Gaming machine

The gaming machine design addresses the lack of enhanced functionality by incorporating a movable member with a protrusion and hidden operation unit, enhancing player interaction and machine performance through visible and accessible operational elements.

JP7709792B2Active Publication Date: 2025-07-17UNIVERSAL ENTERTAINMENT CORP
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Patent Information

Application Number
JP2024061242
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 operational elements that are both visually recognizable and easily accessible to players.

Method used

A gaming machine design featuring a movable member with a protrusion that interacts with a contact portion to fix or release a structure, incorporating an operation unit that is partially hidden yet accessible, and includes a guide portion for operation recognition, allowing for enhanced interactivity and visibility.

Benefits of technology

The design enhances the functionality and interactivity of gaming machines by providing visually distinct and accessible operational elements, improving player engagement and machine performance.

✦ Generated by Eureka AI based on patent content.

Smart Images

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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. The fixation part has an opening which can accommodate at least a part of the structure inside thereof.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 member 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 gaming machine with high functionality.

Means for Solving the Problems

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

[0008] The gaming machine according to the present invention is 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 a part of it is in contact with 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 of the gaming machine From the side The operation unit The operation position becomes difficult to visually recognize, and from the inside of the gaming machine, the operation position of the operation portion becomes visually recognizable It can be attached to the fixed portion. The fixed portion has an opening capable of accommodating at least a part of the structure inside. It is characterized by this.

Effect 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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Embodiments 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 viewing the pachinko gaming machine from the front is the left direction, the right side when viewing the pachinko gaming machine 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 gaming machine downward and the pachinko gaming machine from the front, the clockwise direction is defined as the right rotation direction, and the counterclockwise direction opposite to it is defined as the left rotation direction. The first pachinko gaming machine and the second pachinko gaming machine are both so-called one-type pachinko gaming machines called "Digi Pachi". Among them, the first pachinko gaming machine is a pachinko gaming machine in which only one of the first special symbol and the second special symbol is variably displayed without being variably displayed in parallel. On the other hand, the second pachinko gaming machine is a pachinko gaming machine in which the first special symbol and the second special symbol can be variably displayed in parallel.

[0013] The first pachinko gaming machine and the second pachinko gaming machine are both so-called one-type pachinko gaming machines called "Digi Pachi". Among them, the first pachinko gaming machine is a pachinko gaming machine in which only one of the first special symbol and the second special symbol is variably displayed without being variably displayed in parallel. On the other hand, the second pachinko gaming machine is a pachinko gaming machine in which the first special symbol and the second special symbol can be variably displayed in parallel. The first pachinko gaming machine and the second pachinko gaming machine are both so-called one-type pachinko gaming machines called "Digi Pachi". Among them, the first pachinko gaming machine is a pachinko gaming machine in which only one of the first special symbol and the second special symbol is variably displayed without being variably displayed in parallel.

[0014] In addition, the third pachinko gaming machine is a pachinko gaming machine called a one-two hybrid machine that mixes a so-called one-type gaming machine called "Digi Pachi" and a two-type gaming machine called "blade mode". The third pachinko gaming machine described in this specification also has the first special symbol and the second special symbol. However, in this specification, an example in which only one of the first special symbol and the second special symbol is variably displayed without being variably displayed in parallel will be described. However, it is not intended to exclude a pachinko gaming machine of a one-two hybrid machine in which the first special symbol and the second special symbol can be variably displayed in parallel. The third pachinko gaming machine described in this specification also has the first special symbol and the second special symbol. However, in this specification, an example in which only one of the first special symbol and the second special symbol is variably displayed without being variably displayed in parallel will be described. However, it is not intended to exclude a pachinko gaming machine of a one-two hybrid machine in which the first special symbol and the second special symbol can be variably displayed in parallel. The third pachinko gaming machine described in this specification also has the first special symbol and the second special symbol. However, it is not intended to exclude a pachinko gaming machine of a one-two hybrid 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. In addition, the "variable display" as used in this specification is a concept that includes both, for example, "variable display" in which symbols are variably displayed and "stop display" in which symbols are stopped and displayed.

[0016] In addition, the "variable display" as used in this specification is a concept that includes both, for example, "variable display" in which symbols are variably displayed and "stop display" in which symbols are stopped and displayed. That is, it includes both "variable display" in which symbols are variably displayed and "stop display" in which symbols are stopped and displayed. 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 variably 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. Note that although the symbol appears to be stopped, 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. Note that even when the symbol is temporarily stopped, 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 variably 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 game machine (hereinafter referred to as a "sequential variation machine") in which the start conditions are satisfied in the order of winning including the first start port and the second start port.

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

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

[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 a first pachinko game machine when viewed obliquely upward from the front right direction. FIG. 2 is an example of an exploded perspective view showing the appearance of the first pachinko game 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 game 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 game 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 portion of the outer frame 2, and the base door 3 is pivotally supported by this hinge. By doing so, it is possible to rotate the base door 3 forward with respect to the outer frame 2 about the hinge.

[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, In order to support a large number of members such as the display device 7, the game board unit 10, the glass door 4, and the plate unit 5, high strength is required. On the other hand, for the purpose of enhancing the production effect, for example, the display device 7 (see FIG. 2) and the game board unit 10 are required to be enlarged. Therefore, by configuring the outer frame 2 with, for example, 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. (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 supported.

[0027] (Base Door) On the front side of the base door 3, the game board unit 10 is fitted. Also, on the front side of, for example, the left end of the base door 3, hinges (not shown) are provided at the upper end, the middle part below the approximate center in the vertical direction, and the lower end, respectively. The glass door 4 is pivotally supported by the hinges at the upper end and the middle part,

[0028] and the plate 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 plate unit 5 can be rotated forward integrally or individually with respect to the base door 3 around the hinges. For example, on the lower right side of the front side of the base door 3, 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, characters displayed on the display device 7 (Base Door) can be emitted. (Base Door)

[0029] Also, on the lower right side of the front side of the base door 3, 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, characters displayed on the display device 7 can be emitted. 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), a locking device (not shown) is provided. This locking device has the function of locking the base door 3 to the outer frame 2 or locking the glass door 4 to the base door 3.

[0031] (Glass door) The glass door 4 is a frame-shaped member with an opening 41 formed therein. A protective glass 43 (see Fig. 2) having transparency is attached to the opening 41 from the rear side. When the glass door 4 is closed with respect to the base door 3, the gaming area 105 ( see Fig. 4 described later) formed in the gaming board unit 10 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 gaming balls flowing down in the gaming area 105 can be prevented from popping out

[0032] forward. Note that the protective glass 43 may be formed by attaching a plurality of (e.g., two) glasses with a gap therebetween, or may be a unitized structure in which a plurality of glasses are unitized with a gap therebetween. Furthermore, in the case of a unitized structure, a light guide plate, for example, may be provided between the glasses. 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, for example, a player is provided to receive the provision of a gaming information providing service (e.g., "Unime memo (registered This operation unit 66 can also be made to function as an operation unit that can be operated by the manager of the game hall or the like on the hall menu screen. It can also be made to function as an operation unit that can be operated by the manager of the game hall or the like on the hall menu screen.

[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 is described as the LED group 46. The LED group 46 is, for example, a light-emitting means for performing light notification 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. 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 is described as the LED group 46. The LED group 46 is, for example, a light-emitting means for performing light notification 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. 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 is described as the LED group 46. The LED group 46 is, for example, a light-emitting means for performing light notification 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. 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 is described as the LED group 46. The LED group 46 is, for example, a light-emitting means for performing light notification 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. 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 is described as the LED group 46. The LED group 46 is, for example, a light-emitting means for performing light notification 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. 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 is described as the LED group 46. The LED group 46 is, for example, a light-emitting means for performing light notification 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. 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 is described as the LED group 46. The LED group 46 is, for example, a light-emitting means for performing light notification 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. 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 is described as the LED group 46. The LED group 46 is, for example, a light-emitting means for performing light notification 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.

[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. The dish unit 5 is configured to be rotatable with respect to the base door 3 to open and close so that, for example, when a ball jam or the like occurs, a store clerk or the like in the game hall 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 may be configured as an integral dish. 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. The dish unit 5 is configured to be rotatable with respect to the base door 3 to open and close so that, for example, when a ball jam or the like occurs, a store clerk or the like in the game hall 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 may be configured as an integral dish. 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. The dish unit 5 is configured to be rotatable with respect to the base door 3 to open and close so that, for example, when a ball jam or the like occurs, a store clerk or the like in the game hall 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 may be configured as an integral dish. 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. The dish unit 5 is configured to be rotatable with respect to the base door 3 to open and close so that, for example, when a ball jam or the like occurs, a store clerk or the like in the game hall 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 may be configured as an integral dish. 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. The dish unit 5 is configured to be rotatable with respect to the base door 3 to open and close so that, for example, when a ball jam or the like occurs, a store clerk or the like in the game hall 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 may be configured as an integral dish. 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. The dish unit 5 is configured to be rotatable with respect to the base door 3 to open and close so that, for example, when a ball jam or the like occurs, a store clerk or the like in the game hall 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 may be configured as an integral 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 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 An exit 53 and a performance button 54 are provided. The game balls are paid out from the payout outlet 53 to the upper tray 51. The effect button 54 is called the "HANCE button" or "push button". In addition to the operation function operated by the player, the game device may have a predetermined effect function. As for functions, for example, it vibrates or protrudes upwards based on the results of the special pattern hit determination process. In addition, the function of the operation unit 66 may be combined.

[0037] The lower tray 52 is mainly for storing game balls that have overflowed from the upper tray 51. The dispenser 55 is connected to the upper tray 51, and balls that have spilled out of the upper tray 51 are dispensed through the dispenser 55. The coins are dispensed from the outlet 55 onto the lower tray 52.

[0038] The bottom surface of the lower tray 52 has an opening (reference symbol When the opening formed on the bottom surface of the lower plate 52 is opened, the lower plate 5 The game balls stored in the tray 2 can be transferred to the ball box placed under the lower tray 52. If a so-called individual counting system is installed on each machine, not only is there no need for a ball box, The game balls counted by the counting system for each machine are stored, and the stored game balls are used again for play. It is also possible.

[0039] (Launch Device) The launching device 6 launches the game balls stored in the upper tray 51 into the game area 105 (see FIG. 4 described later). The launcher 6 is located at the lower right front of the base door 3 and is used to launch the gun. The launch device 6 is disposed to the lower right of the unit 5. The launch device 6 includes a panel body 61, a drive device (not shown), and It is provided with a call and launch handle 62.

[0040] When the dish unit 5 is closed with respect to the base door 3, the panel body 61 is provided so that the dish unit 5 and the launch device 6 fixedly attached to the base door 3 appear to be integrated in appearance.

[0041] The launch handle 62 is configured to be rotatable clockwise or counterclockwise, and is disposed on the front surface side of the panel body 61. The above-described drive device is disposed on the back surface side of the panel body 61 and is constituted by, for example, a launch solenoid (not shown). When the launch handle 62 is operated by 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 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 used, 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 ​​​​​​​​​​​​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 big win gaming state, a demo effect image, an effect image showing the holding status of the variable display of the special symbol, etc. are displayed. In this embodiment, the display device 7 is attached to the game board unit 10, but if the display area of the display device 7 is arranged so as to face the opening of the game panel 100, the display device 7 may be attached to the base door 3. Note that in this embodiment, one display device 7 is provided to display the above various effect images, but a plurality (for example, two) of display devices may be provided, and these plurality of display devices may be used to display the effect image.

[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). The storage tank 80 is supplied with game balls 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. The substrate unit 9 is provided with various control substrates and the like.

[0047] Specifically, as shown in FIG. 3, the main control circuit 200 (see FIG. 6 described later) is mounted on the main control substrate 91, the sub-control circuit 300 (see FIG. 6 described later) is mounted on the sub-control substrate 9 2, the payout / firing control circuit 400 (see FIG. 6 described later) for controlling the payout and firing of game balls is mounted on the payout / firing control substrate 93, and a power supply circuit 450 (see FIG. 6 described later) for supplying power is mounted on the power supply substrate and the like are provided on the substrate unit 9.

[0048] In FIG. 3, for convenience, the main control substrate 91, the sub-control substrate 92, the payout / firing control substrate 9 3 and the power supply substrate 94 are shown by reference numerals, but all of these substrates are accommodated in the 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) etc. are made into 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 machine. On the front side of the game board unit 10, a game area 105 is formed where the fired game balls can roll down.

[0051] As shown in FIG. 4, the game board unit 10 mainly includes a game panel 100 in which a game area 105 where the launched game balls can roll down is formed, guide rails 110, a center accessory 115 disposed at a substantially central portion of the game area 105, a first start port 120, a general winning port 122, a passing gate unit 125, a special electric accessory unit 130, a second start port 140, a normal electric accessory unit 145, an LED unit 160, an out port 178, and a back unit (not shown) disposed behind the game board unit 10. As described above, the LED unit 160 will be described later.

[0052] (Game Panel) An opening (not shown) is formed in the game panel 100 at a position facing the display area of the display device 7. Further, on the front surface of the game panel 100, guide rails 110 are provided and game nails (not shown) and the like are implanted. The game balls launched from the launching device 6 (see FIGS. 1 and 2) jump out from the guide rails 110 toward the game area 105, collide with game nails and the like, change their traveling directions, and flow downward toward the lower part of the game area 105.

[0053] In addition, a back unit (not shown) provided with a decorative body is disposed behind the game panel 100 to enhance the production effect. The game panel 100 is made of a transparent resin so that the decorative body provided in the back unit can be visually recognized in a front view. In this case, the entire game panel 100 may be made of a transparent member, or for example, only the portion where the decorative body provided in the back unit can be visually recognized in a front view may be made of a transparent member. Also, the game panel 1 0 may be entirely composed of a transparent member, or only the portion where the decorative body provided in the back unit can be visually recognized in a front view may be composed of a transparent member. Further, the game panel 1 ​​​​​​​​​​​​​Make 00 out of a member without a transparent part (e.g., wooden), and provide a transparent member in part for an effect. The effect may be enhanced.

[0054] In this embodiment, the game panel 100 is transparent so that the back unit can be visually recognized when viewed from the front. Although it is made of transparent resin, the entire game panel 100 may be transparent, or only a part of it may be transparent.

[0055] (Guide rail) The guide rail 110 is composed of an arc-shaped outer rail and an inner rail (both without reference numerals). The game area 105 is partitioned (defined) by the guide rail 110. The outer rail and the inner rail have a function of guiding the game ball launched from the launching device 6 (see FIG. 6 described later) to the upper part of the game area 105.

[0056] (Center accessory) The center accessory 115 is configured to be fitted into an opening (without reference numeral) of the game panel 100, and has an arc-shaped center rail 116 above. The game ball launched toward the game area 105 is distributed left and right by the center rail 116.

[0057] In this first pachinko game machine, in the game area 105, the area to the left of the center accessory 115 is referred to as the left area 106, and the area to the right of the center accessory 115 is referred to as the right area 107. The definitions of the left area and the right area are the same for the second pachinko game machine and the third pachinko game machine described later.

[0058] The game ball launched toward the game area 105 by the launching device 6 is either 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 an operation mode (way of hitting) of the launch handle 62, a way of hitting the game ball so that it flows down the left area 106 is called "left hitting", and a 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] Also, 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 such that a game ball hit to the left can win (it is difficult or impossible for a game ball hit to the right to win). When a game ball wins through 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 through the first start port 120. Further, instead of or in addition to the first start port 120 described above, a first start port may be provided in which 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 the extracted various data are stored up to a predetermined number (for example, a maximum of 4). When the start condition of the first special symbol (also referred to as the "variation start condition of the first special symbol" in this specification) is satisfied, the stored various data are used for the winning determination process of the first special symbol. When a game ball wins through 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 first special symbol start information. Also, retaining the first special symbol start information until the start condition is satisfied is referred to as retention. The same applies to the second special symbol. 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 first special symbol start information. Also, retaining the first special symbol start information until the start condition is satisfied is referred to as retention. 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 or is impossible to win). When a game ball wins in any one of the plurality of general winning ports 122, it is detected by a 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 a 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 a 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 or is impossible to win, but 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 or is impossible to win, but 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 or is impossible to win, but 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 a passing gate 126 configured to allow a right-hit game ball to pass through substantially, and a 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 . .

[0069] When the passing gate switch 127 detects the passing of the game ball to the passing gate 126, various data related to the normal symbol (for example, the random number value for determining the win of the normal symbol, etc.) are extracted, and the extracted various data are stored up to a predetermined number (for example, a maximum of 4). The stored various data are used for the winning determination process of the normal symbol. Note that even if the passing gate switch 127 detects the passing of the game ball to the passing gate 126, 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 to 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 the win of the normal symbol, etc.) extracted by the passing of the game ball to 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 a big winning opening 131, a count switch 132 (see FIG. 6 described later) for detecting the winning (passing) of the game ball into the big winning opening 131, and a special electric accessory 133 . It is a unit body integrated with [the above]. The special electric accessory unit 130 is in the right region 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 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. It may be done like this.

[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. It is an opening where 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. 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. 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. 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, 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. 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, 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, 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 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, Well, the big win gaming state is a gaming state that enables a large number of game balls to be paid out as bonus balls by conducting round games in which the big 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 game ball hit from the left to win, and the game ball hit from the right can be guided to the vicinity of the second start port 140 so as to be able to win. However, it is not essential to configure the second start port 140 in such a way, and it may be provided in the right area 107, for example.

[0076] When the entry (passage) of a game 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 random number value for big win determination of the second special symbol, the symbol random number value of the second special symbol, the random number value for reach determination of the second special symbol, and various random number values such as the random number value for effect selection of the second special symbol, etc.) are extracted, and the extracted various data are stored up to a predetermined number (for example, a maximum of 4). When the 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, the stored various data are used for the hit determination process of the second special symbol. When a game 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 game ball in the second start port 140 is not limited to this.​​​​​​​​​​​​​​​​

[0077] (Ordinary Electric Game Element Unit) The ordinary electric game element unit 145 is arranged in the left area 106 (more specifically, below the left side of the first starting port 120). 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 prize port, a switch for detecting the winning of a game ball into this prize port, and an ordinary electric game element 146. In this embodiment, the above-mentioned prize port is used as the second starting port 140, and the above-mentioned switch is used as the second starting port switch 141. When a game ball wins a prize (passes through), a predetermined number of game balls are paid out as prize balls. The prize port, a switch for detecting the winning of a game ball into this prize port, and an ordinary electric game element 146. It is a unit body integrating an ordinary electric game element 146. In this embodiment, the above-mentioned prize 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 game element 146 includes a movable member 147 for ordinary electricity 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 game element 146, that is, the movable member 147 for ordinary electricity, is configured to be able to shift 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. The movable member 147 for ordinary electricity includes a blade type, a door type, a protruding plate type, etc. It includes a movable member 147 for ordinary electricity 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 game element 146, that is, the movable member 147 for ordinary electricity, is configured to be able to shift 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. When a game ball wins a prize (passes through) into the second starting port 140, it is possible or easy, 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. It is configured to be able to shift between states. 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 prize ports (for example, the first starting port 120, the second starting port 140, the big prize port 131, the general prize port 122, etc.) among those launched toward the game area 105 to the outside of the machine. This out port 178 is provided on the most downstream side of the game area 105 so that it can discharge both left-shot game balls and right-shot game balls to the outside of 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 prize ports 122. Among those launched toward the game area 105, in any of various prize ports (for example, the first starting port 120, the second starting port 140, the big prize port 131, the general prize port 122, etc.). It is for discharging game balls that have not won a prize in any of them to the outside of the machine. This out port 178 is provided on the most downstream side of the game area 105 so that it can discharge both left-shot game balls and right-shot game balls to the outside of 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 prize ports 122. ​​​ 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 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 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 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 sure change notification display part 167, and a time limit 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 sure change notification display part 167, and a time limit 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 sure change notification display part 167, and a time limit 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 sure change notification display part 167, and a time limit 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 includes normal symbol display LEDs 161a and 161b. When the conditions for starting the variable display of the normal symbol (hereinafter referred to as "starting conditions for the normal symbol") are satisfied, the variable display of the normal symbol where the normal 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 normal symbol, the variable display of the normal symbol stops, and the result of the winning determination process for the normal symbol is derived. When the result of the winning determination process for the normal symbol is a win for the normal symbol, the lighting and extinguishing combination of the normal 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 normal symbol is a win for the normal symbol, the normal symbol display LED 161a lights up while the normal symbol display LED 161b goes out. On the other hand, when the result of the winning determination process for the normal symbol is a loss, for example, the normal symbol display LED 161a goes out while the normal symbol

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

[0086] (Reserved display section for normal symbol) The reserved display section 162 for the normal symbol displays the number of variable displays of the normal symbol that are reserved, that is, the number of variable displays of the normal symbol that are reserved (hereinafter referred to as "the reserved number of the normal symbol") when the start information of the normal symbol, that is, the variable display, is reserved, and includes reserved display LEDs 162a and 162b for the normal symbol. When the start information of the normal symbol, that is, the variable display, is reserved, the reserved display section 162 for the normal symbol displays the number of variable displays of the normal symbol that are reserved (hereinafter referred to as "the reserved number of the normal symbol") and includes reserved display LEDs 162a and 162b for the normal symbol. When the start information of the normal symbol, that is, the variable display, is reserved, the reserved display section 162 for the normal symbol displays the number of variable displays of the normal symbol that are reserved (hereinafter referred to as "the reserved number of the normal symbol") and includes reserved display LEDs 162a and 162b for the normal symbol. The term "the variable display of the normal symbol is pending" means 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 the variable display state, and the variable display of the normal symbol is pending .

[0087] The normal symbol pending display unit 162 displays the number of pending variable displays of the normal symbol by the combination of lighting ·extinguishing of the normal symbol pending display LEDs 162a and 162b. For example, when the number of pending normal symbols is 1, the normal symbol pending display LED 162a lights up and the normal symbol pending display LED 162b goes out. Also, when the number of pending normal symbols is 2, both of the normal symbol pending display LEDs 162a and 162b light up. Also, when the number of pending normal symbols is 3, the normal symbol pending display LED 162a blinks and the normal symbol pending display LED 162b lights up. Further, when the number of pending normal symbols is 4, both of the normal symbol pending display LEDs 162a and 162b blink. However, the display modes of the normal symbol pending display LEDs 162a and 162b indicating the number of pending normal symbols 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 of the first special symbol") are satisfied, all or part of the eight LEDs 163a to 1 63h that make up the first special symbol display unit 163 repeatedly turn on and off alternately or mutually, and the variable display of the first special symbol starts. When a predetermined time elapses after the start of the variable display of the first special symbol, the variable display of the first special symbol stops, and the result of the winning determination process of the first special symbol is derived. When the result of the winning determination process of the first special symbol is a big win, the combination of turning on and off of the eight LEDs 163a to 163h that make up the first special symbol display unit 163 becomes a specific stop display state pattern. And when the first special symbol display unit 163 stops and displays in a specific stop display mode, the transition to the big win game state is determined.

[0090] When the result of the winning determination process of the second special symbol is a big win, the combination of turning on and off of the eight LEDs 164a to 1 64h that make up the second special symbol display unit 164 becomes a specific stop display state pattern. And when the second special symbol display unit 164 stops and displays in a specific stop display mode, 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 of the second special symbol") are satisfied, all or part of the eight LEDs 164a to 1

[0091] 64h that make up the second special symbol display unit 164 repeatedly turn on and off alternately or mutually, and the variable display of the second special symbol starts. When a predetermined time elapses after the start of the variable display of the second special symbol, the variable display of the second special symbol stops, and the result of the winning determination process of the second special symbol is derived. When the result of the winning determination process of the second special symbol is a big win, the combination of turning on and off of the eight LEDs 164a to 164h that make up the second special symbol display unit 164 becomes a specific stop display state pattern. And when the second special symbol display unit 164 stops and displays in a specific stop display mode, the transition to the big win game state is determined. When the result of the winning determination process of the second special symbol is a big win, the combination of turning on and off of the eight LEDs 164a to 164h that make up the second special symbol display unit 164 becomes a specific stop display state

[0092] pattern. And when the second special symbol display unit 164 stops and displays in a specific stop display mode, the transition to the big win game state is determined. pattern. And when the second special symbol display unit 164 stops and displays in a specific stop display mode, the transition to the big win game state is determined. It will be as follows. And when the second special symbol display unit 164 stops and is displayed in a specific stop display mode , the transition to the big win game state is determined.

[0093] (Reserved display unit for special symbols) The reserved display unit 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 unit 165 for special symbols and a second reserved display unit 166 for special symbols. It is provided with.

[0094] The first reserved display unit 165 for special symbols displays the number of reserved first special symbols when the variable display of the first special symbol is reserved , 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 unit 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 of 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 , when the number of reserved first special symbols is 3, the first reserved display LED 165a for the first special symbol 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 four, 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 section 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 a game ball into the second start port 1 40 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 section 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, 166 b for the second special symbol. For example, when the number of holds of the second special symbol is one, 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 two, 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 three, 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 four, 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 certain change notification) The display unit 167 for certain change notification can be lit during the execution of the certain change control described later and is composed of, for example, an LED or a lamp.

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

[0100] However, when the power is cut off during the execution of the certain change control, the data indicating that the certain 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 certain change control and then the power is turned on, the display unit 167 for certain change notification lights up in a manner that allows it to be visually recognized that the certain change control is being executed.

[0101] Note that even if it was concealed whether or not the certain change control was being executed before the power was cut off, when the power is turned on, the display unit 167 for certain change notification is configured to light up so that it can be recognized that the certain change control is being executed.

[0102] (Display unit for short-time notification) The display unit 168 for short-time notification can be lit during the execution of the short-time control described later and is composed of, for example, an LED, a lamp, or the like.

[0103] In this embodiment, the display unit 168 for short-time notification has, for example, a first display unit 168a for short-time notification and a second display unit 168b for short-time notification. However, the number of display units 168 for short-time 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, depending on the combination of lighting or extinguishing by 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. The time-saving notification display unit 168 may light the first time-saving notification display unit 168a and / or the second time-saving notification display unit 168b according to the time-saving control being executed. However, for example, when it is not possible to grasp whether the time-saving control is being executed or the type of the time-saving control being executed from the appearance (for example, all extinguished, all lit, a mode not related to the time-saving control being executed), it may be made secret so that it is not possible to grasp from the appearance 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 from the appearance whether the time-saving control is being executed, it may be difficult to grasp from the appearance which time-saving control is being executed. Therefore, it is possible to enhance the interest by making the type of the time-saving control being executed secret. However, when the power is cut off during the execution of the time-saving control, 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 due to the function of the backup capacitor 207 described later. 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 allows the time-saving control being executed and the type of the time-saving control being executed to be grasped from the appearance.

[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, when it is not possible to grasp whether the time-saving control is being executed or the type of the time-saving control being executed from the appearance (for example, all extinguished, all lit, a mode not related to the time-saving control being executed), it may be made secret so that it is not possible to grasp from the appearance 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 from the appearance whether the time-saving control is being executed, it may be difficult to grasp from the appearance which time-saving control is being executed. Therefore, it is possible to enhance the interest by making the type of the time-saving control being executed secret. However, when the power is cut off during the execution of the time-saving control, 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 due to the function of the backup capacitor 207 described later. 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 allows the time-saving control being executed and the type of the time-saving control being executed to be grasped from the appearance. However, when the power is cut off during the execution of the time-saving control, 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 due to the function of the backup capacitor 207 described later. 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 allows the time-saving control being executed and the type of the time-saving control being executed to be grasped from the appearance. In particular, although it may be possible to grasp from the appearance whether the time-saving control is being executed, it may be difficult to grasp from the appearance which time-saving control is being executed. Therefore, it is possible to enhance the interest by making the type of the time-saving control being executed secret. However, when the power is cut off during the execution of the time-saving control, 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 due to the function of the backup capacitor 207 described later. 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 allows the time-saving control being executed and the type of the time-saving control being executed to be grasped from the appearance. However, when the power is cut off during the execution of the time-saving control, 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 due to the function of the backup capacitor 207 described later. 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 allows the time-saving control being executed and the type of the time-saving control being executed to be grasped from the appearance. However, when the power is cut off during the execution of the time-saving control, 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 due to the function of the backup capacitor 207 described later. 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 allows the time-saving control being executed and the type of the time-saving control being executed to be grasped from the appearance.

[0106] However, when the power is cut off during the execution of the time-saving control, 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 due to the function of the backup capacitor 207 described later. 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 allows the time-saving control being executed and the type of the time-saving control being executed to be grasped from the appearance. However, when the power is cut off during the execution of the time-saving control, 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 due to the function of the backup capacitor 207 described later. 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 allows the time-saving control being executed and the type of the time-saving control being executed to be grasped from the appearance. However, when the power is cut off during the execution of the time-saving control, 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 due to the function of the backup capacitor 207 described later. 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 allows the time-saving control being executed and the type of the time-saving control being executed to be grasped from the appearance. However, when the power is cut off during the execution of the time-saving control, 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 due to the function of the backup capacitor 207 described later. 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 allows the time-saving control being executed and the type of the time-saving control being executed to be grasped from the appearance. However, when the power is cut off during the execution of the time-saving control, 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 due to the function of the backup capacitor 207 described later. 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 allows the time-saving control being executed and the type of the time-saving control being executed to be grasped from the appearance.

[0107] Before the power supply is cut off, even if it is not possible to visually grasp that the time shortening control is being executed or the type of the time shortening control being executed is hidden, when the power supply is turned on it is configured to turn on or / and turn off the time shortening notification display unit 168 in a manner that allows the fact that the time shortening control is being executed and the type of the time shortening 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 machine will be described. FIG. 6 is an example of a block diagram showing the control circuit of the first pachinko machine.

[0109] As shown in FIG. 6, the first pachinko 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 the game operation, a sub-control circuit 300 that controls effects according to the progress of the game, a payout / firing control circuit 400, and a power supply circuit 450.

[0110] [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 the game operation, 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 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, and the initial reset circuit 204, etc. The main CPU 201 incorporates a WDT (watchdog timer) for monitoring the operation and functions for preventing fraud.

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

[0113] In the main RAM 203, a storage area for storing various data necessary for the progress of the game is provided. This main RAM 203 serves 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 power failure or the like.

[0116] Furthermore, the main control circuit 200 also 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] Also, various devices are connected to the main control circuit 200. For example, to the main control circuit 200, the above-mentioned 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 reservation display section 165, the second special handle reservation display section 166, the confirmation change 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] To 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 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, 60,000) 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 port switch 121, a second start port switch 141 , a passing gate switch 127, a count switch 132, and a general winning port switch 1 23 etc. 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 checking 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, etc. In this embodiment, the backup clear switch 176 also serves as a switch for changing the setting values described later, but it is not limited to this, and a setting switch for changing the setting values may be provided.

[0122] Also, the setting key 174 and the backup clear switch 176 are preferably housed in a predetermined case so that third parties other than the casino manager (e.g., players) cannot easily touch them. The "predetermined case" includes not only those with a configuration where the setting key 174 and the backup clear switch 176 cannot be contacted without opening the case, but also those where only cutouts are provided at the corresponding positions of the setting key 174 and the backup clear switch 176 of the case, and when the casino manager moves the pachinko machine from the island equipment using the key managed by the casino manager and exposes the back, the casino manager can contact the setting key 174 or / and the backup clear switch 176. ​

[0123] In addition, in this embodiment, the setting key 174 and the backup clear switch 176 are connected to the main control circuit 200, but it is not limited thereto. For example, it 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 a third party other than the game hall administrator 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, an accessory 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 an effect button 54 (see FIG. 1) that can be operated by the player, etc.

[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.

[0126] The work RAM 303 has a function of storing the values of various flags and variables as a temporary storage area of the sub-CPU 301.

[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.

[0128] In response to an image display command from the sub-CPU 301, the display control circuit 304 temporarily stores in the frame buffer the image data to be displayed on the display device 7. 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.

[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. ​​​​​​​​​​​​​

[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 in amplitude.

[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 includes a drive circuit for supplying a drive signal to each prop, a lighting circuit for supplying a lighting control signal, an operation pattern and a prop data ROM in which a lighting pattern is 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 supplies a drive signal corresponding to the read operation pattern to control the mechanical operation of each prop. Also, the lighting circuit, based on the lighting command from the sub-CPU 301, 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 loaned 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 gaming 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 the 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 the 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 gaming 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 by appearance, not a control flow. 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.), the payout control process of the game ball is performed. The pachinko game uses a special symbol game using special symbols is fired, and when the game ball wins in various winning holes (for example, the first start hole 120, etc.), the payout control process of the game ball is performed. The pachinko game uses a special symbol game using special symbols is fired, and when the game ball wins in various winning holes (for example, the first start hole 120, etc.), the payout control process of the game ball is performed. The pachinko game uses a special symbol game using special symbols and a normal symbol game using normal symbols. The special symbol game is, for example, based on the winning of a game ball into the start ports 120, 140, executes a winning determination process for special symbols, and determines whether to shift to a big win game state or not. The normal symbol game is, for example, based on the passage of a game ball through the passing gate 126, executes a winning determination process for normal symbols, activates the normal electric accessory 146, and determines whether to open the winning port (the second start port 140 in this embodiment) to an open state or not. In this specification, the "special symbol game" may be referred to as a "game", but "game" is a term used in a broad concept. For example, a game on the performance side using a normal symbol game or an operation unit such as the performance 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 to the end of this variable display and until the result of the winning determination process of the special symbol is definitely displayed (derived) (more specifically, until the special symbol determination time elapses) is regarded as one special symbol game. However, after the result of the winning determination process of the special symbol is derived, when 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 of the special symbol, but in a pachinko machine in which a small win is included in the result of the winning determination process of the special symbol, when it is controlled to the small win game state after the result of the winning determination process of the special symbol is derived, 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 a 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, a maximum of 30 000 msec) by the operation of the special electric accessory 133, and the winning possibility for the big winning opening 131 is relatively increased.

[0146] Also, when a stop display mode indicating a normal symbol per normal symbol is derived to the normal symbol display unit 16 1, 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.

[0147] 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.

[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. .

[0150] When a game ball wins in the first start opening 120 or the second start opening 140, a special symbol start winning process is performed. In this special symbol start winning process, various data related to the special symbol from various counters for the special symbol (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 performed during the execution of the special symbol control process and is also carried out.

[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 and displayed 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 the technical state or the 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 the 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 as described above, 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. A random number value is extracted from the variation pattern determination counter, and with reference to the random number value, the result of the above-described winning determination process for the special symbol, and the special symbol to be stopped and displayed as described above, 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. A random number value is extracted from the variation pattern determination counter, and with reference to the random number value, the result of the above-described winning determination process for the special symbol, and the special symbol to be stopped and displayed as described above, 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. A random number value is extracted from the variation pattern determination counter, and with reference to the random number value, the result of the above-described winning determination process for the special symbol, and the special symbol to be stopped and displayed as described above, 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. A random number value is extracted from the variation pattern determination counter, and with reference to the random number value, the result of the above-described winning determination process for the special symbol, and the special symbol to be stopped and displayed as described above, 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, a production pattern determination process for determining the production pattern is performed. Then, based on the result of the production pattern determination process, display production such as decorative symbols and character productions displayed in the display area of the display device 7, and sound production such as sound and sound effects output from the speaker 32 are performed. The production control process is performed by the sub-CPU 301. When the variation pattern of the special symbol is determined, next, a production pattern determination process for determining the production pattern is performed. Then, based on the result of the production pattern determination process, display production such as decorative symbols and character productions displayed in the display area of the display device 7, and sound production such as sound and sound effects output from the speaker 32 are performed. The production control process is performed by the sub-CPU 301. When the variation pattern of the special symbol is determined, next, a production pattern determination process for determining the production pattern is performed. Then, based on the result of the production pattern determination process, display production such as decorative symbols and character productions displayed in the display area of the display device 7, and sound production such as sound and sound effects output from the speaker 32 are performed. The production control process is performed by the sub-CPU 301. When the variation pattern of the special symbol is determined, next, a production pattern determination process for determining the production pattern is performed. Then, based on the result of the production pattern determination process, display production such as decorative symbols and character productions displayed in the display area of the display device 7, and sound production such as sound and sound effects output from the speaker 32 are performed. The production control process is performed by the sub-CPU 301. When the variation pattern of the special symbol is determined, next, a production pattern determination process for determining the production pattern is performed. Then, based on the result of the production pattern determination process, display production such as decorative symbols and character productions displayed in the display area of the display device 7, and sound production such as sound and sound effects output from the speaker 32 are performed. The production control process is performed by the sub-CPU 301.

[0156] Then, when the variable display control process and the production 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. Then, when the variable display control process and the production 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. Then, when the variable display control process and the production 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. Then, when the variable display control process and the production 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. Then, when the variable display control process and the production 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. Then, when the variable display control process and the production 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. Then, when the variable display control process and the production 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, a loss, the special symbol game ends. Note that the first In the first pachinko machine, the result of the winning determination process for the special symbol does not include a minor win, but in a pachinko machine in which the result of the winning determination process for the special symbol includes a minor win, when a minor win is won, the minor win game control process is performed. Also, although not shown in FIG. 7, when it is a short-time win described later, a transition is made to the short-time game state.

[0158] And each time the start condition for the special symbol is satisfied, the various processes of the special symbol control process described above are repeated.

[0159] In addition, when a game ball wins a prize at the start ports 120 and 140 during the special symbol control process, the special symbol start winning process is executed. Also, at the time of winning a game ball at the start ports 120 and 140, the lottery The start information of the special symbol (for example, various data such as a major win determination random value, a symbol random value of the special symbol, a reel determination random value, and an effect selection random value, etc.) is held until the start condition for the special symbol is satisfied.

[0160] In the first pachinko machine, up to a total of 8 pieces of start information for the special symbol can be held, including 4 pieces of start information for the first special symbol and 4 pieces of start information for the second special symbol, but the number of start information for the special symbol that can be held is not limited to this. For example, it may be possible to hold more start information for the first special symbol than for the second special symbol, or it may be possible to hold more start information for the second special symbol than for the first special symbol.

[0161] Also, although not shown in FIG. 7, between when the special symbol starts winning and when the start condition for the special symbol is satisfied, at the time of winning (passing) a game ball at the start ports 120 and 140, the start information extracted at that time Based on the movement information, perform a pre-reading determination (for example, refer to S396 in FIG. 52 described later) to determine the win / loss (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 pre-reading effect function that performs a predetermined effect based on the result of this pre-reading determination. Note that the above pre-reading 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 pattern of the normal symbol, and executes a variable display control process for controlling the variable display of the normal symbol, and an effect control process for performing a predetermined effect. Note that the effect control process may not be executed 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). If 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 game balls to win (pass through) the winning opening (for example, the second start opening 140 (see FIG. 4) in this embodiment). On the other hand, if 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 corresponds to at least one of a special symbol shortening control that shortens the variable display time of the special symbol and an electric support control that increases the frequency of opening the winning opening (for example, the second start opening 140 (see FIG. 4) in this embodiment) by operating the normal electric accessory 146 compared to when the time-saving control is not executed. This time-saving control is a control that performs both the special symbol shortening control and the electric support control. 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 corresponds to at least one of a special symbol shortening control that shortens the variable display time of the special symbol and an electric support control that increases the frequency of opening the winning opening (for example, the second start opening 140 (see FIG. 4) in this embodiment) by operating the normal electric accessory 146 compared to when the time-saving control is not executed. This time-saving control is a control that performs both the special symbol shortening control and the electric support control. 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 corresponds to at least one of a special symbol shortening control that shortens the variable display time of the special symbol and an electric support control that increases the frequency of opening the winning opening (for example, the second start opening 140 (see FIG. 4) in this embodiment) by operating the normal electric accessory 146 compared to when the time-saving control is not executed. This time-saving control is a control that performs both the special symbol shortening control and the electric support control. 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 corresponds to at least one of a special symbol shortening control that shortens the variable display time of the special symbol and an electric support control that increases the frequency of opening the winning opening (for example, the second start opening 140 (see FIG. 4) in this embodiment) by operating the normal electric accessory 146 compared to when the time-saving control is not executed. This time-saving control is a control that performs both the special symbol shortening control and the electric support control.

[0167] 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 corresponds to at least one of a special symbol shortening control that shortens the variable display time of the special symbol and an electric support control that increases the frequency of opening the winning opening (for example, the second start opening 140 (see FIG. 4) in this embodiment) by operating the normal electric accessory 146 compared to when the time-saving control is not executed. This time-saving control is a control that performs both the special symbol shortening control and the electric support control. 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 corresponds to at least one of a special symbol shortening control that shortens the variable display time of the special symbol and an electric support control that increases the frequency of opening the winning opening (for example, the second start opening 140 (see FIG. 4) in this embodiment) by operating the normal electric accessory 146 compared to when the time-saving control is not executed. This time-saving control is a control that performs both the special symbol shortening control and the electric support control. 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 corresponds to at least one of a special symbol shortening control that shortens the variable display time of the special symbol and an electric support control that increases the frequency of opening the winning opening (for example, the second start opening 140 (see FIG. 4) in this embodiment) by operating the normal electric accessory 146 compared to when the time-saving control is not executed. This time-saving control is a control that performs both the special symbol shortening control and the electric support control. 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 corresponds to at least one of a special symbol shortening control that shortens the variable display time of the special symbol and an electric support control that increases the frequency of opening the winning opening (for example, the second start opening 140 (see FIG. 4) in this embodiment) by operating the normal electric accessory 146 compared to when the time-saving control is not executed. This time-saving control is a control that performs both the special symbol shortening control and the electric support control. 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 corresponds to at least one of a special symbol shortening control that shortens the variable display time of the special symbol and an electric support control that increases the frequency of opening the winning opening (for example, the second start opening 140 (see FIG. 4) in this embodiment) by operating the normal electric accessory 146 compared to when the time-saving control is not executed. This time-saving control is a control that performs both the special symbol shortening control and the electric support control. 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 corresponds to at least one of a special symbol shortening control that shortens the variable display time of the special symbol and an electric support control that increases the frequency of opening the winning opening (for example, the second start opening 140 (see FIG. 4) in this embodiment) by operating the normal electric accessory 146 compared to when the time-saving control is not executed. 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, and / or 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 a "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] In addition, the start of the variable display of the normal symbol is performed in the reserved order, and when the start condition of the normal symbol is satisfied then, for the start information that was reserved first among the reserved start information of the normal symbol the variable display is executed.

[0172] In addition, 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 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 that generates a random number value within a predetermined range (width) by executing a program by the main CPU 201, or a hard random number method that extracts a random number value from a counter in a random number generator in which the random number is updated at a predetermined cycle 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 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, for 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 special symbol winning determination process is relatively high These can be roughly classified into a gaming state and...

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

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

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

[0179] The B time-limited 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 (i.e., a gaming state where the probability variation flag is off) starts or when the variable display count of special symbols (e.g., ceiling counter) reaches the ceiling value (e.g., 1000 times) starting from, for example, the RAM being cleared as described later It is a time-limited gaming state that can be shifted to and is specified when the number of variable displays of special symbols reaches the ceiling value (e.g., 1000 times). When a special symbol game of a fixed number of times is executed or the game shifts to the big win game state, the short B game state ends. When the short B game state ends due to the execution of a special symbol game of a specified number of times, in principle, the game shifts to the normal game state. When the short B game state ends due to the execution of a special symbol game of a specified number of times, in principle, the game shifts to the normal game state.

[0180] The short C game state is a short game state that can be shifted to when the result of the winning determination process of the special symbol in the low probability state is "short win" and the display mode of the short win is derived. When a special symbol game of a specified number of times determined by winning the "short win" is executed or the game shifts to the big win game state, the short C game state ends. When the short C game state ends due to the execution of the above-mentioned special symbol game of a specified number of times, in principle, the game shifts to the normal game state. Note that, for example, when a plurality of short game states overlap, even if the above-mentioned special symbol game of a specified number of times is executed, the game does not shift to the normal game state but the short C game state continues. In this specification, regardless of whether a plurality of short game states are executed in an overlapping manner, when the transition condition to the short game state is satisfied in the short game state or the transition conditions to a plurality of short game states are simultaneously satisfied, it is said that the short game states "overlap". And when a plurality of short game states overlap, under the control of the main CPU 201, internally, any one of the overlapping plurality of short game states is activated, that is, the overlapping plurality of short game states are internally activated in parallel, which is called "executed in an overlapping manner". However, even if the main CPU 201 internally executes a plurality of short game states in an overlapping manner, the actually executed short control is only the short control corresponding to one of the short game states. That is, among the plurality of

[0181] In this specification, regardless of whether a plurality of short game states are executed in an overlapping manner, when the transition condition to the short game state is satisfied in the short game state or the transition conditions to a plurality of short game states are simultaneously satisfied, it is said that the short game states "overlap". And when a plurality of short game states overlap, under the control of the main CPU 201, internally, any one of the overlapping plurality of short game states is activated, that is, the overlapping plurality of short game states are internally activated in parallel, which is called "executed in an overlapping manner". However, even if the main CPU 201 internally executes a plurality of short game states in an overlapping manner, the actually executed short control is only the short control corresponding to one of the short game states. That is, among the plurality of short game states, only the short control corresponding to one of the short game states is actually executed.​​​​​​​​​​​​​ 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.

[0182] Next, the transition of the game state will be described.

[0183] Even when being 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), and 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.

[0184] 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.

[0185] When being controlled to be in the high-probability game state, except for some pachinko game machines such as the 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, it does not transition from the short-time game state or the normal game state to the high-probability game state unless it passes through the big win game state.

[0186] When being controlled to be in the normal game state, although it is possible to transition to the B short-time game state or the C short-time game state, it cannot transition to the A short-time game state unless it passes through the big win game state. However, since it will transition 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. In addition, for the B short-time 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 short-time 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 game machine will be described.

[0193] In the first pachinko game machine, there are a normal game state in which neither probability variable control nor short-time control is executed, a high-probability short-time game state in which both probability variable control and short-time control are executed, and a low-probability short-time game state in which probability variable control is not executed but short-time 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. are not executed, but short-time 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 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. state is not limited to this.

[0194] In this embodiment, in the normal game state, left hitting is the regular game mode, and in the high-probability short-time game state and the low-probability short-time game state, right hitting is the regular game mode. The sub-CPU 301 executes control to display, for example, the hitting method that is the regular game mode in the display area of the display device 7. Note that the "regular game mode" corresponds to the game mode that is least disadvantageous (advantageous to the player) among a plurality of game modes (for example, the shooting mode). executes control to display, for example, the hitting method that is the regular game mode in the display area of the display device 7. Note that the "regular game mode" corresponds to the game mode that is least disadvantageous (advantageous to the player) among a plurality of game modes (for example, the shooting mode). executes control to display, for example, the hitting method that is the regular game mode in the display area of the display device 7. Note that the "regular game mode" corresponds to the game mode that is least disadvantageous (advantageous to the player) among a plurality of game modes (for example, the shooting mode). 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 game machine. As shown in FIG. 9, in the first pachinko game machine, using the above-described setting key 17 4 and the backup clear switch 176 (both shown in FIG. 6), for example, setting 1 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 game machine with such a setting function, the jackpot probability varies according to the set value , and the main CPU 201 executes a winning determination process for the special symbol based on the set set value .

[0196] Specifically, in a game state where the probability variation control flag for executing the probability variation control is off (in this embodiment, for example, the normal game state and the low probability short game 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 game state where the probability variation control flag for executing the probability variation control is on (in this embodiment, for example, the high probability short game 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 made 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, 、 when set for the short-time count, 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 short-time count is set to 50 times, and when the setting is 6, the short-time count may be set to 100 times. may be set as such.

[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 it be possible to 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 or not the small win is won is not performed, the mode where the determination of whether or not the small win is won is performed with the small win probability set to 0 may also be used. symbol) symbol), in addition to the mode where the determination of whether or not the small win is won is not performed in the winning determination process of the other special symbol (for example, the first special symbol), the mode where the determination of whether or not the small win is won is performed with the small win probability set to 0 may also be used. may be a mode.

[0200] The above short-time win probability and the small win probability when the small win is included in the lottery target are the same probability for all set values as described above, but are not limited to this, and may be different probabilities according to the set value. However, it is not limited to this, and may be different probabilities according to the set value. may be used.

[0201] 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, the same jackpot probability for setting 5 and setting 6, etc. The jackpot probability may be the same for a plurality of set values, such as may be the same.

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

[0203] [1-4-2. Jackpot Determination Table for Special Symbols] FIG. 10 shows an example of a jackpot determination table for special symbols stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine. The jackpot determination table for special symbols shown in FIG. 10 shows the case of setting 1 shown in FIG. 9 as an example.

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

[0205] The jackpot determination random number value is, as described above, the random number value used in the jackpot determination process for special symbols. In this embodiment, the jackpot determination random number value is 0 to 65535 (65536 types). ​​​​​​​​​​​​​However, the range of the generated random numbers is not limited to the above.

[0206] In this embodiment, the main CPU 201 extracts the first special symbol in the winning determination process. Based on the random number value for determining whether or not a jackpot has been determined, the result will be either a "time-saving hit", a "jackpot", or a "miss". The first special symbol hit judgment table has a "time" for each probability flag value (0 or 1). The range (width) of random numbers for determining a jackpot determined by "short hit" and the corresponding time-saving hit determination value Relationship with data, range (width) of random numbers for determining a jackpot and corresponding The relationship between the jackpot determination value data and the random number value for jackpot determination that is determined as a "miss" The relationship between the range (width) and the corresponding failure judgment value data is specified.

[0207] In this specification, when the value of the probability flag is "0", the probability flag is off, If the value of the probability flag is "1", the probability flag is on.

[0208] In addition, the main CPU 201 performs a hit determination process for the second special symbol. Similar to the hit determination process, the "time-saving hit" and "jackpot" are determined based on the extracted random number value for jackpot determination. " or "Miss". The winning judgment table for the second special pattern is For each value (0 or 1), the range (width) of the random number for determining the jackpot determined by the "time-saving hit" The relationship between the time-saving hit determination value data and the "big hit" determination random number The relationship between the value range (width) and the corresponding hit determination value data, and the determination of "miss" The relationship between the range (width) of random numbers for determining a big win and the corresponding data for determining a miss is It is prescribed.

[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 a "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 a "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 a "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 a "short- time win" and determines the determination value data as "short-time win determination value data". Also, when the probability variation flag is on during the winning determination process of the 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 a "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 a "loss" and determines the determination value data as "loss determination value data". Similarly, for example, when the probability variation flag is off during the winning determination process of the second special symbol and the extracted

[0211] 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 between 273 and 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 between 478 and 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 between 0 and 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 between 273 and 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 between 1124 and 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 used as other determination value data excluding the big win determination value data and the loss determination value data (for example, short-time​​​ is assigned to the winning determination value data. Also, from a predetermined value to the end (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) is assigned to the losing determination value data. Further, the big win determination value data and the losing determination value data are assigned adjacent 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 is decreased (or increased) by the amount by which the width of the big win determination value data is increased (or decreased), and the big win probability can be changed without changing the width of other determination value data (for example, the short-time winning determination value data). This becomes possible.

[0214] Also, in this embodiment, the winning probability of "short-time win" when the winning determination process of the first special symbol is performed, and the winning probability of "short-time win" when the winning determination process of the second special symbol is performed are made different from each other, so that the game can have variations and the decline in interest can be suppressed. Specifically, 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 is possible to suppress the decline in interest in the normal game state that tends to be a monotonous game.

[0215] 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

[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 is maintained. By executing them in an overlapping manner, it is possible to win "per short-time game" 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 game". 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 game", but when the probability-variable flag is on, even if the result of the winning determination process is "per short-time game", it is not controlled to the short-time game state in this way.

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

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

[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 short-time 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, for example, the main CPU 201 selects "z2" as the selected symbol command and "zA2 " as the symbol specification command.

[0221] Also, when the jackpot determination value data is obtained as a result of the winning determination process for the first 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 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 "zA4" 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 value from 0 to 99, the main CPU 201 selects "z6" as the selected symbol command and "zA5" as the symbol designation command.

[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 designation command are selected as follows. That is, when the symbol random number value of the second special symbol is, for example, from 0 to 96, the main CPU 201 selects "z7" as the selected symbol command and "zA6" as the symbol designation command. . Also, when the symbol random number value of the second special symbol is any one of, for example, 97 to 99, the main C PU 201 selects "z8" as the selected symbol command and "z A7" as the symbol designation command.

[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 designation command are selected as follows. That is, when the symbol random number value of the second special symbol is any one of 0 to 59, the main CPU 201 selects "z9" as the selected symbol command and "zA8" as the symbol designation command. Also, when the symbol random number value of the second special symbol is any one of 60 to 99, the main CPU 201 selects "z10" as the selected symbol command and "zA 9" as the symbol designation command.

[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 selects "z11" as the symbol command and selects "zA10" as the symbol specification command to do.

[0226] In this embodiment, with reference to the winning determination table for special symbols (see FIG. 10), the winning / losing determination value data is determined based on the extracted random number value for big win determination, and then, with reference to the special symbol determination table (see FIG. 11), the selected symbol command and the symbol specification command are determined based on the symbol random number value of the special symbol. However, it is not limited to this. For example, based on the extracted random number value for big win determination and the symbol random number value of the special symbol, the winning / losing of the special symbol, the selected symbol command, and the symbol specification command may be determined together. (1-4-4. Special Symbol Stop Mode Determination Table) (1-4-4. Special Symbol Stop Mode Determination Table)

[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 202 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. (see FIG. 5). (see FIG. 5).

[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, for example, a 1-byte control signal composed of a region from 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. (see FIG. 5). It corresponds. 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. It is.

[0230] In this embodiment, when the result of the winning determination process of 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 turns on 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 Of the eight LEDs that make up [the relevant part], 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 section 163 in this manner. When the selection symbol command is "z2", the main CPU 201 lights the LED 163a corresponding to the area 0 of the first special symbol, the LED 163c corresponding to the area 2 of the first special symbol, and the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs that make up the first special symbol display section 163, and the other LEDs are turned off, and it is determined to stop displaying the first special symbol display section 163. Also, when the selection symbol command is "z 7", the main CPU 201 lights the LED 164a corresponding to the area 0 of the second special symbol, the LED 164b corresponding to the area 1 of the second special symbol, and the LED 164h corresponding to the area 7 of the second special symbol among the eight LEDs that make up the second special symbol display section 164 and determines to stop displaying the second special symbol display section 164 in such a manner that the other LEDs are turned off. When the selection symbol command is "z8", the main CPU 201 lights the LED 164a corresponding to the area 0 of the second special symbol, the LED 164c corresponding to the area 2 of the second special symbol, and the LED 164h corresponding to the area 7 of the second special symbol among the eight LEDs that make up the second special symbol display section 164 and determines to stop displaying the second special symbol display section 164 in such a manner that the other LEDs are turned off. Also, when the result of the winning determination process for the special symbol is "big win", the display modes (big win display modes) of the LEDs derived to the special symbol display sections 163 , 164 are determined as follows Of the eight LEDs that make up the second special symbol display section 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 section 164 in such a manner that the other LEDs are turned off. When the selection symbol command is "z8", the main CPU 201 lights the LED 164a corresponding to the area 0 of the second special symbol, the LED 164c corresponding to the area 2 of the second special symbol, and the LED 164h corresponding to the area 7 of the second special symbol among the eight LEDs that make up the second special symbol display section 164, and determines to stop displaying the second special symbol display section 164 in such a manner that the other LEDs are turned off. When the selection symbol command is "z8", the main CPU 201 lights the LED 164a corresponding to the area 0 of the second special symbol, the LED 164c corresponding to the area 2 of the second special symbol, and the LED 164h corresponding to the area 7 of the second special symbol among the eight LEDs that make up the second special symbol display section 164 and determines to stop displaying the second special symbol display section 164 in such a manner that the other LEDs are turned off. Also, when the result of the winning determination process for the special symbol is "big win", the display modes (big win display modes) of the LEDs derived to the special symbol display sections 163 164 are determined as follows

[0231] Moreover, when the result of the winning determination process for the special symbol is "big win", the display modes (big win display modes) of the LEDs derived to the special symbol display sections 163 , 164 are determined as follows For example, when the selected symbol command is "z3", the main CPU 201 lights up 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 lights up 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 lights up 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 lights up 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 lit, 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 lit, 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 lit, and the other LEDs are turned off, and it is determined to stop displaying the first special symbol display unit 163. When the selected symbol command is "z4", the main CPU 201 lights up 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. 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 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 lit, 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 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 lit, 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 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 lit, and the other LEDs are turned off, and it is determined to stop displaying the first special symbol display unit 163. When the selected symbol command is "z5", the main CPU 201 lights up 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 "z5", the main CPU 201 lights up 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 163f corresponding to the area 5 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. 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 163f corresponding to the area 5 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. 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 lit, and the other LEDs are turned off, and it is determined to stop displaying the first special symbol display unit 163. When the selected symbol command is "z9", the main CPU 201 lights up 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. When the selected symbol command is "z9", the main CPU 201 lights up 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 lit, 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 lit, 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 lit, and the other LEDs are turned off, and it is determined to stop displaying the second special symbol display unit 164. 。When the selection symbol command is "z10", the main CPU 201 controls the LED 164d corresponding to the area 3 of the second special symbol and one of the eight LEDs that make up 64 in the second special symbol display unit 1 , and the LED 164f corresponding to the area 5 of the second special symbol are turned on, and the other LEDs are turned off to determine to stop displaying the second special symbol display unit 164 in such a manner.

[0232] Also, when the result of the winning determination process of 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 selection symbol command is "z6", the main CPU 201 controls only the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs that make up the first special symbol display unit 163 to turn on, and the other LEDs are turned off to determine to stop displaying the first special symbol display unit 163. When the selection symbol command is "z11", the main CPU 201 controls only the LED 164h corresponding to the area 7 of the second special symbol among the eight LEDs that make up the second special symbol display unit 164 to turn on, and the other LEDs are turned off to determine to stop displaying the second special symbol display unit 164. When the main CPU 201 determines the stop mode of the special symbol based on the result of the winning determination process of the special symbol , it outputs a control signal corresponding to the determined mode to each LED that makes up the first special symbol display unit 163 or the second special symbol display unit 164 to control the stop mode of the special symbol led to the first special symbol display unit 163 or

[0233] the second special symbol display unit 164. Note that in FIG. 12(A), the display mode of the LEDs led to the first special symbol display unit 163 and the display mode of the LEDs led to the second special symbol display unit 164 are controlled.

[0234] In addition, in FIG. 12(A), the display mode of the LEDs led to the first special symbol display unit 163 and , the display modes of the LEDs derived to the second special symbol display section 164 are shown in the same table for convenience. However, it is preferable that the control signals be transmitted separately between the first special symbol display section 163 and the second special symbol display section 164.

[0235] FIG. 12(B) is an example of a decoration symbol stop mode determination table stored in the program ROM of the sub-control circuit 300 provided in the first pachinko game machine. The decoration symbol stop mode determination table is referred to when determining the stop mode (symbol combination) of the decoration symbol derived when the variable display of the decoration symbol displayed on the display device 7 stops, according to the symbol designation command. Note that the "Remarks" column shown in FIG. 12(B) is shown for convenience to make it easier to understand.

[0236] Since only one of the first special symbol and the second special symbol can be variably displayed on the first pachinko game machine, the sub-CPU 1301 controls so that the display effect for the special symbol being variably displayed among the first special symbol and the second special symbol is performed on the display device 7. In this case, it is preferable that the sub-CPU 301 perform the display effect in a manner that can grasp whether the special symbol being variably displayed is the first special symbol or the second special symbol.

[0237] In this embodiment, the decoration symbol displayed on the display device 7 is such that the left symbol is composed of, for example, 9 symbols from 1 to 9, the middle symbol is composed of, for example, 10 symbols from 1 to 9 and the time-limit symbol, and the right symbol is composed of, for example, 9 symbols from 1 to 9. The time-limit symbol is a symbol that is stopped and displayed when the game state shifts to the time-limit game state, for example, when the result of the special symbol lottery is a time-limit win. By stopping and displaying the middle symbol as a time-saving symbol, the player can grasp that they have won per 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 special symbol lottery result does not include a small win. However, when the special symbol lottery result includes a small win, for example, the small win symbol (the symbol that stops and is displayed when the special symbol lottery result is a small win) may be included in the symbols that make up the middle symbol. (the symbol that stops and is displayed when the special symbol lottery result is a small win) may be included in the symbols that make up the middle symbol. In this case, when the special symbol lottery result 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 that they have won the small win. In this case, when the special symbol lottery result 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 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 special symbol lottery result 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. (when the special symbol lottery result 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

[0240] When the symbol designation command is "zA2" or "zA7" (when the special symbol lottery result 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 the case where it is “z7”, and the advantage for the player degree is high.

[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, for example, the left symbol, the right symbol, and the middle symbol as a matching symbol of odd symbols (triple) as the stop mode of the decorative symbol.

[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, for example, the left symbol, the right symbol, and the middle symbol as a matching symbol of even symbols (triple) as the stop mode of the decorative symbol. Note that, as can be seen by referring to FIG. 13 described later, the symbol designation command “zA4” is after the end of the big win gaming state, when the probability variation flag is set to on (when the selection symbol command is “z4”), and when the probability variation flag is not set to on (when the selection symbol command is “z5”). Here, in the present embodiment, assuming that the selection symbol command is either “z4” or “z5”, the sub-CPU 301 controls so that the decorative symbol stops as a matching symbol of even symbols (triple), and in the big win gaming state, an ascending effect indicating that it is a probability variation win (when the probability variation flag is set to on) should be performed. 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 variation flag

[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, when the symbol designation command is “zA3” or “zA8”, compared to the case where the symbol designation command is 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.

[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 shortening", 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 a 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 determines 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. It is referred to when determining. The mode of the subsequent gaming state indicates the mode of the gaming state after the end of the big win gaming state. However, when the result of the winning determination process of the special symbol is a time shortening win, since it is controlled to the C time shortening gaming state without being controlled to the big win gaming state, the mode of the subsequent gaming state is the C time shortening Shows the mode of the game state.

[0247] In this embodiment, when the result of the special symbol winning determination process is "time shortening win", the C time shortening 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 shortening flag on among the probability variation flag and the time shortening flag, and determines to set the time shortening count to 10 times. When the selected symbol command is " z1" and "z7", the main CPU 201 determines to set only the time shortening flag on among the probability variation flag and the time shortening flag, and determines to set the time shortening count to 50 times. When the selected symbol command is "z2" and "z8", the main CPU 201 determines to set only the time shortening flag on among the probability variation flag and the time shortening flag, and determines to set the time shortening count to 100 times. When the result of the special symbol winning determination process is " time shortening win", after the main CPU 201 derives the above-described time shortening win display mode to the first special symbol display unit 163 or the second special symbol display unit 164, without controlling to the big win game state, it sets the time shortening flag on and sets the determined time shortening count, and becomes controllable to the C time shortening game state. Note that when the result of the special symbol winning determination process is " time shortening win", since it is not controlled to the big win game state, the mode of the big win game state is not determined. In this embodiment, when the result of the special symbol winning determination process is "time shortening win", regardless of the game state when this special symbol winning determination process is performed, the set time shortening count is the same. However, it is not limited to this, and the set time shortening count may be made different according to the game state when the special symbol winning determination process 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", it is possible to give variations to the subsequent progress of the game and suppress the decline in interest.

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

[0250] Also, when the probability variable flag is on, the main CPU 201 performs a lottery for "time-saving win" , and 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 variable 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 shortening is assigned, and when the probability variation flag is on, determination value data per time shortening 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 shortening 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 shortening.

[0252] Note that in this embodiment, when the probability variation flag is on, it is configured not to shift to the C time shortening 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 shortening game state where the time shortening flag is off even when the probability variation flag is on, when the result of the winning determination process is "time shortening win", it may be configured to shift to a high-probability time shortening game state.

[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 shortening flag to on, and to set both the probability variation count and the time shortening count to 10,000 times. In these cases, after the main CPU 201 derives the above-described 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 shortening 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 variation flag and the time shortening flag to ON, and it is determined to set both the probability variation count and the time shortening count 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. After that, it can be controlled to the high probability time shortening game state. 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 among the probability variation flag and the time shortening flag to ON. Also, it is determined to set the time shortening count to be set, for example, to 200 times. In this case, the main CPU 201 derives the above-described jackpot display mode to the first special symbol display unit 163, and after that, it 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. 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 among the probability variation flag and the time shortening flag to ON. Also, it is determined to set the time shortening count to be set, for example, to 300 times. In this case the main CPU 201 derives the above-described jackpot display mode to the first special symbol display unit 163, , 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 gaming state, and after the end of this jackpot gaming state, it can be controlled to the time-saving gaming state This is also the A time-saving gaming state.

[0258] In addition, the time-saving performance in the high-probability time-saving gaming state is preferably the same as the time-saving performance in the A time-saving gaming state, but it may be different from the time-saving performance in the A time-saving state.

[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 gaming state or the mode of the subsequent gaming state. That is, when the result of the winning determination process of the special symbol is a loss, the main CPU 201 continues to control the previous gaming state without shifting the gaming state.

[0260] In addition, 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 gaming state nor the mode of the subsequent gaming state is set. Therefore, originally, it is not necessary to show in the winning category determination table of FIG. 13. However, in this embodiment, for the sake of clarity, it is shown in FIG. 13 for the convenience of clearly indicating that when the result of the winning determination process of the special symbol is "loss", neither the mode of the jackpot gaming state nor the mode of the subsequent gaming state is determined.

[0261] In this way, in this embodiment, the main CPU 201 performs the winning determination 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, the winning / losing determination value data is determined based on the jackpot determination random number value drawn (a winning / losing determination is made), and the win / loss (``time shortening win'', ``jackpot'' or ``loss'') is determined. Thereafter, the main CPU 201 refers to the special symbol determination table in FIG. 11, and when a game ball wins a prize at the first start port 120 or the second start port 140, a selection symbol command is determined based on the symbol random number value of the special symbol drawn and the above-mentioned win / loss determination value data , and the type of display mode (type of time shortening win or type of jackpot) derived to the special symbol display units 163, 164 is determined. Note that the above-mentioned win / loss determination and determination of the selection symbol command are performed at the start of the variable display of the special symbol, but it is not intended to exclude the 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 shortening times in the A time shortening game state controlled after the end of the jackpot game state is, for example, 200 times (when the selection symbol command is ``z5'') , or 300 times (when the selection symbol command is ``z10''). On the other hand, when the result of the winning determination process of the special symbol is ``time shortening win'', the number of time shortening times in the C time shortening 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 shortening times in the A time shortening game state is higher than the expected value of the number of time shortening times in the C time shortening game state. In this way, by making the A time shortening game state more advantageous to the player than the C time shortening game state, the position of the ``jackpot'' 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 operations in the A short-time game state being higher than the expected value of the number of short-time operations in the C short-time game state, for example, as shown in FIG. 14, the expected value of the number of short-time operations in the C short-time game state may be made higher than the expected value of the number of short-time operations 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 operations 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 operations 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 a "big win" is not won continues for a long period of time, when a "short-time win" is won, the player is controlled to the relatively advantageous C short-time game state, so it is possible to suppress a decrease in interest. 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 a "big win" is not won continues for a long period of time, when a "short-time win" is won, the player is controlled to the relatively advantageous C short-time game state, so it is possible to suppress a decrease in interest. 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 a "big win" is not won continues for a long period of time, when a "short-time win" is won, the player is controlled to the relatively advantageous C short-time game state, so it is possible to suppress a decrease in interest. 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 a "big win" is not won continues for a long period of time, when a "short-time win" is won, the player is controlled to the relatively advantageous C short-time game state, so it is possible to suppress a decrease in interest. 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 a "big win" is not won continues for a long period of time, when a "short-time win" is won, the player is controlled to the relatively advantageous C short-time game state, so it is possible to suppress a decrease in interest. This becomes possible.

[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 number of short-time occurrences is the number of variable displays of special symbols that can continuously execute short-time control. That is, for example, when the number of short-time occurrences is determined to be "50", if 50 variable displays of special symbols are performed without winning the jackpot in this short-time game state, this short-time game state ends and transitions to a non-short-time game state (for example, a normal game state).

[0267] Note that the "10,000" of the probability-variable number of occurrences and the number of short-time occurrences shown in FIG. 13 etc. means that the probability-variable 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.

[0268] [1-4-6. Variable Pattern Table of Special Symbols] FIG. 15 is an example of a variable pattern table of special symbols 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-based reaches A, B, C shown in the "Remarks" column of 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-based 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 special symbols when the probability-variable flag is off, and the illustration of the variable pattern table of special symbols when the probability-variable flag is on is omitted.

[0269] The main CPU 201, when based on the winning of a game ball into the first start port 120, is the first special symbol ​​​​​​​​​​​Determine the variation pattern of the handle. When it is based on the winning of the game ball into the second starting 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 production 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 production selection Random number value is extracted, for example, from among 0 to 99 (100 types). However, the range of the generated random number value

[0271] Is not limited to the above. When the production selection random number value extracted based on the winning of the game ball into the first starting 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 effect 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.

[0272] In this embodiment, the main CPU 201 determines whether to perform the pre-reading effect, but

[0273]

[0274]

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

[0275] In addition, when the time-saving flag is on or the probability-variable flag is on, the main CPU 201 may set the pre-reading flag (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 variation pattern of the determined special symbol has a smaller expected value of the number of variations per unit time compared to the case where 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 201 to the command input port 308 of the sub-CPU 301 via the command output port 206. The sub-CPU 301 controls the display 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. 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. 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.

[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. 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. 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.

[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 always 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 cup is cleared), it is not transferred to the A time shortening game state. 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 always 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 cup is cleared), it is not transferred to the A time shortening game state. 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 always 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 cup is cleared), it is not transferred to the A time shortening game state. 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 always 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 cup is cleared), it is not transferred to the A time shortening game state. 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 always 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 cup is cleared), it is not transferred to the A time shortening game state. 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 always 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 cup is cleared), it is not transferred to the A time shortening game state. 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 always 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 cup is cleared), it is not transferred to the A time shortening game state.

[0282] In addition, 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). In addition, 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). In addition, 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). In addition, 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). It is the case where any of the conditions is satisfied.

[0283] The short-time B game state is, for example, when the big win 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 condition for transitioning to the short-time B game state is that the ceiling counter reaches the ceiling value. The transition to the short-time B 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 short-time B 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 losing display mode is derived for the special symbol display units 163, 164, it will transition to the short-time B 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 condition for transitioning to the short-time B game state has been satisfied (for example, in this embodiment, that the ceiling counter has reached the ceiling value). Note that even if the condition for transitioning to the short-time B game state is satisfied, it does not necessarily transition to the short-time B game state, and there may be conditions that prevent the transition to the short-time B game state. When it is "miss", a losing display mode is derived for the special symbol display units 163, 164, but it will transition to the short-time B 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 condition for transitioning to the short-time B game state has been satisfied (for example, in this embodiment, that the ceiling counter has reached the ceiling value). For example, stopping the decorative symbol with a special symbol, performing a special effect by a character, or...

Claims

**Claim 1** a first member formed to be movable 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 separate from the first member and formed of a detachable member, the second member making it difficult for the first member to move from the first position to the second position by bringing a protrusion provided on the 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 movement of 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; the fixed part has an opening capable of accommodating at least a part of the structure inside; A gaming machine characterized by the above.

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