory data ROM, and control the lighting operation of each accessory by supplying a lighting control signal corresponding to the read lighting pattern.

[0135] The command input port 308 is connected to the command output port 206 and receives various commands transmitted from the main control circuit 200.

[0136] [1-2-3. Payout / Launch Control Circuit] The payout / launch control circuit 400 controls the payout of prize balls and loan balls. The payout / launch control circuit 400 is connected to 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 loans, etc.

[0137] 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.

[0138] A ball loan operation panel 182 is connected to the card unit 180. The ball loan operation panel 182 is provided with a ball loan button for receiving a ball loan and a loan return button (both not shown) for receiving the return of a ball loan card in which cash data is stored. For example, when a ball loan operation is performed by a player, a loan ball control signal corresponding to the ball loan operation is transmitted to the card unit 180. The payout / launch control circuit 400 causes the payout device 82 to pay out game balls based on the loan ball control signal transmitted from the card unit 180. ​ Control is performed. Note that the operation panel 182 is often provided on the pachinko machine side, but it may be provided on the card unit 180 side.

[0139] 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 the game ball. Based on the fact that the firing handle 62 is rotated in the clockwise direction, power is supplied to a firing solenoid (not shown) according to the rotation angle (rotation amount), and control is performed to fire the game ball. Based on the fact that the firing handle 62 is rotated in the clockwise direction, power is supplied to a firing solenoid (not shown) according to the rotation angle (rotation amount), and control is performed to fire the game ball.

[0140] [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. 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.

[0141] 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 machine (more specifically, the main control circuit 200, the sub-control circuit 300, the payout / firing control circuit 400, etc.).

[0142] [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. That is.

[0143] As shown in FIG. 7, in the pachinko game, the game ball is fired by a user operation such as a player, and when the game ball wins in various winning holes (for example, the first start hole 120, etc.), payout control processing of the game ball is performed. In the pachinko game, there is a special symbol game using special symbols In the pachinko game, when the game ball is fired by a user operation such as a player and the game ball wins in various winning holes (for example, the first start hole 120, etc.), payout control processing of the game ball is performed. In the pachinko game, there is a special symbol game using special symbols In the pachinko game, when the game ball is fired by a user operation such as a player and the game ball wins in various winning holes (for example, the first start hole 120, etc.), payout control processing of the game ball is performed. In the pachinko game, there is 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 game balls into the start openings 120 and 140, and it is determined whether or not to shift to a big win game state. 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 game balls through the passing gate 126, and it is determined whether or not to activate the normal electric accessory 146 to open the winning opening (the second start opening 140 in this embodiment). In this specification, the "special symbol game" may be referred to as a "game", but the "game" is a term used in a broad concept, and for example, a game on the stage using a normal symbol game or an operation unit such as the effect button 54 (see FIG. 1, for example) is also included in the "game". Based on the winning of game balls into the start openings 120 and 140, a winning determination process for special symbols is executed, and it is determined whether or not to shift to a big win game state. 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 game balls through the passing gate 126, and it is determined whether or not to activate the normal electric accessory 146 to open the winning opening (the second start opening 140 in this embodiment). In this specification, the "special symbol game" may be referred to as a "game", but the "game" is a term used in a broad concept, and for example, a game on the stage using a normal symbol game or an operation unit such as the effect button 54 (see FIG. 1, for example) is also included in the "game". Based on the passage of game balls through the passing gate 126, a winning determination process for normal symbols is executed, and the normal electric accessory 146 is activated to open the winning opening (the second start opening 140 in this embodiment) or not is determined. In this specification, the "special symbol game" may be referred to as a "game", but the "game" is a term used in a broad concept, and for example, a game on the stage using a normal symbol game or an operation unit such as the effect button 54 (see FIG. 1, for example) is also included in the "game". In this specification, although the "special symbol game" may be referred to as a "game", the "game" is a term used in a broad concept. For example, a game on the stage using a normal symbol game or an operation unit such as the effect button 54 (see FIG. 1, for example) is also included in the "game".

[0144] Also, in this specification, from the start of the variable display of the special symbol until the end of this variable display and the result of the winning determination process for the special symbol is determined and displayed (derived) (more specifically, until the special symbol determination time elapses) is regarded as one special symbol game. However, if the result of the winning determination process for the special symbol is derived and then controlled to the big win game state, until the end of the big win game state is regarded as one special symbol game. In the first pachinko machine, a small win is not included in the result of the winning determination process for the special symbol, but in a pachinko machine in which a small win is included in the result of the winning determination process for the special symbol, if the result of the winning determination process for the special symbol is derived and then controlled to the small win game state, until the end of the small win game state is regarded as one special symbol game. Until the end of the variable display of the special symbol and the result of the winning determination process for the special symbol is determined and displayed (derived) (more specifically, until the special symbol determination time elapses) is regarded as one special symbol game. However, if the result of the winning determination process for the special symbol is derived and then controlled to the big win game state, until the end of the big win game state is regarded as one special symbol game. In the first pachinko machine, a small win is not included in the result of the winning determination process for the special symbol, but in a pachinko machine in which a small win is included in the result of the winning determination process for the special symbol, if the result of the winning determination process for the special symbol is derived and then controlled to the small win game state, until the end of the small win game state is regarded as one special symbol game. After the result of the winning determination process for the special symbol is derived, if it is controlled to the big win game state, until the end of the big win game state is regarded as one special symbol game. In the first pachinko machine, a small win is not included in the result of the winning determination process for the special symbol, but in a pachinko machine in which a small win is included in the result of the winning determination process for the special symbol, if the result of the winning determination process for the special symbol is derived and then controlled to the small win game state, until the end of the small win game state is regarded as one special symbol game. In the first pachinko machine, a small win is not included in the result of the winning determination process for the special symbol, but in a pachinko machine in which a small win is included in the result of the winning determination process for the special symbol, if the result of the winning determination process for the special symbol is derived and then controlled to the small win game state, until the end of the small win game state is regarded as one special symbol game. In a pachinko machine in which a small win is included in the result of the winning determination process for the special symbol, if the result of the winning determination process for the special symbol is derived and then controlled to the small win game state, until the end of the small win game state is regarded as one special symbol game. If the result of the winning determination process for the special symbol is derived and then controlled to the small win game state, until the end of the small win game state is regarded as one special symbol game.

[0145] In the special symbol game, a stop display mode indicating a big win is on the first special symbol display unit 163 or ​When it is derived to the second special symbol display unit 164, it is controlled to the big win gaming state. In the big win gaming state, a round game is executed in which the big winning opening 131 is opened for a predetermined time (for example, up to 30000 msec) by the operation of the special electric accessory 133, and the winning possibility for the big winning opening 131 is relatively increased. Also, when the stop display mode indicating each normal symbol in the normal symbol game is derived to the normal symbol display unit 161, the winning opening (for example, the second start opening 140 in this embodiment) is opened by the operation of the normal electric accessory 146, and the winning possibility for the second start opening 140, for example, is relatively increased. 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. Hereinafter, an outline of the game flows of the special symbol game and the normal symbol game will be described.

[0146] [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. When a game ball wins in the first start opening 120 or the second start opening 140, the special symbol start winning process is performed. In this special symbol start winning process, various data related to the special symbol are obtained from various counters for the special symbol (for example, a big win determination counter, a symbol determination counter, etc.).

[0147] When it is derived to the second special symbol display unit 164, it is controlled to the big win gaming state. In the big win gaming state, a round game is executed in which the big winning opening 131 is opened for a predetermined time (for example, up to 30000 msec) by the operation of the special electric accessory 133, and the winning possibility for the big winning opening 131 is relatively increased. Also, when the stop display mode indicating each normal symbol in the normal symbol game is derived to the normal symbol display unit 161, the winning opening (for example, the second start opening 140 in this embodiment) is opened by the operation of the normal electric accessory 146, and the winning possibility for the second start opening 140, for example, is relatively increased.

[0148] Hereinafter, an outline of the game flows of the special symbol game and the normal symbol game will be described.

[0149] [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. When a game ball wins in the first start opening 120 or the second start opening 140, the special symbol start winning process is performed. In this special symbol start winning process, various data related to the special symbol are obtained from various counters for the special symbol (for example, a big win determination counter, a symbol determination counter, etc.).

[0150] When a game ball wins in the first start opening 120 or the second start opening 140, the special symbol start winning process is performed. In this special symbol start winning process, various data related to the special symbol are obtained from various counters for the special symbol (for example, a big win determination counter, a symbol determination counter, etc.). In this special symbol start winning process, various data related to the special symbol are obtained from various counters for the special symbol (for example, a big win determination counter, a symbol determination counter, etc.). (For example, a big win determination counter, a symbol determination counter, etc.) (For example, various random values such as jackpot determination random values, symbol random values, reach determination random values, and production selection random values, etc.) are each extracted (acquired). Each of the extracted random values is reserved as start-up information. This special symbol start-up winning process is carried out during the execution of the special symbol control process and is also performed.

[0151] In addition, 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 special symbol winning determination process is performed to determine whether it is a "jackpot" by referring to the jackpot determination random value extracted from the jackpot determination counter of the special symbol. After that, a stop symbol determination process for determining the stop symbol is performed. In the stop symbol determination process, the stop symbol to be stopped is determined by referring to the symbol determination random value extracted from the symbol determination counter of the special symbol and the result of the special symbol winning determination process.

[0152] In this embodiment, if the probability variation flag is on, probability variation control is executed. In the above-mentioned special symbol winning determination process, when the probability variation flag is off, it is determined to be a "jackpot" with a relatively low probability, and when the probability variation flag is on, it is determined to be a "jackpot" with a relatively high probability. Hereinafter, in this specification, the probability of being determined to be a "jackpot" is referred to as the "jackpot probability".

[0153] 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). ​​​​​​​​​​The game progresses in a technical state or a low-probability short game state).

[0154] Next, a special symbol variation pattern determination process is performed. In this process, a random number value is extracted from a variation pattern determination counter, and with reference to the random number value, the result of the above-described winning determination process for the special symbol, and the 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 special symbol variation pattern determination process, a variable display control process for the special symbol is performed.

[0155] When the variation pattern of the special symbol is determined, next, an effect pattern determination process for determining an effect pattern is performed. And based on the result of the effect pattern determination process, display effect control processes such as decorative symbols and character effects displayed in the display area of the display device 7, and sound effect control processes such as sounds and effect sounds output from the speaker 32 are performed. Note that the effect control process is performed by the sub-CPU 301.

[0156] And when the variable display control process and the effect control process of the special symbol are completed and it is a big win, a 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 a game state transition control process to a non-big win game state where it is not a big win is performed. In this case, the game state transitions according to the type of big win. For example, when it is a type of big win in which both the probability variation flag and the time shortening flag are set to on, after the end of the big win game state, it transitions to the high-probability short game state.

[0157] On the other hand, when it is not a big win, that is, when it is a loss, the special symbol game ends. Note that the first​​​​​​​​​​​​​​ In the pachinko game machine 1, the result of the hit determination process of the special symbol does not include a small hit, but In pachinko machines where the result of the pattern hit determination process includes a small hit, if you win a small hit, A winning game control process is performed. Also, although not shown in FIG. 7, a time-saving winning game, which will be described later, is performed. If so, the game will transition to a time-saving game state.

[0158] Then, each time the start condition of the special symbol is satisfied, various processes of the special symbol control process described above are performed. Repeated.

[0159] In addition, if a game ball enters the starting hole 120, 140 during the special symbol control process, A different symbol start winning process is executed. Also, when the game ball enters the start hole 120, 140, a lottery is executed. The start information of the special pattern that is issued (for example, the random number value for determining the big win, the random number value of the special pattern, Random numbers for determining the target and random numbers for selecting the performance, etc.) The pattern will be held until the starting conditions are met.

[0160] In addition, in the first pachinko game machine, four pieces of information on the start of the first special pattern and four pieces of information on the start of the second special pattern are You can reserve up to 8 special symbols in total, including the 4 active symbols. The number of start information for special symbols that can be used is not limited to this. For example, It may be possible to reserve more than the start information of the second special pattern, or the start information of the second special pattern may be set. More information may be retained than the starting information for the first special symbol.

[0161] In addition, although not shown in FIG. 7, the start condition of the special symbol is after the start winning of the special symbol. The starting points extracted when the game ball enters (passes) the starting holes 120 and 140 until the winning is established. Based on the movement information, perform a prediction determination (for example, refer to S396 in FIG. 52 described later) that determines the winning or losing (the presence or absence of a "big win" winning) and the variation pattern prior to the winning determination process of the special symbol, and be provided with a prediction effect function that performs a predetermined effect based on the result of this prediction determination. Note that the above prediction determination may be performed before the start information extracted by the winning of the game balls into the start ports 120 and 140 is held, or may be performed after it is held.

[0162] [1-3-2. Normal Symbol Game] As shown in FIG. 7, the normal symbol game mainly includes a normal symbol start passing process performed when a game ball passes through the passing gate 126, and a normal symbol control process performed based on the establishment of the start condition of the normal symbol, etc.

[0163] 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 example, a random number value for winning determination of the normal symbol, etc.) of the normal symbol is extracted (acquired) from the counter for winning determination of the normal symbol, and the extracted start information is held.

[0164] Also, in the normal symbol control process, the main CPU 201 determines whether or not the start condition of the normal symbol is established. When starting the variable display of the normal symbol, the main CPU 201 refers to the random number value for winning determination of the normal symbol extracted from the counter for winning determination of the normal symbol, and executes a winning determination process of the normal symbol to determine whether or not it is a "normal symbol win", and then executes a variation pattern determination process. In this process, the result of the winning determination process of the normal symbol is referred to, and the variation pattern of the normal symbol is determined.

[0165] ​​​​​​​​​​​​​​ Next, the main CPU 201 refers to the result of the winning determination process of the normal symbol and the determined variable display control process that controls the variable display of the normal symbol with reference to the variation pattern of the normal symbol, and executes an effect control process for performing a predetermined effect. Note that the effect control process may not be executed in some cases.

[0166] Then, when the variable display control process and the effect control process of the normal symbol are completed, the main CPU 201 determines whether or not a normal winning symbol indicating "normal symbol win" 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 normal symbol win. In this game control process for a normal symbol win, the normal electric accessory 146 (see FIG. 4) operates, and it becomes possible or easy for a game ball to win (pass) through a winning port (for example, in this embodiment, for example, the second starting port 140 (see FIG. 4)). 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 normal symbol win and ends the normal symbol control process. In a game state where time-saving control is not executed (for example, a normal game state), the probability of deriving a stop display mode indicating a normal win may be set to 0. The time-saving control is a special symbol shortening control that shortens the variable display time of a special symbol and an electric support control that increases the frequency of opening a winning port (in this embodiment, for example, the second starting port 140 (see FIG. 4)) by operating the normal electric accessory 146, compared to when the time-saving control is not executed. At least one of these controls is performed. This time-saving control is a control that performs both the special symbol shortening control and the electric support control.

[0167] Note that in a game state where time-saving control is not executed (for example, a normal game state), the probability of deriving a stop display mode indicating a normal win may be set to 0. The time-saving control is a control that, compared to when the time-saving control is not executed, shortens the variable display time of a special symbol (special symbol shortening control) and increases the frequency of opening a winning port (in this embodiment, for example, the second starting port 140 (see FIG. 4)) by operating the normal electric accessory 146 (electric support control). At least one of these controls is performed. This time-saving control is a control that performs both the special symbol shortening control and the electric support control. ). This time-saving control corresponds to a control in which at least one of the special symbol shortening control and the electric support control is performed. This time-saving control is a control that performs both the special symbol shortening control and the electric support control. Alternatively, only one of the special chart shortening control and the electric support control may be performed. good.

[0168] The electric support control is the probability of winning the "normal pattern hit", the variable display time of the normal pattern, and the normal electric At least one of the opening patterns (number of openings, opening time, wait time) of the moving object 146 The control is to improve the time-saving performance of either the winning port (for example, in this embodiment) or the winning port (for example, in this embodiment). is a function that changes the ease of a game ball entering the second starting hole 140 (see FIG. 4), The probability of winning "normal symbol hit", the variable display time of the normal symbol, or / and the normal electric device 1 46 opening patterns (number of openings, opening time, waiting time, etc.) For example, the improvement of the winning hole (for example, in this embodiment, the second starting hole 140 (FIG. 4)) to make it easier for the game ball to enter the winning slot. When this is done, the winning probability of "normal pattern hit" increases compared to when the electric support control is not being executed. , shortening the variable display time of the normal symbols, and / or winning capacity of the normal electric device 146 The game will be made easier (by increasing the number of times it can be opened, extending the opening time, shortening the waiting time, etc.).

[0169] Then, each time the start condition of the normal symbol is satisfied, various processes of the normal symbol control process described above are performed. Repeated.

[0170] In addition, if a game ball passes through the passage gate 126 during the normal symbol control process, The pattern start passing process is executed. Also, the signal extracted when the game ball passes through the passing gate 126 is Start information for normal symbols (for example, random numbers for determining whether a normal symbol is a winning symbol, etc.) is set as the start condition for normal symbols. will be held until it is met.

[0171] Note that the variable display of the normal symbol is started in the order in which it is reserved, and when the start condition of the normal symbol is satisfied then, for the start information of the normal symbol that was reserved first among the reserved start information of the normal symbol the variable display is executed.

[0172] Note that for various random number values (for example, the jackpot determination random number value for the first special symbol, the symbol random number value for the first special symbol, the reach determination random number value for the first special symbol, the jackpot determination random number value for the second special symbol, the second symbol random number value for the second special symbol, the reach determination random number value for the second special symbol, and the winning determination random number value for the normal symbol, etc.), the extraction method may be a software random number method in which the main CPU 201 executes a program to generate a random number value within a predetermined range (width), or a hardware random number method in which a random number value is extracted from a counter in a random number generator in which the random number is updated at a predetermined cycle and may be used.

[0173] [1-3-3. Game state transition] As shown in FIG. 8, the game state can be roughly classified into a non-jackpot game state and a jackpot game state. In the non-jackpot game state, as described above, the special symbol game is executed, and when a jackpot is derived as a result of the winning determination process of the special symbol the game state transitions from the non-jackpot game state to the jackpot game state. In the jackpot game state, as described above, the round game is executed, and the variable display of the special symbol is not executed. However, regarding the variable display of the normal symbol, it is made possible even in the jackpot game state . Note that the description of the small win game state is omitted .

[0174] The non-jackpot game state is such that the winning probability of the jackpot in the winning determination process of the special symbol is relatively low ​​​A low-probability state and a high-probability gaming state where the winning probability of a big win in the winning determination process of special symbols is relatively high The gaming states can be roughly classified into these two types.

[0175] The high-probability gaming state includes a high-probability time-shortened gaming state (high-probability high base) where time-shortening control is executed Although it is not included in the high-probability gaming state in the first pachinko gaming machine, as shown in FIG. 8 There may also be a high-probability non-time-shortened gaming state (high-probability low base state) where time-shortening control is not executed and is included in the high-probability gaming state in some cases.

[0176] The low-probability state includes a normal gaming state (low-probability low base) where time-shortening control is not executed and a time-shortened gaming state (low-probability high base) where time-shortening control is executed is included.

[0177] Furthermore, the time-shortened gaming state includes an A time-shortened gaming state, a B time-shortened gaming state, and a C time-shortened gaming state is included.

[0178] The A time-shortened gaming state is a time-shortened gaming state that can be shifted to after the end of a specific big win gaming state and when a specified number of special symbol games are executed or the gaming state shifts to a big win gaming state, the A time-shortened gaming state ends. When the A time-shortened gaming state ends due to the execution of a specified number of special symbol games in principle, it shifts to the normal gaming state.

[0179] The B time-shortened gaming state is, for example, when the big win gaming state ends and the variable display of special symbols in a non-high-probability gaming state (that is, a gaming state where the probability change flag is off) starts or when the variable display count of special symbols (for example, the ceiling counter value) reaches the ceiling value (for example, 1000 times) starting from, for example, the RAM being cleared as described later. It is a time-shortened gaming state that can be shifted to and when the specified When a certain number of special symbol games are played or the game is switched to a jackpot game state, the game will enter the B time-saving game state. The B time-saving game state ends when the specified number of special symbol games are executed. Once the game is completed, the game will generally transition to normal play mode.

[0180] In the C time-saving game state, the result of the special symbol hit judgment process performed in the low probability state is "time A time-saving game state that can be entered when the display mode of the time-saving win is derived. A special symbol game is played a set number of times based on the winning of the "time-saving win" Or, if the game is switched to the big win game state, the C time-saving game state ends. When the C time-saving game state ends due to the execution of a symbol game, in principle, normal play will end. In addition, for example, if multiple time-saving game states overlap, the above provisions Even if a certain number of special symbol games are played, the game will not transition to the normal game mode, but will instead play in the C time reduction mode. The game state continues.

[0181] In this specification, the term "time-saving" refers to a game in which a plurality of time-saving game states are executed in succession. When the conditions for transitioning to a time-saving game state are met during a game state, or when transitioning to multiple time-saving game states occurs When the conditions are met at the same time, the time-saving gaming state is said to be "overlapping." When the short play state overlaps, the main CPU 201 controls the internal Activating any one of the multiple time-saving game states, i.e., activating multiple overlapping time-saving game states Running multiple processes internally in parallel is called "overlapping execution." However, the main CPU Even if 201 internally executes multiple time-saving game states in layers, when it is actually executed The time-saving control is only a time-saving control corresponding to one of the time-saving game states. Even when the short-time game states are being executed repeatedly, the player is perceived to be controlled to be in any one of the plurality of short-time game states. Next, the transition of the game state will be described.

[0182] Even when the game is controlled to be in the normal game state, the short-time game state (A short-time game state, B short-time game state, C short-time game state), or the high-probability game state (for example, the high-probability short-time game state), if the result of the winning determination process of the special symbol is a big win, the game state will transition to the big win game state.

[0183] When the big win game state ends, depending on the game specifications, it can transition to any of the normal game state, the short-time game state, and the high-probability game state (for example, the high-probability short-time game state). However, the short-time game state that can be transitioned to when the big win game state ends is limited to the A short-time game state. When controlled to be 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 short-time game state or the normal game state. Similarly, from the short-time game state or the normal game state, it does not transition to the high-probability game state unless it passes through the big win game state. When controlled to be in the normal game state, it is possible to transition to the B short-time game state or the C short-time game state, but it cannot transition to the A short-time game state unless it passes through the big win game state. However, since it transitions to the normal game state when a specified number of special symbol games are executed in the A short-time game state, it is possible to transition from the A short-time game state to the normal game state.

[0184]

[0185]

[0186] ​​​​​​​​​​​​Regardless of whether the game is in the game mode or the C time-saving game mode, the specified number of times When a different symbol game is executed, the game will transition to the normal game mode, so the B time-saving game mode and the C time-saving game mode will not be available. It is also possible to transition from this state to a normal gaming state.

[0187] Next, the transition between time-saving gaming states will be described.

[0188] When the game is controlled to the A time-saving game state, the number of time-saving games that can be executed in the A time-saving game state is , B time-saving play state transition condition is set to a number of times less than the ceiling value, so A time-saving There is no transition from the game state to the time-saving game state B. Also, the time-saving game state A is a jackpot game. Since the game is controlled via the B time-saving game state, it is not possible to transition from the B time-saving game state to the A time-saving game state. On the other hand, the result of the hit judgment process of the special symbol in the A time-saving game state is "time-saving hit". Since the transition condition to the C time-saving play state is met, the A time-saving play state and the C time-saving play state overlap. However, as mentioned above, the A time-saving gaming state is controlled via the jackpot gaming state. Therefore, there is no transition from the C time-saving play state to the A time-saving play state.

[0189] When the game is controlled to the B time-saving game mode, the result of the special symbol hit determination process is "time-saving hit" If the condition for transition to the time-saving game state C is met, the time-saving game state B and the time-saving game state C overlap. Also, if the ceiling counter reaches the ceiling value during the C time reduction game state, The short play state and the B time-saving play state may overlap.

[0190] When the game is controlled in the time-saving game mode, the result of the special symbol hit determination process is "time-saving hit". If the condition for transition to the C time-saving game state is met, the C time-saving game state and the C time-saving game state overlap. Can be duplicated.

[0191] Note that the details regarding the duplication of the time-saving game state will be described later.

[0192] [1-4. Basic Specifications] Next, with reference to FIGS. 9 to 19, the basic specifications of the first pachinko gaming machine will be described.

[0193] In the first pachinko gaming machine, there are a normal game state in which neither probability variation control nor time-saving control is executed, a high-probability time-saving game state in which both probability variation control and time-saving control are executed, and a low-probability time-saving game state in which probability variation control is not executed but time-saving control is executed. The main CPU 201 can advance the game in any of these game states. However, the game states advanced under the control of the main CPU 201 are not limited to this. CPU 201 is capable of advancing the game in any of these game states. However, the game states advanced under the control of the main CPU 201 are not limited to this. In this embodiment, in the normal game state, left hitting is the regular game mode, and in the high-probability time-saving game state and the low-probability time-saving game state, right hitting is the regular game mode. The sub-CPU 301 executes control to display the hitting method that is the regular game mode, for example, in the display area of the display device 7. Note that the "regular game mode" corresponds to the game mode that is least disadvantageous (advantageous to the player) among a plurality of game modes (for example, the shooting mode).

[0194] In this embodiment, in the normal game state, left hitting is the regular game mode, and in the high-probability time-saving game state and the low-probability time-saving game state, right hitting is the regular game mode. The sub-CPU 301 executes control to display the hitting method that is the regular game mode, for example, in the display area of the display device 7. Note that the "regular game mode" corresponds to the game mode that is least disadvantageous (advantageous to the player) among a plurality of game modes (for example, the shooting mode). executes control to display the hitting method that is the regular game mode, for example, in the display area of the display device 7. Note that the "regular game mode" corresponds to the game mode that is least disadvantageous (advantageous to the player) among a plurality of game modes (for example, the shooting mode). executes control to display the hitting method that is the regular game mode, for example, in the display area of the display device 7. Note that the "regular game mode" corresponds to the game mode that is least disadvantageous (advantageous to the player) among a plurality of game modes (for example, the shooting mode). executes control to display the hitting method that is the regular game mode, for example, in the display area of the display device 7. Note that the "regular game mode" corresponds to the game mode that is least disadvantageous (advantageous to the player) among a plurality of game modes (for example, the shooting mode).

[0195] [1-4-1. Jackpot Probability for Each Set Value] FIG. 9 is an example of a table showing the jackpot probability (approximate) for each set value in the first pachinko gaming machine. As shown in FIG. 9, in the first pachinko gaming machine, using the above-described setting key 17 4 and the backup clear switch 176 (both shown in FIG. 6), for example, setting 1 ​It can be set to any one of a plurality of set values such as setting 6. In the case of a pachinko gaming machine with such a setting function, the jackpot probability varies according to the set value. Based on the set set value, the main CPU 201 executes a winning determination process for the special symbol.

[0196] Specifically, in a gaming state where the probability variable control flag for executing the probability variable control is off (in this embodiment, for example, the normal gaming state and the low probability short gaming state), the jackpot 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, in a gaming state where the probability variable control flag for executing the probability variable control is on (in this embodiment, for example, the high probability short gaming state), the jackpot 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.

[0197] Note that the short-time winning probability is a common probability for all set values, different from the jackpot probability. For example, the short-time winning probability when the winning determination process for the first special symbol is executed is 1 / 160, and the short-time winning probability when the winning determination process for the second special symbol is executed is 1 / 240. The short-time winning probability may be made different between the case where the winning determination process for the first special symbol is executed and the case where the winning determination process for the second special symbol is executed, or may be the same.

[0198] However, even if the short-time winning probability is a common probability for all set values, the short-time continuation rate (for example,​​​​​​ For the set number of short-time occurrences, it may vary according to the set value. For example, for special If the result of the winning determination process of the symbol is "short-time win", for example, when the setting is 1, the number of short-time occurrences is set to 50 times, and when the setting is 6, the number of short-time occurrences may be set to 100 times. It may be like this.

[0199] Note that in the first pachinko machine, the small win is not included in the lottery target, but the small win 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 for all set values. Also, when the small win is included in the lottery target, 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 can one win the small win. In this case, in the winning determination process of the other special symbol (for example, the first special symbol), in addition to the mode where the determination of whether one has won the small win is not performed, it may be a mode where the determination of whether one has won the small win is performed with the small win probability set to 0. Figure The above-mentioned short-time win probability and the small win probability when the small win is included in the lottery target are the same for all set values as described above, but it is not limited to this, and they may be different probabilities according to the set value. It may be like this.

[0200] Also, in this embodiment, the jackpot probabilities are different for all set values, but it is not limited to this. For example, the same jackpot probability for setting 1 and setting 2, the same jackpot probability for setting 3 and setting 4, and the same jackpot probability for setting 5 and setting 6. That is, the jackpot probabilities may be the same for a plurality of set values. It may be like this.

[0201]

[0202] It may be the same.

[0202] In addition, in this embodiment, although the jackpot probability varies according to the set value, if the degree of advantage for the player varies according to the set value, the object that varies according to the set value is not necessarily limited to the jackpot probability. For example, in the case of a pachinko gaming machine configured such that when a game ball wins a prize in a specific winning port, the machine is controlled to enter a jackpot gaming state, the winning probability for the specific winning port may be varied according to the set value. Note that it is not essential for the pachinko gaming machine to be a pachinko gaming machine with a setting function. For example, in a pachinko machine, when a game ball wins a prize in a specific winning port, it is controlled to enter a jackpot game state. In such a pachinko machine, the winning probability for the specific winning port may be varied according to the set value. Note that it is not essential for the pachinko machine to be a pachinko machine with a setting function.

[0203] [1-4-2. Special symbol hit determination table] FIG. 10 shows an example of a special symbol hit determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko machine. The special symbol hit determination table shown in FIG. 10 shows the case of setting 1 shown in FIG. 9 as an example. The special symbol hit determination table is a table referred to in the special symbol hit determination process, that is, a table referred to when determining "time shortening hit", "jackpot", or "miss" by lottery based on the jackpot determination random number value extracted when a game ball wins a prize in the start ports 120 and 140. In this embodiment, the lottery targets are "time shortening hit", "jackpot", and "miss", and other lottery targets (for example, small hits) are not included. However, when a game ball wins a prize in the first start port 120 or / and the second start port 140, it may be determined as another lottery target.

[0204] The special symbol hit determination table is a table referred to in the special symbol hit determination process, that is, a table referred to when determining "time shortening hit", "jackpot", or "miss" by lottery based on the jackpot determination random number value extracted when a game ball wins a prize in the start ports 120 and 140. That is, it is a table referred to when determining "time shortening hit", "jackpot", or "miss" by lottery based on the jackpot determination random number value extracted when a game ball wins a prize in the start ports 120 and 140. In this embodiment, the lottery targets are "time shortening hit", "jackpot", and "miss", and other lottery targets (for example, small hits) are not included. However, when a game ball wins a prize in the first start port 120 or / and the second start port 140, it may be determined as another lottery target. 120 or / and when a game ball wins a prize in the second start port 140, it may be determined as another lottery target.

[0205] The jackpot determination random number value is the random number value used in the special symbol hit determination process as described above. In this embodiment, the jackpot determination random number value is 0 to 65535 (65536 types). In this embodiment, the jackpot determination random number value is 0 to 65535 (65536 types). ​​​It is extracted from among them. However, the range of the generated random values is not limited to the above.

[0206] In this embodiment, in the winning determination process of the first special symbol, the main CPU 201 determines "time shortening win", "big win", or "loss" based on the extracted big win determination random value. In the winning determination table for the first special symbol, for each value (0 or 1) of the probability variation flag, the range (width) of the big win determination random value determined as "time shortening win" and the relationship with the corresponding time shortening win determination value data, the range (width) of the big win determination random value determined as "big win" and the relationship with the corresponding big win determination value data, and the range (width) of the big win determination random value determined as "loss" and the relationship with the corresponding loss determination value data are defined. 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. In the winning determination process of the second special symbol, the main CPU 201 determines "time shortening win", "big win", or "loss" based on the extracted big win determination random value in the same manner as the winning determination process of the first special symbol. In the winning determination table for the second special symbol, for each value (0 or 1) of the probability variation flag, the range (width) of the big win determination random value determined as "time shortening win" and the relationship with the corresponding time shortening win determination value data, the range (width) of the big win determination random value determined as "big win" and the relationship with the corresponding big win determination value data, and the range (width) of the big win determination random value determined as "loss" and the relationship with the corresponding loss determination value data are defined. In the winning determination process of the second special symbol, the main CPU 201 determines "time shortening win", "big win", or "loss" based on the extracted big win determination random value in the same manner as the winning determination process of the first special symbol. In the winning determination table for the second special symbol, for each value (0 or 1) of the probability variation flag, the range (width) of the big win determination random value determined as "time shortening win" and the relationship with the corresponding time shortening win determination value data, the range (width) of the big win determination random value determined as "big win" and the relationship with the corresponding big win determination value data, and the range (width) of the big win determination random value determined as "loss" and the relationship with the corresponding loss determination value data are defined. In the winning determination process of the second special symbol, the main CPU 201 determines "time shortening win", "big win", or "loss" based on the extracted big win determination random value in the same manner as the winning determination process of the first special symbol. In the winning determination table for the second special symbol, for each value (0 or 1) of the probability variation flag, the range (width) of the big win determination random value determined as "time shortening win" and the relationship with the corresponding time shortening win determination value data, the range (width) of the big win determination random value determined as "big win" and the relationship with the corresponding big win determination value data, and the range (width) of the big win determination random value determined as "loss" and the relationship with the corresponding loss determination value data are defined. In the winning determination process of the second special symbol, the main CPU 201 determines "time shortening win", "big win", or "loss" based on the extracted big win determination random value in the same manner as the winning determination process of the first special symbol. In the winning determination table for the second special symbol, for each value (0 or 1) of the probability variation flag, the range (width) of the big win determination random value determined as "time shortening win" and the relationship with the corresponding time shortening win determination value data, the range (width) of the big win determination random value determined as "big win" and the relationship with the corresponding big win determination value data, and the range (width) of the big win determination random value determined as "loss" and the relationship with the corresponding loss determination value data are defined.

[0207] 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. 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.

[0208] In the winning determination process of the second special symbol, the main CPU 201 determines "time shortening win", "big win", or "loss" based on the extracted big win determination random value in the same manner as the winning determination process of the first special symbol. In the winning determination table for the second special symbol, for each value (0 or 1) of the probability variation flag, the range (width) of the big win determination random value determined as "time shortening win" and the relationship with the corresponding time shortening win determination value data, the range (width) of the big win determination random value determined as "big win" and the relationship with the corresponding big win determination value data, and the range (width) of the big win determination random value determined as "loss" and the relationship with the corresponding loss determination value data are defined. In the winning determination process of the second special symbol, the main CPU 201 determines "time shortening win", "big win", or "loss" based on the extracted big win determination random value in the same manner as the winning determination process of the first special symbol. In the winning determination table for the second special symbol, for each value (0 or 1) of the probability variation flag, the range (width) of the big win determination random value determined as "time shortening win" and the relationship with the corresponding time shortening win determination value data, the range (width) of the big win determination random value determined as "big win" and the relationship with the corresponding big win determination value data, and the range (width) of the big win determination random value determined as "loss" and the relationship with the corresponding loss determination value data are defined. In the winning determination process of the second special symbol, the main CPU 201 determines "time shortening win", "big win", or "loss" based on the extracted big win determination random value in the same manner as the winning determination process of the first special symbol. In the winning determination table for the second special symbol, for each value (0 or 1) of the probability variation flag, the range (width) of the big win determination random value determined as "time shortening win" and the relationship with the corresponding time shortening win determination value data, the range (width) of the big win determination random value determined as "big win" and the relationship with the corresponding big win determination value data, and the range (width) of the big win determination random value determined as "loss" and the relationship with the corresponding loss determination value data are defined. In the winning determination process of the second special symbol, the main CPU 201 determines "time shortening win", "big win", or "loss" based on the extracted big win determination random value in the same manner as the winning determination process of the first special symbol. In the winning determination table for the second special symbol, for each value (0 or 1) of the probability variation flag, the range (width) of the big win determination random value determined as "time shortening win" and the relationship with the corresponding time shortening win determination value data, the range (width) of the big win determination random value determined as "big win" and the relationship with the corresponding big win determination value data, and the range (width) of the big win determination random value determined as "loss" and the relationship with the corresponding loss determination value data are defined. In the winning determination process of the second special symbol, the main CPU 201 determines "time shortening win", "big win", or "loss" based on the extracted big win determination random value in the same manner as the winning determination process of the first special symbol. In the winning determination table for the second special symbol, for each value (0 or 1) of the probability variation flag, the range (width) of the big win determination random value determined as "time shortening win" and the relationship with the corresponding time shortening win determination value data, the range (width) of the big win determination random value determined as "big win" and the relationship with the corresponding big win determination value data, and the range (width) of the big win determination random value determined as "loss" and the relationship with the corresponding loss determination value data are defined. In the winning determination process of the second special symbol, the main CPU 201 determines "time shortening win", "big win", or "loss" based on the extracted big win determination random value in the same manner as the winning determination process of the first special symbol. In the winning determination table for the second special symbol, for each value (0 or 1) of the probability variation flag, the range (width) of the big win determination random value determined as "time shortening win" and the relationship with the corresponding time shortening win determination value data, the range (width) of the big win determination random value determined as "big win" and the relationship with the corresponding big win determination value data, and the range (width) of the big win determination random value determined as "loss" and the relationship with the corresponding loss determination value data are defined. In the winning determination process of the second special symbol, the main CPU 201 determines "time shortening win", "big win", or "loss" based on the extracted big win determination random value in the same manner as the winning determination process of the first special symbol. In the winning determination table for the second special symbol, for each value (0 or 1) of the probability variation flag, the range (width) of the big win determination random value determined as "time shortening win" and the relationship with the corresponding time shortening win determination value data, the range (width) of the big win determination random value determined as "big win" and the relationship with the corresponding big win determination value data, and the range (width) of the big win determination random value determined as "loss" and the relationship with the corresponding loss determination value data are defined. In the winning determination process of the second special symbol, the main CPU 201 determines "time shortening win", "big win", or "loss" based on the extracted big win determination random value in the same manner as the winning determination process of the first special symbol. In the winning determination table for the second special symbol, for each value (0 or 1) of the probability variation flag, the range (width) of the big win determination random value determined as "time shortening win" and the relationship with the corresponding time shortening win determination value data, the range (width) of the big win determination random value determined as "big win" and the relationship with the corresponding big win determination value data, and the range (width) of the big win determination random value determined as "loss" and the relationship with the corresponding loss determination value data are defined.

[0209] In this embodiment, for example, when the probability variation flag is off during the winning determination process of the first special symbol, if the extracted random number value for big win determination is any value from 0 to 408, the main CPU 201 determines it as "short time win" and determines the win / loss determination value data as "short time win determination value data". Also, when the probability variation flag is off during the winning determination process of the first special symbol and the extracted big win determination random number value is any value from 409 to 613, the main CPU 201 determines it as "big win" and determines the win / loss determination value data as "big win determination value data". Also, when the extracted big win determination random number value 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".

[0210] Also, for example, when the probability variation flag is on during the winning determination process of the first special symbol and the extracted random number value for big win determination is any value from 0 to 408, the main CPU 201 determines it as "short time win" and determines the determination value data as "short time win determination value data". Also, when the probability variation flag is on during the winning determination process of the first special symbol and the extracted random number value for big win determination is any value from 409 to 1259, the main CPU 201 determines it as "big win" and determines the determination value data as "big win determination value data". Also, when the extracted random number value for big win determination is any value from 1260 to 65535, the main CPU 201 determines it as "loss" and determines the determination value data as "loss determination value data".

[0211] Similarly, for example, when the probability variation flag is off during the winning determination process of the second special symbol and the extracted random number value for big win determination is any value from 0 to 272, the main CPU 201 Determine "short-time win", and determine the determination value data as "short-time win determination value data". Also, for the second When the probability variation flag is off during the winning determination process of the special symbol, and the extracted big win determination random number value is any value from 273 to 477, the main CPU 201 determines "big win", and determines the determination value data as "big win determination value data". Furthermore, when the probability variation flag is off during the winning determination process of the second special symbol, and the extracted big win determination random number value is any value from 478 to 65535, the main CPU 201 determines "loss", and determines the determination value data as "loss determination value data".

[0212] Also, for example, when the probability variation flag is on during the winning determination process of the second special symbol, and the extracted big win determination random number value is any value from 0 to 272, the main CPU 201 determines "short-time win", and determines the determination value data as "short-time win determination value data". Also, when the probability variation flag is on during the winning determination process of the second special symbol, and the extracted big win determination random number value is any value from 273 to 1123, the main CPU 201 determines "big win", and determines the determination value data as "big win determination value data". Furthermore, when the probability variation flag is on during the winning determination process of the second special symbol, and the extracted big win determination random number value is any value from 1124 to 65535, the main CPU 201 determines "loss", and determines the determination value data as "loss determination value data".

[0213] Thus, in this embodiment, for example, among the big win determination random number values generated in the range of 0 to 65535, a predetermined width from 0 (for example, 0 to 408 in the winning determination process of the first special symbol) is excluded from the big win determination value data and the loss determination value data, and other determination value data (for example, short-time It is assigned to the winning determination value data). Also, from a predetermined value to the last (for example, in the case where the probability variation flag is off during the winning determination process of the first special symbol 614 to 65535) are assigned to the losing determination value data. Further, the big win determination value data and the losing determination value data are assigned adjacently to each other. 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 amount by which the width of the big win determination value data is increased (or decreased), while changing the width of other determination value data (for example, the short-time winning determination value data), it becomes possible to change the big win probability.

[0214] 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, it is possible to give variations to the game and suppress a decrease in interest.

[0215] In particular, as shown in FIG. 10, by making the winning probability of "short-time win" when the winning determination process of the first special symbol is performed higher than the winning probability of "short-time win" when the winning determination process of the second special symbol is performed, it becomes possible to suppress a decrease in interest in the normal game state that tends to be a monotonous game.

[0216] 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, when winning "short-time win" in the short-time game state, the short-time game state By performing them in an overlapping manner, it is possible to win "per short-time play" near the end of the short-time game state and the short-time game state will be substantially extended, making it possible to suppress a decline in interest to occur.

[0217] Incidentally, as shown in FIG. 10, in this embodiment, regardless of whether the probability-variable flag is on or off it is possible to win "per short-time play". However, when the probability-variable flag is off (normal game state, short-time game state), the main CPU 201 controls to the short-time game state if the result of the winning determination process is "per short-time play", but when the probability-variable flag is on, even if the result of the winning determination process is "per short-time play", it is not controlled to the short-time game state in such a way.

[0218] [1-4-3. Special Symbol Judgment Table] FIG. 11 is an example of a special symbol judgment table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko game machine .

[0219] The special symbol judgment table is a table referred to when selecting a "selection symbol command" and a "symbol designation command" for determining a stop symbol based on the symbol random number value of the special symbol extracted when a game ball wins in the start ports 120 and 140 and the above-described judgment value data . The "selection symbol command" is a command for designating a winning symbol determined according to the type of big win when the result of the winning determination process of the special symbol is a big win, and the "symbol designation command " is a command for designating a symbol displayed when the variable display of the special symbol stops. The symbol random number value of the special symbol is extracted from, for example, among 0 to 99 (100 types).

[0220] ​​​​​According to the special symbol determination table shown in FIG. 11, as a result of the winning determination process for the first special symbol when the time-saving winning determination value data is obtained, the main CPU 201 selects, for example, the selected symbol command and the symbol specification command as follows. That is, when the symbol random number value of the first special symbol is, for example, 0 to 69, the main CPU 201 selects "z0" as the selected symbol command and "zA1" as the symbol specification command. Also, when the symbol random number value of the first special symbol is any one of 70 to 96, for example, the main CPU 201 selects "z1" as the selected symbol command and "zA1" as the symbol specification command. Further, when the symbol random number value of the first special symbol is any one of 97 to 99, the main CPU 201 selects "z2" as the selected symbol command and "zA2 " as the symbol specification command. Also, when the jackpot determination value data is obtained as a result of the winning determination process for the first special symbol,

[0221] for example, the selected symbol command and the symbol specification command are selected as follows. That is when the symbol random number value of the first special symbol is any one of 0 to 9, the main CPU 201 selects "z3" as the selected symbol command and "zA3" as the symbol specification command . Also, when the symbol random number value of the first special symbol is any one of 10 to 59, the main CPU 2 01 selects "z4" as the selected symbol command and "zA4" as the symbol specification command. Further, when the symbol random number value of the first special symbol is any one of 60 to 99, the me in CPU 201 selects "z5" as the selected symbol command and as the symbol specification command.

[0222] ​​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 any of 0 to 99, the main CPU 201 selects the symbol command "z6" and selects the symbol specification command "zA5".

[0223] 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 selected 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 the selected symbol command "z7" and selects the symbol specification command "zA6". . Also, when the symbol random number value of the second special symbol is any of 97 to 99, the main C PU 201 selects the selected symbol command "z8" and selects the symbol specification command "z A7".

[0224] Also, when jackpot determination value data is obtained as a result of the winning determination process for the second special symbol, for example, the selected 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 of 0 to 59, the main CPU 201 selects the selected symbol command "z9" and selects the symbol specification command "zA8". . Also, when the symbol random number value of the second special symbol is any of 60 to 99, the main CPU 201 selects the selected symbol command "z10" and selects the symbol specification command "zA 9".

[0225] 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 value from 0 to 99, the main CPU 201 makes a selection and selects "z11" as the symbol command and "zA10" as the symbol designation command .

[0226] In this embodiment, the winning / losing determination value data is determined based on the extracted jackpot determination random number value with reference to the winning determination table for special symbols (see Fig. 10), and then, with reference to the special symbol determination table (see Fig. 11), the selected symbol command and the symbol designation command are determined based on the symbol random number value of the special symbol. However, it is not limited to this. For example, the winning / losing of the special symbol, the selected symbol command, and the symbol designation command may be determined together based on the extracted jackpot determination random number value and the symbol random number value of the special symbol .

[0227] [1-4-4. Special Symbol Stop Mode Determination Table] Fig. 12(A) is an example of the special symbol stop mode determination table stored in the main ROM 20 2 of the main control circuit 200 provided in the first pachinko 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 selected symbol command .

[0228] As shown in Fig. 12(A), the stop mode of the special symbol derived to the first special symbol display unit 163 or the second special symbol display unit 164 (see Fig. 5) is composed of a 1-byte control signal configured in a region of, for example, 0 to 7 . Each region from 0 to 7 of the first special symbol corresponds one-to-one to one of the eight LEDs 163a to 163h (see Fig. 5) that make up the first special symbol display unit 163 . ​​They correspond. 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, area 7 of the first special symbol corresponds to 163h.

[0229] Similarly, each area from 0 to 7 of the second special symbol corresponds one-to-one to any of the 8 LEDs 164a to 164h (see Fig. 5) that make up 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.

[0230] In this embodiment, when the result of the winning determination process for the special symbol is "time-saving win", the display mode (time-saving 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 "z0", the main CPU 201 turns on the LED 163a corresponding to area 0 of the first special symbol and the LED 163h corresponding to area 7 of the first special symbol among the 8 LEDs that make up 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 controls the first special symbol display unit 163 Among the 8 LEDs that make up the first special symbol display unit 163, the LED 163a corresponding to area 0 of the first special symbol and the LED 163h corresponding to area 7 of the first special symbol are turned on, and the other LEDs are turned off to stop displaying the first special symbol display unit 163. When the selected symbol command is "z1", the main CPU 201 controls the first special symbol display unit 163 Of the eight LEDs that make up , the LED 163a corresponding to the area 0 of the first special symbol, and 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 are lit, and the other LEDs are turned off, and it is determined to stop displaying the first special symbol display unit 163 in this manner. When the selection symbol command is "z2", the main CPU 201 is such that, of the eight LEDs that make up the first special symbol display unit 163, 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 are lit, and the other LEDs are turned off, and it is determined to stop displaying the first special symbol display unit 163 in this manner. Also, when the selection symbol command is "z 7", the main CPU 201 is such that, of the eight LEDs that make up the second special symbol display unit 164, 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 are lit, and it is determined to stop displaying the second special symbol display unit 164 in such a manner that the other LEDs are turned off. When the selection symbol command is "z8", the main CPU 201 is such that, of the eight LEDs that make up the second special symbol display unit 1 64, 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 are lit, and it is determined to stop displaying the second special symbol display unit 16 in such a manner that the other LEDs are turned off. Also, when the result of the winning determination process of the special symbol is "big win", the display mode of the LEDs derived to the special symbol display units 163 , 164 (the display mode of the big win) is determined as follows . 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 are lit, and it is determined to stop displaying the second special symbol display unit 164 in such a manner that the other LEDs are turned off. When the selection symbol command is "z8", the main CPU 201 is such that, of the eight LEDs that make up the second special symbol display unit 1 . 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 are lit, and it is determined to stop displaying the second special symbol display unit 16 in such a manner that the other LEDs are turned off. Also, when the result of the winning determination process of the special symbol is "big win", the display mode of the LEDs derived to the special symbol display units 163 , 164 (the display mode of the big win) is determined as follows .

[0231] Also, when the result of the winning determination process of the special symbol is "big win", the display mode of the LEDs derived to the special symbol display units 163 , 164 (the display mode of the big win) 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 turns off the other LEDs, and determines to stop displaying the first special symbol display unit 163. 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 turns off the other LEDs, and determines to stop displaying the first special symbol display unit 163. 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 turns off the other LEDs, and determines to stop displaying the first special symbol display unit 163. 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 turns off the other LEDs, and determines to stop displaying the second special symbol display unit 164. Among the eight LEDs constituting the first special symbol display unit 163, 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 are turned on, and the other LEDs are turned off, and it is determined to stop displaying the first special symbol display unit 163. Among the eight LEDs constituting the first special symbol display unit 163, 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 are turned on, and the other LEDs are turned off, and it is determined to stop displaying the first special symbol display unit 163. Among the eight LEDs constituting the first special symbol display unit 163, 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 are turned on, and the other LEDs are turned off, and it is determined to stop displaying the first special symbol display unit 163. 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 turns off the other LEDs, and determines to stop displaying the first special symbol display unit 163. Among the eight LEDs constituting the first special symbol display unit 163, 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 are turned on, and the other LEDs are turned off, and it is determined to stop displaying the first special symbol display unit 163. Among the eight LEDs constituting the first special symbol display unit 163, 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 are turned on, and the other LEDs are turned off, and it is determined to stop displaying the first special symbol display unit 163. Among the eight LEDs constituting the first special symbol display unit 163, 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 are turned on, and the other LEDs are turned off, and it is determined to stop displaying the first special symbol display unit 163. 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 turns off the other LEDs, and determines to stop displaying the first special symbol display unit 163. For example, 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 turns off the other LEDs, and determines to stop displaying the first special symbol display unit 163. Among the eight LEDs constituting the first special symbol display unit 163, 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 are turned on, and the other LEDs are turned off, and it is determined to stop displaying the first special symbol display unit 163. Among the eight LEDs constituting the first special symbol display unit 163, 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 are turned on, and the other LEDs are turned off, and it is determined to stop displaying the first special symbol display unit 163. Among the eight LEDs constituting the first special symbol display unit 163, 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 are turned on, and the other LEDs are turned off, and it is determined to stop displaying the first special symbol display unit 163. For example, 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 turns off the other LEDs, and determines to stop displaying the first special symbol display unit 163. For example, 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 turns off the other LEDs, and determines to stop displaying the second special symbol display unit 164. Among the eight LEDs constituting the second special symbol display unit 164, 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 are turned on, and the other LEDs are turned off, and it is determined to stop displaying the second special symbol display unit 164. Among the eight LEDs constituting the second special symbol display unit 164, 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 are turned on, and the other LEDs are turned off, and it is determined to stop displaying the second special symbol display unit 164. Among the eight LEDs constituting the second special symbol display unit 164, 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 are turned on, and the other LEDs are turned off, and it is determined to stop displaying the second special symbol display unit 164. 。When the selected symbol command is "z10", the main CPU 201 controls the second special symbol display unit 1 Among the eight LEDs that make up 64, 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 are lit, and the other LEDs are turned off In this manner, it is determined to stop displaying the second special symbol display unit 164.

[0232] Also, when the result of the winning determination process for the special symbol is "loss", the display mode (loss display mode) of the LEDs led to the special symbol display units 163 , 164 is determined as follows . For example, when the selected symbol command is "z6", the main CPU 201 controls the first special symbol display Among the eight LEDs that make up the unit 163, only the LED 163h corresponding to the area 7 of the first special symbol is lit, and the other LEDs are turned off In this manner, it is determined to stop displaying the first special symbol display unit 163. When the selected symbol command is "z11", the main CPU 201 Among the eight LEDs that make up the second special symbol display unit 164, only the LED 164h corresponding to the area 7 of the second special symbol is lit, and the other LEDs are turned off In this manner, it is determined to stop displaying the second special symbol display unit 164.

[0233] Based on the result of the winning determination process for the special symbol, the main CPU 201 determines the stop mode of the special symbol Then, a control signal corresponding to the determined mode is output to each LED that makes up the first special symbol display unit 163 or the second special symbol display unit 164, and controls the stop mode of the special symbol led to the first special symbol display unit 163 or the second special symbol display unit 164.

[0234] Note that in FIG. 12(A), the display mode of the LEDs led to the first special symbol display unit 163 and ​For convenience, the display mode of the LEDs outputted to the second special symbol display unit 164 is shown in the same table. However, the first special symbol display section 163 and the second special symbol display section 164 , and the control signal may be transmitted separately.

[0235] FIG. 12B shows the program RO of the sub-control circuit 300 of the first pachinko gaming machine. 1 is an example of a decorative symbol stop mode determination table stored in the M. The table is a decoration table derived when the variable display of the decoration pattern displayed on the display device 7 is stopped. This is referred to when determining the stopping mode (pattern combination) of the decorative pattern in response to the pattern designation command. The "Notes" column in Figure 12(B) is for convenience only. It is.

[0236] In addition, the first pachinko game machine has only one of the first special symbol and the second special symbol. Since the first special symbol and the second special symbol can be displayed variably, the sub-CPU 1301 Among them, the display performance of the variable-displayed special pattern is controlled to be performed on the display device 7. In this case, the sub CPU 301 determines whether the special symbol being variably displayed is the first special symbol. It is preferable to perform the display presentation in such a manner that the user can understand whether it is the first special symbol or the second special symbol.

[0237] In this embodiment, the decorative symbols displayed on the display device 7 are, for example, 9 symbols from 1 to 9 on the left side. The middle pattern is composed of 10 patterns, for example, 1 to 9 and time-saving patterns, and the right pattern The pattern is composed of 9 symbols, for example, 1 to 9. The time-saving symbol is, for example, the result of a special symbol lottery. This is a symbol that is displayed when the game state transitions to a time-saving game state, such as when a time-saving win occurs. By stopping and displaying the middle symbol as a time-saving symbol, the player can grasp the fact that they have won in terms of time-saving. In this embodiment, the odd symbols are defined as symbols with a higher degree of advantage for the player compared to the even symbols, but it is not limited to this.

[0238] Note that in the first pachinko gaming machine, the small win is not included in the result of the special symbol lottery. However, when the small win is included in the result of the special symbol lottery, for example, the small win symbol (the symbol that is stopped and displayed when the result of the special symbol lottery is a small win) may be included in the symbols that make up the middle symbol. (In this case, when the result of the special symbol lottery is a small win, the sub-CPU 301 stops and displays the middle symbol as the small win symbol, so that the player can grasp the fact that they have won the small win. ( )

[0239] 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, as the stop mode of the decorative symbol, for example, stops the left symbol and the right symbol as even symbols, and stops the middle symbol as a time-saving symbol. ( )

[0240] When the symbol designation command is "zA2" or "zA7" (when the result of the special symbol lottery is "time-saving win"), the sub-CPU 301, as the stop mode of the decorative symbol, for example, stops the left symbol and the right symbol as odd symbols, and stops the middle symbol as a time-saving symbol. Note that 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, when the symbol designation command is "zA1" or "zA6" (when the selection symbol command is "z0", "z1"​ When it is "z7", the number of short-time settings is larger compared to other cases, and the advantage for the player degree is higher.

[0241] 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 the decoration symbols, for example, the left symbol, the right symbol, and the middle symbol as a row of odd symbols (identical symbols).

[0242] 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 the decoration symbols, for example, the left symbol, the right symbol, and the middle symbol as a row of even symbols (identical symbols). Note that the symbol designation co mand "zA4", as can be seen by referring to FIG. 13 described later, after the end of the big win gaming state when the probability change flag is set to on (when the selection symbol command is "z4"), and when the probability change flag is not set to on (when the selection symbol command is "z5"). Here, 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 row of even symbols (identical symbols), and in the big win gaming state, it is preferable to perform a rising effect indicating that it is a probability change win (when the probability change flag is set to on).

[0243] Also, as can be seen by referring to FIG. 13 described later, when the symbol designation command is "zA4" or "zA9", as can be seen by referring to FIG. 13 described later, compared to the case where the symbol designation command is "zA3" or "zA8", after the end of the big win gaming state, the probability change flag The expected value set to ON is small. 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".

[0244] In addition, when the symbol designation command is "zA5" or "zA10" (when the result of the special symbol lottery is "a miss"), the sub-CPU 301 stops the decorative symbol in a scattered state. The scattered state corresponds to a stop mode in which at least one of the left symbol, right symbol, and middle symbol is different from the other symbols, for example.

[0245] 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 "2", the middle symbol "time reduction", and the right symbol "4") is illustrated, but the stop mode shown in the column of the stop mode of the decorative symbol in FIG. 12(B) is merely an illustration and is not limited to this.

[0246] [1-4-5. Winning Type Determination Table] FIG. 13 is an example of the winning type determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine. The winning type determination table is used to determine the mode of the big win gaming state (more specifically, for example, the number of rounds) and / or the mode of the subsequent gaming state according to the selection symbol command determined corresponding to the symbol random value of the special symbol, when making a determination. 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 reduction win, it is controlled to the C time reduction gaming state without being controlled to the big win gaming state, so the mode of the subsequent gaming state is the C time reduction ​​​​​​​​​Shows the mode of the gaming state.

[0247] In this embodiment, when the result of the winning determination process of the special symbol is "time-saving win", the C time-saving game state mode 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-variable flag and the time-saving flag, and determines to set the number of time-saving times to 10. When the selected symbol command is " z1" or "z7", the main CPU 201 determines to set only the time-saving flag on among the probability-variable flag and the time-saving flag, and determines to set the number of time-saving times to 50. When the selected symbol command is "z2" or "z8", the main CPU 201 determines to set only the time-saving flag on among the probability-variable flag and the time-saving flag, and determines to set the number of time-saving times to 100. When the result of the winning determination process of the special symbol 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 gaming state, it sets the time-saving flag on and sets the determined number of time-saving times, and enables control to the C time-saving game state. Note that when the result of the winning determination process of the special symbol is " time-saving win", since it is not controlled to the big win gaming state, the mode of the big win gaming state is not determined. Note that in this embodiment, when the result of the winning determination process of the special symbol is "time-saving win", regardless of the gaming state when this winning determination process of the special symbol 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 gaming state when the winning determination process of the special symbol is performed. When the result of the winning determination process of the special symbol is "time-saving win", regardless of the gaming state when this winning determination process of the special symbol 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 gaming state when the winning determination process of the special symbol is performed.

[0248] Thus, in this embodiment, when the result of the winning determination process for the special symbol is "time-saving win" , it is set according to the selection symbol command determined based on the symbol random value of the special symbol so that the number of time-saving times is different. By doing so, when the result of the winning determination process for the special symbol is "time-saving win", variations can be provided in the subsequent progress of the game, and it becomes possible to suppress a decrease in interest.

[0249] By the way, as described above, when the probability variation flag is on, the main CPU 201 does not control to the time-saving game state even if the result of the winning determination process is "time-saving win". For example, even if the probability variation flag is on (high probability game state), as shown in FIG. 10, a lottery for "time-saving win" is performed. When the result of the winning determination process is "time-saving win", a display mode indicating winning the "time-saving win" is derived to the special symbol display units 163 and 164, but without controlling to the C time-saving game state, the high probability game state may be continued.

[0250] Also, when the probability variation flag is on, the main CPU 201 performs a lottery for "time-saving win". Even if the result of the winning determination process is "time-saving win", a losing display mode may be forcibly derived to the special symbol display units 163 and 164.

[0251] Furthermore, when the probability variation flag is on, time-saving win determination value data is not assigned to the big win determination random value, that is, a winning determination process that does not include "time-saving win" in the lottery result (the result of the winning determination process for the special symbol) may be performed. In this case, the big win determination random number ​ For a value, when the probability variation flag is off, determination value data per time reduction is assigned, and when the probability variation flag is on, determination value data per time reduction is not assigned. Therefore, when the probability variation flag is on, the range of the random number value that was assigned to the determination value data per time reduction 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 determination value data per time reduction.

[0252] Note that in this embodiment, when the probability variation flag is on, it is configured not to shift to the C time reduction game state, but it is not limited to this. For example, in a pachinko game machine that can be controlled to a high-probability non-time reduction game state where the time reduction flag is off even if the probability variation flag is on, it may be configured to shift to a high-probability time reduction game state when the result of the winning determination process is "time reduction win".

[0253] When the result of the winning determination process of the special symbol is "jackpot", the mode of the winning game state and the mode of the subsequent game state are determined as follows.

[0254] For example, when the selected symbol command is "z3" and "z9", the main CPU 20 1 determines that the number of rounds is 10 rounds as the mode of the jackpot game state. Also, as the mode of the subsequent game state, it is determined to set both the probability variation flag and the time reduction flag to on, and it is determined to set both the probability variation count and the time reduction count to 10,000 times. In these cases, after the main CPU 201 derives the above-described jackpot display mode to the special symbol display units 16 3, 164, it controls to the jackpot game state, and after the end of this jackpot game state, it can be controlled to a high-probability time reduction game state. ​​​​​​​​​​

[0255] 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 jackpot game state. Also, as the mode of the subsequent game state, it is determined to set both the probability-variable flag and the time-shortening flag to on, and it is determined to set both the number of probability-variable times and the number of time-shortening times to 10,000 times. In this case, after the main CPU 2 01 derives the above-described jackpot display mode to the first special symbol display unit 163, it controls to the jackpot game state, and after the end of this jackpot game state, it can be controlled to the high-probability time-shortening game state.

[0256] 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 jackpot game state. Also, as the mode of the subsequent game state, it is determined to set only the time-shortening flag to on among the probability-variable flag and the time-shortening flag. Also, it is determined to set the number of time-shortening times to be set, for example, to 200 times. In this case, the me in CPU 201 derives the above-described jackpot display mode to the first special symbol display unit 163 and then controls to the jackpot game state, and after the end of this jackpot game state, it can be controlled to the time-shortening game state. Here, the time-shortening game state to be controlled is the A time-shortening game state.

[0257] Also, when the selected symbol command is "z10", the main CPU 201 determines the number of rounds to be 10 rounds as the mode of the jackpot game state. Also, as the mode of the subsequent game state, it is determined to set only the time-shortening flag to on among the probability-variable flag and the time-shortening flag. Also, it is determined to set the number of time-shortening times to be set, for example, to 300 times. In this case , the main CPU 201 derives the jackpot display mode described above to the second special symbol display unit 164 and then controls to the jackpot game state, and after the end of this jackpot game state, it can be controlled to the time-saving game state It becomes possible. The time-saving game state controlled here is also the A time-saving game state.

[0258] Note that the time-saving performance in the high-probability time-saving game state is preferably the same as the time-saving performance in the A time-saving game state but it may be different from the time-saving performance in A time-saving.

[0259] 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 jackpot game state or the mode of the subsequent game state. That is, when the result of the winning determination process of the special symbol is a loss, the main CPU 20 continues to control the game state without transitioning to the previous game state.

[0260] 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 jackpot game state nor the mode of the subsequent game state is set. Therefore, originally, it is not necessary to illustrate in the winning category determination table of FIG. 13. However, in this embodiment, when the result of the winning determination process of the special symbol is "loss", for the sake of clearly showing that neither the mode of the jackpot game state nor the mode of the subsequent game state is determined, for convenience, it is illustrated in FIG. 13. In this way, in this embodiment, the main CPU 201 determines the winning of the special symbol in FIG. 10 In this way, in this embodiment, the main CPU 201 determines the winning of the special symbol in FIG. 10

[0261] In this way, in this embodiment, the main CPU 201 determines the winning of the special symbol in FIG. 10 Referring to the table, when a game ball wins a prize at the first start port 120 or the second start port 140, a winning / losing determination value data is determined based on the random number value for jackpot determination drawn (a winning / losing determination is made), and a winning / losing result (a "time-saving win", "jackpot", or "loss") is determined. Thereafter, the main CPU 201 refers to the special symbol determination table in FIG. 11, and based on the symbol random number value of the special symbol drawn when a game ball wins a prize at the first start port 120 or the second start port 140 and the above-mentioned winning / losing determination value data, a selection symbol command is determined, and the type of display mode (the type of time-saving win or the type of jackpot) derived to the special symbol display units 163 and 164 is determined. Note that the above-mentioned winning / losing determination and the determination of the selection symbol command are performed at the start of the variable display of the special symbol, but it is not intended to exclude the performance during the period from the start of the variable display of the special symbol to the confirmation display.

[0262] Also, as shown in FIG. 13, in this embodiment, the number of time-saving times in the A time-saving 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, when the result of the winning determination process of the special symbol is a "time-saving win", the number of time-saving times in the C time-saving game state controlled 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", "z 8"). That is, the expected value of the number of time-saving times in the A time-saving game state is higher than the expected value of the number of time-saving times in the C time-saving game state. In this way, by making the A time-saving game state more advantageous for the player compared to the C time-saving game state, the position of the "jackpot" is adjusted. It is possible to increase the positioning of "short-time wins".

[0263] In addition, instead of the expected value of the number of short-time occurrences in the A short-time game state being higher than the expected value of the number of short-time occurrences in the C short-time game state, for example, as shown in FIG. 14, the expected value of the number of short-time occurrences in the C short-time game state may be made higher than the expected value of the number of short-time occurrences in the A short-time 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 short-time occurrences in the A short-time game state is, for example, 50 times (when the selected symbol command is "z5", "z10"). On the other hand, the number of short-time occurrences in the C short-time game state is, for example, 50 times (when the selected symbol command is "z0"), 100 times (when the selected symbol command is "z1", "z 7") or 200 times (when the selected symbol command is "z2", "z8"). (when the selected symbol command is "z2", "z8"). In this way, by making the C short-time game state more advantageous for the player compared to the A short-time game state, it is possible to increase the positioning of "short-time wins". For example, even if a state where the player does not win a "big win" continues over a long period, when the player wins a "short-time win", they will be controlled to the relatively advantageous C short-time game state, so it is possible to suppress a decrease in interest. In addition, in this specification, similar to the case of the probability variation flag, when the value of the short-time flag is "0", it is the short-time flag off, and when the value of the short-time flag is "1", it is the short-time flag on. The short-time 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 short-time control. It is possible to suppress a decrease in interest.

[0264] In addition, in this specification, similar to the case of the probability variation flag, when the value of the short-time flag is "0", it is the short-time flag off, and when the value of the short-time flag is "1", it is the short-time flag on.

[0265] The short-time 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 short-time control.

[0266] The short-time count is the variable display count of a special symbol that can continuously execute the short-time control. That is, for example, when the short-time count is determined to be "50", if 50 variable displays of the special symbol are performed without winning the jackpot in this short-time game state, this short-time game state ends and shifts to a non-short-time game state (for example, a normal game state).

[0267] Note that the "10,000" of the certain-win count and the short-time count shown in FIG. 13 etc. means that the certain-win control can be continuously executed until it is determined to be a jackpot (that is, the next jackpot) after the end of the jackpot game state. That is the gist.

[0268] [1-4-6. Variable Pattern Table of Special Symbol] FIG. 15 is an example of a variable pattern table of a special symbol of the first pachinko game machine. The "Remarks" column in FIG. 15 is shown for convenience to make it easier to understand. The short-time-win-related reaches A, B, C shown in the "Remarks" column in FIG. 15 are reach effects indicating that the result of the winning determination process of the special symbol may be a short-time win (there is no possibility of a jackpot). Similarly, the jackpot-related reaches A, B, C are reach effects indicating that the result of the winning determination process of the special symbol may be a jackpot (there is no possibility of a short-time win). Furthermore, the common reaches A, B, C, D , E are reach effects indicating that the result of the winning determination process of the special symbol may be either a short-time win or a jackpot. Note that FIG. 15 is a variable pattern table of the special symbol when the certain-win flag is off, and the illustration of the variable pattern table of the special symbol when the certain-win flag is on is omitted. When the main CPU 201 is based on the winning of a game ball into the first start port 120, the first special symbol is...

[0269] ... Determine the variation pattern of the handle, and when it is based on the winning of the game ball into the second start port 140, the second special Determine the variation pattern of the symbol. The special symbol variation pattern table in FIG. 15 is the table referred to when executing the special symbol variation pattern determination process of S96 in FIG. 28. It is.

[0270] As shown in FIG. 15, the variation pattern of the special symbol is determined based on the type of the special symbol, the result of the winning determination process of the special symbol (winning or losing), the value of the time shortening flag (0 or 1), the reach determination random number value, and / and the performance selection random number value, etc., but is not limited thereto, and may be determined based on other values, etc. instead of or in addition to any of the above. The reach determination random number value is extracted, for example, from among 0 to 249 (250 types), and the performance selection Random number value 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.

[0271] When the performance selection random number value extracted based on the winning of the game ball into the first start port 120 is a specific random number value, the main CPU 201 sets the pre-reading flag. The sub-CPU 301 that has received the special symbol variation pattern command transmitted from the main CPU 201 performs a pre-reading performance when the pre-reading flag is set. 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. It is not set.

[0272] In addition, in this embodiment, the main CPU 201 determines whether to perform the pre-reading performance, but When the performance selection random number value extracted based on the winning of the game ball into the first start port 120 is a specific random number value, the main CPU 201 sets the pre-reading flag. The sub-CPU 301 that has received the special symbol variation pattern command transmitted from the main CPU 201 performs a pre-reading performance when the pre-reading flag is set. When the pre-reading flag is set, the sub-CPU 301 that has received the special symbol variation pattern command transmitted from the main CPU 201 performs a pre-reading performance. It is.

[0273] In addition, 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. It is not set. In addition, in this embodiment, although the main CPU 201 determines whether to perform the pre-reading performance,

[0274] In addition, in this embodiment, although the main CPU 201 determines whether to perform the pre-reading performance, Alternatively, it may be determined by the sub-CPU 301.

[0275] Note that the main CPU 201 may set the pre-reading flag even when the time-saving flag is on or the probability-variable flag is on (so that the pre-reading effect is performed). 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).

[0276] When the time-saving 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-saving flag is off. That is, the variation time of the special symbol when the time-saving flag is on is likely to be shorter than the variation time of the special symbol when the time-saving flag is off.

[0277] The determined variation pattern information is transmitted from the main CPU 20 1 to the command input port 308 of the sub-CPU 301 via the command output port 206. The sub-CPU 301 controls the display effect displayed in the display area of the display device 7 and the sound effect output from the speaker 32 based on the variation pattern information transmitted from the main CPU 201.

[0278] Although not shown in FIG. 15, for each set value, for example, by changing the range of the random number value for effect selection, the variation pattern (variable display time) of the determined special symbol may be made different.

[0279] 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-saving flag is on or off regardless of the type of time-saving. This is not limited to sea urchins. For example, the expected value of the variable display count of special symbols per unit time may vary depending on the type of time shortening. For example, in the A time shortening game state, the B time shortening game state, and the C time shortening game state, the expected value of the variable display count of special symbols per unit time may be different. 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. The A time shortening game state is a time shortening game state that is 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 is not necessarily transferred 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 the bonus up is cleared), it is not transferred to the A time shortening game state. Also, the end condition of the A time shortening 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 the time shortening count (hereinafter referred to as the "A time shortening specified count") determined according to the selected symbol command is executed (refer to the "time shortening count" column in FIG. 13).

[0280] [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. The A time shortening game state is a time shortening game state that is 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 is not necessarily transferred 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 the bonus up is cleared), it is not transferred to the A time shortening game state. Also, the end condition of the A time shortening 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 the time shortening count (hereinafter referred to as the "A time shortening specified count") determined according to the selected symbol command is executed (refer to the "time shortening count" column in FIG. 13).

[0281] The A time shortening game state is a time shortening game state that is 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 is not necessarily transferred 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 the bonus up is cleared), it is not transferred to the A time shortening game state. Also, the end condition of the A time shortening 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 the time shortening count (hereinafter referred to as the "A time shortening specified count") determined according to the selected symbol command is executed (refer to the "time shortening count" column in FIG. 13). The A time shortening game state is a time shortening game state that is 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 is not necessarily transferred 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 the bonus up is cleared), it is not transferred to the A time shortening game state. Also, the end condition of the A time shortening 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 the time shortening count (hereinafter referred to as the "A time shortening specified count") determined according to the selected symbol command is executed (refer to the "time shortening count" column in FIG. 13). The A time shortening game state is a time shortening game state that is 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 is not necessarily transferred 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 the bonus up is cleared), it is not transferred to the A time shortening game state. Also, the end condition of the A time shortening 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 the time shortening count (hereinafter referred to as the "A time shortening specified count") determined according to the selected symbol command is executed (refer to the "time shortening count" column in FIG. 13). The A time shortening game state is a time shortening game state that is 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 is not necessarily transferred 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 the bonus up is cleared), it is not transferred to the A time shortening game state.

[0282] Also, the end condition of the A time shortening 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 the time shortening count (hereinafter referred to as the "A time shortening specified count") determined according to the selected symbol command is executed (refer to the "time shortening count" column in FIG. 13). The A time shortening game state is a time shortening game state that is 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 is not necessarily transferred 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 the bonus up is cleared), it is not transferred to the A time shortening game state. Also, the end condition of the A time shortening 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 the time shortening count (hereinafter referred to as the "A time shortening specified count") determined according to the selected symbol command is executed (refer to the "time shortening count" column in FIG. 13). The A time shortening game state is a time shortening game state that is 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 is not necessarily transferred 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 the bonus up is cleared), it is not transferred to the A time shortening game state. This is the case where any of the conditions is satisfied.

[0283] The B short-time game state is, for example, when the jackpot game state ends and the variable display of the special symbols in the non-high-probability game state (in this embodiment, for example, the normal game state and the low-probability short-time game state) starts. Starting from when, etc., the ceiling counter is updated (incremented by 1), and it is a short-time game state controlled when the ceiling counter reaches the ceiling value. That is, the transition condition to the B short-time game state is that the ceiling counter reaches the ceiling value. The transition to the B short-time game state may be when the variable display of the special symbols (hereinafter referred to as "ceiling final variation") when the ceiling counter reaches the ceiling value starts, or when the ceiling final variation ends, or when the variable display of the next special symbol after the ceiling final variation starts. That is, the transition timing to the B short-time game state may be any time from when the ceiling final variation starts until the variable display of the next special symbol starts. Also, when the result of the winning determination process of the special symbols in the ceiling final variation is " miss", although a miss display mode is derived for the special symbol display units 163, 164, it will transition to the B short-time game state. 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 B short-time game state has been satisfied (for example, in this embodiment, the ceiling counter has reached the ceiling value). Note that even if the transition condition to the B short-time game state is satisfied, it does not necessarily transition to the B short-time game state, and there may be conditions that prevent the transition to the B short-time game state. If it is established (for example, the result of the special pattern hit judgment process in the ceiling final fluctuation is a jackpot) In such a case, the game state will not be changed to the B time-saving game state.

[0284] The ceiling counter is not updated when the probability flag is on, and is updated when the probability flag is off. If the time-saving flag is set, it will always be counted regardless of whether the time-saving flag is on or off. If the counter reaches the ceiling value, the result of the special symbol hit determination process is not a "jackpot". As long as the game is in B time-saving mode, the game will be controlled to B time-saving mode. In the gaming machine, the special symbol hit judgment process when the ceiling counter reaches the ceiling value If the result is a "small win", the display mode of the small win is derived to the special pattern display section 163, 164. The B time-saving game state may be started when the B time-saving game state is started, or after the end of the small win game state. In other words, when the ceiling counter reaches the ceiling value, the B time-saving gaming state may be started. If the result of the special symbol hit determination process when it is reached is a "small hit", the special symbol is displayed The display mode of the small win is only displayed on the sections 163 and 164, and the ceiling cowl as described above is used. There will be no display to inform the player that the counter has reached the ceiling value. In the case of a pachinko machine with a fixed function, the ceiling value may be different depending on the setting value. Also, when the ceiling counter reaches the ceiling value, the result of the special pattern hit judgment process is "jackpot". If so, the game is controlled to the jackpot game state without being controlled to the B time-saving game state.

[0285] In addition, when the power is turned on, the ceiling counter is controlled to the jackpot game state, and R The working area (volatile area) in AM203 is cleared (backup clear process). When this occurs, when a switch different from the backup clear switch 176 (for example, setting key 17 4 or a dedicated switch) is operated, in a gaming machine capable of changing the probability per normal symbol it is reset when a predetermined condition is satisfied, such as when the high probability of the probability per normal symbol ends . And when the update of the ceiling counter is permitted, each time the variable display of the special symbol is executed, the ceiling counter is updated. For example, when the probability variation flag is on, the update of the ceiling counter is not permitted.

[0286] 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 instead of setting each time, it may be predetermined as something specific to the pachinko machine.

[0287] When the ceiling counter is cleared by 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, but 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 on . 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, when updating the ceiling counter at the end of the variable display of the special symbol , if the probability variation flag is off at the end of the variable display of the special symbol, the ceiling counter is updated ​​​​ It may be configured to do so.

[0288] In the case of a pachinko gaming machine with a specification in which the main CPU 201 performs a probability-variable falling lottery, when the sub CPU 301 receives a command transmitted from the main CPU 201, it is preferable that the sub CPU 301 does not perform an effect suggesting winning the probability-variable falling 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 timing of the count by the ceiling counter, that is, the timing of transition to the B-short gaming state, based on the display effect or the like displayed on the display device 7, and it becomes possible to provide an interesting game property. When it is difficult for the player to grasp the timing of transition to the B-short gaming state, for example, a countdown effect suggesting the timing of transition to the B-short gaming state or a countdown effect of a gauge is displayed on the display device 7 under the control of the sub CPU 301, making it possible to further enhance the interest.

[0289] Also, when a clear process (backup clear process) of the work area (volatile area) in the RAM 203 is performed, the main CPU 201 updates the ceiling counter (+1) 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.

[0290] Furthermore, when a switch different from the backup clear switch 176 (for example, the setting key 17 4 or a dedicated switch) is operated, the main CPU 201 updates the ceiling counter (+1) at the start or end of the first variable display of the special symbol after the operation of the above different switch.

[0291] In addition, the end condition of the short-time B gaming state is that the result of the winning determination process of the special symbol is "big win", and when the big win gaming 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 hereinafter referred to as the "B short-time specified number of times") is executed for a predetermined specified number of times (hereinafter referred to as the "B short-time specified number of times"), ) is executed, and it is a case where any one of the conditions is satisfied. One of the end conditions of the short-time B gaming state, "when the variable display of the special symbol for the B short-time specified number of times is executed", may be when the variable display of the special symbol for the B short-time specified number of times (hereinafter referred to as the "B short-time final variation") is started, or when the B short-time final variation ends. That is, the end timing of the short-time B gaming state may be any time from when the B short-time final variation is started until the variable display of the special symbol related to this B short-time final variation ends. That is, the end timing of the short-time B gaming state may be any time from when the B short-time final variation is started until the variable display of the special symbol related to this B short-time final variation ends. That is, the end timing of the short-time B gaming state may be any time from when the B short-time final variation is started until the variable display of the special symbol related to this B short-time final variation ends. That is, the end timing of the short-time B gaming state may be any time from when the B short-time final variation is started until the variable display of the special symbol related to this B short-time final variation ends.

[0292] The short-time C gaming state is a short-time gaming state that is controlled when the result of the winning determination process of the special symbol is "short-time win". That is, the transition condition to the short-time C gaming state is to win the short-time win (when the selection symbol command is "z0" to "z2", "z7" or "z8" short-time win), and the display mode of the short-time win is derived (confirmed display) on the special symbol display units 163 and 164. That is, the transition condition to the short-time C gaming state is to win the short-time win (when the selection symbol command is "z0" to "z2", "z7" or "z8" short-time win), and the display mode of the short-time win is derived (confirmed display) on the special symbol display units 163 and 164. Even if the transition condition to the short-time C gaming state is satisfied, it does not necessarily transition to the short-time C gaming state. When a condition that prevents the transition to the short-time C gaming state is satisfied (for example, a specification in which the short-time B gaming state and the short-time C gaming state cannot be executed simultaneously (details will be described later), and the result of the winning determination process of the special symbol in the short-time B gaming state is "short-time win", etc.), it will not transition to the short-time C gaming state. Even if the transition condition to the short-time C gaming state is satisfied, it will not transition to the short-time C gaming state. Even if the transition condition to the short-time C gaming state is satisfied, it will not transition to the short-time C gaming state. Even if the transition condition to the short-time C gaming state is satisfied, When a condition that prevents the transition to the C-time short game state is satisfied, the main CPU 201 causes the display mode per short time to be derived to the special symbol display units 163 , 164 without causing a transition to the C-time short game state, and executes control.

[0293] In addition, the end condition of the C-time short game state is that 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 the variable display of the special symbols (the first special symbol and the second special symbol) for the short time count (hereinafter referred to as the "C-time short specified count") determined corresponding to the selection symbol command is executed (see the column of "short time count" in FIG. 13 ). Among these cases, it is a case where any one of the conditions is satisfied. One of the end conditions of the C-time short game state is that the C-time short specified count may be when the variable display of the special symbol corresponding to the short time count number determined corresponding to the selection symbol command (hereinafter referred to as the "C-time short final variation") is started, or when the C-time short final variation ends. That is, the end timing of the C-time short game state is any time from when the C-time short final variation is started until the variable display of the special symbol related to this C-time short final variation ends .

[0294] Note that the short time performance may be different for each of the A-time short game state, the B-time short game state, and the C-time short game state. Also, among the A-time short game state, the B-time short game state, and the C-time short game state , the short time performance of two of the short time game states may be the same, and the short time performance of these two short time game states may be different from the short time performance of the other one short time game state. Furthermore, the short time performance of the A-time short game state , the short time performance of the B-time short game state, and the short time performance of the C-time short game state may be the same.

[0295] In addition, as the end conditions for the short-time game state A, the short-time game state B, and the short-time game state C , in addition to the above, for example, the number of variable displays of the second special symbol reaches the specified number , the normal electric accessory 146 is opened a predetermined number of times, the opening mode of the normal electric accessory 146 and the fact that a specific opening mode is selected may be included. Also, in a pachinko gaming machine in which the result of the winning determination process of the special symbol includes a small win, the fact that the number of small wins reaches the specified number may be included in the above end conditions. Furthermore, a short-time fall lottery may be conducted , and the fact of winning the short-time fall lottery may be included in the above end conditions.

[0296] [1-4-8. Normal Symbol Winning Determination Table] FIG. 16 shows an example of the normal symbol winning determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine.

[0297] The normal symbol winning determination table is a table referred to in the normal symbol winning determination process, that is, 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), "normal symbol win" or "loss" is randomly determined (that is, when executing the normal symbol game determination process of S295 in FIG. 43 described later). It is a table referred to at that time.

[0298] The random number value for normal symbol winning determination is the random number value used in the normal symbol winning determination process as described above. In this embodiment, the main CPU 201 extracts the random number value for normal symbol winning determination from among 0 to 99 (100 types). However, the range of the generated random number values is not limited to the above.

[0299] In this embodiment, in the winning determination process of the normal symbol, the main CPU 201 determines "winning on the normal symbol" or "losing" based on the extracted random number value for winning determination of the normal symbol. In the winning determination table for the normal symbol, for each type of time reduction, the relationship between the range (width) of the random number value for winning determination of the normal symbol determined as "winning on the normal symbol" and the corresponding winning determination value data for the normal symbol, and the relationship between the range (width) of the random number value for winning determination of the normal symbol determined as "losing" and the corresponding losing determination value data are defined. In this embodiment, in a non-time reduction game state (for example, a normal game state), when the random number value for winning determination of the normal symbol extracted by the main CPU 201 is any one of 0 to 79, it is determined as "winning on the normal symbol", and the winning / losing determination value data is determined as "winning determination value data for the normal symbol". Also, in a non-time reduction game state, when the random number value for winning determination of the normal symbol extracted by the main CPU 201 is any one of 80 to 99, it is determined as "losing", and the determination value data is determined as "losing determination value data".

[0300] In addition, in the A time reduction game state, when the random number value for winning determination of the normal symbol extracted by the main CPU 201 is any one of 0 to 98, it is determined as "winning on the normal symbol", and the winning / losing determination value data is determined as "winning determination value data for the normal symbol". Also, in the A time reduction game state, when the random number value for winning determination of the normal symbol extracted by the main CPU 201 is 99, it is determined as "losing", and the determination value data is determined as "losing determination value data". Moreover, in the B time reduction game state, when the random number value for winning determination of the normal symbol extracted by the main CPU 201 is any one of 0 to 98, it is determined as "winning on the normal symbol", and the winning / losing determination value data is determined as "winning determination value data for the normal symbol". Also, in the B time reduction game state, when the random number value for winning determination of the normal symbol extracted by the main CPU 201 is any one of 99 to 100, it is determined as "losing", and the determination value data is determined as "losing determination value data".

[0301] In addition, in the A time reduction game state, when the random number value for winning determination of the normal symbol extracted by the main CPU 201 is any one of 0 to 98, it is determined as "winning on the normal symbol", and the winning / losing determination value data is determined as "winning determination value data for the normal symbol". Also, in the A time reduction game state, when the random number value for winning determination of the normal symbol extracted by the main CPU 201 is 99, it is determined as "losing", and the determination value data is determined as "losing determination value data". Moreover, in the B time reduction game state, when the random number value for winning determination of the normal symbol extracted by the main CPU 201 is any one of 0 to 98, it is determined as "winning on the normal symbol", and the winning / losing determination value data is determined as "winning determination value data for the normal symbol". Also, in the B time reduction game state, when the random number value for winning determination of the normal symbol extracted by the main CPU 201 is

[0302] In addition, in the B time reduction game state, when the random number value for winning determination of the normal symbol extracted by the main CPU 201 is If the fixed random value is any one of 0 to 79, it is determined as "ordinary symbol win", and the winning / losing determination value data is determined as "ordinary symbol win determination value data". Also, in the B short game state, the main CPU 201 determines that if the extracted random value for determining the win of the ordinary symbol is any one of 80 to 99 , it is determined as "loss", and the determination value data is determined as "loss determination value data".

[0303] Also, in the C short game state, the main CPU 201 determines that if the extracted random value for determining the win of the ordinary symbol is any one of 0 to 79 , it is determined as "ordinary symbol win", and the winning / losing determination value data is determined as "ordinary symbol win determination value data". Also, in the C short game state, the main CPU 201 determines that if the extracted random value for determining the win of the ordinary symbol is any one of 80 to 99 , it is determined as "loss", and the determination value data is determined as "loss determination value data".

[0304] Thus, in this embodiment, among the non-short game state, the A short game state, the B short game state, and the C short game state, the winning probability of the ordinary symbol win in the A short game state (the selection rate (approximate value) shown in FIG. 16) is the highest.

[0305] Also, the winning probability of the ordinary symbol win in the B short game state (the selection rate (approximate value) shown in FIG. 16) is the same as the winning probability of the ordinary symbol win in the non-short game state. Similarly, for the winning probability of the ordinary symbol win in the C short game state (the selection rate (approximate value) shown in FIG. 16), it is also the same as the...

Claims

【Claim 1】 a first member movably formed between a first position for fixing a structure to a fixed part and a second position for releasing the fixing of the structure to the fixed part; a second member formed of a detachable member different from the first member, and configured to make it difficult for the first member to move from the first position to the second position by bringing a protrusion provided on this member into contact with a contact portion provided at a position where the protrusion can contact when the protrusion moves; the first member includes an operation portion for operating the first member; the second member includes a sliding contact portion that operates while at least partially contacting a guide portion provided on the fixed part, and enables the first member to be operable at the first position or the second position; the second member is attachable to the fixed part such that the operation position of the operation portion is difficult to visually recognize from the outside of the gaming machine, and is visually recognizable from the inside of the gaming machine; A gaming machine characterized by the above.

Citation Information

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