gaming machines

The gaming machine enhances player engagement by implementing a control system to count reserved balls and dynamically display hold and variable icons, addressing the lack of distinctive icons in conventional machines.

JP7724029B2Active Publication Date: 2025-08-15DAITO GIKEN CO LTD
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Patent Information

Application Number
JP2024206899
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-11-28
Publication Date
2025-08-15
Estimated Expiration
2044-11-28

AI Technical Summary

Technical Problem

Conventional gaming machines lack distinctive icons corresponding to pattern variations, which can enhance player engagement and expectation of winning.

Method used

Implement a gaming machine with a main control means to count reserved balls, a sub-control means to receive increase signals, and performance means to display hold icons and variable icons based on ball entries, allowing for different presentation modes and suggestive display changes to enhance player experience.

Benefits of technology

The solution provides a gaming machine with enhanced player engagement by offering varied and suggestive display modes, increasing the expectation of winning through dynamic icon changes and pattern variations.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine represented by a pinball game machine (Pachinko game machine) and an enclosed-type game machine or the like having a characteristic in an icon corresponding to symbol variations.SOLUTION: When an increase signal for second holding in a performance mode A is missed and an increase signal for third holding is received, a post holding icon representing fourth holding is displayed in a certain mode after the start of display until the end of the display of the prior holding icon representing the second holding, and may be changed to be in a certain suggested mode after the display of the prior holding icon ends. In the event of a power interruption and restoration, the post holding icon does not change the display mode even after the display of the prior holding icon ends, the final display mode of a variation icon being a target of a certain performance that starts in response to a winning during execution of the variation display of a decorative symbol and does not start during execution of the variation display of a decorative symbol which starts when the holding of the winning is consumed is more likely to be displayed in third and fourth display modes than a second display mode.SELECTED DRAWING: Figure 54
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine represented by a pinball gaming machine (pachinko machine), a slot machine, an enclosed gaming machine, or a medalless slot machine. [Background technology]

[0002] In gaming machines such as pachinko machines, obstacles that change the direction in which the gaming ball falls are generally provided in the playing area of the gaming board, as well as prize holes, starting holes, variable prize holes, etc., into which the gaming ball can enter. When a gaming ball enters these holes, a special benefit is given to the player, such as the payment of a prize ball (see, for example, Patent Document 1).

[0003] Among such gaming machines, there are gaming machines in which a pattern changes and an icon corresponding to the pattern change (for example, a reserved icon or a change icon) is displayed. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-200302 Summary of the Invention [Problem to be solved by the invention]

[0005] However, in conventional gaming machines, there is room for improvement in the icons corresponding to the pattern variations.

[0006] In view of the above circumstances, the present invention aims to provide a gaming machine having distinctive icons corresponding to pattern variations. [Means for solving the problem]

[0007] The first gaming machine of the present invention that solves the above object is: A main control means capable of counting an increase in the number of reserved balls based on the ball entering the starting hole; A sub-control means for receiving an increase signal transmitted from the main control means when the number of reserved items increases; a performance means controlled by the sub-control means; an operating means operable by a player; A gaming machine equipped with Any one of a plurality of types of presentation modes can be set by operating the operation means, One of the plurality of types of presentation modes is a first presentation mode, One of the plurality of types of presentation modes is a second presentation mode, The first rendering mode is a mode in which a certain rendering cannot be executed, the second rendering mode is a mode in which the certain rendering can be executed, the effect means is means for displaying a hold icon in the first display area, The sub-control means is a means for displaying a hold icon in the first display area when the increase signal is normally received, The presentation means is a means for displaying a second reserved icon and a third reserved icon in the first display area in the case where, while one reserved icon is displayed, one game ball enters the starting hole but the sub-control means does not normally receive an increase signal corresponding to the reserved number being two, and thereafter, one game ball enters the starting hole and the sub-control means normally receives an increase signal corresponding to the reserved number being three (hereinafter referred to as the "first case"), The production means is ,before When displaying the hold icon, the hold icon may be displayed in a suggestive manner that suggests the possibility that the player will be in an advantageous state, before In the first case, the hold icon (hereinafter referred to as the "pre-hold icon") representing the hold that was represented by the second hold icon is not displayed in the certain suggested manner at least from the time it starts to be displayed until it ends displaying as a hold icon, but is displayed in a certain manner, In the first case, when the first hold icon, the second hold icon, and the third hold icon are displayed in the first display area, one game ball enters the start hole and the sub-control means normally receives an increase signal corresponding to the number of holds being four. In the second presentation modeIn some cases (Hereinafter referred to as the "second case.") The hold icon (hereinafter referred to as the "later hold icon") representing the hold that was represented by the fourth hold icon displayed is not displayed in the certain suggestive manner from the start of display until the earlier hold icon has finished displaying as a hold icon, but is displayed in the certain manner, After the first hold icon has finished displaying as a hold icon, the second hold icon may change its display mode to the certain suggestion mode, In the second case, if a power outage occurs while the first display area is displaying the first hold icon, the second hold icon, the third hold icon, and the fourth hold icon, and power is restored and the display in the first display area returns, even after the first hold icon has finished displaying as a hold icon, at least until the second hold icon has finished displaying as a hold icon, there is no case in which the display mode of the second hold icon changes to the certain suggestive mode, moreover 、 before The effect means may execute a variable display of a decorative pattern according to a pattern variation based on the ball entering the starting hole, The effect means is a means capable of displaying a change icon corresponding to a currently occurring pattern change, The variable icon may change its display mode, The display modes include at least a first display mode, a second display mode, a third display mode, and a fourth display mode, The variable icon of the first display mode may change to the variable icon of the second display mode, The variable icon of the first display mode may change to the variable icon of the third display mode, The variable icon of the first display mode may change to the variable icon of the fourth display mode, The variable icon of the second display mode does not change to the variable icon of the first display mode, The variable icon of the second display mode may change to the variable icon of the third display mode, The variable icon of the second display mode may change to the variable icon of the fourth display mode, The variable icon of the third display mode does not change to the variable icon of the first display mode, The variable icon of the third display mode does not change to the variable icon of the second display mode, The variable icon of the third display mode may change to the variable icon of the fourth display mode, The variable icon of the fourth display mode does not change to the variable icon of the first display mode, The variable icon of the fourth display mode does not change to the variable icon of the second display mode, The variable icon of the fourth display mode may not change to the variable icon of the third display mode. 、 before In the first presentation mode, the expectation of winning is higher for the variable icon of the second display mode than for the variable icon of the first display mode, higher for the variable icon of the third display mode than for the variable icon of the second display mode, and higher for the variable icon of the fourth display mode than for the variable icon of the third display mode. 、 before The certain effect may be started when a game ball enters the starting hole (hereinafter referred to as "a certain ball entry") while the decorative pattern is being displayed. The certain effect is started when the hold due to the certain ball entry is exhausted. Regarding whether the result of the pattern fluctuation is a win or not It is a production, When the certain effect is executed in the second effect mode, the target of the certain effect is Responding to pattern fluctuations As a display mode in which the variable icon is finally displayed, the third display mode is more likely to be displayed than the second display mode, and the fourth display mode is more likely to be displayed than the second display mode. 、 In the second case, when a game ball enters the starting hole, which is a trigger for displaying the fourth hold icon, the certain effect can be started, The certain effects include at least a first certain effect and a second certain effect, The second certain effect is an effect that suggests that the result of the pattern variation is more likely to be a win than the first certain effect. It is characterized by:

[0008] The second gaming machine of the present invention that solves the above object is: A main control means capable of counting an increase in the number of reserved balls based on the ball entering the starting hole; A sub-control means for receiving an increase signal transmitted from the main control means when the number of reserved items increases; a performance means controlled by the sub-control means; an operating means operable by a player; A gaming machine equipped with Any one of a plurality of types of presentation modes can be set by operating the operation means, One of the plurality of types of presentation modes is a first presentation mode, One of the plurality of types of presentation modes is a second presentation mode, The first rendering mode is a mode in which a certain rendering cannot be executed, the second rendering mode is a mode in which the certain rendering can be executed, the effect means is means for displaying a hold icon in the first display area, The display mode of the hold icon may change, The display modes include at least a first display mode, a second display mode, a third display mode, and a fourth display mode, The hold icon of the first display mode may be changed to the hold icon of the second display mode, The hold icon of the first display mode may be changed to the hold icon of the third display mode, The hold icon of the first display mode may be changed to the hold icon of the fourth display mode, The hold icon of the second display mode does not change to the hold icon of the first display mode, The hold icon of the second display mode may be changed to the hold icon of the third display mode, The hold icon of the second display mode may be changed to the hold icon of the fourth display mode, The hold icon of the third display mode does not change to the hold icon of the first display mode, The hold icon of the third display mode does not change to the hold icon of the second display mode, The hold icon of the third display mode may be changed to the hold icon of the fourth display mode, The hold icon of the fourth display mode does not change to the hold icon of the first display mode, The hold icon of the fourth display mode does not change to the hold icon of the second display mode, The hold icon of the fourth display mode does not change to the hold icon of the third display mode, In the first presentation mode, the expected probability of winning is higher for the reserved icon of the second display mode than for the reserved icon of the first display mode, higher for the reserved icon of the third display mode than for the reserved icon of the second display mode, and higher for the reserved icon of the fourth display mode than for the reserved icon of the third display mode, The sub-control means is a means for displaying a hold icon in the first display area when the increase signal is normally received, The presentation means is a means for displaying a second reserved icon and a third reserved icon in the first display area in a case where, while one reserved icon is displayed, one game ball enters the starting hole but the sub-control means does not normally receive an increase signal corresponding to the reserved number being two, and then one game ball enters the starting hole and the sub-control means normally receives an increase signal corresponding to the reserved number being three (hereinafter referred to as the "first case").、 before In the first case, the hold icon representing the hold that was displayed by the second hold icon (hereinafter referred to as the "first hold icon") will remain on hold at least from the time it starts to be displayed until it ends its display as a hold icon. The second display mode, the third display mode, and the fourth display mode It will never be displayed in the first display mode It is displayed as before In the first case, when the first hold icon, the second hold icon, and the third hold icon are displayed in the first display area, one game ball enters the starting hole and the sub-control means normally receives an increase signal corresponding to the number of holds being 4. In the second presentation mode In some cases (Hereinafter referred to as the "second case.") The hold icon representing the hold that was displayed by the fourth hold icon (hereinafter referred to as the "later hold icon") will remain on hold for at least the period from the time it starts to be displayed until the earlier hold icon ends its display as a hold icon. The second display mode, the third display mode, and the fourth display mode It will never be displayed in the first display mode It is displayed as After the first hold icon has finished displaying as a hold icon, the second hold icon changes its display mode. , any one of the second display mode, the third display mode, and the fourth display mode may be changed to In the second case, if a power outage occurs while the first display area is displaying the first hold icon, the second hold icon, the third hold icon, and the fourth hold icon, and power is restored and the display in the first display area is restored, even after the first hold icon has finished displaying as a hold icon, until the second hold icon has finished displaying as a hold icon, at least the second hold icon will not change its display mode to any one of the second display mode, the third display mode, and the fourth display mode, moreover 、 before The performance means may execute a variable display of a decorative pattern according to a pattern change based on the ball entering the starting hole. 、 before The certain effect occurs when a game ball enters the starting hole (hereinafter referred to as "certain ball entry") while the decorative pattern is being displayed. Opened in This is a production that may begin, The certain effect is started when the hold due to the certain ball entry is exhausted. Regarding whether the result of the pattern fluctuation is a win or not It is a production, When the certain effect is executed in the second effect mode, the target of the certain effect is Indicates that the start of the pattern change is on hold.As a display mode in which the hold icon is finally displayed, the third display mode is more likely to be displayed than the second display mode, and the fourth display mode is more likely to be displayed than the second display mode. Ku , In the second case, when a game ball enters the starting hole, which is a trigger for displaying the fourth hold icon, the certain effect can be started, The certain effects include at least a first certain effect and a second certain effect, The second certain effect is an effect that suggests that the result of the pattern variation is more likely to be a win than the first certain effect. It is characterized by: [Effects of the Invention]

[0009] According to the gaming machine of the present invention, it is possible to provide a gaming machine having characteristics regarding icons corresponding to the pattern variations. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is an external perspective view of a pachinko machine according to an embodiment of the present invention, seen from the front side (player side). [Figure 2] This is a rear view of the pachinko machine. [Figure 3] FIG. 2 is a simplified front view of the game board as seen from the front side (player side). [Figure 4] 4 is an enlarged view of a portion of the attacca unit 23 shown in FIG. 3, where (a) shows the internal state of the unit main body 23a, and (b) shows the state of the back side of the unit cover body 23b that covers the unit main body 23a. [Figure 5] FIG. 1 is a functional block diagram of a pachinko machine. [Figure 6] These are examples of display patterns for pachinko machines, where (a) shows an example of a stop display pattern for special pattern 1, (b) shows an example of a stop display pattern for special pattern 2, (c) shows an example of a decorative pattern, and (d) shows an example of a stop display pattern for a regular pattern. [Figure 7] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 8] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 9](a) is a diagram showing an example of the contents of the table for determining whether a special symbol has been won, (b) is a diagram showing an example of the contents of the special symbol determination table for when a jackpot or sudden time-saving win occurs in a non-time-saving play state, (c) is a diagram showing an example of the contents of the special symbol determination table for when a jackpot or sudden time-saving win occurs in a time-saving play state, and (d) is a diagram showing an example of the contents of the special symbol determination table for when a jackpot or sudden time-saving win occurs in a time-saving state. [Figure 10] (a) is a diagram showing an example of the contents of the special chart determination table for when a small jackpot is won in a non-time-shortened state, (b) is a diagram showing an example of the contents of the special chart determination table for when a small jackpot is won in a time-shortened play state, and (c) is a diagram showing an example of the contents of the special chart determination table for when a small jackpot is won in a time-shortened play state. [Figure 11] This is a timing chart showing the flow of operation of a normal electric device. [Figure 12] (a) is a diagram showing a table for determining whether a regular map is a winning or losing draw in a regular map lottery, (b) is a diagram showing a table for determining the fluctuation pattern of a regular map used in a non-time-saving game state, (c) is a diagram showing a table for determining the fluctuation pattern of a regular map used in a time-saving game state, and (d) is a diagram showing a table for determining the confirmed stop time of a regular map. [Figure 13] (a-1) is a diagram showing a judgment table for the start time of a win (OP time) of a normal pattern trigger in a non-time-shortened play state, (a-2) is a diagram showing a judgment table for the start time of a win (OP time) of a normal pattern trigger in a time-shortened play state, (b-1) is a diagram showing an opening time judgment table for a normal pattern trigger in a non-time-shortened play state, (b-2) is a diagram showing an opening time judgment table for a normal pattern trigger in an a1 time-shortened play state and a c time-shortened play state, (b-3) is a diagram showing an opening time judgment table for a normal pattern trigger in an a2 time-shortened play state, (c) is a diagram showing a closing time judgment table for a normal pattern trigger, (d-1) is a diagram showing a winning end time judgment table for a normal pattern trigger in a non-time-shortened play state, and (d-2) is a diagram showing a winning end time judgment table for a normal pattern trigger in a time-shortened play state. [Figure 14](a) is a diagram showing a judgment table for the start time (OP time) of the normal power gate activation trigger, (b) is a diagram showing a judgment table for the activation time of the normal power gate activation trigger in various game states, (c) is a diagram showing how to handle when a game ball passes through the normal power gate activation gate 228g, (d) is a diagram showing how to handle special charts 1 and 2 when they are fluctuating simultaneously, and (e) is a diagram showing how to handle when a game ball passes through the normal power gate activation gate 228g while the normal chart is displaying a change. [Figure 15] This is a timing chart that explains the timing for determining the opening time of the normal electric device (electric chute) triggered by the normal electric operation gate. [Figure 16] This is a timing chart explaining the device for ensuring the fixed stop time of the normal pattern shown in Figure 12 (d). [Figure 17] These are flowcharts showing the processing flow in the first sub-control unit of a pachinko machine, where (a) is a flowchart of the first sub-control unit main processing, (b) is a flowchart of the first sub-control unit command reception interrupt processing, and (c) is a flowchart of the first sub-control unit timer interrupt processing. [Figure 18] A flowchart showing the processing flow in the second sub-control unit of a pachinko machine, where (a) is a flowchart of the second sub-control unit main processing, (b) is a flowchart of the second sub-control unit command reception interrupt processing, (c) is a flowchart of the second sub-control unit timer interrupt processing, and (d) is a flowchart of the second sub-control unit image control processing. [Figure 19] FIG. 10 is a diagram illustrating the transition of game states. [Figure 20] This is a diagram showing an example of a presentation related to the decorative pattern change display centered on the decorative pattern display device of the pachinko machine of this embodiment in stages. [Figure 21] 21A to 21C are diagrams showing the continuation of the example of the rendering shown in FIG. 20 in stages. [Figure 22] FIG. 21 is a diagram showing another example of the performance following FIG. 20(q) in stages. [Figure 23] This is a diagram showing an example of the presentation in stages during a jackpot game centered around a decorative pattern display device. [Figure 24] A diagram showing another example of the presentation in a jackpot game centered on a decorative pattern display device in stages. [Figure 25] This figure shows a step-by-step example of prioritizing the presentation of the pattern that is displayed first in a stopped state when different patterns are displayed in a variable manner at the same time. [Figure 26] In the normal game state, when both the normal symbol variable display, which indicates a win, and the special symbol 2 variable display, which indicates a jackpot, are being executed, this is an example in which the effect of the symbol that stops and displays first takes priority. [Figure 27] This figure shows a different example from the example shown in Figure 25 in stages when both the normal chart change display and the special chart 2 change display, which is a jackpot, are being executed in normal game mode. [Figure 28] c) A diagram showing an example of a step-by-step transition from the final change in the time-shortened gaming state (RUSH state) to the normal gaming state (non-time-shortened gaming state). [Figure 29] FIG. 10 is a diagram showing a modified example of a standby display. [Figure 30] FIG. 10 is a diagram for explaining a presentation mode. [Figure 31] c) A diagram showing an example of a game in a time-saving game state (RUSH state) in which the presentation mode is changed step by step. [Figure 32] This is a diagram showing an example of what happens in stages when a winning command is missed while presentation mode A is selected. [Figure 33] This is a diagram showing an example of what happens in stages when a winning command is missed while presentation mode C is selected. [Figure 34] This is a diagram showing an example in stages of when power is interrupted for a moment in each performance mode and then immediately restored. [Figure 35] This is a diagram showing an example of what happens in stages when a winning command is missed while the modified presentation mode C is selected. [Figure 36] This figure shows a step-by-step example different from the example shown in Figure 32 when a winning command is missed while presentation mode A is selected. [Figure 37]This figure shows, in stages, an example different from the example shown in Figure 36 when a winning command is missed while presentation mode A is selected. [Figure 38] This is a diagram showing an example of a notification indicating that the third reserved item has been accumulated, in stages. [Figure 39] This figure shows a step-by-step example of what happens when the hold 3 vibration function is set to on and the command to receive the third hold wins fails. [Figure 40] This figure shows a step-by-step example of what happens when a winning command is missed, different from the example shown in Figure 33. [Figure 41] FIG. 10 is a diagram illustrating a modified example of the presentation mode. [Figure 42] This is a diagram showing two examples in which a hold change effect and an advance notification effect are executed in stages. [Figure 43] (a) is a diagram showing a hit / miss determination table for normal symbols in the second embodiment, (b) is a diagram showing a hit / miss determination table for special symbols in the second embodiment, (c) is a diagram showing a special symbol determination table for when a small hit is won that is used in the non-time-saving play state of the second embodiment, and (d) is a diagram showing a special symbol determination table for when a small hit is won that is used in the time-saving play state of the second embodiment. [Figure 44] (a) is a diagram showing an operation time determination table for the normal power operation gate trigger in various game states in the second embodiment, and (b) is a diagram showing the handling of special charts 1 and 2 in a state in which special charts 1 and 2 are fluctuating simultaneously in the second embodiment. [Figure 45] FIG. 10 is a diagram showing the flow of a game on a gaming machine according to a second embodiment. [Figure 46] A flowchart showing the flow of the additional performance determination process in the second embodiment. [Figure 47] A diagram showing an example of an added effect being executed in stages. [Figure 48] This is a diagram showing another example of a predictive presentation for a jackpot game in stages. [Figure 49]This is a diagram showing a normal symbol reach pattern determination table that determines the type of reach pattern in the variable display of the normal symbol decorative pattern in the normal game state. [Figure 50] This is a diagram showing a special chart 2 reach pattern determination table that determines the type of reach pattern in the variable display of the decorative pattern of special chart 2 in the a1 time-saving game state (RUSH state). [Figure 51] This is a flowchart showing the process of determining decorative patterns for regular maps in the second embodiment. [Figure 52] This is a table showing the display mode of the pending icon or variable icon and the expected probability of winning in each presentation mode of the second embodiment. [Figure 53] 52, and (b) is a table showing a modification of the table shown in FIG. 52 that is different from the modification shown in (a). [Figure 54] A figure showing two examples in stages of execution of a hold change effect and an advance notification effect on the gaming machine of the second embodiment. [Figure 55] (a) is a timing chart showing the flow of the demo presentation on the gaming machine of the second embodiment, and (b) is a timing chart showing the flow when termination condition 1 or termination condition 2 is met while the demo presentation is being executed. [Figure 56] 10 is a flowchart showing the flow of demo performance control processing in the gaming machine of the second embodiment. [Figure 57] (a) is a timing chart showing the flow when, during execution of a demo presentation in normal game mode (non-time-saving game mode), a touch to the ball launching handle 134 is not detected and the display of the decorative pattern changes begins, and then a touch to the ball launching handle 134 is detected; (b) is a timing chart showing the flow when, during execution of a demo presentation in normal game mode (non-time-saving game mode), a touch to the ball launching handle 134 is not detected and the display of the special chart 2 changes begins twice, and a small win is won on the second display of the special chart 2 changes. [Figure 58] 10 is a flowchart showing the flow of the demo performance control process in Smapachi. [Figure 59]1 is a front view of an enclosed type pachinko machine to which the present invention can be applied. [Figure 60] 1 is a perspective view of the appearance of a slot machine 1000 to which the present invention can be applied, as seen from the front side (player side). [Figure 61] 1 shows a gaming machine according to a modified example of the present invention, where (a) shows a casino machine 2000, (b) shows a mobile phone 3000 having a memory unit for storing electronic data that realizes the present invention, (d) shows a portable gaming machine 4000 having a memory unit for storing electronic data that realizes the present invention, (d) shows a home video game machine 5000 having a memory unit for storing electronic data that realizes the present invention, and (e) shows a data server 6000 that stores electronic data that realizes the present invention. [Figure 62] 1 is a perspective view of the appearance of an enclosed gaming machine 100 as seen from the front side (player side). [Figure 63] 1 shows a circuit block diagram of a control unit of an enclosed gaming machine 100. FIG. [Figure 64] 1 is a diagram showing a schematic diagram of the flow of game balls in the enclosed game machine 100. FIG. [Figure 65] 10 is a flowchart showing the flow of counting processing by the frame control unit 600. [Figure 66] 10 is a flowchart showing the flow of reference signal processing by the frame control unit 600. [Figure 67] 10 is a flowchart showing the flow of the game ball subtraction process of the frame control unit 600. [Figure 68] FIG. 10 is a diagram showing command types between a main control unit and a frame control unit. [Figure 69] 10 is a sequence diagram showing an example of communication between the main control unit 300 and the frame control unit 600 in chronological order after the enclosed gaming machine 100 is powered on. FIG. [Figure 70] 10 is a sequence diagram showing, in time series, an example of communication between the main control unit 300 and the frame control unit 600 when a communication line disconnection error occurs in the main control unit 300. FIG. [Figure 71]10 is a sequence diagram showing, in time series, an example of communication between the main control unit 300 and the frame control unit 600 when a communication line disconnection error occurs in the frame control unit 600. FIG. [Figure 72] 10A is a diagram showing the types of commands between the slot control unit and the lending device, and FIG. 10B is a diagram showing the types of gaming machine information notification commands. [Figure 73] 10 is a sequence diagram showing an example of basic communication (without game information) between the frame control unit 600 and the lending device 614 in chronological order. [Figure 74] 10 is a sequence diagram showing an example of priority transmission of a gaming machine information notification command (with gaming information) in communication between the frame control unit 600 and the rental device 614 in chronological order. FIG. [Figure 75] 10 is a sequence diagram showing an example of count notification in communication between the frame control unit 600 and the rental device 614 in chronological order. FIG. [Figure 76] 10 is a sequence diagram showing an example of a lending notification in communication between the frame control unit 600 and the lending device 614 in chronological order. FIG. [Figure 77] 10 is a sequence diagram showing an example of a case where a communication interruption occurs in communication between the frame control unit 600 and the rental device 614 in time series. FIG. [Figure 78] 10 is a sequence diagram showing an example of a case where a communication interruption occurs in communication between the frame control unit 600 and the rental device 614 in time series. FIG. [Figure 79] 10 is a sequence diagram showing an example of a communication abnormality in a count notification between the frame control unit 600 and the rental device 614 in time series. FIG. [Figure 80] 10 is a sequence diagram showing an example of a communication abnormality in a rental notification between the slot control unit 600 and the rental device 614 in time series. FIG. [Figure 81] 10 is a sequence diagram showing an example of communication between the frame control unit 600 and the lending device 614 during a game in chronological order. FIG. [Figure 82] FIG. 10 is a sequence diagram showing an example of communication between the frame control unit 600 and the lending device 614 in chronological order when an increase in the number of game balls occurs at the same time as a short press of the counting button. [Figure 83]FIG. 10 is a sequence diagram showing an example of communication between the frame control unit 600 and the lending device 614 in chronological order when an increase in the number of game balls occurs at the same time as the counting button is pressed and held down. [Figure 84] 10 is a time chart showing the changes in various signals when the number of game balls is one and the launch operation of one game ball is performed. [Figure 85] This is a time chart showing the changes in various signals when one gaming ball is released and one ball is counted when one gaming ball is present. [Figure 86] This is a time chart showing the changes in various signals when one game ball is fired and 250 balls are counted when there are 250 game balls. [Figure 87] This is a time chart showing the changes in various signals when one game ball is fired and 250 balls are counted when there are 251 game balls. [Figure 88] 10 is a time chart showing changes in various signals when the subtraction sensor signal of the subtraction sensor 618 does not change to an ON level after the reference signal flag is set to ON. [Figure 89] FIG. 2 is an exploded perspective view of the enclosed gaming machine 100. [Figure 90] This is a rear view of the front frame door 106 seen from the rear side. [Figure 91] 1A is a partially enlarged view showing the slide lock 170 in a state where it has moved to the locked position, FIG. 1B is a partially enlarged view showing the slide lock 170 in a state where it has moved to the unlocked position, and FIG. 1C is a rear view of the upper unit 154. [Figure 92] (a) A top view of the front frame door 106, (b) A front view showing the upper unit 154 moving to the locked position, and (c) A front view showing the upper unit 154 moving to the unlocked position. [Figure 93] FIG. 2 is a simplified front view of the game board 200. [Figure 94] 10 is a simplified rear view of the game board 200 as seen from the rear. [Figure 95] (a) is a partially enlarged view showing the first ball passage 250 with the first ball passage cover 254 removed, and the second ball passage 260 with the second ball passage cover 264 removed. (b) is a partially enlarged view of the general winning port flow path 256. [Figure 96] This is a partially enlarged view showing the second ball passage 260 with the first ball passage 250 removed. [Figure 97] 1(a) is a side cross-sectional view showing a ball passage 270 having a screw insertion opening 274 formed therein, and FIG. 1(b) is a partially enlarged view showing the vicinity of the screw insertion opening 274. [Figure 98] 10(a) is a front view of the ball passage 270 with the upper surface 270d omitted, and FIG. 10(b) is a side cross-sectional view schematically showing a ball passage 280 according to a modified example. DETAILED DESCRIPTION OF THE INVENTION

[0011] 1 to 27, gaming machines (for example, pinball gaming machines such as pachinko machines and reel gaming machines such as slot machines) that can be applied to the present invention will be described in detail. Note that the reference numerals shown in Figs. 1 to 27 will be used only in the description using Figs. 1 to 27, and even if duplicate reference numerals are shown in other drawings, the reference numerals shown in Figs. 1 to 27 will take precedence in the description using Figs. 1 to 27.

[0012] <Overall structure> First, the overall configuration of a pachinko machine 100 according to a first embodiment of the present invention will be described with reference to Figure 1. This figure is a perspective view of the exterior of the pachinko machine 100 as seen from the front side (player side).

[0013] The pachinko machine 100 is a gaming machine that allows players to win profits when certain conditions are met, and is equipped with an outer frame 102, a main body 104, a front frame door 106, a door 108 with a ball storage tray, a launching device 110, and a gaming board 200 on its front side (player side).

[0014] The outer frame 102 is a vertically rectangular wooden frame member for fixing to an installation location (island equipment, etc.) provided in a gaming machine installation store.

[0015] The main body 104 is provided inside the outer frame 102, and is a door member that has a locking function and serves as the base body of the gaming machine, which is rotatably attached to the outer frame 102 via a hinge portion 112. The main body 104 is formed in a frame shape, and has a space portion 114 inside. A staff member of the store (game store) where this pachinko machine 100 is installed can open and close this main body 104, and a main body opening sensor 1041 is provided to detect when the main body 104 is opened.

[0016] The front frame door 106 is a door element with a locking function and a frame-like shape that is attached to the front of the main body 104 (the front side of the pachinko machine 100) via a hinge portion 112 so that it can be opened and closed freely. The front frame door 106 can also be opened and closed by a gaming parlor staff member, and a front frame door sensor 1061 is also provided to detect when the front frame door 106 is opened. The front frame door 106 is provided with a transparent plate member 118 made of glass or resin at its opening, and a speaker 120, a left frame lamp 122L, a right frame lamp 122R, and an upper frame lamp 122U are attached to its front side. The rear surface of the front frame door 106 and the front of the gaming board 200 define a space in which the playing area 124 is located. The front frame door 106 is an example of a door body. In this embodiment, a lamp that uses an LED as a light source is also referred to as a lamp.

[0017] The ball storage tray door 108 is a door member with a locking function that is attached to the underside of the main body 104 on the front of the pachinko machine 100 so that it can be opened and closed freely. The ball storage tray door 108 is opened by pressing an opening lever 1081 that can be operated with the front frame door 106 open. A ball storage tray door sensor 1082 is also provided to detect when the ball storage tray door 108 is open. The ball storage tray door 108 is equipped with a ball storage tray 126 capable of storing multiple game balls (hereinafter sometimes simply referred to as "balls") and having a passageway for guiding the game balls to the launching device 110, a ball removal button 130 operated by the player to eject the game balls stored in the ball storage tray 126 from the ball storage tray 126, a ball launch handle 134 operated by the player to launch the game balls guided to the launching device 110 into the game area 124 of the game board, an effect button 136 operated by the player to change the effect mode of various effect devices, a button lamp 138 built into the effect button 136 and illuminating the effect button 136, and a ball lending operation button 140 that issues a ball lending instruction to a card unit (CR unit) installed in the game parlor. Also, although not shown in FIG. 1, a return operation button is also provided to the right of the ball lending operation button 140 to issue an instruction to the card unit to return the player's balance. Furthermore, it also has an operation key unit 190 on which a cross key and an enter button are arranged.

[0018] The launching device 110 is attached to the lower part of the main body 104 and comprises a launching rod 146 that rotates when the ball launching handle 134 is operated by the player, and a launching hammer 148 that strikes the game ball with the tip of the launching rod 146. While the ball launching handle 134 is continuously operated by the player, the launching device 110 launches the game ball toward the play area 124 of the game board every predetermined launch period (for example, 0.6 seconds), and corresponds to an example of a launching means.

[0019] FIG. 2 is a rear view of the pachinko machine 100 of FIG. 1 as seen from the back side.

[0020] At the top of the back of the pachinko machine 100, there is provided a ball tank 150 with an opening that opens upward for temporarily storing game balls, and a tank rail 154 located below the ball tank 150 for guiding balls that fall through a communication hole formed at the bottom of the ball tank 150 to a payout device 152 located on the right side of the back.

[0021] The dispensing device 152 is made of a cylindrical member, and is equipped with a dispensing motor, a sprocket, and a dispensing sensor (not shown) inside. The dispensing device 152 is detachable, and when attached to a predetermined position, it connects to the downstream end of the tank rail 154.

[0022] The sprocket is configured to be rotatable by the payout motor, and temporarily retains game balls that have passed through the tank rail 154 and flowed down into the payout device 152, and by driving the payout motor to rotate it by a predetermined angle, sends out the temporarily retained game balls one by one below the payout device 152. In other words, the payout device 152 is a type of ball feeding device that applies driving force to the game balls to transport them.

[0023] The payout sensor is a sensor for detecting the passage of a gaming ball sent out by the sprocket, and outputs either a high or low signal when a gaming ball is passing, and the other signal, either a high or low, when a gaming ball is not passing, to the payout control unit 600 (see FIG. 5). The gaming ball that has passed this payout sensor is configured to pass through a ball rail (not shown) and reach the ball storage tray 126 arranged on the front side of the pachinko machine 100, and when a predetermined award condition is met, the pachinko machine 100 awards (pays out) to the player an amount of gaming value (gaming balls) according to the award condition through this configuration.

[0024] On the left side of the figure of the payout device 152 are a main board case 158 that houses a main board 156 that constitutes the main control unit 300 (see Figure 5) that performs control processing for the overall game, a first sub-board case 162 that houses a first sub-board 160 that constitutes the first sub-control unit 400 (see Figure 5) that performs control processing for presentations based on processing information generated by the main control unit 300, a second sub-board case 166 that houses a second sub-board 164 that constitutes the second sub-control unit 500 (see Figure 5) that performs control processing for presentations based on processing information generated by the first sub-control unit 400, and an error reset switch that constitutes the payout control unit 600 (see Figure 5) that performs control processing for the payout of game balls and that resets errors when operated by a gaming store employee. a power supply board case 184 that houses a power supply board 182 that constitutes a power supply control unit 660 (see Figure 5) that supplies power to various electric gaming machines and that is equipped with a power switch 178 that turns the power on and off by operation of an amusement store clerk and a RAM clear switch 180 that outputs a RAM clear signal to the main control unit 300 when operated when the power is turned on; and a CR interface unit 186 that sends and receives signals between the payout control unit 600 and the card unit.

[0025] In this embodiment, a setting change key 192, a setting change button 194, and a bonus ratio / setting display 196 are provided on the main board 156. In this embodiment, when the setting change key 192 is operated on the condition that the RAM clear switch 180 is pressed when the power is turned on, the machine can transition to a setting change mode in which the machine can be set to one of multiple settings with at least different jackpot probabilities. In the setting change mode, the current setting is displayed on the bonus ratio / setting display 196, and the store clerk can change the setting by pressing the setting change button 194 while checking this. Note that the machine may be configured so that the setting can be changed when the setting change key 192 is operated when the power is turned on, even if the RAM clear switch 180 is not pressed.

[0026] The bonus feature ratio / setting display 196 is a 7-segment LED board mounted on the main board 156 and located inside the main board case 158, and is installed in a manner that is visible to store staff. The bonus feature ratio / setting display 196 is composed of two-digit 7-segment LEDs arranged above and below, with a single-digit 7-segment LED modularized on the right side. The bonus feature ratio monitor is an indicator that notifies the bonus feature ratio (YH) and the consecutive bonus feature ratio (RY), and the setting monitor is a monitor for checking the current setting. The bonus feature ratio / setting display 196 is composed of single-color LEDs, such as red, green, blue, and white, but may also be capable of emitting light in three colors: red, green, and orange, or may be a full-color LED. At least a portion of the bonus feature ratio / setting display 196 may be mounted on the game board 200, for example, to be visible to the player.

[0027] In this embodiment, a dip switch board 198 is disposed on the rear surface of the first sub-board case 162. Details of the dip switch board 198 will be described later.

[0028] FIG. 3 is a simplified front view of the game board 200. Here, arrows d2 and d3 indicate the directions when the pachinko machine 100 is fixed in place. Arrow d2 indicates the width direction (sometimes referred to as the left-right direction) of the pachinko machine 100, and when viewed from the front, the left hand may be referred to as the left and the right hand as the right. Arrow d3 indicates the height direction (sometimes referred to as the up-down direction) of the pachinko machine 100, and the higher side may be referred to as the top and the lower side as the bottom. Although not shown in FIG. 3, in the depth direction (sometimes referred to as the front-to-back direction) of the pachinko machine 100, the near side may be referred to as the front side or the front side, and the far side may be referred to as the rear side or the back side.

[0029] The game board 200 has a game area 124 on the front side, and is detachably attached to the main body 104 using a predetermined fixing member so as to face the space 114 of the main body 104. After the game board 200 is attached to the main body 104, the game area 124 can be observed through the opening.

[0030] Various structures can be adopted for the mounting structure of the game board 200 to the main body 104, but for example, a structure can be adopted in which the left side portion 200a of the game board 200 as seen from the front is inserted into the left side of the main body 104 as seen from the front (the hinge portion 112 side), and the game board 200 is rotated around this as the rotation center while the right side portion 200b of the game board 200 as seen from the front is pressed against the main body 104 to set it in place, and such a structure may improve workability.

[0031] The game board 200 is a unit in which various parts are attached to a game board 201, which is a plate-shaped main body. The game board 201 is formed, for example, from resin, and its surface (front) constitutes a decorative surface displaying characters and the like of the pachinko machine 100. The decorative surface may be formed, for example, by attaching a sheet on which characters and the like of the pachinko machine 100 are printed. A vibration sensor SR3 is disposed on the lower right of the game board 201. When a vibration is detected by the vibration sensor SR3, error processing (for example, an alert using an image or sound, or stopping the game to make it impossible to continue playing) can be performed. The vibration sensor SR3 may be another fraud detection sensor, such as a magnetic sensor.

[0032] An outer rail 202 and an inner rail 204 are arranged on the game board 200, and a game area 124 in which the game ball can roll is defined. A part of the outer rail 202 is formed by a rail member 209 that is detachable from the main body 104. Within the game area 124, the area between the outer rail 202 and the inner rail 204 forms a guide area 201a that guides the launched game ball.

[0033] Areas of the game board 200 other than the game area 124 may be referred to as non-game areas. The game area 124 and non-game areas can be distinguished by the outer rail 202 as a boundary. Furthermore, at least the area inside the area through which game balls pass when the game ball launch strength is at its maximum may be referred to as the game area 124. The game area 124 may include areas through which game balls do not pass due to the presence of a performance device or the like within the game area 124. The game area 124 may be referred to as a flow-down area because game balls flow down during play, and the non-game area may be referred to as a non-flow-down area because game balls do not flow down during play except during maintenance or accidents. The entire game area 124 may be referred to as a flow-down area, but areas through which game balls do not flow down due to the presence of a performance device or the like may also be referred to as non-flow-down areas.

[0034] A decorative symbol display device 208 is disposed approximately in the center of the gaming area 124. A main control lamp board 254 is provided below the gaming area 124, and a normal symbol display device 210, a first special symbol display device 212, a second special symbol display device 214, a normal symbol hold lamp 216, and a second special symbol hold lamp 220 are disposed on the main control lamp board 254. In addition, a high probability lamp HL, an electric support lamp TL, and a right hit lamp RL are also disposed on the main control lamp board 254. Note that, hereinafter, normal symbols may be referred to as "normal symbols" and special symbols may be referred to as "special symbols."

[0035] The decorative symbol display device 208 is a display device for displaying various decorative symbols and effects, and in this embodiment is configured as a liquid crystal display (LCD). This decorative symbol display device 208 is divided into four display areas: a left symbol display area 208a, a center symbol display area 208b, a right symbol display area 208c, and an effect display area 208d. The left symbol display area 208a, the center symbol display area 208b, and the right symbol display area 208c each display a different decorative symbol, and the effect display area 208d displays an image used in the effect. Furthermore, the position and size of each display area 208a, 208b, 208c, and 208d can be freely changed within the display screen of the decorative symbol display device 208. Although a liquid crystal display device is used as the decorative pattern display device 208, it is not limited to a liquid crystal display device as long as it is configured to be able to display various effects and various game information, and other display devices may be used, including, for example, a dot matrix display device, a 7-segment display device, an organic EL (ElectroLuminescence) display device, a reel (drum) type display device, a leaf type display device, a plasma display, and a projector.

[0036] The general map display device 210 is a display device for displaying general maps, and in this embodiment is configured with a 7-segment LED. The first special map display device 212 and the second special map display device 214 are display devices for displaying special maps, and in this embodiment are each configured with a 7-segment LED.

[0037] The normal symbol reservation lamp 216 is a lamp for indicating the number of reserved normal symbol variable games (details will be described later), and in this embodiment, it is possible to reserve up to a predetermined number (for example, four) of normal symbol variable games. The second special symbol reservation lamp 220 is a lamp for indicating the number of reserved special symbol variable games, and in this embodiment, it is possible to reserve up to a predetermined number (for example, four) of special symbol variable games. In this embodiment, the first special symbol reservation lamp is not provided, but it may be provided.

[0038] The high probability lamp HL is a lamp that indicates that the game state is in a high probability state where a jackpot is likely to occur, or that it will become a high probability state. The electric support lamp TL is a lamp that indicates that the variable display time of the normal pattern is shortened and that the electric support state, in which the blade member 2311 (see Figure 4) of the electric tulip (electric chute) described below, is likely to open for a long time. The right hit indicator lamp RL is a lamp that indicates that the game is in a jackpot game state, a probability variable state, or an electric support state, and that the player can benefit from these states by hitting right. In addition, in the case of a jackpot, a round indicator lamp may be provided to indicate the number of rounds in the jackpot game related to that jackpot.

[0039] The game board 200 shown in FIG. 3 is provided with a warp device 242 and a stage 244 in an area where the game ball can roll. The warp device 242 ejects game balls that enter a warp entrance 242a provided on the left side of the decorative symbol display device 208 from a warp exit 242b to the stage 244. The stage 244 is provided below and forward of the decorative symbol display device 208, and is a stage where the game balls that have passed through the warp device 242 exhibit movements such as reciprocating and rotating. The reciprocating and rotating movements of the game balls increase the residence time of the game balls on this stage 244. A stage cover 245 is provided on the stage 244.

[0040] In addition, a first movable effect unit 7 is placed above the play area 124 and supported by the main body 104. Furthermore, a second movable effect unit 8 is placed below and behind the stage 244 and supported by the main body 104, but the second movable effect unit 8 is not visible in FIG.

[0041] 3, a part of the upper part of the playing area 124 is covered with a decorative upper cover 203. In addition, the upper right part of the playing area 124 is covered with a decorative upper right cover 205.

[0042] In this embodiment, a normal map start opening 228 is disposed in the lower center of the game board 200. In this embodiment, one normal map start opening 228 is disposed in the lower center of the game board 200. When a ball enters the normal map start opening 228, the payout device 152 shown in FIG. 2 is driven to pay out a predetermined number of prize balls (for example, four balls), and the entered game ball is guided to the back side of the pachinko machine 100 and discharged to the game island side. Note that the game ball that entered the normal map start opening 228 may be returned to the board surface again, and the prize ball may not be paid out. The normal map start opening 228 may also be provided in the left side area. When a predetermined ball detection sensor detects that a ball has entered the normal map start opening 228, the pachinko machine 100 starts a normal map variable game using the normal map display device 210.

[0043] In addition, a general winning opening is also arranged in the lamp unit 9 extending to the left side. Although not shown, general winning openings are provided in multiple other locations in the game area, and when a ball enters a general winning opening, a predetermined ball detection sensor (not shown) detects it, determining that a ball has entered the general winning opening, and activates the payout device 152, which discharges a predetermined number of balls (for example, four balls) as prize balls into the ball storage tray 126. The balls discharged into the ball storage tray 126 can be freely removed by the player, and with this configuration, prize balls are paid out to the player based on the win. Note that balls that enter a general winning opening are guided to the back of the pachinko machine 100 and then discharged toward the game island.

[0044] As shown in FIG. 4(a), the attacca unit 23 includes a first special starting hole (variable) 231, a second special starting hole 232, multiple variable winning holes (attacca) 234, 235, and a normal-operated gate 228g. As shown in FIG. 3, the normal starting hole 228 located at the lower center is configured such that it is difficult for a game ball to enter the hole when hit from the right. Meanwhile, a special route 244a is provided in the center of the aforementioned stage 244, making it easier for a ball that reaches the stage 244 to enter the normal starting hole 228 located at the lower center of the game board 200. It is also possible to aim for the normal starting hole 228 from the left side without passing through the stage 244. Therefore, the normal starting hole 228 located at the lower center of the game board 200 is a starting hole where a ball can be expected to enter by hitting from the left. In this way, in this embodiment, in the normal game state where hitting with the left hand is recommended, the game is mainly played by making the game ball enter the normal map starting hole 228 and displaying the normal map fluctuation on the normal map display device 210.

[0045] Furthermore, in the game area 124, a disk-shaped ball direction changing member 236 called a windmill and a plurality of game nails are arranged, and at the bottom of the inner rail 204, an outlet 240 is provided for guiding balls that do not enter any of the winning holes or starting holes to the back side of the pachinko machine 100 and then discharging them to the game island side.

[0046] In this pachinko machine 100, a player supplies a ball stored in a ball storage tray 126 to the launch position of the launch rail, drives the launch motor with a strength corresponding to the amount of operation of the operating handle by the player, and launches the ball through the outer rail 202 and inner rail 204 using the launch rod and launch hammer into the play area 124. The ball that reaches the top of the play area 124 flows downward while changing its direction using a ball direction changing member 236, a game pin, etc., and either enters one of various winning holes or starting holes, or reaches the outlet hole 240 without entering any of the winning holes or starting holes, or only passes through the normal starting hole 228. In this embodiment, a discharged ball receiving port (not shown) that receives all game balls discharged from the game board 200 is formed at the lower edge of the space portion 114 of the main body 104 so as to open upward, and an out ball detection sensor SWout that detects the passage of game balls received in the discharged ball receiving port is provided at a predetermined position in the main body 104. The out ball detection sensor SWout may be provided on the gaming board 200 side. In this embodiment, all gaming balls discharged from the gaming board 200 (including gaming balls discharged from the outlet 240 and gaming balls that have won in various winning ports) are received by this discharge ball receiving port and are discharged to the outside of the pachinko machine 100 via a predetermined discharge passage, but only gaming balls discharged from the outlet 240 may pass through the out ball detection sensor SWout.

[0047] Next, the attacca unit 23 provided in the lower right portion of the gaming area 124 will be described.

[0048] The attacca unit 23 shown in Figures 4(a) and 4(b) is disposed on the back side of the attacca front plate 2301 (Figure 3). An attacca seal 2302 is attached to the front of the attacca front plate 2301 (see Figure 3). The decorative pattern of the attacca seal 2302 is omitted in Figure 3.

[0049] As shown in Figures 4(a) and 4(b), the attacca unit 23 is configured to include a unit main body 32a that is arranged on the game board 200 side, and a unit cover body 23b that covers the front side of the unit main body 32a.

[0050] The unit main body 32a has an electric chute type special symbol 1 start port (variable) 231, a first variable winning port 234 which is the first attacker, a second variable winning port 235 which is the second attacker, and a second special symbol start port 232. In this embodiment, when a ball enters the special symbol 1 start port (variable) 231, the ball detection sensor 2312 detects it, and as a prize in the special symbol 1 start port (variable) 231, the payout device 152 is driven, and a predetermined number of balls (for example, 1 ball) are discharged as prize balls into the ball storage tray 126. The game ball that entered the special symbol 1 start port (variable) 231 is discharged from the discharge port 231a to the back side of the game board 200. Furthermore, when a ball enters the first variable winning opening 234, a ball detection sensor (not shown) detects it, and as a prize in the first variable winning opening 234, the payout device 152 is driven and a predetermined number of balls (for example, 15 balls) are discharged as prize balls into the ball storage tray 126. Furthermore, inside the first variable winning opening 234, a specific area 234v is provided through which a gaming ball that has entered the first variable winning opening 234 can pass, and in this embodiment, when a gaming ball passes through the specific area 234v during a small jackpot game, the game transitions to a big jackpot game. Note that the first variable winning opening 234 may not be provided, and a specific area may be provided inside the second variable winning opening 235. When a ball enters second variable winning opening 235, ball detection sensor 2352 detects it, and as a winning entry into second variable winning opening 235, payout device 152 is driven and a predetermined number of balls (for example, 15 balls) are discharged as prize balls into ball storage tray 126. Also, when a ball enters special drawing 2 starting opening 232, a ball detection sensor (not shown) detects it, and as a winning entry into special drawing 2 starting opening 232, payout device 152 is driven and a predetermined number of balls (for example, 1 ball) are discharged as prize balls into ball storage tray 126.

[0051] The size of the special starting opening (variable) 231 is variable by the shutter member 2311, and the shutter member 2311 shown in FIG. 4(a) is movable forward and backward. When the shutter member 2311 is advanced forward, a game ball passes over the advanced shutter member 2311. That is, in FIG. 4(a), the game ball passes from right to left in the figure. The ball detection sensor 2312 of the special starting opening (variable) 231 is disposed below the shutter member 2311, downstream, and facing upstream. Therefore, when the shutter member 2311 is advanced forward, the game ball easily passes through the ball detection sensor 2312, and the special starting opening (variable) 231 is in a state where it is easy to win a prize. The game ball that passes through the ball detection sensor 2312 passes through the ball passage 2313 and is guided to the back side of the game board 200 via the discharge port 231a. On the other hand, when the shutter member 2311 is retracted to the rear side, it is difficult for the game ball to pass through the ball detection sensor 2312, and the special chart 1 starting port (variable) 231 is in a state where it is difficult to win. Also, in this embodiment, a normal power operation gate 228g is arranged near the upstream side of the special chart 2 starting port 232, and when the game ball passes through the normal power operation gate 228g, the shutter member 2311, which will be described later, is operated regardless of the status of the normal chart variable display. That is, in this embodiment, the game ball that has passed through the normal power operation gate 228g is designed to enter the special chart 2 starting port 232 as is.

[0052] The second variable winning opening 235, which serves as the second attacker, is located downstream in the rolling (flowing) direction of the gaming balls than the first variable winning opening 234, which serves as the first attacker. The size of this second variable winning opening 235 is variable by a shutter member 2351, and the shutter member 2351 shown in FIG. 4(a) is provided so as to be movable forward and backward. When the shutter member 2351 is advanced forward, the gaming ball passes over the advanced shutter member 2351. That is, in FIG. 4(a), the gaming ball passes from the right side to the left side of the drawing. The ball detection sensor 2352 for the second variable winning opening is located below the shutter member 2351 and faces upward. Therefore, when the shutter member 2351 is advanced forward, it is difficult for the gaming ball to pass through the ball detection sensor 2352, and the second variable winning opening 235 is in a state where it is difficult for a winning ball to be obtained. On the other hand, when the shutter member 2351 is retracted to the rear side, the game ball can easily pass through the ball detection sensor 2352, and the second variable winning opening 235 is in a state where it is easy for a game ball to be won.

[0053] The first variable winning opening 234 can be changed between an open state and a closed state by a door member 2341. When the door member 2341 is in the open state, game balls can be received into the first variable winning opening 234, but when the door member 2341 is in the closed state, game balls cannot be received (or are difficult to receive) into the first variable winning opening 234.

[0054] The second special symbol starting hole 232 is located where the game ball falls. The size of the winning hole of this second special symbol starting hole 232 is fixed, and the game ball that enters the second special symbol starting hole 232 is guided to the back side of the pachinko machine 100 and then discharged to the game island side.

[0055] As shown in Figure 4(b), the unit cover body 23b is provided with a ball passage forming wall 230r that protrudes toward the unit main body 23a. The ball passage forming wall 230r forms a ball passage 239 that is inclined toward the downstream side, along which a gaming ball that has entered the attacker unit 23 rolls. Furthermore, the ball passage forming wall 230r is not provided at the position where the shutter member 2311 advances or the position where the shutter member 2351 advances, and the advanced shutter member 2311 or shutter member 2351 serves as the ball passage forming wall. In other words, when the shutter member 2311 or shutter member 2351 advances forward, it is inclined downward toward the downstream side, and this inclination is used to cause the gaming ball to roll downstream.

[0056] The solid arrows shown in Figure 4(a) indicate the path of the game ball that rolls on the ball passage forming wall 230r and the advanced shutter member 2311 (the same applies to the arrows in the following figures). In other words, the game ball that enters the attacker unit 23 indicates the route on the special chart 1 starting port (variable) 231 side indicated by the solid arrow. Also, the dashed arrows shown in the same figure (a) indicate the path of the game ball that rolls on the ball passage forming wall 230r and the advanced shutter member 2351 when the shutter member 2311 retracts and the shutter member 2351 advances. In other words, the game ball that enters the attacker unit 23 indicates the route on the special chart 2 starting port 232 side indicated by the dashed arrow. Here, when the shutter member 2351 is retracted, as shown by the solid arrows at the bottom in Figure 4(a), the game ball falls from the shutter member 2311 and the shutter member 2351 and enters the second variable winning opening 235, and after being detected as a winning ball by the ball detection sensor 2352, it passes through the ball passage 2343 and is guided to the back of the game board from the discharge opening 235a.

[0057] The game ball that has fallen to just before the second special symbol start port 232 passes through the normal power operation gate 228g and then enters the second special symbol start port 232, and the shutter member 2311 advances forward, and the special symbol 2 variable game is started. In this embodiment, ribs 23r5 are protruded on the left and right sides of the upstream side of the normal power operation gate 228g, so that most of the game balls flowing down toward the second special symbol start port 232 are guided to the normal power operation gate 228g, but some of the game balls flowing down toward the second special symbol start port 232 may pass through the normal power operation gate 228g and some may not, or the game balls may be guided by the normal power operation gate 228g so that the game balls always pass through the normal power operation gate 228g. Furthermore, since this embodiment is configured in this manner, for example, when the second special symbol display device 214 is prevented from displaying the pattern change of special symbol 2 while the first special symbol display device 212 is allowed to display the pattern change of special symbol 1, it may be possible to prevent the occurrence of irregular games such as activating the shutter member 2311 by targeting only the normal electric operating gate 228g and displaying the pattern change of special symbol 1.

[0058] As shown in FIG. 4(a), the unit main body 23a has a plurality of ribs. Also, as shown in FIG. 4(b), the unit cover body 23b also has a plurality of ribs. Looking upstream along the flow of the game balls, a plurality of ribs are spaced apart from one another along the flow path of the game balls from the downstream side of the first variable winning opening 234 to just before the shutter member 2311 of the special game ball starting opening 231. That is, in the passage that passes through the first variable winning opening 234 and turns back in an S shape, four ribs 23r1 are protruding from the unit main body 23a side, and five ribs 23f1 are protruding from the unit cover body 23b side. These ribs 23r1, 23f1 are alternately arranged in a plan view to prevent balls from clogging the flow path. Hereinafter, the passage in which the ribs 23r1 and 23f1 are arranged faces downward, and in the downward passage, three ribs 23r2 are protruding on the unit main body 23a side, and two ribs 23f2 are protruding on the unit cover body 23b side, and these ribs 23r2 and 23f2 are similarly arranged alternately in a side view. In this embodiment, since it is configured in this way, the game ball that enters the attacker unit 23 flows down while colliding with the ribs before reaching the shutter member 2311 of the special figure 1 starting port 231, and the flow speed of the game ball can be reduced.

[0059] In addition, a rib 2314 is protruded above the shutter member 2311 of the special figure 1 starting port 231 in the unit main body 23a, and a rib 2315 is also protruded above the shutter member 2311 in the unit cover body 23b. As a result, for example, when the shutter member 2311 of the special figure 1 starting port 231 is operated for a short time to make it difficult for a ball to enter the special figure 1 starting port 231, the game ball rolling on the shutter member 2311 can be caused to collide with the ribs 2314 and 2315, reducing the flow speed of the game ball and making it even more difficult for the ball to enter the special figure 1 starting port 231.

[0060] Furthermore, four ribs 23r3 are protruding along the upper surface of the shutter member 2351 above the shutter member 2351 of the second variable winning opening 235 in the unit main body 23a, and four ribs 23f3 are protruding along the upper surface of the shutter member 2351 above the shutter member 2351 of the second variable winning opening 235 in the unit cover body 23b. These ribs 23r3, 23f3 are alternately arranged in a plan view to prevent ball clogging in the flow path. Also, in this embodiment, because of this configuration, multiple game balls may be more likely to remain on the shutter member 2351 of the second variable winning opening 235. Furthermore, two ribs 23f3 are also arranged downstream of the second variable winning opening 235 in the unit cover body 23b. The width of the ball passage 239 is specified on the upper surface of the shutter member 2351 to prevent multiple game balls from flowing down in parallel. In this embodiment, as configured in this manner, the game balls rolling on the shutter member 2351 of the second variable winning port 235 may collide with the ribs as they flow down, which may reduce the speed at which the game balls flow down.

[0061] The ball passage 239 downstream of the shutter member 2351 of the second variable winning opening 235 has a downwardly S-shaped passageway, which then bends downward and is guided to the normal-operated gate 228g. Here, at the bent portion of the S-shaped portion of the ball passage 239, two ribs 23f4 are protruding from the corners of the ball passage-forming wall 230r to guide the flow path of the game balls flowing there. This may prevent ball clogging. It may also reduce the flow speed of the game balls flowing down the ball passage 239. In this embodiment, the time it takes for a game ball flowing down the upper surface of the shutter member 2351 of the second variable winning opening 235 to enter the special game starting opening 232 is configured to be the time (e.g., 1.2 seconds) required to fire two or more game balls. This may prevent deviation from the designed ball payout rate, for example, when the game state changes. Furthermore, as long as two or more shots can be fired, the time does not have to be 1.2 seconds, but rather it should be longer than 1.2 seconds.

[0062] In addition, in the ball passage 239 downstream of the shutter member 2351 of the second variable winning opening 235, the only winning opening (winning opening) where a game ball is paid out when a ball enters is the special drawing 2 starting opening 232. Note that if a ball does not enter the special drawing 2 starting opening 232, it may enter the out opening 240, but even if the ball enters the out opening 240, no prize balls will be paid out. This may make it possible to prevent deviation from the designed ball payout rate when the game state is changed, for example.

[0063] Specifically, during a jackpot game, basically, most of the game balls will enter the first variable winning port 234 or the second variable winning port 235, so in the a2 time-saving game state that transitions to a jackpot game described later, there are no game balls remaining downstream of the second variable winning port 235 (in most cases, there are no game balls remaining). Therefore, by configuring the time it takes for a game ball flowing down the upper surface of the shutter member 2351 to enter the special chart 2 starting port 232 to be the time (for example, 1.2 seconds) that allows two or more game balls to be fired, it is possible to prevent the number of winning game balls from being greater than the number of game balls fired in the a2 time-saving game state, and to suppress the encouragement of gambling. If the time it takes for the game ball to enter another winning hole (special chart 2 starting hole 232) from the top surface of the shutter member 2351 is short, it may enter the winning hole (special chart 2 starting hole 232) before the game ball is released in the a2 time-saving game state, resulting in a situation where a prize ball is paid out even though the game ball has not been released, which stimulates gambling instincts.

[0064] Although the above-described example shows ribs provided on both the unit main body 23a and the unit cover body 23b, some ribs may be provided only on the unit main body 23a side, or some ribs may be provided only on the unit cover body 23b side.Furthermore, a configuration may be adopted in which ribs are provided only on the unit main body 23a side, or a configuration in which ribs are provided only on the unit cover body 23b side.

[0065] As described above, in the attacca unit 23 according to this embodiment, the attacca of the first variable winning opening 234 is an attacca that opens and closes during a small win game, and the attacca of the second variable winning opening 235 is an attacca that opens and closes during a big win game. In the special symbol low probability time-saving game state, as described below, a right hit is performed, and the a2 time-saving game state in which the ball is likely to land in the special symbol 1 starting opening 231 or the a1 time-saving game state in which the ball is likely to land in the special symbol 2 starting opening 232 is entered, and a pattern change display is performed in which the special symbol 1 or the special symbol 2 is the main one. Also, in this embodiment, for special symbol 1, if there is no big win, there will always be a small win, and if there is a small win, the first variable winning opening 234 will open (for example, 5800 ms × 1 time), and if special symbol 2 is in a variable display, the pattern change display of the special symbol 2 during the variable display will be discarded and the win will be a miss. Therefore, in the event of a small win, the game ball is more likely to enter the first variable winning opening 234 and pass through the specific area 234v. This makes it easier for a jackpot game to begin based on the ball passing through the specific area 234v. In this case, the opening operation of the first variable winning opening 234 is treated as the opening operation of the first round, and the round in which the second variable winning opening 235 opens first after the transition to the jackpot game is treated as the second round. Control by game state will be described later. In this embodiment, two variable winning openings, the first variable winning opening 234 and the second variable winning opening 235, are provided, but only one variable winning opening may be provided. In this case, only the second variable winning opening 235 may be provided.

[0066] Next, the circuit configuration of the control unit of this pachinko machine 100 will be explained in detail using Figure 5. Note that this figure is a functional block diagram of the control unit. The control unit of the pachinko machine 100 is broadly divided into a main control unit 300 that controls the core of the game, a first sub-control unit 400 that mainly controls the presentation in response to command signals (hereinafter simply referred to as "commands") sent by the main control unit 300, a second sub-control unit 500 that controls various devices based on the commands sent from the first sub-control unit 400, a payout control unit 600 that mainly controls the payout of game balls in response to commands sent by the main control unit 300, a launch control unit 630 that controls the launch of game balls, and a power control unit 660 that controls the power supplied to the pachinko machine 100.

[0067] First, the main control unit 300 of the pachinko machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. The basic circuit 302 includes a CPU 304, a ROM 306 for storing control programs and various data, a RAM 308 for temporarily storing data, an I / O 310 for controlling the input and output of various devices, a counter timer 312 for measuring time and number of times, a WDT 314 for monitoring program processing abnormalities, and a random number generation circuit (counter circuit) 318 (which has two built-in counters). Note that other storage devices may be used for the ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and second sub-control unit 500 described below. The CPU 304 of this basic circuit 302 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 316b as a system clock. Furthermore, the random number generation circuit 318 is used as a hardware random number counter that varies the value within the range of 0 to 65535 every time it receives a clock signal output by the crystal oscillator 316a. Although the random number generation circuit 318 is assumed to be built into the basic circuit 302, it may also be connected to the basic circuit 302.

[0068] The basic circuit 302 also includes a sensor circuit 322 for receiving signals output by various sensors 320, including predetermined ball detection sensors, for example, sensors for detecting game balls passing through each start port, winning port, and variable winning port, and a lower tray full sensor, and outputting the amplification results and the comparison results with a reference voltage to the CPU 304 and random number generation circuit 318 in the basic circuit 302; a drive circuit 324 for controlling the display of predetermined symbol display devices, for example, the first special symbol display device 212 and the second special symbol display device 214; The drive circuit 326 is connected to a drive circuit 330 for controlling the display of various status display units 328 (for example, normal symbol hold lamp 216, special symbol 1 hold lamp 218, special symbol 2 hold lamp 220, high probability lamp, etc.), and a drive circuit 334 for controlling various solenoids 332 including predetermined movable members, for example, a drive means for driving the shutter member 2311 of the first special symbol start port 231 as a normal electric role, and a drive means for driving the door member 2341 of the first variable winning port 234 as a special electric role, and the shutter member 2351 of the second variable winning port 235. In this example, the crystal oscillator 316a and the random number generation circuit 318 are provided separately, but the crystal oscillator 316a may be included in the random number generation circuit 318.

[0069] When the ball detection sensor 2312 detects that a ball has entered the first special symbol start port 231, the sensor circuit 322 outputs a signal indicating that a ball has been detected to the random number generation circuit 318 in the basic circuit 302. The random number generation circuit 318, which has received this signal, latches the value of the counter corresponding to the first special symbol start port 231 at that timing, and stores the latched value in a built-in counter value storage register corresponding to the first special symbol start port 231. Similarly, when the random number generation circuit 318 receives a signal indicating that a ball has entered the second special symbol start port 232, it latches the value of the counter corresponding to the second special symbol start port 232 at that timing, and stores the latched value in a built-in counter value storage register corresponding to the second special symbol start port 232.

[0070] Furthermore, an information output circuit 336 is connected to the basic circuit 302, and the main control unit 300 outputs game information (e.g., game status) of the pachinko machine 100 via this information output circuit 336 and an external terminal board (not shown) to an information input circuit 350 provided in an external hall computer (not shown) or the like.

[0071] The main control unit 300 is also provided with a voltage monitoring circuit 338 that monitors the voltage value of the power supply supplied from the power supply control unit 660 to the main control unit 300, and this voltage monitoring circuit 338 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply is below a predetermined value (9 V in this example).

[0072] In addition, the main control unit 300 is provided with a start-up signal output circuit (reset signal output circuit) 340 that outputs a start-up signal (reset signal) when power is turned on, and when the CPU 304 receives a start-up signal from this start-up signal output circuit 340, it starts game control (starts the main processing of the main control unit, which will be described later).

[0073] The main control unit 300 also has an output interface for sending commands to the first sub-control unit 400 and an output interface for sending commands to the dispensing control unit 600, and this configuration enables communication with the first sub-control unit 400 and the dispensing control unit 600. Note that information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication, while information communication between the main control unit 300 and the dispensing control unit 600 is two-way communication. The main control unit 300 is configured to be able to send signals such as commands to the first sub-control unit 400, but is configured not to be able to send signals such as commands from the first sub-control unit 400 to the main control unit 300. However, information communication between the main control unit 300 and the first sub-control unit 400 may be configured to be two-way communication. The dispensing control unit 600 is configured to be able to send signals such as commands to the main control unit 300, but may be configured not to be able to send signals such as commands from the dispensing control unit 600 to the main control unit 300.

[0074] Next, the first sub-control unit 400 of the pachinko machine 100 will be described. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 mainly based on commands sent by the main control unit 300. The basic circuit 402 includes a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling input and output of various devices, a counter timer 412 for measuring time, number of times, and the like, and a serial communication control circuit 424. The CPU 404 of this basic circuit 402 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 414 as a system clock. The basic circuit 402 is also connected to a ROM 406 for storing a control program and various effect data. Note that the control program and various effect data may be stored in separate ROMs. Alternatively, the ROM 406 may be provided in the basic circuit 402. The serial communication control circuit 424 connects a game board lamp driving circuit 440 for controlling the game board lamp 442 and a game table frame lamp driving circuit 450 for controlling the game table frame lamp 452, and controls lighting via serial communication between the game board lamp driving circuit 440 and the game table frame lamp driving circuit 450.

[0075] Also connected to the basic circuit 402 are a sound source IC (S-ROM) 416 for controlling the speaker 120 (and the amplifier), a drive circuit 422 for controlling the drive of the performance devices 2 to 5, a sensor circuit 428, and a volume switch 163 for adjusting the volume output from the speaker 120. The sensor circuit 428 outputs to the basic circuit 402 detection signals from various movable body sensors 430 that detect the current positions of the performance devices 2 to 5, and a button sensor 426 that detects pressing of the performance button 136 and various buttons that make up the operation key unit 190.

[0076] Next, the second sub-control unit 500 of the pachinko machine 100 will be described. The second sub-control unit 500 includes a basic circuit 502 that receives control commands sent by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on these control commands. The basic circuit 502 includes a CPU 504, a memory 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, a counter timer 512 for measuring time, number of times, etc., and a VDP (video display processor) 516 that reads image data stored in a ROM 506 based on a signal from the CPU 504, generates a display image using a work area in a VRAM 518, and displays the image on the decorative pattern display device 208. The CPU 504 of the basic circuit 502 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 514 as a system clock. In addition, a ROM 506 is connected to the basic circuit 502, which stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc. In this embodiment, a memory 508 is used as a temporary storage area, and the memory 508 is configured from a recording medium (for example, an EEPROM or flash memory) that can retain its stored state even when the power is cut off. This makes it possible to retain, for example, information for displaying a display related to the jackpot history even when the main control unit 300 is initialized or settings are changed. It is also possible to use RAM, which volatilizes stored information when the power is cut off.

[0077] Next, the payout control unit 600, the launch control unit 630, and the power supply control unit 660 of the pachinko machine 100 will be described. The payout control unit 600 controls the payout motor 602 of the payout device 152 mainly based on signals such as commands sent by the main control unit 300, and detects whether the payout of prize balls or loaned balls has been completed based on a control signal output by a payout sensor 604. The payout control unit 600 also communicates with a card unit 608 provided separately from the pachinko machine 100 via an interface unit 606. The payout control unit 600 also outputs prize ball information indicating that a predetermined number of prize balls (e.g., 10 balls) have been paid out, loaned ball information indicating that a predetermined number of loaned balls (e.g., 25 balls) have been paid out, and the like, to the information input circuit 350 via an external terminal board (not shown). A frame sensor 605 is also connected to the payout control unit 600. The frame sensor 605 includes a main body open sensor 1044 that detects when the main body 104 is open, and a front frame door sensor 1061 that detects when the front frame door 106 is open, and these sensors detect when the main body 104 or the front frame door 106 is open and output an open signal. When the dispensing control unit 600 outputs an open signal from the frame sensor 605, it outputs door open information to the main control unit 300.

[0078] The launch control unit 630 controls the launch solenoid 632 that drives the launch rod 146 and the launch hammer 148, and the ball feeding device 634 that supplies balls from the upper tray 126 to the launch device 110, based on a control signal output by the payout control unit 600 that instructs whether to allow or stop the launch, and a control signal output by a launch intensity output circuit provided in the ball launch handle 134 that instructs the launch intensity according to the amount of operation of the ball launch handle 134 by the player.

[0079] The power supply control unit 660 converts AC power supplied from an external source to the pachinko machine 100 into DC, converts it to a predetermined voltage, and supplies it to each control unit, such as the main control unit 300 and the first sub-control unit 400, and each device, such as the payout device 152. Furthermore, the power supply control unit 660 is equipped with a storage circuit (e.g., a capacitor) for supplying power to predetermined components (e.g., the RAM 308 of the main control unit 300) for a predetermined period (e.g., 10 days) even after the external power supply is cut off. Note that in this embodiment, power of a predetermined voltage is supplied from the power supply control unit 660 to the payout control unit 600 and the second sub-control unit 500, and power of a predetermined voltage is supplied from the payout control unit 600 to the main control unit 300, the second sub-control unit 500, and the launch control unit 630, but power of a predetermined voltage may be supplied to each control unit and each device via another power supply path.

[0080] Next, using Figures 6(a) to (d), we will explain the types of special symbols and regular symbols that are displayed when stopped by the first special symbol display device 212, the second special symbol display device 214, the decorative symbol display device 208, and the regular symbol display device 210 of the pachinko machine 100.

[0081] A special chart 1 variable game is started on the condition that the ball detection sensor 2312 of the first start port detects that a ball has entered the special chart 1 start port 231, and a special chart 2 variable game is started on the condition that the second start port sensor, which is a ball detection sensor, detects that a ball has entered the special chart 2 start port 232. When a special chart 1 variable game is started, the first special chart display device 212 performs a "special chart 1 variable display" (special chart variable game) in which, for example, all seven segments are turned on and all are turned off repeatedly. Also, when a special chart 2 variable game is started, the second special chart display device 214 performs a "special chart 2 variable display" (special chart variable game) in which all seven segments are turned on and all are turned off repeatedly. Then, when the change time determined before the start of the change of special chart 1 has elapsed, the first special chart display device 212 displays the stopped pattern mode of special chart 1 in a stopped state, and when the change time determined before the start of the change of special chart 2 has elapsed, the second special chart display device 214 displays the stopped pattern mode of special chart 2 in a stopped state. Hereinafter, the change display from the start of this "change display of special chart 1 or 2" to the stopped display of the stopped pattern mode of special chart 1 or 2 may be referred to as the change display of the special chart. This change display of the special chart may be performed multiple times in succession.

[0082] Figure 6(a) shows an example of the stop pattern mode of special symbol 1. Six types of special symbols are shown in this figure: "Special Symbol A," "Special Symbol a," "Special Symbol b," "Special Symbol c," "Special Symbol d," and "Special Symbol h." In Figure 6(a), the white parts in the figure indicate the locations of the segments that will be turned off, and the black parts indicate the locations of the segments that will be turned on.

[0083] In this embodiment, one type of jackpot symbol ("Special Symbol A") is provided as the special symbol's stop pattern. "Special Symbol A" is a 10-round (R) jackpot symbol, a 10R jackpot symbol that can be expected to win balls in all 10 rounds. "Special Symbol A," "Special Symbol B," "Special Symbol C," and "Special Symbol D" are 10R small jackpot symbols. When "Special Symbol A" stops and displays, a small jackpot game is initiated in which the first variable winning slot 234 is opened and closed. When the game ball passes through the specific area 234v during this small jackpot game, a 10R jackpot game is initiated. While this embodiment provides one type of jackpot symbol and four types of small jackpot symbols, the types of jackpot symbols and small jackpot symbols are not limited to these. It is also possible to provide jackpots that are practically difficult to win in some rounds.

[0084] In the pachinko machine 100 of this embodiment, the determination of whether or not a jackpot occurs during special symbol variable play is performed by hardware random number lottery, and the jackpot symbol to be stopped is determined by software random number lottery. In addition, in this embodiment, after a jackpot play ends, the machine may transition to a time-saving state a. Here, the time-saving state refers to a predetermined state in which the player's advantage is higher than in a non-time-saving state, for example, by shortening the time until the next jackpot begins. More specifically, in the time-saving state a, when the operating conditions for the normal electric device are met, the normal electric device enters an advantageous state (electric support state), making it easier to win the special symbol 1 starting slot 231 and shortening the variable time of the special symbol 1. A time-saving flag is provided in the RAM 308 of the main control unit 300, and when the time-saving flag is set to on, the machine is in the electric support state. That is, in the electric support state, the opening time of the shutter member 2311 of the special chart 1 starting hole 231 tends to be longer than in the non-electric support state (extended electric chute opening period). For example, the electric chute opening period of 40 ms in the non-electric support state is extended to 5,800 ms in the electric support state. Furthermore, the shutter member 2311 may be configured to open more frequently in the electric support state than in the non-electric support state (increased electric chute opening frequency). For example, when a normal electric device is activated, the shutter member 2311, which opens only once in the non-electric support state, may open twice in the electric support state (open for 2.5 seconds, close for 0.8 seconds, and open again for 2.5 seconds). The extended electric chute opening period and increased electric chute opening frequency increase the probability of the ball landing in the special chart 1 starting hole 231. The time-saving flag is set to off during jackpot play. Therefore, the non-electric support state is maintained during jackpot play. This is because, particularly in a jackpot game, if game balls are picked up by an electric chute with a small number of winning balls, and the number of game balls entering the variable winning holes (attackers) 234, 235 decreases, it may be detrimental to the player. In this embodiment, in the time-saving state A (electric support state), only the opening period of the shutter member 2311 is extended, but any one or more of multiple time-saving functions such as normal probability change, normal variable change, extension of the electric chute opening period, and increase in the number of times the electric chute is opened may be performed. In the non-electric support state, it is more difficult for game balls to enter the special chute 1 starting hole 231 than in the electric support state.As described above, the special symbol 1 starting hole 231 changes between a difficult-to-win state where game balls have difficulty entering and an easy-to-win state where game balls can easily enter. The entrance of this special symbol 1 starting hole 231 remains in the easy-to-win state for a longer period of time in the electric support state than in the non-electric support state. In this embodiment, when "Special Symbol A," "Special Symbol A," "Special Symbol B," and "Special Symbol C" are displayed in a static state in the non-time-saving state, the electric support state is maintained after the subsequent jackpot game ends, until the fifth symbol change display on Special Symbol 1 begins, or the second symbol change display on Special Symbol 2 begins. When the fifth symbol change display on Special Symbol 1 begins, or the second symbol change display on Special Symbol 2 begins, the non-electric support state is entered. On the other hand, after "Special Symbol D" is displayed in a static state and the subsequent jackpot game ends, the state does not transition to the electric support state but transitions to the non-electric support state. Also, in the time-saving mode a and time-saving mode c, if "Special Chart A" stops and a jackpot is reached, the system will enter the electric support mode after the jackpot game ends until the fifth symbol change display on Special Chart 1 or the second symbol change display on Special Chart 2 begins. Also, if a small jackpot occurs on "Special Chart A" through "Special Chart D," the system will transition to the electric support mode after the jackpot game associated with the small jackpot ends. In this case, the system will essentially be in the electric support mode after the jackpot game ends until the first symbol change display on Special Chart 1 or Special Chart 2 begins, but since the electric support mode ends when the first special chart change display begins, it can be said that the system will essentially transition to a non-electric support mode. It is also possible to transition to the electric support mode after the jackpot game ends for all jackpot or small jackpot symbols on Special Chart 1. In addition, in this embodiment, the probability of the special symbol is not changed (probability change), but a probability change pattern may be provided, and when the probability change pattern is displayed in a stopped state and a jackpot game is played, after the jackpot game ends, the jackpot probability of the special symbol may transition to a probability change state in which it becomes a high probability state (special symbol high probability state).

[0085] Thus, in this embodiment, when "Special Chart A" is displayed in a non-electric support state, a jackpot is reached, and after the jackpot game ends, the control state becomes an electric support state. Also, when "Special Chart A," "Special Chart B," and "Special Chart C" are displayed in a stopped state, a small jackpot is reached, and when the game ball passes through the specific area 234v during the small jackpot game, a jackpot is reached, and after the jackpot game ends, the control state becomes an electric support state. Also, when "Special Chart D" is displayed in a stopped state, a small jackpot is reached, and when the game ball passes through the specific area 234v during the small jackpot game, a jackpot is reached, and after the jackpot game ends, the control state becomes a non-electric support state. Also, when "Special Chart A" is displayed in a stopped state during the electric support state, a jackpot is reached, and after the jackpot game ends, the control state becomes an electric support state. In addition, when "Special Chart A" to "Special Chart D" are displayed in a stopped state, it is a small win, and when the game ball passes through the specific area 234v during the small win game, it is a big win, and after the big win game ends, the control state essentially becomes a non-electric support state.

[0086] Furthermore, in this embodiment, one type of stop symbol is prepared as a losing symbol. "Special symbol h" is the losing symbol.

[0087] Figure 6(b) shows an example of the stop pattern mode of special chart 2. Figure 6(b) shows eight types of special charts: "Special Chart B," "Special Chart C," "Special Chart D," "Special Chart E," "Special Chart e," "Special Chart f," "Special Chart g," and "Special Chart i," of which three types of special charts are big win charts ("Special Chart B," "Special Chart C," and "Special Chart D"), three types of special charts are small win charts ("Special Chart e," "Special Chart f," and "Special Chart g"), one type of special chart is a time-saving chart ("Special Chart E"), and one type of special chart is a losing chart ("Special Chart i"). When "Special Chart B" to "Special Chart D" are displayed, a jackpot is awarded, and a 10R jackpot game is started after the symbols stop. When the small jackpot symbols of "Special Chart e" and "Special Chart f" are displayed, the first variable winning port 234 opens for a predetermined time (for example, 10 seconds) after the symbols stop, and the game ball that entered the first variable winning port 234 passes through the specific area 234v, resulting in a jackpot (type 2 jackpot). In other words, when a small jackpot is awarded with "Special Chart e" or "Special Chart f," if the game ball passes through the specific area 234v and a jackpot is awarded, the game of passing the game ball through the specific area 234v is the first round, and then jackpot games from the second round onwards are started. The second variable winning port 235 is repeatedly opened until the 10th round, and the player can win balls. In addition, if a small win occurs on "special symbol g" and the game ball passes through the specific area 234v, resulting in a jackpot, the game of passing the game ball through the specific area 234v is the first round, and the jackpot game from the second round onwards begins, and the second variable prize opening 235 is open until the second round, allowing balls to be won. In this embodiment, as will be described in detail later, the game state after the jackpot game on special symbol 2 ends differs depending on the game state at the time of the jackpot. If a jackpot occurs on "special symbol B," "special symbol C," or "special symbol D" in the non-electric support state, the game will transition to the non-electric support state after the jackpot game ends, and if a jackpot occurs on "special symbol B," "special symbol C," or "special symbol D" in the a time-saving state or the c time-saving state (a time-saving state to which the game transitions due to the display of a time-saving symbol), the game will transition to the electric support state after the jackpot game ends.More specifically, if a jackpot occurs on "Special Chart B" or "Special Chart C" in the a time-saving state or c time-saving state, after the end of the jackpot game, the machine will essentially enter an electric support state until the fifth pattern change display by Special Chart 1 begins, but if a jackpot occurs on "Special Chart D," the electric support state will end when the jackpot game ends and the first special chart change display begins, so it can be said that the machine will essentially transition to a non-electric support state. In addition, if a small hit occurs on Special Chart 2 and the game transitions to a big hit game state during that small hit game, the game state after the end of that big hit game differs depending on the game state at the time of the small hit. If a small hit occurs on "Special Chart e," "Special Chart f," or "Special Chart g" in a non-electric support state, the game will transition to a non-electric support state after the end of the big hit game related to that small hit. If a small hit occurs on "Special Chart e," "Special Chart f," or "Special Chart g" in the a time-saving state or c time-saving state (a time-saving state that transitions to when a time-saving pattern is displayed), the game will transition to an electric support state after the end of the big hit game related to that small hit. However, if a small hit occurs on "Special Chart e," "Special Chart f," or "Special Chart g" in the a time-saving state or c time-saving state, the electric support state ends when the big hit game ends and the first special chart variable display begins, so it can be said that the game will essentially transition to a non-electric support state.

[0088] Furthermore, in this embodiment, when "Special Chart E" is displayed, a time-saving symbol is prepared that transitions to a special chart time-saving state without resulting in a big win or a small win. That is, "Special Chart E" is a time-saving symbol, and when "Special Chart E" is displayed, the special chart time-saving state is entered in which the special chart time-saving display time is shortened until the first symbol change display of Special Chart 1 begins or the 144th symbol change display of Special Chart 2 begins. Also, one type of stop symbol is prepared as a losing symbol. "Special Chart i" is a losing symbol.

[0089] FIG. 6(c) shows an example of a decorative pattern. The decorative patterns in this embodiment include ten types, "Decoration 1" through "Decoration 10." Upon detecting that a ball has entered the normal starting slot 228 or the special starting slot 232, the left pattern display area 208a, the center pattern display area 208b, and the right pattern display area 208c of the decorative pattern display device 208 perform a "decorative pattern change display" that switches the display in the following order: "Decoration 1" → "Decoration 2" → "Decoration 3" → "Decoration 9" → "Decoration 10" → "Decoration 1" → "..." That is, the decorative pattern display device 208 displays decorative patterns separately from the normal pattern display device 210 and the second special pattern display device 214. Then, the stop pattern mode, which is a combination of decorative patterns, is displayed as a stop pattern. In this embodiment, the decorative pattern change display corresponding to the special pattern 1 pattern change display is not performed, but may be performed.

[0090] When announcing a 10R big win, a 10R small win, or a 2R small win, a decorative pattern combination of three decorative patterns of the same number lined up (for example, "decoration 1-decoration 1-decoration 1" or "decoration 7-decoration 7-decoration 7") is stopped and displayed in the pattern display areas 208a to 208c. When announcing a losing pattern, a decorative pattern combination other than the decorative pattern combinations explained so far (for example, scattered patterns) is stopped and displayed in the pattern display areas 208a to 208c.

[0091] Hereinafter, in the decorative pattern display device 208, the display from the start of this "decorative pattern variable display" to the display of the stopped pattern mode of the decorative pattern may be referred to as the decorative pattern variable display. The decorative pattern variable display is performed by controlling the second sub-control unit 500.

[0092] FIG. 6(d) shows an example of the stop pattern mode of the normal symbol. In this embodiment, there are two types of stop display modes for the normal symbol: "Normal Symbol A," which is a winning symbol, and "Normal Symbol B," which is a losing symbol. Based on the ball detection sensor detecting that the ball has passed through the normal symbol starting hole 228, the normal symbol display device 210 performs a "normal symbol variable display" (normal symbol variable play) in which all seven segments are alternately lit and extinguished. Then, after the variable time has elapsed, either the winning symbol "Normal Symbol A" or the losing symbol "Normal Symbol B" is displayed as a stopped symbol. In FIG. 6(d), the white parts in the figure indicate the locations of the segments that are extinguished, and the black parts indicate the locations of the segments that are lit.

[0093] Hereinafter, the display from the start of this "regular map change display" to the stop display of the regular map's stop pattern state may be referred to as the regular map change display.

[0094] <Main processing in the main control section> Next, the main control unit main processing executed by the CPU 304 of the main control unit 300 shown in Fig. 5 will be described with reference to Fig. 7. Note that Fig. 7 is a flowchart showing the flow of the main control unit main processing.

[0095] The RAM 308 of the main control unit 300 shown in FIG. 5 stores special symbol random number values, special symbol round determination random number values, special symbol electric support determination random number values, and special symbol pattern determination random number values. The RAM 308 also includes a random number counter for generating these random number values. The RAM 308 also stores the number of reserved special symbols, the special symbol winning random number values, and various judgment (lottery) results. Hereinafter, the area in RAM 308 that stores the number of reserved special symbols may be referred to as the "reserved special symbol number storage area." The RAM 308 also includes a start information storage area for special symbols, divided into areas for the maximum number of reserved symbols (four in this example) that can hold the start of the winning / losing judgment (lottery), as well as a random number storage area for regular symbols. As described below, the start information storage area for special symbols stores multiple types of start information as sets, with each set stored in each area in order of winning (reserved).

[0096] As described above, the main control unit 300 shown in Fig. 5 is provided with a start signal output circuit (reset signal output circuit) 340 that outputs a start signal (reset signal) when power is turned on. When this start signal is input, the CPU 304 of the basic circuit 302 is reset and started by a reset interrupt, and executes the main processing of the main control unit shown in Fig. 7 in accordance with a control program previously stored in the ROM 306.

[0097] In step S101, initial setting 1 is performed. In this initial setting 1, a stack initial value is set (provisional setting) to the stack pointer (SP) of the CPU 304, an interrupt mask is set, the I / O 310 is initialized, various variables to be stored in the RAM 308 are initialized, and operation permission and an initial value are set to the WDT 314. In this embodiment, a value equivalent to 32.8 ms is set as the initial value to the WDT 314.

[0098] In step S103, the counter value of the WDT 314 is cleared, and the time measurement by the WDT 314 is restarted.

[0099] In step S105, it is monitored whether the low voltage signal is ON, i.e., whether the voltage monitoring circuit 338 is outputting a low voltage signal indicating a voltage drop when the voltage value of the power supply supplied by the power supply control unit 660 to the main control unit 300 via the second sub-control unit 500 is less than a predetermined value (9V in this embodiment). If the low voltage signal is ON (if the CPU 304 detects a power cut-off), the process returns to step S103, and if the low voltage signal is OFF (if the CPU 304 does not detect a power cut-off), the process proceeds to step S107. Note that if the predetermined value (9V) has not yet been reached immediately after the power is turned on, the process also returns to step S103, and step S105 is repeatedly executed until the supply voltage reaches or exceeds the predetermined value.

[0100] In step S107, initial setting 2 is performed. In this initial setting 2, a numerical value that determines the period for periodically executing the main control unit timer interrupt processing described below is set in the timer circuit 312, a clear signal is output from a predetermined port of the I / O 310 (for example, a test output port, an output port to the first sub-control unit 400), and settings are made to allow writing to RAM 308.

[0101] In step S109, it is determined whether or not the state before the power was cut off (before power was cut off) is to be restored, and if the state before power was cut off is not to be restored (if the basic circuit 302 of the main control unit 300 is to be set to its initial state), the process proceeds to step S113 and subsequent steps to perform initialization processing.

[0102] If it is not determined that the state before the power outage will be restored (step S109; No), it is determined whether the cause is that the RAM clear switch 180 provided on the power supply board 182 shown in Fig. 2 has been operated by a staff member of the gaming parlor or the like (step S113). That is, it is determined whether the RAM clear signal transmitted when the RAM clear switch 180 is operated is ON (indicating that an operation has been performed). If it is determined that the RAM clear signal is ON (step S113; Yes), it is determined whether the setting change key 192 has been operated to the ON side (step S115), and if it is determined that the setting change key 192 has been operated to the ON side (step S115; Yes), a setting change process is executed (step S117).

[0103] When the setting change process is executed, the 7-segment display corresponding to the setting monitor on the bonus ratio / setting display 196 flashes to indicate "1," indicating that the setting can be changed. In this state, the 7-segment display on the setting monitor increments each time the setting change button 194 is pressed. Pressing the setting change button 194 when the 7-segment display corresponding to the setting monitor indicates "3" returns the display to "1." In this embodiment, at least one of settings 1 through 3, which have different jackpot probabilities, can be selected. After changing to the desired setting, the setting is confirmed by operating the setting change key 192 to the OFF side. At this time, the setting value displayed on the setting monitor is erased. After the setting is confirmed, the setting value can be redisplayed on the setting monitor for a certain period of time (e.g., 5 seconds) by operating the setting change button 194. In this embodiment, the setting value is displayed on the setting monitor of the bonus ratio / setting display 196. However, the setting value may also be displayed on the decorative pattern display device 208 or announced by audio output, for example. In addition, in this embodiment, three settings are provided, from Settings 1 to 3, but two settings are also possible, or four or more settings may be possible, or the setting may not be changed. In addition, in this embodiment, the initial value of the setting displayed on the setting monitor is set to "1", but the setting value before the power is turned off may be maintained, and the maintained setting value may be displayed.

[0104] Also, if it is not determined in step S113 that the RAM clear signal is ON (step S113; No), or if it is not determined in step S115 that the setting change key 192 has been operated to the ON side (step S115; No), the setting change process of step S117 is not executed, and the process proceeds to step S119.

[0105] In step S119, an initialization process is performed to return the basic circuit 302 to its initial state (step S119). Here, if the RAM clear signal is ON, power status information stored in a power status storage area provided in the RAM 308 is read. If this power status information does not indicate suspend, a checksum is calculated by adding all 1-byte data stored in a predetermined area (e.g., all areas) of the RAM 308 to a 1-byte register whose initial value is 0. The process determines whether the calculated checksum result is a specific value (e.g., 0) (whether the checksum result is normal). If the checksum result is a value other than the specific value (e.g., 0) (if the checksum result is abnormal), the initialization process is performed to return the pachinko machine 100 to its initial state. This initialization process includes setting interrupt prohibition, setting a stack initial value to a stack pointer (main setting), and initializing all storage areas of the RAM 308. In this embodiment, even if initialization is performed, the setting values set in the setting change process (step S117) are retained. Furthermore, a normal return command and a setting command indicating the settings selected in step S117 are set in the transmission information memory area provided in RAM 308 of the main control unit 300. This normal return command is a command indicating that the initialization process (step S119) of the main control unit 300 has been performed, and like the power recovery command described below, is sent to the first sub-control unit 400 in step S233 in the timer interrupt process of the main control unit 300.

[0106] In step S121, after the interrupt prohibition setting, a basic random number initial value update process is performed. In this basic random number initial value update process, one initial value generation random number counter for generating the initial value of each special random number counter is updated. For example, if the range of values that can be taken as the special random number value is 0 to 99, a value is obtained from the random number counter storage area for generating special random number values provided in RAM 308, 1 is added to the obtained value, and the value is then stored in the original random number counter storage area. At this time, if the result of adding 1 to the obtained value is 100, 0 is stored in the original random number counter storage area. Other initial value generation random number counters and random number counters are updated in the same manner. The main control unit 300 repeatedly executes the process of step S121 except while performing timer interrupt processing that starts at a predetermined cycle.

[0107] Meanwhile, in step S111, power recovery processing is performed. In this power recovery processing, the value of the stack pointer stored in a stack pointer save area provided in RAM 308 at the time of power outage is read out and reset (permanently set) to the stack pointer. Also, the values of each register stored in a register save area provided in RAM 308 at the time of power outage are read out and reset to each register, and then interrupt permission is set. Thereafter, the CPU 304 executes the control program based on the reset stack pointer and registers, and the pachinko machine 100 returns to the state it was in at the time of power outage. That is, processing is resumed from the command following the command (predetermined in step S121) executed immediately before branching to timer interrupt processing (described later) immediately before power outage. Also, a transmission information storage area is provided in the RAM 308 mounted on the basic circuit 302 in the main control unit 300 shown in FIG. 5. In this step S111, a power recovery command is set in the transmission information storage area. This power restoration command is a command indicating that the state at the time of power outage has been restored, and is sent to the first sub-control unit 400 in step S233 of the timer interrupt processing of the main control unit 300, which will be described later.

[0108] <Main control unit timer interrupt processing> Next, a main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 8. The figure is a flowchart showing the flow of the main control unit timer interrupt process.

[0109] The main control unit 300 shown in FIG. 5 includes a timer circuit 312 that generates a timer interrupt signal at a predetermined period (approximately once every 4 ms in this embodiment), and this timer interrupt signal triggers the main control unit timer interrupt processing to start at the predetermined period.

[0110] In step S201, a timer interrupt start process is performed, which includes processes such as temporarily saving the values of each register of the CPU 304 in a stack area.

[0111] In step S203, WDT314 is restarted periodically (in this embodiment, once every approximately 2 ms, which is the period of the main control unit timer interrupt) to prevent the count value of WDT314 from exceeding the initial setting value (32.8 ms in this embodiment) and causing a WDT interrupt (to prevent processing abnormalities from being detected).

[0112] In step S205, an input port status update process is performed. In this input port status update process, detection signals from various sensors 320 (shown in FIG. 5), including various ball detection sensors, are input via the input ports of I / O 310, and the presence or absence of detection signals is monitored and stored in signal status storage areas in RAM 308 partitioned for each of the various sensors 320. Using the detection signals of ball detection sensors as an example, information on the presence or absence of detection signals from each ball detection sensor detected in the timer interrupt process two times before last (approximately 4 ms ago) is read from the previous detection signal storage area in RAM 308 partitioned for each ball detection sensor, and this information is stored in the previous detection signal storage area in RAM 308 partitioned for each ball detection sensor. Information on the presence or absence of detection signals from each ball detection sensor detected in the previous timer interrupt process (approximately 2 ms ago) is read from the current detection signal storage area in RAM 308 partitioned for each ball detection sensor, and this information is stored in the previously detected signal storage area. In addition, the detection signals of each ball detection sensor detected this time are stored in the above-mentioned current detection signal storage area.

[0113] In step S205, the information on the presence or absence of detection signals from each ball detection sensor stored in the aforementioned second-to-last detection signal storage area, previous detection signal storage area, and current detection signal storage area is compared to determine whether the information on the presence or absence of detection signals from each ball detection sensor for the past three times matches the winning determination pattern information. While a gaming ball passes through a ball detection sensor, this main control unit timer interrupt process, which repeatedly activates at very short intervals of approximately 4 ms, is activated several times. Therefore, each time the main control unit timer interrupt process is activated, the aforementioned step S205 checks for detection signals indicating that the same gaming ball has passed the same ball detection sensor. As a result, detection signals indicating that the same gaming ball has passed the same ball detection sensor are stored in the aforementioned second-to-last detection signal storage area, previous detection signal storage area, and current detection signal storage area. In other words, when a gaming ball begins to pass a ball detection sensor, the following will occur: no second-to-last detection signal, a previous detection signal, and a current detection signal. In this embodiment, taking into consideration erroneous detection and noise from the ball detection sensors, if a detection signal is stored twice in succession after no detection signal, it is determined that a win has occurred. The ROM 306 of the main control unit 300 shown in FIG. 5 stores winning determination pattern information (in this embodiment, information indicating that there was no detection signal two times before last, there was a detection signal the previous time, and there was a detection signal this time). In this step S205, if the information on the presence or absence of detection signals from each ball detection sensor for the past three times matches predetermined winning determination pattern information (in this embodiment, information indicating that there was no detection signal two times before last, there was a detection signal the previous time, and there was a detection signal this time), it is determined that a ball has entered the general winning slot 226, the variable winning slots 234 and 235, the first special symbol starting slot 231, and the second special symbol starting slot 232, or the general winning slot 228. In other words, it is determined that a win has occurred in these winning slots 234, 235, and 226 or these starting slots 231, 232, and 228.For example, if the information on the presence or absence of detection signals for the past three times in the first start port sensor that detects a ball entering the first special symbol start port 231 matches the above-mentioned winning determination pattern information, it is determined that a prize has been won in the first special symbol start port 231, that is, that a game medium passing through a predetermined area has been detected, and processing associated with subsequent winning in the first special symbol start port 231 is performed, but if the information on the presence or absence of detection signals for the past three times does not match the above-mentioned winning determination pattern information, the processing associated with subsequent winning in the first special symbol start port 231 is not performed and the processing branches to subsequent processing. Note that the ROM 306 of the main control unit 300 stores winning determination clear pattern information (in this embodiment, information indicating that there was a detection signal two times before last, that there was no detection signal last time, and that there was no detection signal this time). After it is determined that a win has occurred once, it is not determined that a win has occurred until the information on the presence or absence of detection signals for the past three times in each ball detection sensor matches the winning determination clear pattern information, and if it matches the winning determination clear pattern information, from then on it is determined whether it matches the winning determination pattern information.

[0114] In steps S207 and S209, a basic random number initial value update process and a basic random number update process are performed. In these basic random number initial value update processes, the value of the random number counter for generating initial values performed in step S121 above is updated, and then the random number counter for generating special random number values used by the main control unit 300 is updated. For example, if the range of values that can be taken as special random number values is 0 to 99, a value is obtained from the random number counter memory area for generating special random number values provided in RAM 308, 1 is added to the obtained value, and the value is stored in the original random number counter memory area. At this time, if the result of adding 1 to the obtained value is 100, 0 is stored in the original random number counter memory area. Furthermore, if it is determined that the random number counter has completed one cycle as a result of adding 1 to the obtained value, the value of the random number counter for generating initial values corresponding to the random number counter is obtained and set in the random number counter memory area. For example, if a value is obtained from a random number counter for generating special pattern random numbers that fluctuates within a numerical range of 0 to 99, and the result of adding 1 to the obtained value is equal to the previously set initial value (for example, 7) stored in a predetermined initial value memory area provided in RAM 308, a value is obtained as an initial value from the random number counter for generating initial values corresponding to the random number counter for generating special pattern random numbers, and set in the random number counter for generating special pattern random numbers, and the initial value set this time is stored in the above-mentioned initial value memory area to determine that the random number counter for generating special pattern random numbers has made the next cycle.

[0115] In step S211, a random number update process for effect is performed. In this random number update process, a random number counter for generating random numbers for effect used by the main control unit 300 is updated.

[0116] In step S213, a timer update process is performed. In this timer update process, various timers are updated, including a normal symbol display symbol update timer for timing the time for varying and stopping the symbol display on the normal symbol display device 210, a special symbol display symbol update timer for timing the time for varying and stopping the symbol display on the first special symbol display device 212 and the second special symbol display device 214, and timers for timing a predetermined winning performance time, a predetermined opening time, a predetermined closing time, a predetermined ending performance period, etc.

[0117] In step S215, a winning slot counter update process is performed. In this winning slot counter update process, when a prize is won at the winning slots 234, 235, 226 or the starting slots 228, 231, 232, the value of the prize ball number storage area provided for each winning slot or each starting slot in RAM 308 is read, 1 is added, and the value is set to the original prize ball number storage area.

[0118] In step S217, a winning acceptance process is performed. In the winning acceptance process, if predetermined conditions are satisfied, multiple types of start information are acquired. The multiple types of start information acquired here are stored as one set of start information in an empty area corresponding to the winning order (reservation order) in the start information storage section provided in RAM 308.

[0119] In step S219, which is executed following step S217, a payout request number transmission process is performed. The output schedule information and payout request information output to the payout control unit 600 shown in Fig. 5 are configured in one byte, with strobe information in bit 7 (when on, indicates that data is being set), power-on information in bit 6 (when on, indicates that this is the first command transmission after power-on), current processing type (0 to 3) for encryption in bits 4 to 5, and the payout request number after encryption processing in bits 0 to 3.

[0120] In step S221, a normal map status update process is performed. This normal map status update process is one of a plurality of processes corresponding to the normal map status. For example, in the normal map status update process during the normal map variation display (the value of the normal map display pattern update timer described above is 1 or more), an on / off drive control is performed to repeatedly turn on and off the 7-segment LED that makes up the normal pattern display device 210. By performing this control, the normal pattern display device 210 displays the variation of the normal map (normal map variation game).

[0121] Furthermore, during the normal symbol status update process when the normal symbol variation display time has elapsed (when the value of the normal symbol display symbol update timer changes from 1 to 0), if the winning flag is on, the 7-segment LEDs constituting the normal symbol display device 210 are controlled to turn on and off so that the display mode is a winning symbol. If the winning flag is off, the 7-segment LEDs constituting the normal symbol display device 210 are controlled to turn on and off so that the display mode is a losing symbol. The RAM 308 of the main control unit 300 also has a setting area for various settings, not just for the normal symbol status update process. Here, the above-mentioned lighting and extinguishing control is performed, and a setting is made in the setting area to indicate that the normal symbol is currently displayed. By performing this control, the normal symbol display device 210 confirms the display of either the winning symbol (normal symbol A shown in FIG. 6(d)) or the losing symbol (normal symbol B shown in FIG. 6(d)). Furthermore, to maintain the display for a predetermined stop display period (for example, 500 ms), information indicating the stop period is set in the memory area of the timer for managing the normal symbol stop time provided in RAM 308. By this setting, the fixed displayed symbol is displayed in a stopped state for a predetermined period, and the result of the normal symbol variable game is notified to the player.

[0122] Also, if the result of the normal map variable game is a win, as described below, the normal map win flag is turned on. When this normal map win flag is on, in the normal map state update process at the timing when the predetermined stop display period ends (the timing when the value of the normal map stop time management timer changes from 1 to 0), the normal map operation is set in the setting area of RAM 308, and a signal to advance the shutter member 2311 forward is output to the solenoid (332) for opening and closing the shutter member 2311 of the first special map start port 231 for a predetermined opening period (for example, 5000 ms), and information indicating the opening period is set in the memory area of the blade opening time management timer provided in RAM 308.

[0123] In addition, in the normal state update process that starts at the timing when the predetermined open period ends (the timing when the value of the blade open time management timer changes from 1 to 0), a signal to move the shutter member 2311 backward is output to the solenoid (332) that drives the opening and closing of the shutter member 2311 for a predetermined closed period (for example, 500 ms), and information indicating the closed period is set in the memory area of the blade closed time management timer provided in RAM 308.

[0124] Furthermore, in the normal map status update process that starts when the specified closure period ends (when the value of the timer for managing the blade closure time changes from 1 to 0), the normal map is set to inactive in the setting area of RAM308. Furthermore, if the result of the normal map variable game is a loss, as will be described later, the normal map loss flag is turned on. If this normal map loss flag is on, the normal map status update process that occurs when the specified stop display period described above ends (when the value of the timer for managing the normal map stop time changes from 1 to 0) also sets the normal map to inactive in the setting area of RAM308. In the normal map status update process when the normal map is not in operation, nothing is done and the process moves to the next step S223.

[0125] In step S223, a lottery process related to the normal map is performed. In this lottery process, when the normal map variable play and the first special map start port 231 are not being controlled to open or close (the normal map state is inactive), and the number of reserved normal map variable play is one or more, a random number lottery from the random number generating circuit 318 shown in FIG. 5 is used to determine whether the result of the normal map variable play is a win or a loss. If a win is determined, the win flag provided in RAM 308 is set to ON. If a loss is determined, the win flag is set to OFF. Regardless of the result of the win determination, the value of a predetermined random number counter is obtained as the normal map timer random number value, and one time for displaying the normal map variable on the normal map display device 210 is selected from multiple variable times based on the obtained normal map timer random number value, and this variable display time is stored as the normal map variable display time in the normal map variable time storage area provided in RAM 308. The number of reserved normal variable games is stored in a normal variable number storage area provided in RAM 308, and each time a win is determined, the value obtained by subtracting 1 from the number of reserved normal variable games is stored again in this normal variable number storage area. Also, the random number value used for the win determination is erased.

[0126] Next, a pre-reading process (step S224) is executed. In the pre-reading process, the main control unit 300 pre-reads the increased start information in each of the normal and special symbols 2, pre-determines the stop symbol and the variable time before the hit / miss determination process, and stores the pre-determination result (pre-reading result) in the pre-reading result storage unit in the RAM 308. In this embodiment, the special symbol 1 is not reserved, so pre-reading is not performed, but it may be possible to pre-read the special symbol 1 as it can be reserved.

[0127] Next, special drawing state update processing is performed for each of special drawing 1 and special drawing 2, but first, special drawing state update processing (special drawing 2 state update processing) for special drawing 2 is performed (step S225). In this special drawing 2 state update processing, one of the following multiple processes is performed depending on the state of special drawing 2.

[0128] For example, in the special chart 2 state update process during the special chart 2 variable display (when the value of the special chart 2 display symbol update timer described above is 1 or more), on / off drive control is performed to repeatedly turn on and off the 7-segment LEDs that make up the special chart 2 display device 214. By performing this control, the special chart 2 display device 214 performs the variable display of special chart 2 (special chart 2 variable play). In addition, predetermined transmission information indicating that the rotation start setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area described above, and then the process is terminated.

[0129] In addition, flags such as a 10R big win flag, a 10R small win flag, a 2R small win flag, a miss flag, and a time-saving flag are prepared in the RAM 308 of the main control unit 300. These flags are set to on or off based on the determined stop symbol in the special symbol 2 related lottery process described later. In the special chart 2 state update process, which starts when the special chart 2 variable display time has elapsed (when the value of the special chart 2 display pattern update timer changes from 1 to 0), for example, in the case of a 10R time-saving jackpot flag, special charts B to D shown in Figure 6(b) are displayed, in the case of a 10R time-saving small jackpot flag (when the game ball passes through the specific area 234v, it transitions to a 10-round jackpot), special charts e and f shown in Figure 6(b) are displayed, in the case of a 2R time-saving small jackpot flag (when the game ball passes through the specific area 234v, it transitions to a 2-round jackpot), special chart g shown in Figure 6(b), in the case of a time-saving flag, special chart E is displayed, and in the case of a miss flag, special chart i is displayed, and a setting is made in the setting area of RAM308 to indicate that the special chart 2 is currently being displayed. By performing this control, the special chart 2 display device 214 displays one of the following confirmed patterns: a jackpot pattern (special chart B to special chart D), a small jackpot (a 10R jackpot when passing through the specific area 234v) pattern (special chart e, special chart f), a small jackpot (a 2R jackpot when passing through the specific area 234v) pattern (special chart g), a time-saving pattern (special chart E), or a losing pattern (special chart i).

[0130] Furthermore, to maintain the display for a predetermined stop display period (e.g., 500 ms), information indicating the stop period is set in the memory area of the special chart 2 stop time management timer provided in RAM 308. With this setting, the fixedly displayed special chart 2 is stopped and displayed for a predetermined period, and the result of the special chart 2 variable game is notified to the player. Also, if the number of time-saving times stored in the time-saving number memory section provided in RAM 308 is 1 or more, 1 is subtracted from the number of time-saving times, and if the subtraction result changes from 1 to 0, the time-saving flag is turned off. Furthermore, the time-saving flag is also turned off during jackpot gameplay (special game state).

[0131] In addition, predetermined transmission information indicating that the rotation stop setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area, and special pattern 2 identification information indicating that the pattern that will stop the variable display is special pattern 2 is additionally stored in RAM 308 as information to be included in the command data described later, and then the processing is terminated.

[0132] Also, if the result of the special symbol 2 variable game is a small hit, the small hit flag is turned on. When the small hit flag is on, in the special symbol 2 state update process at the timing when the predetermined stop display period ends (the timing when the value of the special symbol 2 stop time management timer changes from 1 to 0), the special symbol 2 is set to be in operation in the setting area of RAM 308, and information indicating the winning effect period is set in the memory area of the special symbol 2 waiting time management timer provided in RAM 308 in order to wait for a predetermined winning effect period (for example, 3 seconds), that is, the period during which an image notifying the player that a jackpot will begin by the decorative symbol display device 208 is displayed. Also, predetermined transmission information indicating that the winning effect setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.

[0133] In addition, in the special chart 2 state update process, which starts when the predetermined winning presentation period ends (when the value of the special chart 2 waiting time management timer changes from 1 to 0), a signal to keep the first variable winning opening 234 open is output to the solenoid (part of the various solenoids 332) for driving the opening and closing of the door element 2341 for a predetermined opening period (for example, 10 seconds, or until the number of game balls that have entered the first variable winning opening 234 reaches a predetermined number (for example, 10 balls)), and information indicating the opening period is set in the memory area of the timer for managing the opening and closing mechanism provided in RAM 308. In addition, predetermined transmission information indicating that the jackpot generating device is to be operated during the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.

[0134] In addition, in the special chart 2 state update process, which starts when the predetermined opening period ends (when the value of the timer for managing the opening and closing mechanism opening time changes from 1 to 0), a signal is output to the solenoid (part of the various solenoids 332) for driving the opening and closing of the door element 2341 to keep the first variable winning opening 234 in a closed state. At this time, if the game ball passes through the specific area 234v, the jackpot flag is turned on. If the jackpot flag is on, in the special chart 2 state update process at the timing when the predetermined jackpot transition display period ends (when the value of the timer for managing the special chart 2 jackpot transition changes from 1 to 0), information indicating the jackpot transition presentation period is set in the memory area of the timer for managing the special chart 2 waiting time provided in RAM 308 to wait for the predetermined jackpot occurrence presentation period (for example, 3 seconds), that is, the period during which an image is displayed notifying the player that the game ball has passed through the specific area 234v and a jackpot has occurred. In addition, predetermined transmission information indicating that the big win transition effect setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area. On the other hand, if the game ball does not pass through the specific area 234v, the big win flag is not turned on and the small win flag is turned off, and the special chart 2 non-operation state is set in the setting area of RAM 308. In the special chart 2 state update process when the special chart 2 is not operating, nothing is done and the process proceeds to the next step S227.

[0135] In the special chart 2 state update process, which starts when the predetermined jackpot transition presentation period ends (when the value of the special chart 2 waiting time management timer changes from 1 to 0), a signal is output to the solenoid (part of the various solenoids 332) for driving the opening and closing of the shutter member 2351 of the second variable winning opening 235 to withdraw the shutter member 2351 and keep it in an open state for a predetermined opening period (for example, 29 seconds, or until the entry of a predetermined number of game balls (for example, 10 balls) into the second variable winning opening 235 is detected), and information indicating the opening period is set in the memory area of the door open time management timer provided in RAM 308. In addition, predetermined transmission information indicating that the jackpot opening setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.

[0136] Furthermore, in the special chart 2 state update process, which starts at the timing when the predetermined open period ends (when the value of the door open time management timer changes from 1 to 0), a signal is output to the solenoid (part of the various solenoids 332) for driving the opening and closing of the shutter member 2351 of the second variable winning opening 235 for the predetermined closing period (for example, 1.5 seconds) to advance the shutter member 2351 and maintain it in a closed state, and information indicating the closing period is set in the memory area of the door close time management timer provided in RAM 308. Also, predetermined transmission information indicating that the special winning opening close setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.

[0137] Furthermore, the opening and closing control of the shutter member 2351 is repeated a predetermined number of times (in this exemplary embodiment, 10 rounds or 2 rounds excluding the first time), and in the special symbol 2 state update process that starts when the control ends, information indicating the effect waiting period is set in the memory area of the effect waiting time management timer provided in RAM 308 to set the process to wait for a predetermined end effect period (e.g., 10 seconds), i.e., the period during which an image notifying the player that the jackpot by the decorative symbol display device 208 has ended is displayed. Also, if the time-saving flag is set on, the number of time-saving times (e.g., special symbol 1: 1 time, special symbol 2: 1 time) is set in the time-saving number memory section provided in RAM 308 simultaneously with the end of this jackpot game, and the time-saving flag provided in RAM 308 is turned on. Note that if the time-saving flag is set off, the number of time-saving times is not set in the time-saving number memory section, and the time-saving flag is not turned on.

[0138] The time reduction here refers to the pachinko machine being in a state advantageous to the player by shortening the time between the end of a jackpot in a special chart variable game and the start of the next jackpot. When the time reduction flag is set to on, the opening time of the shutter member 2351 of the special chart 1 starting port 231 in one operation tends to be longer (electric chute opening extension).

[0139] Also, as mentioned above, the time-saving flag is set to OFF during jackpot play (special play state). Therefore, the non-electric support state is maintained during jackpot play. This is to solve the problem that if the electric support state is in effect during jackpot play, many game balls will enter the special chart 1 starting port 231 before a predetermined number of game balls enter the second variable winning port 235 during jackpot play, increasing the number of game balls that can be acquired during the jackpot, which can lead to increased gambling.

[0140] Furthermore, predetermined transmission information indicating that the end effect setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.

[0141] In addition, in the special chart 2 status update process, which starts when the specified end performance period ends (when the value of the performance waiting time management timer changes from 1 to 0), special chart 2 is set to inactive in the setting area of RAM 308.

[0142] Furthermore, if the result of the special chart 2 variable game is a loss, a loss flag is turned on. When this loss flag is on, the special chart 2 state update process at the timing when the above-mentioned predetermined stop display period ends (the timing when the value of the special chart 2 stop time management timer changes from 1 to 0) also sets the special chart 2 non-operation state in the setting area of RAM308. In the special chart 2 state update process when the special chart 2 is not operating, nothing is done and the process proceeds to the next step S227.

[0143] Next, a special drawing state update process (special drawing 1 state update process) for the special drawing 1 is performed (step S227). In this special drawing 1 state update process, one of the following multiple processes is performed depending on the state of the special drawing 1.

[0144] For example, in the special chart 1 state update process during the special chart 1 variable display (when the value of the special chart 1 display symbol update timer described above is 1 or more), on / off drive control is performed to repeatedly turn on and off the 7-segment LEDs that make up the special chart 1 display device 212. By performing this control, the special chart 1 display device 212 performs the variable display of special chart 1 (special chart 1 variable play). In addition, predetermined transmission information indicating that the rotation start setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area described above, and then the process is terminated.

[0145] In addition, flags such as a 10R big win flag, a 10R small win flag, a miss flag, and a time-saving flag are prepared in the RAM 308 of the main control unit 300. These flags are set to on or off based on the determined stop symbol in the special symbol 1 related lottery process described later. In the special chart 1 state update process, which starts when the special chart 1 variable display time has elapsed (when the value of the special chart 1 display pattern update timer changes from 1 to 0), for example, when the 10R big hit flag is on and the time-saving flag is also on, the special chart A shown in Figure 6(a) is displayed; when the 10R small hit flag is on and the time-saving flag is also on, the special chart a to special chart c shown in Figure 6(a) is displayed; when the 10R small hit flag is on and the time-saving flag is off, the special chart d shown in Figure 6(a) is displayed; and when the miss flag is on, the special chart h is displayed, and a setting is made in the setting area of RAM308 to indicate that the special chart 1 is currently being displayed. By performing this control, the special chart 1 display device 212 displays one of the following patterns: a 10R big win pattern (special chart A), a 10R small win pattern with time reduction (special chart a to special chart c), a 10R small win pattern without time reduction (special chart d), or a losing pattern (special chart h).

[0146] Furthermore, to maintain the display for a predetermined stop display period (e.g., 500 ms), information indicating the stop period is set in the memory area of the special chart 1 stop time management timer provided in RAM 308. With this setting, the fixedly displayed special chart 2 is stopped and displayed for a predetermined period, and the result of the special chart 1 variable game is notified to the player. Also, if the number of time-saving times stored in the time-saving number memory provided in RAM 308 is 1 or more, 1 is subtracted from the number of time-saving times, and if the subtraction result changes from 1 to 0, the time-saving flag is turned off unless the special chart probability is fluctuating. Furthermore, the time-saving flag is also turned off during jackpot gameplay (special game state).

[0147] In addition, predetermined transmission information indicating that the rotation stop setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area, and special pattern 2 identification information indicating that the pattern that will stop the variable display is special pattern 1 is additionally stored in RAM 308 as information to be included in the command data described later, and then the processing is terminated.

[0148] Also, if the result of the special symbol 1 variable game is a jackpot, the jackpot flag is turned on. When the jackpot flag is on, in the special symbol 1 state update process at the timing when the predetermined stop display period ends (the timing when the value of the special symbol 1 stop time management timer changes from 1 to 0), the special symbol 1 is set to be in operation in the setting area of RAM 308, and information indicating the winning effect period is set in the memory area of the special symbol 2 waiting time management timer provided in RAM 308 in order to wait for a predetermined winning effect period (for example, 3 seconds), that is, the period during which an image notifying the player that a jackpot will begin by the decorative symbol display device 208 is displayed. Also, predetermined transmission information indicating that the winning effect setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.

[0149] Furthermore, in the special drawing 1 state update process, which starts when the predetermined winning presentation period ends (when the value of the special drawing 1 waiting time management timer changes from 1 to 0), a signal to keep the slide member 2351 in an open state is output to the solenoid (part of the various solenoids 332) for driving the opening and closing of the slide member 2351 of the second variable winning opening 235 for a predetermined opening period (for example, 29 seconds, or until the entry of a predetermined number of game balls (for example, 10 balls) into the second variable winning opening 235 is detected), and information indicating the opening period is set in the memory area of the door opening time management timer provided in RAM 308. Also, predetermined transmission information indicating that the large winning opening opening setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.

[0150] Furthermore, in the special diagram 1 state update process, which starts at the timing when the predetermined open period ends (the timing when the value of the door open time management timer changes from 1 to 0), a signal to keep the slide member 2351 in a closed state is output to the solenoid (part of the various solenoids 332) for driving the opening and closing of the slide member 2351 of the second variable winning opening 235 for a predetermined closing period (for example, 1.5 seconds), and information indicating the closing period is set in the memory area of the door closing time management timer provided in RAM 308. Also, predetermined transmission information indicating that the large winning opening closing setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information memory area.

[0151] In addition, the opening and closing control of the second variable winning port 235 is repeated a predetermined number of times (10 rounds or 2 rounds in this exemplary embodiment), and in the special symbol 1 state update process that starts when the control ends, information indicating the effect waiting period is set in the memory area of the effect waiting time management timer provided in RAM 308 to set the device to wait for a predetermined end effect period (e.g., 10 seconds), i.e., the period during which an image notifying the player that the jackpot has ended by the decorative symbol display device 208 is displayed. Also, if the time-saving flag is set on, the number of time-saving times (e.g., 5 times for special symbol 1, 2 times for special symbol 2) is set in the time-saving times memory section provided in RAM 308 simultaneously with the end of this jackpot game, and the time-saving flag provided in RAM 308 is turned on. Note that if the time-saving flag is set off, the number of time-saving times is not set in the time-saving times memory section, and the time-saving flag is not turned on.

[0152] Furthermore, predetermined transmission information indicating that the end effect setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the transmission information storage area.

[0153] In addition, in the special chart 1 status update process, which starts when the specified end performance period ends (when the value of the performance waiting time management timer changes from 1 to 0), special chart 1 is set to inactive in the setting area of RAM 308.

[0154] Furthermore, if the result of the special chart 1 variable game is a loss, the loss flag is turned on. When this loss flag is on, the special chart 1 state update process at the timing when the above-mentioned predetermined stop display period ends (the timing when the value of the special chart 1 stop time management timer changes from 1 to 0) also sets special chart 2 in operation in the setting area of RAM 308. In the special chart 1 state update process when special chart 1 is in operation, nothing is done and the process proceeds to the next step S229.

[0155] When the special chart status update process in step S225 and step S227 is completed, the special chart-related lottery process is then performed for each of special chart 1 and special chart 2. Here too, the special chart-related lottery process for special chart 2 (special chart 2-related lottery process) is performed first (step S229), and then the special chart-related lottery process for special chart 1 (special chart 1-related lottery process) is performed (step S231). The special chart 2-related lottery process is started under the conditions that variable play for special chart 1 and special chart 2 is not being performed, the states of special chart 1 and special chart 2 are both inactive, and the number of reserved special chart 2 variable play is 1 or more, and is executed using the first special chart 2 winning random number value and special chart 2 random number value in the special chart 2 random number value storage area. The lottery process related to special chart 1 is executed using the earliest special chart 1 winning random number value and special chart 1 random number value in the special chart 1 random number value memory area, with the starting conditions being that variable play of special chart 1 and special chart 2 is not being performed, the status of special chart 1 and special chart 2 are both inactive, and the number of reserved variable play of special chart 1 is 1 or more.

[0156] Regarding these special symbol-related lottery processes, the main control unit 300 performs the special symbol 2-related lottery process before the special symbol 1-related lottery process, so that if the start conditions for the special symbol 2 variable game and the start conditions for the special symbol 1 variable game are met simultaneously, the special symbol 2 variable game will be in the variable state first, followed by the special symbol 1 variable game. Also, the notification of the result of the special symbol variable game win / loss judgment by the decorative symbol display device 208 is performed by the first sub-control unit 400, and the lottery result based on winning at the special symbol 2 start port 232 is not notified, but the lottery result based on winning at the special symbol 1 start port 231 is not notified. In this way, in this embodiment, if a lottery based on winning at the special chart 2 starting port 232 is held while the special chart 1 variable game is being played, the special chart 2 variable game will start while the special chart 1 variable game is being played, and if a lottery based on winning at the special chart 1 starting port 231 is held while the special chart 2 variable game is being played, the special chart 1 variable game will start while the special chart 2 variable game is being played.

[0157] In the case of the special chart 2-related lottery processing in step S229, the main control unit 300 acquires the special chart 2 start information (a set of the special chart 2 winning random number value and the special chart 2 random number value) from the earliest (most recently stored) reserved position in the special chart 2 random number value storage area, and determines whether it is a big win, a small win, a time-saving state, or a miss (a win / miss determination) using the win / miss determination table stored in ROM 306 based on the special chart 2 winning random number value in the acquired special chart 2 start information, etc. In addition, in the win / miss determination for the special chart 1, it determines whether it is a big win, a small win, a time-saving state, or a miss. Next, the main control unit 300 determines the pattern (stop pattern) to be displayed after the special chart 2 variable display using the special chart determination table stored in ROM 306 based on the special chart 2 random number value in the acquired special chart 2 start information and the determined win / miss determination result, etc. Next, the main control unit 300 determines the variable display time (timer number) of special chart 2 using various tables stored in ROM 306, based on, for example, the determined result of the win / loss judgment, the stopped pattern, the number of special chart 2 reserved at the time of the win / loss judgment, the acquired random number value for determining the special chart variable time, etc.

[0158] After retrieving the earliest special chart 2 start information from the special chart 2 random number value storage area, the main control unit 300 erases the earliest special chart 2 start information from the special chart 2 random number value storage area and subtracts 1 from the special chart 2 reserved number number storage area. At this time, the special chart 2 start information retrieved from the special chart 2 random number value storage area may be stored in a temporary area provided in the RAM 308, and the above-mentioned determination may be made based on the special chart 2 start information stored in this temporary area.

[0159] After the special drawing 2 related lottery process (step S229) as described above, the special drawing 1 related lottery process (step S231) is performed in the same manner. Note that the order of the special drawing 1 related lottery process and the special drawing 2 related lottery process may be reversed.

[0160] In the above explanation, the special symbol status update process and special symbol-related lottery process are performed independently for special symbol 1 and special symbol 2, allowing multiple special symbols to be simultaneously changed. In this case, when multiple special symbols are simultaneously changed, the decorative symbol display device 208 may have multiple areas displaying the lottery results for each special symbol, or multiple decorative symbol display devices may be provided to display the lottery results for each special symbol, with each lottery result displayed separately. Alternatively, one display may be configured to display the lottery results for multiple special symbols. Furthermore, when multiple special symbols are being changed simultaneously, the lottery results for the special symbol whose change was stopped first may affect the lottery results for the special symbol whose change is stopped later. Furthermore, this is not limited to this; depending on the status of one special symbol, the lottery process for the reserved special symbol or the variable game may not be performed.

[0161] In step S233, which follows step S231, a command setting and sending process is performed. In this command setting and sending process, various commands are sent to the first sub-control unit 400. The output schedule information sent to the first sub-control unit 400 is composed of, for example, 16 bits, with bit 15 being strobe information (when on, indicates that data is being set), bits 11 to 14 being command type (in this example embodiment, information that can identify the type of command, such as a basic command, a pattern change start command, a pattern change stop command, a winning performance start command, an ending performance start command, a jackpot round number designation command, a power recovery command, a RAM clear command, a look-ahead result information command, or a setting command), and bits 0 to 10 being command data (predetermined information corresponding to the command type).

[0162] Specifically, the strobe information is turned on or off during the command transmission process described above. Furthermore, if the command type is a symbol change start (spin start) command, the command data includes information indicating various jackpot flags, minor jackpot flags, loss flags, and the timer number selected in the special symbol-related lottery process. If the command type is a symbol change stop (spin stop) command, the command data includes the values of various jackpot flags, minor jackpot flags, and loss flags. If the command type is a jackpot round number designation command, the command data includes the number of jackpot rounds. If the command type indicates a basic command, the command data includes device information, whether or not a prize has been awarded in the special symbol 1 start slot 230, whether or not a prize has been awarded in the special symbol 2 start slot 232, whether or not a prize has been awarded in the variable prize slot 234, and so forth. If the command type is a look-ahead result information command, the command data includes information such as the type of special symbol 1 and special symbol 2, the look-ahead number stored in the look-ahead number storage area, and the stop symbol stored in the look-ahead result storage unit. If the command type is a setting command, the command data includes setting information and so forth.

[0163] In addition, in the above-mentioned rotation start setting transmission process, information indicating the values of various jackpot flags, small jackpot flags, and loss flags stored in RAM 308, the timer number selected in the special chart 1 related lottery process and the special chart 2 related lottery process, the number of reserved special chart 1 variable games or special chart 2 variable games, etc. is set in the command data. In the above-mentioned rotation stop setting transmission process, information indicating the values of various jackpot flags, small jackpot flags, and loss flags stored in RAM 308 is set in the command data.

[0164] In the above-mentioned winning effect setting transmission process, the command data is set with information stored in RAM 308 indicating the effect control information to be output to the decorative symbol display device 208, various lamps 418, and speaker 120 during the winning effect period, the number of reserved special symbol 1 variable games or special symbol 2 variable games, etc. In the above-mentioned ending effect setting transmission process, the command data is set with information stored in RAM 308 indicating the effect control information to be output to the decorative symbol display device 208, various lamps 418, and speaker 120 during the effect standby period, the number of reserved special symbol 1 variable games or special symbol 2 variable games, etc. In the above-mentioned big prize opening setting transmission process, the command data is set with information stored in RAM 308 indicating the number of jackpot rounds, the number of reserved special symbol 1 variable games or special symbol 2 variable games, etc. In the process of transmitting the setting for closing the big prize opening described above, the command data is set with information indicating the number of big prize rounds stored in RAM 308, the number of reserved special chart 1 variable games or special chart 2 variable games, etc.

[0165] In addition, in this step S233, general command special drawing reservation increase processing is also performed. In this general command special drawing reservation increase processing, special drawing identification information (information indicating special drawing 1 or special drawing 2) and advance notice information (either advance notice information, false advance notice information, or no advance notice information) stored in the transmission information storage area of RAM 308 are set in the command data.

[0166] The first sub-control unit 400 is able to determine the presentation control in response to changes in game control in the main control unit 300 based on the command type contained in the received output schedule information, and is also able to determine the content of the presentation control based on the command data information contained in the output schedule information.

[0167] In step S235, which follows step S233, an external output signal setting process is performed. In this external output signal setting process, the game information stored in the RAM 308 is output to the information input circuit 350, which is separate from the pachinko machine 100, via the information output circuit 336.

[0168] In step S237, the next step after step S235, device monitoring processing is performed. In this device monitoring processing, the signal status of various sensors stored in the signal status memory area in step S205 is read and the presence or absence of predetermined errors, such as the presence or absence of a front frame door open error or a lower tray full error, is monitored. If a front frame door open error or a lower tray full error is detected, device information indicating the presence or absence of a front frame door open error or a lower tray full error is set in the transmission information to be sent to the first sub-controller 400. In addition, various solenoids 332 are driven to control the opening and closing of the special drawing 1 start port 231 and the variable winning ports 234, 235, and display data output to the normal drawing display device 210, special drawing 1 display device 212, special drawing 2 display device 214, various status display units 328, etc. via drive circuits 324, 326, 330 is set to the output port of I / O 310. In addition, the output schedule information set in the dispensing request number transmission process (step S219) is output to the dispensing control unit 600 via the output port of the I / O 310.

[0169] In step S239, which follows step S237, it is monitored whether the low voltage signal is ON. If the low voltage signal is ON (if a power interruption is detected), the process proceeds to step S243, and if the low voltage signal is OFF (if a power interruption is not detected), the process proceeds to step S241. In step S241, timer interrupt end processing is performed. In this timer interrupt end processing, the values of each register temporarily saved in step S201 are set back to the original registers, interrupt permission is set, and the process then returns to the main processing of the main control unit shown in Figure 7. Meanwhile, in step S243, specific variables and stack pointers for returning to the state at the time of power interruption when power is restored are saved as recovery data in a predetermined area of RAM 308, power interruption processing such as initialization of input / output ports is performed, and then the process enters the HALT state.

[0170] Next, the winning / losing determination table used in the special drawing 2 related lottery processing (step S229) and the special drawing 1 related lottery processing (step S231) in the main control unit timer interrupt processing shown in Figure 8 will be explained with reference to Figures 9 and 10.

[0171] The special drawing hit / miss judgment table shown in Fig. 9(a) is a table that is referred to when making a hit / miss judgment of the special drawing 1 and the special drawing 2. This table is also stored in the ROM 306 of the main control unit 300.

[0172] In determining whether or not a jackpot is selected for Special Chart 1 and Special Chart 2, if a number between 0 and 204 is extracted from the random number range of 0 to 65535, a jackpot will be selected with a probability of approximately 1 in 319.688. Also, in determining whether or not a jackpot is selected for Special Chart 1, if a number between 205 and 65535 is extracted, a small jackpot will be selected with a probability of 1 in 1.003. Also, in determining whether or not a jackpot is selected for Special Chart 2, if a number between 205 and 655 is extracted, a small jackpot will be selected with a probability of 1 in 145.313. Furthermore, in Special Chart 2, provided that the time-saving mode is active, if a number between 656 and 65535 is extracted, a time-saving symbol will be selected with a probability of 1 in 1.010. In other words, Special Chart 1 has a probability of selecting a jackpot with approximately 1 in 319.688, and if a jackpot is not selected, a small jackpot is selected, and there are no misses on Special Chart 1. Special Chart 2 has a probability of selecting a jackpot with approximately 1 in 319.688, and a small jackpot with a probability of 1 in 145.313, and in the A time-saving state, if neither a jackpot nor a small jackpot is selected, the time-saving symbol is always selected, and there are no misses. On the other hand, in game states other than the A time-saving state, if neither a jackpot nor a small jackpot is selected, it is configured to result in a miss. Note that Special Chart 1 may also have misses, but even in that case, it is desirable to make it so that a small jackpot is the most likely to be won.

[0173] In this embodiment, when a small win occurs, the first variable winning port 234 opens, and when it passes through the specific area 234v, it becomes a big win, so special chart 1 can be said to be a pattern change display that will result in a big win when a pattern change display is performed. Also, in special chart 2, if neither a big win nor a small win is selected in the time-saving state a, the time-saving pattern stops and the game transitions to the time-saving state c, so it can be said to be a pattern change display that will result in a big win when a pattern change display is performed, or a transition to a time-saving game state. Note that in game states other than the time-saving state a, special chart 2 will result in a miss if neither a big win nor a small win is selected.

[0174] The special symbol determination table for jackpot and sudden time-saving winning used in the non-time-saving game state shown in Figure 9(b) is a table that is referenced when determining the symbol when a jackpot or time-saving symbol is selected as a result of the judgment of whether or not special symbols 1 and 2 are selected. This table is also stored in the ROM 306 of the main control unit 300.

[0175] If a jackpot is selected as a result of the special jackpot lottery for special 1, special 1A will be selected with a 100% probability. In other words, a 10R jackpot is always selected, and after the jackpot game ends, a jackpot that transitions to the a2 time-saving game state is selected. The a2 time-saving game state is a more advantageous state than the non-time-saving game state, the a1 time-saving game state described below, and the c time-saving game state. Specifically, in the a2 time-saving game state, if a win is determined in the normal jackpot lottery or if the player passes through the normal power gate 228g, the shutter member 2311 advances for a longer time than in the non-time-saving game state and the a1 time-saving game state. In other words, this is a game state that makes it easier to win the special 1 starting gate 231. Furthermore, in the a2 time-saving game state, the variation time of the special symbol 1 symbol display is shorter than that of the special symbol 2 symbol display or the normal symbol display. In other words, the a2 time-saving game state can be said to be a game state in which the next jackpot is likely to occur in an extremely short time. The variation time of the special symbol 1 symbol display in the a2 time-saving game state may be one type or multiple types. For example, if multiple types are available, any selected variation time should be shorter than that of the special symbol 2 symbol display or the normal symbol display in the a2 time-saving game state. Furthermore, the number of time-saving cycles in the rightmost column of the special symbol determination table for jackpot and sudden time-saving wins indicates the termination condition of the time-saving game state. Specifically, in the case of special symbol A, the game ends when the fifth variation of special symbol 1 begins in the a2 time-saving game state, or when the second variation of special symbol 2 begins. In addition, the conditions for ending the time-saving game state are not limited to the two types of the number of times special chart 1 and the number of times special chart 2 are played, but in addition to these two, the combined number of times special chart 1 and special chart 2 may be set, or the number of times normal charts may be added, or these may be combined as appropriate.

[0176] Also, if a jackpot is selected as a result of the jackpot lottery for Special Chart 2, Special Chart B will be selected with a probability of 50 / 100, Special Chart C will be selected with a probability of 30 / 100, and Special Chart D will be selected with a probability of 20 / 100. In other words, if a jackpot is selected on Special Chart 2 in a non-time-saving game state, it will be a 10R jackpot regardless of which design is selected, and after the jackpot game ends, the game will transition to a non-time-saving game state.

[0177] The special symbol determination table for the jackpot and sudden time-saving winning used in the time-saving game state shown in Figure 9(c) is a table that is referenced when determining the symbol when a jackpot or time-saving symbol is selected as a result of the judgment of whether or not special symbols 1 and 2 are selected. This table is also stored in the ROM 306 of the main control unit 300.

[0178] If a jackpot is selected as a result of the jackpot lottery for special chart 1, special chart A is selected with a 100% probability. In other words, it is always a 10R jackpot, and after the jackpot game ends, a jackpot that transitions to the a2 time-saving game state is selected. Also, if a jackpot is selected as a result of the jackpot lottery for special chart 2, special chart B is selected with a 50 / 100 probability, special chart C is selected with a 30 / 100 probability, and special chart D is selected with a 20 / 100 probability. In this embodiment, a 10R jackpot is selected with a 80 / 100 probability, and after the jackpot game ends, a jackpot that transitions to the a2 time-saving game state is selected, and a 10R jackpot is selected with a 20 / 100 probability, and after the jackpot game ends, a jackpot that transitions to the a1 time-saving game state is selected. Here, the a1 time-shortened game state is a state that is more advantageous than the non-time-shortened game state, but less advantageous than the a2 time-shortened game state. Specifically, the a1 time-shortened game state is a game state in which the advancement time of the shutter member 2311 is longer than in the non-time-shortened game state when the normal winning lottery is judged to be a winning lottery or when the normal power operation gate 228g is passed. Note that, as will be described in detail later, if the normal winning lottery is judged to be a winning lottery, it is easy to win at the special game 1 starting gate 231, but if the normal power operation gate 228g is passed, it is a game state in which it is difficult to win at the special game 1 starting gate 231.

[0179] For Special Chart D, the a1 time-saving game state ends when the first symbol change display for Special Chart 1 or the first symbol change display for Special Chart 2 begins. Therefore, after a jackpot game ends, Special Chart 2 is reserved during the jackpot game. Normally, the reserved Special Chart 2 is consumed and the symbol change display for Special Chart 2 begins, immediately ending the a1 time-saving game state and transitioning to a non-time-saving game state. However, since the symbol change display for Special Chart 2 is executed in the a time-saving game state, the result of the lottery in the a time-saving game state is used to determine whether Special Chart 2 is a winner. Furthermore, if the result of the jackpot lottery for Special Chart 2 is a time-saving symbol that can only be won in the a time-saving game state, Special Chart E is selected. If a time-saving symbol is selected, the game transitions to the c time-saving game state from the symbol change display following the execution of the symbol change display. Here, the time-saving c game state is a more advantageous state than the non-time-saving game state, but a less advantageous state than the time-saving a2 game state. Specifically, the time-saving c game state is a game state in which, if the normal winning lottery result is a winning result, the advancement time of the shutter member 2311 is longer than in the non-time-saving game state. Note that, as will be described in detail later, if the normal winning lottery result is a winning result, it is easy to win at the special game start port 231, but if the player passes through the normal power-operated gate 228g, it is a game state in which it is difficult to win at the special game start port 231.

[0180] The special symbol determination table for the jackpot and sudden time-saving winning used in the time-saving game state c shown in Figure 9(d) is a table that is referenced when determining the symbol when a jackpot or time-saving symbol is selected as a result of the judgment of whether or not special symbols 1 and 2 are selected. This table is also stored in the ROM 306 of the main control unit 300.

[0181] If a jackpot is selected as a result of the jackpot lottery for special chart 1, special chart A is selected with a 100% probability. In other words, it is always a 10R jackpot, and after the jackpot game ends, a jackpot that transitions to the a2 time-saving game state is selected. Also, if a jackpot is selected as a result of the jackpot lottery for special chart 2, special chart B is selected with a 50 / 100 probability, special chart C is selected with a 30 / 100 probability, and special chart D is selected with a 20 / 100 probability. In this embodiment, a 10R jackpot is selected with a 80 / 100 probability, and after the jackpot game ends, a jackpot that transitions to the a2 time-saving game state is selected, and a 10R jackpot is selected with a 20 / 100 probability, and after the jackpot game ends, a jackpot that transitions to the a1 time-saving game state is selected. In this embodiment, the time-saving game state a or the time-saving game state c is set to end when the number of times the pattern of special chart 1 has started to change has been set a number of times or when the number of times the pattern of special chart 2 has started to change has been set a number of times, but the time-saving game state may also be set to end when the total number of times the pattern of special chart 1 and special chart 2 have started to change has reached a set number of times.

[0182] The special symbol determination table for small wins used in the non-time-saving game state shown in Figure 10(a) is a table that is referenced when determining the symbol when a small win is selected as a result of the hit / miss determination of special symbols 1 and 2. This table is also stored in the ROM 306 of the main control unit 300.

[0183] If a small win is selected as a result of the jackpot lottery for special chart 1, special chart a will be selected with a 20 / 100 probability, special chart b with a 20 / 100 probability, special chart c with an 11 / 100 probability, and special chart d with a 49 / 100 probability. If special charts a to c are selected, a 10R jackpot will occur if the game ball passes through specific area 234v, and after the jackpot play ends, a small win will be selected that transitions to the a2 time-saving play state. Also, if special chart d is selected, a 10R jackpot will occur if the game ball passes through specific area 234v, and after the jackpot play ends, a small win will be selected that transitions to the non-time-saving play state.

[0184] Also, if a small jackpot is selected as a result of the jackpot lottery for special chart 2, special chart e will be selected with a probability of 35 / 100, special chart f with a probability of 35 / 100, and special chart g with a probability of 30 / 100. In other words, if a small jackpot is selected on special chart 2 in a non-time-saving game state, and special chart e or special chart f is selected, it will be a 10R jackpot regardless of which design is selected, and after the jackpot game ends, the game will transition to a non-time-saving game state, and if special chart g is selected, it will be a 2R jackpot, and after the jackpot game ends, the game will transition to a non-time-saving game state.

[0185] The special symbol determination table for a small win used in the time-saving game state shown in Figure 10(b) is a table that is referenced when determining the symbol when a small win is selected as a result of the hit / miss determination of special symbols 1 and 2. This table is also stored in the ROM 306 of the main control unit 300.

[0186] If a small jackpot is selected as a result of the special jackpot lottery for special chart 1, there is a 20 / 100 chance that special chart A will be selected, a 20 / 100 chance that special chart B will be selected, an 11 / 100 chance that special chart C will be selected, and a 49 / 100 chance that special chart D will be selected. If special charts A to C are selected, a 10R jackpot will occur if the game ball passes through specific area 234v. After the jackpot play ends, a small jackpot will be selected, which will transition to the A2 time-saving play state. However, if special chart A is selected, the A time-saving play state will continue until the start of the fifth variation display of special chart 1 or the start of the second variation display of special chart 2. However, if special charts B and C are selected, the A2 time-saving play state will end and transition to the non-time-saving play state (normal play state) upon the start of the first pattern variation display of special chart 1 or the start of the first pattern variation display of special chart 2. Also, when special chart d is selected, a 10R jackpot will occur on the condition that the game ball passes through specific area 234v, and after the jackpot play ends, a small jackpot will be selected which will transition to the a1 time-shortened play state.

[0187] Also, if a small jackpot is selected as a result of the jackpot lottery for special chart 2, special chart e will be selected with a probability of 35 / 100, special chart f with a probability of 35 / 100, and special chart g with a probability of 30 / 100. In other words, if a small jackpot is selected on special chart 2 in the a1 time-saving game state, and special chart e or special chart f is selected, it will be a 10R jackpot regardless of which design is selected, and after the jackpot game ends, the state will shift to the a1 time-saving game state, and if special chart g is selected, it will be a 2R jackpot, and after the jackpot game ends, the state will shift to the a1 time-saving game state.

[0188] If special symbols b or c are selected, the game enters the a2 time-saving game state after the jackpot play ends. However, this a2 time-saving game state ends when the first symbol change display for special symbol 1 or the first symbol change display for special symbol 2 begins, making it virtually impossible to win at the special symbol 1 start gate 231. Specifically, after the jackpot play ends, special symbol 2 is reserved during the jackpot play. Normally, the reserved symbol 2 is consumed and the symbol change display for special symbol 2 begins, immediately ending the a1 time-saving game state and transitioning to the non-time-saving game state. However, since the symbol change display for special symbol 2 is executed in the a time-saving game state, the result of the lottery in the a time-saving game state is used to determine whether or not special symbol 2 is a winner. Furthermore, if the time-saving symbol for special symbol 2 is selected as a result of the jackpot lottery for special symbol 2, special symbol E is selected. When a time-saving pattern is selected, the game state will transition to time-saving game state c from the next pattern change display after the pattern change display is executed.

[0189] Here, when special symbols b and c are selected, the state after the jackpot game ends is set to the a2 time-saving game state instead of the a1 time-saving game state, and the end condition is set to the start of the first symbol change display of special symbol 1 or the start of the first symbol change display of special symbol 2. This is because the rate of transition to the c time-saving game state can be changed without changing the state after the jackpot game ends when special symbols b and c are selected (the a1 time-saving game state). By doing this, when a small jackpot is won on special symbol 1 in a non-time-saving game state, there is a 51% chance that the special symbol 1 starting slot 231 will be entered, meaning that the next jackpot is likely to occur immediately. When a small jackpot is won on special symbol 1 in a time-saving game state, there is a 20% chance that the special symbol 1 starting slot 231 will be entered. By changing the end condition without changing the game state to which the transition is made, the rate of the state in which the next jackpot is likely to occur immediately can be controlled, making it easier to design ball output performance.

[0190] The special symbol determination table for small wins used in the time-saving game state c shown in Figure 10 (c) is a table that is referenced when determining the symbol when a small win is selected as a result of the hit / miss determination of special symbols 1 and 2. This table is also stored in the ROM 306 of the main control unit 300.

[0191] If a small win is selected as a result of the jackpot lottery for special chart 1, special chart a will be selected with a probability of 20 / 100, special chart b with a probability of 20 / 100, special chart c with a probability of 11 / 100, and special chart d with a probability of 49 / 100. If special charts a to c are selected, a 10R jackpot will occur on the condition that the game ball passes through specific area 234v, and after the jackpot game ends, a small win will be selected that will transition to the a2 time-saving game state, and if special chart d is selected, a 10R jackpot will occur on the condition that the game ball passes through specific area 234v, and after the jackpot game ends, a small win will be selected that will transition to the a1 time-saving game state.

[0192] Also, if a small jackpot is selected as a result of the jackpot lottery for special chart 2, special chart e will be selected with a probability of 35 / 100, special chart f with a probability of 35 / 100, and special chart g with a probability of 30 / 100. In other words, if a small jackpot is selected on special chart 2 in the c time-saving play state, and special chart e or special chart f is selected, it will be a 10R jackpot regardless of which design is selected, and after the jackpot play ends, the state will shift to the a1 time-saving play state, and if special chart g is selected, it will be a 2R jackpot, and after the jackpot play ends, the state will shift to the a1 time-saving play state.

[0193] In the pachinko machine 100 of this embodiment, there are two factors that activate the normal electric device (electric chute) having a shutter member 2311 that changes the possibility (difficulty) of winning in the special symbol 1 start hole (variable) 231. One is that when a game ball enters the normal symbol start hole 228, which can be won by hitting left, and wins in the normal symbol lottery (determining whether the normal symbol is a winner or loser), the normal electric device activates after the normal symbol pattern change display. The other is that when a game ball passes through the normal electric activation gate 228g, which can be passed by hitting right, the normal symbol lottery is not held and the normal electric device activates without going through the normal symbol pattern change display.

[0194] Figure 11 is a timing chart showing the flow of operation of a normal electric device. In Figure 11, time passes from left to right.

[0195] 11(a) is a timing chart showing the flow of operation of the normal electric device when a game ball enters the normal symbol start hole 228. In this case, the normal symbol pattern change display is performed on the normal symbol display device 210, so hereinafter, it may be referred to as a normal symbol pattern trigger.

[0196] The upper part of Fig. 11(a) shows a timing chart showing the fluctuation and stop of the normal symbol on the normal symbol display device 210. The lower part of Fig. 11(a) shows a timing chart showing the opening and closing of the shutter member 2311 of the normal electric device in which the special symbol 1 starting port (variable) 231 is provided. Note that "open" means that the shutter member 2311 has advanced, and "closed" means that the shutter member 2311 has retracted.

[0197] When a left-handed shot is made and the game ball enters the normal ball starting hole 228, if there are three or fewer balls in reserve, a normal ball lottery (determining whether the normal ball is a winning ball or not) is held.

[0198] FIG. 12(a) is a diagram showing a table for determining whether a regular drawing is successful or not in a regular drawing lottery.

[0199] This winning / losing determination table is referenced in the general lottery process (step S223) in the main control unit timer interrupt process, and is stored in the ROM 306 of the main control unit 300. Note that the tables shown up to Figure 13 are also referenced in the general lottery process (step S223), and are stored in the ROM 306 of the main control unit 300.

[0200] In determining whether a regular lottery is a winning combination, if a number between 0 and 204 is extracted from the random number range of 0 to 65535, the winning combination is selected with a probability of approximately 1 / 319.688. This is the same in all game states. The winning probability may be changed depending on the game state. In this embodiment, if a winning combination is selected, the shutter member 2311 of the special game start hole 231 operates for a predetermined time, making it easier for the game ball to enter the special game start hole 231.

[0201] Also, when a left-handed shot is made and the game ball enters the normal map starting hole 228, the normal map display device 210 starts to display the normal map in a variable manner. As shown in Figure 11(a), the variable time is the time from when the normal map display device 210 starts to display the normal map in a variable manner until it stops.

[0202] Figure 12(b) is a diagram showing a table for determining the fluctuation pattern of the normal map used in the non-time-saving game state, and Figure 12(c) is a diagram showing a table for determining the fluctuation pattern of the normal map used in the time-saving game state.

[0203] In the non-time-saving game state, the decorative symbol display device 208 may display a variation of the decorative symbol on the normal map in response to the variation of the normal map on the normal map display device 210, and a reach effect may be performed. There are three types of reach effects: normal reach effect, super (SP) reach effect, and special super (SPSP) reach effect.

[0204] If the normal map is judged to be a hit, one of the variation patterns 06 to 08 will be selected. In either variation pattern, a reach effect will be performed. The normal map variation time is 40,000 ms for variation pattern 06, which produces a normal reach effect, 80,000 ms for variation pattern 07, which produces an SP reach effect, and 100,000 ms for variation pattern 08, which produces an SPSP reach effect.

[0205] If the normal map is a miss, one of the variation patterns 01 to 05 is selected. First, a decision is made as to whether or not to perform a reach effect, with a 10% chance of a reach effect being performed. The normal map's variation time is 14,000 ms for variation pattern 03, which performs a normal reach effect; 40,000 ms for variation pattern 04, which performs an SP reach effect; and 80,000 ms for variation pattern 05, which performs an SPSP reach effect. These are shorter than the variation time for the same type of reach effect in the case of a hit. On the other hand, if the normal map is a miss and a reach effect is not performed, the variation pattern is determined according to the number of reserved balls on the normal map. If the number of reserved balls is small (0 or 1), variation pattern 01 is selected, with a relatively long variation time of 8,000 ms. If the number of reserved balls is large (2 or 3), variation pattern 02 is selected, with a relatively short variation time of 4,000 ms.

[0206] In the time-saving game state, if the normal map is judged to be a hit, it is determined to be variation pattern 10, and if the normal map is judged to be a miss, it is determined to be variation pattern 11. Whether it is variation pattern 10 or variation pattern 11, the shortening function of the time-saving game state causes the variation time to be an ultra-shortened variation of 200 ms. In the time-saving game state, right-handed hits are recommended in the first place, and left-handed hits that can result in a win in the normal map starting slot 228 are not recommended, and the variation display of the normal map in the time-saving game state is an irregular variation display.

[0207] As shown in Figure 11(a), when the display of the change of the normal map on the normal map display device 210 ends, the confirmation stop of the normal map is displayed for the confirmation stop time. If the normal map is judged to be correct or incorrect, normal map A is confirmed and stopped, and if it is incorrect, normal map B is confirmed and stopped.

[0208] FIG. 12(d) is a diagram showing a table for determining the fixed stop time of a general map.

[0209] The fixed stopping time for the normal drawing is determined regardless of the game state and regardless of whether the normal drawing is correct or not. In other words, a uniform 500ms is secured.

[0210] As shown in Figure 11(a), after the fixed stop time has elapsed, it is the start time of the normal electric device (OP time). This start time of the normal electric device (electric chute) is the time (waiting time) until it starts operating.

[0211] If the main control unit 300 determines that the regular drawing is a winning ticket, it determines the winning start time and the opening time, closing time, and winning end time (described below) in the regular drawing-related lottery processing (step S223) in the main control unit timer interrupt processing.

[0212] Figure 13(a-1) is a diagram showing a judgment table for the start time (OP time) of a win triggered by a normal pattern in a non-time-saving game state, and the same figure (a-2) is a diagram showing a judgment table for the start time (OP time) of a win triggered by a normal pattern in a time-saving game state.

[0213] After the normal symbol A is confirmed and stopped on the normal symbol display device 210, if the game is in a non-time-saving mode, a 24,800 ms winning start time will begin. In a non-time-saving mode, a left hit is performed, and during this winning start time, the decorative symbol display device 208 displays a display instructing the player to "hit to the right" in order to aim for the normal electric device (electric chute), and using this winning start time, the game ball will be shot into the right-side area. In addition, a display indicating that the electric chute will open will also be displayed.

[0214] On the other hand, after the normal map A is confirmed and stopped on the normal map display device 210, if the time-saving game state (a1 time-saving game state, a2 time-saving game state, c time-saving game state) is active, the winning start time of only 20 ms will start. Here too, due to the time-saving function, the time is shorter than in the non-time-saving game state.

[0215] As shown in FIG. 11(a), once the winning start time has elapsed, the normal electric device (electric chute) begins to operate. That is, the shutter member 2311, which had been in a retreated position until then, begins to advance and enters an advanced state. The shutter member 2311 maintains its advanced state until the end of the opening time. When the shutter member 2311 is in an advanced state, it becomes easier to win at the special chart 1 starting hole 231. The opening time here is the time from when the shutter member 2311 begins to advance until it stops maintaining its advanced state. Note that the opening time may also be the time from when the shutter member 2311 begins to advance until it completely retreats.

[0216] Figure 13 (b-1) is a diagram showing the opening time determination table for normal pattern triggers in a non-time-shortened game state, Figure 13 (b-2) is a diagram showing the opening time determination table for normal pattern triggers in the a1 time-shortened game state and the c time-shortened game state, and Figure 13 (b-3) is a diagram showing the opening time determination table for normal pattern triggers in the a2 time-shortened game state.

[0217] In either game state, the shutter member 2311 opens (operates) once, but may repeat the action of advancing and retreating multiple times.

[0218] In non-time-saving play mode, the opening time will be the normal opening time of 5000 ms.

[0219] In the a1 time-saving game state and the c time-saving game state, the opening time is the same as the normal opening time, 5000 ms. However, it may be longer than the normal opening time (for example, 5500 ms). Also, although the opening time is the same in the c time-saving game state and the a1 time-saving game state, the a1 time-saving game state may be longer than the c time-saving game state, or vice versa.

[0220] In the a2 time-saving game state, the opening time is the extended opening time of 5800 ms. The time it takes for the shutter member 2311 to move from the retracted state to the advanced state is the same in either game state, and in the extended opening time, the time for which the advanced state is maintained is 800 ms longer than the normal opening time due to the time-saving function.

[0221] As shown in Figure 11(a), once the opening time of a normal electric device (electric chute) has elapsed, it enters the closing time. This closing time is the time during which the closed state is maintained after the opening time has ended. If a game ball enters the special drawing 1 starting hole 231 provided inside the normal electric device during the closing time, the entry is treated as valid. Although the shutter member 2311 is not in the advanced state, taking into account the time lag until the ball detection sensor of the special drawing 1 starting hole 231 detects the game ball, and detection delays due to the game ball getting caught, the detection of the winning ball by the ball detection sensor is treated as valid during the closing time.

[0222] FIG. 13(c) is a diagram showing a closing time determination table for normal symbol triggers.

[0223] The closing time is the same in all game states and is 56 ms.

[0224] As shown in Figure 11(a), the winning end time occurs when the closing time of the normal electric device (electric chute) has elapsed. This winning end time is the time after the normal electric device (electric chute) has finished operating. In other words, it is the time after the shutter member 2311 has retracted, and once this winning end time has elapsed, the variable display of the normal map can begin. The detection of the winning ball by the ball detection sensor installed in the special map 1 starting port 231 is treated as valid during the closing time, but is treated as invalid during the winning end time to prevent cheating.

[0225] Figure 13 (d-1) is a diagram showing a winning end time determination table for normal pattern triggers in a non-time-saving game state, and the same figure (d-2) is a diagram showing a winning end time determination table for normal pattern triggers in a time-saving game state.

[0226] The winning time is 4500 ms in the non-time-saving game state, but 500 ms in the time-saving game state. Here again, the time-saving function makes the time-saving game state shorter than the non-time-saving game state.

[0227] 11(b) is a timing chart showing the flow of operation of the normal electric device when the gaming ball passes through the normal electric operation gate 228g. Hereinafter, this case may be referred to as the normal electric operation gate trigger.

[0228] The upper part of Figure 11(b) shows a timing chart showing the state of the detection signal output from the ball detection sensor provided in the normal electric operation gate 228g. The lower part of Figure 11(b) shows a timing chart showing the opening and closing of the shutter member 2311 of the normal electric role, just like the lower part of Figure 11(a).

[0229] When the ball detection sensor detects a game ball passing through the normal operation gate 228g, an ON level detection signal is output to the main control unit 300. When the main control unit 300 receives this detection signal, it determines the start time in the normal state update process (step S221) in the main control unit timer interrupt process.

[0230] FIG. 14(a) is a diagram showing a determination table for the start time (OP time) of the normal power operation gate trigger.

[0231] The start time (OP time) of the normal electric operation gate trigger is the time (standby time) from when an ON level detection signal is output from the ball detection sensor of the normal electric operation gate 228g until the normal electric device (electric chute) starts to operate.

[0232] The opening time here is 500 ms, the same in both game states. That is, as shown in Figures 13(a-1) and 13(a-2), the winning start time (OP time) of the normal symbol trigger differs in length between the non-time-saving game state and the time-saving game state, but the normal power gate trigger has the same length in both the non-time-saving game state and the time-saving game state. The normal power gate 228g can be passed by hitting it to the right, and since hitting it to the right is recommended in the time-saving game state, the player can simply continue hitting it to the right. Note that, since hitting it to the left is recommended in the non-time-saving game state, the passing of the game ball through the normal power gate 228g in the non-time-saving game state is irregular.

[0233] As shown in FIG. 11(b), once the start time has elapsed, the normal electric device (electric chute) begins to operate. In other words, the opening time here is the same as the opening time of the normal electric device triggered by the normal symbol, and is the time from when the shutter member 2311 begins to advance until it stops maintaining its advanced state. Once the opening time has elapsed, the closing time begins. This closing time is also the same as the closing time of the normal electric device triggered by the normal symbol, and is the time from when the shutter member 2311 advances until it retracts. Even during this closing time, the detection of the winning ball by the ball detection sensor provided in the special symbol 1 starting hole 231 is treated as valid.

[0234] FIG. 14(b) is a diagram showing an operation time determination table for the normal power operation gate trigger in various game states.

[0235] In either game state, the shutter member 2311 opens (operates) once, but may be configured to repeat the advance and retreat operation multiple times.

[0236] When the start time has elapsed, the main control unit 300 determines the opening time according to the game state in the normal game state update process (step S221) during the main control unit timer interrupt process. In the non-time-saving game state, the opening time is 44 ms, and in the a1 time-saving game state and the c time-saving game state, the opening time is also 44 ms. In other words, the opening time is the same in the non-time-saving game state, the a1 time-saving game state, and the c time-saving game state. On the other hand, in the a2 time-saving game state, the opening time is the extended opening time of 5800 ms. As a result, in the non-time-saving game state, the a1 time-saving game state, and the c time-saving game state, it is difficult for the game ball to enter the special game state 1 starting hole 231 even if it passes through the normal game state gate 228g. However, in the a2 time-saving game state, it can be said that it is easy to enter the special game state 1 starting hole 231 when the game ball passes through the normal game state gate 228g.

[0237] As explained above, in the case of a normal power gate trigger, the opening time is the same between the non-time-saving game state and the a1 time-saving game state and the c time-saving game state, and the start time (OP time) is also the same. However, in the case of a normal symbol trigger, first, the normal symbol fluctuation time is shorter in the time-saving game state than in the non-time-saving game state (Fig. 12(c)), the winning opening time (OP time) is also shorter in the time-saving game state than in the non-time-saving game state (Fig. 13(a-2)), and furthermore, the winning end time is shorter in the time-saving game state than in the non-time-saving game state (Fig. 13(d-2)). Therefore, it can be said that the requirements for the time-saving game state are met. In particular, in the normal state at the start of play (non-time-saving game state), the time-saving game state is acquired by a normal symbol trigger, so it is important that the requirements for the time-saving game state are met by a normal symbol trigger.

[0238] In the pachinko machine 100 of this embodiment, in the a1 time-saving game state and the c time-saving game state, it is not desirable for the game ball to enter the special chart 1 starting hole 231, so it is necessary to set the shutter member 2311 of the normal electric device (electric chute) to an operating mode that makes it as difficult as possible for the game ball to enter. By setting the operating mode to be the same as in the non-time-saving game state, it is possible to make it as difficult as possible for the game ball to enter the special chart 1 starting hole 231, thereby ensuring game playability and preventing cheating (fraud). In addition, the data for the opening time and start time (OP time) can be shared between the non-time-saving game state and the a1 time-saving game state and the c time-saving game state, and the data volume can also be reduced.

[0239] Also, in the non-time-saving game state, the start time of a win (OP time) for a normal symbol trigger may be 10 seconds, and the start time (OP time) for a normal power activation gate trigger may be 20 seconds, while in the time-saving game state (a1 time-saving game state, a2 time-saving game state, c time-saving game state), the start time of a win (OP time) for a normal symbol trigger may be 5 seconds, and the start time (OP time) for a normal power activation gate trigger may be 15 seconds. In this case, when comparing the start time of a win (10 seconds) for a normal symbol trigger in the non-time-saving game state with the start time (15 seconds) for a normal power activation gate trigger in the time-saving game state, the time-saving game state is longer, but when comparing the start time (20 seconds) for a normal power activation gate trigger in the non-time-saving game state with the start time (15 seconds) for a normal power activation gate trigger in the time-saving game state, the time-saving game state is shorter, and the time-saving requirements are guaranteed. Here, an example of the start time (OP time) is given, but the same applies to the opening time. That is, in the non-time-saving game state, the opening time for the normal symbol trigger is 10 seconds, and the opening time for the normal power gate trigger is 20 seconds, and in the time-saving game state (a1 time-saving game state, a2 time-saving game state, c time-saving game state), the opening time for the normal symbol trigger is 5 seconds, and the opening time for the normal power gate trigger is 25 seconds. In addition, in the non-time-saving game state, the winning start time (OP time) for the normal symbol trigger is 20 seconds, and the start time (OP time) for the normal power gate trigger is 10 seconds. In the time-saving game state (a1 time-saving game state, a2 time-saving game state, c time-saving game state), the winning start time (OP time) for the normal symbol trigger is 15 seconds, and the start time (OP time) for the normal power gate trigger is 5 seconds. Even if the normal symbol trigger is longer than the normal power gate trigger, the time-saving requirements are guaranteed in the same way as described above. Note that the number of seconds exemplified here is just an example. For example, if the OP time is shorter in the time-saving game state than in the non-time-saving game state for the same trigger, it may be shorter in the non-time-saving game state than in the time-saving game state for different triggers, or it may be the same in the time-saving game state and the non-time-saving game state.Furthermore, in terms of the opening time, if the time-shortened game state is longer than the non-time-shortened game state at the same trigger, the non-time-shortened game state may be longer than the time-shortened game state at a different trigger, or the time-shortened game state and the non-time-shortened game state may be the same.

[0240] In the above description, "An operating gate through which the game ball can pass [for example, a normal electric operating gate 228g], A first ball entry means [e.g., starting hole 231 in Special Drawing 1]; Ordinary electric devices [for example, electric chute], A control means (e.g., a main control unit 300), A gaming machine equipped with The control means is capable of controlling a gaming state, The normal electric device can be activated when the game ball passes through the activation gate, The first ball entry means is a ball entry means that can be achieved when the normal electric device is activated (for example, when the shutter member 2311 is advanced), The game states include a non-time-shortened game state, a first time-shortened game state [for example, an a1 time-shortened game state and / or a c time-shortened game state], and a second time-shortened game state [for example, an a2 time-shortened game state] in which a game ball is more likely to enter the first ball entry means than in the first time-shortened game state, When the normal electric device is activated based on the game ball passing through the activation gate, if the game state when determining the activation time is the non-time-reduction game state, the control means determines a first time value [for example, 44 ms in the non-time-reduction game state shown in FIG. 14(b)] as the activation time [for example, the opening time shown in FIG. 11(b)], When the normal electric device is activated based on the game ball passing through the activation gate, the control means determines a second time value [for example, 44 ms in the a1 time-shortening game state and the c time-shortening game state as shown in FIG. 14(b)] as the activation time when the game state when determining the activation time is the first time-shortening game state, When the normal electric device is activated based on the game ball passing through the activation gate, if the game state when determining the activation time is the second time-saving game state, the control means determines a third time value [for example, 5800 ms in the a2 time-saving game state as shown in FIG. 14(b)] as the activation time, the third time value is a longer time value than the first time value, the third time value is a longer time value than the second time value, the first time value and the second time value are the same time value; A gaming machine characterized by the above. He explained about:

[0241] In this gaming machine, in the first time-shortened gaming state, it is not desired to allow a gaming ball to enter the first ball entry means, and the normal electric device must be set to an operating mode that makes it as difficult as possible for a ball to enter. By setting the operating mode to be the same as in the non-time-shortened gaming state, it is possible to make it as difficult as possible for a ball to enter the first ball entry means, thereby ensuring game playability and preventing cheating (fraud). In addition, the operating time data can be shared between the non-time-shortened gaming state and the first time-shortened gaming state, which also reduces data volume.

[0242] Also, "When the normal electric device is activated based on the game ball passing through the activation gate in the non-time-reduction game state, the control means determines a fourth time value [for example, 500 ms in the non-time-reduction game state shown in FIG. 14(a)] as the time until the normal electric device starts to operate [for example, the start time shown in FIG. 11(b)], When the normal electric device is activated based on the game ball passing through the activation gate in the first time-shortened game state, the control means determines a fifth time value [for example, 500 ms in the a1 time-shortened game state shown in FIG. 14(a)] as the time until the normal electric device starts to operate, the fourth time value and the fifth time value are the same time value; A gaming machine characterized by the above. He explained about:

[0243] Also, "A second ball entry means [e.g., a normal starting hole 228] is provided, The control means may start a variable display of a normal symbol when a gaming ball enters the second ball entry means, The normal electric device is operable when a winning symbol is displayed in a stopped state in the variable display of the normal symbol. When the winning symbol is stopped and displayed in the non-time-reduction gaming state and the normal electric device is activated, the control means determines a sixth time value [for example, 24800 ms shown in FIG. 13(a-1)] as the time until the normal electric device starts to operate [for example, the winning start time shown in FIG. 11(a)], When the winning symbol is stopped and displayed in the first time-shortened game state and the normal electric device is activated, the control means determines a seventh time value [for example, 20 ms shown in FIG. 13(a-2)] as the time until the normal electric device starts to operate, the seventh time value is a time value shorter than the sixth time value, The normal electric device is operable when the game ball passes through the operation gate without executing the variable display of the normal symbol. A gaming machine characterized by the above. He explained about:

[0244] Also, "The second ball entry means is provided in the first game area (for example, the left-hand hitting area), The operating gate is provided in a second play area (e.g., a right-hand play area), The first gaming area is a gaming area in which it is recommended to let the gaming ball flow down in the non-time-reduction gaming state, The second game area is a game area in which it is recommended to let the game ball flow down in the first time-saving game state [for example, a1 time-saving game state], The second game area is a game area in which it is recommended to let the game ball flow down in the second time-saving game state [for example, a2 time-saving game state], The second game area is a game area provided with the first ball entry means [e.g., special figure 1 starting hole 231], the third ball entry means [e.g., special figure 2 starting hole 232], and a variable ball entry means [e.g., attacker unit 23] having a specific area [e.g., specific area 234v], The control means is capable of starting a big win game when a game ball passes through the specific area during a small win game, The control means may start a variable display of a first special symbol [for example, special symbol 1] when a game ball enters the first ball entry means, The control means may start a variable display of a second special symbol [for example, special symbol 2] when a game ball enters the third ball entry means, After a jackpot based on the variable display of the first special symbol [for example, a jackpot, a jackpot via a small jackpot], the game may enter the second time-saving game state [for example, an a2 time-saving game state (a time-saving game state where it is easy to score: 1G consecutive loop)] or the first time-saving game state [for example, an a1 time-saving game state (a time-saving game state where it is difficult to score)]. In the variable display of the first special symbol, the possibility of a small win is higher than a miss [for example, the miss shown in FIG. 9(a) includes 0%], A gaming machine characterized by the above. He explained about:

[0245] This gaming machine allows consecutive jackpots (1G consecutive) in a short period of time, and also provides new gameplay that allows for looping of 1G consecutive wins.

[0246] Figure 15 is a timing chart that explains the timing for determining the opening time of the normal electric device (electric chute) triggered by the normal electric gate. In this timing chart, time also passes from left to right on the diagram.

[0247] At the top of Figure 15, a timing chart showing the state of the detection signal output from the ball detection sensor installed in the normal operation gate 228g is shown. Below that, a timing chart showing the state of the detection signal output from the ball detection sensor installed in the special symbol 2 start port 232 located immediately below the normal operation gate 228g is shown. Further below that, a timing chart showing the operation and non-operation of the normal electric device is shown. In other words, the operation of the normal electric device corresponds to the state during the open time, and the non-operation of the normal electric device corresponds to a state other than the open time. Below the timing chart for the normal electric device, a timing chart showing the fluctuation and stop of special symbol 2 on the second special symbol display device 214 is shown. At the bottom, the game status is shown.

[0248] As described above, when the ball detection sensor detects a game ball passing through the normal power operation gate 228g, an ON-level detection signal is output to the main control unit 300. When the main control unit 300 receives this detection signal, it determines the start time (OP time) according to the current game state in the normal game state update process (step S221) in the main control unit timer interrupt process. That is, it determines the start time (OP time) according to the game state after the game ball passes through the normal power operation gate 228g, more specifically, the game state when the game ball passes through the normal power operation gate 228g. As shown in FIG. 14(a), in this embodiment, the start time (OP time) is 500 ms regardless of the game state.

[0249] Because the special symbol 2 start port 232 is located directly below the normal power gate 228g, a game ball passing through the normal power gate 228g immediately enters the special symbol 2 start port 232 and is detected by a ball detection sensor installed in the special symbol 2 start port 232, initiating the variable display of the special symbol 2. In other words, the special symbol 2 start port 232 is positioned so that a game ball can enter after passing through the normal power gate 228g and before the normal power device begins to operate. As described above, in the a time-saving game state (a1 time-saving game state or the a2 time-saving game state after winning special symbols b and c in the time-saving game state), where winning is difficult, the time-saving game state ends when the variable display of the special symbol 2 begins, and the game transitions to a non-time-saving game state. Therefore, as shown in Figure 15, even if the game state at the start of the start time is a time-saving game state, the game state at the end of the start time may be a non-time-saving game state. Therefore, in this embodiment, the game state when determining the opening time of the normal electric device is not the game state at the timing referenced when determining the start time, but the game state after the opening time has elapsed, more specifically, the game state when the normal electric device starts to operate. Therefore, in the case of Figure 15, the opening time is determined to be 44 ms (see Figure 14(b)), which is the opening time corresponding to the non-time-saving game state. By doing so, the opening time can be guaranteed to be in line with the current situation, and the winning rate for the first special symbol starting port 231 can be properly controlled.

[0250] In the above description, "An operating gate through which game balls can pass [for example, a normal electric operating gate 228g], Ordinary electric devices [for example, electric chute], A control means (e.g., a main control unit 300), A gaming machine equipped with The normal electric device operates for a second period (for example, the opening time shown in FIG. 12) after a first period (for example, the start time (OP time) shown in FIG. 12) has elapsed when a game ball passes through the operating gate, The control means determines the length of the first period (for example, by using the judgment table shown in FIG. 14(a)) by referring to the game state when the game ball passes through the operating gate (for example, the game state after receiving the detection signal output from the ball detection sensor of the normal power operating gate 228g: time-shortened game state). The control means determines the length of the second period by referring to the game state when the normal electric device starts to operate (for example, the game state immediately before the operation of the normal electric device: time-saving game state) among the multiple game states (for example, by using the judgment table shown in Figure 14(b)). A gaming machine characterized by the above. He explained about:

[0251] According to this gaming machine, the rate at which balls enter the normal electric device can be controlled, thereby ensuring playability.

[0252] Also, "The first ball entry means [for example, starting hole 231 in Special Drawing 1], A third ball entry means [e.g., Special Drawing 2 starting hole 232]; Equipped with The first ball entry means is capable of entering the ball when the normal electric device is activated, The control means may start a variable display of a second special symbol [for example, special symbol 2] when a game ball enters the third ball entry means, The multiple types of game states include a non-time-saving game state and a second time-saving game state [for example, a2 time-saving game state], The second time-shortened game state is a time-shortened game state that may end when the first variable display of a special symbol [for example, a special symbol] begins after the second time-shortened game state is set [for example, when a jackpot is won with special symbol D shown in Figure 9(c)], or when the variable display of a special symbol begins a certain number of times [for example, five or two times] after the second time-shortened game state is set [for example, when a jackpot is won with special symbol B or special symbol C shown in Figure 9(c)]. When the game state when the normal electric device starts to operate is the non-time-shortened game state, the control means determines the length of the second period to be shorter than when the game state when the normal electric device starts to operate is the second time-shortened game state [for example, FIG. 14(b)], The actuation gate is provided upstream of the third ball entry means (e.g., immediately above the third ball entry means). A gaming machine characterized by the above. He also explained.

[0253] With this gaming machine, even in the same second time-saving game state, by changing the ending conditions, it is possible to create a state in which the ball can be scored into the first ball scoring means, and a state in which the second time-saving game state ends without the ball scoring into the first ball scoring means, thereby controlling the rate at which the ball scores into the first ball scoring means.

[0254] In addition, the third ball entry means may be provided at a position where the game ball can enter the machine after passing through the operating gate and before the normal electric device has finished operating.

[0255] Figure 16 is a timing chart for explaining a technique for ensuring the fixed stop time of the normal symbol shown in Figure 12(d). In this timing chart, time also passes from left to right in the diagram.

[0256] Figure 16(a) is a diagram explaining the problems with pachinko machines that do not incorporate the above-mentioned innovations, while Figure 16(b) below it explains how the above-mentioned problems are resolved by incorporating the above-mentioned innovations. At the top of both figures is a timing chart showing the fluctuation and stoppage of the normal symbols on the normal symbol display device 210, and below that is a timing chart showing the state of the detection signal output from the ball detection sensor installed in the normal electric operation gate 228g. Furthermore, at the bottom of both figures is a timing chart showing the operation and stoppage of the normal electric device (electric chute). In other words, the operation of the normal electric device corresponds to the state during the opening time, and the stoppage of the normal electric device corresponds to the state outside the opening time.

[0257] The normal map display device 210 can begin displaying the normal map's changing pattern when the normal electric device (electric chute) finishes operating. As described below, if a gaming ball passes through the normal electric operation gate 228g while the normal map's changing pattern is being displayed, the display of that normal map's changing pattern is interrupted. However, if a gaming ball passes through the normal electric operation gate 228g while the normal map is in a fixed stop state, the fixed stop state continues. However, if a normal map is reserved, as shown in Figure 16(a), the fixed stop state of the normal map ends and the display of the normal map's changing pattern begins when the opening time of the normal electric device has elapsed, even before the fixed stop time (500 ms) has elapsed. This can cause problems if the player is distracted by the operation of the normal electric device (electric chute) and misses the fixed display of the normal map. Conversely, if the player is distracted by the fixed display of the normal map and misses the operation of the normal electric device, this can also be problematic.

[0258] Therefore, in the pachinko machine 100 of this embodiment, the time length from when the ball detection sensor installed in the normal operation gate 228g outputs a detection signal to when the opening time of the normal electric device ends, i.e., the time length L from when the player passes through the normal operation gate 228g to when the operation of the normal electric device ends, is set to be longer than the normal device's confirmation stop time (500 ms). This time length L is the total time length of the start time (500 ms) of the normal electric device triggered by the normal operation gate + the shortest opening time (44 ms) of the normal electric device triggered by the normal operation gate. By doing so, the timing when the operation of the normal electric device ends is after the normal device's confirmation stop has ended, reducing the risk that the player will miss the confirmation display of the normal device or the operation of the normal electric device. Furthermore, if the time length from when a detection signal is output from the ball detection sensor installed in the normal electric operation gate 228g to when the opening time of the normal electric device begins, that is, the time length OP from when the game ball passes through the normal electric operation gate 228g to when the normal electric device begins to operate, is set to be longer than the normal device confirmation stop time, there will be no overlap between the period when the normal device confirmation display is on and the period when the normal electric device is operating, and the two will be able to be clearly seen separately.

[0259] In the above explanation, the fixed stop time of the normal map was < the start time + opening time of the normal electric device triggered by the normal electric gate, but it could also be the fixed stop time of the normal map ≦ the start time + opening time of the normal electric device triggered by the normal electric gate, or the fixed stop time of the normal map ≦ the start time + opening time + closing time of the normal electric device triggered by the normal electric gate, or the fixed stop time of the normal map ≦ the start time of the normal electric device triggered by the normal electric gate, or the fixed stop time of the normal map ≦ the opening time. Or it could be the fixed stop time of the normal map ≦ the closing time.

[0260] In the above description, "An operating gate through which game balls can pass [for example, a normal electric operating gate 228g], Ordinary electric devices [for example, electric chute], a second entry means [e.g., a general entry hole 228]; A control means (e.g., a main control unit 300), A gaming machine equipped with The control means may start a variable display of a normal symbol when a gaming ball enters the second ball entry means, The normal electric device can be activated when the game ball passes through the activation gate, The variable display of the normal pattern is a variable display that can start when the operation of the normal electric role is completed, The normal electric device has a time length from when the game ball passes through the operating gate to when it finishes operating [for example, the time length from when a detection signal is output from the ball detection sensor provided in the normal electric operating gate 228g to when the opening time of the normal electric device ends] (hereinafter referred to as the "first time length"). It is longer than the time length from when the variable display of the normal symbol ends and the stop display is performed [for example, the fixed stop time of the normal symbol (500 ms)] (hereinafter referred to as the "second time length"). A gaming machine characterized by the above. He explained about:

[0261] According to this gaming machine, by making the first time length longer than the second time length, it is possible to confirm both the operation of the normal electric device and the display of the stopped normal symbol. If the first time length were shorter than the second time length, there is a risk that the player will be distracted by the operation of the normal electric device and miss the display of the stopped normal symbol, or conversely, there is a risk that the player will be distracted by the display of the stopped normal symbol and miss the operation of the normal electric device.

[0262] Also, "The control means is capable of controlling the gaming state, The gaming state includes a non-time-saving gaming state and a time-saving gaming state, The normal electric device has a first time length [for example, start time (500 ms) + opening time] longer than the second time length [for example, the fixed stop time of the normal figure (500 ms)] whether in the non-time-saving game state or the time-saving game state [for example, the start time = the fixed stop time of the normal figure regardless of the game state, so it is always longer by the opening time]. A gaming machine characterized by the above. He also explained.

[0263] Also, "The normal electric device will not start operating even if the game ball passes through the operating gate while the variable display of the normal symbol has finished and the stop display of the winning symbol is being displayed [for example, while the winning symbol is being confirmed and stopped] [for example, the normal symbol winning is invalid when the normal symbol is confirmed and stopped as shown in Figure 14(c)]. The normal electric device starts operating when the game ball passes through the operating gate while the variable display of the normal symbol has finished and the stop display of the losing symbol is being displayed [for example, while the losing symbol is fixed and stopped] [for example, when the normal symbol is fixed and stopped as shown in Figure 14(c), the normal symbol miss is valid]. A gaming machine characterized by the above. He also explained.

[0264] Also, as shown in FIG. 14(b), the closing time of the shutter member 2311 of the normal symbol electric device when the normal symbol activation gate is triggered is the same as the closing time when the normal symbol is triggered, 56 ms, regardless of the game state. In other words, the closing time is the same in the non-time-saving game state, the a1 time-saving game state, and the c time-saving game state. As such, since the closing time does not change depending on the game state, it may be determined when determining the opening time. However, the main control unit 300 may determine the closing time in the normal symbol state update process (step S221) in the main control unit timer interrupt process once the opening time has elapsed.

[0265] In the operation of the normal electric device (electric chute) triggered by the normal electric gate in Figure 11 (b), unlike the operation of the normal electric device triggered by the normal pattern, no winning end time is set, but it is also possible to set a winning end time of 500 ms that is common to all game states.

[0266] In addition, when referring to the operating time of a normal electric device (electric chute), it may be the opening time only, or the opening time plus both the opening time (such as the start time or start time of a win) and the closing time, or it may be the time plus only one of the two times. Alternatively, it may be the opening time + opening time + closing time + winning end time, or the opening time + closing time + winning end time. In other words, it is sufficient as long as it includes at least the opening time.

[0267] Next, with reference to FIG. 14(c), the handling of the gaming ball when it passes through the normal power operation gate 228g will be described.

[0268] FIG. 14(c) is a diagram showing how the gaming ball is handled when it passes through the normal power operation gate 228g.

[0269] The processing states of the normal electric operation gate 228g include the standby state of the normal electric operation gate 228g (the state before passing through the normal electric operation gate 228g), normal electric OP (the state during the opening time in Figure 11(b)), the normal electric device in operation (the state during the opening time in Figure 11(b)), and the end of operation of the normal electric device (the state during the closing time in Figure 11(b)).

[0270] Also, in this explanation, the relationship with the normal symbol processing state based on winning the normal symbol starting hole 228 will be explained. The normal symbol processing state includes a normal symbol waiting state (the state before winning the normal symbol starting hole 228), a normal symbol changing state (the state of the changing time in FIG. 11(a)), a normal symbol fixed stop state (the state of the fixed stop time in FIG. 11(a)), a normal power OP (the state of the winning start time in FIG. 11(a)), a normal symbol electric device in operation (the state of the opening time in FIG. 11(a)), the normal symbol electric device operation end (the state of the closing time in FIG. 11(a)), and a normal power ED (the state of the winning end time in FIG. 11(a)). Also, in FIG. 14(a), the results of the lottery for the normal symbol executed by the ball entering the normal symbol starting hole 228 are summarized in the cases of winning and losing.

[0271] When the normal power operation gate 228g is in a standby state and a game ball passes through the normal power operation gate 228g in a normal pattern standby state or a normal pattern changing state, the passage is treated as valid.

[0272] When the normal power operation gate 228g is in a standby state and a game ball passes through the normal power operation gate 228g in a state where a winning normal symbol is displayed, the passing is treated as invalid. In other words, a winning normal symbol lottery is given priority. On the other hand, when a game ball passes through the normal power operation gate 228g in a state where a losing normal symbol is displayed, the passing is treated as valid.

[0273] In the normal OP, normal electric device operation, normal electric device operation end, and normal ED, the normal pattern is a winning symbol, so the game ball that passed through the normal electric operation gate 228g is treated as invalid. In other words, the operation of the electric chute due to a winning normal lottery currently being held takes priority. Note that there are no losses in the normal OP, normal electric device operation, normal electric device operation end, and normal ED, so they are marked with a diagonal line.

[0274] In addition, when the processing state of the normal electric operation gate 228g is normal electric OP, normal electric accessory in operation, or normal electric accessory operation finished, regardless of the processing state of the normal pattern, the passage of the game ball that passed through the normal electric operation gate 228g is treated as invalid. In other words, when the electric chute is in operation based on the passage through the normal electric operation gate 228g, the next passage through the normal electric operation gate 228g is treated as invalid.

[0275] Next, referring to Figure 14(d), we will explain how to handle Special Drawings 1 and 2 when they are fluctuating simultaneously.

[0276] Figure 14(d) is a diagram showing how special drawings 1 and 2 are handled when special drawings 1 and 2 are fluctuating simultaneously.

[0277] The diagonal lines in Figure 14(d) represent combinations that are impossible in the first place. As mentioned above, there are no misses on Special Chart 1. Also, if Special Chart 2 lands on Special Chart 1 during a jackpot fluctuation, the jackpot will not be selected on Special Chart 1 and it will be a miss, and if Special Chart 1 lands on Special Chart 2 during a jackpot fluctuation, the jackpot will not be selected on Special Chart 2 and it will be a miss. Therefore, it is impossible for Special Chart 1 and Special Chart 2 to be jackpots at the same time. Also, the horizontal bar display indicates that special control will not be executed.

[0278] As shown in Figure 14(d), if Special Chart 1 stops displaying a jackpot or small jackpot while both Special Chart 1 and Special Chart 2 are displaying a jackpot, the display result of Special Chart 2 during the jackpot display is discarded and a losing symbol is displayed. Also, for example, if Special Chart 1 wins during the jackpot display of Special Chart 2, a jackpot will not be selected on Special Chart 1 and it will become a miss, so a losing symbol will be displayed on Special Chart 1 and the jackpot Special Chart 2 will continue to display as usual. As will be described later, when a jackpot symbol is displayed as a missing symbol on Special Chart 2, the display of the missing Special Chart 1 will be interrupted. Then, after the jackpot game ends, the display of the missing Special Chart 1 will resume, and the display of the missing Special Chart 1 may begin with the display of the missing Special Chart 1 having resumed. In this case, when a missing symbol is displayed as a missing symbol on Special Chart 1, the display of the missing Special Chart 2 will continue to display as usual.

[0279] On the other hand, if Special Chart 2 stops displaying due to a big or small hit while both Special Chart 1 and Special Chart 2 are being displayed, Special Chart 1 will be interrupted during the variable display, and the variable display will resume when the big or small hit game ends. Note that the time-saving pattern selected only for Special Chart 2 in the time-saving game mode will not be interrupted.

[0280] Next, referring to Figure 14 (e), we will explain how to handle the situation when a gaming ball passes through the normal power operation gate 228g while the normal map is being displayed in a changing state.

[0281] Figure 14(e) is a diagram showing how to handle the situation when a game ball passes through the normal power operation gate 228g while the normal map is being displayed in a changing state.

[0282] As shown in Figure 14(e), if a game ball enters the normal map starting port 228 and passes through the normal electric operation gate 228g while the normal map is being displayed, the normal map being displayed will be interrupted regardless of the display result, and the display of the normal map will resume when the opening and closing operation of the shutter member 2311 of the electric chute based on the passage of the game ball through the normal electric operation gate 228g is completed.

[0283] Next, the processing of the first sub-control unit 400 will be explained. Figure 17(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. First, in step S301 of Figure 17(a), various initial settings are performed. When the power is turned on, the initialization processing is first performed in step S301. This initialization processing includes initial settings of the input / output ports and initialization processing of the memory area in RAM 408.

[0284] In step S303, which follows step S301, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S305. In step S305, 0 is assigned to the timer variable.

[0285] In step S307, which follows step S305, command processing is performed. The CPU 404 of the first sub-control unit 400 determines whether or not a command has been received from the main control unit 300.

[0286] In step S309, which follows step S307, a performance control process is performed. For example, if a new command is received in step S307, the performance data corresponding to this command is read from ROM 406, and if the performance data needs to be updated, the performance data is updated.

[0287] In step S311, which follows step S309, a chance button control process is performed. In the chance button control process, operation of the effect button 136 or the operation key unit 190 is detected, and in accordance with the detection result, the effect data updated in step S309 is changed to effect data corresponding to the operation of the effect button 136 or the operation key unit 190.

[0288] In step S313, which follows step S311, sound control processing is performed. In the sound control processing, if there is a command to the sound source IC 416 in the performance data read in step S309, this command is output to the sound source IC 416.

[0289] In step S315, which follows step S313, lamp control processing is performed. In the lamp control processing, if the performance data read in step S309 includes commands for the various lamps 442 and 452, these commands are output to the game board lamp drive circuit 440 and the game table frame lamp drive circuit 450.

[0290] In step S317, which follows step S315, a movable body control process is performed. For example, if the performance data read in step S309 includes a command for the first performance movable unit 7 at the top shown in FIG. 3 or the second performance movable unit 8 hidden at the rear, this command is output to the drive circuit 422.

[0291] In step S319, which follows step S317, information transmission processing is performed. In the information transmission processing, if the performance data read in step S309 contains a control command to be sent to the second sub-control unit 500, settings are made to output this control command. Then, processing returns to step S303.

[0292] Figure 17(b) is a flowchart of the first sub-control unit command reception interrupt processing (strobe interrupt processing) executed by the CPU 404 of the first sub-control unit 400. This command reception interrupt processing is executed when the first sub-control unit 400 detects a strobe signal from the main control unit 300. In step S331 of the command reception interrupt processing, the command received from the main control unit 300 is stored as an unprocessed command in a command memory area provided in the RAM 408.

[0293] Figure 17(c) is a flowchart of the first sub-control unit timer interrupt processing executed by the CPU 404 of the first sub-control unit 400. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and executes the timer interrupt processing at the predetermined period in response to this timer interrupt. In step S341 of the first sub-control unit timer interrupt processing, 1 is added to the value of the timer variable storage area of RAM 408 described in step S303 of the first sub-control unit main processing, and the value is stored in the original timer variable storage area. Therefore, in step S303, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).

[0294] In step S343, which follows step S341, the control command set in the information transmission process (step S319) of the first sub-control unit main processing is sent to the second sub-control unit 500, and other processes such as updating random number values for performance are performed.

[0295] Next, the processing of the second sub-control unit 500 will be explained. Figure 18(a) is a flowchart of the main processing executed by the CPU (not shown) of the second sub-control unit 500. First, in step S401 of Figure 18(a), various initial settings are performed. When the power is turned on, the initialization processing is first performed in step S401. This initialization processing includes initial settings of the input / output ports and initialization processing of the memory area in RAM (not shown).

[0296] In step S403, which follows step S401, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S405. In step S405, 0 is substituted into the timer variable.

[0297] In step S407, which follows step S405, command processing is performed. The CPU of the second sub-control unit 500 determines whether or not a command has been received from the first sub-control unit 400.

[0298] In step S409, which follows step S407, a performance control process is performed. For example, if a new command is received in step S407, the performance data corresponding to this command (performance data by the decorative pattern display device 208) is read from a ROM (not shown), and if the performance data needs to be updated, the performance data is updated.

[0299] In step S411, which follows step S409, image control processing is performed. In the image control processing, if the performance data read in step S409 contains a command to VDP 516, this command is output to VDP 516 (details will be described later). Then, the process returns to step S403.

[0300] Figure 18(b) is a flowchart of the command reception interrupt processing executed by the CPU of the second sub-control unit 500. This command reception interrupt processing is executed when the second sub-control unit 500 detects a strobe signal from the first sub-control unit 400. In step S431 of the command reception interrupt processing, the command received from the first sub-control unit 400 is stored as an unprocessed command in a command memory area provided in RAM.

[0301] Figure 18(c) is a flowchart of the timer interrupt processing executed by the CPU of the second sub-control unit 500. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and executes the timer interrupt processing at the predetermined period in response to this timer interrupt. In step S441 of the timer interrupt processing, 1 is added to the value of the timer variable storage area in RAM described in step S403 of the second sub-control unit main processing, and the result is stored in the original timer variable storage area. Therefore, in step S403, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10). In step S443, which is the next step after step S441, other processing such as updating random number values for presentation purposes is performed.

[0302] FIG. 18(d) is a flowchart of the image control process in step S411 of the second sub-control unit main process. In step S451, an instruction to transfer image data (movie data and texture data, described later) is issued. Here, the CPU 504 first swaps the designation of the drawing areas of frame buffer 1 and frame buffer 2 of the VRAM 518. As a result, one frame of image stored in the frame buffer not designated as the drawing area is displayed on the decorative pattern display device 208. Next, the CPU 504 sets the ROM coordinates (the source address in ROM 506), the VRAM coordinates (the destination address in VRAM 518), etc. in the attribute register of the VDP 516 based on the position information table, and then sets a command to start transferring image data from ROM 506 to VRAM 518. The VDP 516 transfers the image data from ROM 506 to VRAM 518 based on the command set in the attribute register. Thereafter, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.

[0303] In step S453, which is the next step after step S451, it is determined whether or not a transfer end interrupt signal has been input from VDP516. If a transfer end interrupt signal has been input (step S453: Yes), the process proceeds to step S455; if not (step S453: No), the process waits for the transfer end interrupt signal to be input.

[0304] In step S455, parameters are set based on the rendering scenario configuration table, attribute data, etc. Here, CPU 504 instructs VDP 516 on information about the image data that constitutes the display image (such as coordinate axes of VRAM 518, image size, and VRAM coordinates (placement coordinates)) in order to form a display image in frame buffer 1 or 2 of VRAM 518 based on the image data transferred to VRAM 518 in step S451. VDP 516 sets parameters in accordance with the attributes based on the command stored in the attribute register.

[0305] In step S457, which follows step S455, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing an image in the frame buffer in accordance with the instruction from the CPU 504.

[0306] In step S459, the step after step S457, it is determined whether a generation end interrupt signal has been input from VDP 516 based on the completion of image drawing.If a generation end interrupt signal has been input (step S459: Yes), proceed to step S461; if not (step S459: No), wait for the generation end interrupt signal to be input.

[0307] In step S461, a scene display counter, which is set in a predetermined area of the RAM 508 and counts how many scene images have been generated, is incremented (+1), and the process ends.

[0308] Next, the flow of a game according to this embodiment will be described with reference to Figure 19. Note that the flow of a normal game is described here, and irregular flows may not be described.

[0309] The first game state is (1) the normal game state, i.e., the non-time-saving state. In this game state, left-handed play is recommended, and the gameplay is centered around the display of the normal map by the entry of the game ball into the normal map start hole 228.

[0310] Then, when the result of the normal map change display shows a win (normal map A), (A) (2) the normal map win game is executed, and the shutter member 2311 of the special map 1 starting port 231 advances for a predetermined time as described above.

[0311] In a normal winning game, when a game ball enters the special winning starting hole 231 (B), the variable display of the special winning hole 1 starts, and a big win or small win symbol is displayed. Here, when a small win symbol is displayed, the first variable winning hole 234 opens, and the game ball can enter, and when the game ball that entered the first variable winning hole 234 passes through the specific area 234v (3), a big win occurs, and the big win game begins. On the other hand, when a big win symbol is displayed, a big win occurs without the first variable winning hole 234 being opened, and the big win game begins.

[0312] When the first jackpot game ends, the game will transition to one of two routes depending on the symbol on Special Chart 1. Specifically, if "Special Chart D" appears on Special Chart 1, indicating a small jackpot, and if the small jackpot leads to a jackpot, after the jackpot game related to that jackpot ends, (C) the game will not transition to the time-saving game state, but will transition to (1) the normal game state. If a jackpot is achieved with any other symbol, when the jackpot game related to that jackpot ends, (D) the game will transition to the a2 time-saving game state described above (4), which makes it easier to win at Special Chart 1 starting hole 231, and the game ball will immediately pass through the normal power operation gate 228g, making it possible to win at Special Chart 1 starting hole 231 without going through a symbol change. In the a2 time-saving game state, the fluctuation time of special chart 1 is the shortest among the multiple types of fluctuation times (i.e., a fluctuation time shorter than that of special chart 2 (for example, 0.2 seconds)), so the fluctuation display result of special chart 1 is displayed in priority to special chart 2 (E), and (5) a big hit or small hit occurs in a short time. As a result, two big hit games may be played seamlessly. In the a2 time-saving game state, there may be multiple fluctuation times of special chart 1, or there may be only one, but in either case, it is sufficient that the fluctuation time is shorter than any of the fluctuation times of the multiple special charts 2. It is also sufficient that the fluctuation time is shorter than any of the fluctuation times of the multiple normal charts. In addition, if there are multiple fluctuation times of special chart 1, the average of the fluctuation times of the multiple special charts 1 may be shorter than the average of the fluctuation times of the multiple special charts 2 (normal charts).

[0313] When the second or subsequent jackpot play ends, the game will transition to one of two routes depending on the symbol on Special Chart 1. In this case, the special chart judgment table for jackpots and sudden time-saving wins in the time-saving play state a or the special chart judgment table for small wins in the time-saving play state a shown in Figures 9(c) and 10(b) is referenced. Specifically, if "Special Chart A" appears on Special Chart 1 and a jackpot is reached, or if "Special Chart A" appears and a small win is reached, and the jackpot is reached via the small win, when the jackpot play ends (F), the game will transition to (6) a2 time-saving play, and this will continue until the symbol change display on Special Chart 1 starts five times or the symbol change display on Special Chart 2 starts twice. In this case, too, the game enters a time-saving game state in which it is easy for the game ball to land on Special Chart 1, so the variable display result of Special Chart 1 is displayed in priority to Special Chart 2 (G), and (5) a big hit or small hit occurs again in a short period of time (1G consecutive).

[0314] On the other hand, if "Special Chart B" or "Special Chart C" appears on Special Chart 1, indicating a small win, and then a jackpot is reached via the small win. When the jackpot play ends (H), the game transitions to the (7) a2 time-saving play state, which continues until either the symbol change display for Special Chart 1 begins once or the symbol change display for Special Chart 2 begins once. In most cases, Special Chart 2 is reserved during the jackpot, so when the first symbol change display for Special Chart 2 begins, the a2 time-saving play state ends (I), and the game transitions to the (8) normal play state. However, since the symbol change display for Special Chart 2 during play is determined by lottery in the a time-saving play state, the time-saving symbol is almost always selected, as shown in Figure 9(a). Therefore, when the symbol change display for Special Chart 2 results in the time-saving symbol (Special Chart E) appearing (J), the game transitions to the (9) c time-saving play state, RUSH. In addition, if "Special Chart d" is displayed on Special Chart 1, resulting in a small win, and then a big win occurs via that small win, when that big win game ends (H), (7) the game will transition to the a1 time-saving game state, which will continue until the pattern change display of Special Chart 1 starts once or the pattern change display of Special Chart 2 starts once. In other words, the same operation as the a2 time-saving game state that is transitioned to after the big win game that was transitioned to due to the display of "Special Chart b" or "Special Chart c" ends will be performed.

[0315] In the c time-saving game state (RUSH state), the gameplay is centered around the symbol change display of special symbol 2. The c time-saving game state continues until the symbol change display of special symbol 1 begins once or the symbol change display of special symbol 2 begins 144 times. Therefore, in the c time-saving game state, the special symbol judgment table for a jackpot or sudden time-saving win in the c time-saving game state shown in Figures 9(d) and 10(c) or the special symbol judgment table for a small win in the c time-saving game state is referenced until the symbol change display of special symbol 2 begins 144 times. Specifically, if "Special Symbol B" or "Special Symbol C" appears on special symbol 2 and a jackpot is reached (N), a 10R jackpot game is executed (3). When the jackpot game ends (D), the game transitions to the a2 time-saving game state (4), and the game continues until the symbol change display of special symbol 1 begins five times or the symbol change display of special symbol 2 begins twice.

[0316] On the other hand, if "Special Chart D" appears on Special Chart 2 and a jackpot is reached, or if "Special Chart e," "Special Chart f," or "Special Chart g" appears and a small jackpot is reached, and a 10R or 2R jackpot is reached via the small jackpot (K), (10) when the jackpot game ends (L), (7) the a1 time-saving game state will be entered, and this will continue until the symbol change display of Special Chart 1 begins once or the symbol change display of Special Chart 2 begins once (I), after which (8) the game will enter the normal game state. As mentioned above, in this normal game state, the symbol change display of Special Chart 2, which is the trigger that ends the a1 time-saving game state, is usually executed, and Special Chart E will be selected as the result of the jackpot lottery for Special Chart 2 (unless it is a jackpot), and the game will immediately enter the c time-saving game state (J). In addition, when the 144th pattern change display by special chart 2 ends in the c time-saving game state, the c time-saving game state ends (M) and transitions to the normal game state (1).

[0317] In the flow of play according to this embodiment described above, in the normal game state, the game is centered on the variable display of the normal symbol, in the c time-saving game state (RUSH state), the game is centered on the variable display of special 2, and when a normal symbol wins in the normal game state or when the normal symbol passes through the normal electric operating gate 228g (1G consecutive) in the a2 time-saving game state where the number of time-saving times is set to 5 (special symbol 1), that is, when the shutter member 2311 is opened in a manner that allows entry into the special symbol 1 starting port 231, the game is centered on the variable display of special symbol 1.

[0318] Next, a specific example of the effects executed in the pachinko machine 100 according to this embodiment will be described.

[0319] FIG. 20 is a diagram showing an example of a staged effect centered on the decorative symbol display device 208 of the pachinko machine of this embodiment.

[0320] Figure 20 shows a decorative pattern display device 208, a normal pattern display device 210, a first special pattern display device 212, a second special pattern display device 214, a normal pattern hold lamp 216, and a special pattern 2 hold lamp 220.

[0321] The decorative symbol display device 208 shown in FIG. 20(a) displays a static combination of decorative symbols "Decoration 4-Decoration 1-Decoration 7." Note that the background here is not displayed, but a default background image, which will be described later, is displayed. In the following description, when the background is not displayed, the default background image is displayed unless otherwise specified. Note that various background images different from the default background image (for example, a background image according to the mode, etc.) may be displayed.

[0322] The decorative pattern display device 208 has a fourth pattern display area 284 in the upper right corner. The fourth pattern display area 284 is an area for notifying whether a pattern is changing (or a pattern is stopped), and from the top, it is an area for notifying whether a pattern is changing for a normal pattern, an area for notifying whether a pattern is changing for a special pattern 1, and an area for notifying whether a pattern is changing for a special pattern 2. When a normal pattern is stopped, a circle or cross symbol is displayed lit up, but when a normal pattern is changing, a "-" symbol is displayed flashing. When a special pattern 1 is stopped, a circle or cross symbol is displayed lit up, but when a special pattern 1 is changing, a "-" symbol is displayed flashing. When a special pattern 2 is stopped, a circle, cross or triangle symbol is displayed lit up, but when a special pattern 2 is changing, a "-" symbol is displayed flashing. In this way, the fourth symbol not only has a different display position but also a different display mode (here, shape), so that the player can distinguish it at a glance. Note that by changing the display mode, lighting mode, or blinking mode of the fourth symbol, a pre-reading notice may be given.

[0323] In addition, the decorative pattern display device 208 has a variable icon display area 280 at the bottom center of the performance display area 208d.

[0324] Furthermore, the control state (game state) shown in Fig. 20 is a non-time-saving game state. In this non-time-saving game state, the decorative pattern display device 208 has a normal reserved icon display area 281 provided to the left of the variable icon display area 280. Note that, in the decorative pattern display device 208 in the non-time-saving game state, the reserved icon display area for special pattern 1 and special pattern 2 is omitted, but the reserved icon display area for special pattern 1 and special pattern 2 may be provided.

[0325] The regular map hold icon display area 281 displays hold icons representing regular map holds. The number of regular map holds is represented by the number of regular map hold icons in addition to the number of lit regular map hold lamps 216, and the number of special map 2 hold lamps is represented by the number of lit special map 2 hold lamps 220. The number of special map 2 hold icons may also be displayed. That is, the hold icons correspond to the start information stored in RAM 308 of the main control unit 300. Hereinafter, the hold icon corresponding to the oldest start information (oldest winning) may be referred to as the first hold icon, and the hold icon corresponding to the second oldest start information may be referred to as the second hold icon. In the regular map hold icon display area 281, hold icons are displayed side by side, with the hold icon on the right being the oldest hold icon. In this embodiment, special map 1 is not held, so hold icons are not displayed, but they may be displayed.

[0326] In Figure 20(a), two regular map hold icons h11 and h12 are displayed in the regular map hold icon display area 281, and these two regular map hold icons h11 and h12 are both displayed in the default display mode (round, patternless, and white display mode). In other words, the default hold icon for regular maps is a round hold icon. In Figure 20(a), to make it easier to understand that four hold icons are displayed in the regular map hold icon display area 281, hold icons that are not actually displayed are also shown with dotted lines.

[0327] On the other hand, no hold icons are displayed in the hold icon display area of special chart 2. This is because, as described above, the control state (game state) shown in Figure 20 is a non-time-saving game state, and therefore, winning into the special chart 2 start port 232 is not recommended.

[0328] In the pachinko machine 100 of this embodiment, depending on the control state (game state), the reserved icon display area that is more likely to result in a win is displayed between the normal map and the special map 2. That is, when the control state is a non-time-saving game state, as shown in FIG. 20(a), the reserved icon display area 281 of the normal map is displayed in the effect display area 208d, and when the control state is a time-saving game state, conversely, the reserved icon display area 282 of the special map 2 may be displayed.

[0329] Although not shown here, the default display mode of the hold icon in the regular drawing and the default display mode of the hold icon in the special drawing 2 may be the same, or may be different display modes.

[0330] In this embodiment, the display of the pattern change of the normal or special pattern begins in the following order: change begins on the special pattern display device or normal pattern display device → the fourth pattern starts flashing or goes out → the animation of the pending icon starts moving or disappears → the decorative pattern starts changing, but this order may be reversed.

[0331] In Figure 20(b), the display of the pattern change on the normal map begins, the pattern change on the normal map display device 210 begins, and the fourth pattern is even turned off, but no change has yet occurred in the hold icon or decorative pattern.

[0332] In Figure 20 (c), the animation of the movement of the reserved icons h11 and h12 of the normal map has begun. In this movement animation, the reserved icon (the reserved icon targeted for this pattern change) that was in the display position of the first reserved icon h11 begins to move toward the variable icon display area 280, and the reserved icon that was in the display position of the second reserved icon h12 begins to move toward the display position of the first reserved icon h11 of the normal map. At this stage, the display of the decorative pattern change has not begun.

[0333] In Figure 20(d), the movement animation continues, and in the same figure (e), the reserved icon that was the first reserved icon h11 before the change started reaches the variable icon display area 280 and is displayed as the variable icon h0, and the reserved icon that was the second reserved icon h12 before the change started reaches the display position of the first reserved icon h11 and is displayed as the first reserved icon h11, but even at this stage, the display of the decorative pattern change has not yet begun. Note that, when the pattern change in the general display device 210 starts, the reserved icon that was the first reserved icon h11 may be viewed as the variable icon h0, or the reserved icon that was the second reserved icon h12 may be viewed as the first reserved icon h11.

[0334] Then, the display of the decorative symbols begins to change as shown in FIG. 20(f).

[0335] When the decorative symbol display device 208 begins displaying the decorative symbol variation, an operation prompt notification image 136P is displayed on the display device 208, prompting the player to press the effect button 136 within the valid period, as shown in FIG. 20(g). This operation prompt notification image 136P displays an image 136P1 of the effect button 136 and a remaining time display bar 136P2 indicating the remaining time of the valid period to the right of the main character image. Although the decorative symbol variation display is obscured by the operation prompt notification image 136P, the player can recognize that the special symbol is varying due to the fourth symbol 284, etc. The display position of the decorative symbol may be moved to a position that does not overlap with the operation prompt notification image 136P so that the decorative symbol is not obscured.

[0336] In the remaining time display bar 136P2 shown in Figure 20(h), the valid period is decreasing, and in Figure 20(i), the player is pressing the effect button 136. When the effect button 136 is pressed within the valid period, as shown in Figure 20(j), a reach state entry notice image 2071 is displayed on the decorative pattern display device 208 in place of the operation prompt notification image 136P. In the reach state entry notice image 2071, the words "It's your chance!!" are displayed to the right of the main character image.

[0337] In Fig. 20(k), the reach state entry notice image 2071 disappears, the variable display of the decorative symbols becomes visible, and then the reach state is entered as shown in Fig. 20(l). Note that even if the reach state entry notice image 207 is displayed, there are cases where the reach state is not entered, but it may be set to always be entered.

[0338] As explained above, the appearance of the operation prompting notification image 136P corresponds to an effect that triggers a notice regarding the currently ongoing symbol variation display.

[0339] In FIG. 20(m), the background image is switched from the default background image to hidden, and the variable icon display area 280 and the regular reserved icon display area 281 are disappeared. The fourth symbol display area 284 is displayed. The variable decorative symbol displays previously displayed in the left symbol display area 208a, the center symbol display area 208b, and the right symbol display area 208c have been moved to the lower right corner and reduced in size. In FIG. 20(n), a special reach (swordsman reach) has been achieved. The decorative symbol display device 208 shown in FIG. 20(n) displays a large image of the enemy swordsman, and the decorative symbol display device 208 shown in the following FIG. 20(o) displays an animation of a duel scene between the protagonist lord and the enemy swordsman.

[0340] The reach state entry notice image 2071 may not only be a notice of entering a reach state, but also a notice of development to an SP reach.

[0341] FIG. 21 is a diagram showing a continuation of the example of the effect shown in FIG. 20 in stages.

[0342] In FIG. 21(p), which follows FIG. 20(o), the animation of the duel scene continues, and this animation continues until FIG. 21(s). In FIG. 21(s), the protagonist, the lord, defeats the enemy swordsman, and in FIG. 21(t), everything except the fourth symbol display area 284 is temporarily hidden. Note that instead of being hidden, a different background image may be displayed. Alternatively, a setting suggestion may be displayed in this scene. Eventually, as shown in FIG. 21(u), a fluctuation of the decorative symbol combination of "Decoration 7-Decoration 7-Decoration 7" is displayed. The background here may be hidden or may be a different background image. Furthermore, the variable icon display area 280 and the regular reserved icon display area 281 remain hidden, and only the fourth symbol display area 284 is displayed.

[0343] The decorative symbol display device 208 shown in FIG. 21(v) displays a static display of the jackpot decorative symbol combination of "Decorative 7-Decorative 7-Decorative 7." Also, the fourth symbol (circular symbol) of the normal symbol shown in FIG. 21(v) is lit. In FIG. 21(v), the background is hidden, but in reality, a background image different from the default is displayed. Finally, in FIG. 21(w), the word "Jackpot" is displayed along with a background image (omitted here) celebrating the jackpot as the jackpot game start effect. Note that a display including a setting suggestion may be displayed during the jackpot game start effect shown in FIG. 21(w). In this case, a display including a setting suggestion may be displayed only when a jackpot that satisfies certain conditions occurs (e.g., only when it is the first jackpot after power-on, only when five or more consecutive jackpots occur, or only when it is the jackpot with the largest number of balls among multiple jackpots with different payouts (e.g., a 10R jackpot, etc.)).

[0344] FIG. 22 is a diagram showing, in stages, an example of a presentation in another case following FIG. 21(q).

[0345] In Figure 22(a), the animation of the duel scene that began in Figure 20(o) continues, and this animation continues until Figure 22(b). In Figure 22(b), the protagonist, the lord, is defeated by the villain, the master swordsman. In Figure 22(c), as in Figure 21(t), all but the fourth symbol display area 284 is temporarily hidden. Note that a setting suggestion may be displayed during this scene. This may, for example, create a sense of anticipation regarding the setting while the player is feeling disappointed after missing the SP Reach. Eventually, in Figure 22(d), the decorative symbol combination of "Decoration 7-Decoration 6-Decoration 7" begins to fluctuate. Here, the display of the variable icon display area 280 and the normal reserved icon display area 281 is restored, and the variable icon h0 and the first reserved icon h11 of the normal symbol are displayed.

[0346] In the decorative pattern display device 208 shown in Figure 22(e), the fourth pattern (circular pattern) of the normal map is lit, and the missing decorative pattern combination of "Decoration 7-Decoration 6-Decoration 7" is displayed in a static state. Next, during the period when the normal map is displayed as confirmed, an animation for erasing the variable icon h0 is executed in the variable icon display area 280. In Figure 22(f), the animation for erasing the variable icon h0 begins, and in Figure 22(g), the animation for erasing the variable icon h0 continues, and in Figure 22(h), the variable icon h0 has completely disappeared. Note that the animation for erasing the variable icon h0 may be executed before the normal map is displayed as confirmed.

[0347] 23 is a diagram showing a step-by-step example of another effect centered on the decorative symbol display device 208 of the pachinko machine 100 of this embodiment. Note that in FIG. 23, the normal symbol display device 210, the first special symbol display device 212, the second special symbol display device 214, the normal symbol hold lamp 216, and the special symbol 2 hold lamp 220 are omitted from the illustration.

[0348] The decorative pattern display device 208 shown in Fig. 23(a) displays the variation of the decorative pattern. Also, in the state shown in Fig. 23(a), the variation of the normal pattern is displayed, and both special pattern 1 and special pattern 2 are displayed stationary. In the fourth pattern display area 284 in the upper right corner of the decorative pattern display device 208, the fourth pattern of the normal pattern is displayed flashing, and the fourth patterns of special pattern 1 and special pattern 2 are displayed lit up, to indicate this.

[0349] Furthermore, since the control state (game state) shown in FIG. 23 is a non-time-shortened game state, a regular reserved icon display area 281 is provided to the left of the variable icon display area 280.

[0350] The regular map hold icon display area 281 displays hold icons representing regular map holds. The number of regular map holds is represented by the number of regular map hold icons in addition to the number of lit regular map hold lamps 216, and the number of special map 2 hold lamps is represented by the number of lit special map 2 hold lamps 220. It may also be represented by the number of special map 2 hold icons. That is, the hold icons correspond to the start information stored in RAM 308 of the main control unit 300. Hereinafter, the hold icon corresponding to the oldest start information (oldest winning) may be referred to as the first hold icon, and the hold icon corresponding to the second oldest start information may be referred to as the second hold icon... In the regular map hold icon display area 281, hold icons are displayed side by side, with the hold icon on the right being the oldest winning hold icon. Note that in Figure 23(a), since the regular map hold is 0, no regular map hold icons are displayed in the regular map hold icon display area 281.

[0351] 23(b), the decorative symbol display device 208 displays the combination of "decorative 4-decorative 4-decorative 4" as a jackpot decorative symbol, and the display result of the normal winning symbol is confirmed. At this time, the variable icon h0 is also erased. In addition, in the fourth symbol display area 284, a circle symbol indicating a normal winning symbol is displayed.

[0352] When a normal winning game starts, the shutter member 2311 of the special symbol 1 starting hole 231 advances, making it easier to win the special symbol 1 starting hole 231. At this time, the decorative symbol display device 208 shown in FIG. 23(c) displays a right-hit display U4 in the center of the display screen to encourage right-hit, promoting winning in the special symbol 1 starting hole 231. In addition, a right-hit display is also displayed on the left side of the fourth symbol display area 284. At this time, it is also possible to perform a presentation regarding the number of prize balls that can be expected to be won in this jackpot (for example, a suggestion of a 1500-shot jackpot, a suggestion of a 3000-shot jackpot, or a presentation that teases whether it is a 1500-shot or a 3000-shot jackpot). Also, at the timing shown in Figure 23(c), a game ball enters the special chart 1 starting hole 231, the display of the changing pattern of special chart 1 begins, and in the decorative pattern display device 208, the display area of special chart 1 in the fourth pattern display area 284 begins to flash the pattern "-", notifying that the changing display of special chart 1 is taking place.

[0353] After that, when a predetermined variation time of the special symbol 1 (for example, 0.2 seconds) has elapsed, the special symbol 1 is displayed as stopped. In the decorative symbol display device 208 shown in FIG. 23(d), since the display result of the special symbol 1 is a small win, a triangular symbol is displayed as stopped in the display area of the special symbol 1 in the fourth symbol display area 284, and it is announced that a small win has occurred. When a small win occurs, the first variable winning hole 234 opens, and when the game ball enters this first variable winning hole 234 and passes through the specific area 234v, it becomes a jackpot, and the jackpot game begins. Note that FIG. 23(e) shows the situation in which the game ball passes through the specific area 234v in the small win game and a jackpot occurs. When a jackpot occurs, the decorative symbol display device 208 shown in Figure 23(e) displays a background (jackpot background) indicating that a jackpot is occurring, and the number of prize balls acquired since the initial jackpot is displayed in the upper left corner of the display screen. Furthermore, the lower center of the display screen displays the number of prize balls expected to be acquired in the current jackpot and the number of prize balls acquired since the initial jackpot. At the timing shown in Figure 23(e), one game ball enters the first variable prize opening 234, so 15 prize balls are paid out. The decorative symbol display device 208 displays "+15" in the upper center, indicating the number of prize balls associated with the win, and adds "15" to the number of prize balls acquired. After that, when 10 game balls enter the first variable prize opening 234, the first variable prize opening 234 is closed. Subsequently, the shutter member 2351 of the second variable winning opening 235 retracts, the second variable winning opening 235 is opened, and a round of play begins. In this case, the game in which the first variable winning opening 234 is opened is counted as the first round, so the first game in which the second variable winning opening 235 is opened is the second round of play.

[0354] FIG. 23(f) shows the end of the first jackpot game. At this time, the decorative symbol display device 208 displays "TOTAL 01500pt" as the number of prize balls won since the first jackpot, and also displays "1500 / 3000" at the bottom center. Also, in the center of the display screen, a message is displayed warning players to avoid becoming addicted and forgetting to remove their prepaid card: "Be careful not to get addicted. If you forget to remove your card, please stop." This warning message is displayed each time a jackpot game ends, but it may also be displayed only at the end of the jackpot game related to the first jackpot.

[0355] After that, when the state transitions to the a2 time-shortened play state, the decorative pattern display device 208 shown in Figure 23(g) displays "Please hit right" to instruct the player to continue hitting right, indicating that the state transitions to the time-shortened play state.

[0356] 23(h), when the game ball passes through the normal power gate 228g and enters the special chart 2 starting hole 232, the variable display of the special chart 2 begins, while the shutter member 2311 of the special chart 1 starting hole 231 advances due to the passage of the normal power gate 228g, making it easier for the ball to enter the special chart 1 starting hole 231. That is, in this embodiment, the shutter member 2311 is configured to be activated by either a normal winning or the game ball passing through the normal power gate 228g. Note that in the a2 time-saving game state, as described above, the operating time of the shutter member 2311 is longer (for example, 5800 ms), making it easier for the ball to enter the special chart 1 starting hole 231 and the variable display of the special chart 1 begin. The display of the number of winning balls also continues. In this embodiment, only the number of prize balls acquired by winning through the first variable winning slot 234 and the second variable winning slot 235 is displayed in the number of prize balls acquired display, but the number of prize balls acquired by winning through other winning slots (for example, the general winning slot or the starting slot) may also be added to the number of prize balls acquired display. Also, in this embodiment, since the time from the end of the first jackpot to the start of the second jackpot is short, the jackpot background is also continuously displayed. In other words, the ending and opening effects are not executed.

[0357] After that, at the timing shown in FIG. 23(i), a game ball enters the special symbol 1 start port 231, and the display of the special symbol 1 change is shown to have begun. In this embodiment, since the simultaneous change machine is capable of simultaneous change of special symbol 1 and special symbol 2, the display of the special symbol 1 change begins without waiting for the change of special symbol 2 to stop. In addition, in the decorative symbol display device 208 shown in FIG. 23(i), the number of reserved special symbol 2 is four, and the fourth symbol display area 284 notifies that the number of reserved special symbol 2 is four. In this embodiment, since the configuration is such that the display of the special symbol 1 change is not reserved, even if multiple game balls enter the special symbol 1 start port 231, only the prize balls are paid out, and the display of the symbol change is not reserved.

[0358] 23(j), when the special symbol 1 is stopped and a small winning symbol (for example, "special symbol b") is displayed, the first variable winning port ...

Claims

1. A main control means capable of counting an increase in the number of reserved balls based on the ball entering the starting hole; A sub-control means for receiving an increase signal transmitted from the main control means when the number of reserved items increases; a performance means controlled by the sub-control means; an operating means operable by a player; A gaming machine equipped with Any one of a plurality of types of presentation modes can be set by operating the operation means, One of the plurality of types of presentation modes is a first presentation mode, One of the plurality of types of presentation modes is a second presentation mode, The first rendering mode is a mode in which a certain rendering cannot be executed, the second rendering mode is a mode in which the certain rendering can be executed, the effect means is means for displaying a hold icon in the first display area, The sub-control means is a means for displaying a hold icon in the first display area when the increase signal is normally received, The presentation means is a means for displaying a second reserved icon and a third reserved icon in the first display area in a case where, while one reserved icon is displayed, one game ball enters the starting hole but the sub-control means does not normally receive an increase signal corresponding to the reserved number being two, and then one game ball enters the starting hole and the sub-control means normally receives an increase signal corresponding to the reserved number being three (hereinafter referred to as the "first case"); The presentation means may display the hold icon in a suggestive manner that suggests the possibility that the player may be in an advantageous state, when the hold icon is displayed, In the first case, the hold icon representing the hold represented by the second hold icon (hereinafter referred to as the "pre-hold icon") is not displayed in the certain suggestive manner at least from the time when it starts to be displayed until it ends displaying as a hold icon, but is displayed in a certain manner, In a certain case (hereinafter referred to as the "second case") in the second presentation mode in which the first display area is displaying the first hold icon, the second hold icon, and the third hold icon, one game ball enters the starting hole and the sub-control means normally receives an increase signal corresponding to the number of holds being four, the hold icon (hereinafter referred to as the "later hold icon") representing the hold represented by the displayed fourth hold icon is not displayed in at least the certain suggestive manner from the start of display until the earlier hold icon has finished displaying as a hold icon, but is displayed in the certain manner, After the first hold icon has finished displaying as a hold icon, the second hold icon may change its display mode to the certain suggestion mode, In the second case, if a power outage occurs while the first display area is displaying the first hold icon, the second hold icon, the third hold icon, and the fourth hold icon, and power is restored and the display in the first display area returns, even after the first hold icon has finished displaying as a hold icon, there is no case in which the display mode of the second hold icon changes to the certain suggestive mode until the second hold icon has finished displaying as a hold icon, moreover, The effect means may execute a variable display of a decorative pattern in accordance with a pattern variation based on a ball entering the starting hole, The effect means is a means capable of displaying a change icon corresponding to a currently occurring pattern change, The variable icon may change its display mode, The display modes include at least a first display mode, a second display mode, a third display mode, and a fourth display mode, The variable icon of the first display mode may change to the variable icon of the second display mode, The variable icon of the first display mode may change to the variable icon of the third display mode, The variable icon of the first display mode may change to the variable icon of the fourth display mode, The variable icon of the second display mode does not change to the variable icon of the first display mode, The variable icon of the second display mode may change to the variable icon of the third display mode, The variable icon of the second display mode may change to the variable icon of the fourth display mode, The variable icon of the third display mode does not change to the variable icon of the first display mode, The variable icon of the third display mode does not change to the variable icon of the second display mode, The variable icon of the third display mode may change to the variable icon of the fourth display mode, The variable icon of the fourth display mode does not change to the variable icon of the first display mode, The variable icon of the fourth display mode does not change to the variable icon of the second display mode, The variable icon of the fourth display mode does not change to the variable icon of the third display mode, In the first presentation mode, the expectation of winning is higher for the variable icon of the second display mode than for the variable icon of the first display mode, higher for the variable icon of the third display mode than for the variable icon of the second display mode, and higher for the variable icon of the fourth display mode than for the variable icon of the third display mode, The certain effect may be started when a game ball enters the starting hole (hereinafter referred to as "certain ball entry") while a decorative pattern is being displayed. The certain effect is an effect regarding whether or not the result of the pattern variation that starts when the reservation due to the certain ball entry is consumed is a win, When the certain effect is executed in the second effect mode, the variable icon corresponding to the pattern variation that is the target of the certain effect is finally displayed in the third display mode more easily than the second display mode, and the fourth display mode is more easily displayed than the second display mode, In the second case, when a game ball enters the starting hole, which is a trigger for displaying the fourth hold icon, the certain effect can be started, The certain effects include at least a first certain effect and a second certain effect, The second certain effect is an effect that suggests that the result of the pattern variation is more likely to be a win than the first certain effect. A gaming machine characterized by the above.

2. A main control means capable of counting an increase in the number of reserved balls based on the ball entering the starting hole; A sub-control means for receiving an increase signal transmitted from the main control means when the number of reserved items increases; a performance means controlled by the sub-control means; an operating means operable by a player; A gaming machine equipped with Any one of a plurality of types of presentation modes can be set by operating the operation means, One of the plurality of types of presentation modes is a first presentation mode, One of the plurality of types of presentation modes is a second presentation mode, The first rendering mode is a mode in which a certain rendering cannot be executed, the second rendering mode is a mode in which the certain rendering can be executed, the effect means is means for displaying a hold icon in the first display area, The display mode of the hold icon may change, The display modes include at least a first display mode, a second display mode, a third display mode, and a fourth display mode, The hold icon of the first display mode may be changed to the hold icon of the second display mode, The hold icon of the first display mode may be changed to the hold icon of the third display mode, The hold icon of the first display mode may be changed to the hold icon of the fourth display mode, The hold icon of the second display mode does not change to the hold icon of the first display mode, The hold icon of the second display mode may be changed to the hold icon of the third display mode, The hold icon of the second display mode may be changed to the hold icon of the fourth display mode, The hold icon of the third display mode does not change to the hold icon of the first display mode, The hold icon of the third display mode does not change to the hold icon of the second display mode, The hold icon of the third display mode may be changed to the hold icon of the fourth display mode, The hold icon of the fourth display mode does not change to the hold icon of the first display mode, The hold icon of the fourth display mode does not change to the hold icon of the second display mode, The hold icon of the fourth display mode does not change to the hold icon of the third display mode, In the first presentation mode, the expected probability of winning is higher for the reserved icon of the second display mode than for the reserved icon of the first display mode, higher for the reserved icon of the third display mode than for the reserved icon of the second display mode, and higher for the reserved icon of the fourth display mode than for the reserved icon of the third display mode, The sub-control means is a means for displaying a hold icon in the first display area when the increase signal is normally received, The presentation means is a means for displaying a second reserved icon and a third reserved icon in the first display area in a case where, while one reserved icon is displayed, one game ball enters the starting hole but the sub-control means does not normally receive an increase signal corresponding to the reserved number being two, and then one game ball enters the starting hole and the sub-control means normally receives an increase signal corresponding to the reserved number being three (hereinafter referred to as the "first case"); In the first case, the hold icon representing the hold represented by the second hold icon (hereinafter referred to as the "first hold icon") is not displayed in the second display mode, the third display mode, or the fourth display mode at least from the time when the display starts until the display as the hold icon ends, and is displayed in the first display mode, In a certain case in the second presentation mode (hereinafter referred to as the "second case") in which the first hold icon, the second hold icon, and the third hold icon are displayed in the first display area in the first case, one game ball enters the starting hole and the sub-control means normally receives an increase signal corresponding to the number of holds being four, the hold icon (hereinafter referred to as the "later hold icon") representing the hold represented by the displayed fourth hold icon is not displayed in at least the second display mode, the third display mode, and the fourth display mode from the start of display until the earlier hold icon has finished displaying as a hold icon, but is displayed in the first display mode, After the first hold icon has finished displaying as a hold icon, the second hold icon may change its display mode to any one of the second display mode, the third display mode, and the fourth display mode. In the second case, if a power outage occurs while the first display area is displaying the first hold icon, the second hold icon, the third hold icon, and the fourth hold icon, and power is restored and the display in the first display area returns, even after the first hold icon has finished displaying as a hold icon, until the second hold icon has finished displaying as a hold icon, at least the second hold icon will not change its display mode to any one of the second display mode, the third display mode, and the fourth display mode, moreover, The effect means may execute a variable display of a decorative pattern in accordance with a pattern variation based on a ball entering the starting hole, The certain effect may be started when a game ball enters the starting hole (hereinafter referred to as "certain ball entry") while a decorative pattern is being displayed. The certain effect is an effect regarding whether or not the result of the pattern variation that starts when the reservation due to the certain ball entry is consumed is a win, When the certain effect is executed in the second effect mode, the hold icon, which indicates that the start of the pattern variation that is the target of the certain effect is on hold, is more likely to be displayed in the third display mode than in the second display mode as a display mode in which the hold icon is finally displayed, and more likely to be displayed in the fourth display mode than in the second display mode; In the second case, when a game ball enters the starting hole, which is a trigger for displaying the fourth hold icon, the certain effect can be started, The certain effects include at least a first certain effect and a second certain effect, The second certain effect is an effect that suggests that the result of the pattern variation is more likely to be a win than the first certain effect. A gaming machine characterized by the above.

Citation Information

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