Pachinko machine

The gaming machine's movable member and detachable design with a protrusion and operation unit enhance functionality and visual appeal, addressing the need for improved player engagement and operational complexity in existing gaming machines.

JP7709794B2Active Publication Date: 2025-07-17UNIVERSAL ENTERTAINMENT CORP
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Patent Information

Application Number
JP2024061244
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 complexity to improve player engagement and visual appeal.

Method used

A gaming machine with a movable member that can transition between fixed and released positions, featuring a detachable member with a protrusion for contact with a contact portion, and an operation unit that allows for visual recognition from within the machine, along with a wiring connection and opening for inserting wiring means.

Benefits of technology

Enhances the functionality and visual appeal of gaming machines by providing a more interactive and engaging experience for players, while maintaining ease of operation and maintenance.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

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

Means for Solving the Problems

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

[0008] The gaming machine according to the present invention is a first member formed to be movable between a first position for fixing a structure to a fixed portion and a second position for releasing the fixing of the structure to the fixed portion, It consists 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 movesA 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 includes a sliding contact portion that operates while at least partially contacting a guiding portion provided on the fixed portion, and 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 operating position becomes difficult to visually recognize, and from the inside of the gaming machine, the operating position of the operating portion becomes visually recognizable, Is attachable to the fixed portion. The structure includes a wiring connection portion connectable to wiring means. The fixed portion has an opening through which the wiring means can be inserted. It is characterized by the above.

Advantages of the Invention

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

Brief Description of the Drawings

[0010]

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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 forward direction, When looking at the back side of the pachinko gaming machine in the backward direction, the left side when looking at the pachinko gaming machine from the front is defined as the left direction, the right side when looking at the pachinko gaming machine from the front is defined as the right direction, the upper side of the pachinko gaming machine is defined as the upward direction, the lower side of the pachinko gaming machine is defined as the downward direction, the clockwise direction when looking at the pachinko gaming machine from the front is defined as the right rotation direction, and the counterclockwise direction, which is the opposite, is defined as the left rotation direction.

[0013] Both the first pachinko gaming machine and the second pachinko gaming machine are so-called one type of pachinko gaming machines called "digital pachinko". Among them, the first pachinko gaming machine is a pachinko gaming machine in which either the first special symbol or the second special symbol is variably displayed without the two being variably displayed in parallel. In contrast, the second pachinko gaming machine is a pachinko gaming machine in which the first special symbol and the second special symbol can be variably displayed in parallel.

[0014] Also, the third pachinko gaming machine is a pachinko gaming machine called a one-type two-type hybrid machine that mixes a so-called one type of gaming machine called "digital pachinko" and a two type of gaming machine called "blade motor". The third pachinko gaming machine described in this specification also has the first special symbol and the second special symbol. However, in this specification, a case where only one of the first special symbol and the second special symbol is variably displayed without the two being variably displayed in parallel will be taken as an example for explanation. However, it is not the intention to exclude a one-type two-type hybrid pachinko gaming machine in which the first special symbol and the second special symbol can be variably displayed in parallel.

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

[0016] ​​​​​In addition, the "variable display" as used in this specification refers to a concept that includes, for example, both a "variable display" in which symbols are variably displayed and a "stop display" in which symbols are stopped and displayed, and the operation from the start of the variable display until the stop display is referred to as one "variable display". When the symbols being variably displayed are stopped and displayed (hereinafter also referred to as "derived"), the result of the winning determination process for the special symbols described later (hereinafter also referred to as the "special symbol lottery") and the result of the winning determination process for the normal symbols (hereinafter also referred to as the "normal symbol lottery") are determined. Note that even if the symbols appear to be stopped, there may be a case where the symbols are displayed in a mode where the result of the winning determination process for the special symbols or the result of the winning determination process for the normal symbols has not been determined (for example, a temporarily stopped mode), but such a mode is included in the above variable display. Note that even when the symbols are temporarily stopped, for example, at this time, since the result of the winning determination process for the special symbols or the result of the winning determination process for the normal symbols has not been determined, the symbols can be variably displayed again. In addition, in this specification, when explaining the first pachinko machine, the second pachinko machine, and the third pachinko machine, the case where the number of special symbols is two (the first special symbol and the second special symbol) is taken as an example for explanation. However, for the first pachinko machine and the third pachinko machine, the number of special symbols may be one. [1. The First Pachinko Machine] First, the first pachinko machine will be described. As a pachinko machine in which only one of the first special symbol and the second special symbol is variably displayed without the first special symbol and the second special symbol being variably displayed in parallel, there are the variable display of the first special symbol and the second special symbol For the first pachinko machine, the first special symbol and the second special symbol are not variably displayed in parallel, and only one of them is variably displayed. For example, the variable display of the first special symbol and the variable display of the second special symbol The first special symbol and the second special symbol are not variably displayed in parallel, and only one of them is variably displayed. For instance, the variable display of the first special symbol and the variable display of the second special symbol The first special symbol and the second special symbol are not variably displayed in parallel, and only one of them is variably displayed. Such as the variable display of the first special symbol and the variable display of the second special symbol The first special symbol and the second special symbol are not variably displayed in parallel, and only one of them is variably displayed. Like the variable display of the first special symbol and the variable display of the second special symbol The first special symbol and the second special symbol are not variably displayed in parallel, and only one of them is variably displayed. For example, the variable display of the first special symbol and the variable display of the second special symbol The first special symbol and the second special symbol are not variably displayed in parallel, and only one of them is variably displayed. E.g., the variable display of the first special symbol and the variable display of the second special symbol

[0017] In addition, in this specification, when explaining the first pachinko machine, the second pachinko machine, and the third pachinko machine, the case where the number of special symbols is two (the first special symbol and the second special symbol) is taken as an example for explanation. However, for the first pachinko machine and the third pachinko machine, the number of special symbols may be one. For the first pachinko machine, the first special symbol and the second special symbol are not variably displayed in parallel, and only one of them is variably displayed. For example, the variable display of the first special symbol and the variable display of the second special symbol For the first pachinko machine, the first special symbol and the second special symbol are not variably displayed in parallel, and only one of them is variably displayed. Such as the variable display of the first special symbol and the variable display of the second special symbol For the first pachinko machine, the first special symbol and the second special symbol are not variably displayed in parallel, and only one of them is variably displayed. Like the variable display of the first special symbol and the variable display of the second special symbol

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

[0019] As a pachinko machine in which only one of the first special symbol and the second special symbol is variably displayed without the first special symbol and the second special symbol being variably displayed in parallel, there are the variable display of the first special symbol and the variable display of the second special symbol As a pachinko machine in which only one of the first special symbol and the second special symbol is variably displayed without the first special symbol and the second special symbol being variably displayed in parallel, there are the variable display of the first special symbol and the variable display of the second special symbol When the variable display of, for example, the first special symbol is on hold, a pachinko gaming machine (hereinafter referred to as a "priority variable machine") in which the start condition of the second special symbol is preferentially satisfied over the start condition of the first special symbol, and a pachinko gaming machine (hereinafter referred to as a "sequential variable machine") in which the start conditions are satisfied in the order of winning including the first start port and the second start port. In the priority variable 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 gaming state, etc., the variable display of the second special symbol is not on hold, and the variable display of the first special symbol is on hold, etc., and is established when all of a certain set of requirements are met. Also, in the priority variable 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 gaming state, etc., and the variable display of the second special symbol is on hold, etc., and is established when all of a certain set of requirements are met. Also, in the sequential variable 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 gaming state, etc., the variable display of the first special symbol is on hold, and the first hold is the hold of the variable display of the first special symbol, etc., and is established when at least all of these are satisfied. Also, in the sequential variable 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 gaming state, etc., the variable display of the second special symbol is on hold, and the first hold is the hold of the variable display of the second special symbol, etc., and is established when at least all of these are satisfied. There is such a thing.

[0020] In the priority variable 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 gaming state, etc., the variable display of the second special symbol is not on hold, and the variable display of the first special symbol is on hold, etc., and is established when all of a certain set of requirements are met. Also, in the priority variable 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 gaming state, etc., and the variable display of the second special symbol is on hold, etc., and is established when all of a certain set of requirements are met. In the priority variable 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 gaming state, etc., the variable display of the second special symbol is not on hold, and the variable display of the first special symbol is on hold, etc., and is established when all of a certain set of requirements are met. Also, in the priority variable 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 gaming state, etc., and the variable display of the second special symbol is on hold, etc., and is established when all of a certain set of requirements are met. In the priority variable 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 gaming state, etc., the variable display of the second special symbol is not on hold, and the variable display of the first special symbol is on hold, etc., and is established when all of a certain set of requirements are met. Also, in the priority variable 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 gaming state, etc., and the variable display of the second special symbol is on hold, etc., and is established when all of a certain set of requirements are met. In the priority variable 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 gaming state, etc., the variable display of the second special symbol is not on hold, and the variable display of the first special symbol is on hold, etc., and is established when all of a certain set of requirements are met. Also, in the priority variable 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 gaming state, etc., and the variable display of the second special symbol is on hold, etc., and is established when all of a certain set of requirements are met. In the priority variable 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 gaming state, etc., the variable display of the second special symbol is not on hold, and the variable display of the first special symbol is on hold, etc., and is established when all of a certain set of requirements are met. Also, in the priority variable 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 gaming state, etc., and the variable display of the second special symbol is on hold, etc., and is established when all of a certain set of requirements are met. In the priority variable 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 gaming state, etc., the variable display of the second special symbol is not on hold, and the variable display of the first special symbol is on hold, etc., and is established when all of a certain set of requirements are met. Also, in the priority variable 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 gaming state, etc., and the variable display of the second special symbol is on hold, etc., and is established when all of a certain set of requirements are met. In the priority variable 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 gaming state, etc., the variable display of the second special symbol is not on hold, and the variable display of the first special symbol is on hold, etc., and is established when all of a certain set of requirements are met. Also, in the priority variable 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 gaming state, etc., and the variable display of the second special symbol is on hold, etc., and is established when all of a certain set of requirements are met.

[0021] In the sequential variable 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 gaming state, etc., the variable display of the first special symbol is on hold, and the first hold is the hold of the variable display of the first special symbol, etc., and is established when at least all of these are satisfied. Also, in the sequential variable 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 gaming state, etc., the variable display of the second special symbol is on hold, and the first hold is the hold of the variable display of the second special symbol, etc., and is established when at least all of these are satisfied. In the sequential variable 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 gaming state, etc., the variable display of the first special symbol is on hold, and the first hold is the hold of the variable display of the first special symbol, etc., and is established when at least all of these are satisfied. Also, in the sequential variable 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 gaming state, etc., the variable display of the second special symbol is on hold, and the first hold is the hold of the variable display of the second special symbol, etc., and is established when at least all of these are satisfied. In the sequential variable 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 gaming state, etc., the variable display of the first special symbol is on hold, and the first hold is the hold of the variable display of the first special symbol, etc., and is established when at least all of these are satisfied. Also, in the sequential variable 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 gaming state, etc., the variable display of the second special symbol is on hold, and the first hold is the hold of the variable display of the second special symbol, etc., and is established when at least all of these are satisfied. In the sequential variable 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 gaming state, etc., the variable display of the first special symbol is on hold, and the first hold is the hold of the variable display of the first special symbol, etc., and is established when at least all of these are satisfied. Also, in the sequential variable 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 gaming state, etc., the variable display of the second special symbol is on hold, and the first hold is the hold of the variable display of the second special symbol, etc., and is established when at least all of these are satisfied. In the sequential variable 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 gaming state, etc., the variable display of the first special symbol is on hold, and the first hold is the hold of the variable display of the first special symbol, etc., and is established when at least all of these are satisfied. Also, in the sequential variable 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 gaming state, etc., the variable display of the second special symbol is on hold, and the first hold is the hold of the variable display of the second special symbol, etc., and is established when at least all of these are satisfied. In the sequential variable 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 gaming state, etc., the variable display of the first special symbol is on hold, and the first hold is the hold of the variable display of the first special symbol, etc., and is established when at least all of these are satisfied. Also, in the sequential variable 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 gaming state, etc., the variable display of the second special symbol is on hold, and the first hold is the hold of the variable display of the second special symbol, etc., and is established when at least all of these are satisfied. In the sequential variable 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 gaming state, etc., the variable display of the first special symbol is on hold, and the first hold is the hold of the variable display of the first special symbol, etc., and is established when at least all of these are satisfied. Also, in the sequential variable 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 gaming state, etc., the variable display of the second special symbol is on hold, and the first hold is the hold of the variable display of the second special symbol, etc., and is established when at least all of these are satisfied. In the sequential variable 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 gaming state, etc., the variable display of the first special symbol is on hold, and the first hold is the hold of the variable display of the first special symbol, etc., and is established when at least all of these are satisfied. Also, in the sequential variable 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 gaming state, etc., the variable display of the second special symbol is on hold, and the first hold is the hold of the variable display of the second special symbol, etc., and is established when at least all of these are satisfied.

[0022] The following will use a priority variable machine as an example.

[0023] [1-1. Appearance] FIG. 1 is a perspective view showing the appearance of a first pachinko gaming machine when viewed from the front right upper side. FIG. 2 is an exploded perspective view of the first pachinko gaming machine as viewed from the front right. FIG. 3 shows the external appearance of the first pachinko gaming machine as viewed from the upper right diagonally from the rear. FIG.

[0024] [1-1-1.Basic configuration] As shown in Figs. 1 to 3, the first pachinko gaming machine includes an outer frame 2, a base door 3, a glass A tray unit 4, a tray unit 5, a launching device 6, a display device 7 (see FIG. 2), a dispensing unit 8 (see FIG. 2) 3), a board unit 9 (see FIGS. 2 and 3), and a game board unit 10 (see FIG. 2 In addition, the game board unit 10 is provided with an LED unit 160 (see FIG. In this example, an outer frame 2, a base door 3, a glass door 4, a plate unit The dispenser 5, the dispenser 6, the display unit 7, the dispensing unit 8 and the base unit 9 will be briefly described. The game board unit 10 and the LED unit 160 will be described in detail later. The above parentheses indicate reference drawings for configurations not shown in FIG.

[0025] (Outer frame) The outer frame 2 is a frame body having a generally rectangular shape when viewed from the front, and has an opening 21 penetrating therethrough in the front-rear direction. The outer frame 2 is fixed to the island equipment of the game center. For example, the front side of the left end of the outer frame 2 is A hinge (not shown) is provided on which the base door 3 is pivoted. In this way, the base door 3 can be rotated forward with respect to the outer frame 2 around the hinge. It has become possible.

[0026] The outer frame 2 supports a number of members such as a payout unit 8, a substrate unit 9, a display device 7, a game board unit 10, a glass door 4, and a dish unit 5 via a base door 3. Therefore, high strength is required. On the other hand, for the purpose of enhancing the effect of the presentation, for example, the enlargement of the display device 7 (see Fig. 2) and the game board unit 10 is required. Therefore, by forming the outer frame 2 of, for example, a thin metal plate, it is possible to increase the size of the display device 7 and the game board unit 10 while maintaining high strength. In particular, if the outer frame 2 is made of aluminum, it is also possible to reduce the weight.

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

[0028] The game board unit 10 is fitted on the front side of the base door 3. Also, on the front side of the base door 3, for example, on the front side of the left end, hinges (not shown) are provided at the upper end, a middle part below the substantially central part 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, and the dish unit 5 is pivotally supported by the hinges at the middle part and the lower end, respectively. In this way, it is possible to pivot the glass door 4 and the dish unit 5 forward integrally or individually with respect to the base door 3 around the hinges. It has become possible.

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

[0030] Furthermore, a locking device (not shown) is provided on the side opposite to the hinge of the base door 3 (i.e., the right end). This locking device has a function of locking the base door 3 with respect to the outer frame 2 or locking the glass door 4 with respect to the base door 3.

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

[0032] Note that the protective glass 43 may be formed by attaching a plurality of (for example, two) glasses with a gap between them, or may be a unitized structure in which a plurality of glasses have a gap between them. Furthermore, in the case of a unitized structure, a light guide plate etc. may be provided between the glasses. The above protective glass 43 is not limited to being made of glass, and may be made of, for example, transparent resin.

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

[0034] In addition, at the upper part of the glass door 4, a speaker cover 45 is provided in front of the above-described speaker 32. Further, at the peripheral edge of the opening 41 of the glass door 4, a number of LED groups 46 used for light emission effects and the like are arranged, and an LED cover is provided in front of these LED groups 46. The reference numeral 46 shown in FIGS. 1 and 2 is strictly speaking an LED cover, but for the sake of convenience, it will be described as the LED group 46. The LED group 46 is, for example, a light-emitting means for performing 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, lamps, etc.

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

[0036] The upper tray 51 is provided so as to be able to store game balls, and the game balls stored in the upper tray 51 are fired from the firing device 6 toward the game area 105 (see FIG. 4 described later). The upper tray 51 is provided with a payout port 53, a production button 54, and the like. The game balls paid out as lent game balls or bonus balls are payout from the payout port 53 to the upper tray 51. The production button 54 is a so-called "C HANCE button", a "push button", or the like. The production button 54 may have a predetermined production function in addition to the operation function operated by the player. As the predetermined production function, for example, a function such as vibrating or protruding upward based on the result of the winning determination process of the special symbol corresponds. Also, it may also serve as the function of the operation unit 66.

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

[0038] An opening (not shown) that can be opened and closed by the operation of the player is formed on the bottom surface of the lower tray 52. When the opening formed on the bottom surface of the lower tray 52 is opened, the game balls stored in the lower tray 5 2 can be transferred to the ball box placed below the lower tray 52. In addition, when a so-called per-machine counting system is provided for each machine, not only is a ball box not required, but also the game balls counted by the per-machine counting system can be stored, and the stored game balls can be used for the game again.

[0039] (Firing Device) The firing device 6 fires the game balls stored in the upper tray 51 toward the game area 105 (see FIG. 4 described later). It is for launching towards. The launching device 6 is located at the lower right front part of the base door 3, below the dish unit 5 on the right side and is arranged at the lower right of the unit 5. The launching device 6 includes a panel body 61, a driving device (not shown) and a launching handle 62.

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

[0041] The launching handle 62 is configured to be rotatable clockwise or counterclockwise and is arranged on the front surface side of the panel body 61. The above-mentioned driving device is arranged on the back surface side of the panel body 61 and is constituted by, for example, a launching solenoid (not shown). When the launching handle 62 is operated by a player, a game ball is launched by the operation of the driving device. When operating the launching handle 62, the greater the amount of rotation (operation amount) clockwise, the stronger the launching intensity of the game ball.

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

[0043] (Display device) The display device 7 (see FIG. 2) has a display area for displaying various production images related to the game. ​​​​​​​​It is attached so that the above display area faces the opening of the game panel 100. The display device 7 may be, for example, a liquid crystal display device, a 7-segment display device, a dot matrix display device, a display device constituted by electroluminescence, etc., or may be one that projects an image using a projection device such as a projector. On the display area of the display device 7, for example, variable display of identification symbols for effect (for example, decorative symbols) is performed 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 game 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. In this embodiment, one display device 7 is provided to display the above various effect images. However, a plurality (for example, two) of display devices may be provided, and effect images may be displayed using these plurality of display devices.

[0044]

[0045] (Payout Unit) The payout unit 8 (see FIGS. 2 and 3) is arranged on the back side of the base door 3 and is composed of a ball passage 81, a payout device 82, etc. Game balls are supplied to the ball passage 81 from a storage tank 80 (see FIGS. 2 and 3). The storage tank 80 is supplied with game balls from island equipment (not shown). When the payout condition is satisfied, the payout device 82 pays out a predetermined number of the game balls supplied from the storage tank 80 to the ball passage 81 to, for example, the upper tray 51. Also, the payout unit On the back side of the knitting 8, a power switch 95 is provided 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 uni 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 as reference numerals, but all of these substrates are accommodated in the substrate case.

[0049] In this embodiment, the sub-control substrate 92 is configured as a one-board substrate (a substrate on which one control LSI or a plurality of LSIs are provided). However, it is not limited to this For example, all or part of the display control circuit 304, the audio control circuit 305, the LED control circuit 306, and the accessory control circuit 307 (all of which are shown in FIG. 6 described later) and the like may be on separate substrates so that the sub-control substrate 92 may be composed of a plurality of substrates.

[0050] [1-1-2. Pachinko game board unit] FIG. 4 is an example of a front view showing the appearance of the game board unit 10 provided in the first pachinko game machine. is provided. On the front side of the game board unit 10, there is a game area 105 where the launched game balls can roll down.

[0051] As shown in FIG. 4, the game board unit 10 mainly includes a game panel 100 on which a game area 105 where the launched game balls can roll down is formed, a guide rail 110, a center accessory 115 disposed at approximately the center 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, an ordinary 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 referenced) is formed in the game panel 100 at a position facing the display area of the display device 7. Also, on the front surface of the game panel 100, the guide rail 110 is provided and game nails (not referenced) and the like are implanted. The game balls launched from the launching device 6 (see FIGS. 1 and 2) jump out from the guide rail 110 toward the game area 105, collide with the game nails and the like, change the traveling direction, and flow downward toward the lower part of the game area 105.

[0053] Also, a back unit (not shown) with a decorative body provided to enhance the production effect is disposed behind the game panel 100. The game panel 100 is made of a transparent resin so that the decorative body provided in the back unit can be visually recognized in a front view. In this case, the entire game panel 100 may be made of a transparent member, or for example, the decorative body provided in the back unit is only visible through a part of the game panel 100 made of a transparent resin. Only the parts visible in the front view may be composed of a transparent member. Also, the game panel 1 00 may be composed of a member without a transparent part (for example, wood), and a transparent member may be provided partially to enhance the production effect.

[0054] In this embodiment, the game panel 100 is made of transparent resin so that the back unit can be seen in the front view, but 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 10 5 is distributed left and right by the center rail 116.

[0057] In this first pachinko machine, among 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 machine and the third pachinko machine described later.

[0058] ​​​​​The game balls launched by the launcher 6 towards the game area 105 flow down either through the left area 106 or the right area 107. The game balls flowing down through the left area 106 or the right area 107 flow downward while changing their traveling direction 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 through the left area 106. On the other hand, when the operation amount of the launch handle 62 (see FIG. 1) is large, the launched game balls flow down through 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 through the left area 106 is referred to as "left hitting", and a way of hitting the game ball so that it flows down through the right area 107 is referred to as "right hitting". In this way, the player is able to distribute the game balls towards the left area 106 or the right area 107.

[0060] Also, in the center accessory 115, a warp entrance 117 through which game balls flowing down through 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 accessory 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, for example.

[0061] At the rear side of approximately the center in the left - right direction of the stage 118, there is a chance entrance 119 through which the game balls can enter. ​is formed, and the game balls that enter the chance entrance 119 are arranged to be released directly above the first start port 120. Therefore, the game balls that enter the chance entrance 119 have a higher probability of winning (passing) through the first start port 120 compared to the game balls that did not enter the warp 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. Also, instead of or in addition to the above-described first start port 120, a first start port may be provided through 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) 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 the start conditions of the first special symbol (also referred to as the "variation start conditions of the first special symbol" in this specification). ​​​​​​​​​​​​​​If it is established, it is used for the winning determination process of the first special symbol. When a game ball wins in the first start port 120 for example, 3 prize balls are paid out. However, the number of prize balls paid out based on the winning of a game ball in the first start port 120 is not limited to this.

[0064] In this specification, the winning of a game ball in the first start port 120 is referred to as the start winning of the first special symbol and various data related to the first special symbol (for example, the jackpot determination random number value of the first special symbol, the symbol random number value of the first special symbol, the reach determination random number value of the first special symbol, and various random number values such as the production selection random number value of the first special symbol, etc.) are referred to as the start information of the first special symbol. Also, retaining the start information of the first special symbol until the start condition is established 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 so 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 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 in the general winning port 122, for example, 4 prize balls are paid out. However, the number of prize balls paid out based on the winning of a game ball in the general winning port 122 is not limited to 4.

[0067] Also, in this embodiment, the general winning port 122 is arranged so that a right-hit game ball has difficulty or is impossible to win, but it is not necessarily limited to this. The above general winning port 12 ​ Instead of or in addition to 2, a general winning opening into which a right-handed game ball can enter may be provided.

[0068] (Passage Gate Unit) The passage gate unit 125 is arranged in the right area 107, and is a unit body integrating a passage gate 126 configured such that a right-handed game ball can pass through it, and a passage gate switch 127 (see FIG. 6 described later) for detecting the passage of the game ball through the passage gate 126. When the passage of the game ball through the passage gate 126 is detected by the passage gate switch 127, various data related to the normal symbol (for example, a random number value for determining a win of the normal symbol, etc.) is extracted, and the extracted various data is stored up to a predetermined number (for example, a maximum of 4). The stored various data is used for the win determination process of the normal symbol. Note that even if the passage of the game ball through the passage gate 126 is detected by the passage gate switch 127, no prize balls are paid out. Also, the passage gate unit 125 may be arranged in the left area 106 instead of or in addition to the right area 107. It is.

[0069] When the passage of the game ball through the passage gate 126 is detected by the passage gate switch 127, various data related to the normal symbol (for example, a random number value for determining a win of the normal symbol, etc.) is extracted, and the extracted various data is stored up to a predetermined number (for example, a maximum of 4). The stored various data is used for the win determination process of the normal symbol. Note that even if the passage of the game ball through the passage gate 126 is detected by the passage gate switch 127, no prize balls are paid out. Also, the passage gate unit 125 may be arranged in the left area 106 instead of or in addition to the right area 107. In this specification, the passage of the game ball through the passage gate 126 is referred to as a start passage, and various data related to the normal symbol (for example, a random number value for determining a win of the normal symbol, etc.) extracted by the passage of the game ball through the passage gate 126 is referred to as start information of the normal symbol. Also, retaining the start information of the normal symbol until the start condition is satisfied is referred to as retention.

[0070] In this specification, the passage of the game ball through the passage gate 126 is referred to as a start passage, and various data related to the normal symbol (for example, a random number value for determining a win of the normal symbol, etc.) extracted by the passage of the game ball through the passage gate 126 is referred to as start information of the normal symbol. Also, retaining the start information of the normal symbol until the start condition is satisfied is referred to as retention.

[0071] (Special Electric Device Unit) The special electric device unit 130 includes a big winning opening 131 and a winning of the game ball into the big winning opening 131 ​​​​​​A count switch 132 (see FIG. 6 described later) for detecting and a special electric accessory 133 are integrated into a unit body. The special electric accessory unit 130 is located in the right region 107 and is disposed below the passing gate unit 125.

[0072] The large winning opening 131 is arranged such that a right-hit game ball can win (it is difficult or impossible for a left-hit game ball to win). However, it is not limited to this, and instead of or in addition to the above-mentioned large winning opening 131, a large winning opening where a left-hit game ball 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 arranged like this.

[0073] In addition, 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 the game is controlled to a jackpot game state, which is a game state advantageous to the player. When the entry of a game ball into the large winning opening 131 is detected by the 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 move forward and backward in the front-rear direction and a special electric solenoid 135 (see FIG. 6 described later) that actuates the 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 entry (passage) of a game ball into the large winning opening 131 is possible or easy and a closed state where 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 closed state to the open state of the record is performed over a predetermined number of rounds. That is, in the jackpot game state, the big winning opening 131 transitions from the closed state to the open state over a predetermined period, and a plurality of round games are performed over a plurality of rounds, enabling a large number of game balls to be paid out as prize balls. This is a game state where a large number of game balls can be paid out as prize balls by performing a plurality of round games over a predetermined period.

[0075] (Second start port) The second start port 140 is arranged in the left area 106 (more specifically, the lower left side of the first start port 120). However, it is difficult or impossible for the game ball hit from the left to win, for example, by nails or the like, and the game ball hit from the right is configured to be guided to the vicinity of the second start port 140 so that it can win. However, it is not essential to configure the second start port 140 in this way, and it may be provided in the right area 107, for example. Alternatively, the second start port 140 may be configured so that a game ball hit from the left can win.

[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 jackpot determination random value of the second special symbol, the symbol random value of the second special symbol, the reach determination random value of the second special symbol, and various random values such as the effect selection random value of the second special symbol) 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 second special symbol when the start condition of the second special symbol (also referred to as the "variation start condition of the second special symbol" in this specification) is satisfied. When a game ball wins in the second start port 140, ​​​​​​​​​​​Then, for example, three prize balls are paid out. However, the number of prize balls paid out based on the winning of the game balls into the second starting port 140 is not limited to this. is not limited to this.

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

[0078] The normal electric accessory 146 is composed of, for example, a movable member 147 for normal electricity made of a blade member called a so-called electric chew, and a solenoid 148 for normal electricity (see FIG. 6 described later) for operating this movable member 147 for normal electricity. The normal electric accessory 146, that is, the movable member 147 for normal electricity, is configured to be able to transition between an open state in which it is possible or easy for game balls to win (pass through) into the second starting port 140 and a closed state in which it is impossible or difficult for game balls to win into the second starting port 140. Note that the movable member 147 for normal electricity includes a blade type, a door type, a protruding plate type, etc. The normal electric accessory 146 is composed of, for example, a movable member 147 for normal electricity made of a blade member called a so-called electric chew, and a solenoid 148 for normal electricity (see FIG. 6 described later) for operating this movable member 147 for normal electricity. The normal electric accessory 146, that is, the movable member 147 for normal electricity, is configured to be able to transition between an open state in which it is possible or easy for game balls to win (pass through) into the second starting port 140 and a closed state in which it is impossible or difficult for game balls to win into the second starting port 140. Note that the movable member 147 for normal electricity includes a blade type, a door type, a protruding plate type, etc. The normal electric accessory 146, that is, the movable member 147 for normal electricity, is configured to be able to transition between an open state in which it is possible or easy for game balls to win (pass through) into the second starting port 140 and a closed state in which it is impossible or difficult for game balls to win into the second starting port 140. Note that the movable member 147 for normal electricity includes a blade type, a door type, a protruding plate type, etc. The normal electric accessory 146, that is, the movable member 147 for normal electricity, is configured to be able to transition between an open state in which it is possible or easy for game balls to win (pass through) into the second starting port 140 and a closed state in which it is impossible or difficult for game balls to win into the second starting port 140. Note that the movable member 147 for normal electricity includes a blade type, a door type, a protruding plate type, etc. The normal electric accessory 146, that is, the movable member 147 for normal electricity, is configured to be able to transition between an open state in which it is possible or easy for game balls to win (pass through) into the second starting port 140 and a closed state in which it is impossible or difficult for game balls to win into the second starting port 140. Note that the movable member 147 for normal electricity includes a blade type, a door type, a protruding plate type, etc. Note that the movable member 147 for normal 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 into any of various winning ports (for example, the first starting port 120, the second starting port 140, the big winning port 131, the general winning port 122, etc.) among those launched toward the game area 105. This out port 178 can discharge both left-shot game balls and right-shot game balls outside the machine. The out port 178 is for discharging game balls that have not won into any of various winning ports (for example, the first starting port 120, the second starting port 140, the big winning port 131, the general winning port 122, etc.) among those launched toward the game area 105. This out port 178 can discharge both left-shot game balls and right-shot game balls outside the machine. The out port 178 is for discharging game balls that have not won into any of various winning ports (for example, the first starting port 120, the second starting port 140, the big winning port 131, the general winning port 122, etc.) among those launched toward the game area 105. This out port 178 can discharge both left-shot game balls and right-shot game balls outside the machine. The out port 178 is for discharging game balls that have not won into any of various winning ports (for example, the first starting port 120, the second starting port 140, the big winning port 131, the general winning port 122, etc.) among those launched toward the game area 105. This out port 178 can discharge both left-shot game balls and right-shot game balls outside the machine. is provided on the most downstream side of the game area 105. However, in addition to the above out-port 178 an out-port may be provided at a position that is not the most downstream side, for example, between a plurality of general winning ports 122, etc., so as to discharge the game balls flowing down in the game area 105 to the outside of 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 (see FIG. 6 described later) such as a movable device controlled by the sub-control circuit 300. The effect device group 58 is arranged, for example, around the display area of the display device 7. At least one or more of these effect devices in the effect device group 58 or the effect device constituent members constituting the effect devices function as effect devices that can operate based on the result of the determination process for the special symbol winning.

[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.

[0082] 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 hold display part 162 for the normal symbol, a first special symbol display part 163, a second special symbol display part 164, a hold display part 165 for the first special symbol, a hold display part 166 for the second special symbol, a display part 167 for notifying the probability of a certain change, and a display part 168 for notifying the shortening of time. ​​​​​

[0084] (Normal Symbol Display Section) The normal symbol display section 161 displays the result of the winning determination process for the normal symbol, and includes normal symbol display LEDs 161a and 161b. When the conditions for starting the variable display of the normal symbol (hereinafter referred to as the "starting conditions for the normal symbol") are satisfied, the variable display of the normal symbol, in which the normal symbol display LEDs 161 a and 161b alternately light and go out, is started. When a predetermined time has elapsed since the start of the variable display of the normal symbol, the variable display of the normal symbol stops, and the result of the winning determination process for the normal symbol is derived.

[0085] When the result of the winning determination process for the normal symbol is a winning for the normal symbol, the combination of lighting and going out 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 winning 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 is stopped and displayed in a specific stop display mode, it is determined to operate the normal electric accessory 146, and the general-purpose electric movable member 147 is driven to open and close in a predetermined pattern, making it easier for the game balls to enter (pass through) the second starting port 140.

[0086] (Normal Symbol Hold Display Section) The normal symbol hold display section 162 holds the starting information of the normal symbol, that is, the variable display is held, When there is, it displays the number of variable displays of the normal symbols that are held (hereinafter referred to as "the number of held normal symbols") ) and includes normal symbol holding display LEDs 162a and 162b. As mentioned above, "The variable display of the normal symbol is held" means that the passage of the game ball through the passing gate 126 is detected and various data related to the normal symbol (for example, the random number value for determining a win of the normal symbol, etc.) is extracted, and it refers to the state until the start condition of the normal symbol is satisfied. Note that the start condition of the normal symbol is satisfied when at least all of the following are met: the normal symbol is not in variable display, and the variable display of the normal symbol is held.

[0087] The normal symbol holding display unit 162 displays the number of held variable displays of the normal symbol by the combination of lighting ·extinguishing of the normal symbol holding display LEDs 162a and 162b. For example, when the number of held normal symbols is 1, the normal symbol holding display LED 162a lights up and the normal symbol holding display LED 162b goes out. Also, when the number of held normal symbols is 2, both of the normal symbol holding display LEDs 162a and 162b light up. Also, when the number of held normal symbols is 3, the normal symbol holding display LED 162a blinks and the normal symbol holding display LED 162b lights up. Further, when the number of held normal symbols is 4, the normal symbol holding display LEDs 162a and 162b both blink. However, the display modes of the normal symbol holding display LEDs 162a and 162b indicating the number of held 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 comprises, for example, a first special symbol display LED group composed of eight LEDs 163a to 163h . Similarly, the second special symbol display section 164 also comprises, for example, a second special symbol display LED group composed of eight LEDs 164a to 164h .

[0089] When the conditions for starting the variable display of the first special symbol (hereinafter referred to as the "starting conditions for the first special symbol") are satisfied, all or part of the eight LEDs 163a to 163h constituting the first special symbol display section 163 start the variable display of the first special symbol in which they alternately or mutually light up and go out . When a predetermined time has elapsed since the start of the variable display of the first special symbol, the variable display of the first special symbol stops, and the result of the winning determination process for the first special symbol is derived . . .

[0090] If the result of the winning determination process for the first special symbol is a big win, the lighting and extinguishing combination of the eight LEDs 163a to 163h constituting the first special symbol display section 163 becomes a specific stop display mode . When the first special symbol display section 163 stops displaying in the specific stop display mode , the transition to the big win gaming state is determined .

[0091] When the conditions for starting the variable display of the second special symbol (hereinafter referred to as the "starting conditions for the second special symbol") are satisfied, all or part of the eight LEDs 164a to 164h constituting the second special symbol display section 164 start the variable display of the second special symbol in which they alternately or mutually light up and go out . When a predetermined time has elapsed since the start of the variable display of the second special symbol, the variable display of the second special symbol stops, and the result of the winning determination process for the second special symbol is derived . . .

[0092] When the result of the winning determination process for the second special symbol combination is a big win, the second special symbol display unit 164 is set to a specific stop display state by the on / off combination of the eight LEDs 164a to 164h that constitute it. When the second special symbol display unit 164 stops displaying in a specific stop display state , the transition to the big win gaming 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 special symbol that are reserved, that is, when the start information of the special symbol, namely the variable display, is reserved (hereinafter referred to as the "number of reserved special symbols"), and includes a first reserved display unit 165 for special symbols and a second reserved display unit 166 for special symbols. 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,

[0094] and includes first reserved display LEDs 165a , 165b for the first special symbol. "The variable display of the first special symbol is reserved" means the state from when a winning (passing) of a game ball into the first start port 1 20 is detected and the start information of the first special symbol is extracted until the start condition of the first special symbol is satisfied. The first reserved display unit 165 for special symbols displays the number of reserved variable displays of the first special symbol by the on / off combination 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

[0095] lights up and the first reserved display LED 165b for the first special symbol turns off. 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. 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 turns off. 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. 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 turns off. 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 lights up. Also, when the number of holds of the first special symbol is 3, the hold display L for the first special symbol ED165a blinks and the hold display LED165b for the first special symbol lights up. Also more, when the number of holds of the first special symbol is 4, the hold display LEDs 165a , 165b for the first special symbol both blink. However, the display modes of the hold display LEDs 165a, 165b for the first special symbol indicating the number of holds of the first special symbol are not limited to this .

[0096] The hold display unit 166 for the second special symbol displays the number of holds of the second special symbol when the variable display of the second special symbol is on hold, and includes hold display LEDs 166a , 166b for the second special symbol. "The variable display of the second special symbol is on hold" means the state from when the winning (passing) of 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 unit 166 for the second special symbol displays the number of holds of the variable display of the second special symbol by the combination of lighting and extinguishing of the hold display LEDs 166a, 166 b for the second special symbol. For example, when the number of holds of the second special symbol is 1, the hold display LED 166a for the second special symbol lights up and the hold display LED 166b for the second special symbol goes out. Also, when the number of holds of the second special symbol is 2, both of the hold display LEDs 166a, 166b for the second special symbol light up. Also, when the number of holds of the second special symbol is 3, the hold display L ED166a for the second special symbol blinks and the hold display LED 166b for the second special symbol lights up. Also more, when the number of holds of the second special symbol is 4, the hold display LED 166a for the second special symbol for the second special symbol and the hold display LED 166b for the second special symbol both 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 . ​, both 166b blink. However, the hold for the second special symbol indicating the number of holds of the second special symbol The display modes of the display LEDs 166a and 166b are not limited to this.

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

[0099] The display section 167 for sure change notification may be lit during the execution of the sure change control. However, for example, it may not be lit so that it cannot be visually recognized that the sure change control is being executed. In this way, the execution of the sure change control may be kept secret.

[0100] However, when the power is cut off during the execution of the sure change control, the data indicating that the sure change control is being executed does not disappear due to the function of the backup capacitor 2 07 described later. Therefore, when the power is cut off during the execution of the sure change control and then the power is turned on, the display section 167 for sure change notification lights up in a manner that allows the execution of the sure change control to be visually recognized.

[0101] In addition, even if it was kept secret whether the sure change control was being executed before the power was cut off when the power is turned on, the display section 167 for sure change notification is lit so that the execution of the sure change control can be recognized.

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

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

[0104] Also, although details will be described later, the time-saving game state includes an A time-saving game state, a B time-saving game state, and a C time-saving game state. And, for example, by the combination of lighting or extinguishing of the first time-saving notification display unit 168a and the second time-saving notification display unit 168b, it is configured to be able to grasp which time-saving game state it is in. The time-saving notification display unit 168 may be configured to light up the first time-saving notification display unit 168a

[0105] or / and the second time-saving notification display unit 168b according to the time-saving control being executed. However, for example , it may be hidden so that it is impossible to grasp whether the time-saving control is being executed or the type of the time-saving control being executed by appearance (for example, all extinguished, all lit, a state unrelated to the time-saving control being executed), by lighting or extinguishing in a state where it is impossible to grasp whether the time-saving control is being executed or the type of the time-saving control being executed by appearance (for example, all extinguished, all lit, a state unrelated to the time-saving control being executed). In particular, although it may be possible to grasp whether the time-saving control is being executed by appearance, it may be difficult to grasp which time-saving control is being executed by appearance. Therefore, by hiding the type of the time-saving control being executed

[0106] it is possible to enhance the interest.

[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 2 07 described later. Therefore, when the power is cut off during the execution of the time-saving control the data indicating the type of the time-saving control being executed does not disappear either. Thus, when the power is cut off during the execution of the time-saving control When the power is turned on after that, the system will display the time-saving control in progress and the type of time-saving control being executed. The time-shortening notification display unit 168 turns on or off in a manner that allows the user to grasp the time-shortening notification status from the outside.

[0107] In addition, before the power is cut off, it is necessary to confirm that time-saving control is being performed and the type of time-saving control being performed. Even if the type is concealed so that it cannot be seen from the outside, when the power is turned on In addition, the system must be designed to enable the user to see from the outside that time-saving control is in progress and the type of time-saving control being in progress. In this manner, the time-shortening notification display unit 168 is configured to be turned on and / or off.

[0108] [1-2. Electrical configuration] Next, the control circuit of the first pachinko gaming machine will be described with reference to FIG. 1 is an example of a block diagram showing a control circuit of a first pachinko gaming machine.

[0109] As shown in FIG. 6, the first pachinko gaming machine mainly includes a main control circuit for controlling the game. 200, a sub-control circuit 300 that controls the presentation according to the progress of the game, and a payout / launch control circuit It is composed of a circuit 400 and a power supply circuit 450.

[0110] [1-2-1. Main control circuit] The main control circuit 200 controls, for example, processes executed when the power is turned on and processes related to game operations. The main CPU 201, the main ROM 202 (read only memory a main RAM 203 (a read / write memory), an initial reset circuit 204 and a buffer It is equipped with a backup capacitor 207 and is housed in a main board case (not shown). .

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

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

[0113] The main RAM 203 is provided with a storage area for storing various data necessary for the progress of the game. This main RAM 203 functions as a temporary storage area of the main CPU 201 and stores values of various flags and variables. In this embodiment, RAM is used as the temporary storage area of the main CPU 201, but it is not limited to this, and any readable and writable storage medium may be used.

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

[0115] The backup capacitor 207 has a function of temporarily supplying power so that the data stored in the main RAM 203 does not disappear during a power failure or the like.

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

[0117] In addition, various devices are connected to the main control circuit 200. For example, the main control circuit 200 is connected to the above-mentioned normal symbol display unit 161, normal symbol hold display unit 162, first special symbol display unit 163, second special symbol display unit 164, first special symbol hold display unit 165, second special symbol hold display unit 166, probability variable notification display unit 167, time shortening notification display unit 168, general power solenoid 148, and special power solenoid 135, etc. In addition, the main control circuit 200 is also connected to a performance display monitor 170, an error notification monitor 172, etc. other than these. The main control circuit 200 can control the operations of these devices by transmitting signals via the I / O port 205. Performance display data and set values to be described later, etc. are displayed on the performance display monitor 170 under the control of the main CPU 201. The performance display data is, for example, data indicating the ratio of the game balls paid out in a game state other than the big win game state for the emission of a predetermined number (for example, 60,000) of game balls, and is also called a base value. An error code is displayed on the error notification monitor 172. In addition, 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 to be 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.

[0118]

[0119]

[0120] ​​​​​​​​​​In addition, the main control circuit 200 is connected to a first start port switch 121, a second start port switch 141 , a passage gate switch 127, a count switch 132, and a general winning port switch 1 23, etc. 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 includes a calling device (not shown) having functions such as calling a croupier and displaying the number of big wins, an external terminal board 184 used when transmitting data to a hall computer 186 that manages pachinko machines throughout the hall, a setting key 174 that is operated when changing or checking setting values in the case of a pachinko machine with a setting function described later , a backup clear switch 176 that can clear backup data stored in the main RAM 203 according to the operation of the casino manager, etc. are connected. In this embodiment , the backup clear switch 176 also serves as a switch when changing the setting values described later, but is not limited thereto, and a setting switch for changing the setting values may be provided . 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. "Within a 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 cutouts are provided only at the corresponding positions of the setting key 174 and the backup clear switch 176 of the case, and the pachinko machine is rotated from the island equipment using a key managed by the casino manager . In this example, the backup clear switch 176 also serves as a switch when changing the setting values described later, but is not limited thereto, and a setting switch for changing the setting values may be provided .

[0122] . , out.​​​​​​​​​ When it is moved to expose the back surface, it also includes those configured so that the manager of the game parlor can contact the setting key 174 and / or the backup clear switch 176.

[0123] In this embodiment, the setting key 174 and the backup clear switch 176 are connected to the main control circuit 200, but it is not limited to this. For example, they may be configured to be connected to the payout / firing control circuit 400 or the power supply circuit 450. Also in this case, it is preferable that a third party other than the manager of the game parlor cannot easily contact the setting key 174 or 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 303, a display control circuit 304, an audio control circuit 305, an LED control circuit 306, a device control circuit 307, a command input port 308, etc. The sub-control circuit 300 executes effects according to the progress of the game in response to commands from the main control circuit 200. Although not shown in FIG. 6, an effect button 54 (see FIG. 1) operable by the player is also connected to the sub-control circuit 300.

[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, etc. The sub-CPU 301 has a function of executing various processes according to the program stored in the program ROM 302. In particular, the sub-CPU 301 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 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 a VDP), an image data ROM in which data for generating various image data is stored, a frame buffer for temporarily storing image data, a D / A converter for converting image data into an image signal, and the like.

[0128] In response to an image display command from the sub-CPU 301, the display control circuit 304 temporarily stores, in the frame buffer, image data to be displayed on the display device 7. Note that the image data to be displayed on the display device 7 includes various image data related to the game, such as decorative pattern image data indicating 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 is a circuit that controls the audio and various audio data. An amplifier (hereinafter referred to as AMP) for amplifying the audio signal. (etc.)

[0131] The sound source IC controls the sound output from the speaker 32. In response to a voice generation command from 301, a plurality of voice data stored in the voice data ROM are The sound source IC selects one voice data from the voice data. The audio data is read from the data ROM, the audio data is converted into a predetermined audio signal, and the converted audio signal The AMP amplifies the signals of the voice and sound effects output from the speaker 32. It is something that widens the scope.

[0132] The LED control circuit 306 is a circuit for controlling the LED group 46 including decorative LEDs. The LED control circuit 306 includes a drive circuit for supplying an LED control signal and a plurality of The device is provided with a decoration data ROM in which various LED decoration patterns are stored.

[0133] The role control circuit 307 controls each role (for example, one or more roles of the performance role group 58). The special object control circuit 307 is a circuit for controlling the operation of each special object. A driving circuit for supplying a signal, a lighting circuit for supplying a lighting control signal, an operating pattern It is equipped with a role data ROM in which the lighting patterns and other information are stored.

[0134] In addition, the reel control circuit 307 controls the reel device in response to a reel operation command from the sub-CPU 301. One operation pattern is selected from multiple operation patterns stored in the data ROM. Then, the selected operation pattern is read from the accessory data ROM, and the mechanical operation of each accessory is controlled by supplying a drive signal corresponding to the read operation pattern. Also, the point lighting circuit selects one lighting pattern from a plurality of lighting patterns stored in the accessory data ROM based on a lighting command from the sub-CPU 301. Then, the selected lighting pat tern is read from the accessory data ROM, and the lighting operation of each accessory is controlled by supplying a lighting control signal corresponding to the read lighting pattern.

[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. Connected to this payout / launch control circuit 400 are a payout device 82 capable of paying out game balls, a launch device 6 capable of launching game balls, a card unit 180 capable of executing control related to ball lending , 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 lending operation panel 182 is connected to the card unit 180. The ball lending operation panel 182 is provided with a ball lending button for receiving ball lending and a lending return button (both not shown) for receiving the return of a ball lending card in which cash data is stored. For example, when a player performs a ball lending operation, a lending ball control signal corresponding to the ball lending operation is transmitted to the card unit 180. The payout / firing control circuit 400 controls the payout device 82 to pay out game balls based on the lending ball control signal transmitted from the card unit 180. Note that the operation panel 182 is often provided on the pachinko game machine side, but it may also be provided on the card unit 180 side. 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 controls the firing of game balls.

[0139]

[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, etc.

[0141] The power supply circuit 450 is connected to a power switch 95, etc. The power switch 95 is turned on when supplying power necessary for the pachinko game machine (more specifically, the main control circuit 200, the sub-control circuit 300, the payout / firing control circuit 400, etc.).

[0142] [1-3. Game Flow] Next, with reference to FIGS. 7 and 8, an example of the game flow will be described. FIG. 7 is an example of the game flow. FIG. 8 is an example of a game state transition diagram showing the transition of the game state. Note that the game flow shown in FIG. 7 is a flow that can be grasped from the appearance, not a control flow.

[0143] ​​​​​​​​​​​​As shown in FIG. 7, in a pachinko game, a game ball is fired by a user operation such as a player, and when the game ball wins a prize in various winning holes (for example, the first start hole 120, etc.), a payout control process of the game ball is performed. The pachinko game includes a special symbol game using special symbols and a normal symbol game using normal symbols. The special symbol game is, for example, a game in which a winning determination process of a special symbol is executed based on the winning of a game ball in the start holes 120 and 140, and it is determined whether or not to shift to a big win game state. The normal symbol game is, for example, a game in which a winning determination process of a normal symbol is executed based on the passage of a game ball through the passing gate 126, and it is determined whether or not to operate the normal electric accessory 146 to open the winning hole (the second start hole 140 in this embodiment). In this specification, the "special symbol game" may be referred to as a "game", but "game" is a term used in a broad concept. For example, games such as a normal symbol game and an effect game using an operation unit such as the effect button 54 (see FIG. 1, for example) are also included in the "game". Also, in this specification, from the start of the variable display of the special symbol until the end of this variable display and the result of the winning determination process of the special symbol is confirmed (derived) (more specifically, until the special symbol confirmation time elapses) is regarded as one special symbol game. However, when the result of the winning determination process of the special symbol is derived and the game 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, after the result of the winning determination process of the special symbol is derived, a small win game is

[0144] Also, in this specification, from the start of the variable display of the special symbol until the end of this variable display and the result of the winning determination process of the special symbol is confirmed (derived) (more specifically, until the special symbol confirmation time elapses) is regarded as one special symbol game. However, when the result of the winning determination process of the special symbol is derived and the game 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, after the result of the winning determination process of the special symbol is derived, a small win game is regarded as one special symbol game until the end of the small win game. Note that 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, after the result of the winning determination process of the special symbol is derived, a small win game is regarded as one special symbol game until the end of the small win game. However, in the first pachinko machine, a small win is not included in the result of the winning determination process of the special symbol. In a pachinko machine in which a small win is included in the result of the winning determination process of the special symbol, after the result of the winning determination process of the special symbol is derived, a small win game is regarded as one special symbol game until the end of the small win game. When controlled to the technical state, the period until the end of the small hit game state is regarded as one special symbol game.

[0145] In the special symbol game, when a stop display mode indicating a big win is derived to the first special symbol display unit 163 or the second special symbol display unit 164, it is controlled to the big win game state. In the big win game state a round game is executed in which the big winning opening 131 is opened for a predetermined time (for example, a maximum of 30 000 msec) by the operation of the special electric accessory 133, and the winning possibility for the big winning opening 131 is relatively increased.

[0146] Also, in the normal symbol game, when a stop display mode indicating a normal symbol win 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 flow 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 there is a winning (passing) to 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, etc.

[0150] When a game ball wins a prize at the first start port 120 or the second start port 140, a special symbol start winning process is performed. In this special symbol start winning process, various counters for the special symbol (e.g. for example, jackpot determination counter, symbol determination counter, etc.) extract various data related to the special symbol (e.g. jackpot determination random value, symbol random value, reach determination random value, and various random values such as production selection random value, etc.) are respectively extracted (acquired). Each extracted random value is reserved as start information. This special symbol start winning process is also performed during the execution of the special symbol control process.

[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 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] Note that the probability variation flag is one of the management flags stored in the main RAM 203, and the probability variation ​​​​​​​​This is a flag to manage whether or not to execute the control. If the probability change flag is on, the probability change control The game progresses in a game state in which the control is executed (for example, in this embodiment, a high probability time-saving game state). On the other hand, when the probability variation flag is off, the probability variation control is not executed (for example, normal play). The game progresses in a special state (a special skill state or a low probability time-saving game state).

[0154] Next, a process for determining the variation pattern of the special symbol is carried out. A random number is extracted from the fixed counter, and the result of the random number and the above-mentioned special symbol winning judgment process is The result of the calculation and the special symbols to be displayed are referred to, and the special symbols are displayed in a variable pattern (variable display). Then, the special symbol is selected based on the result of the special symbol variation pattern determination process. A variable display control process for a different symbol is performed.

[0155] Once the special symbol variation pattern is determined, the next step is to determine the performance pattern. Then, based on the result of the performance pattern determination process, the display device 7 For example, decorative patterns and character effects displayed in the display area, and speakers The control process for the sound effects such as the voice and sound effects output from the input 32 is performed. The control process is performed by the sub CPU 301 .

[0156] Then, when the variable display control process of the special pattern and the performance control process are completed and a jackpot is reached, The jackpot game control process is executed in the jackpot game state. When the big win game state ends, the special symbol game ends and the In this case, a game state transition control process is performed to a non-jackpot game state. Then, the gaming state transitions. For example, when it is a jackpot type in which both the probability variation flag and the time shortening flag are set to on, after the end of the jackpot gaming state, it transitions to the high probability time shortening gaming state. .

[0157] On the other hand, when it is not a jackpot, that is, a loss, the special symbol game ends. In the first pachinko gaming machine, there is no small win included in the result of the winning determination process of the special symbol, but in a pachinko gaming machine in which a small win is included in the result of the winning determination process of the special symbol, when winning a small win, small win gaming control processing is performed. Also, although not shown in FIG. 7, when it is a time shortening win described later, it transitions to the time shortening gaming state.

[0158] And each time the start condition of 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, special symbol start winning prize processing is executed. Also, the start information of the special symbol (for example, various data such as a random number value for jackpot determination, a symbol random number value of the special symbol, a random number value for reel determination, and a random number value for effect selection) drawn when a game ball wins a prize at the start ports 120 and 140 is held until the start condition of the special symbol is satisfied.

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

[0161] Also, although not shown in FIG. 7, between when the special symbol starts winning and when the start condition of the special symbol is satisfied, at the time of winning (passing) of the game ball into the start openings 120 and 140, the start information extracted is used to perform a pre-reading determination (for example, refer to S396 in FIG. 52 described later) for determining the win / loss (presence or absence of winning a "big win") and the variation pattern prior to the win determination process of the special symbol, and a pre-reading effect function for performing a predetermined effect based on the result of this pre-reading determination may be provided. Note that the above pre-reading determination may be performed before the start information extracted by the winning of the game ball into the start openings 120 and 140 is retained, or may be performed after it is retained.

[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 the 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 the 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 win determination of the normal symbol, etc.) of the normal symbol is extracted (acquired) from the win determination counter for the normal symbol, and the extracted start information is retained.

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

[0166] And when the variable display control process and the effect control process for the normal symbol are completed, the main CPU 201 determines whether 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 winning (passing) of game balls into the winning opening (for example, in this embodiment, for example, the second start opening 140 (see FIG. 4)) becomes possible or in an easy open state. 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 addition, in a game state where time-saving control is not executed (for example, a normal game state), the probability of deriving a stop display mode indicating a normal win may be set to 0. The time-saving control is when the time-saving control is executed.

[0167] Shortening control for the variable display time of special symbols, which shortens the variable display time of special symbols compared to when not present, and normal Activating the electric accessory 146 to increase the frequency of opening the winning opening (in this embodiment, for example, the second start opening 140 (see Fig. 4) ) corresponds to at least one of the electric support controls being performed This time shortening control may be a control that performs both the special symbol shortening control and the electric support control, or it may be a control that performs only one of the special symbol shortening control and the electric support control as well.

[0168] The electric support control is a control that improves the time shortening performance of at least one of the winning probability per normal symbol, the variable display time of the normal symbol, and the opening pattern (number of openings, opening time, waiting time) of the normal electric accessory 146 The time shortening performance refers to the performance of changing the ease of winning of game balls into the winning opening (for example, in this embodiment, the second start opening 140 (see Fig. 4)), and refers to the winning probability per normal symbol, the variable display time of the normal symbol, and / or the opening pattern (number of openings, opening time, waiting time, etc.) of the normal electric accessory 146. Also, improving the time shortening performance means, for example, making it easier for game balls to win into the winning opening (for example, in this embodiment, the second start opening 140 (see Fig. 4)). That is, when the electric support control is executed compared to when the electric support control is not executed, the winning probability per normal symbol increases, the variable display time of the normal symbol is shortened, and / or the winning by the normal electric accessory 146 is facilitated (increase in the number of openings, extension of the opening time, shortening of the waiting time, etc.). And each time the start condition of the normal symbol is satisfied, the various processes of the above-described normal symbol control process are repeated

[0169]

[0170] ​​​​​​​ In addition, when a game ball passes through the passing gate 126 during the normal symbol control process, the normal symbol start passing process is executed. Also, the start information of the normal symbol (for example, the random number value for determining a win of the normal symbol, etc.) extracted when the game ball passes through the passing gate 126 is held until the start condition of the normal symbol is satisfied.

[0171] Note that the start of the variable display of the normal symbol is performed in the order of holding. When the start condition of the normal symbol is satisfied, the variable display for the start information of the normal symbol that was held first among the held start information of the normal symbol is executed.

[0172] Note that for the extraction method of various random number values (for example, the random number value for determining a big win of the first special symbol, the symbol random number value of the first special symbol, the reach determination random number value of the first special symbol, the random number value for determining a big win of the second special symbol, the symbol random number value of the second special symbol, the reach determination random number value of the second special symbol, and the random number value for determining a win of the normal symbol, etc.), a software random number method of generating a random number value within a predetermined range (width) by executing a program by the main CPU 201 may be used, or a hard random number method of extracting a random number value from a counter in a random number generator in which the random number is updated at a predetermined cycle may be used.

[0173] [1-3-3. Game State Transition] As shown in FIG. 8, the game state can be roughly classified into a non-big win game state and a big win game state. In the non-big win game state, as described above, the special symbol game is executed. When a big win is derived as a result of the win determination process of the special symbol, the game state transitions from the non-big win game state to the big win game state. In the big win game state, as described above, the round game is executed. Variable display of symbols is not executed. However, variable display of normal symbols can be executed even in the jackpot game state. Note that the description of the small win game state is omitted. The non-jackpot game state can be broadly classified into a low probability state where the winning probability of a jackpot in the winning determination process of special symbols is relatively low, and a high probability game state where the winning probability of a jackpot in the winning determination process of special symbols is relatively high.

[0174] The high probability game state includes a high probability time shortening game state (high probability high base) where time shortening control is executed. Although it is not included in the high probability game state of the first pachinko game machine, as shown in FIG. 8, a high probability non-time shortening game state (high probability low base state) where time shortening control is not executed may be included in the high probability game state. The low probability state includes a normal game state (low probability low base) where time shortening control is not executed and a time shortening game state (low probability high base) where time shortening control is executed. Furthermore, the time shortening game state includes an A time shortening game state, a B time shortening game state, and a C time shortening game state.

[0175] The A time shortening game state is a time shortening game state that can be shifted to after the end of a specific jackpot game state. When a specified number of special symbol games are executed or the game state shifts to a jackpot game state, the A time shortening game state ends. When the A time shortening game state ends due to the execution of a specified number of special symbol games, in principle, the game shifts to the normal game state. The B time shortening game state is, for example, when the jackpot game state ends and the non-high probability game state (i.e., probability variation ... ...

[0176] ... ...

[0177] ... ...

[0178] ... ... ... ...

[0179] ... The start of the variable display of the special symbol in the gaming state where the flag is off, or the start of the variable display of the special symbol starting from the fact that the RAM described later has been cleared, etc. The number of times of variable display of the special symbol (for example, the ceiling counter reaches the ceiling value (for example, 1000 times) is a time-saving gaming state that can be shifted to. When a specified number of special symbol games are executed or the game state shifts to the big win state, the B time-saving gaming state ends. When the B time-saving gaming state ends due to the execution of a specified number of special symbol games, in principle, the normal gaming state is shifted to. The C time-saving gaming state is a time-saving gaming state that can be shifted to when the result of the winning determination process of the special symbol performed in the low-probability state is "time-saving win" and the display mode of the time-saving win is derived. When a specified number of special symbol games determined by winning the "time-saving win" are executed or the game state shifts to the big win state, the C time-saving gaming state ends. When the C time-saving gaming state ends due to the execution of the above-mentioned specified number of special symbol games, in principle, the normal gaming state is shifted to. Incidentally, for example, when a plurality of time-saving gaming states overlap, even if the above-mentioned specified number of special symbol games are executed, instead of shifting to the normal gaming state, the C time-saving gaming state continues. In this specification, regardless of whether a plurality of time-saving gaming states are executed one after another, when the transition condition to the time-saving gaming state is satisfied in the time-saving gaming state, or when the transition conditions to a plurality of time-saving gaming states are simultaneously satisfied, the time-saving gaming state is referred to as "overlapping". And when a plurality of time-saving gaming states overlap, under the control of the main CPU 201, internally, the overlapping multiple

[0180] In the C time-saving gaming state, the result of the winning determination process of the special symbol performed in the low-probability state is "time-saving win", and it is a time-saving gaming state that can be shifted to when the display mode of the time-saving win is derived. When a specified number of special symbol games determined by winning the "time-saving win" are executed or the game state shifts to the big win state, the C time-saving gaming state ends. When the C time-saving gaming state ends due to the execution of the above-mentioned specified number of special symbol games, in principle, the normal gaming state is shifted to. And when a specified number of special symbol games determined by winning the "time-saving win" are executed or the game state shifts to the big win state, the C time-saving gaming state ends. When the C time-saving gaming state ends due to the execution of the above-mentioned specified number of special symbol games, in principle, the normal gaming state is shifted to. Incidentally, for example, when a plurality of time-saving gaming states overlap, even if the above-mentioned specified number of special symbol games are executed, instead of shifting to the normal gaming state, the C time-saving gaming state continues. In the C time-saving gaming state, the result of the winning determination process of the special symbol performed in the low-probability state is "time-saving win", and it is a time-saving gaming state that can be shifted to when the display mode of the time-saving win is derived. When a specified number of special symbol games determined by winning the "time-saving win" are executed or the game state shifts to the big win state, the C time-saving gaming state ends. When the C time-saving gaming state ends due to the execution of the above-mentioned specified number of special symbol games, in principle, the normal gaming state is shifted to. And when a specified number of special symbol games determined by winning the "time-saving win" are executed or the game state shifts to the big win state, the C time-saving gaming state ends. When the C time-saving gaming state ends due to the execution of the above-mentioned specified number of special symbol games, in principle, the normal gaming state is shifted to. Incidentally, for example, when a plurality of time-saving gaming states overlap, even if the above-mentioned specified number of special symbol games are executed, instead of shifting to the normal gaming state, the C time-saving gaming state continues. In this specification, regardless of whether a plurality of time-saving gaming states are executed one after another, when the transition condition to the time-saving gaming state is satisfied in the time-saving gaming state, or when the transition conditions to a plurality of time-saving gaming states are simultaneously satisfied, the time-saving gaming state is referred to as "overlapping". And when a plurality of time-saving gaming states overlap, under the control of the main CPU 201, internally, the overlapping multiple In this specification, regardless of whether a plurality of time-saving gaming states are executed one after another, when the transition condition to the time-saving gaming state is satisfied in the time-saving gaming state, or when the transition conditions to a plurality of time-saving gaming states are simultaneously satisfied, the time-saving gaming state is referred to as "overlapping". And when a plurality of time-saving gaming states overlap, under the control of the main CPU 201, internally, the overlapping multiple

[0181] In this specification, regardless of whether a plurality of time-saving gaming states are executed one after another, when the transition condition to the time-saving gaming state is satisfied in the time-saving gaming state, or when the transition conditions to a plurality of time-saving gaming states are simultaneously satisfied, the time-saving gaming state is referred to as "overlapping". And when a plurality of time-saving gaming states overlap, under the control of the main CPU 201, internally, the overlapping multiple In the time-saving gaming state, when the transition condition to the time-saving gaming state is satisfied, or when the transition conditions to a plurality of time-saving gaming states are simultaneously satisfied, the time-saving gaming state is referred to as "overlapping". And when a plurality of time-saving gaming states overlap, under the control of the main CPU 201, internally, the overlapping multiple When a plurality of time-saving gaming states overlap, under the control of the main CPU 201, internally, the overlapping multiple Activating any of the time-saving game states, that is, "executing in parallel" a plurality of overlapping time-saving game states is referred to as "executing in an overlapping manner". However, even if the main CPU 201 internally executes a plurality of time-saving game states in an overlapping manner, the actual time shortening control corresponds only to the time shortening control corresponding to any one of the time-saving game states. That is, even when a plurality of time-saving game states are being executed in an overlapping manner, to the player, it is perceived that they are being controlled by any one of the plurality of time-saving game states.

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

[0183] Whether in the normal game state, the time-saving game state (time-saving game state A, time-saving game state B, time-saving game state C), or the high-probability game state (for example, the high-probability time-saving game state), if the result of the winning determination process of the special symbols is a big win, the game 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 time-saving game state, and the high-probability game state (for example, the high-probability time-saving game state). However, the time-saving game state that can be transitioned to when the big win game state ends is limited to the time-saving game state A.

[0185] When being controlled 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 time-saving game state or the normal game state. Similarly, it does not transition from the time-saving game state or the normal game state to the high-probability game state unless it passes through the big win game state.

[0186] When it is controlled in the normal game state, it is possible to shift to the short B game state or the short C game state However, it is impossible to shift to the short A game state unless it goes through the big win game state However, when a special symbol game is executed a specified number of times in the short A game state, it shifts to the normal game state Therefore, it is possible to shift from the short A game state to the normal game state. Note that regardless of whether it is controlled in the short B game state or the short C game state, when a special symbol game is executed a specified number of times, it shifts to the normal game state Therefore, it is also possible to shift from the short B game state or the short C game state to the normal game state Next, the shift between the short game states will be described When it is controlled in the short A game state, the number of short game times executable in the short A game state is set to be less than the ceiling value which is the shift condition to the short B game state

[0187] Therefore, it does not shift from the short A game state to the short B game state. Also, since the short A game state is controlled via the big win game state

[0188] it does not shift from the short B game state to the short A game state either. On the other hand, when the result of the winning determination process of the special symbol in the short A game state is "short win" the shift condition to the short C game state is satisfied, so the short A game state and the short C game state may overlap However, as described above, since the short A game state is controlled via the big win game state it does not shift from the short C game state to the short A game state When it is controlled in the short B game state, when the result of the winning determination process of the special symbol is "short win" the shift condition to the short C game state is satisfied, and the short B game state and the short C game state may overlap

[0189] ​​​​It is possible. Also, when the ceiling counter reaches the ceiling value in the short game state at time C, it is also at time C The short game state at time C and the short game state at time B can overlap.

[0190] When being controlled in the short game state at time C, if the result of the winning determination process of the special symbol is "win in short time", the transition condition to the short game state at time C is satisfied, and the short game state at time C and the short game state at time C can overlap. It is possible.

[0191] Details regarding the overlap of the short game states will be described later.

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

[0193] In the first pachinko machine, there are a normal game state in which neither probability variation control nor short time control is executed, a high probability short time game state in which both probability variation control and short time control are executed, and a low probability short time game state in which probability variation control is not executed but short time control is executed. 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. In this embodiment, in the normal game state, left shooting is the regular game mode, and in the high probability short time game state and the low probability short time game state, right shooting is the regular game mode. The sub CPU 301 executes control to display the shooting method that is the regular game mode, for example, in the display area of the display device 7. Note that the "regular game mode" corresponds to the game mode that is least disadvantageous (advantageous to the player) among a plurality of game modes (for example, the shooting mode) for the player.

[0194] ​​​​​

[0195] [1-4-1. Probability of jackpot for each set value] FIG. 9 is a table showing the probability of jackpot (approximate) for each set value in the first pachinko machine as an example. As shown in FIG. 9, in the first pachinko machine, the above-described setting key 17 4 and the backup clear switch 176 (both shown in FIG. 6) etc. are used to set to any one of a plurality of set values such as setting 1 ~ setting 6. In the case of a pachinko machine with such a setting function, the probability of jackpot varies depending on the set value , and the main CPU 201 executes the winning determination process of the special symbol based on the set set value .

[0196] Specifically, in a game state where the probability variation control flag for not executing the probability variation control is off (in this embodiment, for example the normal game state and the short game state with low probability), the probability of jackpot is, regardless of whether the winning determination process of the first special symbol or the winning determination process of 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, setting 4 about 1 / 304, 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 short game state with high probability), the probability of jackpot is about 1 / 77 for setting 1, about 1 / 76 for setting 2, setting 3 about 1 / 75, 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 of the first special symbol is executed is 1 / 160, the first When the winning determination process for the special symbol is executed, the probability of winning per short time is 1 / 240. . The probability of winning per short time may be different when the winning determination process for the first special symbol is executed and when the winning determination process for the second special symbol is executed, or it may be the same.

[0198] However, even if the probability of winning per short time is a common probability for all setting values, the short time continuation rate (for example, , the number of short time occurrences set) may be different according to the setting value. For example, when the result of the winning determination process for the special symbol is "winning per short time", for example, in the case of setting 1, the number of short time occurrences is set to 50 times, and in the case of setting 6, the number of short time occurrences is set to 100 times as well.

[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 a common probability for all setting values. Also, when the small win is included in the lottery target, only when the winning determination process for one of the first special symbol and the second special symbol (for example, the second special symbol) is performed can the small win be won. In this case, in the winning determination process for the other special symbol (for example, the first special symbol), in addition to the mode where the determination of whether the small win is won is not performed itself, the mode where the determination of whether the small win is won is performed with the small win probability set to 0 may also be acceptable. The above probability of winning per short time and the small win probability when the small win is included in the lottery target are common probabilities for all setting values as described above, but this is not limited to this, and different probabilities according to the setting value may be acceptable.

[0200] The above probability of winning per short time and the small win probability when the small win is included in the lottery target are common probabilities for all setting values as described above, but this is not limited to this, and different probabilities according to the setting value may be acceptable. may be acceptable.

[0201] In addition, in this embodiment, the jackpot probabilities are different for all setting values, but this is not limited thereto. For example, the same jackpot probability for setting 1 and setting 2, setting 3 and setting 4, the same jackpot probability for setting 5 and setting 6, and so on. The jackpot probabilities may be the same for a plurality of setting values.

[0202] In addition, in this embodiment, the jackpot probability varies according to the setting value. However, if the degree of advantage for the player varies according to the setting value, the object that varies according to the setting 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 be in a jackpot gaming state, the winning probability for the specific winning opening may be varied according to the setting 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. Note that the jackpot determination table for special symbols shown in FIG. 10 shows an example of the case of setting 1 shown in FIG. 9.

[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, for the first start opening ​​​​​​​​​ When a game ball wins a prize at the first start port 120 and / or the second start port 140, it may be determined to be another lottery target. It may be made so.

[0205] As described above, the jackpot determination random value is a random value used for the winning determination process of the special symbol. In this embodiment, the jackpot determination random value is extracted from 0 to 65535 (65536 types). However, the range of the generated random value is not limited to the above.

[0206] In this embodiment, in the winning determination process of the first special symbol, the main CPU 201 determines "time-saving win", "jackpot", or "loss" based on the extracted jackpot determination random value. In the first special symbol winning determination table, for each value of the probability variation flag (0 or 1), the range (width) of the jackpot determination random value determined as "time-saving win" and the corresponding time-saving win determination value data, the range (width) of the jackpot determination random value determined as "jackpot" and the corresponding jackpot determination value data, and the range (width) of the jackpot determination random value determined as "loss" and the corresponding loss determination value data are defined. In this specification, when the value of the probability variation flag is "0", the probability variation flag is off, and when the value of the probability variation flag is "1", the probability variation flag is on.

[0207] In addition, in the winning determination process of the second special symbol, the main CPU 201 determines "time-saving win", "jackpot", or "loss" based on the extracted jackpot determination random value in the same manner as the winning determination process of the first special symbol. In the second special symbol winning determination table, for each value of the probability variation flag (0 or 1), the range (width) of the jackpot determination random value determined as "time-saving win" and this

[0208] In addition, in the winning determination process of the second special symbol, the main CPU 201 determines "time-saving win", "jackpot", or "loss" based on the extracted jackpot determination random value in the same manner as the winning determination process of the first special symbol. In the second special symbol winning determination table, for each value of the probability variation flag (0 or 1), the range (width) of the jackpot determination random value determined as "time-saving win" and this or "loss" is determined. In the second special symbol winning determination table, for each value of the probability variation flag (0 or 1), the range (width) of the jackpot determination random value determined as "time-saving win" and this corresponding time-saving win determination value data, the range (width) of the jackpot determination random value determined as "jackpot" and the corresponding jackpot determination value data, and the range (width) of the jackpot determination random value determined as "loss" and the corresponding loss determination value data are defined. The relationship with the short-time win determination value data corresponding thereto, and the random number for big win determination determined as a "big win" The relationship between the range (width) of the value and the big win determination value data corresponding thereto, and the range (width) of the random number value for big win determination determined as a "loss" and the relationship with the loss determination value data corresponding thereto are specified.

[0209] In this embodiment, for example, when the probability variation flag is off during the win determination process of the first special symbol, if the extracted random number value for big win determination is any one of 0 to 408, the main CPU 201 determines it as "short-time win" and determines the win / loss determination value data as "short-time win determination value data". Also, when the probability variation flag is off during the win determination process of the first special symbol and the extracted big win determination random number value is any one of 409 to 613, the main CPU 201 determines it as "big win" and determines the win / loss determination value data as "big win determination value data". Also, if the extracted big win determination random number value is any one of 614 to 65535, the main CPU 201 determines it as "loss" and determines the determination value data as "loss determination value data".

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

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

[0212] short-time big win" and determines the determination value data as "short-time big win determination value data". Also, when the probability variable flag is on during the winning determination process of the second special symbol and the extracted big win determination random value is any one of 273 to 1123, the main CPU 201 determines "big win" and determines the determination value data as "big win determination value data". Furthermore, when the probability variable flag is on during the winning determination process of the second special symbol and the extracted big win determination random value is any one of 1124 to 6553 ​​​If it is any of 5, the main CPU 201 determines "loss" and sets the determination value data to "loss determination value data".

[0213] Thus, in this embodiment, for example, the jackpot determination random number generated in the range of 0 to 65535 Among the values, from 0 to a predetermined width (for example, 0 to 408 in the jackpot determination process of the first special symbol) , other determination value data excluding the jackpot determination value data and the loss determination value data (for example, the short-time jackpot determination value data) is assigned. Also, from a predetermined value to the end (for example, 614 to 65535 when the probability variation flag is off during the jackpot determination process of the first special symbol) is assigned to the loss determination value data. Furthermore, the jackpot determination value data and the loss determination value data are assigned adjacently . By doing so, for example, when the probability variation flag changes from off to on (or from on to off), by simply decreasing (or increasing) the width of the loss determination value data by the amount by which the width of the jackpot determination value data is increased (or decreased), it is possible to change the jackpot probability without changing the width of other determination value data (for example, the short-time jackpot determination value data). This becomes possible.

[0214] Also, in this embodiment, by making the winning probability of "short-time win" when the jackpot determination process of the first special symbol is performed different from the winning probability of "short-time win" when the jackpot determination process of the second special symbol is performed, variations are added to the game to suppress a decrease in interest. This is how it is done.

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

[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, by executing the short-time game state repeatedly, when winning "short-time win" near the end of the short-time game state the short-time game state is substantially extended, and it becomes possible to suppress the decrease in interest.

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

[0218] [1-4-3. Special Symbol Determination Table] FIG. 11 shows an example of the special symbol determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko game machine. The special symbol determination table determines the stop symbol based on the symbol random number value of the special symbol extracted when a game ball wins in the start openings 120 and 140 and the above-described determination value data.

[0219] The special symbol determination table determines the stop symbol based on the symbol random number value of the special symbol extracted when a game ball wins in the start openings 120 and 140 and the above-described determination value data. ​​​​​​​​​This is a table that is referenced when selecting the "Pattern Command" and "Pattern Designation Command." The "select symbol command" is a command to select a special symbol when the result of the hit determination process is a hit. This is a command to specify the winning symbol that is determined according to the type. " is a command for specifying the symbol to be displayed when the variable display of the special symbol is stopped. The random number value of the special symbol is selected from, for example, 0 to 99 (100 types).

[0220] According to the special symbol determination table shown in FIG. 11, the result of the hit determination process of the first special symbol When the time-saving hit determination value data is obtained, the main CPU 201 selects, for example, Select the command and the symbol designation command as follows: For example, if the pattern random number is 0 to 69, the main CPU 201 executes the selection command Select "z0" and select "zA1" as the symbol designation command. Also, the first special symbol For example, if the random number value of the symbol is any one of 70 to 96, the main CPU 201 selects the symbol. Select "z1" as the pattern command and "zA1" as the pattern designation command. In addition, if the random number value of the first special symbol is, for example, 97 to 99, the main CPU 201 selects "z2" as the selection command and "zA2" as the designation command. ".

[0221] In addition, when the jackpot determination value data is obtained as a result of the hit determination process of the first special pattern, For example, the selection symbol command and symbol designation command are selected as follows: If the random number value of the first special symbol is any one of 0 to 9, the main CPU 201 Select "z3" as the selected symbol command and select "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 CPU2 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 main CPU201 selects "z5" as the selected symbol command and "zA4" as the symbol specification command.

[0222] Also, when the miss determination value data is obtained as the result of the hit determination process of the first special symbol, regardless of whether the symbol random number value of the first special symbol is 0 to 99, the main CPU201 selects "z6" as the selected symbol command and "zA5" as the symbol specification command.

[0223] Also, when the short-time hit determination value data is obtained as the result of the hit determination process of the second special symbol , for example, the selected symbol command and the symbol specification command are selected as follows. That is , when the symbol random number value of the second special symbol is, for example, 0 to 96, the main CPU201 selects "z7" as the selected symbol command and "zA6" as the symbol specification command. . Also, when the symbol random number value of the second special symbol is any one of 97 to 99, the main C PU201 selects "z8" as the selected symbol command and "z A7" as the symbol specification command.

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

[0225] When the miss determination value data is obtained as a result of the winning determination process of the second special symbol, regardless of whether the symbol random number value of the second special symbol is any value from 0 to 99, the main CPU 201 selects "z11" as the selected symbol command and selects "zA10" as the symbol specification command.

[0226] In this embodiment, the winning / losing determination value data is determined based on the extracted big win determination random number value by referring to the winning determination table of the special symbol (see FIG. 10), and then, based on the symbol random number value of the special symbol, the selected symbol command and the symbol specification command are determined by referring to the special symbol determination table (see FIG. 11), but it is not limited to this. For example, the winning / losing of the special symbol, the selected symbol command, and the symbol specification command may be determined together based on the extracted big win determination random number value and the symbol random number value of the special symbol.

[0227] [1-4-4. Special Symbol Stop Mode Determination Table] FIG. 12(A) is an example of the special symbol stop mode determination table stored in the main ROM 20 2 of the main control circuit 200 provided in the first pachinko game machine. The special symbol stop mode determination table is for the first special symbol display unit 163 or the second when the variable display of the special symbol stops. The stop mode of the special symbol derived to the special symbol display unit 164 (see FIG. 5) is referred to when determining according to the selection symbol command Do.

[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 configured in the region of 0 to 7. Each region of 0 to 7 of the first special symbol corresponds one-to-one to any one of the eight LEDs 163a to 163h (see FIG. 5) constituting the first special symbol display unit 163. For example, region 0 of the first special symbol corresponds to 163a, region 1 of the first special symbol corresponds to 163b, region 2 of the first special symbol corresponds to 163c, region 3 of the first special symbol corresponds to 163d, region 4 of the first special symbol corresponds to 163e, region 5 of the first special symbol corresponds to 163f, region 6 of the first special symbol corresponds to 163g, region 7 of the first special symbol corresponds to 163h. Similarly, each region of 0 to 7 of the second special symbol corresponds one-to-one to any one of the eight LEDs 164a to 164h (see FIG. 5) constituting the second special symbol display unit 164. For example, region 0 of the second special symbol corresponds to 164a, region 1 of the second special symbol corresponds to 164b, region

[0229] 2 of the second special symbol corresponds to 164c, region 3 of the second special symbol corresponds to 164d, region 4 of the second special symbol corresponds to 164e, region 5 of the second special symbol corresponds to 164f, region 6 of the second special symbol corresponds to 164g, region 7 of the second special symbol corresponds to 164h. In this embodiment, when the result of the winning determination process of the special symbol is "time-saving win", the special symbol table 2 special symbol regions 4 correspond to 164e, 2 special symbol regions 5 correspond to 164f, 2 special symbol regions 6 corresponds to 164g, and region 7 of the second special symbol corresponds to 164h. Yes.

[0230] In this embodiment, when the result of the winning determination process of the special symbol is "time-saving win", the special symbol table The display mode (display mode per time shortening) of the LEDs led to the display units 163 and 164 is determined as follows. For example, when the selected symbol command is "z0", the main CPU 201 turns on the LED 163a corresponding to the area 0 of the first special symbol and the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and determines to stop displaying the first special symbol display unit 163 in such a manner that the other LEDs are turned off. When the selected symbol command is "z1", the main CPU 201 turns on the LED 163a corresponding to the area 0 of the first special symbol, the LED 163b corresponding to the area 1 of the first special symbol, and the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and determines to stop displaying the first special symbol display unit 163 in such a manner that the other LEDs are turned off. When the selected symbol command is "z2", the main CPU 201 turns on the LED 163a corresponding to the area 0 of the first special symbol, the LED 163c corresponding to the area 2 of the first special symbol, and the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and determines to stop displaying the first special symbol display unit 163 in such a manner that the other LEDs are turned off. Also, when the selected symbol command is "z 7", the main CPU 201 turns on the LED 164a corresponding to the area 0 of the second special symbol, the LED 164b corresponding to the area 1 of the second special symbol, and the LED 164h corresponding to the area 7 of the second special symbol among the eight LEDs constituting the second special symbol display unit 164, and determines to stop displaying the second special symbol display unit 164 in such a manner that the other LEDs are turned off. When the selected symbol command is "z8", the main CPU 201 determines to stop displaying the second special symbol display unit 164 in such a manner that the other LEDs are turned off. When the selected symbol command is "z8", the main CPU 201 turns on the LED 163a corresponding to the area 0 of the first special symbol, the LED 163c corresponding to the area 2 of the first special symbol, and the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and determines to stop displaying the first special symbol display unit 163 in such a manner that the other LEDs are turned off. Also, when the selected symbol command is "z 7", the main CPU 201 turns on the LED 164a corresponding to the area 0 of the second special symbol, the LED 164b corresponding to the area 1 of the second special symbol, and the LED 164h corresponding to the area 7 of the second special symbol among the eight LEDs constituting the second special symbol display unit 164, and determines to stop displaying the second special symbol display unit 164 in such a manner that the other LEDs are turned off. When the selected symbol command is "z 7", the main CPU 201 turns on the LED 164a corresponding to the area 0 of the second special symbol, the LED 164b corresponding to the area 1 of the second special symbol, and the LED 164h corresponding to the area 7 of the second special symbol among the eight LEDs constituting the second special symbol display unit 164, and determines to stop displaying the second special symbol display unit 164 in such a manner that the other LEDs are turned off. When the selected symbol command is "z8", the main CPU 201 turns on the LED 164a corresponding to the area 0 of the second special symbol, the LED 164b corresponding to the area 1 of the second special symbol, and the LED 164h corresponding to the area 7 of the second special symbol among the eight LEDs constituting the second special symbol display unit 164, and determines to stop displaying the second special symbol display unit 164 in such a manner that the other LEDs are turned off. When the selected symbol command is "z8", the main CPU 201 determines to stop displaying the second special symbol display unit 164 in such a manner that the other LEDs are turned off. When the selected symbol command is "z8", the main CPU 201 Of the eight LEDs that make up 64, the LED 164a corresponding to the area 0 of the second special symbol and , the LED 164c corresponding to the area 2 of the second special symbol, and the LED corresponding to the area 7 of the second special symbol 164h are lit, and the other LEDs are turned off, and it is determined that the second special symbol display unit 16 4 is stopped and displayed.

[0231] Also, when the result of the winning determination process of the special symbol is "big win", the display mode (big win display mode) of the LEDs led to the special symbol display units 163 , 164 is determined as follows . For example, when the selected symbol command is "z3", the main CPU 201, among the eight LEDs that make up the first special symbol display unit 163, the LED 16 3d 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 corresponding to the area 6 of the first special symbol 163g are lit, and the other LEDs are turned off, and it is determined that the first special symbol display unit 163 is stopped and displayed. When the selected symbol command is "z4", the main CP U 201, among the eight LEDs that make up the first special symbol display unit 163, the LEDs of the first special symbol Among the eight LEDs that make up 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 that the first special symbol display unit 163 is stopped and displayed in such a manner that the other LEDs are turned off . When the selected symbol command is "z5", the main CPU 201, among the eight Ls that make up the first special symbol display unit 163 EDs, the LED 163d corresponding to the area 3 of the first special symbol, the area 4 of the first special symbol The corresponding LED 163e, the LED 163f corresponding to the area 5 of the first special symbol, and the first The LED 163g corresponding to the special symbol area 6 is 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 the LED 164d corresponding to the area 3 of the second special symbol, the LED 164e corresponding to the area 4 of the second special symbol, and the LED 164g corresponding to the area 6 of the second special symbol among the eight LEDs constituting the second special symbol display unit 164, and determines to stop displaying the second special symbol display unit 164 in a mode where the other LEDs are turned off. When the selected symbol command is "z10", the main CPU 201 lights the LED 164d corresponding to the area 3 of the second special symbol and the LED 164f corresponding to the area 5 of the second special symbol among the eight LEDs constituting the second special symbol display unit 164, and determines to stop displaying the second special symbol display unit 164 in a mode where the other LEDs are turned off. 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 selected symbol command is "z6", the main CPU 201 lights only the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and determines to stop displaying the first special symbol display unit 163 in a mode where the other LEDs are turned off. When the selected symbol command is "z11", the main CPU 201 lights only the LED 164h corresponding to the area 7 of the second special symbol among the eight LEDs constituting the second special symbol display unit 164, and determines to stop displaying the second special symbol display unit 164 in a mode where the other LEDs are turned off.

[0232] determines to stop displaying the first special symbol display unit 163 in a mode where only the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163 is lit and the other LEDs are turned off. When the selected symbol command is "z11", the main CPU 201 lights only the LED 164h corresponding to the area 7 of the second special symbol among the eight LEDs constituting the second special symbol display unit 164, and determines to stop displaying the second special symbol display unit 164 in a mode where the other LEDs are turned off.

[0233] Based on the result of the winning determination process of the special symbol, the main CPU 201 determines the stop mode of the special symbol and outputs a control signal corresponding to the determined mode to each LED constituting the first special symbol display unit 163 or the second special symbol display unit 164, and controls the stop mode of the special symbol led out to the first special symbol display unit 163 or the second special symbol display unit 164.

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

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

[0236] In addition, since only one of the first special symbol and the second special symbol can be variably displayed in 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, the sub-CPU 301 determines that the special symbol being variably displayed is the first special symbol ​​It is preferable to perform a display effect in a manner that allows the player to determine whether it is the first special symbol or the second special symbol.

[0237] In this embodiment, the decorative symbol displayed on the display device 7 has, for example, nine symbols from 1 to 9 for the left symbol, ten symbols from 1 to 9 and the time-shortening symbol for the middle symbol, and nine symbols from 1 to 9 for the right symbol. The time-shortening symbol is, for example, a symbol that is stopped and displayed when the game state transitions to the time-shortening game state, such as when the result of the special symbol lottery is a time-shortening win. By stopping and displaying the middle symbol as the time-shortening symbol, the player can recognize that they have won a time-shortening win. Also, in this embodiment, odd symbols are defined as symbols with a higher degree of advantage for the player compared to even symbols, but it is not limited to this. In the first pachinko machine, the result of the special symbol lottery does not include a minor win. However, when the result of the special symbol lottery includes a minor win, for example, the symbols constituting the middle symbol may include a minor win symbol (a symbol that is stopped and displayed when the result of the special symbol lottery is a minor win). In this case, when the result of the special symbol lottery is a minor win, the sub-CPU 301 stops and displays the middle symbol as the minor win symbol, so that the player can recognize that they have won a minor win.

[0238] As shown in FIG. 12(B), when the symbol designation command is "zA1" or "zA6" (when the result of the special symbol lottery is a "time-shortening win"), the sub-CPU 301 stops the left and right symbols as even symbols and stops the middle symbol as the time-shortening symbol as the stop mode of the decorative symbol.

[0239]

[0240] ​​​​​​​​​When the symbol designation command is "zA2" or "zA7" (when the result of the special symbol lottery is " time-saving per spin"), the sub-CPU 301 stops, for example, 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 selected symbol command is "z2" or "z8"), as can be seen by referring to FIG. 13 described later, compared with the case where the symbol designation command is "zA1" or "zA6" (when the selected symbol command is "z0", "z1", or "z7"), the number of time-saving times set is larger and the degree of advantage for the player is higher.

[0241] When the symbol designation command is "zA3" or "zA8" (when the result of the special symbol lottery is " big win"), the sub-CPU 301 stops, for example, the left symbol, the right symbol, and the middle symbol as a matching pattern of odd symbols (triple).

[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 pattern of even symbols (triple). Note that the symbol designation command "zA4" has, as can be seen by referring to FIG. 13 described later, after the end of the big win gaming state, when the probability variation flag is set to on (when the selected symbol command is "z4") and when the probability variation flag is not set to on (when the selected symbol command is "z5"). Here, in this embodiment, assuming that the selected symbol command is either "z4" or "z5", Also, the sub-CPU 301 controls so that the decorative symbol stops at an aligned symbol (a winning combination) of even symbols. In addition, in the big win gaming state, it is a win with probability variation (a win when the probability variation flag is set to on). It is preferable to perform an ascending effect indicating this.

[0243] Also, as can be seen by referring to FIG. 13 described later, when the symbol designation command is "zA4" or "zA9", as can be seen by referring to FIG. 13 described later, compared with the case where the symbol designation command is "zA3" or "zA8", the expected value that the probability variation flag is set to on after the end of the big win gaming state is small. In this regard, when the symbol designation command is "zA3" or "zA8", the degree of advantage for the player is higher compared with the case where the symbol designation command is "zA4" or "zA9".

[0244] Note that when the symbol designation command is "zA5" or "zA10" (when the result of the special symbol lottery is "loss"), the sub-CPU 301 stops the decorative symbol in a scattered pattern. The scattered pattern corresponds to, for example, a stop mode in which at least one of the left symbol, the middle symbol, and the right 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 thereto.

[0246] [1-4-5. Winning type determination table] FIG. 13 is stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine. ​​​​​This is an example of a winning type determination table that is remembered. The winning type determination table is used when determining the mode of the big win game state (more specifically, for example, the number of rounds) and / or the mode of the subsequent game state according to the selection symbol command determined corresponding to the symbol random value of the special symbol. The mode of the subsequent game state indicates the mode of the game state after the end of the big win game state. However, when the result of the winning determination process of the special symbol is a time-saving win, since it is controlled to the C time-saving game state without being controlled to the big win game state, the mode of the subsequent game state indicates the mode of the C time-saving game state. In this embodiment, when the result of the winning determination process of the special symbol is "time-saving win", the mode of the C time-saving game state is determined as follows. For example, when the selection symbol command is "z0", the main CPU 201 determines to set only the time-saving flag on among the probability variation flag and the time-saving flag, and determines to set the number of time-saving times to 10 times. When the selection symbol command is "z1" and "z7", the main CPU 201 determines to set only the time-saving flag on among the probability variation flag and the time-saving flag, and determines to set the number of time-saving times to 50 times. When the selection symbol command is "z2" and "z8", the main CPU 201 determines to set only the time-saving flag on among the probability variation flag and the time-saving flag, and determines to set the number of time-saving times to 100 times. When the result of the winning determination process of the special symbol is "time-saving win", after deriving the above-described time-saving win display mode to the first special symbol display unit 163 or the second special symbol display unit 164, the main CPU 201 sets the time-saving flag on and sets the determined number of time-saving times without controlling to the big win game state.

[0247] In this embodiment, when the result of the winning determination process of the special symbol is "time-saving win", the mode of the C time-saving game state is determined as follows. For example, when the selection symbol command is "z0", the main CPU 201 determines to set only the time-saving flag on among the probability variation flag and the time-saving flag, and determines to set the number of time-saving times to 10 times. When the selection symbol command is "z1" and "z7", the main CPU 201 determines to set only the time-saving flag on among the probability variation flag and the time-saving flag, and determines to set the number of time-saving times to 50 times. When the selection symbol command is "z2" and "z8", the main CPU 201 determines to set only the time-saving flag on among the probability variation flag and the time-saving flag, and determines to set the number of time-saving times to 100 times. When the result of the winning determination process of the special symbol is "time-saving win", after deriving the above-described time-saving win display mode to the first special symbol display unit 163 or the second special symbol display unit 164, the main CPU 201 sets the time-saving flag on and sets the determined number of time-saving times without controlling to the big win game state. When the selection symbol command is "z1" and "z7", the main CPU 201 determines to set only the time-saving flag on among the probability variation flag and the time-saving flag, and determines to set the number of time-saving times to 50 times. When the selection symbol command is "z2" and "z8", the main CPU 201 determines to set only the time-saving flag on among the probability variation flag and the time-saving flag, and determines to set the number of time-saving times to 100 times. When the result of the winning determination process of the special symbol is "time-saving win", the main CPU 201 sets the time-saving flag on and sets the determined number of time-saving times without controlling to the big win game state after deriving the above-described time-saving win display mode to the first special symbol display unit 163 or the second special symbol display unit 164. When the selection symbol command is "z2" and "z8", the main CPU 201 determines to set only the time-saving flag on among the probability variation flag and the time-saving flag, and determines to set the number of time-saving times to 100 times. When the result of the winning determination process of the special symbol is "time-saving win", after deriving the above-described time-saving win display mode to the first special symbol display unit 163 or the second special symbol display unit 164, the main CPU 201 sets the time-saving flag on and sets the determined number of time-saving times without controlling to the big win game state. When the result of the winning determination process of the special symbol is "time-saving win", the main CPU 201 sets the time-saving flag on and sets the determined number of time-saving times without controlling to the big win game state after deriving the above-described time-saving win display mode to the first special symbol display unit 163 or the second special symbol display unit 164. After deriving the above-described time-saving win display mode to the first special symbol display unit 163 or the second special symbol display unit 164, the main CPU 201 sets the time-saving flag on and sets the determined number of time-saving times without controlling to the big win game state. After deriving the above-described time-saving win display mode to the first special symbol display unit 163 or the second special symbol display unit 164, the main CPU 201 sets the time-saving flag on and sets the determined number of time-saving times without controlling to the big win game state. Stop and be able to control the game state with a shorter time limit. Note that when the result of the winning determination process of the special symbol is "short time win", it is not controlled to the big win game state, so the mode of the big win game state is not determined. In this embodiment, when the result of the winning determination process of the special symbol is "short time win", regardless of the game state when this winning determination process of the special symbol is performed, the number of short time occurrences set is the same. However, it is not limited to this, and the number of short time occurrences set may be different according to the game state when the winning determination process of the special symbol is performed. As described above, in this embodiment, when the result of the winning determination process of the special symbol is "short time win", according to the selection symbol command determined based on the symbol random number value of the special symbol, the number of short time occurrences set is made different. By doing so, when the result of the winning determination process of the special symbol is "short time win", it is possible to give variations to the subsequent progress of the game and suppress the decline in interest. By doing so, when the result of the winning determination process of the special symbol is "short time win", it is possible to give variations to the subsequent progress of the game and suppress the decline in interest. However, it is not limited to this, and the number of short time occurrences set may be different according to the game state when the winning determination process of the special symbol is performed. However, it is not limited to this, and the number of short time occurrences set may be different according to the game state when the winning determination process of the special symbol is performed.

[0248] As described above, in this embodiment, when the result of the winning determination process of the special symbol is "short time win", according to the selection symbol command determined based on the symbol random number value of the special symbol, the number of short time occurrences set is made different. By doing so, when the result of the winning determination process of the special symbol is "short time win", it is possible to give variations to the subsequent progress of the game and suppress the decline in interest. As described above, in this embodiment, when the result of the winning determination process of the special symbol is "short time win", according to the selection symbol command determined based on the symbol random number value of the special symbol, the number of short time occurrences set is made different. By doing so, when the result of the winning determination process of the special symbol is "short time win", it is possible to give variations to the subsequent progress of the game and suppress the decline in interest. As described above, in this embodiment, when the result of the winning determination process of the special symbol is "short time win", according to the selection symbol command determined based on the symbol random number value of the special symbol, the number of short time occurrences set is made different. By doing so, when the result of the winning determination process of the special symbol is "short time win", it is possible to give variations to the subsequent progress of the game and suppress the decline in interest. As described above, in this embodiment, when the result of the winning determination process of the special symbol is "short time win", according to the selection symbol command determined based on the symbol random number value of the special symbol, the number of short time occurrences set is made different. By doing so, when the result of the winning determination process of the special symbol is "short time win", it is possible to give variations to the subsequent progress of the game and suppress the decline in interest. As described above, in this embodiment, when the result of the winning determination process of the special symbol is "short time win", according to the selection symbol command determined based on the symbol random number value of the special symbol, the number of short time occurrences set is made different. By doing so, when the result of the winning determination process of the special symbol is "short time 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 does not control to the short time game state even if the result of the winning determination process is "short time win". For example, even if the probability variable flag is on (high probability game state), as shown in FIG. 10, a lottery for "short time win" is performed, and when the result of the winning determination process is "short time win", although a display mode of "short time win" indicating winning the "short time win" is derived to the special symbol display units 163 and 164, it may be possible to continue the high probability game state without controlling to the short time game state. By the way, as described above, when the probability variable flag is on, the main CPU 201 does not control to the short time game state even if the result of the winning determination process is "short time win". For example, even if the probability variable flag is on (high probability game state), as shown in FIG. 10, a lottery for "short time win" is performed, and when the result of the winning determination process is "short time win", although a display mode of "short time win" indicating winning the "short time win" is derived to the special symbol display units 163 and 164, it may be possible to continue the high probability game state without controlling to the short time game state. By the way, as described above, when the probability variable flag is on, the main CPU 201 does not control to the short time game state even if the result of the winning determination process is "short time win". For example, even if the probability variable flag is on (high probability game state), as shown in FIG. 10, a lottery for "short time win" is performed, and when the result of the winning determination process is "short time win", although a display mode of "short time win" indicating winning the "short time win" is derived to the special symbol display units 163 and 164, it may be possible to continue the high probability game state without controlling to the short time game state. By the way, as described above, when the probability variable flag is on, the main CPU 201 does not control to the short time game state even if the result of the winning determination process is "short time win". For example, even if the probability variable flag is on (high probability game state), as shown in FIG. 10, a lottery for "short time win" is performed, and when the result of the winning determination process is "short time win", although a display mode of "short time win" indicating winning the "short time win" is derived to the special symbol display units 163 and 164, it may be possible to continue the high probability game state without controlling to the short time game state. By the way, as described above, when the probability variable flag is on, the main CPU 201 does not control to the short time game state even if the result of the winning determination process is "short time win". For example, even if the probability variable flag is on (high probability game state), as shown in FIG. 10, a lottery for "short time win" is performed, and when the result of the winning determination process is "short time win", although a display mode of "short time win" indicating winning the "short time win" is derived to the special symbol display units 163 and 164, it may be possible to continue the high probability game state without controlling to the short time game state. By the way, as described above, when the probability variable flag is on, the main CPU 201 does not control to the short time game state even if the result of the winning determination process is "short time win". For example, even if the probability variable flag is on (high probability game state), as shown in FIG. 10, a lottery for "short time win" is performed, and when the result of the winning determination process is "short time win", although a display mode of "short time win" indicating winning the "short time win" is derived to the special symbol display units 163 and 164, it may be possible to continue the high probability game state without controlling to the short time game state. By the way, as described above, when the probability variable flag is on, the main CPU 201 does not control to the short time game state even if the result of the winning determination process is "short time win". For example, even if the probability variable flag is on (high probability game state), as shown in FIG. 10, a lottery for "short time win" is performed, and when the result of the winning determination process is "short time win", although a display mode of "short time win" indicating winning the "short time win" is derived to the special symbol display units 163 and 164, it may be possible to continue the high probability game state without controlling to the short time game state.

[0250] In addition, the main CPU 201 performs a lottery for a "time-saving win" when the probability-changing flag is on. Even if the result of the hit determination process is a "time-saving hit", the display mode of the miss is forcibly specified. The result may be output to separate symbol display units 163 and 164.

[0251] Furthermore, when the probability flag is on, the time-saving hit judgment value is set to the random number value for the big hit judgment. No data is assigned, i.e., the "time-saving hit" is determined by the lottery result (the result of the hit determination process for the special pattern). In this case, the random number for determining a big win may be set to 0. When the probability flag is off, the time-saving hit judgment value data is assigned to the value, and the probability flag is When the flag is on, the time-saving hit judgment value data is not assigned. The range of random numbers assigned to the time-saving hit judgment value data when the time-saving hit judgment value is Instead of the value data, the miss judgment value data, the big hit judgment value data, or the miss judgment value data The data is assigned to both the winning combination data and the big win determination value data.

[0252] In this embodiment, if the probability flag is on, the game does not transition to the C time-saving game state. However, this is not limited to this. For example, even if the probability flag is on, In a pachinko game machine that can be controlled to a high probability non-time shortening game state in which the time shortening flag is off, If the result of the hit determination process is a "time-saving hit," the game will transition to a high-probability time-saving game state. It can also be.

[0253] If the result of the special symbol hit determination process is a "jackpot", the mode of the winning game state and The state of the game after that is determined as follows.

[0254] For example, when the selected symbol command is "z3" and "z9", the main CPU 20 1 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 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 these cases, after the main CPU 201 derives the above-described jackpot display mode to the special symbol display unit 16 3, 164, 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.

[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, the main CPU 2 01 derives the above-described jackpot display mode to the first special symbol display unit 163, and then controls to the jackpot game state, and after the end of this jackpot game state, it can be controlled to the 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 me in CPU 201 derives the above-described jackpot display mode to the first special symbol display unit 163 After that, it is controlled to the big win game state, and after the end of this big win game state, it can be controlled to the time-saving game state. The time-saving game state to be controlled here is the A time-saving game state.

[0257] Also, when the selection symbol command is "z10", the main CPU 201 determines the number of rounds to be 10 rounds as the mode of the big win game state. Also, as the mode of the subsequent game state, it is determined to set only the time-saving flag on among the probability-variable flag and the time-saving flag. Also, it is determined to set the number of time-saving times to be set to, for example, 300 times. In this case, the main CPU 201 derives the above-described big win display mode to the second special symbol display unit 164, then controls it to the big win game state, and after the end of this big win game state, it can be controlled to the time-saving game state. The time-saving game state to be controlled here is also the A time-saving game state. After that, it is controlled to the big win game state, and after the end of this big win game state, it can be controlled to the time-saving game state. After that, it is controlled to the big win game state, and after the end of this big win game state, it can be controlled to the time-saving game state. The time-saving game state to be controlled here is also the A time-saving game state. The time-saving performance in the high-probability time-saving game state is preferably the same as the time-saving performance in the A time-saving game state, but it may be different from the time-saving performance in the A time-saving game state.

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

[0259] Also, for example, when the result of the winning determination process of the special symbol is "miss" (for example, when the selection symbol command is "z6" and "z11"), the main CPU 201 sets neither the mode of the big win game state nor the mode of the subsequent game state. That is, when the result of the winning determination process of the special symbol is a miss, the main CPU 201 continues to control the game state without shifting the game state. when the result of the winning determination process of the special symbol is a miss, the main CPU 201 continues to control the game state without shifting the game state. when the result of the winning determination process of the special symbol is a miss, the main CPU 201 continues to control the game state without shifting the game state.

[0260] In addition, when the result of the winning determination process of the special symbol is "miss" (for example, when the selection symbol command is "z6" and "z11"), as described above, the mode of the big win game state as described above, the mode of the big win game state Since neither the pattern nor the subsequent game state pattern is set, there is no need to illustrate it in the winning category determination table shown in FIG. 13. However, in this embodiment, for the purpose of clearly indicating that when the result of the winning determination process of the special symbol is "loss", neither the mode of the big win game state nor the mode of the subsequent game state is determined, for the sake of convenience, it is shown in FIG. 13.

[0261] Thus, in this embodiment, the main CPU 201 refers to the winning determination table of the special symbol in FIG. 10, and when a game ball wins in the first start port 120 or the second start port 140, it determines the win / loss determination value data based on the big win determination random number value extracted (performs win / loss determination), and determines the win / loss ( "time shortening win", "big win" or "loss"). After that, the main CPU 201 refers to the special symbol determination table in FIG. 11, and when a game ball wins in the first start port 120 or the second start port 140, it determines the selection symbol command based on the symbol random number value of the special symbol extracted and the above win / loss determination value data, and determines the type of the display mode (type of time shortening win or type of big win) derived to the special symbol display units 163, 164. Note that the above 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 case where it is performed between the start of the variable display of the special symbol and the fixed display.

[0262] Also, as shown in FIG. 13, in this embodiment, the number of times of time shortening in the A time shortening game state controlled after the end of the big win 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, for the special symbol The short-time rotation of the C short-time game state controlled when the result of the handle hit determination process is "short-time hit" The number of short-time rotations is, for example, 10 times (when the selected symbol command is "z0"), 50 times (when the selected symbol command is "z1", "z7"), or 100 times (when the selected symbol command is "z2", "z 8"). That is, the expected value of the number of short-time rotations in the A short-time game state is higher than the expected value of the number of short-time rotations in the C short-time game state. In this way, by making the A short-time game state more advantageous for the player compared to the C short-time game state, the positioning of the "big hit" can be increased.

[0263] Note that instead of making the expected value of the number of short-time rotations in the A short-time game state higher than the expected value of the number of short-time rotations in the C short-time game state, for example, as shown in FIG. 14, the expected value of the number of short-time rotations in the C short-time game state can be made higher than the expected value of the number of short-time rotations in the A short-time game state . FIG. 14 is a modified example of the hit type determination table shown in FIG. 13. In this FIG. 1 4, the number of short-time rotations 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 rotations 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"). In this way, by making the C short-time game state more advantageous for the player compared to the A short-time game state , the positioning of the "short-time hit" can be increased. For example, even if a state where the player does not win the "big hit" continues for a long time , when the player wins the "short-time hit", the game is controlled to the relatively advantageous C short-time game state, thus suppressing a decrease in interest. ​​​ It becomes possible.

[0264] In this specification, as in the case of the probability variation flag, when the value of the time-saving flag is "0" When the value of the time-saving flag is "1", the time-saving flag is on.

[0265] The time-saving flag is one of the management flags stored in the main RAM 203, just like the probability change flag. and is a flag for managing whether or not to execute the time-saving control.

[0266] In addition, the number of times of time reduction is a variable number of times that the special pattern can be displayed while the time reduction control is being continuously executed. For example, if the number of time-saving times is set to "50", the jackpot will be generated in this time-saving game state. If the special symbol is displayed 50 times without winning, the time-saving game mode ends. Then, the game state transitions to a non-time-saving game state (for example, a normal game state).

[0267] In addition, the number of times of the probability change and the time reduction shown in FIG. 13, etc., "10000" is the jackpot game state. After the end of the state, the probability control continues until it is determined to be a jackpot (i.e. the next jackpot). This is a feasible idea.

[0268] [1-4-6. Special symbol variation pattern table] FIG. 15 is an example of a variation pattern table of special symbols of the first pachinko gaming machine. The "Notes" column in Figure 15 is provided for convenience. The time-saving hit type reach A, B, and C shown in the column are the results of the hit judgment process of the special pattern. It is a reach effect that indicates that there is a possibility of a big hit (no possibility of a big hit). The Reach A, B, and C types have the possibility of a jackpot depending on the result of the special pattern hit determination process (time reduction It is a reach performance that indicates that there is no possibility of winning. In addition, common reach A, B, C, D ,E is possible for both time-saving and big wins as a result of the special pattern hit determination process. This is a reach effect that indicates that there is a possibility of winning. Note that Figure 15 shows the special effect when the probability flag is off. This is a table of patterns for special symbols, and the patterns for special symbols when the probability flag is on. The turntable is not shown.

[0269] The main CPU 201 starts the first special drawing when the game ball enters the first starting hole 120. The pattern variation pattern is determined, and when it is based on the winning of the game ball into the second starting hole 140, the second special The variation pattern of the special symbols in FIG. 15 is determined by the following table. This is a table to be referenced when executing the process for determining the variation pattern of the special symbol in S96 of 28. do.

[0270] As shown in Figure 15, the variation pattern of the special symbols varies depending on the type of special symbol, the timing of the special symbol, The result of the win / loss judgment process, the value of the time-saving flag (0 or 1), the random number value for reach judgment, is determined based on, but is not limited to, any of the above. Alternatively or additionally, the determination may be based on other values.

[0271] The random number for reach judgment is selected from, for example, 0 to 249 (250 types), and the performance selection is The random number is selected from, for example, 0 to 99 (100 types). The range is not limited to the above.

[0272] The main CPU 201 selects a performance based on the winning of the game ball into the first starting hole 120. If the random number for selection is a specific random number, a look-ahead flag is set. When the sub-CPU 301 that has received the special symbol variation pattern command transmitted from the main CPU 201 has a look-ahead flag set, it performs a look-ahead effect. When the sub-CPU 301 that has received the special symbol variation pattern command transmitted from the main CPU 201 has a look-ahead flag set, it performs a look-ahead effect.

[0273] In this embodiment, the main CPU 201 sets the look-ahead flag when the time-shortening flag is off, and does not set the look-ahead flag when the time-shortening flag is on or the probability-variable flag is on. In this embodiment, the main CPU 201 sets the look-ahead flag when the time-shortening flag is off, and does not set the look-ahead flag when the time-shortening flag is on or the probability-variable flag is on. In this embodiment, the main CPU 201 sets the look-ahead flag when the time-shortening flag is off, and does not set the look-ahead flag when the time-shortening flag is on or the probability-variable flag is on.

[0274] Also, in this embodiment, the main CPU 201 determines whether to perform the look-ahead effect, but it is not limited to this, and the sub-CPU 301 may be configured to make the determination. Also, in this embodiment, the main CPU 201 determines whether to perform the look-ahead effect, but it is not limited to this, and the sub-CPU 301 may be configured to make the determination.

[0275] Note that the main CPU 201 may also set the look-ahead flag (so that the look-ahead effect is performed) even when the time-shortening flag is on or the probability-variable flag is on. Also, when determining the variation pattern of the second special symbol, the look-ahead flag may be set (so that the look-ahead effect is performed). Note that the main CPU 201 may also set the look-ahead flag (so that the look-ahead effect is performed) even when the time-shortening flag is on or the probability-variable flag is on. Also, when determining the variation pattern of the second special symbol, the look-ahead flag may be set (so that the look-ahead effect is performed). Note that the main CPU 201 may also set the look-ahead flag (so that the look-ahead effect is performed) even when the time-shortening flag is on or the probability-variable flag is on. Also, when determining the variation pattern of the second special symbol, the look-ahead flag may be set (so that the look-ahead effect is performed). Note that the main CPU 201 may also set the look-ahead flag (so that the look-ahead effect is performed) even when the time-shortening flag is on or the probability-variable flag is on. Also, when determining the variation pattern of the second special symbol, the look-ahead flag may be set (so that the look-ahead effect is performed).

[0276] When the time-shortening flag is on, the expected value of the number of variations per unit time of the determined special symbol variation pattern is smaller than when the time-shortening flag is off. That is, the variation time of the special symbol when the time-shortening flag is on is likely to be shorter than the variation time of the special symbol when the time-shortening flag is off. When the time-shortening flag is on, the expected value of the number of variations per unit time of the determined special symbol variation pattern is smaller than when the time-shortening flag is off. That is, the variation time of the special symbol when the time-shortening flag is on is likely to be shorter than the variation time of the special symbol when the time-shortening flag is off. When the time-shortening flag is on, the expected value of the number of variations per unit time of the determined special symbol variation pattern is smaller than when the time-shortening flag is off. That is, the variation time of the special symbol when the time-shortening flag is on is likely to be shorter than the variation time of the special symbol when the time-shortening flag is off. When the time-shortening flag is on, the expected value of the number of variations per unit time of the determined special symbol variation pattern is smaller than when the time-shortening flag is off. That is, the variation time of the special symbol when the time-shortening flag is on is likely to be shorter than the variation time of the special symbol when the time-shortening flag is off.

[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, based on the variation pattern information transmitted from the main CPU 201, 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, based on the variation pattern information transmitted from the main CPU 201, 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, based on the variation pattern information transmitted from the main CPU 201, It controls the display effects displayed in the area and the sound effects output from the speaker 32.

[0278] Although not shown in FIG. 15, for each setting value, for example, the range of the random number value for performance selection may be changed. In addition, the change pattern (variable display time) of the determined special symbols may be different.

[0279] In this embodiment, for example, when the result of the hit determination process is a miss, the type of time reduction is Regardless of whether the time-saving flag is on or off, the variation pattern of the special symbol will be determined depending on whether the time-saving flag is on or off. However, the present invention is not limited to this. For example, the number of times that the special symbols are displayed per unit time can be set to The waiting value may be different depending on the type of time reduction. For example, in the case of a time reduction game state A and a time reduction game state B, In the short play state and the C time-saving play state, the expected value of the variable display number of special symbols per unit time is It may be different.

[0280] [1-4-7. Time-saving game mode] As described above, in this embodiment, the time-saving game state is divided into the time-saving game state A and the time-saving game state B. The time-saving game states are explained below. Reveal.

[0281] In the A time-saving game state, the result of the special symbol hit determination process is a "jackpot" and the selected symbol When the command is, for example, "z5" or "z10", the game is controlled after the big win game state ends. That is, in this embodiment, the transition condition to the A time-saving gaming state is , the jackpot (selection pattern command is "z5" or "z10") is won. However, even if the conditions for transition to the A time-saving game state are met, the game will not necessarily transition to the A time-saving game state. If a condition that prevents the transition to the A time-saving game state is met (for example, When it is in the state where the four-fold clearing has occurred or the like, it does not shift to the short-time game state A.

[0282] In addition, the end condition of the short-time game state A is that the result of the winning determination process of the special symbol is "big win", and when the big win game state based on the "big win" is started, and the short-time number of times determined in response to the selection symbol command (hereinafter referred to as "regulation short-time number of times A") of the special symbol (the first special symbol and the second special symbol) is executed (refer to the column of "short-time number of times" in FIG. 13), either of these conditions is satisfied. )

[0283] The short-time game state B is, for example, when the big win game state ends and the variable display of the special symbol 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, the ceiling counter is updated (incremented by 1), and it is a short-time game state controlled when the ceiling counter reaches the ceiling value. That is, the transition condition to the short-time game state B is that the ceiling counter reaches the ceiling value. The transition to the short-time game state B may be when the variable display of the special symbol (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 game state B is any time from when the ceiling final variation starts until the variable display of the next special symbol starts. In addition, when the result of the winning determination process of the special symbol in the ceiling final variation is "miss", although a miss display mode is derived on the special symbol display units 163 and 164, it will shift to the short-time game state B. In this case, the sub-CPU 301 is the short-time B ... ... ... When the transition condition to the gaming state is satisfied (for example, in this embodiment, the ceiling counter reaches the ceiling value) a display effect (for example, stopping the decorative symbol as a special symbol, performing a special effect by a character, or an effect in which both are performed) indicating this to the player may be controlled to be displayed on the display device 7. Even if the transition condition to the B-short gaming state is satisfied, it does not necessarily transition to the B-short gaming state. If a condition that prevents the transition to the B-short gaming state is satisfied (for example, when the result of the winning determination process of the special symbol in the final ceiling variation is a big win

[0284] etc.), it is not transitioned to the B-short gaming state. The ceiling counter is not updated when the probability variation flag is on, and is always counted regardless of whether the time-short flag is on or off when the probability variation flag is off. When the ceiling counter reaches the ceiling value, it is controlled to the B-short gaming state as long as the result of the winning determination process of the special symbol is not "big win". In a pachinko gaming machine in which the result of the winning determination process of the special symbol includes a small win, when the result of the winning determination process of the special symbol when the ceiling counter reaches the ceiling value is "small win", the B-short gaming state may be started when the display mode of the small win is derived to the special symbol display units 163 and 164, or the B-short gaming state may be started after the end of the small win gaming state. That is, when the result of the winning determination process of the special symbol when the ceiling counter reaches the ceiling value is "small win", only the display mode of the small win is displayed on the special symbol display units 163 and 164, and the display effect indicating to the player that the ceiling counter has reached the ceiling value as described above is not displayed. Note that the installation In the case of a pachinko gaming machine with fixed functions, the ceiling value may be made different according to the set value. Also, when the result of the winning determination process of the special symbol when the ceiling counter reaches the ceiling value is "big win", it is controlled to the big win gaming state without being controlled to the short-time B gaming state.

[0285] Note that when the power is turned on, when it is controlled to the big win gaming state, or when the clear process (backup clear process) of the work area (volatile area) in the RAM203 is performed, when a switch different from the backup clear switch 176 (for example, the setting key 17 4 or a dedicated switch) is operated, in a gaming machine in which the probability of winning the normal symbol can be changed, it is reset when a predetermined condition is satisfied, such as when the high probability of the probability of winning the normal symbol ends. And when the update of the ceiling counter is permitted, each time the variable display of the special symbol is executed, the ceiling counter is updated. For example, when the probability variable flag is on, the update of the ceiling counter is not permitted.

[0286] After clearing the ceiling counter, the main CPU201 starts counting the ceiling counter from the next variable display of the special symbol. Note that the ceiling value may be set by the main CPU201 each time the ceiling counter is cleared, or may be determined in advance as something specific to the pachinko gaming machine instead of being set each time.

[0287] When the ceiling counter is cleared due to being controlled to the big win gaming state, after the end of the big win gaming state, if the probability variable flag is not on, the main CPU201 updates (+1) the ceiling counter at the start or end of the first variable display of the special symbol. Also, in the big win gaming ​​​​​After the end of the technical state, if the probability change flag is on, even if the variable display of the special symbol is performed, the ceiling counter is not updated. However, for example, in the case of the ST machine or the specification that performs the probability change fall lottery, the ceiling counter is updated at the start or end of the first variable display of the special symbol after the probability change flag becomes on. In the case of a pachinko gaming machine with a specification that performs a probability change fall lottery by the main CPU 201, when the sub CPU 301 receives a command transmitted from the main CPU 201, it is preferable not to perform an effect suggesting winning the probability change fall lottery or an effect suggesting the transition from a high probability gaming state to a low probability gaming state. By doing so, it becomes difficult for the player to grasp the start timing of the count by the ceiling counter, that is, the timing of the transition to the B short gaming state, based on the display effect etc. displayed on the display device 7, and it becomes possible to provide an interesting game property. If it is difficult to grasp the timing of the transition to the B short gaming state, for example, a countdown effect suggesting the timing of the transition to the B short gaming state or a countdown effect of the gauge is displayed on the display device 7 under the control of the sub CPU 301, it becomes possible to further enhance the interest. When the probability change flag becomes on, the ceiling counter is updated at the start or end of the first variable display of the special symbol. In the case of a specification that performs a probability change fall lottery, since the probability change flag is changed from on to off at the start of the variable display of the special symbol, when updating the ceiling counter at the end of the variable display of the special symbol, if the probability change flag is off at the end of the variable display of the special symbol, the ceiling counter may be updated. In the case of a specification that performs a probability change fall lottery, since the probability change flag is changed from on to off at the start of the variable display of the special symbol, when updating the ceiling counter at the end of the variable display of the special symbol, if the probability change flag is off at the end of the variable display of the special symbol, the ceiling counter may be updated. In the case of a specification that performs a probability change fall lottery, since the probability change flag is changed from on to off at the start of the variable display of the special symbol, when updating the ceiling counter at the end of the variable display of the special symbol, if the probability change flag is off at the end of the variable display of the special symbol, the ceiling counter may be updated. In the case of a specification that performs a probability change fall lottery, since the probability change flag is changed from on to off at the start of the variable display of the special symbol, when updating the ceiling counter at the end of the variable display of the special symbol, if the probability change flag is off at the end of the variable display of the special symbol, the ceiling counter may be updated.

[0288] In the case of a pachinko gaming machine with a specification that performs a probability change fall lottery by the main CPU 201, when the sub CPU 301 receives a command transmitted from the main CPU 201, it is preferable not to perform an effect suggesting winning the probability change fall lottery or an effect suggesting the transition from a high probability gaming state to a low probability gaming state. By doing so, it becomes difficult for the player to grasp the start timing of the count by the ceiling counter, that is, the timing of the transition to the B short gaming state, based on the display effect etc. displayed on the display device 7, and it becomes possible to provide an interesting game property. If it is difficult to grasp the timing of the transition to the B short gaming state, for example, a countdown effect suggesting the timing of the transition to the B short gaming state or a countdown effect of the gauge is displayed on the display device 7 under the control of the sub CPU 301, it becomes possible to further enhance the interest. In the case of a pachinko gaming machine with a specification that performs a probability change fall lottery by the main CPU 201, when the sub CPU 301 receives a command transmitted from the main CPU 201, it is preferable not to perform an effect suggesting winning the probability change fall lottery or an effect suggesting the transition from a high probability gaming state to a low probability gaming state. By doing so, it becomes difficult for the player to grasp the start timing of the count by the ceiling counter, that is, the timing of the transition to the B short gaming state, based on the display effect etc. displayed on the display device 7, and it becomes possible to provide an interesting game property. If it is difficult to grasp the timing of the transition to the B short gaming state, for example, a countdown effect suggesting the timing of the transition to the B short gaming state or a countdown effect of the gauge is displayed on the display device 7 under the control of the sub CPU 301, it becomes possible to further enhance the interest. In the case of a pachinko gaming machine with a specification that performs a probability change fall lottery by the main CPU 201, when the sub CPU 301 receives a command transmitted from the main CPU 201, it is preferable not to perform an effect suggesting winning the probability change fall lottery or an effect suggesting the transition from a high probability gaming state to a low probability gaming state. By doing so, it becomes difficult for the player to grasp the start timing of the count by the ceiling counter, that is, the timing of the transition to the B short gaming state, based on the display effect etc. displayed on the display device 7, and it becomes possible to provide an interesting game property. If it is difficult to grasp the timing of the transition to the B short gaming state, for example, a countdown effect suggesting the timing of the transition to the B short gaming state or a countdown effect of the gauge is displayed on the display device 7 under the control of the sub CPU 301, it becomes possible to further enhance the interest.

[0289] Also, when the clear process (backup clear process) of the work area (volatile area) in the RAM 203 is performed, the main CPU 201 after the clear process of the work area in the RAM 203 Update (+1) the ceiling counter at the start or end of the first variable display of the special symbol. .

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

[0291] In addition, the end condition of the B-short game state is when the result of the winning determination process of the special symbol is "big win" and the big win game state based on the "big win" is started, and when the variable display of the special symbol (the first special symbol and the second special symbol ) is executed for a predetermined number of times (hereinafter referred to as the "B-short specified number of times"). Among these, it is the case where any one of the conditions is satisfied. One of the end conditions of the B-short game state, "when the variable display of the special symbol is executed for the B-short specified number of times", may be when the variable display of the special symbol for the B-short specified number of times (hereinafter referred to as the "B-short final variation") ) is started, or when the B-short final variation ends. That is, the end timing of the B-short game state may be any time from when the B-short final variation is started until the variable display of the special symbol related to this B-short final variation ends. Specifically, the C-short game state is a short-time game state controlled when the result of the winning determination process of the special symbol is "short-time win". That is, the transition condition to the C-short game state is to win the short-time win (when the selection symbol command is "z0" to "z2", "z7" or "z8" for the short-time win) and the display mode of the short-time win is derived (confirmed display) on the special symbol display units 163 and 164.

[0292] ​ Even if the conditions for transitioning to the short C game state are met, the transition to the short C game state is not always made Instead, when conditions that prevent the transition to the short C game state are met (for example, in a specification where the short B game state and the short C game state cannot be executed simultaneously (details will be described later), and the result of the winning determination process for the special symbol in the short B game state is "short-time win", etc.), the transition to the short C game state is not made. Even if the conditions for transitioning to the short C game state are met but conditions that prevent the transition to the short C game state are also met, the main CPU 201 executes control to derive a display mode of "short-time win" to the special symbol display units 163 and 164 without making the transition to the short C game state .

[0293] In addition, the end conditions of the short C game state are when the result of the winning determination process for the special symbol is "big win" and the big win game state based on the "big win" is started, and when the variable display of the special symbols (the first special symbol and the second special symbol) of the short-time number of times determined corresponding to the selection symbol command (hereinafter referred to as the "specified short C number of times") is executed (refer to the "short-time number of times" column in FIG. 13 ). Among these, it is the case where any of the conditions is satisfied. One of the end conditions of the short C game state, the specified short C number of times, may be when the variable display of the special symbols of the short-time number of times determined corresponding to the selection symbol command (hereinafter referred to as the "final short C variation") is started, or when the final short C variation ends. That is, the end timing of the short C game state may be any time from when the final short C variation is started until the variable display of the special symbols related to this final short C variation ends .

[0294] ​​​​​​​Note that the time-saving performance may be different among the A time-saving game state, the B time-saving game state, and the C time-saving game state. Also, among the A time-saving game state, the B time-saving game state, and the C time-saving game state, the time-saving performance of two of the time-saving game states may be made the same, and the time-saving performance of these two time-saving game states may be different from the time-saving performance of the other one time-saving game state. Further, the time-saving performance of the A time-saving game state may be the same as the time-saving performance of the B time-saving game state and the time-saving performance of the C time-saving game state.

[0295] In addition to the above, the end conditions for the A time-saving game state, the end conditions for the B time-saving game state, and the end conditions for the C time-saving game state may include, for example, that the variable display count of the second special symbol reaches a specified count, that the normal electric accessory 146 is released a specified number of times, that a specific release mode is selected as the release mode of the normal electric accessory 146, etc. Also, in a pachinko gaming machine in which the result of the winning determination process of the special symbol includes a small win, it may be possible to include that the small win count reaches a specified count in the above end conditions. Further, a time-saving fall lottery may be performed, and it may be possible to include that the player wins the time-saving fall lottery in the above end conditions.

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

[0297] The normal symbol winning determination table is a table referred to in the normal symbol winning determination process, that is, based on the game state and the random number value for normal symbol winning determination extracted when the game ball passes through the passing gate 126 (see FIG. 4), "normal symbol win" or "loss" is drawn. ​ It is a table that is referred to when making a selection (i.e., when executing the normal symbol game determination process of S295 in FIG. 43 described later).

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

[0299] In this embodiment, in the win determination process of the normal symbol, the main CPU 201 determines "win in the normal symbol" or "loss" based on the extracted random number value for determining a win in the normal symbol. In the normal symbol win determination table, for each type of time shortening, the relationship between the range (width) of the random number value for determining a win in the normal symbol determined as "win in the normal symbol" and the corresponding normal symbol win determination value data, and the relationship between the range (width) of the random number value for determining a win in the normal symbol determined as "loss" and the corresponding loss determination value data are defined.

[0300] In this embodiment, in a non-time shortening game state (for example, a normal game state), when the random number value for determining a win in the normal symbol extracted by the main CPU 201 is any one of 0 to 79, it is determined as "win in the normal symbol", and the win / loss determination value data is determined as "normal symbol win determination value data". Also, in a non-time shortening game state, when the random number value for determining a win in the normal symbol extracted by the main CPU 201 is any one of 80 to 99, it is determined as "loss", and the determination value data is determined as "loss determination value data".

[0301] ​​​​​​​​​​​​​Also, in the short-time game state A, the main CPU 201 determines that it is a "win on normal symbol" if the random number value for determining a win on the extracted normal symbol is any value from 0 to 98, and determines the win / loss determination value data as "win determination value data for normal symbol". Also, in the short-time game state A, when the random number value for determining a win on the extracted normal symbol is 99, the main CPU 201 determines that it is a "loss" and determines the determination value data as "loss determination value data". When the random number value for determining a win on the extracted normal symbol is any value from 0 to 98, it is determined as a "win on normal symbol", and the win / loss determination value data is determined as "win determination value data for normal symbol". Also, in the short-time game state A, when the random number value for determining a win on the extracted normal symbol is 99, the main CPU 201 determines that it is a "loss" and determines the determination value data as "loss determination value data". Also, in the short-time game state A, the main CPU 201 determines that it is a "win on normal symbol" if the random number value for determining a win on the extracted normal symbol is any value from 0 to 98, and determines the win / loss determination value data as "win determination value data for normal symbol". Also, in the short-time game state A, when the random number value for determining a win on the extracted normal symbol is 99, the main CPU 201 determines that it is a "loss" and determines the determination value data as "loss determination value data". Also, in the short-time game state A, when the random number value for determining a win on the extracted normal symbol is 99, the main CPU 201 determines that it is a "loss" and determines the determination value data as "loss determination value data". Also, in the short-time game state A, when the random number value for determining a win on the extracted normal symbol is 99, the main CPU 201 determines that it is a "loss" and determines the determination value data as "loss determination value data".

[0302] Also, in the short-time game state B, the main CPU 201 determines that it is a "win on normal symbol" if the random number value for determining a win on the extracted normal symbol is any value from 0 to 79, and determines the win / loss determination value data as "win determination value data for normal symbol". Also, in the short-time game state B, when the random number value for determining a win on the extracted normal symbol is any value from 80 to 99, the main CPU 201 determines that it is a "loss" and determines the determination value data as "loss determination value data". When the random number value for determining a win on the extracted normal symbol is any value from 0 to 79, it is determined as a "win on normal symbol", and the win / loss determination value data is determined as "win determination value data for normal symbol". Also, in the short-time game state B, when the random number value for determining a win on the extracted normal symbol is any value from 80 to 99, the main CPU 201 determines that it is a "loss" and determines the determination value data as "loss determination value data". Also, in the short-time game state B, the main CPU 201 determines that it is a "win on normal symbol" if the random number value for determining a win on the extracted normal symbol is any value from 0 to 79, and determines the win / loss determination value data as "win determination value data for normal symbol". Also, in the short-time game state B, when the random number value for determining a win on the extracted normal symbol is any value from 80 to 99, the main CPU 201 determines that it is a "loss" and determines the determination value data as "loss determination value data". Also, in the short-time game state B, when the random number value for determining a win on the extracted normal symbol is any value from 80 to 99, the main CPU 201 determines that it is a "loss" and determines the determination value data as "loss determination value data". Also, in the short-time game state B, when the random number value for determining a win on the extracted normal symbol is any value from 80 to 99, the main CPU 201 determines that it is a "loss" and determines the determination value data as "loss determination value data".

[0303] Also, in the short-time game state C, the main CPU 201 determines that it is a "win on normal symbol" if the random number value for determining a win on the extracted normal symbol is any value from 0 to 79, and determines the win / loss determination value data as "win determination value data for normal symbol". Also, in the short-time game state C, when the random number value for determining a win on the extracted normal symbol is any value from 80 to 99, the main CPU 201 determines that it is a "loss" and determines the determination value data as "loss determination value data". When the random number value for determining a win on the extracted normal symbol is any value from 0 to 79, it is determined as a "win on normal symbol", and the win / loss determination value data is determined as "win determination value data for normal symbol". Also, in the short-time game state C, when the random number value for determining a win on the extracted normal symbol is any value from 80 to 99, the main CPU 201 determines that it is a "loss" and determines the determination value data as "loss determination value data". Also, in the short-time game state C, the main CPU 201 determines that it is a "win on normal symbol" if the random number value for determining a win on the extracted normal symbol is any value from 0 to 79, and determines the win / loss determination value data as "win determination value data for normal symbol". Also, in the short-time game state C, when the random number value for determining a win on the extracted normal symbol is any value from 80 to 99, the main CPU 201 determines that it is a "loss" and determines the determination value data as "loss determination value data". Also, in the short-time game state C, when the random number value for determining a win on the extracted normal symbol is any value from 80 to 99, the main CPU 201 determines that it is a "loss" and determines the determination value data as "loss determination value data". Also, in the short-time game state C, when the random number value for determining a win on the extracted normal symbol is any value from 80 to 99, the main CPU 201 determines that it is a "loss" and determines the determination value data as "loss determination value data". 【0...

Claims

【Claim 1】 A first member formed to be movable to a first position for fixing a structure to a fixed portion and a second position for releasing the fixing of the structure to the fixed portion; A second member formed of a detachable member different from the first member, and configured to make it difficult for the first member to move from the first position to the second position by bringing a protrusion provided on this member into contact with a contact portion provided at a position where the protrusion can contact when the protrusion moves; The first member includes an operation portion for operating the movement of the first member; The second member includes a sliding contact portion that operates while being at least partially in contact with a guide portion provided on the fixed portion, and enables the first member to be operable at the first position or the second position; The second member is attachable to the fixed portion 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 structure includes a wiring connection portion connectable to wiring means; The fixed portion has an opening through which the wiring means can be inserted; A gaming machine characterized by the above.

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