Gaming machine

The gaming machine enhances player engagement by dynamically controlling game states and offering varied performances based on symbol outcomes, addressing the need for more engaging gameplay experiences.

JP7872619B2Active Publication Date: 2026-06-10UNIVERSAL ENTERTAINMENT CORP

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
UNIVERSAL ENTERTAINMENT CORP
Filing Date
2024-10-22
Publication Date
2026-06-10

AI Technical Summary

Technical Problem

Existing gaming machines lack enhancements to increase player engagement and interest through more dynamic and varied game states and effects.

Method used

A gaming machine that includes mechanisms for displaying changing identification symbols, controlling game states between normal and advantageous states, performing predetermined performances based on symbol outcomes, and allowing players to select specific performances during special game states, with multiple performance options and transitions between them.

Benefits of technology

Enhances player enjoyment by providing dynamic game states and varied performance options, increasing engagement and excitement.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of further enhancing interest in a game.SOLUTION: A second performance (a road to a pole battle) can be executed when a first performance execution condition is satisfied by execution of a first performance (cherry blossom accumulation notice), a fourth performance (a road to a battle) can be executed when a second performance execution condition is satisfied by execution of a third performance (a false continuation performance), and the same kind of specific performance can be executed in the second performance and the fourth performance. A fifth performance (a confrontation ready-to-win) can be executed without executing a particular performance when a third performance execution condition is satisfied by execution of the second performance or the fourth performance, and a particular performance (a decisive final battle ready-to-win) can be executed without executing the fifth performance when the third performance execution condition is not satisfied.SELECTED DRAWING: Figure 198
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] Conventionally, in a game area where game balls flow down, starting ports and big winning ports are provided. Based on the entry of a game ball into the starting port, a special symbol lottery is conducted. When winning the special symbol lottery, a big win gaming state is controlled (a so-called type 1 pachinko gaming machine), or based on the entry of a game ball into the starting port, the big winning port is changed to an open state, and a big win gaming state is controlled on the condition that the game ball entering the big winning port enters a specific area (a so-called type 2 gaming machine). When controlled to such a big win gaming state, the big winning port is opened in an advantageous opening mode (e.g., opening time of 29 seconds × 10 rounds, etc.) to facilitate the entry of game balls, and prize balls (game balls) corresponding to the game balls entering the big winning port are configured to be payoutable.

[0003] And, based on the result of the special symbol lottery, in order to enhance the interest of the game, there is known a gaming machine that performs a first reach effect (long reach, SP reach) and then, developmentally, a second reach effect (SPSP reach) (see Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, it has been desired to further enhance the interest of the game by enhancing the relevance of the first reach effect, the second reach effect, etc., and further improving the effects such as the reach effect.

[0006] The objective of the present invention is to provide a gaming machine that can further enhance the enjoyment of the game. [Means for solving the problem]

[0007] To achieve the above objective, the gaming machine according to the present invention is a gaming machine that can display a changing identification symbol when a predetermined starting condition is met, The game state control means is capable of controlling between a normal game state and a specific game state that is more advantageous to the player than the normal game state, as game states in which the variable display of the aforementioned identification symbols can be performed. A predetermined performance execution means capable of performing a predetermined performance that can suggest the result of the variation display of the identification symbols when the variation display of the identification symbols is being performed in the normal game state, A special game state control means capable of controlling a special game state that can assign game value to the player based on the fact that the display of the aforementioned identification symbols results in a special outcome, A specific performance selection means for selecting a specific performance to be performed in the aforementioned specific game state, The aforementioned Specific performance selection A means for executing a specific performance selected by means, Equipped with, The aforementioned specific game state includes at least a first specific game state that can be executed after the termination of the aforementioned special game state, and a second specific game state that is different from the first specific game state. The aforementioned predetermined performance execution means is When the conditions for executing the first predetermined performance are met while the first predetermined performance is being performed, the second predetermined performance can be executed. The first prescribed When a third predetermined performance, which is different from the performance, is being performed, and a second performance execution condition different from the first performance execution condition is met, then a fourth predetermined performance can be executed. When the third performance execution condition is not met while the second or fourth predetermined performance is being performed, a sixth predetermined performance different from the fifth predetermined performance can be performed without performing the fifth predetermined performance, and when the third performance execution condition is met, the fifth predetermined performance can be performed without performing the sixth predetermined performance. As the second predetermined performance or the fourth predetermined performance, it is possible to perform a first operation performance that prompts the player to take action, As the sixth predetermined performance, it is possible to perform a second performance that is different from the first performance, The aforementioned specific performance selection means is, In the aforementioned specific game state, one of the specified performances is selected from among a plurality of specified performances, which include a first specified performance and a second specified performance that is different from the first specified performance. When transitioning from the normal game state or the first specific game state to the second specific game state, the player is allowed to select at least one of the first specific performance and the second specific performance. If the special result occurs in the variation display of the identification symbols performed in the preceding second specific game state within the aforementioned specific game state, the specific performance that was selected in the preceding second specific game state is continued to be selected in the subsequent second specific game state, which can be controlled after the end of the special game state. [Effects of the Invention]

[0008] According to the present invention, the enjoyment of the game can be further enhanced. [Brief explanation of the drawing]

[0009] [Figure 1] This is an example of a perspective view showing the appearance of the first pachinko game machine when viewed from the front, upper right, and slightly above. [Figure 2] This is an example of an exploded perspective view of the first pachinko game machine, viewed from the front, upper right, and slightly above. [Figure 3]It is an example of a perspective view showing the appearance of the first pachinko machine when viewed from the upper right obliquely backward. [Figure 4] It is an example of a front view showing the appearance of the game board unit of the first pachinko machine. [Figure 5] It is an example of a front view showing the LED unit of the first pachinko machine. [Figure 6] It is an example of a block diagram showing the control circuit of the first pachinko machine. [Figure 7] It is an example of the game flow of a pachinko machine. [Figure 8] It is an example of a game state transition diagram showing the transition of game states. [Figure 9] It is an example of a table showing the jackpot probability (approximate) for each set value in the first pachinko machine. [Figure 10] It is an example of a winning determination table for special symbols in the first pachinko machine. [Figure 11] It is an example of a special symbol determination table in the first pachinko machine. [Figure 12] (A) It is an example of a special symbol stop mode determination table in the first pachinko machine, (B) It is an example of a decorative symbol stop mode determination table in the first pachinko machine. [Figure 13] It is an example of a winning type determination table in the first pachinko machine. [Figure 14] It is a modified example of the winning type determination table shown in FIG. 13. [Figure 15] It is an example of a variation pattern table of special symbols of the first pachinko machine. [Figure 16] It is an example of a winning determination table for normal symbols of the first pachinko machine. [Figure 17] It is an example of a normal symbol determination table of the first pachinko machine. [Figure 18] It is an example of a normal symbol winning type determination table of the first pachinko machine. [Figure 19] It is an example of a variation pattern table of normal symbols of the first pachinko machine. [Figure 20] This is a flowchart (part 1) showing an example of the main control processing in the first pachinko game machine. [Figure 21] This is a flowchart (part 2) showing an example of the main control processing in the first pachinko game machine. [Figure 22] This is a flowchart (part 3) showing an example of the main control processing in the first pachinko game machine. [Figure 23] This is a flowchart (part 4) showing an example of the main control processing in the first pachinko game machine. [Figure 24] This flowchart shows an example of the initial startup process for the first pachinko game machine. [Figure 25] This flowchart shows an example of power cut-off processing in the first pachinko game machine. [Figure 26] This flowchart shows an example of special symbol control processing in the first pachinko game machine. [Figure 27] This flowchart shows an example of special symbol management processing in the first pachinko game machine. [Figure 28] This flowchart shows an example of the process for initiating the variable display of special symbols in the first pachinko game machine. [Figure 29] This flowchart shows an example of the termination process for the variable display of special symbols in the first pachinko game machine. [Figure 30] This flowchart shows an example of the special symbol game determination process in the first pachinko game machine. [Figure 31] This flowchart shows an example of the special symbol game termination process in the first pachinko game machine. [Figure 32] This flowchart shows an example of time-saving management processing for the first pachinko game machine. [Figure 33] This is a flowchart showing an example of the counter update process for the first pachinko game machine. [Figure 34] This flowchart shows an example of the time-saving counter update process for the first pachinko game machine. [Figure 35] This is a flowchart showing an example of the ceiling counter update process for the first pachinko game machine. [Figure 36] This flowchart shows an example of the counter judgment process for the first pachinko game machine. [Figure 37] This flowchart shows an example of the time-saving mode transition determination process for the first pachinko game machine. [Figure 38] This flowchart shows an example of the time-saving transition process for the first pachinko game machine. [Figure 39] This flowchart shows an example of the time-saving setting process for the first pachinko game machine. [Figure 40] This flowchart shows an example of the preparation process for opening the jackpot in the first pachinko game machine. [Figure 41] This flowchart shows an example of the control process for opening the jackpot in a first-generation pachinko game machine. [Figure 42] This flowchart shows an example of the process for ending a jackpot in a first-generation pachinko game machine. [Figure 43] This flowchart shows an example of the normal symbol control process in the first pachinko game machine. [Figure 44] This flowchart shows an example of external maskable interrupt processing in the first pachinko game machine. [Figure 45] This flowchart shows an example of system timer interrupt processing in the first pachinko game machine. [Figure 46] This flowchart shows an example of the setting control process in the first pachinko game machine. [Figure 47] This flowchart shows an example of the setting change process in the first pachinko game machine. [Figure 48] This flowchart shows an example of the setting confirmation process in the first pachinko game machine. [Figure 49] This flowchart shows an example of the first normal game pre-processing in the first pachinko game machine. [Figure 50]This flowchart shows an example of the second normal game pre-processing in the first pachinko game machine. [Figure 51] This flowchart shows an example of switch input detection processing in the first pachinko game machine. [Figure 52] This flowchart shows an example of the process for detecting a ball entering the starting slot in a first-generation pachinko game machine. [Figure 53] This flowchart shows an example of sub-control circuit processing in the first pachinko game machine. [Figure 54] This is an example of a sub-variation effect pattern determination table for the normal gameplay state of the first pachinko machine. [Figure 55] This is an example of a table for determining the number of the pre-announcement win type presentation pattern in the first pachinko game machine. [Figure 56] This is an example of a table for determining the pre-announcement type of winning animation pattern in the first pachinko game machine. [Figure 57] This is an example of a pre-announcement expected value presentation pattern determination table (when a win occurs) in the first pachinko game machine. [Figure 58] This is an example of a pre-announcement expected value presentation pattern determination table (when the result is a miss) in the first pachinko game machine. [Figure 59] This is an example of a flowchart showing the process for determining the pre-announcement effect pattern in the first pachinko game machine. [Figure 60] This diagram shows an example of a pre-announcement animation pattern for a first-generation pachinko game machine, illustrating the process by which the jackpot-related pre-announcement animation pattern changes. [Figure 61] This diagram shows an example of a pre-announcement animation pattern for a first-generation pachinko game machine, illustrating the process by which the time-saving bonus pre-announcement animation pattern changes. [Figure 62] This diagram shows an example of a pre-announcement animation pattern for a first-generation pachinko game machine, illustrating the process by which the held image changes from a common win-type pre-announcement animation pattern to a big win-type pre-announcement animation pattern. [Figure 63]This diagram shows an example of a pre-announcement animation pattern for a first-generation pachinko game machine, illustrating the process by which the held image changes from a dedicated common win-type pre-announcement animation pattern to a big win-type pre-announcement animation pattern. [Figure 64] This diagram shows an example of a pre-announcement animation pattern for a first-generation pachinko game machine, illustrating the process by which the held image changes from a dedicated common-win pre-announcement animation pattern to a time-saving win pre-announcement animation pattern. [Figure 65] This table shows an example of the output conditions for signals output to the outside of the first pachinko gaming machine. [Figure 66] This is an example of a timing chart for the "Prize Ball Information 1" signal, which is one of the signals output to the outside of the first pachinko game machine. [Figure 67] This table shows an example of an error in the first pachinko game machine. [Figure 68] This table shows an example of the output conditions for signals output to the outside of the machine according to the game state in the first pachinko gaming machine. [Figure 69] This is an example of a front view showing the external appearance of the game board unit of the second pachinko game machine. [Figure 70] This is an example of a block diagram showing the control circuit of a second pachinko game machine. [Figure 71] This is an example of a winning determination table for special symbols in a second-generation pachinko game machine. [Figure 72] This is an example of a special symbol determination table in a second-generation pachinko game machine. [Figure 73] This is an example of a winning type determination table for a second pachinko game machine. [Figure 74] This is an example of a variation pattern table for special symbols used in low-start pachinko machines. [Figure 75] This is an example of a variation pattern table for special symbols used for high starting rates in the second type of pachinko game machine. [Figure 76] This flowchart shows an example of special symbol control processing in a second pachinko game machine. [Figure 77]This flowchart shows an example of special symbol management processing in a second pachinko game machine. [Figure 78] This flowchart shows an example of the process for initiating the variable display of special symbols in a second pachinko game machine. [Figure 79] This is a flowchart (part 1) showing an example of the termination process for the variable display of special symbols in the second type of pachinko game machine. [Figure 80] This is a flowchart (part 2) showing an example of the termination process for the variable display of special symbols in the second type of pachinko game machine. [Figure 81] This is a flowchart (part 1) showing an example of the special symbol game judgment process in the second pachinko game machine. [Figure 82] This is a flowchart (part 2) showing an example of the special symbol game judgment process in the second pachinko game machine. [Figure 83] This flowchart shows an example of the special symbol game termination process in the second pachinko game machine. [Figure 84] This flowchart shows an example of the preparation process for opening the jackpot in a second pachinko game machine. [Figure 85] This flowchart shows an example of the control process for opening the jackpot in a second pachinko game machine. [Figure 86] This is a flowchart illustrating an example of the process for ending a jackpot in a second pachinko game machine. [Figure 87] This is an example of a front view showing the external appearance of the game board unit of the third type of pachinko game machine. [Figure 88] This is an example of a block diagram showing the control circuit of a third-generation pachinko game machine. [Figure 89] This is an example of a winning determination table for special symbols in a third type of pachinko game machine. [Figure 90] This is an example of a special symbol determination table in a third type of pachinko game machine. [Figure 91] This is an example of a winning type determination table for a third type of pachinko game machine. [Figure 92]This is an example of a variation pattern table for special symbols in a third type of pachinko game machine. [Figure 93] This flowchart shows an example of special symbol control processing in a third type of pachinko game machine. [Figure 94] This flowchart shows an example of special symbol management processing in a third type of pachinko game machine. [Figure 95] This flowchart shows an example of the process for initiating the variable display of special symbols in a third-generation pachinko game machine. [Figure 96] This flowchart shows an example of the termination process for the variable display of special symbols in a third-generation pachinko game machine. [Figure 97] This flowchart shows an example of the special symbol game determination process in the third type of pachinko game machine. [Figure 98] This flowchart shows an example of the special symbol game termination process in a third type of pachinko game machine. [Figure 99] This flowchart shows an example of the preparation process for opening the V-prize device in a third type of pachinko game machine. [Figure 100] This is a flowchart showing an example of the V-prize device opening control process in a third type of pachinko game machine. [Figure 101] This flowchart shows an example of the preparation process for opening the jackpot in a third-generation pachinko game machine. [Figure 102] This flowchart shows an example of the control process for opening the jackpot in a third type of pachinko game machine. [Figure 103] This is a flowchart illustrating an example of the jackpot termination process in a third type of pachinko game machine. [Figure 104] This diagram shows an example of a time chart illustrating the relationship between the opening timing of the big prize slot and the opening timing of a specific area during a specific round of game while the jackpot game control processing of an extended example is being executed, and shows the cases when (A) the specific area is opened in the first opening mode, (B) the specific area is opened in the second opening mode, and (C) the specific area is opened in the third opening mode. [Figure 105]This is an example of a special symbol determination table in an extended version. [Figure 106] This is an example of a jackpot type determination table in an extended version. [Figure 107] This figure shows another example of a time chart that shows the relationship between the opening timing of the big prize slot and the opening timing of a specific area during a specific round of game while the jackpot game control processing of the extended example is being executed, and the cases shown are (A) when the opening mode of the specific area is the first opening mode, and (B) when the opening mode of the specific area is the second opening mode. [Figure 108] This is an example of a front view showing the external appearance of the game board unit of the first embodiment of the fourth pachinko game machine. [Figure 109] This is an example of a block diagram showing the control circuit of the first embodiment of the fourth pachinko game machine. [Figure 110] This is an example of a special symbol winning determination table in the first embodiment of the fourth pachinko game machine. [Figure 111] This is an example of a special symbol determination table in the first embodiment of the fourth pachinko game machine. [Figure 112] This is an example of a winning type determination table in the first embodiment of the fourth pachinko game machine. [Figure 113] This is an example of a variation pattern table for special symbols in the normal game state in the first embodiment of the fourth pachinko game machine. [Figure 114] This is an example of a variation pattern table for special symbols in the C time-saving game state in the first embodiment of the fourth pachinko game machine. [Figure 115] This is an example of a pattern table for the special symbols in the A time-saving game state and the B time-saving game state in the first embodiment of the fourth pachinko game machine. [Figure 116] This is an example of a pattern table for the variation of special symbols after the limiter function is activated in the first embodiment of the fourth pachinko game machine. [Figure 117] This is an example of a winning determination table for ordinary symbols in the first embodiment of the fourth pachinko game machine. [Figure 118]This is an example of a normal symbol determination table in the first embodiment of the fourth pachinko game machine. [Figure 119] This is an example of a table for determining the type of winning combination for ordinary symbols in the first embodiment of the fourth pachinko game machine. [Figure 120] This is an example of a variation pattern table for ordinary symbols in the first embodiment of the fourth pachinko game machine. [Figure 121] This flowchart shows an example of special symbol control processing in the first embodiment of the fourth pachinko game machine. [Figure 122] This flowchart shows an example of special symbol management processing in the first embodiment of the fourth pachinko game machine. [Figure 123] This flowchart shows an example of the process for starting the variable display of special symbols in the first embodiment of the fourth pachinko game machine. [Figure 124] This flowchart shows an example of the process for determining the variation pattern of special symbols in the first embodiment of the fourth pachinko game machine. [Figure 125] This flowchart shows an example of the termination process for the variable display of special symbols in the first embodiment of the fourth pachinko game machine. [Figure 126] This flowchart shows an example of the special symbol game determination process in the first embodiment of the fourth pachinko game machine. [Figure 127] This flowchart shows an example of the limiter count update process in the first embodiment of the fourth pachinko game machine. [Figure 128] This flowchart shows an example of the special symbol game termination process in the first embodiment of the fourth pachinko game machine. [Figure 129] This flowchart shows an example of the preparation process for opening the V-prize device in the first embodiment of the fourth pachinko game machine. [Figure 130] This is a flowchart showing an example of the V-prize device opening control process in the first embodiment of the fourth pachinko game machine. [Figure 131] This flowchart shows an example of the preparation process for opening the large prize slot in the first embodiment of the fourth pachinko game machine. [Figure 132] This flowchart shows an example of the control process for opening the main prize slot in the first embodiment of the fourth pachinko game machine. [Figure 133] This is a flowchart showing an example of the jackpot termination process in the first embodiment of the fourth pachinko game machine. [Figure 134] This flowchart shows an example of the normal symbol control process in the first embodiment of the fourth pachinko game machine. [Figure 135] This flowchart shows an example of switch input detection processing in the first embodiment of the fourth pachinko game machine. [Figure 136] This is an example of a game state transition diagram showing the transition of game states in the first embodiment of the fourth pachinko game machine. [Figure 137] This is a time chart showing an example of the opening mode of the normal electric mechanism in the normal game state in the first embodiment of the fourth pachinko game machine. [Figure 138] This is a time chart showing an example of the opening mode of the normal electric mechanism in the C time-saving game state in the first embodiment of the fourth pachinko game machine. [Figure 139] This is an example of a front view showing the external appearance of the game board unit of the second embodiment of the fourth pachinko game machine. [Figure 140] This is an example of a pattern table for the variation of special symbols in the normal game state and the C time-saving game state in the second embodiment of the fourth pachinko game machine. [Figure 141] This is an example of a pattern table for the variation of special symbols after the limiter function is activated in the second embodiment of the fourth pachinko gaming machine. [Figure 142] This is an example of a variation pattern table for ordinary symbols in the second embodiment of the fourth pachinko game machine. [Figure 143] This is a time chart showing an example of the opening mode of the ordinary electric mechanism in the normal game state or the C time-saving game state in the second embodiment of the fourth pachinko game machine. [Figure 144] This is an example of a front view showing the external appearance of the game board unit of the fifth type of pachinko game machine. [Figure 145]This is an example of a block diagram showing the control circuit of the fifth pachinko game machine. [Figure 146] This is an example of a winning determination table for special symbols in the fifth type of pachinko game machine. [Figure 147] This is an example of a special symbol determination table in the fifth type of pachinko game machine. [Figure 148] This is an example of a winning type determination table for the fifth type of pachinko game machine. [Figure 149] This is an example of a variation pattern table for special symbols in the normal gameplay state of the fifth type of pachinko game machine. [Figure 150] This is an example of a winning determination table for a regular symbol in the fifth type of pachinko game machine. [Figure 151] This is an example of a normal symbol determination table for the fifth type of pachinko game machine. [Figure 152] This is an example of a table for determining the type of winning combination for a standard symbol in a fifth type of pachinko game machine. [Figure 153] This is an example of a variation pattern table for regular symbols in the fifth type of pachinko game machine. [Figure 154] This flowchart shows an example of special symbol control processing in the fifth type of pachinko game machine. [Figure 155] This flowchart shows an example of special symbol management processing in the fifth type of pachinko game machine. [Figure 156] This flowchart shows an example of the process for initiating the variable display of special symbols in the fifth type of pachinko game machine. [Figure 157] This flowchart shows an example of the termination process for the variable display of special symbols in the fifth type of pachinko game machine. [Figure 158] This flowchart shows an example of the special symbol game determination process in the fifth type of pachinko game machine. [Figure 159] This flowchart shows an example of the special symbol game termination process in the fifth type of pachinko game machine. [Figure 160] This flowchart shows an example of the preparation process for opening the jackpot in the fifth type of pachinko game machine. [Figure 161] This flowchart shows an example of the control process for opening the jackpot in the fifth type of pachinko game machine. [Figure 162] This flowchart shows an example of the jackpot termination process in the fifth type of pachinko game machine. [Figure 163] This flowchart shows an example of the normal symbol control process in the fifth type of pachinko game machine. [Figure 164] This flowchart shows an example of the process for initiating the variable display of normal symbols in the fifth type of pachinko game machine. [Figure 165] This flowchart shows an example of sub-control circuit processing in the fifth type of pachinko game machine. [Figure 166] This is a flowchart showing an example of the process for determining the presentation mode in the fifth type of pachinko game machine. [Figure 167] This flowchart shows an example of the process for determining the performance pattern in the fifth type of pachinko game machine. [Figure 168] This is an example of a game state transition diagram showing the transition of game states in the fifth type of pachinko game machine. [Figure 169] This is an example of an explanatory diagram illustrating the bonus time feature in the fifth type of pachinko game machine. [Figure 170] This is an example of a display image explaining the bonus time feature in the fifth type of pachinko game machine. [Figure 171] This is an example of a perspective view showing the appearance of the sixth pachinko game machine when viewed from the front, upper right, and slightly above. [Figure 172] This is an example of a conceptual diagram illustrating the changes in the operation of the performance button device of the sixth pachinko game machine. [Figure 173] This is an example of a front view showing the external appearance of the game board unit of the sixth pachinko game machine. [Figure 174] This is an example of a block diagram showing the control circuit of the sixth pachinko game machine. [Figure 175] This is an example of a winning determination table for special symbols in the sixth type of pachinko game machine. [Figure 176]This is an example of a special symbol determination table for the sixth type of pachinko game machine. [Figure 177] This is an example of a winning type determination table for the sixth type of pachinko game machine. [Figure 178] This is an example of a game state transition diagram showing the transition of game states in the sixth type of pachinko game machine. [Figure 179] This is an example of a pattern table for the first half of the special symbol fluctuations in the normal gameplay state of the sixth type of pachinko machine. [Figure 180] This is an example of a pattern table for the latter half of the special symbol variation during normal gameplay in the sixth type of pachinko machine. [Figure 181] This is an example of the first half and second half variation pattern tables for special symbols in the right-hand play state of the sixth pachinko machine. [Figure 182] This is an example of a winning determination table for regular symbols in the sixth type of pachinko game machine. [Figure 183] This is an example of a normal symbol determination table for the sixth type of pachinko game machine. [Figure 184] This is an example of a table for determining the type of winning combination for regular symbols in the sixth type of pachinko game machine. [Figure 185] This is an example of a variation pattern table for regular symbols in the sixth type of pachinko game machine. [Figure 186] This flowchart shows an example of special symbol control processing in the sixth type of pachinko game machine. [Figure 187] This flowchart shows an example of special symbol management processing in the sixth type of pachinko game machine. [Figure 188] This flowchart shows an example of the process for initiating the variable display of special symbols in the sixth type of pachinko game machine. [Figure 189] This is a flowchart (part 1) showing an example of the termination process for the variable display of special symbols in the sixth type of pachinko game machine. [Figure 190] This is a flowchart (part 2) showing an example of the termination process for the variable display of special symbols in the sixth type of pachinko game machine. [Figure 191]This flowchart shows an example of the special symbol game determination process in the sixth type of pachinko game machine. [Figure 192] This flowchart shows an example of the special symbol game termination process in the sixth type of pachinko game machine. [Figure 193] This flowchart shows an example of the preparation process for opening the jackpot in the sixth type of pachinko game machine. [Figure 194] This flowchart shows an example of the control process for opening the jackpot in the sixth type of pachinko game machine. [Figure 195] This flowchart shows an example of the jackpot termination process in the sixth type of pachinko game machine. [Figure 196] This flowchart shows an example of the normal symbol control process in the sixth pachinko game machine. [Figure 197] This flowchart shows an example of the process for starting the variable display of normal symbols in the sixth type of pachinko game machine. [Figure 198] This is an example of the presentation flow during normal gameplay in the sixth type of pachinko game machine. [Figure 199] This is an example of the presentation flow for the right-hand play state in the sixth type of pachinko game machine. [Figure 200] This is an example of a symbol display pattern determination table for the normal gameplay state in the sixth type of pachinko machine. [Figure 201] This is an example of a table for determining the symbol display pattern in the right-hand play state of the sixth type of pachinko game machine. [Figure 202] This is an example of a table for determining the number of icons in the latter half of the normal gameplay state in the sixth pachinko machine. [Figure 203] This is an example of a table for determining the number of icons in the first half of the normal gameplay state in the sixth type of pachinko machine. [Figure 204] This is an example of a scenario determination table for the first half of the normal gameplay state in the sixth pachinko machine. [Figure 205] This is an example of a scenario determination table for the order of icons in the first half of the normal game state in the sixth pachinko machine. [Figure 206] An example of a cherry accumulation prediction determination table in the normal game state of the sixth pachinko machine. [Figure 207] An example of a support icon display scenario determination table for the confrontation reach in the normal game state of the sixth pachinko machine. [Figure 208] An example of a lotus flower prediction determination table in the right hitting game state of the sixth pachinko machine. [Figure 209] An example of a fan prediction determination table in the jackpot game state of the sixth pachinko machine. [Figure 210] A flowchart showing an example of the sub-control circuit processing in the sixth pachinko machine. [Figure 211] A flowchart showing an example of the production mode determination process in the sixth pachinko machine. [Figure 212] A flowchart (Part 1) showing an example of the production pattern determination process in the sixth pachinko machine. [Figure 213] A flowchart (Part 2) showing an example of the production pattern determination process in the sixth pachinko machine. [Figure 214] An example of the normal display images of the Western Army mode and the Eastern Army mode in the normal game state of the sixth pachinko machine. [Figure 215] An example of a display image (Part 1) explaining the production of the cherry accumulation prediction in the sixth pachinko machine. [Figure 216] An example of a display image (Part 2) explaining the production of the cherry accumulation prediction in the sixth pachinko machine. [Figure 217] An example of a display image (Part 1) explaining the pseudo-continuous production in the sixth pachinko machine. [Figure 218] An example of a display image (Part 2) explaining the pseudo-continuous production in the sixth pachinko machine. [Figure 219] An example of a display image (Part 3) explaining the pseudo-continuous production in the sixth pachinko machine. [Figure 220]An example of a display image (part 1) explaining the production of the path to the decisive battle in the 6th pachinko machine. [Figure 221] An example of a display image (part 2) explaining the production of the path to the decisive battle in the 6th pachinko machine. [Figure 222] An example of a display image explaining the production of the path to the ultimate decisive battle in the 6th pachinko machine. [Figure 223] An example of a display image (part 1) explaining the production of the confrontation reach in the 6th pachinko machine. [Figure 224] An example of a display image (part 2) explaining the production of the confrontation reach in the 6th pachinko machine. [Figure 225] An example of a display image explaining the production of the lotus flower notice in the 6th pachinko machine. [Figure 226] An example of a display image (part 1) explaining the production of the battle reach in the 6th pachinko machine. [Figure 227] An example of a display image (part 2) explaining the production of the battle reach in the 6th pachinko machine. [Figure 228] An example of a configuration diagram explaining the configuration of the operation production time of the path to the decisive battle and the reception time of the production button device in the 6th pachinko machine. [Figure 229] A table showing an example of the output conditions of the signals output outside the 6th pachinko machine. [Figure 230] An example of a timing chart of the signal of "External Information 3" among the signals output outside the 6th pachinko machine. [Figure 231] An example of a front view showing the appearance of the game board unit of the 7th pachinko machine. [Figure 232] An example of a block diagram showing the control circuit of the 7th pachinko machine. [Figure 233] An example of a winning determination table for special symbols in the 7th pachinko machine. [Figure 234] An example of a special symbol determination table in the 7th pachinko machine. [Figure 235]This is an example of a winning type determination table for the seventh type of pachinko game machine. [Figure 236] This is an example of a variation pattern table for special symbols in the normal gameplay state of the seventh type of pachinko machine. [Figure 237] This is an example of a table showing the variation patterns of special symbols during the time-saving game mode in the seventh type of pachinko game machine. [Figure 238] This is an example of a transition diagram for the special symbol variation pattern table in the seventh type of pachinko game machine. [Figure 239] This is an example of data related to the pre-reading of special symbols in the seventh type of pachinko game machine. [Figure 240] This is an example of a winning determination table for a regular symbol in the seventh type of pachinko game machine. [Figure 241] This is an example of a normal symbol determination table in the seventh type of pachinko game machine. [Figure 242] This is an example of a table for determining the opening pattern of a standard electric mechanism in a seventh type of pachinko game machine. [Figure 243] This is an example of a variation pattern table for regular symbols in the seventh type of pachinko game machine. [Figure 244] This is an example of the operation of a standard electric mechanism in the first time-saving game state of the seventh pachinko game machine. [Figure 245] This is an example of a setting table for the right-hand play instruction period in the seventh type of pachinko game machine. [Figure 246] This flowchart shows an example of special symbol control processing in the seventh type of pachinko game machine. [Figure 247] This flowchart shows an example of special symbol management processing in the seventh type of pachinko game machine. [Figure 248] This flowchart shows an example of the process for initiating the variable display of special symbols in the seventh type of pachinko game machine. [Figure 249] This flowchart shows an example of the process for determining the variation pattern of special symbols in the seventh type of pachinko game machine. [Figure 250]This flowchart shows an example of the termination process for the variable display of special symbols in the seventh type of pachinko game machine. [Figure 251] This flowchart shows an example of time-saving management processing in the seventh type of pachinko game machine. [Figure 252] This flowchart shows an example of the time-saving counter update process in the seventh type of pachinko game machine. [Figure 253] This flowchart shows an example of the special symbol game determination process in the seventh type of pachinko game machine. [Figure 254] This flowchart shows an example of the special symbol game termination process in the seventh type of pachinko game machine. [Figure 255] This flowchart shows an example of the process for setting the minor win state in the seventh type of pachinko game machine. [Figure 256] This flowchart shows an example of the minor win game state control process in the seventh type of pachinko game machine. [Figure 257] This flowchart shows an example of the preparation process for opening the jackpot in the seventh type of pachinko game machine. [Figure 258] This flowchart shows an example of the control process for opening the jackpot in the seventh type of pachinko game machine. [Figure 259] This flowchart shows an example of the process for ending a jackpot game state in the seventh type of pachinko game machine. [Figure 260] This flowchart shows an example of the normal symbol control process in the seventh type of pachinko game machine. [Figure 261] This flowchart shows an example of the process for initiating the variable display of normal symbols in the seventh type of pachinko game machine. [Figure 262] This is a flowchart showing an example of switch input detection processing in the seventh type of pachinko game machine. [Figure 263] This is an example of a game state transition diagram showing the transition of game states in the seventh type of pachinko game machine. [Figure 264] This is an example of the game state presentation flow in the seventh type of pachinko game machine. [Figure 265]This is an example of a symbol display pattern determination table for the first normal game state in the seventh type of pachinko game machine. [Figure 266] This is an example of a starting determination table for the second normal game state in the seventh pachinko game machine. [Figure 267] This is an example of a symbol display pattern determination table for the second normal game state in the seventh type of pachinko game machine. [Figure 268] This is an example of a symbol display pattern determination table for the first time-saving game state in the seventh type of pachinko game machine. [Figure 269] This is an example of a table for determining symbol display patterns other than the final spin in the second or third time-saving game state in the seventh pachinko game machine. [Figure 270] This is an example of a symbol display pattern determination table for the final spin of the second or third time-saving game state in the seventh pachinko game machine. [Figure 271] This is an example of a table for determining the notification pattern of the window notification during the first normal game state in the seventh pachinko machine. [Figure 272] This is an example of a table for determining the pattern of the reserve change notification for the first normal game state in the seventh pachinko game machine. [Figure 273] This is an example of a table for determining the winning animation pattern of the flash notification during the first normal game state in the seventh pachinko machine. [Figure 274] This is an example of a table for setting the conditions for prohibiting pre-announcement effects in the seventh type of pachinko game machine. [Figure 275] This is an example of a table for determining the minor win animation pattern in the seventh type of pachinko game machine. [Figure 276] This is an example of a table for determining the V-pass animation pattern in the seventh type of pachinko game machine. [Figure 277] This is an example of a presentation stage selection table for the seventh type of pachinko game machine after the jackpot game state has ended. [Figure 278] This flowchart shows an example of sub-control circuit processing in the seventh type of pachinko game machine. [Figure 279] This is a flowchart showing an example of the process for determining the presentation mode in the seventh type of pachinko game machine. [Figure 280] This is a flowchart (part 1) showing an example of the process for determining the performance pattern in the seventh type of pachinko game machine. [Figure 281] This is a flowchart (part 2) showing an example of the process for determining the performance pattern in the seventh pachinko game machine. [Figure 282] This is a flowchart (part 3) showing an example of the process for determining the performance pattern in the seventh type of pachinko game machine. [Figure 283] This flowchart shows an example of the pre-announcement effect determination process in the seventh type of pachinko game machine. [Figure 284] This is an example of a normal display image for the first normal game state in the seventh type of pachinko game machine. [Figure 285] This is an example of a display image illustrating the card and door effects in the first normal gameplay state of the seventh pachinko machine. [Figure 286] This is an example of a display image explaining the "Sengoku Entering Chance" animation, which is the first time-saving game state in the seventh type of pachinko game machine. [Figure 287] This is an example of a display image illustrating the player's selection of a performance stage in the seventh type of pachinko game machine. [Figure 288] This is an example of a display image explaining the Sengoku Time effect when the male character stage is selected in the seventh pachinko game machine. [Figure 289] This is an example of a display image explaining the Sengoku Time effect when the female character stage is selected in the seventh pachinko game machine. [Figure 290] This is an example of a display image explaining the animation that plays when a game ball fails to pass through the V-entry slot during a minor win state in the seventh type of pachinko game machine. [Figure 291] This is an example of a display image explaining the ending sequence of the Sengoku Time feature in the seventh pachinko game machine. [Figure 292]This is an example of a display image illustrating the continuous battle sequence in the second normal game state of the seventh pachinko game machine. [Modes for carrying out the invention]

[0010] As examples of gaming machines according to embodiments of the present invention, a first pachinko gaming machine, a second pachinko gaming machine, and a third pachinko gaming machine will be described as examples.

[0011] In this specification, unless otherwise specified, the front side of a pachinko game machine is defined as the forward direction, the rear side as the rear direction, the left side when viewed from the front of the pachinko game machine as the left direction, the right side when viewed from the front of the pachinko game machine as the right direction, the top side of the pachinko game machine as the upward direction, the bottom side of the pachinko game machine as the downward direction, the clockwise direction when viewed from the front of the pachinko game machine as the right-hand direction, and the counter-clockwise direction as the left-hand direction.

[0012] Both the first and second pachinko machines are so-called Type 1 pachinko machines, also known as "digital pachinko." Of these, the first pachinko machine is one in which only one of the first and second special symbols is displayed in a variable manner, and neither is displayed in a variable manner simultaneously. In contrast, the second pachinko machine is one in which the first and second special symbols can be displayed in a variable manner simultaneously.

[0013] Furthermore, the third type of pachinko game machine is a type 1 / 2 mixed machine, which is a combination of a type 1 game machine called a "digital pachinko" and a type 2 game machine called a "wing-type" machine. The third type of pachinko game machine described in this specification also has a first special symbol and a second special symbol, but in this specification, the explanation will be given using as an example a case in which only one of the first and second special symbols is displayed in a variable way, and the first and second special symbols are not displayed in a variable way in parallel. However, this is not intended to exclude type 1 / 2 mixed pachinko game machines in which the first and second special symbols can be displayed in a variable way in parallel.

[0014] In this specification, when the term "special design" is used, unless otherwise specified, it shall refer to both the first special design and the second special design.

[0015] Furthermore, the term "variable display" as used herein includes both "variable display," where the symbols change during display, and "stopped display," where the symbols remain still. The operation from the start of a variable display to the stop display is referred to as one "variable display." When a variable display is stopped (hereinafter also referred to as "derivation"), the results of the special symbol win determination process (hereinafter also referred to as "special symbol lottery") and the regular symbol win determination process (hereinafter also referred to as "regular symbol lottery") are determined. Note that even if the symbols appear to be stopped, there are cases where the symbols are displayed in a manner in which the results of the special symbol win determination process and the regular symbol win determination process are not determined (for example, a temporarily stopped state). Such states are included in the variable display described above. Note that even if the symbols are temporarily stopped, the results of the special symbol win determination process and the regular symbol win determination process are not determined at this point, so the symbols can be made to change again.

[0016] Furthermore, in describing the first, second, and third pachinko machines in this specification, the cases in which there are two special symbols (first special symbol and second special symbol) will be used as examples. However, for the first and third pachinko machines, the number of special symbols may be one.

[0017] [1. The first pachinko game machine] First, let me explain the first type of pachinko game machine.

[0018] In pachinko games where the first and second special symbols are not displayed in variable form simultaneously, but only one of them is displayed in variable form, there are two types: a pachinko game where, when the variable display of the first and second special symbols is pending, the activation condition of the second special symbol takes precedence over the activation condition of the first special symbol (hereinafter referred to as a "priority variable machine"), and a pachinko game where the activation conditions are met in the order of entry, including the first and second activation holes (hereinafter referred to as a "sequential variable machine").

[0019] In priority variable machines, the activation conditions for the first special symbol are met when all certain requirements are met, such as neither the first nor the second special symbol being in variable display mode, not being in a jackpot game state, the variable display of the second special symbol not being held, and the variable display of the first special symbol being held. Similarly, in priority variable machines, the activation conditions for the second special symbol are met when all certain requirements are met, such as neither the first nor the second special symbol being in variable display mode, not being in a jackpot game state, and the variable display of the second special symbol being held.

[0020] Furthermore, in sequentially variable machines, the activation conditions for the first special symbol are met if at least all of the following conditions are met: neither the first nor the second special symbol is currently in variable display mode; the game is not in a jackpot state; the variable display of the first special symbol is in reserve; and the earliest reserved state is the variable display of the first special symbol. Furthermore, in sequentially variable machines, the activation conditions for the second special symbol are met if at least all of the following conditions are met: neither the first nor the second special symbol is currently in variable display mode; the game is not in a jackpot state; the variable display of the second special symbol is in reserve; and the earliest reserved state is the variable display of the second special symbol.

[0021] The following explanation will use a priority variable control machine as an example.

[0022] [1-1. External Configuration] Figure 1 is an example of a perspective view showing the appearance of the first pachinko game machine when viewed from the front, upper right. Figure 2 is an example of an exploded perspective view showing the first pachinko game machine when viewed from the front, upper right. Figure 3 is an example of a perspective view showing the appearance of the first pachinko game machine when viewed from the rear, upper right.

[0023] [1-1-1.Basic configuration] As shown in Figures 1 to 3, the first pachinko game machine comprises an outer frame 2, a base door 3, a glass door 4, a tray unit 5, a launching device 6, a display device 7 (see Figure 2), a payout unit 8 (see Figures 2 and 3), a circuit board unit 9 (see Figures 2 and 3), and a game board unit 10 (see Figure 2), etc. Furthermore, an LED unit 160 (see Figure 2) is provided in the lower right part of the game board unit 10. Here, the outer frame 2, base door 3, glass door 4, tray unit 5, launching device 6, display device 7, payout unit 8, and circuit board unit 9 will be briefly described, and the details of the game board unit 10 and LED unit 160 will be described later. Note that the above parentheses indicate reference drawings for components not shown in Figure 1.

[0024] (Outer frame) The outer frame 2 is a frame that is roughly rectangular in shape when viewed from the front, and has an opening 21 that penetrates in the front-to-back direction. This outer frame 2 is fixedly attached to the island equipment of the amusement arcade. A hinge (not indicated by reference numeral) is provided on the front side of the left end of the outer frame 2, for example, and the base door 3 is pivotally supported by this hinge. In this way, the base door 3 can be rotated forward relative to the outer frame 2 using the hinge as an axis.

[0025] Furthermore, the outer frame 2 supports numerous components, including the payout unit 8, circuit board unit 9, display device 7, game board unit 10, glass door 4, and tray unit 5, which will be described later, via the base door 3, and therefore requires high strength. On the other hand, to enhance the visual effects, there is a demand for larger display devices such as the display device 7 (see Figure 2) and the game board unit 10. Therefore, by constructing the outer frame 2 from, for example, thin metal sheets, it is possible to enlarge the display device 7 and the game board unit 10 while maintaining high strength. In particular, if the outer frame 2 is made of aluminum, it is also possible to reduce its weight.

[0026] (Base door) The base door 3 supports components such as the dispensing unit 8 and the circuit board unit 9, which are attached to its rear side.

[0027] A game board unit 10 is fitted into the surface side of the base door 3. Furthermore, hinges (not reference numerals) are provided on the front side of the left end of the base door 3, for example, at the upper end, the middle section below the approximate center in the vertical direction, and the lower end. The glass door 4 is pivotally supported by the hinges at the upper and middle ends, and the plate unit 5 is pivotally supported by the hinges at the middle and lower ends, respectively. In this way, the glass door 4 and the plate unit 5 can be rotated forward relative to the base door 3, either as a single unit or individually, using the hinges as axes.

[0028] Furthermore, a launching device 6 is fixedly mounted on the lower right side of the surface of the base door 3, and speakers 32 (see Figure 2) are fixedly mounted on the upper left and right sides, respectively. These speakers 32 output sound effects such as voice performances of characters displayed on the display device 7, music, sound effects, voice announcements, and error notifications.

[0029] Furthermore, a locking device (not shown) is provided on the opposite side of the base door 3 from the hinge (i.e., the right end). This locking device has the function of locking the base door 3 to the outer frame 2, and locking the glass door 4 to the base door 3.

[0030] (Glass door) The glass door 4 is a frame-shaped member with an opening 41 formed therein. A transparent protective glass 43 (see Figure 2) is attached to this opening 41 from the rear side. When the glass door 4 is closed relative to the base door 3, the game area 105 (see Figure 4, described later) formed in the game board unit 10 faces the protective glass 43. In this way, the game area 105 can be viewed from the front when the glass door 4 is closed relative to the base door 3, and game balls flowing down the game area 105 are prevented from flying out forward.

[0031] The protective glass 43 may consist of multiple (for example, two) pieces of glass mounted with gaps between them, or it may be a unit of multiple pieces of glass with gaps between them. Furthermore, if it is a unit, a light guide plate may be provided between the pieces of glass. The protective glass 43 described above is not limited to being made of glass, but may be made of transparent resin, for example.

[0032] Furthermore, the lower part of the glass door 4 is provided with an operating unit 66 that can be operated by, for example, a player in order to receive a game information service (for example, "UniMemo (registered trademark)"). This operating unit 66 can also function as an operating unit that can be operated by the manager of the gaming hall or the like on the hall menu screen.

[0033] Furthermore, a speaker cover 45 is provided at the top of the glass door 4, positioned in front of the speaker 32 mentioned above. In addition, a large number of LED groups 46 used for lighting effects are arranged around the periphery of the opening 41 of the glass door 4, and an LED cover is provided in front of these LED groups 46. Strictly speaking, the reference numeral 46 shown in Figures 1 and 2 is an LED cover, but for convenience, it will be described as an LED group 46. The LED group 46 is a light-emitting means for effects such as providing notifications with light or performing lighting effects in various variations, but it is not limited to LEDs as long as it can perform such lighting effects, and may also be liquid crystals or lamps, for example.

[0034] (Plate unit) The tray unit 5 is a unitized unit consisting of an upper tray 51 and a lower tray 52. ​​The tray unit 5 is located in the front lower part of the base door 3, below the glass door 4. As described above, this tray unit 5 is configured to be opened and closed by rotating relative to the base door 3, so that, for example, when a ball jam occurs, a game hall employee can resolve the ball jam. Note that the tray unit 5 does not necessarily need to have an upper tray 51 and a lower tray 52 separately, and may be configured as a single integrated tray.

[0035] The upper tray 51 is provided to store game balls, and the game balls stored in the upper tray 51 are launched from the launching device 6 toward the game area 105 (see Figure 4 below). The upper tray 51 is provided with a payout port 53 and a performance button 54, etc. Game balls that are lent out or paid out as prize balls are dispensed from the payout port 53 into the upper tray 51. The performance button 54 is what is commonly called a "CHANCE button" or "push button". In addition to the operation function operated by the player, the performance button 54 may also have a predetermined performance function. A predetermined performance function would be, for example, a function that vibrates or protrudes upward based on the result of the special symbol winning judgment process. It may also serve the same function as the operation unit 66.

[0036] The lower tray 52 is primarily for storing game balls that overflow from the upper tray 51. The lower tray 52 is provided with a payout opening 55 that communicates with the upper tray 51, and game balls that overflow from the upper tray 51 are dispensed into the lower tray 52 through the payout opening 55.

[0037] An opening (not reference numeral) is formed on the bottom surface of the lower tray 52, which can be opened and closed by the player. When the opening formed on the bottom surface of the lower tray 52 is opened, the game balls stored in the lower tray 52 can be transferred to a ball box placed below the lower tray 52. ​​Furthermore, if a so-called individual counting system is provided at each machine, not only is a ball box unnecessary, but the game balls counted by the individual counting system can be stored and the stored game balls can be used again for gameplay.

[0038] (Launch device) The launching device 6 is for launching game balls stored in the upper tray 51 toward the game area 105 (see Figure 4, described later). The launching device 6 is located in the front right lower part of the base door 3 and to the lower right of the tray unit 5. The launching device 6 comprises a panel body 61, a drive device (not shown), and a launching handle 62.

[0039] The panel body 61 is provided such that, when the dish unit 5 is closed to the base door 3, the dish unit 5 and the launching device 6, which is fixedly attached to the base door 3, appear as a single integrated unit in appearance.

[0040] The launch handle 62 is configured to rotate clockwise or counterclockwise and is located on the front side of the panel body 61. The drive device is located on the back side of the panel body 61 and is composed of, for example, a launch solenoid (not shown). When the launch handle 62 is operated by the player, the game ball is launched by the operation of the drive device. The greater the amount of clockwise rotation (operation amount) when operating the launch handle 62, the stronger the launch force of the game ball.

[0041] The game balls launched from the launching device 6, located in the lower right of the plate unit 5, roll in an arc along the guide rail 110 (see Figure 4 below) via a launching rail (not shown) and are launched into the game area 105 (see Figure 4 below). Note that the launching device 6 is not limited to the lower right of the plate unit 5, but may also be located in the lower left of the plate unit 5. In this case, the above-mentioned launching rail becomes unnecessary, the area below the glass door 4 can be effectively utilized, and versatility can be increased.

[0042] (display device) The display device 7 (see Figure 2) has a display area for displaying various performance images related to the game, and is mounted so that the display area faces the opening of the game panel 100. The display device 7 may be, for example, a liquid crystal display device, a 7-segment display device, a dot matrix display device, an electroluminescent display device, or it may project images using a projection device such as a projector. The display area of ​​the display device 7 may display, for example, the result of the special symbol hit detection process by variably displaying performance identification symbols (for example, decorative symbols), performance images corresponding to the result of the special symbol hit detection process, performance images during the jackpot game state, demo performance images, performance images indicating the holding status of the variable display of special symbols, etc. In this embodiment, the display device 7 is mounted on the game board unit 10, but the display device 7 may be mounted on the base door 3 as long as the display area of ​​the display device 7 faces the opening of the game panel 100.

[0043] In this embodiment, one display device 7 is provided to display the various types of performance images described above, but multiple (for example, two) display devices may be provided and the performance images may be displayed using these multiple display devices.

[0044] (Dispensing unit) The dispensing unit 8 (see Figures 2 and 3) is located on the rear side of the base door 3 and consists of a ball passage 81, a dispensing device 82, etc. Game balls are supplied to the ball passage 81 from the storage tank 80 (see Figures 2 and 3). Game balls are supplied to the storage tank 80 from island equipment (not shown). When the dispensing conditions are met, the dispensing device 82 dispenses a predetermined number of game balls from the game balls supplied from the storage tank 80 to the ball passage 81, for example, to the upper tray 51. A power switch 95 is also provided on the rear side of the dispensing unit 8, as shown in Figure 3.

[0045] (Circuit board unit) The circuit board unit 9 (see Figures 2 and 3) is located on the rear side of the base door 3. Various control boards and the like are provided on the circuit board unit 9.

[0046] Specifically, as shown in Figure 3, the board unit 9 is equipped with a main control board 91 on which the main control circuit 200 (see Figure 6 below) is mounted, a sub-control board 92 on which the sub-control circuit 300 (see Figure 6 below) is mounted, a payout / launch control board 93 on which the payout / launch control circuit 400 (see Figure 6 below) that controls the payout and launch of game balls is mounted, and a power supply board on which the power supply circuit 450 (see Figure 6 below) that supplies power is mounted.

[0047] In Figure 3, for convenience, the main control board 91, sub-control board 92, dispensing / firing control board 93, and power supply board 94 are shown as reference numerals, but all of these boards are housed in a board case.

[0048] Furthermore, in this embodiment, the sub-control board 92 is configured as a single-board board (a board on which one control LSI or multiple LSIs are provided). However, it is not limited to this, and for example, the sub-control board 92 may be configured with multiple boards by making all or part of the display control circuit 304, sound control circuit 305, LED control circuit 306, and special effect control circuit 307 (see Figure 6 below) all on separate boards.

[0049] [1-1-2. Game board unit] Figure 4 is an example of a front view showing the external appearance of the game board unit 10 of the first pachinko game machine. A game area 105 is formed on the front side of the game board unit 10, on which launched game balls can roll and flow down.

[0050] As shown in Figure 4, the game board unit 10 mainly comprises a game panel 100 in which a game area 105 is formed that allows launched game balls to roll and flow down, a guide rail 110, a center mechanism 115 positioned approximately in the center of the game area 105, a first start opening 120, a general prize opening 122, a pass-through gate unit 125, a special electric mechanism unit 130, a second start opening 140, a normal electric mechanism unit 145, an LED unit 160, an out opening 178, and a rear unit (not shown) positioned behind the game board unit 10. As mentioned above, the LED unit 160 will be described later.

[0051] (Game Panel) The game panel 100 has an opening (not indicated by a reference numeral) in a position facing the display area of ​​the display device 7. In addition, a guide rail 110 is provided on the front of the game panel 100, and game pins (not indicated by a reference numeral) are planted thereon. The game balls launched from the launching device 6 (see Figures 1 and 2) fly out from the guide rail 110 toward the game area 105, collide with the game pins and other objects, change direction, and flow downward toward the bottom of the game area 105.

[0052] Furthermore, a back unit (not shown) is positioned behind the game panel 100, which is equipped with decorative elements to enhance the visual effect. The game panel 100 is made of transparent resin so that the decorative elements on the back unit can be seen from the front. In this case, the entire game panel 100 may be made of transparent material, or, for example, only the part that allows the decorative elements on the back unit to be seen from the front may be made of transparent material. Alternatively, the game panel 100 may be made of a material that does not have transparent parts (for example, wood), and transparent material may be provided in part to enhance the visual effect.

[0053] In this embodiment, the game panel 100 is made of transparent resin so that the back unit can be seen from the front. However, the entire game panel 100 may be made transparent, or only a part of it may be made transparent.

[0054] (Guide rail) The guide rail 110 consists of an arc-shaped outer rail and an inner rail (neither of which are reference numerals). The game area 105 is demarcated by the guide rail 110. The outer rail and inner rail have the function of guiding the game balls launched from the launching device 6 (see Figure 6 below) to the upper part of the game area 105.

[0055] (Center feature) The center component 115 is configured to fit into an opening (not reference numeral) in the game panel 100 and is equipped with an arc-shaped center rail 116 above it. Game balls launched toward the game area 105 are distributed to the left and right by the center rail 116.

[0056] In this first pachinko game machine, the area to the left of the center mechanism 115 within the game area 105 is referred to as the left area 106, and the area to the right of the center mechanism 115 is referred to as the right area 107. The definitions of the left area and the right area are the same for the second and third pachinko game machines described later.

[0057] The game balls launched by the launching device 6 toward the game area 105 flow down through either the left area 106 or the right area 107. As the game balls flow down through the left area 106 or the right area 107, they change direction and flow downwards upon collision with game nails or the like planted in the game panel 100. When the amount of operation of the launching handle 62 (see Figures 1 and 2) is small, the launched game balls flow down through the left area 106. On the other hand, when the amount of operation of the launching handle 62 (see Figure 1) is large, the launched game balls flow down through the right area 107.

[0058] In this specification, the method of operating the launching handle 62 (how to launch the game ball) is referred to as "left-handed launching" when the game ball is launched so that it flows down the left-side area 106, and as "right-handed launching" when the game ball is launched so that it flows down the right-side area 107. In this way, the player can choose to launch the game ball towards either the left-side area 106 or the right-side area 107.

[0059] Furthermore, the center mechanism 115 has a warp entrance 117 formed on its left outer edge, into which game balls flowing down the left area 106 can enter. Game balls that enter the warp entrance 117 are configured to be guided to a stage 118 formed on the center mechanism 115. The stage 118 is formed in front of the lower edge of the display area of ​​the display device 7 so that game balls can roll in the left-right direction. The stage 118 may be formed in multiple stages, for example, an upper stage and a lower stage.

[0060] A chance entrance 119 into which game balls can enter is formed at the rear of the stage 118, approximately in the left-right center. Game balls that enter the chance entrance 119 are released directly above the first start opening 120. Therefore, game balls that enter the chance entrance 119 have a higher probability of entering (passing through) the first start opening 120 compared to game balls that do not enter the warp entrance 117, or game balls that enter the warp entrance 117 but do not enter the chance entrance 119.

[0061] (First starting gate) The first start opening 120 is located below the display area of ​​the display device 7 and is positioned so that a game ball shot to the left can enter (a game ball shot to the right will have difficulty or may not be able to enter). When a game ball enters the first start opening 120, it is detected by the first start opening switch 121 (see Figure 6 below). It is also possible that a game ball shot to the right can enter the first start opening 120. In addition, a first start opening may be provided in place of or in addition to the first start opening 120 described above, in which a game ball shot to the right can enter (a game ball shot to the left will have difficulty or may not be able to enter).

[0062] When the first start port switch 121 (see Figure 6 below) detects that a game ball has entered (passed through) the first start port 120, various data related to the first special symbol (for example, random values ​​for determining the jackpot of the first special symbol, random values ​​for the symbol of the first special symbol, random values ​​for determining a reach of the first special symbol, and random values ​​for selecting the performance of the first special symbol, etc.) are extracted, and a predetermined number of these extracted data (for example, up to 4) are stored. When the start condition for the first special symbol (also referred to in this specification as the "start condition for the variation of the first special symbol") is met, the stored data is used for determining the win of the first special symbol. When a game ball enters the first start port 120, for example, 3 prize balls are dispensed. However, the number of prize balls dispensed based on the entry of a game ball into the first start port 120 is not limited to this.

[0063] In this specification, the entry of a game ball into the first starting opening 120 is referred to as the starting entry of the first special symbol, and various data related to the first special symbol (for example, random values ​​such as the random value for determining the jackpot of the first special symbol, the random value for the symbol of the first special symbol, the random value for determining the reach of the first special symbol, and the random value for selecting the performance of the first special symbol) are referred to as the starting information of the first special symbol. Furthermore, storing the starting information of the first special symbol until the starting conditions are met is referred to as "holding". The same applies to the second special symbol.

[0064] (General Prize Winners) Multiple general prize slots 122 are arranged in the lower left of the display area of ​​the display device 7, and are positioned so that game balls shot to the left can enter (game balls shot to the right have difficulty or are impossible to enter). When a game ball enters any of the multiple general prize slots 122, it is detected by the general prize slot switch 123 (see Figure 6 below).

[0065] When the general prize slot switch 123 (see Figure 6 below) detects that a game ball has entered (passed through) the general prize slot 122, for example, four prize balls are dispensed. However, the number of prize balls dispensed based on the entry of a game ball into the general prize slot 122 is not limited to four.

[0066] Furthermore, in this embodiment, the general prize slot 122 is positioned such that it is difficult or impossible for a game ball shot to the right to enter a prize slot. However, the invention is not limited to this, and in place of or in addition to the above-mentioned general prize slot 122, a general prize slot into which a game ball shot to the right can enter a prize slot may be provided.

[0067] (Passage gate unit) The passage gate unit 125 is located in the right-side area 107 and is a unit that integrates a passage gate 126 configured to allow game balls shot to the right to pass through almost completely, and a passage gate switch 127 (see Figure 6, described later) that detects the passage of game balls to the passage gate 126.

[0068] When the passage gate switch 127 detects the passage of a game ball through the passage gate 126, various data related to the regular symbols (for example, random values ​​for determining whether a regular symbol is a winner) are extracted, and the extracted data is stored up to a predetermined number (for example, up to 4). The stored data is used for determining whether a regular symbol is a winner. Note that even if the passage gate switch 127 detects the passage of a game ball through the passage gate 126, no prize balls are paid out. The passage gate unit 125 may be located in the left-side area 106 instead of or in addition to the right-side area 107.

[0069] In this specification, the passage of a game ball through the passage gate 126 is referred to as "start passage," and various data related to the regular symbols extracted by the passage of the game ball through the passage gate 126 (for example, random values ​​for determining the win of the regular symbols) are referred to as "start information for the regular symbols." Furthermore, the storage of the start information for the regular symbols until the start condition is met is referred to as "holding."

[0070] (Special electric mechanism unit) The special electric mechanism unit 130 is a unit that integrates the large prize opening 131, the count switch 132 (see Figure 6 below) which detects when a game ball enters (passes through) the large prize opening 131, and the special electric mechanism 133. The special electric mechanism unit 130 is located in the right-side area 107, below the passage gate unit 125.

[0071] The large prize slot 131 is positioned so that game balls shot to the right can enter (game balls shot to the left have difficulty or are impossible to enter). However, it is not limited to this, and in place of or in addition to the large prize slot 131 above, a large prize slot that allows game balls shot to enter to the left may be provided, or a large prize slot that allows game balls to enter may be provided above the center mechanism 115.

[0072] Furthermore, the large prize slot 131 is a prize slot that is opened to allow a predetermined number of game balls (for example, 10) to enter (pass through) when the game is controlled to a jackpot state, which is a game state advantageous to the player. When the count switch 132 (see Figure 6 described later) detects that a game ball has entered the large prize slot 131, for example, 10 prize balls are dispensed. However, the number of prize balls dispensed based on the entry of a game ball into the large prize slot 131 is not limited to 10.

[0073] The special electric mechanism 133 comprises a special electric shutter 134 that can move back and forth, and a special electric solenoid 135 (see Figure 6 below) that operates the special electric shutter 134. The special electric mechanism 133, or special electric shutter 134, is configured to transition between an open state in which game balls can or can easily enter (pass through) the large prize opening 131, and a closed state in which it is impossible or difficult for game balls to enter (pass through) the large prize opening 131. In the jackpot game state, the transition from the closed state to the open state is performed over a predetermined number of rounds. In other words, the jackpot game state is a game state in which a large number of game balls can be paid out as prize balls by performing a round game in which the large prize opening 131 transitions from the closed state to the open state over a predetermined period of time over multiple rounds.

[0074] (Second starting gate) The second starting opening 140 is located in the left-side area 106 (more specifically, to the lower left of the first starting opening 120). However, the second starting opening 140 is configured to guide game balls shot to the vicinity of the second starting opening 140 so that they can be entered when it is difficult or impossible for game balls shot to the left to enter due to, for example, game pins. However, it is not essential that the second starting opening 140 be configured in this way, and it may be provided in the right-side area 107, for example. Also, the second starting opening 140 may be configured so that game balls shot to the left can be entered.

[0075] When the second start port switch 141 (see Figure 6 below) detects that a game ball has entered (passed through) the second start port 140, various data related to the second special symbol (for example, random values ​​for determining the jackpot of the second special symbol, random values ​​for the symbol of the second special symbol, random values ​​for determining a reach of the second special symbol, and random values ​​for selecting the performance of the second special symbol, etc.) are extracted, and a predetermined number of these extracted data (for example, up to 4) are stored. When the start condition for the second special symbol (also referred to in this specification as the "start condition for the variation of the second special symbol") is met, the stored data is used for determining the win of the second special symbol. When a game ball enters the second start port 140, for example, 3 prize balls are dispensed. However, the number of prize balls dispensed based on the entry of a game ball into the second start port 140 is not limited to this.

[0076] (Standard electric mechanism unit) The standard electric prize unit 145 is located in the left-side area 106 (more specifically, to the lower left of the first start opening 120) and is a unit that integrates a prize opening from which a predetermined number of game balls are dispensed as prize balls when a game ball enters (passes through) this prize opening, a switch that detects when a game ball enters this prize opening, and the standard electric prize unit 146. In this embodiment, the prize opening is referred to as the second start opening 140, and the switch is referred to as the second start opening switch 141.

[0077] The standard electric mechanism 146 comprises a standard electric movable member 147, which is a so-called electric chute and consists of, for example, a wing-shaped member, and a standard electric solenoid 148 (see Figure 6 below) that operates the standard electric movable member 147. The standard electric mechanism 146, or standard electric movable member 147, is configured to transition between an open state in which game balls can enter (pass through) the second start opening 140 or an open state in which it is impossible or difficult for game balls to enter the second start opening 140. The standard electric movable member 147 includes wing-shaped, door-shaped, protruding plate-shaped, etc.

[0078] (Outlet) The outlet 178 is for discharging game balls that were launched toward the game area 105 but did not enter any of the various prize-winning openings (for example, the first starting opening 120, the second starting opening 140, the big prize-winning opening 131, the general prize-winning opening 122, etc.) to the outside of the machine. This outlet 178 is located at the downstream end of the game area 105 so that game balls shot left-handed and game balls shot right-handed can be discharged to the outside of the machine. However, in addition to the above-mentioned outlet 178, an outlet may also be provided at a location other than the downstream end, for example, between multiple general prize-winning openings 122, to discharge game balls that are flowing down the game area 105 to the outside of the machine.

[0079] (Underground Unit) The back unit (not shown) is used to decorate the game board unit 10 and is provided on the rear side of the transparent game panel 100. This back unit includes a group of performance features 58 (see Figure 6 below) such as movable features controlled by a sub-control circuit 300. The group of performance features 58 is arranged, for example, around the display area of ​​the display device 7. At least one of these performance features 58 features or performance feature components that make up a feature function as a performance feature that can operate based on the result of the special symbol winning determination process.

[0080] [1-1-3. LED Unit] The LED unit 160 is located in the lower right of the game board unit 10, outside the game area 105 (see, for example, Figure 4). The LED unit 160 is a unit body that integrates various display units.

[0081] FIG. 5 is an example of a front view showing the LED unit 160 provided in the first pachinko gaming machine.

[0082] As shown in FIG. 5, the LED unit 160 includes a normal symbol display unit 161, a normal symbol hold display unit 162, a first special symbol display unit 163, a second special symbol display unit 164, a first special symbol hold display unit 165, a second special symbol hold display unit 166, a probability variation notification display unit 167, and a time shortening notification display unit 168.

[0083] (Normal symbol display unit) The normal symbol display unit 161 displays the result of the winning determination process of the normal symbol, and includes normal symbol display LEDs 161a and 161b. When the condition for starting the variable display of the normal symbol (hereinafter referred to as the "starting condition of the normal symbol") is satisfied, the normal symbol display LEDs 161a and 161b alternately light and go out, and the variable display of the normal symbol starts. When a predetermined time has elapsed since the start of the variable display of the normal symbol, the variable display of the normal symbol stops, and the result of the winning determination process of the normal symbol is derived.

[0084] When the result of the winning determination process of the normal symbol is a normal symbol win, the combination of lighting and extinguishing of the normal symbol display LEDs 161a and 161b becomes a specific stop display mode. For example, when the result of the winning determination process of the normal symbol is a normal symbol win, the normal symbol display LED 161a lights up and the normal symbol display LED 161b goes out. On the other hand, when the result of the winning determination process of the normal symbol is a loss, for example, the normal symbol display LED 161a goes out and the normal symbol display LED 161b lights up. However, the stop display mode of the normal symbol display LEDs 161a and 161b indicating the result of the winning determination process of the normal symbol is not limited to this. When the normal symbol stops and is displayed in a specific stop display mode, it is determined to operate the normal electric accessory 146, and the general-purpose movable member 147 is driven to open and close in a predetermined pattern, facilitating the winning (passage) of the game ball into the second start port 140.

[0085] (Normal symbol hold display unit) When the hold display unit 162 for the normal symbol holds the start information of the normal symbol, that is, the variable display, it displays the number of variable displays of the normal symbol held (hereinafter referred to as the "hold number of the normal symbol"), and includes hold display LEDs 162a and 162b for the normal symbol. The above-mentioned "the variable display of the normal symbol is held" refers to the state from when the passage of the game ball through the passing gate 126 is detected and various data related to the normal symbol (for example, the random number value for determining the winning of the normal symbol, etc.) are extracted until the start condition of the normal symbol is satisfied. The start condition of the normal symbol is established when at least all of the following conditions are met: the normal symbol is not in the variable display state, and the variable display of the normal symbol is held.

[0086] The hold display unit 162 for the normal symbol displays the hold number of the variable display of the normal symbol by the combination of lighting and extinguishing of the hold display LEDs 162a and 162b for the normal symbol. For example, when the hold number of the normal symbol is 1, the hold display LED 162a for the normal symbol lights up and the hold display LED 162b for the normal symbol goes out. When the hold number of the normal symbol is 2, both of the hold display LEDs 162a and 162b for the normal symbol light up. When the hold number of the normal symbol is 3, the hold display LED 162a for the normal symbol blinks and the hold display LED 162b for the normal symbol lights up. Further, when the hold number of the normal symbol is 4, both of the hold display LEDs 162a and 162b for the normal symbol blink. However, the display modes of the hold display LEDs 162a and 162b for the normal symbol indicating the hold number of the normal symbol are not limited to this.

[0087] (Special symbol display unit) The special symbol display unit displays the result of the winning determination process of the special symbol, and includes a first special symbol display unit 163 and a second special symbol display unit 164. The first special symbol display unit 163 includes, for example, a first special symbol display LED group composed of 8 LEDs 163a to 163h. Similarly, the second special symbol display unit 164 also includes a second special symbol display LED group composed of 8 LEDs 164a to 164h.

[0088] When the conditions for starting the variable display of the first special symbol (hereinafter referred to as the "starting conditions for the first special symbol") are met, the variable display of the first special symbol begins, in which all or some of the eight LEDs 163a to 163h constituting the first special symbol display unit 163 repeatedly light up and turn off alternately or mutually. After a predetermined time has elapsed since the start of the variable display of the first special symbol, the variable display of the first special symbol stops, and the result of the hit determination process for the first special symbol is derived.

[0089] If the result of the first special symbol's hit determination process is a jackpot, the combination of lighting and extinguishing of the eight LEDs 163a to 163h that make up the first special symbol display unit 163 will result in a specific stop display pattern. When the first special symbol display unit 163 stops and displays in the specific stop display pattern, the transition to the jackpot game state is determined.

[0090] When the conditions for starting the variable display of the second special symbol (hereinafter referred to as the "starting conditions for the second special symbol") are met, the variable display of the second special symbol begins, in which all or some of the eight LEDs 164a to 164h constituting the second special symbol display unit 164 repeatedly light up and turn off alternately or mutually. After a predetermined time has elapsed since the start of the variable display of the second special symbol, the variable display of the second special symbol stops, and the result of the hit determination process for the second special symbol is derived.

[0091] If the result of the second special symbol's hit determination process is a jackpot, the combination of lighting and extinguishing of the eight LEDs 164a to 164h that make up the second special symbol display unit 164 will result in a specific stop display pattern. When the second special symbol display unit 164 stops and displays in the specific stop display pattern, the transition to the jackpot game state is determined.

[0092] (Special design hold display section) The special symbol hold display unit displays the number of variable displays of special symbols that are being held (hereinafter referred to as the "number of special symbols held") when the activation information of special symbols, i.e., the variable displays, are being held, and comprises a first special symbol hold display unit 165 and a second special symbol hold display unit 166.

[0093] The first special symbol hold display unit 165 displays the number of hold for the first special symbol when the variable display for the first special symbol is held, and is equipped with first special symbol hold display LEDs 165a and 165b. "The variable display for the first special symbol is held" refers to the state from when the entry (passage) of a game ball into the first start opening 120 is detected and the start information for the first special symbol is extracted until the start conditions for the first special symbol are met.

[0094] The first special symbol hold indicator unit 165 displays the number of hold symbols for the variable display of the first special symbol by the combination of lighting and extinguishing of the first special symbol hold indicator LEDs 165a and 165b. For example, if there is one hold symbol for the first special symbol, the first special symbol hold indicator LED 165a lights up and the first special symbol hold indicator LED 165b turns off. If there are two hold symbols for the first special symbol, both the first special symbol hold indicator LEDs 165a and 165b light up. If there are three hold symbols for the first special symbol, the first special symbol hold indicator LED 165a blinks and the first special symbol hold indicator LED 165b lights up. Furthermore, if there are four hold symbols for the first special symbol, both the first special symbol hold indicator LEDs 165a and 165b blink. However, the display mode of the LED 165a and 165b for the first special symbol, which indicate the number of reserved symbols for the first special symbol, is not limited to this.

[0095] The second special symbol hold display unit 166 displays the number of second special symbols that are being held when the variable display of the second special symbol is being held, and is equipped with second special symbol hold display LEDs 166a and 166b. "The variable display of the second special symbol is being held" refers to the state from when the entry (passage) of a game ball into the second start opening 140 is detected and the start information for the second special symbol is extracted until the start conditions for the second special symbol are met.

[0096] The second special symbol hold indicator unit 166 displays the number of hold symbols for the variable display of the second special symbol by the combination of lighting and extinguishing of the second special symbol hold indicator LEDs 166a and 166b. For example, if there is one second special symbol hold indicator, the second special symbol hold indicator LED 166a lights up and the second special symbol hold indicator LED 166b turns off. If there are two second special symbols hold indicators, both the second special symbol hold indicator LEDs 166a and 166b light up. If there are three second special symbols hold indicators, the second special symbol hold indicator LED 166a blinks and the second special symbol hold indicator LED 166b lights up. Furthermore, if there are four second special symbols hold indicators, both the second special symbol hold indicator LEDs 166a and 166b blink. However, the display mode of the LED 166a and 166b for the second special symbol, which indicate the number of reserved symbols for the second special symbol, is not limited to this.

[0097] (Display unit for indicating probability change) The probability variation notification display unit 167 can be illuminated during the execution of the probability variation control described later, and is composed of, for example, an LED or a lamp.

[0098] The probability variation notification display unit 167 may be configured to light up while probability variation control is being performed, but for example, it may be configured not to light up so that it cannot be visually determined that probability variation control is being performed, thereby keeping the fact that probability variation control is being performed a secret.

[0099] However, if the power is cut off while the probability variation control is in progress, the data indicating that the probability variation control is in progress will not be lost due to the function of the backup capacitor 207 described later. Therefore, if the power is cut off while the probability variation control is in progress and then the power is turned back on, the probability variation notification display unit 167 will light up in a manner that allows the player to visually confirm that the probability variation control is in progress.

[0100] Furthermore, even if the status of the probability variation control was kept secret before the power was cut off, the system is configured to allow the user to understand that the probability variation control is in progress by lighting up the probability variation notification display unit 167 when the power is turned on.

[0101] (Display unit for time reduction notification) The time-saving notification display unit 168 can be illuminated during the execution of the time-saving control described later, and is composed of, for example, an LED or a lamp.

[0102] In this embodiment, the time reduction notification display unit 168 includes, for example, a first time reduction notification display unit 168a and a second time reduction notification display unit 168b, but the number of time reduction notification display units 168 is not limited to this.

[0103] As will be explained in more detail later, the time-saving game state includes A time-saving game state, B time-saving game state, and C time-saving game state. The system is configured so that the player can determine which time-saving game state is in operation by, for example, the combination of illumination or extinguishing of the first time-saving notification display unit 168a and the second time-saving notification display unit 168b.

[0104] The time-saving notification display unit 168 may be configured to light up the first time-saving notification display unit 168a and / or the second time-saving notification display unit 168b in response to the time-saving control being executed. However, the display unit may be configured to light up or turn off in a manner that makes it impossible to visually determine whether or not a time-saving control is being executed or the type of time-saving control being executed (for example, all lights off, all lights on, or a manner unrelated to the time-saving control being executed), thereby concealing the fact that a time-saving control is being executed or the type of time-saving control being executed. In particular, while it may be possible to visually determine whether or not a time-saving control is being executed, it may be difficult to visually determine which time-saving control is being executed. Therefore, concealing the type of time-saving control being executed can enhance the user experience.

[0105] However, when the power is cut off during the execution of the time shortening control, not only the data indicating that the time shortening control is being executed but also the data indicating the type of the time shortening control being executed do not disappear due to the function of the backup capacitor 207 described later. Therefore, when the power is cut off during the execution of the time shortening control and then the power is turned on, the time shortening notification display unit 168 lights up or goes off in a manner that allows the fact that the time shortening control is in progress and the type of the time shortening control being executed to be grasped visually.

[0106] Note that even if, before the power is cut off, the fact that the time shortening control is in progress and the type of the time shortening control being executed are concealed so as not to be visually grasped, when the power is turned on, the time shortening notification display unit 168 is configured to light up or / and go off in a manner that allows the fact that the time shortening control is in progress and the type of the time shortening control being executed to be grasped visually.

[0107] [1-2. Electrical Configuration] Next, referring to FIG. 6, the control circuit of the first pachinko gaming machine will be described. FIG. 6 is an example of a block diagram showing the control circuit of the first pachinko gaming machine.

[0108] As shown in FIG. 6, the first pachinko gaming machine mainly includes a main control circuit 200 that controls processing such as processing executed when the power is turned on and processing related to the gaming operation, a sub-control circuit 300 that controls effects according to the progress of the game, a payout / launch control circuit 400, and a power supply circuit 450.

[0109] [1-2-1. Main Control Circuit] The main control circuit 200 controls, for example, processing executed when the power is turned on and processing related to the gaming operation. It includes a main CPU 201, a main ROM 202 (read-only memory), a main RAM 203 (read-write memory), an initial reset circuit 204, a backup capacitor 207, etc., and is housed in a main board case (not shown).

[0110] The main CPU 201 is connected to the main ROM 202, main RAM 203, and initial reset circuit 204, among others. The main CPU 201 also has built-in functions such as a WDT (watchdog timer) to monitor operation and functions to prevent tampering.

[0111] The main ROM 202 stores programs for controlling the operation of the first pachinko game machine by the main CPU 201, as well as various tables and other data. The main CPU 201 has the function of executing various processes according to the programs stored in the main ROM 202.

[0112] The main RAM 203 is provided with a memory area for storing various data necessary for the progress of the game. This main RAM 203 also has the function of storing various flags and variable values ​​as a temporary storage area for the main CPU 201. In this embodiment, RAM is used as the temporary storage area for the main CPU 201, but it is not limited to this; any read / write storage medium will suffice.

[0113] The initial reset circuit 204 monitors the main CPU 201 and outputs a reset signal as needed.

[0114] The backup capacitor 207 has the function of temporarily supplying power to prevent the loss of data stored in the main RAM 203 in the event of a power outage or other incident.

[0115] Furthermore, the main control circuit 200 also includes I / O ports 205 that are connected to various devices for communication, and command output ports 206 that are connected to the sub-control circuit 300 for outputting various commands.

[0116] Furthermore, various devices are connected to the main control circuit 200. For example, the main control circuit 200 is connected to the above-mentioned normal symbol display unit 161, normal symbol hold display unit 162, first special symbol display unit 163, second special symbol display unit 164, first special symbol hold display unit 165, second special symbol hold display unit 166, probability change notification display unit 167, time reduction notification display unit 168, normal electric solenoid 148, and special electric solenoid 135, etc. In addition to these, the main control circuit 200 is also connected to the performance display monitor 170 and error notification monitor 172, etc. The main control circuit 200 can control the operation of these devices by transmitting signals via the I / O port 205.

[0117] The performance display monitor 170 displays performance data and setting values, which will be described later, under the control of the main CPU 201. The performance display data is, for example, data that shows the ratio of game balls dispensed in game states other than jackpot game states relative to a predetermined number of game balls (e.g., 60,000 balls), and is also called the base value.

[0118] The error notification monitor 172 displays an error code. In addition to the error code, the error notification monitor 172 can also display other codes, such as a setting change code indicating that a setting change process is underway, or a setting confirmation code indicating that a setting confirmation process is underway, if the pachinko machine has a setting function as described later. The setting change code may be displayed as a special symbol that is not normally displayed (for example, a setting change symbol indicating that a setting change is underway).

[0119] The main control circuit 200 is also connected to the first start gate switch 121, the second start gate switch 141, the pass gate switch 127, the count switch 132, and the general prize gate switch 123, etc. When these switches are detected, a detection signal is output to the main control circuit 200 via the I / O port 205.

[0120] Furthermore, the main control circuit 200 is connected to a call device (not shown) that has functions such as calling hall staff and displaying the number of jackpots, an external terminal board 184 used to transmit data to a hall computer 186 that manages all the pachinko machines in the hall, a setting key 174 which is operated to change or check setting values ​​if the pachinko machine has a setting function as described later, and a backup clear switch 176 which can clear the backup data stored in the main RAM 203 according to the operation of the arcade manager.In this embodiment, the backup clear switch 176 also serves as a switch for changing setting values ​​as described later, but it is not limited to this, and a setting switch for changing setting values ​​may also be provided.

[0121] Furthermore, it is preferable that the setting key 174 and the backup clear switch 176 are housed in a predetermined case so that they cannot be easily touched by a third party other than the manager of the gaming establishment (for example, a player). The "predetermined case" includes not only those in which the setting key 174 and the backup clear switch 176 cannot be accessed unless the case is opened, but also those in which notches are provided only at the corresponding locations of the setting key 174 and the backup clear switch 176 in the case, so that the manager of the gaming establishment can access the setting key 174 and / or the backup clear switch 176 when the pachinko gaming machine is rotated from the island equipment using a key managed by the manager to expose the back.

[0122] In this embodiment, the setting key 174 and the backup clear switch 176 are connected to the main control circuit 200, but the system is not limited to this. For example, they may be connected to the payout / launch control circuit 400 or the power supply circuit 450. In this case as well, it is preferable to prevent third parties other than the manager of the gaming facility from easily accessing the setting key 174 and the backup clear switch 176.

[0123] [1-2-2. Sub-control circuit] The sub-control circuit 300 includes a sub-CPU 301, program ROM 302, work RAM 303, display control circuit 304, sound control circuit 305, LED control circuit 306, special effect control circuit 307, and command input port 308, etc. The sub-control circuit 300 executes effects according to the progress of the game in response to commands from the main control circuit 200. Although not shown in Figure 6, the sub-control circuit 300 is also connected to effect buttons 54 (see Figure 1) that can be operated by the player.

[0124] The program ROM 302 stores programs for controlling the gameplay of the first pachinko machine by the sub-CPU 301, as well as various tables. The sub-CPU 301 has the function of executing various processes according to the programs stored in the program ROM 302. In particular, the sub-CPU 301 controls the gameplay according to various commands transmitted from the main control circuit 200.

[0125] The work RAM 303 has the function of storing various flags and variable values ​​as a temporary storage area for the sub-CPU 301.

[0126] The display control circuit 304 is a circuit for controlling the display in the display device 7. The display control circuit 304 includes an image data processor (hereinafter referred to as VDP), an image data ROM that stores data for generating various types of image data, a frame buffer for temporarily storing image data, a D / A converter for converting image data into image signals, and the like.

[0127] The display control circuit 304 temporarily stores image data to be displayed on the display device 7 in a frame buffer in response to an image display command from the sub-CPU 301. The image data to be displayed on the display device 7 includes various types of image data related to the game, such as decorative pattern image data showing decorative patterns, background image data, and image data for special effects.

[0128] The display control circuit 304 then supplies the image data stored in the frame buffer to the D / A converter at a predetermined timing. The D / A converter converts the image data into an image signal and supplies the converted image signal to the display device 7 at a predetermined timing. When the image signal is supplied to the display device 7, the image related to the image signal is displayed on the display device 7. In this way, the display control circuit 304 can control the display device 7 to display images related to the game.

[0129] The audio control circuit 305 is a circuit for controlling the sound generated from the speaker 32. The audio control circuit 305 includes a sound source IC for controlling the sound, an audio data ROM for storing various audio data, and an amplifier (hereinafter referred to as AMP) for amplifying the audio signal.

[0130] The sound source IC controls the sound output from speaker 32. In response to a sound generation command from sub-CPU 301, the sound source IC selects one audio data from multiple audio data stored in the audio data ROM. The sound source IC also reads the selected audio data from the audio data ROM, converts it into a predetermined audio signal, and supplies the converted audio signal to the amplifier. The amplifier amplifies the audio and sound effect signals output from speaker 32.

[0131] The LED control circuit 306 is a circuit for controlling a group of LEDs 46, including decorative LEDs. The LED control circuit 306 includes a drive circuit for supplying LED control signals and a decoration data ROM that stores multiple types of LED decoration patterns.

[0132] The special effect control circuit 307 is a circuit for controlling the operation of each special effect (for example, one or more special effects from the group of special effect 58). The special effect control circuit 307 includes a drive circuit for supplying a drive signal to each special effect, a lighting circuit for supplying a lighting control signal, and a special effect data ROM in which the operation pattern and lighting pattern are stored.

[0133] Furthermore, the mechanism control circuit 307 selects one operation pattern from multiple operation patterns stored in the mechanism data ROM in response to mechanism operation commands from the sub-CPU 301. It then reads the selected operation pattern from the mechanism data ROM and controls the mechanical operation of each mechanism by supplying a drive signal corresponding to the read operation pattern. In addition, the lighting circuit selects one lighting pattern from multiple lighting patterns stored in the mechanism data ROM based on lighting commands from the sub-CPU 301. It then reads the selected lighting pattern from the mechanism data ROM and controls the lighting operation of each mechanism by supplying a lighting control signal corresponding to the read lighting pattern.

[0134] The command input port 308 is connected to the command output port 206 and receives various commands sent from the main control circuit 200.

[0135] [1-2-3. Dispensing and firing control circuit] The payout and launch control circuit 400 controls the payout of prize balls and loaned balls. This payout and launch control circuit 400 is connected to a payout device 82 that can dispense game balls, a launch device 6 that can launch game balls, a card unit 180 that can perform control related to ball lending, and the like.

[0136] When the payout / launch control circuit 400 receives a prize ball control command transmitted from the main control circuit 200, it transmits a predetermined signal to the payout device 82 and controls the payout device 82 to dispense game balls.

[0137] A ball dispensing operation panel 182 is connected to the card unit 180. The ball dispensing operation panel 182 is equipped with a ball dispensing button for receiving balls and a dispensing return button (neither shown) for receiving a ball dispensing card on which cache data is stored. For example, when a player performs a ball dispensing operation, a ball dispensing control signal corresponding to the ball dispensing operation is transmitted to the card unit 180. The payout / launch control circuit 400 controls the payout device 82 to dispense game balls based on the ball dispensing control signal transmitted from the card unit 180. The operation panel 182 is often located on the pachinko game machine side, but it may also be located on the card unit 180 side.

[0138] Furthermore, the payout / launch control circuit 400 controls the launching of the game ball by supplying power to the launching solenoid (not shown) according to the rotation angle (amount of rotation) of the launching handle 62, based on the fact that the launching handle 62 has been rotated in a clockwise direction.

[0139] [1-2-4. Power supply circuit] The power supply circuit 450 is a power supply circuit created to supply the power voltage necessary for gameplay to the main control circuit 200, sub-control circuit 300, payout / launch control circuit 400, etc.

[0140] The power supply circuit 450 is connected to a power switch 95, etc. The power switch 95 is turned on when supplying the necessary power to the pachinko game machine (more specifically, the main control circuit 200, sub-control circuit 300, payout / launch control circuit 400, etc.).

[0141] [1-3. Game Flow] Next, an example of a game flow will be explained with reference to Figures 7 and 8. Figure 7 is an example of a game flow. Figure 8 is an example of a game state transition diagram showing the transitions between game states. Note that the game flow shown in Figure 7 is not a control flow, but a flow that can be understood visually.

[0142] As shown in Figure 7, in a pachinko game, a game ball is launched by a user such as a player, and when the game ball enters one of the various prize slots (for example, the first starting slot 120), a payout control process for the game ball is performed. Pachinko games include "special symbol games" that use special symbols and "regular symbol games" that use regular symbols. A special symbol game is a game in which, for example, a special symbol win determination process is performed based on the entry of a game ball into the starting slots 120 and 140, and a decision is made as to whether or not to proceed to a jackpot game state. A regular symbol game is a game in which, for example, a regular symbol win determination process is performed based on the passage of a game ball through the passage gate 126, and a decision is made as to whether or not to activate the regular electric mechanism 146 to open the prize slot (the second starting slot 140 in this embodiment). In this specification, "special symbol games" may sometimes be referred to as "games," but "games" is a broad term, and for example, regular symbol games and games that use control units such as the performance button 54 (see Figure 1 for example) are also included in the definition of "games."

[0143] Furthermore, in this specification, one special symbol game is defined as the period from when the variable display of the special symbol begins until the end of this variable display and the result of the special symbol win determination process is confirmed and displayed (derived) (more specifically, until the special symbol confirmation time has elapsed). However, if the game is controlled to a jackpot game state after the result of the special symbol win determination process has been derived, one special symbol game is defined as the period until the end of the jackpot game state. Note that in the first pachinko game machine, minor wins are not included in the result of the special symbol win determination process, but in pachinko game machines where minor wins are included in the result of the special symbol win determination process, if the game is controlled to a minor win game state after the result of the special symbol win determination process has been derived, one special symbol game is defined as the period until the end of the minor win game state.

[0144] In the special symbol game, when a stop display pattern indicating a jackpot is displayed in the first special symbol display unit 163 or the second special symbol display unit 164, the game is controlled to enter a jackpot game state. In the jackpot game state, a round game is performed in which the large prize opening 131 is kept open for a predetermined time (for example, up to 30,000 msec) by the operation of the special electric mechanism 133, and the probability of winning a prize in the large prize opening 131 is relatively increased.

[0145] Furthermore, in a regular symbol game, when a stop display mode indicating a regular symbol win is shown to the regular symbol display unit 161, the regular electric mechanism 146 operates, opening the prize entry point (for example, the second start entry point 140 in this embodiment), and relatively increasing the probability of winning in the second start entry point 140.

[0146] Furthermore, the games that can be played in a pachinko game are not limited to special symbol games and regular symbol games; it may also be possible to play new games other than these.

[0147] The following is an overview of the gameplay flow for special symbol games and regular symbol games.

[0148] [1-3-1. Special Symbol Game] As shown in Figure 7, the special symbol game mainly includes a special symbol activation prize entry process that is performed when a prize is awarded (passes through) the first activation port 120 or the second activation port 140, and a special symbol control process that is performed based on the fulfillment of the special symbol activation conditions.

[0149] When a game ball enters the first starting port 120 or the second starting port 140, a special symbol starting entry process is performed. In this special symbol starting entry process, various data related to the special symbol (for example, random values ​​for jackpot determination, symbol determination, reach determination, and various random values ​​for performance selection, etc.) are extracted (acquired) from various counters for the special symbol (for example, a jackpot determination counter, a symbol determination counter, etc.). Each extracted random value is held as starting information. This special symbol starting entry process is performed even while the special symbol control process is being executed.

[0150] Furthermore, the special symbol control process determines whether or not the activation conditions for the special symbol have been met. If the activation conditions for the special symbol are met, the special symbol win determination process is performed, which refers to the random value for jackpot determination extracted from the special symbol's jackpot determination counter and determines whether or not it is a "jackpot". After that, the stop symbol determination process is performed to determine the stop symbol. In the stop symbol determination process, the special symbol to be displayed is determined by referring to the random value for symbol determination extracted from the special symbol's symbol determination counter and the result of the special symbol win determination process.

[0151] In this embodiment, if the probability variation flag is on, the probability variation control is executed. In the special symbol win determination process described above, if the probability variation flag is off, it is determined to be a "jackpot" with a relatively low probability, and if the probability variation flag is on, it is determined to be a "jackpot" with a relatively high probability. Hereinafter in this specification, the probability of being determined to be a "jackpot" will be referred to as the "jackpot probability".

[0152] The probability variation flag is one of the management flags stored in the main RAM 203, and it is a flag used to manage whether or not probability variation control is executed. When the probability variation flag is on, the game proceeds in a game state in which probability variation control is executed (for example, in this embodiment, the high probability time-saving game state). On the other hand, when the probability variation flag is off, the game proceeds in a game state in which probability variation control is not executed (for example, the normal game state or the low probability time-saving game state).

[0153] Next, the process for determining the variation pattern of the special symbol is performed. In this process, a random value is extracted from the variation pattern determination counter, and the variation pattern (variable display pattern) of the special symbol is determined by referring to this random value, the result of the special symbol win determination process described above, and the special symbol to be stopped and displayed as described above. Then, based on the result of the special symbol variation pattern determination process, the variable display control process for the special symbol is performed.

[0154] Once the variation pattern for the special symbols is determined, a processing step is performed to determine the next performance pattern. Based on the results of the performance pattern determination process, a performance control process is performed for display effects such as decorative symbols and character effects displayed in the display area of ​​the display device 7, and sound effects such as voices and sound effects output from the speaker 32. The performance control process is performed by the sub-CPU 301.

[0155] Then, after the variable display control processing and performance control processing for the special symbols are completed, if it is a jackpot, the jackpot game control processing is performed. The jackpot game control processing is performed when the jackpot game state is active. When the jackpot game state ends, the special symbol game ends, and the game state transition control processing to the non-jackpot game state is performed. In this case, the game state transitions according to the type of jackpot. For example, if it is a type of jackpot where both the probability variation flag and the time reduction flag are set to ON, after the jackpot game state ends, the game transitions to the high probability time reduction game state.

[0156] On the other hand, if it is not a big win, i.e., a miss, the special symbol game ends. Note that in the first type of pachinko machine, the result of the special symbol win determination process does not include minor wins, but in pachinko machines where minor wins are included in the result of the special symbol win determination process, if a minor win is achieved, the minor win game control process is performed. Also, if it is not a big win but a time-saving win as described later, the game transitions to the time-saving game state.

[0157] Then, each time the conditions for activating the special symbol are met, the various processes of the special symbol control process described above are repeated.

[0158] Furthermore, if a game ball enters the starting slots 120 or 140 during the special symbol control processing, the special symbol starting entry processing will be executed. In addition, the special symbol starting information extracted when a game ball enters the starting slots 120 or 140 (for example, various random values ​​such as random values ​​for determining a jackpot, random values ​​for the special symbol, random values ​​for determining a reach, and random values ​​for selecting effects) will be held in reserve until the conditions for starting the special symbol are met.

[0159] Furthermore, in the first pachinko game machine, a total of up to eight special symbol start information entries can be held, consisting of four for the first special symbol and four for the second special symbol. However, the number of special symbol start information entries that can be held is not limited to this. For example, it may be possible to hold more start information entries for the first special symbol than for the second special symbol, or vice versa.

[0160] Furthermore, although not shown in Figure 7, a pre-read judgment (see, for example, S396 in Figure 52 described later) may be performed in advance of the special symbol's hit determination process, based on the start information extracted when the game ball enters (passes through) the start openings 120 and 140, to determine whether a "jackpot" has been won and the variation pattern, and a pre-read performance function may be provided that performs a predetermined performance based on the result of this pre-read judgment. Note that the above pre-read judgment may be performed before the start information extracted when the game ball enters the start openings 120 and 140 is held, or it may be performed after it has been held.

[0161] [1-3-2. Standard Symbol Game] As shown in Figure 7, the standard symbol game mainly includes a standard symbol activation process that is performed when a game ball passes through the passage gate 126, and a standard symbol control process that is performed based on the fulfillment of the standard symbol activation conditions.

[0162] When a game ball passes through gate 126, the normal symbol start pass-through process is executed. In this normal symbol start pass-through process, the start information for the normal symbol (for example, the random value used for determining the win of the normal symbol) is extracted (obtained) from the win determination counter for the normal symbol, and the extracted start information is held in reserve.

[0163] Furthermore, in the normal symbol control process, the main CPU 201 determines whether or not the conditions for starting the normal symbols have been met. When starting the variable display of normal symbols, the main CPU 201 refers to the random value for normal symbol win determination extracted from the normal symbol win determination counter, and executes the normal symbol win determination process to determine whether or not it is a "normal symbol win," and then executes the variation pattern determination process. In this process, the result of the normal symbol win determination process is referred to, and the variation pattern of the normal symbols is determined.

[0164] Next, the main CPU 201 refers to the result of the normal symbol win determination process and the determined normal symbol variation pattern, and executes variable display control processing to control the variable display of the normal symbols, and effect control processing to perform predetermined effects. Note that the effect control processing may not be executed.

[0165] Then, once the variable display control processing and performance control processing for the regular symbols are completed, the main CPU 201 determines whether or not a regular winning symbol indicating a "regular symbol win" has been derived to the regular symbol display unit 161 (see Figures 5 and 6). If it is determined that a stop display pattern indicating a regular win has been derived, the main CPU 201 executes the regular symbol win game control processing. In this regular symbol win game control processing, the regular electric mechanism 146 (see Figure 4) is activated, and the entry point (for example, in this embodiment, for example, the second start point 140 (see Figure 4)) is opened to a state where it is possible or easy for game balls to enter (pass through). On the other hand, if it is determined that a stop display pattern indicating a regular win has not been derived, the main CPU 201 does not execute the regular symbol win game control processing and terminates the regular symbol control processing.

[0166] In addition, in game states where time-saving control is not performed (for example, normal game state), the probability of obtaining a stop display pattern indicating a normal win may be set to 0. Time-saving control corresponds to a control that performs at least one of the following: special symbol shortening control, which shortens the variable display time of special symbols compared to when time-saving control is not performed, and electric support control, which increases the frequency of activating the normal electric mechanism 146 to open the prize entry point (in this embodiment, for example, the second start opening 140 (see Figure 4)). This time-saving control may be a control that performs both special symbol shortening control and electric support control, or a control that performs only one of special symbol shortening control and electric support control.

[0167] The electric support control is a control that improves the time-saving performance of at least one of the following: the probability of winning a "regular symbol win," the variable display time of the regular symbols, and the opening pattern of the regular electric mechanism 146 (number of openings, opening time, wait time). Time-saving performance refers to the performance that changes how easily game balls enter the winning slot (for example, in this embodiment, the second starting slot 140 (see Figure 4)), and includes the probability of winning a "regular symbol win," the variable display time of the regular symbols, and / or the opening pattern of the regular electric mechanism 146 (number of openings, opening time, wait time, etc.). Furthermore, improving time-saving performance means, for example, making it easier for game balls to enter the winning slot (for example, in this embodiment, for example, the second starting slot 140 (see Figure 4)). In other words, when the electric support control is executed, the probability of winning with a "regular symbol" is increased, the variable display time of the regular symbols is shortened, and / or the regular electric mechanism 146 makes it easier to win (increased number of openings, extended opening time, shortened wait time, etc.).

[0168] Then, each time the conditions for starting a regular symbol are met, the various processes of the regular symbol control process described above are repeated.

[0169] Furthermore, if a game ball passes through the passage gate 126 during the normal symbol control processing, the normal symbol activation passage processing is executed. In addition, the normal symbol activation information (for example, random values ​​for determining a win for the normal symbol) extracted when the game ball passes through the passage gate 126 is held in reserve until the normal symbol activation conditions are met.

[0170] The variable display of regular symbols begins in the order in which they were held. When the activation conditions for a regular symbol are met, the variable display is executed for the activation information that was held first among the held regular symbol activation information.

[0171] Furthermore, the extraction method for various random values ​​(for example, random values ​​for determining a jackpot for the first special symbol, random values ​​for the first special symbol, random values ​​for determining a reach for the first special symbol, random values ​​for determining a jackpot for the second special symbol, random values ​​for the second special symbol, random values ​​for determining a reach for the second special symbol, and random values ​​for determining a win for a normal symbol, etc.) may be a software random number method that generates random values ​​within a predetermined range (width) by executing a program on the main CPU 201, or a hardware random number method that extracts random values ​​from a counter in a random number generator that updates random numbers at a predetermined period.

[0172] [1-3-3. Game State Transitions] As shown in Figure 8, the game state can be broadly divided into a non-jackpot game state and a jackpot game state. In the non-jackpot game state, the special symbol game is executed as described above, and if a jackpot is determined as a result of the special symbol win determination process, the game transitions from the non-jackpot game state to the jackpot game state. In the jackpot game state, the round game is executed as described above, and the variable display of special symbols is not performed. However, the variable display of normal symbols is possible even in the jackpot game state. The explanation of the minor win game state will be omitted.

[0173] Non-jackpot game states can be broadly divided into two categories: low-probability states, where the probability of winning a jackpot in the special symbol win determination process is relatively low, and high-probability game states, where the probability of winning a jackpot in the special symbol win determination process is relatively high.

[0174] The high-probability game state includes the high-probability time-saving game state (high-probability high-base) in which time-saving control is implemented. However, as shown in Figure 8, the high-probability game state may also include the high-probability non-time-saving game state (high-probability low-base) in which time-saving control is not implemented, although this is not included in the high-probability game state of the first pachinko machine.

[0175] The low probability state includes a normal game state where time-saving control is not performed (low probability, low base) and a time-saving game state where time-saving control is performed (low probability, high base).

[0176] Furthermore, the shortened play state includes A shortened play state, B shortened play state, and C shortened play state.

[0177] A-time-saving game state is a state that can be entered after the end of a specific jackpot game state. The A-time-saving game state ends when a specified number of special symbol games are played or when the game transitions to a jackpot game state. When the A-time-saving game state ends due to the execution of a specified number of special symbol games, the game generally transitions to the normal game state.

[0178] The B time-saving game state is a time-saving game state that can be entered when, for example, the jackpot game state ends and the variable display of special symbols in the non-high probability game state (i.e., the game state in which the probability change flag is off) begins, or when the RAM is cleared as described later, the number of times the variable display of special symbols (for example, the ceiling counter) reaches the ceiling value (for example, 1000 times). The B time-saving game state ends when the specified number of special symbol games are played or when the game transitions to the jackpot game state. When the B time-saving game state ends due to the specified number of special symbol games being played, the game transitions to the normal game state as a general rule.

[0179] The C time-saving game state is a time-saving game state that can be entered when the result of the special symbol win determination process performed in the low probability state is a "time-saving win" and the display pattern of the time-saving win is derived. The C time-saving game state ends when the specified number of special symbol games determined by winning a "time-saving win" are executed or when the game transitions to the jackpot game state. When the C time-saving game state ends due to the execution of the specified number of special symbol games, the game transitions to the normal game state in principle. However, for example, if multiple time-saving game states overlap, even if the specified number of special symbol games are executed, the game does not transition to the normal game state, but the C time-saving game state continues.

[0180] In this specification, regardless of whether multiple time-saving game states are executed in parallel or not, when the conditions for transitioning to a time-saving game state are met in a time-saving game state, or when the conditions for transitioning to multiple time-saving game states are met simultaneously, the time-saving game states are referred to as "overlapping." Furthermore, when multiple time-saving game states overlap, the main CPU 201 controls the system to activate any of the overlapping time-saving game states internally, that is, to operate the overlapping time-saving game states in parallel internally, is referred to as "executing in parallel." However, even if the main CPU 201 internally executes multiple time-saving game states in parallel, the time-saving control actually executed corresponds only to one of the time-saving game states. In other words, even when multiple time-saving game states are executed in parallel, the player perceives that they are being controlled to one of the multiple time-saving game states.

[0181] Next, I will explain the transitions between game states.

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

[0183] Once the jackpot game state ends, depending on the game specifications, the game can transition to either the normal game state, the time-saving game state, or the high-probability game state (for example, the high-probability time-saving game state). However, the only time-saving game state that can be transitioned to after the jackpot game state ends is the A time-saving game state.

[0184] When controlled to a high-probability game state, with the exception of some pachinko machines such as so-called ST machines and loop machines, the game will not transition from the high-probability game state to the time-saving game state or the normal game state. Similarly, from the time-saving game state or the normal game state, the game will not transition to the high-probability game state unless it goes through the jackpot game state.

[0185] When controlled to the normal game state, it is possible to transition to the B or C time-saving game state, but it is not possible to transition to the A time-saving game state unless via the jackpot game state. However, since the game transitions to the normal game state after a specified number of special symbol games have been played in the A time-saving game state, it is possible to transition from the A time-saving game state to the normal game state. Furthermore, regardless of whether the game is controlled to the B or C time-saving game state, since the game transitions to the normal game state after a specified number of special symbol games have been played, it is also possible to transition from the B or C time-saving game state to the normal game state.

[0186] Next, I will explain the transitions between different time-saving game states.

[0187] When controlled to state A (Shortened Play Time), the number of shortened play sessions that can be performed in state A is set to be less than the ceiling value which is the condition for transitioning to state B (Shortened Play Time), so it is not possible to transition from state A to state B (Shortened Play Time). Also, since state A (Shortened Play Time) is controlled via the jackpot play state, it is not possible to transition from state B (Shortened Play Time) to state A (Shortened Play Time). On the other hand, if the result of the special symbol win judgment process in state A (Shortened Play Time) is "Shortened Play Time Win", the condition for transitioning to state C (Shortened Play Time) is met, so state A (Shortened Play Time) and state C (Shortened Play Time) can overlap. However, as mentioned above, since state A (Shortened Play Time) is controlled via the jackpot play state, it is not possible to transition from state C (Shortened Play Time) to state A (Shortened Play Time).

[0188] If the game is controlled to the B time-saving game state, and the result of the special symbol win judgment process is "time-saving win", the conditions for transitioning to the C time-saving game state are met, and the B time-saving game state and the C time-saving game state may overlap. Also, if the ceiling counter reaches the ceiling value in the C time-saving game state, the C time-saving game state and the B time-saving game state may overlap.

[0189] When controlled to the C time-saving game state, if the result of the special symbol win determination process is "time-saving win", the conditions for transitioning to the C time-saving game state are met, and the C time-saving game state and the C time-saving game state may overlap.

[0190] Further details regarding the overlapping of the shortened game time state will be provided later.

[0191] [1-4. Basic Specifications] Next, the basic specifications of the first pachinko game machine will be explained with reference to Figures 9 to 19.

[0192] In the first pachinko game machine, there are three game states: a normal game state in which neither probability variation control nor time reduction control is performed; a high probability time reduction game state in which both probability variation control and time reduction control are performed; and a low probability time reduction game state in which probability variation control is not performed but time reduction control is performed. The main CPU 201 is capable of proceeding with the game in any of these game states. However, the game states that can be advanced by the control of the main CPU 201 are not limited to these.

[0193] In this embodiment, left-handed play is considered the standard play mode during normal gameplay, while right-handed play is considered the standard play mode during high-probability time-saving gameplay and low-probability time-saving gameplay. The sub-CPU 301 executes control to display the standard play mode, for example, in the display area of ​​the display device 7. The "standard play mode" refers to the play mode that is least disadvantageous to the player (i.e., the most advantageous to the player) among multiple play modes (e.g., firing modes).

[0194] [1-4-1. Jackpot probability for each setting value] Figure 9 is an example of a table showing the approximate jackpot probabilities for each setting value in the first pachinko game machine. As shown in Figure 9, in the first pachinko game machine, the setting key 174 and the backup clear switch 176 (see Figure 6 for both) can be used to set the machine to one of several setting values, such as setting 1 to setting 6. In the case of a pachinko game machine with such a setting function, the jackpot probability differs depending on the setting value, and the main CPU 201 performs the special symbol winning determination process based on the set setting value.

[0195] Specifically, in game states where the probability variation control is not performed and the probability variation flag is off (for example, the normal game state and the low probability time-saving game state in this embodiment), the probability of hitting a jackpot is approximately 1 in 319 for setting 1, 1 in 314 for setting 2, 1 in 309 for setting 3, 1 in 304 for setting 4, 1 in 299 for setting 5, and 1 in 294 for setting 6, regardless of whether the first special symbol hit determination process or the second special symbol hit determination process is performed.

[0196] Note that the probability of winning during the time-saving mode is the same for all settings, unlike the probability of winning the main prize. For example, the probability of winning during the time-saving mode when the first special symbol win determination process is executed is 1 in 160, and the probability of winning during the time-saving mode when the second special symbol win determination process is executed is 1 in 240. The probability of winning during the time-saving mode may be different depending on whether the first special symbol win determination process or the second special symbol win determination process is executed, but it may also be the same.

[0197] However, even if the probability of winning a time-saving bonus is the same for all settings, the time-saving bonus continuation rate (for example, the number of time-saving bonus rounds set) may differ depending on the setting. For example, if the result of the special symbol win determination process is a "time-saving bonus win," then for setting 1, 50 time-saving bonus rounds may be set, and for setting 6, 100 time-saving bonus rounds may be set.

[0198] In the first pachinko game machine, minor wins are not included in the lottery, but they may be included. If minor wins are included in the lottery, the probability of a minor win should be the same for all settings. Also, if minor wins are included in the lottery, a minor win may be awarded only when the win determination process for one of the special symbols (e.g., the second special symbol) is performed. In this case, the win determination process for the other special symbol (e.g., the first special symbol) may not perform any determination of whether or not a minor win has been awarded, or it may be performed with a minor win probability of 0 to determine whether or not a minor win has been awarded.

[0199] The above-mentioned probability of winning during the time-saving mode and the probability of winning a minor win when minor wins are included in the lottery are the same for all settings as described above, but this is not the only option, and different probabilities may be used depending on the setting.

[0200] Furthermore, in this embodiment, the probability of winning a jackpot is different for each setting value, but this is not limited to this. For example, the probability of winning a jackpot may be the same for multiple setting values, such as setting 1 and setting 2 having the same probability of winning a jackpot, setting 3 and setting 4 having the same probability of winning a jackpot, and setting 5 and setting 6 having the same probability of winning a jackpot.

[0201] Furthermore, in this embodiment, the probability of winning a jackpot differs depending on the setting value, but if the degree of advantage for the player differs depending on the setting value, the object that differs depending on the setting value is not necessarily limited to the probability of winning a jackpot. For example, in a pachinko game machine that is controlled to enter a jackpot state when a game ball enters a specific winning slot, the probability of entering that specific winning slot may be made different depending on the setting value. Note that it is not necessary for the pachinko game machine to be a pachinko game machine with a setting function.

[0202] [1-4-2. Winning Determination Table for Special Symbols] Figure 10 shows an example of a special symbol win determination table stored in the main ROM 202 of the main control circuit 200 of the first pachinko game machine. Note that the special symbol win determination table shown in Figure 10 is an example of the case of setting 1 shown in Figure 9.

[0203] The special symbol win determination table is a table referenced in the special symbol win determination process, that is, a table referenced when determining whether to get a "short-time win," a "jackpot," or a "miss" by lottery based on the random value for jackpot determination extracted when a game ball enters the starting gates 120 and 140. In this embodiment, the lottery targets are "short-time win," "jackpot," and "miss," and other lottery targets (e.g., minor wins) are not included. However, when a game ball enters the first starting gate 120 and / or the second starting gate 140, it may be possible to determine other lottery targets.

[0204] As mentioned above, the random number used for determining a jackpot is a random number used in the process of determining a win with a special symbol. In this embodiment, the random number used for determining a jackpot is extracted from 0 to 65535 (65536 types). However, the range of random numbers that are generated is not limited to the above.

[0205] In this embodiment, the main CPU 201 determines whether the result is a "short-time win," a "jackpot," or a "miss" based on the extracted random value for jackpot determination during the first special symbol's win determination process. The first special symbol's win determination table defines, for each value of the probability variation flag (0 or 1), the relationship between the range (width) of the random value for jackpot determination that determines a "short-time win" and the corresponding short-time win determination value data, the relationship between the range (width) of the random value for jackpot determination that determines a "jackpot" and the corresponding jackpot determination value data, and the relationship between the range (width) of the random value for jackpot determination that determines a "miss" and the corresponding miss determination value data.

[0206] In this specification, if the value of the probability change flag is "0", the probability change flag is off, and if the value of the probability change flag is "1", the probability change flag is on.

[0207] Furthermore, in the hit determination process for the second special symbol, the main CPU 201 determines whether it is a "short-time win," a "jackpot," or a "miss" based on the extracted random value for jackpot determination, similar to the hit determination process for the first special symbol. The hit determination table for the second special symbol defines, for each value of the probability variation flag (0 or 1), the relationship between the range (width) of the random value for jackpot determination that determines a "short-time win" and the corresponding short-time win determination value data, the relationship between the range (width) of the random value for jackpot determination that determines a "jackpot" and the corresponding jackpot determination value data, and the relationship between the range (width) of the random value for jackpot determination that determines a "miss" and the corresponding miss determination value data.

[0208] In this embodiment, for example, if the probability variation flag is off during the hit detection process for the first special symbol, and the extracted random value for big win detection is one of 0 to 408, the main CPU 201 determines it is a "short-time win" and sets the hit / lose determination value data to "short-time win determination value data". Also, if the probability variation flag is off during the hit detection process for the first special symbol, and the extracted random value for big win detection is one of 409 to 613, the main CPU 201 determines it is a "big win" and sets the hit / lose determination value data to "big win determination value data". Also, if the extracted random value for big win detection is one of 614 to 65535, the main CPU 201 determines it is a "miss" and sets the determination value data to "miss determination value data".

[0209] Furthermore, for example, if the probability variation flag is on during the hit detection process for the first special symbol, and the extracted random value for big win detection is one of the values ​​from 0 to 408, the main CPU 201 will determine it is a "short-time win" and set the detection value data to "short-time win detection value data". Also, if the probability variation flag is on during the hit detection process for the first special symbol, and the extracted random value for big win detection is one of the values ​​from 409 to 1259, the main CPU 201 will determine it is a "big win" and set the detection value data to "big win detection value data". Also, if the extracted random value for big win detection is one of the values ​​from 1260 to 65535, the main CPU 201 will determine it is a "miss" and set the detection value data to "miss detection value data".

[0210] Similarly, for example, if the probability variation flag is off during the hit detection process for the second special symbol, and the extracted random value for jackpot detection is one of the values ​​from 0 to 272, the main CPU 201 determines it is a "short-time win" and sets the detection value data to "short-time win detection value data". Also, if the probability variation flag is off during the hit detection process for the second special symbol, and the extracted random value for jackpot detection is one of the values ​​from 273 to 477, the main CPU 201 determines it is a "jackpot" and sets the detection value data to "jackpot detection value data". Furthermore, if the probability variation flag is off during the hit detection process for the second special symbol, and the extracted random value for jackpot detection is one of the values ​​from 478 to 65535, the main CPU 201 determines it is a "miss" and sets the detection value data to "miss detection value data".

[0211] Furthermore, for example, if the probability variation flag is on during the hit detection process for the second special symbol, and the extracted random value for jackpot detection is one of the values ​​from 0 to 272, the main CPU 201 determines it is a "short-time win" and sets the detection value data to "short-time win detection value data". Also, if the probability variation flag is on during the hit detection process for the second special symbol, and the extracted random value for jackpot detection is one of the values ​​from 273 to 1123, the main CPU 201 determines it is a "jackpot" and sets the detection value data to "jackpot detection value data". In addition, if the probability variation flag is on during the hit detection process for the second special symbol, and the extracted random value for jackpot detection is one of the values ​​from 1124 to 65535, the main CPU 201 determines it is a "miss" and sets the detection value data to "miss detection value data".

[0212] In this embodiment, for example, of the random numbers for determining a jackpot that are generated in the range of 0 to 65535, a predetermined range from 0 (for example, 0 to 408 for the jackpot determination process of the first special symbol) is assigned to other determination value data (for example, time-saving jackpot determination value data) excluding the jackpot determination value data and the loss determination value data. Furthermore, the last value from the predetermined value (for example, 614 to 65535 if the probability variation flag is off during the jackpot determination process of the first special symbol) is assigned to the loss determination value data. In addition, the jackpot determination value data and the loss determination value data are assigned adjacent to each other. By doing this, for example, when the probability variation flag changes from off to on (or on to off), it is possible to change the jackpot probability by simply increasing (or decreasing) the range of the loss determination value data by the same amount as increasing (or decreasing) the range of the jackpot determination value data, without changing the range of other determination value data (for example, time-saving jackpot determination value data).

[0213] Furthermore, in this embodiment, the probability of winning a "time-saving win" when the first special symbol is determined is made different from the probability of winning a "time-saving win" when the second special symbol is determined, thereby adding variety to the game and preventing a decline in enjoyment.

[0214] In particular, as shown in Figure 10, by making the probability of winning a "time-saving win" when the first special symbol is hit higher than the probability of winning a "time-saving win" when the second special symbol is hit, it becomes possible to suppress the decline in excitement during normal gameplay, which tends to become monotonous.

[0215] However, the probability of winning a "Short Time Win" when the second special symbol win determination process is performed may be higher than the probability of winning a "Short Time Win" when the first special symbol win determination process is performed. In this case, for example, if a "Short Time Win" is won in the Short Time Play state, the Short Time Play state will be executed again. If a "Short Time Win" is won near the end of the Short Time Play state, the Short Time Play state will be effectively extended, which helps to suppress a decline in enjoyment.

[0216] By the way, as shown in Figure 10, in this embodiment, a "time-saving win" can be achieved regardless of whether the probability variation flag is on or off. However, when the probability variation flag is off (normal game state, time-saving game state), the main CPU 201 controls the game to the time-saving game state if the result of the win determination process is a "time-saving win," but when the probability variation flag is on, it does not control the game to the time-saving game state even if the result of the win determination process is a "time-saving win."

[0217] [1-4-3. Special Symbol Judgment Table] Figure 11 shows an example of a special symbol determination table stored in the main ROM 202 of the main control circuit 200 of the first pachinko game machine.

[0218] The special symbol determination table is a table referenced when selecting the "selected symbol command" and "symbol specification command" that determine the stopping symbol, based on the symbol random value of the special symbol extracted when a game ball enters the starting gates 120 and 140, and the aforementioned determination value data. The "selected symbol command" is a command to specify the winning symbol determined according to the type of jackpot when the result of the special symbol hit determination process is a jackpot, and the "symbol specification command" is a command to specify the symbol that will be displayed when the variable display of the special symbol stops. The symbol random value of the special symbol is extracted from, for example, 0 to 99 (100 types).

[0219] According to the special symbol determination table shown in Figure 11, if time-saving win determination value data is obtained as a result of the win determination process for the first special symbol, the main CPU 201 selects the selected symbol command and the symbol specification command as follows. That is, if the symbol random value of the first special symbol is, for example, 0 to 69, the main CPU 201 selects "z0" as the selected symbol command and "zA1" as the symbol specification command. Also, if the symbol random value of the first special symbol is, for example, any of 70 to 96, the main CPU 201 selects "z1" as the selected symbol command and "zA1" as the symbol specification command. Also, if the symbol random value of the first special symbol is, for example, any of 97 to 99, the main CPU 201 selects "z2" as the selected symbol command and "zA2" as the symbol specification command.

[0220] Furthermore, if a jackpot determination value data is obtained as a result of the hit determination process for the first special symbol, the selected symbol command and symbol specification command will be selected as follows: That is, if the symbol random value of the first special symbol is any of 0 to 9, the main CPU 201 will select "z3" as the selected symbol command and "zA3" as the symbol specification command. Also, if the symbol random value of the first special symbol is any of 10 to 59, the main CPU 201 will select "z4" as the selected symbol command and "zA4" as the symbol specification command. Furthermore, if the symbol random value of the first special symbol is any of 60 to 99, the main CPU 201 will select "z5" as the selected symbol command and "zA4" as the symbol specification command.

[0221] Furthermore, if a loss judgment value data is obtained as a result of the win judgment process for the first special symbol, regardless of whether the symbol random value of the first special symbol is between 0 and 99, the main CPU 201 will select "z6" as the symbol selection command and "zA5" as the symbol specification command.

[0222] Furthermore, if time-saving win judgment value data is obtained as a result of the win judgment processing for the second special symbol, the selected symbol command and symbol specification command will be selected as follows. That is, if the symbol random value of the second special symbol is, for example, 0 to 96, the main CPU 201 will select "z7" as the selected symbol command and "zA6" as the symbol specification command. Also, if the symbol random value of the second special symbol is, for example, any value between 97 and 99, the main CPU 201 will select "z8" as the selected symbol command and "zA7" as the symbol specification command.

[0223] Furthermore, if a jackpot determination value data is obtained as a result of the jackpot determination process for the second special symbol, the selected symbol command and symbol specification command will be selected as follows, for example. That is, if the random symbol value of the second special symbol is any of 0 to 59, the main CPU 201 will select "z9" as the selected symbol command and "zA8" as the symbol specification command. Also, if the random symbol value of the second special symbol is any of 60 to 99, the main CPU 201 will select "z10" as the selected symbol command and "zA9" as the symbol specification command.

[0224] Furthermore, if a loss judgment value data is obtained as a result of the win judgment process for the second special symbol, regardless of whether the symbol random value of the second special symbol is between 0 and 99, the main CPU 201 will select "z11" as the symbol selection command and "zA10" as the symbol specification command.

[0225] In this embodiment, the system determines the win / loss judgment value data based on the extracted random values ​​for jackpot determination by referring to the special symbol win determination table (see Figure 10), and then determines the selected symbol command and symbol specification command based on the symbol random values ​​of the special symbol by referring to the special symbol determination table (see Figure 11). However, the system is not limited to this. For example, the win / loss of the special symbol, the selected symbol command, and the symbol specification command may be determined together based on the extracted random values ​​for jackpot determination and the symbol random values ​​of the special symbol.

[0226] [1-4-4. Table for Determining Special Symbol Stop Patterns] Figure 12(A) is an example of a special symbol stop pattern determination table stored in the main ROM 202 of the main control circuit 200 of the first pachinko game machine. The special symbol stop pattern determination table is referenced when determining the stop pattern of the special symbol that is led to the first special symbol display unit 163 or the second special symbol display unit 164 (see Figure 5) when the variable display of the special symbol stops, according to the selected symbol command.

[0227] As shown in Figure 12(A), the stopping pattern of the special symbol, which is led to the first special symbol display unit 163 or the second special symbol display unit 164 (see Figure 5), consists of a 1-byte control signal composed of, for example, regions 0 to 7. Each region of the first special symbol from 0 to 7 corresponds one-to-one with one of the eight LEDs 163a to 163h (see Figure 5) that make up the first special symbol display unit 163. For example, region 0 of the first special symbol corresponds to 163a, region 1 of the first special symbol corresponds to 163b, region 2 of the first special symbol corresponds to 163c, region 3 of the first special symbol corresponds to 163d, region 4 of the first special symbol corresponds to 163e, region 5 of the first special symbol corresponds to 163f, region 6 of the first special symbol corresponds to 163g, and region 7 of the first special symbol corresponds to 163h.

[0228] Similarly, each of the 0-7 regions of the second special symbol corresponds one-to-one with one of the eight LEDs 164a-164h (see Figure 5) that make up the second special symbol display unit 164. For example, region 0 of the second special symbol corresponds to 164a, region 1 of the second special symbol corresponds to 164b, region 2 of the second special symbol corresponds to 164c, region 3 of the second special symbol corresponds to 164d, region 4 of the second special symbol corresponds to 164e, region 5 of the second special symbol corresponds to 164f, region 6 of the second special symbol corresponds to 164g, and region 7 of the second special symbol corresponds to 164h.

[0229] In this embodiment, when the result of the special symbol win determination process is a "time-saving win", the display mode of the LEDs (display mode for a time-saving win) that are led to the special symbol display units 163 and 164 is determined as follows. For example, when the selected symbol command is "z0", the main CPU 201 decides to display the first special symbol display unit 163 as stopped, with LED 163a corresponding to area 0 of the first special symbol and LED 163h corresponding to area 7 of the first special symbol lit up, and the other LEDs turned off, out of the eight LEDs that make up the first special symbol display unit 163. If the selected symbol command is "z1", the main CPU 201 decides to display the first special symbol display unit 163 in a stopped state, with LED 163a corresponding to area 0 of the first special symbol, LED 163b corresponding to area 1 of the first special symbol, and LED 163h corresponding to area 7 of the first special symbol lit up, and the other LEDs turned off. If the selected symbol command is "z2", the main CPU 201 decides to display the first special symbol display unit 163 in a stopped state, with LED 163a corresponding to area 0 of the first special symbol, LED 163c corresponding to area 2 of the first special symbol, and LED 163h corresponding to area 7 of the first special symbol lit up, and the other LEDs turned off. Furthermore, if the selected symbol command is "z7", the main CPU 201 decides to display the second special symbol display unit 164 in a stopped state, with LED 164a corresponding to area 0 of the second special symbol, LED 164b corresponding to area 1 of the second special symbol, and LED 164h corresponding to area 7 of the second special symbol lit up, and the other LEDs turned off. If the selected symbol command is "z8", the main CPU 201 decides to display the second special symbol display unit 164 in a stopped state, with LED 164a corresponding to area 0 of the second special symbol, LED 164c corresponding to area 2 of the second special symbol, and LED 164h corresponding to area 7 of the second special symbol lit up, and the other LEDs turned off.

[0230] Furthermore, if the result of the special symbol hit detection process is "jackpot", the display mode of the LEDs (jackpot display mode) led to the special symbol display units 163 and 164 is determined as follows. For example, if the selected symbol command is "z3", the main CPU 201 decides to stop the first special symbol display unit 163 in a manner in which LED 163d corresponding to area 3 of the first special symbol, LED 163e corresponding to area 4 of the first special symbol, and LED 163g corresponding to area 6 of the first special symbol are lit, and the other LEDs are turned off. If the selected symbol command is "z4", the main CPU 201 decides to display the first special symbol display unit 163 in a stopped state, with LED 163d corresponding to area 3 of the first special symbol, LED 163f corresponding to area 5 of the first special symbol, and LED 163g corresponding to area 6 of the first special symbol lit up, and the other LEDs turned off. If the selected symbol command is "z5", the main CPU 201 decides to display the first special symbol display unit 163 in a stopped state, with LED 163d corresponding to area 3 of the first special symbol, LED 163e corresponding to area 4 of the first special symbol, LED 163f corresponding to area 5 of the first special symbol, and LED 163g corresponding to area 6 of the first special symbol lit up, and the other LEDs turned off. If the selected symbol command is "z9", the main CPU 201 decides to display the second special symbol display unit 164 in a stopped state, with LED 164d corresponding to area 3 of the second special symbol, LED 164e corresponding to area 4 of the second special symbol, and LED 164g corresponding to area 6 of the second special symbol lit up, and the other LEDs turned off. If the selected symbol command is "z10", the main CPU 201 decides to display the second special symbol display unit 164 in a stopped state, with LED 164d corresponding to area 3 of the second special symbol, LED 164f corresponding to area 5 of the second special symbol lit up, and the other LEDs turned off.

[0231] Furthermore, if the result of the special symbol winning determination process is "miss," the display mode of the LEDs (display mode for a miss) that are output to the special symbol display units 163 and 164 is determined as follows. For example, if the selected symbol command is "z6," the main CPU 201 decides to display the first special symbol display unit 163 as "stopped" by lighting up only LED 163h, which corresponds to area 7 of the first special symbol, out of the eight LEDs that make up the first special symbol display unit 163, and turning off the other LEDs. If the selected symbol command is "z11," the main CPU 201 decides to display the second special symbol display unit 164 as "stopped" by lighting up only LED 164h, which corresponds to area 7 of the second special symbol, out of the eight LEDs that make up the second special symbol display unit 164, and turning off the other LEDs.

[0232] The main CPU 201 determines the stopping pattern of the special symbols based on the result of the special symbol hit detection process, and then outputs control signals corresponding to the determined pattern to each LED constituting the first special symbol display unit 163 or the second special symbol display unit 164, thereby controlling the stopping pattern of the special symbols led to the first special symbol display unit 163 or the second special symbol display unit 164.

[0233] Note that in Figure 12(A), the display modes of the LEDs led to the first special symbol display unit 163 and the display modes of the LEDs led to the second special symbol display unit 164 are shown in the same table for convenience. However, it is preferable that the control signals be transmitted separately to the first special symbol display unit 163 and the second special symbol display unit 164.

[0234] Figure 12(B) is an example of a decorative symbol stop pattern determination table stored in the program ROM of the sub-control circuit 300 of the first pachinko game machine. The decorative symbol stop pattern determination table is referenced when determining the decorative symbol stop pattern (symbol combination) derived when the variable display of decorative symbols on the display device 7 stops, in accordance with the symbol specification command. Note that the "Remarks" column shown in Figure 12(B) is included for clarity and convenience.

[0235] In the first pachinko game machine, only one of the first special symbols or the second special symbol can be displayed variably. Therefore, the sub-CPU 1301 controls the display device 7 to perform display effects for the variably displayed special symbol among the first and second special symbols. In this case, it is preferable that the sub-CPU 301 performs the display effects in a manner that allows it to determine whether the variably displayed special symbol is the first special symbol or the second special symbol.

[0236] In this embodiment, the decorative patterns displayed on the display device 7 consist of, for example, nine patterns numbered 1 to 9 on the left, ten patterns numbered 1 to 9 and a time-saving pattern on the middle, and nine patterns numbered 1 to 9 on the right. The time-saving pattern is a pattern that stops and is displayed when the game state transitions to a time-saving game state, for example, when the result of a special pattern lottery is a time-saving win. By stopping and displaying the time-saving pattern on the middle, the player can understand that they have won a time-saving win. In this embodiment, odd-numbered patterns are defined as patterns that are more advantageous to the player compared to even-numbered patterns, but the embodiment is not limited to this.

[0237] In the first pachinko machine, the results of the special symbol lottery do not include minor wins. However, if the results of the special symbol lottery include minor wins, for example, the symbols that make up the middle symbol may include a minor win symbol (a symbol that is displayed when the result of the special symbol lottery is a minor win). In this case, if the result of the special symbol lottery is a minor win, the sub-CPU 301 will stop the middle symbol with the minor win symbol, so the player can be aware that they have won a minor win.

[0238] As shown in Figure 12(B), when the symbol specification command is "zA1" or "zA6" (when the result of the special symbol lottery is "time-saving win"), the sub-CPU 301 will, for example, stop the left and right symbols as even-numbered symbols, and stop the middle symbol as a time-saving symbol, as a way to stop the decorative symbols.

[0239] When the symbol selection command is "zA2" or "zA7" (when the result of the special symbol lottery is "time-saving win"), the sub-CPU 301 will, for example, stop the left and right symbols as odd-numbered symbols, and stop the middle symbol as a time-saving symbol. Note that when the symbol selection command is "zA2" or "zA7" (when the selected symbol command is "z2" or "z8"), as can be seen by referring to Figure 13 below, the number of time-saving rounds set is greater compared to when the symbol selection command is "zA1" or "zA6" (when the selected symbol command is "z0", "z1", or "z7"), which is more advantageous for the player.

[0240] If the symbol specification command is "zA3" or "zA8" (meaning the result of the special symbol lottery is "jackpot"), the sub-CPU 301 will stop the decorative symbols in a manner such as stopping the left symbol, right symbol, and middle symbol in a sequence of odd-numbered symbols (all the same number).

[0241] If the symbol selection command is "zA4" or "zA9" (meaning the result of the special symbol lottery is "jackpot"), the sub-CPU 301 will stop the decorative symbols in a manner such as stopping the left, right, and middle symbols in a set of even-numbered symbols (matching numbers). As can be seen from Figure 13 described later, the symbol selection command "zA4" can result in either the probability variation flag being set to ON after the jackpot game state ends (when the selected symbol command is "z4") or the probability variation flag not being set to ON (when the selected symbol command is "z5"). Therefore, in this embodiment, regardless of whether the selected symbol command is "z4" or "z5", the sub-CPU 301 controls the decorative symbols to stop on a matching even-numbered symbol (a sequence of identical symbols), and in the jackpot game state, it is preferable to perform an upgrade animation to indicate that it is a probability variation win (a win in which the probability variation flag is set to ON).

[0242] Furthermore, as can be seen by referring to Figure 13 below, when the symbol selection command is "zA4" or "zA9", the expected value of the probability variation flag being set to ON after the end of the jackpot game state is smaller compared to when the symbol selection command is "zA3" or "zA8". In this respect, when the symbol selection command is "zA3" or "zA8", it is more advantageous for the player compared to when the symbol selection command is "zA4" or "zA9".

[0243] Furthermore, if the symbol selection command is "zA5" or "zA10" (i.e., the result of the special symbol lottery is "miss"), the sub-CPU 301 will stop the decorative symbols in a scattered pattern. A scattered pattern corresponds to, for example, a stopping pattern in which at least one of the left symbol, right symbol, and middle symbol is different from the other symbols.

[0244] Figure 12(B) shows examples of how the decorative symbols stop according to the symbol specification command (for example, if the symbol specification command is "zA1", the left symbol is "2", the middle symbol is "Time Reduction", and the right symbol is "4"). However, the stopping patterns shown in the column for decorative symbols stopping in Figure 12(B) are merely examples and are not limited to these.

[0245] [1-4-5. Winning Type Determination Table] Figure 13 shows an example of a win type determination table stored in the main ROM 202 of the main control circuit 200 of the first pachinko game machine. The win type determination table is referenced when determining the mode of the jackpot game state (more specifically, for example, the number of rounds) and / or the mode of the subsequent game state, according to the selected symbol command determined in accordance with the symbol random value of the special symbol. The mode of the subsequent game state indicates the mode of the game state after the jackpot game state has ended. However, if the result of the special symbol win judgment process is a time-saving win, the game is controlled to the C time-saving game state without being controlled to the jackpot game state, so the mode of the subsequent game state indicates the mode of the C time-saving game state.

[0246] In this embodiment, when the result of the special symbol win determination process is a "time-saving win", the mode of the C time-saving game state is determined as follows. For example, if the selected symbol command is "z0", the main CPU 201 decides to turn on only the time-saving flag among the probability-changing flag and the time-saving flag, and decides to set the number of time-saving rounds to 10. If the selected symbol command is "z1" or "z7", the main CPU 201 decides to turn on only the time-saving flag among the probability-changing flag and the time-saving flag, and decides to set the number of time-saving rounds to 50. If the selected symbol command is "z2" or "z8", the main CPU 201 decides to turn on only the time-saving flag among the probability-changing flag and the time-saving flag, and decides to set the number of time-saving rounds to 100. If the result of the special symbol win detection process is a "time-saving win," the main CPU 201 outputs the above-mentioned display mode for the time-saving win to the first special symbol display unit 163 or the second special symbol display unit 164. Then, without controlling to a big win game state, it sets the time-saving flag to ON and sets the determined number of time-saving rounds, making it possible to control to the C time-saving game state. Note that if the result of the special symbol win detection process is a "time-saving win," the game state is not controlled to a big win game state, and therefore the mode of the big win game state is not determined. In this embodiment, if the result of the special symbol win detection process is a "time-saving win," the number of time-saving rounds set is the same regardless of the game state at the time the special symbol win detection process was performed. However, this is not limited to this, and the number of time-saving rounds set may differ depending on the game state at the time the special symbol win detection process was performed.

[0247] Thus, in this embodiment, when the result of the special symbol win detection process is a "time-saving win," the number of time-saving rounds set will differ depending on the selected symbol command determined based on the random value of the special symbol. By doing so, when the result of the special symbol win detection process is a "time-saving win," it becomes possible to add variety to the subsequent progress of the game, thereby suppressing a decline in enjoyment.

[0248] By the way, as mentioned above, when the probability variation flag is on, the main CPU 201 does not control the game to the time-saving game state, even if the result of the win determination process is a "time-saving win". For example, even if the probability variation flag is on (high probability game state), the main CPU 201 may perform a lottery for a "time-saving win" as shown in Figure 10, and if the result of the win determination process is a "time-saving win", it may lead to a display mode for the time-saving win indicating that a "time-saving win" has been won in the special symbol display units 163 and 164, but may continue the high probability game state without controlling the game to the time-saving game state.

[0249] Furthermore, the main CPU 201 may perform a lottery for a "time-saving win" when the probability variation flag is on, and even if the result of the win determination process is a "time-saving win," it may forcibly lead the special symbol display units 163 and 164 to display a losing outcome.

[0250] Furthermore, if the probability variation flag is on, the time-saving win determination value data may not be assigned to the random number used for determining the big win, meaning that the win determination process does not include "time-saving wins" in the lottery results (the result of the special symbol win determination process). In this case, when the probability variation flag is off, the time-saving win determination value data is assigned to the random number used for determining the big win, and when the probability variation flag is on, the time-saving win determination value data is not assigned. Therefore, the range of random numbers that was assigned to the time-saving win determination value data when the probability variation flag was off is assigned to the loss determination value data, the big win determination value data, or both the loss determination value data and the big win determination value data, instead of the time-saving win determination value data.

[0251] In this embodiment, the machine is configured not to transition to the C time-saving game state when the probability variation flag is on, but it is not limited to this. For example, in a pachinko machine that can be controlled to a high probability non-time-saving game state where the probability variation flag is on but the time-saving flag is off, the machine may transition to the high probability time-saving game state if the result of the win determination process is a "time-saving win".

[0252] If the result of the special symbol winning determination process is "Big Win", the winning game state and the subsequent game state will be determined as follows.

[0253] For example, when the selected symbol command is "z3" or "z9", the main CPU 201 determines the number of rounds to be 10 as the mode of the jackpot game state. Furthermore, it decides to set both the probability variation flag and the time reduction flag to ON as the mode of the subsequent game state, and decides to set both the number of probability variation rounds and the number of time reduction rounds to 10,000. In these cases, the main CPU 201 outputs the above-mentioned jackpot display mode to the special symbol display units 163 and 164, controls the game to the jackpot game state, and after the end of this jackpot game state, it becomes possible to control the game to the high probability time reduction game state.

[0254] Furthermore, if the selected symbol command is "z4", the main CPU 201 determines that the number of rounds will be 4 as the mode of the jackpot game state. It also decides to set both the probability variation flag and the time reduction flag to ON as the mode of the subsequent game state, and decides to set both the number of probability variation rounds and the number of time reduction rounds to 10,000. In this case, the main CPU 201 outputs the above-mentioned jackpot display mode to the first special symbol display unit 163, controls the game state to jackpot game state, and after the end of this jackpot game state, it becomes possible to control the game state to high probability time reduction game state.

[0255] Furthermore, if the selected symbol command is "z5", the main CPU 201 determines that the number of rounds will be 4 as the mode of the jackpot game state. It also decides that, as the mode of the subsequent game state, only the time-saving flag will be turned on out of the probability variation flag and the time-saving flag. It also decides to set the number of time-saving rounds to 200, for example. In this case, the main CPU 201 outputs the above-mentioned jackpot display mode to the first special symbol display unit 163, controls the game state to jackpot game state, and after this jackpot game state ends, it becomes possible to control the game state to time-saving game state. The time-saving game state controlled here is the A time-saving game state.

[0256] Furthermore, if the selected symbol command is "z10", the main CPU 201 determines that the number of rounds will be 10 as the mode of the jackpot game state. It also decides that, as the mode of the subsequent game state, only the time-saving flag will be turned on out of the probability variation flag and the time-saving flag. It also decides to set the number of time-saving rounds to 300, for example. In this case, after the main CPU 201 outputs the above-mentioned jackpot display mode to the second special symbol display unit 164, it controls the game state to a jackpot game state, and after this jackpot game state ends, it becomes possible to control the game state to a time-saving game state. The time-saving game state controlled here is also a time-saving game state A.

[0257] Furthermore, while it is preferable that the time-saving performance in the high-probability time-saving game state be the same as the time-saving performance in the A time-saving game state, it may be different from the time-saving performance in the A time-saving state.

[0258] Furthermore, for example, if the result of the special symbol win detection process is a "miss" (for example, when the selected symbol command is "z6" and "z11"), the main CPU 201 does not set either the winning game state or the subsequent game state. In other words, if the result of the special symbol win detection process is a miss, the main CPU 201 does not change the game state and continues to control the game in the state it was in up to that point.

[0259] Furthermore, if the result of the special symbol win determination process is "miss" (for example, when the selected symbol command is "z6" and "z11"), as described above, neither the jackpot game state nor the subsequent game state is set, so it is not necessary to illustrate this in the win type determination table in Figure 13. However, in this embodiment, it is illustrated in Figure 13 for convenience to clearly show that if the result of the special symbol win determination process is "miss," neither the jackpot game state nor the subsequent game state is determined.

[0260] As described above, in this embodiment, the main CPU 201 refers to the special symbol win determination table in Figure 10 and determines the win / loss determination value data (performs a win / loss determination) based on the random value for jackpot determination extracted when a game ball enters the first start port 120 or the second start port 140, and determines whether it is a win or a loss ("short time win", "jackpot", or "miss"). After that, the main CPU 201 refers to the special symbol determination table in Figure 11 and determines the selected symbol command based on the symbol random value of the special symbol extracted when a game ball enters the first start port 120 or the second start port 140 and the above win / loss determination value data, and determines the type of display mode (type of short time win or type of jackpot) to be derived to the special symbol display units 163 and 164. Furthermore, while the above-mentioned win / loss determination and selection of symbol commands are made at the start of the variable display of the special symbols, this does not mean that they are excluded from being made between the start of the variable display of the special symbols and the confirmation display.

[0261] Furthermore, as shown in Figure 13, in this embodiment, the number of time-saving rounds in the A time-saving game state controlled after the end of the jackpot game state is, for example, 200 rounds (when the selected symbol command is "z5") or 300 rounds (when the selected symbol command is "z10"). In contrast, the number of time-saving rounds in the C time-saving game state controlled when the result of the special symbol win judgment process is a "time-saving win" is, for example, 10 rounds (when the selected symbol command is "z0"), 50 rounds (when the selected symbol commands are "z1" or "z7"), or 100 rounds (when the selected symbol commands are "z2" or "z8"). In other words, the expected value of the number of time-saving rounds in the A time-saving game state is higher than the expected value of the number of time-saving rounds in the C time-saving game state. By making the A time-saving game state more advantageous to the player compared to the C time-saving game state in this way, the significance of a "jackpot" can be increased.

[0262] Alternatively, instead of making the expected number of time-saving rounds in time-saving game state A higher than the expected number of time-saving rounds in time-saving game state C, one could, for example, make the expected number of time-saving rounds in time-saving game state C higher than the expected number of time-saving rounds in time-saving game state A, as shown in Figure 14. Figure 14 is a modified example of the win type determination table shown in Figure 13. In Figure 14, the number of time-saving rounds in time-saving game state A is, for example, 50 rounds (when the selected symbol command is "z5" or "z10"). In contrast, the number of time-saving rounds in time-saving game state C is, for example, 50 rounds (when the selected symbol command is "z0"), 100 rounds (when the selected symbol command is "z1" or "z7"), or 200 rounds (when the selected symbol command is "z2" or "z8"). In this way, by making time-saving game state C more advantageous to the player compared to time-saving game state A, the importance of "time-saving wins" can be increased. For example, even if a player goes for a long period without winning a "jackpot," if they do win a "time-saving jackpot," they will be controlled to a relatively advantageous C time-saving game state, thus preventing a decline in enjoyment.

[0263] In this specification, as with the probability variation flag, a value of "0" for the time reduction flag means the time reduction flag is off, and a value of "1" means the time reduction flag is on.

[0264] The time-saving flag, like the probability variation flag, is one of the management flags stored in the main RAM 203, and is used to control whether or not to execute time-saving control.

[0265] Furthermore, the number of time-saving rounds is the number of variable special symbols that can be displayed while time-saving control continues. That is, for example, if the number of time-saving rounds is set to "50", and the variable special symbols are displayed 50 times in this time-saving game state without winning a jackpot, this time-saving game state ends and the game transitions to a non-time-saving game state (for example, the normal game state).

[0266] Furthermore, the "10000" for the number of probability variation rounds and time reduction rounds shown in Figure 13, etc., indicates that the probability variation control can be continued after the end of the jackpot game state until it is determined that a jackpot has been won (i.e., the next jackpot).

[0267] [1-4-6. Table of Variation Patterns for Special Symbols] Figure 15 is an example of a special symbol variation pattern table for the first pachinko game machine. The "Notes" column in Figure 15 is included for clarity. The time-saving win type reaches A, B, and C shown in the "Notes" column of Figure 15 are reach animations that indicate the result of the special symbol win judgment process is a time-saving win (no possibility of a big win). Similarly, big win type reaches A, B, and C are reach animations that indicate the result of the special symbol win judgment process is a big win (no possibility of a time-saving win). Furthermore, common reaches A, B, C, D, and E are reach animations that indicate the result of the special symbol win judgment process is a possibility of either a time-saving win or a big win. Note that Figure 15 is a special symbol variation pattern table when the probability variation flag is off, and the illustration of the special symbol variation pattern table when the probability variation flag is on is omitted.

[0268] The main CPU 201 determines the variation pattern of the first special symbol when a game ball enters the first starting opening 120, and determines the variation pattern of the second special symbol when a game ball enters the second starting opening 140. The special symbol variation pattern table in Figure 15 is a table that is referenced when executing the special symbol variation pattern determination process in S96 of Figure 28, which will be described later.

[0269] As shown in Figure 15, the variation pattern of the special symbols is determined based on the type of special symbol, the result of the special symbol's hit determination process (win or loss), the value of the time-saving flag (0 or 1), a random value for reach determination, or / or a random value for performance selection, etc., but is not limited to this, and may be determined based on other values, etc., in place of or in addition to any of the above.

[0270] The random number used for determining a reach is extracted from, for example, 0 to 249 (250 types), and the random number used for selecting the animation is extracted from, for example, 0 to 99 (100 types). However, the range of random numbers that are generated is not limited to the above.

[0271] The main CPU 201 sets a pre-read flag if the random value for selecting the animation, extracted based on the entry of a game ball into the first starting opening 120, is a specific random value. The sub-CPU 301, upon receiving the special symbol variation pattern command transmitted from the main CPU 201, performs a pre-read animation if the pre-read flag is set.

[0272] In this embodiment, the main CPU 201 sets the pre-read flag when the time-saving flag is off, and does not set the pre-read flag when the time-saving flag is on or the probability-increasing flag is on.

[0273] Furthermore, in this embodiment, the main CPU 201 decides whether or not to perform a pre-read animation, but this is not limited to this, and the sub-CPU 301 may also make this decision.

[0274] Furthermore, the main CPU 201 may also set the pre-read flag (to enable pre-read effects) when the time-saving flag or the probability-changing flag is on. Additionally, the pre-read flag may also be set (to enable pre-read effects) when determining the variation pattern of the second special symbol.

[0275] When the time-saving flag is on, the expected number of variations per unit time for the determined special symbol variation pattern is smaller compared to when the time-saving flag is off. In other words, the variation time for the special symbol when the time-saving flag is on tends to be shorter than the variation time for the special symbol when the time-saving flag is off.

[0276] The determined variation pattern information is transmitted from the main CPU 201 to the command input port 308 of the sub-CPU 301 via the command output port 206. Based on the variation pattern information transmitted from the main CPU 201, the sub-CPU 301 controls the display effects displayed in the display area of ​​the display device 7 and the sound effects output from the speaker 32.

[0277] Although not shown in Figure 15, for each setting value, the range of random values ​​used for selecting the effects may be changed to create different variation patterns (variable display times) for the special symbols that are determined.

[0278] Furthermore, in this embodiment, for example, if the result of the hit determination process is a miss, the variation pattern of the special symbols is determined according to whether the time-saving flag is on or off, regardless of the type of time-saving feature, but it is not limited to this. For example, the expected value of the number of variable displays of the special symbols per unit time may differ depending on the type of time-saving feature. For example, the expected value of the number of variable displays of the special symbols per unit time may differ between time-saving game state A, time-saving game state B, and time-saving game state C.

[0279] [1-4-7. Reduced play time state] As described above, in this embodiment, three time-saving game states are provided: State A, State B, and State C. These time-saving game states will be explained below.

[0280] The A-time-saving game state is a time-saving game state that is controlled after the end of the jackpot game state when the result of the special symbol hit judgment process is "jackpot" and the selected symbol command is, for example, "z5" or "z10". In other words, in this embodiment, the condition for transitioning to the A-time-saving game state is winning a jackpot (a jackpot with the selected symbol command being "z5" or "z10"). However, even if the condition for transitioning to the A-time-saving game state is met, the game does not necessarily transition to the A-time-saving game state. If a condition that prevents transitioning to the A-time-saving game state is met (for example, if the backup is cleared), the game will not transition to the A-time-saving game state.

[0281] Furthermore, the termination condition for the A time-saving game state is when either of the following conditions is met: the result of the special symbol hit detection process is "Big Win" and the Big Win game state based on that "Big Win" is started; or the variable display of the special symbols (first special symbol and second special symbol) for the number of time-saving rounds (hereinafter referred to as "A time-saving rounds") determined in response to the selected symbol command is executed (see the "Number of Time-Saving Rounds" column in Figure 13).

[0282] The B time-saving game state is a time-saving game state that is controlled when the ceiling counter is updated (incremented by 1) and reaches the ceiling value, starting from, for example, when the jackpot game state ends and the variable display of special symbols in a non-high probability game state (in this embodiment, for example, the normal game state and the low probability time-saving game state). In other words, the condition for transitioning to the B time-saving game state is when the ceiling counter reaches the ceiling value. The transition to the B time-saving game state may be when the variable display of special symbols when the ceiling counter reaches the ceiling value (hereinafter referred to as "final ceiling variation") begins, when the final ceiling variation ends, or when the variable display of the next special symbol after the final ceiling variation begins. In other words, the timing of the transition to the B time-saving game state can be anytime between the start of the final ceiling variation and the start of the next variable display of special symbols. Furthermore, if the result of the special symbol hit detection process in the final spin at the ceiling is a "miss," the special symbol display units 163 and 164 will display a "miss," but the game will transition to the B time-saving game state. In this case, the sub-CPU 301 may control the display device 7 to display an indication to the player that the conditions for transitioning to the B time-saving game state have been met (for example, the ceiling counter has reached the ceiling value in this embodiment) (for example, stopping the decorative symbols on special symbols, performing a special performance by characters, or a performance in which both are performed). Note that even if the conditions for transitioning to the B time-saving game state are met, the game will not necessarily transition to the B time-saving game state. If conditions that prevent transitioning to the B time-saving game state are met (for example, if the result of the special symbol hit detection process in the final spin at the ceiling is a big win), the game will not transition to the B time-saving game state.

[0283] The ceiling counter is not updated when the probability variation flag is on, and when the probability variation flag is off, it always counts regardless of whether the time reduction flag is on or off. When the ceiling counter reaches the ceiling value, the game is controlled to the B time reduction game state unless the result of the special symbol win judgment process is not a "big win". In pachinko machines where the result of the special symbol win judgment process includes a minor win, if the result of the special symbol win judgment process when the ceiling counter reaches the ceiling value is a "minor win", the B time reduction game state may be started when the display mode for the minor win is derived to the special symbol display units 163, 164, or the B time reduction game state may be started after the end of the minor win game state. In other words, if the result of the special symbol win judgment process when the ceiling counter reaches the ceiling value is a "minor win", only the display mode for the minor win is displayed in the special symbol display units 163, 164, and no display effect indicating to the player that the ceiling counter has reached the ceiling value is displayed as described above. In the case of pachinko machines with a setting function, the ceiling value may be set to differ depending on the setting value. Also, if the result of the special symbol win judgment process when the ceiling counter reaches the ceiling value is "jackpot", the game will be controlled to the jackpot game state without being controlled to the B time-saving game state.

[0284] The ceiling counter is reset when certain conditions are met, such as when the power is turned on, when the game is controlled to a jackpot state, when the work area (volatile area) in RAM 203 is cleared (backup clear process) is performed, when a switch other than the backup clear switch 176 (for example, the setting key 174 or a dedicated switch) is operated, or, in the case of a game machine where the probability of winning with normal symbols can be changed, when the high probability of winning with normal symbols ends. When updating the ceiling counter is permitted, the ceiling counter is updated each time the variable display of special symbols is executed. For example, when the probability variation flag is on, updating the ceiling counter is not permitted.

[0285] After clearing the ceiling counter, the main CPU 201 starts counting the ceiling counter from the next variable display of special symbols. The ceiling value may be set by the main CPU 201 each time the ceiling counter is cleared, or it may be predetermined as a value specific to the pachinko machine rather than being set each time.

[0286] If the ceiling counter is cleared due to being controlled into a jackpot state, after the jackpot state ends, if the probability variation flag is not on, the main CPU 201 updates the ceiling counter (+1) at the start or end of the first variable display of special symbols. Also, after the jackpot state ends, if the probability variation flag is on, the ceiling counter will not be updated even if the variable display of special symbols is performed. However, in the case of an ST machine or a specification that performs a probability variation fallout lottery, for example, the ceiling counter will be updated at the start or end of the first variable display of special symbols after the probability variation flag has been turned off. Note that in the case of a specification that performs a probability variation fallout lottery, the probability variation flag is changed from on to off at the start of the variable display of special symbols, so if the ceiling counter is updated at the end of the variable display of special symbols, it may be better to update the ceiling counter if the probability variation flag is off at the end of the variable display of special symbols.

[0287] In the case of a pachinko machine in which the main CPU 201 performs the probability variation end lottery, it is preferable that the sub-CPU 301, upon receiving a command from the main CPU 201, refrain from displaying any effects that suggest a win in the probability variation end lottery or an indication of a transition from a high probability game state to a low probability game state. By doing so, it becomes difficult for the player to grasp the start of the count by the ceiling counter, i.e., the timing of the transition to the B time-saving game state, based on the display effects shown on the display device 7, thereby providing an interesting gameplay experience. If it is difficult to grasp the timing of the transition to the B time-saving game state, for example, the sub-CPU 301 can control and display a countdown effect that suggests the timing of the transition to the B time-saving game state or a false countdown effect on the display device 7, thereby further enhancing the enjoyment of the game.

[0288] Furthermore, if a clearing process (backup clearing process) is performed on the working area (volatile area) in RAM203, the main CPU201 updates the ceiling counter (+1) at the start or end of the first variable display of the special symbols after the clearing process of the working area in RAM203.

[0289] Furthermore, if a switch other than the backup clear switch 176 (for example, the setting key 174 or a dedicated switch) is operated, the main CPU 201 updates the ceiling counter (+1) at the start or end of the first variable display of the special symbols after the other switch has been operated.

[0290] Furthermore, the termination conditions for the B time-saving game state are when either of the following conditions is met: the result of the special symbol hit judgment process is a "jackpot" and the jackpot game state based on that "jackpot" is started; or the variable display of the special symbols (first special symbol and second special symbol) is performed a predetermined number of times (hereinafter referred to as the "B time-saving prescribed number of times"). The termination condition for the B time-saving game state, "when the variable display of the special symbols is performed a predetermined number of times for the B time-saving prescribed number of times," may be when the variable display of the special symbols for the B time-saving prescribed number of times (hereinafter referred to as the "B time-saving final variation") begins, or when the B time-saving final variation ends. In other words, the termination timing of the B time-saving game state may be anytime between the start of the B time-saving final variation and the end of the variable display of the special symbols related to this B time-saving final variation.

[0291] The C time-saving game state is a time-saving game state that is controlled when the result of the special symbol win judgment process is a "time-saving win". In other words, the conditions for transitioning to the C time-saving game state are winning a time-saving win (a time-saving win where the selected symbol command is "z0" to "z2", "z7", or "z8") and the display mode of the time-saving win is derived (confirmed display) in the special symbol display units 163 and 164. However, even if the conditions for transitioning to the C time-saving game state are met, the game does not necessarily transition to the C time-saving game state. If conditions that prevent transitioning to the C time-saving game state are met (for example, the specification is that the B time-saving game state and the C time-saving game state are not executed in overlapping order (details will be described later), and the result of the special symbol win judgment process in the B time-saving game state is a "time-saving win"), the game will not transition to the C time-saving game state. Furthermore, if the conditions for transitioning to the C time-saving game state are met, but conditions preventing the transition to the C time-saving game state are met, the main CPU 201 will execute control to guide the display mode for the time-saving win to the special symbol display units 163 and 164, even though it will not transition to the C time-saving game state.

[0292] Furthermore, the termination condition for the C time-saving game state is when either of the following conditions is met: the result of the special symbol hit judgment process is a "jackpot" and the jackpot game state based on that "jackpot" is started; or the variable display of the special symbols (first special symbol and second special symbol) for the number of time-saving rounds determined in response to the selected symbol command (hereinafter referred to as the "C time-saving rounds") is performed (see the "Number of Time-Saving Rounds" column in Figure 13). The C time-saving rounds, which are one of the termination conditions for the C time-saving game state, may be when the variable display of the special symbols for the time-saving round determined in response to the selected symbol command (hereinafter referred to as the "C time-saving final variation") begins, or when the C time-saving final variation ends. In other words, the termination timing of the C time-saving game state may be anytime between the start of the C time-saving final variation and the end of the variable display of the special symbols related to this C time-saving final variation.

[0293] Furthermore, the time-saving performance may differ between time-saving game states A, B, and C. Alternatively, the time-saving performance of two of these states may be the same, while the time-saving performance of the other state may be different. In addition, the time-saving performance of state A, state B, and state C may be the same.

[0294] Furthermore, the termination conditions for A, B, and C time-saving game states may also include, in addition to the above, conditions such as the variable display count of the second special symbol reaching a predetermined number of times, the normal electric mechanism 146 opening a predetermined number of times, or a specific opening mode being selected as the opening mode of the normal electric mechanism 146. In addition, in pachinko machines where the result of the special symbol win determination process includes minor wins, the termination conditions may also include the number of minor wins reaching a predetermined number of times. Moreover, the termination conditions may also include the result of winning the time-saving mode termination lottery.

[0295] [1-4-8. Winning Determination Table for Regular Symbols] Figure 16 shows an example of a winning determination table for ordinary symbols stored in the main ROM 202 of the main control circuit 200 of the first pachinko game machine.

[0296] The regular symbol win determination table is a table referenced in the regular symbol win determination process, that is, a table referenced when determining whether it is a "regular symbol win" or a "miss" by lottery based on the game state and the random value for regular symbol win determination extracted when the game ball passes through the passage gate 126 (see Figure 4) (i.e., when executing the regular symbol game determination process in S295 of Figure 43 described later).

[0297] As described above, the random values ​​used for determining the win of a regular symbol are random values ​​used in the process of determining the win of a regular symbol. In this embodiment, the main CPU 201 extracts the random values ​​for determining the win of a regular symbol from 0 to 99 (100 types). However, the range of random values ​​that are generated is not limited to the above.

[0298] In this embodiment, during the normal symbol win determination process, the main CPU 201 determines whether it is a "normal symbol win" or a "miss" based on the extracted normal symbol win determination random values. The normal symbol win determination table defines, for each type of time-saving feature, the relationship between the range (width) of normal symbol win determination random values ​​that result in a "normal symbol win" and the corresponding normal symbol win determination value data, and the relationship between the range (width) of normal symbol win determination random values ​​that result in a "miss" and the corresponding miss determination value data.

[0299] In this embodiment, in a non-time-saving game state (for example, a normal game state), the main CPU 201 determines that it is a "normal symbol win" if the random value used for determining the win of the extracted normal symbols is any of 0 to 79, and sets the win / loss determination value data to "normal symbol win determination value data". Also, in a non-time-saving game state, the main CPU 201 determines that it is a "miss" if the random value used for determining the win of the extracted normal symbols is any of 80 to 99, and sets the determination value data to "miss determination value data".

[0300] Furthermore, in the A time-saving game state, if the random value used for determining the win of the extracted regular symbols is any of 0 to 98, the main CPU 201 determines it to be a "regular symbol win" and sets the win / loss determination value data to "regular symbol win determination value data". Also, in the A time-saving game state, if the random value used for determining the win of the extracted regular symbols is 99, the main CPU 201 determines it to be a "miss" and sets the determination value data to "miss determination value data".

[0301] Furthermore, in the B time-saving game state, if the random value used for determining the win of the extracted regular symbols is any of 0 to 79, the main CPU 201 determines it to be a "regular symbol win" and sets the win / loss determination value data to "regular symbol win determination value data". Also, in the B time-saving game state, if the random value used for determining the win of the extracted regular symbols is any of 80 to 99, the main CPU 201 determines it to be a "miss" and sets the determination value data to "miss determination value data".

[0302] Furthermore, in the C time-saving game state, if the random value used for determining the win of the extracted regular symbols is any of the values ​​from 0 to 79, the main CPU 201 determines it to be a "regular symbol win" and sets the win / loss determination value data to "regular symbol win determination value data". Also, in the C time-saving game state, if the random value used for determining the win of the extracted regular symbols is any of the values ​​from 80 to 99, the main CPU 201 determines it to be a "miss" and sets the determination value data to "miss determination value data".

[0303] Thus, in this embodiment, among the non-time-saving game state, time-saving game state A, time-saving game state B, and time-saving game state C, the probability of winning with a regular symbol in time-saving game state A (the selection rate (approximate) shown in Figure 16) is the highest.

[0304] Furthermore, the probability of winning with a regular symbol in the B time-saving game state (the selection rate (approximate) shown in Figure 16) is the same as the probability of winning with a regular symbol in the non-time-saving game state. Similarly, the probability of winning with a regular symbol in the C time-saving game state (the selection rate (approximate) shown in Figure 16) is the same as the probability of winning with a regular symbol in the non-time-saving game state. Therefore, even if the game state transitions between the non-time-saving game state, the B time-saving game state, and the C time-saving game state, the probability of winning with a regular symbol will not change.

[0305] Furthermore, the probability of winning with a regular symbol may be the same in the non-shortened play state, shortened play state A, shortened play state B, and shortened play state C. In this case, the control process can be simplified because it is only necessary to change the proportion of regular symbol types for each state, as described later, without changing the probability of winning with a regular symbol.

[0306] [1-4-9. Normal Symbol Judgment Table] Figure 17 shows an example of a normal symbol determination table stored in the main ROM 202 of the main control circuit 200 of the first pachinko game machine.

[0307] The regular symbol determination table is a table referenced when selecting the "regular symbol win selection command," which determines the stopping symbol for the regular symbol based on the type of time-saving feature, the aforementioned win / loss determination value data, and the random symbol value of the regular symbol extracted when the game ball passes through the passage gate 126 (see Figure 4). The "regular symbol win selection command" is a command used to specify the winning symbol for the regular symbol, which is determined according to the type of regular symbol win, when the result of the regular symbol win determination process is a regular symbol win. The random symbol value of the regular symbol is extracted from, for example, 0 to 99 (100 types).

[0308] According to the normal symbol determination table shown in Figure 17, if normal symbol hit determination value data is obtained as a result of the normal symbol hit determination process, for example, the normal symbol hit selection symbol command will be selected as follows.

[0309] For example, in a non-time-saving game state, if the normal symbol win judgment value data is obtained as a result of the normal symbol win judgment process, the main CPU 201 will select "fz0" as the symbol selection command when a normal symbol wins, regardless of whether the normal symbol random value is between 0 and 99.

[0310] Furthermore, in the A time-saving game state, if a normal symbol win judgment value data is obtained as a result of the normal symbol win judgment processing, the main CPU 201 selects "fz1" as the normal symbol win selection command if the normal symbol random value is any of 0 to 29, selects "fz2" as the normal symbol win selection command if the normal symbol random value is any of 30 to 69, and selects "fz3" as the normal symbol win selection command if the normal symbol random value is any of 70 to 99.

[0311] Furthermore, in the B time-saving game state, if a normal symbol win judgment value data is obtained as a result of the normal symbol win judgment processing, the main CPU 201 selects "fz4" as the normal symbol win selection command if the normal symbol random value is any of 0 to 29, selects "fz5" as the normal symbol win selection command if the normal symbol random value is any of 30 to 69, and selects "fz6" as the normal symbol win selection command if the normal symbol random value is any of 70 to 99.

[0312] Furthermore, in the C time-saving game state, if a normal symbol win judgment value data is obtained as a result of the normal symbol win judgment processing, the main CPU 201 selects "fz7" as the normal symbol win selection command if the normal symbol random value is any of 0 to 29, selects "fz8" as the normal symbol win selection command if the normal symbol random value is any of 30 to 69, and selects "fz9" as the normal symbol win selection command if the normal symbol random value is any of 70 to 99.

[0313] In this embodiment, the main CPU 201 first refers to the normal symbol win determination table (see Figure 16) to determine the win / loss determination value data based on the extracted normal symbol win determination random values, and then refers to the normal symbol determination table (see Figure 17) to determine the symbol selection command when a normal symbol wins based on the normal symbol random values. However, it is not limited to this. For example, the win / loss of a normal symbol and the symbol selection command when a normal symbol wins may be determined together based on the extracted normal symbol win determination random values ​​and the normal symbol random values.

[0314] [1-4-10. Table for determining the type of winning symbol in regular symbols] Figure 18 is an example of a normal symbol win type determination table stored in the main ROM 202 of the main control circuit 200 of the first pachinko game machine. The normal symbol win type determination table is referenced when determining the opening pattern, which is the operating mode of the normal electric mechanism 146 (see Figure 4), according to the normal symbol selection command determined in accordance with the random value of the normal symbols (that is, when executing the opening pattern setting process for the normal electric mechanism 146, which is performed in the variable display start process of the normal symbols in Figure 43, S293, described later).

[0315] In this embodiment, if the result of the normal symbol win detection process is "normal symbol win", the type of normal symbol win is determined as follows. For example, if the selected symbol command for a normal symbol win is "fz0", the main CPU 201 determines the opening pattern, which is the operation mode of the normal electric mechanism 146 (see Figure 4), to be 1000 msec for the first opening, no wait time, and no second opening. In other words, the opening pattern is determined to be one in which the normal electric mechanism 146 opens only once for 1000 msec.

[0316] Furthermore, if the symbol selection command for a regular symbol win is "fz1", the main CPU 201 determines the opening pattern, which is the operation mode of the regular electric mechanism 146 (see Figure 4), to be 2000 msec for the first opening, 200 msec for the wait time, and 2000 msec for the second opening.

[0317] Furthermore, if the selected symbol command for a regular symbol win is "fz2", the main CPU 201 determines the opening pattern, which is the operation mode of the regular electric mechanism 146 (see Figure 4), to be 2500 msec for the first opening, 200 msec for the wait time, and 2500 msec for the second opening.

[0318] Furthermore, if the symbol selection command for a regular symbol win is "fz3", the main CPU 201 determines the opening pattern, which is the operation mode of the regular electric mechanism 146 (see Figure 4), to be 3000 msec for the first opening, 200 msec for the wait time, and 3000 msec for the second opening.

[0319] Furthermore, when the selected symbol command for a regular symbol win is "fz4" or "fz7", the main CPU 201 determines the opening pattern, which is the operation mode of the regular electric mechanism 146 (see Figure 4), to be 2500 msec for the first opening, no wait time, and no second opening.

[0320] Furthermore, when the selected symbol command for a regular symbol win is "fz5" or "fz8", the main CPU 201 determines the opening pattern, which is the operation mode of the regular electric mechanism 146 (see Figure 4), to be 2000 msec for the first opening, 600 msec for the wait time, and 2000 msec for the second opening.

[0321] Furthermore, when the selected symbol command for a regular symbol win is "fz6" or "fz9", the main CPU 201 determines the opening pattern, which is the operation mode of the regular electric mechanism 146 (see Figure 4), to be 2500 msec for the first opening, 600 msec for the wait time, and 2500 msec for the second opening.

[0322] Thus, in this embodiment, when the result of the hit determination process for a regular symbol in a non-time-saving game state is "regular symbol hit", the opening pattern of the regular electric mechanism 146 (see Figure 4) will be the least advantageous among the opening patterns of the regular electric mechanism 146 in the non-time-saving game state, time-saving game state A, time-saving game state B, and time-saving game state C.

[0323] The degree of advantage of the opening pattern of the standard electric mechanism 146 is the degree to which it is easier for the game ball to enter the second starting opening 140 when the standard electric mechanism 146 is opened.

[0324] If the result of the normal symbol win determination process in the A time-saving game state is "normal symbol win", the opening pattern of the normal electric mechanism 146 (see Figure 4) will be the most advantageous among the opening patterns of the normal electric mechanism 146 in the non-time-saving game state, A time-saving game state, B time-saving game state, and C time-saving game state.

[0325] Furthermore, the opening pattern of the regular electric mechanism 146 (see Figure 4) when the result of the regular symbol win detection process in the B time-saving game state is "regular symbol win" has the same degree of advantage as the opening pattern of the regular electric mechanism 146 when the result of the regular symbol win detection process in the C time-saving game state is "regular symbol win," but it is not limited to this.

[0326] [1-4-11. Table of Variation Patterns for Regular Symbols] Figure 19 is an example of a variation pattern table for the normal symbols of the first pachinko game machine. The variation pattern table for the normal symbols is referenced when determining the variation pattern of the normal symbols (i.e., when executing the normal symbol variation pattern determination process which is performed in the normal symbol variable display start process S293 in Figure 43 described later). The main CPU 201 refers to the variation pattern table for the normal symbols and determines the variation pattern of the normal symbols based on the game state and the random value for normal symbol effect selection extracted when the game ball passes through the passage gate 126 (see Figure 4). The random value for normal symbol effect selection is extracted from, for example, 0 to 99 (100 types). However, the range of random values ​​that are generated is not limited to the above.

[0327] As shown in Figure 19, in the non-time-saving game state, regardless of whether the random value for selecting the normal symbol display is between 0 and 99, the variable display time for the normal symbols is determined to be, for example, 300,000 msec. The variable display time for normal symbols in the non-time-saving game state is the longest among the non-time-saving game state, time-saving game state A, time-saving game state B, and time-saving game state C.

[0328] Furthermore, in the A time-saving game state, if the random value for selecting the normal symbol effect is any of 0 to 89, the variable display time for the normal symbol is set to, for example, 500 msec, and if the random value for selecting the normal symbol effect is any of 90 to 99, the variable display time for the normal symbol is set to, for example, 800 msec.

[0329] Furthermore, in the B time-saving game state, if the random value for selecting the normal symbol effect is any of 0 to 39, the variable display time for the normal symbol is set to, for example, 500 msec; if the random value for selecting the normal symbol effect is any of 40 to 79, the variable display time for the normal symbol is set to, for example, 1000 msec; and if the random value for selecting the normal symbol effect is any of 80 to 99, the variable display time for the normal symbol is set to, for example, 1500 msec.

[0330] Furthermore, in the C time-saving game state, if the random value for selecting the normal symbol effect is any of 0 to 39, the variable display time for the normal symbol is set to, for example, 500 msec; if the random value for selecting the normal symbol effect is any of 40 to 79, the variable display time for the normal symbol is set to, for example, 1000 msec; and if the random value for selecting the normal symbol effect is any of 80 to 99, the variable display time for the normal symbol is set to, for example, 1500 msec.

[0331] Thus, among the variable display times of the regular symbols per variable display in the non-time-saving game state, A-time-saving game state, B-time-saving game state, and C-time-saving game state, the expected value of the variable display time of the regular symbols in A-time-saving game state is the shortest. Therefore, in A-time-saving game state, the time until the regular electric mechanism 146 opens is the shortest among the non-time-saving game state, A-time-saving game state, B-time-saving game state, and C-time-saving game state.

[0332] Furthermore, the expected value of the variable display time for regular symbols in the B time-saving game state is the same as, but not limited to, the expected value of the variable display time for regular symbols in the C time-saving game state.

[0333] [1-5. Details of the process related to the shortened game mode] [1-5-1. Number of time-saving bonus rounds set when a time-saving bonus is won] In the above explanation, when the result of the special symbol win detection process is a "time-saving win," the number of time-saving rounds set is the same regardless of the game state at the time the special symbol win detection process was performed. However, this is not the only option; the number of time-saving rounds set when the result of the special symbol win detection process is a "time-saving win" may be determined according to the game state at the time the special symbol win detection process was performed.

[0334] Furthermore, even in a high-probability game state where the probability variation flag is set to ON, the result of the special symbol win determination process may include "time-saving win." In this case, the main CPU derives the display mode for the time-saving win in the special symbol display unit, but does not execute control to transition to the time-saving game state, and continues to control the game state in a high-probability game state. Incidentally, there are known game machines, such as so-called ST machines, that turn the probability variation flag from ON to OFF after the variable display of the special symbol has been performed for a predetermined number of times. In such an ST machine, if the result of the special symbol win determination process performed in the final game in the high-probability game state is "time-saving win," and the process of deriving the display mode for the time-saving win comes after the process of turning off the probability variation flag, the main CPU may derive the display mode for the time-saving win and then control the game state to the C time-saving game state.

[0335] [1-5-2. Overlap of time-saving game state] If multiple time-saving game states are provided, these states may overlap. For example, if the result of the special symbol win detection process in time-saving game state A is a "time-saving win," then time-saving game state A and time-saving game state C will overlap. Also, for example, if the ceiling counter reaches the ceiling value in time-saving game state C, then time-saving game state C and time-saving game state B will overlap. When time-saving game states overlap in this way, the game may either execute the time-saving game states consecutively or not (i.e., ignore the "time-saving win"). Note that to prevent time-saving game state A and time-saving game state B from overlapping, the specified number of time-saving game states A, which is the termination condition for time-saving game state A, is set to be smaller than the ceiling value, which is the transition condition for time-saving game state B.

[0336] When time-saving game states overlap, the modes in which the time-saving game states are executed consecutively and the modes in which the time-saving game states are not executed consecutively will be explained below.

[0337] [1-5-2-1. Modes for executing multiple time-saving game states] When time-saving game states overlap, possible ways of executing the time-saving game states include: when a time-saving win is achieved in any one of time-saving game states A, B, or C, time-saving game state C is executed on top of it; and when the ceiling counter reaches the ceiling value in time-saving game state C, time-saving game state B is executed on top of it.

[0338] [1-5-2-1-1. A mode in which the first time-saving game state is overlaid with the C time-saving game state and executed.] If a "time-saving win" is achieved in any one of the time-saving game states A, B, or C, the main CPU 201 derives a display pattern for the time-saving win from the special symbol display units 163 and 164. In this case, the main CPU 201 maintains the time-saving performance of one of the time-saving game states and adopts the one with the greater number of variable special symbol displays that can be performed before the termination condition of the time-saving game state is met as the number of time-saving rounds.

[0339] For example, if a "Shortened Time Win" is awarded in Shortened Time Game State A, and the remaining number of Shortened Time rounds in Shortened Time Game State A is greater than the number of Shortened Time rounds that can be performed based on this "Shortened Time Win," the main CPU 201 will maintain the Shortened Time Performance of Shortened Time Game State A and control the game to remain in Shortened Time Game State A until the remaining number of Shortened Time rounds is used up, unless a "Big Win" is derived. To explain with specific numbers, for example, if the remaining number of Shortened Time rounds in Shortened Time Game State A is 200 and a "Shortened Time Win" is awarded, and the number of Shortened Time rounds that can be performed based on this "Shortened Time Win" is 50, the display mode for Shortened Time Win will be derived in the special symbol display units 163 and 164, but while maintaining the Shortened Time Performance of Shortened Time Game State A, the number of Shortened Time rounds from here on will be 200 unless a "Big Win" is derived. Therefore, even if a "time-saving bonus" is won in any one of the time-saving game states A, B, or C, the outward appearance regarding the number of time-saving bonuses and the time-saving performance will be the same as when the A time-saving game state continues without winning a "time-saving bonus".

[0340] On the other hand, for example, if a "Short Time Win" is achieved in Short Time Game State A, and the number of Short Time rounds that can be performed based on this "Short Time Win" is greater than the remaining number of Short Time rounds in Short Time Game State A, the main CPU 201 will maintain the Short Time Performance of Short Time Game State A and control the game to remain in Short Time Game State A until the number of Short Time rounds set based on the "Short Time Win" is consumed, unless a "Big Win" is achieved. To explain with specific numbers, for example, if the remaining number of Short Time rounds in Short Time Game State A is 20 and a "Short Time Win" is achieved, and the number of Short Time rounds that can be performed based on this "Short Time Win" is 50, then the number of Short Time rounds from here on will be 50, unless a "Big Win" is achieved, while maintaining the Short Time Performance of Short Time Game State A. In other words, even if the variable display of special symbols is performed for 20 rounds, which is the remaining number of rounds in the A-time-saving game state, the variable display of special symbols will be performed for an additional 30 rounds, which is the difference between the two states, while maintaining the time-saving performance of the A-time-saving game state.

[0341] [1-5-2-1-2. A mode in which the B time-saving game state is superimposed on the C time-saving game state] When the ceiling counter reaches the ceiling value in the C time-saving game state, the main CPU 201 executes control according to the display pattern (i.e., the result of the special symbol win determination process) derived to the special symbol display units 163 and 164 in the final spin at the ceiling.

[0342] In the first type of pachinko game machine, minor wins are not included in the result of the special symbol win determination process. However, the following explanation will include cases where minor wins are included in the result of the special symbol win determination process.

[0343] First, we will explain the case where the result of the special symbol win determination process in the final spin of the ceiling is either a "minor win" or a "miss".

[0344] When the ceiling counter reaches its ceiling value in the C time-saving game state, if the remaining number of time-saving spins in the C time-saving game state is greater than the prescribed number of time-saving spins in the B time-saving game state, the main CPU 201 maintains the time-saving performance of the C time-saving game state and controls the game to remain in the time-saving game state until the remaining number of time-saving spins in the C time-saving game state is used up, unless a "jackpot" is generated. To explain with specific numbers, for example, if the ceiling counter reaches its ceiling value when the remaining number of time-saving spins in the C time-saving game state is 300, and the prescribed number of time-saving spins in the B time-saving game state is 200, the number of time-saving spins from here will be 300, while maintaining the time-saving performance of the C time-saving game state, unless a "jackpot" is generated. Therefore, even if the ceiling counter reaches its ceiling value in the C time-saving game state, the outward appearance regarding the number of time-saving spins and time-saving performance is the same as when the C time-saving game state continues without the ceiling counter reaching its ceiling value.

[0345] On the other hand, if the ceiling counter reaches its ceiling value in the C time-saving game state, and the number of B time-saving rounds is greater than the remaining number of time-saving rounds in the C time-saving game state, the main CPU 201 will maintain the time-saving performance of the C time-saving game state and control the game to remain in the time-saving game state until the B time-saving rounds are used up, unless a "jackpot" is achieved. To explain with specific numbers, for example, if the ceiling counter reaches its ceiling value when the remaining number of time-saving rounds in the C time-saving game state is 20, and the number of time-saving rounds that can be performed in the B time-saving game state is 300, the number of time-saving rounds from here on will be 300, while maintaining the time-saving performance of the C time-saving game state, unless a "jackpot" is achieved. In other words, even if the variable display of special symbols is performed for the 20 remaining time-saving rounds in the C time-saving game state, the variable display of special symbols will then be performed for a further 280 rounds, the difference between the two, while maintaining the time-saving performance of the C time-saving game state.

[0346] Furthermore, when the variable display of the special symbols ends in the final variation of the ceiling, the main CPU 201 derives a display mode from the special symbol display units 163 and 164 according to the result of the special symbol win determination process. That is, if the result of the special symbol win determination process is a "minor win", the minor win display mode is derived, and if the result of the special symbol win determination process is a "miss", the miss display mode is derived. When the minor win display mode is derived, the game is controlled to a minor win state, but the main CPU 201 keeps the time-saving flag on even during the minor win state.

[0347] Next, we will explain the case where, in the final spin at the ceiling, the result of the special symbol win determination process is a "time-saving win," that is, the condition for transitioning to the B time-saving game state and the condition for transitioning to the C time-saving game state are met in the final spin at the ceiling. In this case, the main CPU 201 may execute different controls depending on whether it starts controlling the B time-saving game state before the result of the special symbol win determination process is output to the special symbol display units 163 and 164, or whether it starts controlling the B time-saving game state after the result of the special symbol win determination process is output to the special symbol display units 163 and 164.

[0348] First, if control of the B time-saving game state is started before the result of the special symbol win determination process is derived to the special symbol display units 163 and 164, the B time-saving game state is already in control when the display mode for the time-saving win is derived to the special symbol display units 163 and 164. Therefore, the main CPU 201 maintains the time-saving performance of the B time-saving game state and controls the game to the time-saving game state until the larger of the B time-saving prescribed number of time-saving rounds and the C time-saving game state's time-saving rounds is consumed, unless a "jackpot" is derived.

[0349] Next, if the control of the B time-saving game state is started after the result of the special symbol win determination process is derived to the special symbol display units 163 and 164, the B time-saving game state has not yet been controlled at the time the display mode for the time-saving win is derived to the special symbol display units 163 and 164. Therefore, the main CPU 201 maintains the time-saving performance of the C time-saving game state and controls the game to the time-saving game state until the larger of the B time-saving prescribed number of time-saving rounds and the C time-saving rounds is consumed, unless the termination condition for the time-saving game state (for example, derivation of the display mode for a big win, derivation of the display mode for a small win or a specific small win, etc.) is met. In this case, it is preferable that the time-saving game state terminates when the termination condition for the time-saving game state in which the time-saving performance is maintained or executed is met.

[0350] Furthermore, if both the conditions for transitioning to the B time-saving game state and the conditions for transitioning to the C time-saving game state are met during the final spin at the ceiling, the sub-CPU 301 may perform a special display animation that is different from the B time-saving transition display animation performed when only the conditions for transitioning to the B time-saving game state are met, and the C time-saving transition display animation performed when only the conditions for transitioning to the C time-saving game state are met. Alternatively, the sub-CPU 301 may prioritize one of the B time-saving transition display animations, for example, by performing the B time-saving transition display animation when the time-saving performance of the B time-saving game state is maintained, and performing the C time-saving transition display animation when the time-saving performance of the C time-saving game state is maintained.

[0351] Furthermore, if the ceiling counter reaches the ceiling value during the C time-saving game state, and the result of the special symbol hit judgment process in the final spin at the ceiling is "Big Win", the main CPU 201 terminates the C time-saving game state and controls the game to the Big Win game state without controlling the B time-saving game state.

[0352] [1-5-2-1-3. Time-saving performance when multiple time-saving game states are executed simultaneously] The above describes the mode in which a time-saving game state C is superimposed on a time-saving game state 1, and the mode in which a time-saving game state B is superimposed on a time-saving game state C.

[0353] In a system where multiple time-saving game states can be executed simultaneously, the time-saving performance of the previously executed time-saving game state is maintained. In a pachinko machine with such specifications, the time-saving performance of the multiple time-saving game states that can be executed simultaneously may differ, but it is preferable to make the time-saving performance of the multiple time-saving game states that can be executed simultaneously the same.

[0354] For example, if the system is designed to allow the execution of a C-state of reduced play time on top of a C-state of reduced play time, it is preferable to make the reduced play time performance of the C-state and the C-state of reduced play time the same. Also, if the system is designed to allow the execution of a B-state of reduced play time on top of a C-state of reduced play time, it is preferable to make the reduced play time performance of the C-state and the B-state of reduced play time the same.

[0355] Furthermore, in a pachinko game machine that is designed to allow multiple time-saving game states to be executed in succession, a time-saving game state that can be executed in succession to a time-saving game state that is already being executed may, for example, be equipped with one time-saving performance that is the same as the first time-saving game state, and another time-saving performance that is different from this first time-saving performance. When a time-saving game state is executed in succession to a time-saving game state that is already being executed, the first time-saving performance may be activated, and when a time-saving game state is not executed in succession, such as when a time-saving game state is activated in a normal game state, the other time-saving performance may be activated.

[0356] For example, in a pachinko machine that allows the execution of both a C-time-saving game state and a B-time-saving game state simultaneously, the B-time-saving game state could have two time-saving features: one that is the same as the C-time-saving game state, and another time-saving feature different from this one. Then, in the C-time-saving game state, if the ceiling counter reaches the ceiling value, the first time-saving feature could be activated, and in a normal game state that is neither a time-saving game state, if the ceiling counter reaches the ceiling value, the other time-saving feature could be activated.

[0357] [1-5-3. Modes in which the time-saving game state is not repeatedly executed] As for the mode in which the time-saving game state is not executed repeatedly, there are two possible modes: one in which the win determination process is performed in a way that does not include "time-saving win" as a target for the lottery in the time-saving game state, and another in which the win determination process is performed in a way that includes "time-saving win" as a target for the lottery in the time-saving game state, and even if the time-saving game states overlap, the time-saving game state is not executed repeatedly (hereinafter referred to as "the latter mode"). As for the latter mode, there are two possible modes: one in which even if a time-saving win is won in any one of the time-saving game states A, B, or C, this is ignored and the C time-saving game state is not executed repeatedly; and one in which even if the ceiling counter reaches the ceiling value in the C time-saving game state, this is ignored and the B time-saving game state is not executed repeatedly. The two modes above that can be considered as the latter mode will be explained below.

[0358] [1-5-3-1. A mode in which the first time-saving game state is not overwritten with the C time-saving game state] If a "time-saving win" is achieved in any one of the time-saving game states A, B, or C, the main CPU 201, as described above, derives a display pattern for the time-saving win from the special symbol display units 163 and 164. However, unless it is the last variable display of the special symbols in one of the time-saving game states (hereinafter referred to as the "final time-saving variation"), the main CPU 201 will not control the game to the C time-saving game state based on the "time-saving win," but will instead control the game to the first time-saving game state until the remaining time-saving rounds in that state are consumed. In this case, being controlled to the first time-saving game state (excluding the final time-saving variation) is a condition that prevents a transition to the C time-saving game state.

[0359] On the other hand, if a "time-saving win" is achieved in the final spin of the time-saving game state, the main CPU 201 may execute different controls depending on whether the time-saving game state ends before the display pattern for the time-saving win is shown to the special symbol display units 163 and 164, or whether the time-saving game state ends when the display pattern for the time-saving win is shown to the special symbol display units 163 and 164.

[0360] First, if the time-saving game state ends before the display pattern for the time-saving win is derived to the special symbol display units 163 and 164, the main CPU 201 will derive the display pattern for the time-saving win and then start controlling the C time-saving game state.

[0361] Next, when the display pattern for a time-saving win is derived to the special symbol display units 163 and 164, and the first time-saving game state ends, that is, when the derivation of the display pattern for a time-saving win and the end of the first time-saving game state are performed within the same interrupt processing, the main CPU 201 may or may not start controlling the C time-saving game state, depending on the program processing. Specifically, if the process of deriving (confirming display) the display pattern for a time-saving win is performed before the termination process of the first time-saving game state, the main CPU 201 terminates the first time-saving game state without controlling the C time-saving game state. In this case, performing the process of deriving the display pattern for a time-saving win before the termination process of the first time-saving game state is a condition that prevents the transition to the C time-saving game state.

[0362] On the other hand, if the process of deriving (confirming) the display pattern for the time-saving bonus is performed after the termination process of one time-saving game state, the main CPU 201 terminates the first time-saving game state and controls the game to the C time-saving game state. In this case, the main CPU 201 does not maintain the time-saving performance of the first time-saving game state, but rather uses the time-saving performance of the C time-saving game state. That is, at the time the display pattern for the time-saving bonus is derived, if the termination process of the first time-saving game state has not yet been processed, the main CPU 201 terminates the first time-saving game state without controlling the game to the C time-saving game state, and if the termination process of the first time-saving game state has already been performed, the game controls the game to the C time-saving game state.

[0363] [1-5-3-2. A mode in which the B time-saving game state is not executed in addition to the C time-saving game state] When the ceiling counter reaches the ceiling value in the C time-saving game state, the main CPU 201 executes control according to the display pattern (i.e., the result of the special symbol win determination process) derived to the special symbol display units 163 and 164 in the final spin at the ceiling.

[0364] First, we will explain the cases where the result of the special symbol win determination process in the final spin of the ceiling is "Short Time Win," "Minor Win," or "Miss."

[0365] In the C time-saving game state, if the result of the special symbol win judgment process in the final spin at the ceiling is "time-saving win", "minor win", or "miss", the main CPU 201 controls the game to remain in the C time-saving game state until the remaining number of time-saving spins in the C time-saving game state is consumed.

[0366] However, if the remaining number of time-saving spins in the C time-saving spin state is 0 at the final spin of the ceiling, the main CPU 201 may or may not start controlling the B time-saving spin state, depending on the program's processing. Specifically, if the termination process for the C time-saving spin state is performed before the start process for the B time-saving spin state, the main CPU 201 terminates the C time-saving spin state and controls the game to the B time-saving spin state. On the other hand, if the termination process for the C time-saving spin state is performed after the start process for the B time-saving spin state, the main CPU 201 terminates the C time-saving spin state without controlling the game to the B time-saving spin state. In other words, at the time the main CPU 201 attempts to start the B time-saving spin state, if the termination process for the C time-saving spin state has not been processed, it terminates the C time-saving spin state without controlling the game to the B time-saving spin state; if the termination process for the C time-saving spin state has already been performed, it controls the game to the B time-saving spin state. In this case, performing the termination process for the C time-saving spin state after the start process for the B time-saving spin state is a condition that prevents the transition to the B time-saving spin state.

[0367] Furthermore, if the result of the special symbol win detection process during the final spin at the ceiling is "Big Win", the main CPU 201 terminates the C time-saving game state and begins controlling the big win game state.

[0368] [1-6. Main control processing] Next, we will explain the contents of the various processes (various modules) executed by the main CPU 201 of the main control circuit 200. [1-6-1. Main Control Processing] First, we will explain the main processing (main control main processing) executed by the main CPU 201, referring to Figures 20 to 23. Figures 20 to 23 are flowcharts showing an example of the main control main processing in the first pachinko game machine.

[0369] The main CPU 201 first determines whether the power cut signal is at a high level (S11). It goes without saying that, although not shown in the diagram, the main CPU 201 sets the stack pointer and the address of the interrupt vector table prior to S11.

[0370] If S11 determines that the power cut signal is not at a high level (i.e., S11 is determined to be NO), the main CPU 201 repeats the determination process of S11.

[0371] On the other hand, if the power cut signal is determined to be at a high level in S11 (i.e., S11 is determined to be YES), the main CPU 201 moves the processing to S12.

[0372] In S12, the main CPU 201 performs flag management processing for the setting key 174 and the backup clear switch 176 (S12). This process saves the on / off state of the backup clear switch 176 and the on / off state of the setting key 174. That is, the on / off states of the setting key 174 and the backup clear switch 176 are stored in the startup control flag area in the main RAM 203. In addition, the game permission flag is set to off during this process. After executing the process in S12, the main CPU 201 moves the process to S13.

[0373] In S13, the main CPU 201 performs a wait process. This process waits for the sub-control circuit 300 to start up. The waiting time (wait period) in this case is, for example, 12000.07 msec. After executing the process in S13, the main CPU 201 moves the process to S14.

[0374] Furthermore, while waiting for the sub-control circuit 300 to start up, the main CPU 201 may perform tasks such as checking for interrupt request signals, outputting the WDT when an interrupt request signal is generated, and outputting various sensor initialization signals at predetermined timings.

[0375] In S14, the main CPU 201 determines whether the power outage before startup (the previous one) was a normal power outage or not. In this process, it is determined whether the power outage was normal or abnormal based on the value stored in the power outage detection flag area in the main RAM 203.

[0376] If it is determined in S14 that the power outage was not normal (i.e., S14 is judged as NO), the main CPU 201 moves the processing to S18.

[0377] On the other hand, if it is determined in S14 that the power interruption was normal (if S14 is determined to be YES), the main CPU 201 calculates the checksum value of the work area stored in the main RAM 203 (S15), and then performs a checksum verification process for the work area (S16). After executing the process in S16, the main CPU 201 moves the process to S17.

[0378] In S17, the main CPU 201 determines whether the matching result is abnormal or not.

[0379] If the matching result in S17 is determined to be normal (i.e., S17 is determined to be NO), the main CPU 201 moves the process to S22. The processing from S22 onwards will be described later.

[0380] On the other hand, if the matching result in S17 is determined to be abnormal, that is, not normal (if S17 is determined to be YES), the main CPU 201 moves the process to S18.

[0381] In S18, the main CPU 201 determines whether at least one of the setting key 174 and the backup clear switch 176 is off. That is, if both the setting key 174 and the backup clear switch 176 are on, the result is NO, and if both the setting key 174 and the backup clear switch 176 are off, or if either the setting key 174 or the backup clear switch 176 is off, the result is YES.

[0382] If S18 determines that at least one of the setting key 174 and the backup clear switch 176 is not off, i.e., both are on (S18 is determined to be NO), the main CPU 201 moves the process to S21. The process of S21 will be described later.

[0383] On the other hand, if it is determined in S18 that at least one of the setting key 174 and the backup clear switch 176 is off (i.e., if S18 is determined to be YES), the main CPU 201 moves the process to S19.

[0384] In S19, the main CPU 201 sets the security signal of the external terminal to ON. After executing the process in S19, the main CPU 201 moves the process to S20.

[0385] In S20, the main CPU 201 performs error display processing on the performance display monitor 170 (see Figure 6). This process involves setting error display data to the output port of I / O port 205, which outputs a signal to the performance display monitor 170. As a result, a designated LED on the performance display monitor 170 lights up, indicating an error. After executing the process in S20, the main CPU 201 enters an infinite loop.

[0386] Thus, if the previous power outage was not a normal power outage, or if the checksum value of the work area stored in the main RAM 203 is not verified, the first pachinko game machine will not be able to execute a game until it is determined that both the setting key 174 and the backup clear switch 176 are on.

[0387] Next, the process in S21 will be explained. In S21, the main CPU 201 stores a value indicating that a configuration change has been made in the startup control flag area of ​​the main RAM 203. This process is performed when an abnormal startup occurs, and it is designed to store the value indicating that a configuration change has been made again. After executing the process in S21, the main CPU 201 moves the process to S22.

[0388] In S22, the main CPU 201 clears the XINT detection flag area and the power outage detection flag area in the main RAM 203. After executing the process in S22, the main CPU 201 moves the process to S23.

[0389] In S23, the main CPU 201 performs a startup state determination process. In this process, it determines the current startup state (power recovery / setting change / setting confirmation / RAM clear) based on the value of the startup control flag stored in the startup control flag area of ​​the main RAM 203. After executing the process in S23, the main CPU 201 moves the process to S24.

[0390] In S24, the main CPU 201 performs the RAM configuration process during startup. This process clears the working area (volatile area) in the main RAM 203, which manages flags, etc. (for example, constructing the working area and setting addresses). This process is performed in common during power recovery and initialization, and the backup area is not cleared. After executing the process in S24, the main CPU 201 moves the process to S25.

[0391] In S25, the main CPU 201 performs the startup initial setup process. This process performs the initial setup according to the current startup state (power recovery / setting change / setting confirmation / RAM clear). Details of the startup initial setup process will be described later in Figure 24. After completing the process in S25, the main CPU 201 moves the processing to S26.

[0392] In S26, the main CPU 201 performs interrupt disable processing. After executing the process in S26, the main CPU 201 moves the process to S27.

[0393] In S27, the main CPU 201 performs a power-off process. After executing the process in S27, the main CPU 201 moves the process to S28. Details of the power-off process will be described later, referring to Figure 25.

[0394] In S28, the main CPU 201 performs an update process for the initial random number. This process updates the initial random numbers for various random number counters (for example, the random number counter used to determine the jackpot for special symbols). After executing the process in S28, the main CPU 201 moves the process to S29.

[0395] In S29, the main CPU 201 determines whether or not the game is in a play-permitted state. This determination is made based on the value of the play-permitted flag.

[0396] If it is determined in S29 that the game is not permitted (i.e., S29 is judged as NO), the main CPU 201 moves the processing to S30.

[0397] On the other hand, if it is determined in S29 that the game is permitted (i.e., S29 is determined to be YES), the main CPU 201 moves the processing to S31.

[0398] In S30, the main CPU 201 performs interrupt enable processing. After executing the processing in S30, the main CPU 201 returns to processing in S26 and performs the processing from S26 onward.

[0399] In S31, the main CPU 201 performs register saving. After executing the process in S31, the main CPU 201 moves the process to S32.

[0400] In S32, the main CPU 201 performs performance display monitor aggregation calculation processing. This process calculates and updates various base values. This process is performed using an area separate from the work area (outside the main RAM 203). After executing the process in S32, the main CPU 201 moves the process to S33.

[0401] In S33, the main CPU 201 restores the registers that were saved in S31. After executing the process in S33, the main CPU 201 moves the process to S34.

[0402] In S34, the main CPU 201 performs interrupt enable processing. After executing the process in S34, the main CPU 201 moves the process to S35.

[0403] In S35, the main CPU 201 determines whether the system cycle time has elapsed. The system cycle time is, for example, 6 msec, which is three times the interrupt period (for example, 2 msec).

[0404] If it is determined in S35 that the system cycle time has not elapsed (i.e., S35 is judged as NO), the main CPU 201 returns to processing S26 and performs the processing from S26 onward.

[0405] On the other hand, if it is determined in S35 that the system cycle time has elapsed (i.e., if S35 is determined to be YES), the main CPU 201 moves the processing to S36.

[0406] In S36, the main CPU 201 performs a process three times in which it subtracts 1 from the value of the interrupt counter stored in the interrupt counter area of ​​the main RAM 203. This process resets the value of the interrupt counter that manages the interrupt-disabled section within the main control main process. After executing the process in S36, the main CPU 201 moves the process to S37.

[0407] In this embodiment, within the main control processing, an interrupt-free interval of, for example, 6 msec (processing interval S26 to S35) is provided before the execution of various game control-related processes (for example, processes S37 to S44) described later. Therefore, in this embodiment, the various game control-related processes described later are executed, for example, every 6 msec (each system cycle). In this embodiment, an example in which the interrupt-free interval is three times the interrupt cycle has been described, but this is not the only example.

[0408] In S37, the main CPU 201 performs a system timer update process. The system timer is a timer that manages the system period (e.g., 6 msec). The value of the system timer is stored in the system period management timer area within the work area of ​​the main RAM 203. After executing the process in S37, the main CPU 201 moves the process to S38.

[0409] In S38, the main CPU 201 performs the main control command transmission and reception processing. This processing primarily involves the transmission and reception of payout control commands. After executing the processing in S38, the main CPU 201 moves the processing to S39.

[0410] In S39, the main CPU 201 performs special symbol control processing. This processing involves operations related to the special symbol game. Details of this special symbol control processing will be described later with reference to Figure 26. After executing the processing in S39, the main CPU 201 moves the processing to S40.

[0411] In S40, the main CPU 201 performs normal symbol control processing. This processing involves operations related to the normal symbol game. Details of this normal symbol control processing will be described later with reference to Figure 43. After executing the processing in S40, the main CPU 201 moves the processing to S41.

[0412] In S41, the main CPU 201 performs control processing for the game operation display unit. This process involves setting the display data to be output to each display unit of the LED unit 160 (for example, the first special symbol display unit 163, the second special symbol display unit 164, etc.). After executing the process in S41, the main CPU 201 moves the process to S42.

[0413] In S42, the main CPU 201 performs game information data generation processing. This processing includes controlling the external terminal board pulse signal, setting output data, and generating the test firing signal. Note that the test firing signal generation processing is performed using a separate area (outside the main RAM 203) from the working area. After executing the processing in S42, the main CPU 201 moves the processing to S43.

[0414] In S43, the main CPU 201 performs port output processing. This process involves setting (transferring) output data to the command output port 206 (see Figure 6). After executing the process in S43, the main CPU 201 moves the processing to S44.

[0415] In S44, the main CPU 201 performs state monitoring processing. This processing includes launch position determination processing, game abnormality detection processing, and payout abnormality detection processing. In the launch position determination processing, if there is a change in the launch position (for example, right-handed or left-handed), a launch position command is scheduled to be sent. In the game abnormality detection processing, if an abnormality is detected, a game abnormality detection command is scheduled to be sent. In the payout abnormality detection processing, if an abnormality is detected, a payout abnormality detection command is scheduled to be sent. After executing the processing in S44, the main CPU 201 returns to processing in S26 and performs the processing from S26 onward.

[0416] [1-6-2. Initial setup process at startup] Next, with reference to Figure 24, the startup initial setup process performed in S25 during the main control processing (see Figures 20 to 23) will be explained. Figure 24 is a flowchart showing an example of the startup initial setup process in the first pachinko game machine.

[0417] The main CPU 201 first loads the startup control flags (S51). After executing the process in S51, the main CPU 201 moves the process to S52.

[0418] In S52, the main CPU 201 determines whether the value of the startup control flag indicates a power-off recovery.

[0419] If in S52 the value of the startup control flag is determined not to be a value indicating recovery from power interruption (i.e., S52 is determined to be NO), the main CPU 201 moves processing to S54.

[0420] On the other hand, if in S52 the value of the startup control flag is determined to be a value indicating recovery from power interruption (i.e., if S52 is determined to be YES), the main CPU 201 moves processing to S53.

[0421] In S53, the main CPU 201 performs the second normal game pre-processing. Details of this second normal game pre-processing will be described later with reference to Figure 50. Once the second normal game pre-processing is performed, the game permission flag is set to ON, and the game is permitted. After executing the process in S53, the main CPU 201 finishes the startup initial setup process and returns the process to the main control process (see Figures 20 to 23).

[0422] In S54, the main CPU 201 determines whether the value of the startup control flag indicates a setting change or a setting confirmation.

[0423] If, in S54, the value of the startup status flag is determined not to be a value indicating a setting change or setting confirmation, i.e., a value indicating a RAM clear (S54 is determined to be NO), the main CPU 201 moves processing to S56.

[0424] On the other hand, if in S54 the value of the startup status flag is determined to be a value indicating a setting change or setting confirmation (i.e., if S54 is determined to be YES), the main CPU 201 moves the process to S55.

[0425] In S55, the main CPU 201 performs a scheduled transmission process for setting operation commands. The setting operation commands scheduled for transmission in this process will be sent to the sub-control circuit 300 during the next system timer interrupt processing (see S336 in Figure 46 below) for performance control commands. After executing the process in S55, the main CPU 201 finishes the startup initial setup process and returns to the main control process (see Figures 20 to 23).

[0426] In S56, the main CPU 201 performs the first normal game pre-processing. Details of this first normal game pre-processing will be described later with reference to Figure 49. Once the first normal game pre-processing is performed, the game permission flag is set to ON, and the game is permitted. After executing the process in S56, the main CPU 201 finishes the startup initial setup process and returns the process to the main control process (see Figures 20 to 23).

[0427] [1-6-3. Power outage procedure] Next, with reference to Figure 25, the power cut-off process performed in S27 during the main control processing (see Figures 20 to 23) will be explained. Figure 25 is a flowchart showing an example of the power cut-off process in a first pachinko game machine.

[0428] The main CPU 201 first determines whether the XINT detection flag is turned on or not (S61).

[0429] If it is determined in S61 that the XINT detection flag is not on (i.e., S61 is determined to be NO), the main CPU 201 terminates the power cut process and returns the processing to the main control process (see Figures 20 to 23).

[0430] On the other hand, if the XINT detection flag is determined to be on in S61 (i.e., S61 is determined to be YES), the main CPU 201 moves processing to S62.

[0431] In S62, the main CPU 201 performs the checksum calculation process. After executing the process in S62, the main CPU 201 moves the process to S63.

[0432] In S63, the main CPU 201 stores the checksum value and the power failure detection flag value in the corresponding predetermined storage areas within the main RAM 203. In this case, they are stored in the backup area of ​​the main RAM 203. After executing the process in S63, the main CPU 201 moves the process to S64.

[0433] In S64, the main CPU 201 clears the XINT detection flag. After executing the process in S64, the main CPU 201 performs the process of setting the RAM access prohibition value (S65). After executing the process in S65, the main CPU 201 moves the process to S66.

[0434] In the S66, the main CPU 201 repeatedly performs a CPU reset waiting process until the power is cut off.

[0435] [1-6-4. Special Symbol Control Processing] Next, with reference to Figure 26, the special symbol control process performed in S39 during the main control process (see Figures 20 to 23) will be explained. Figure 26 is a flowchart showing an example of the special symbol control process in a first pachinko game machine.

[0436] As shown in Figure 26, the main CPU 201 first loads the control status number for the special symbol in S71. The control status number for the special symbol is a number that indicates the status of the control process related to the variable display of the special symbol (special symbol game). After executing the process in S71, the main CPU 201 moves the process to S72.

[0437] Although not shown in the diagram, the main CPU 201, prior to executing the special symbol control process, performs an address setting process to set the addresses of the special symbol work area and other such areas in the main RAM 203 into predetermined registers.

[0438] Also, although not shown in the diagram, the main CPU 201 also checks the number of reserved first special symbols and the number of reserved second special symbols when executing the special symbol control processing. If the number of reserved first special symbols and the number of reserved second special symbols remains "0" for a certain period of time or longer, the main CPU 201 performs a demo display command transmission reservation process. The demo display command scheduled for transmission in this process is sent to the sub-control circuit 300 during the performance control command transmission process during the next system timer interrupt processing (see S322 in Figure 45 described later). When the sub-control circuit 300 receives the demo display command, the sub-CPU 301 performs the demo display performance.

[0439] In S72, the main CPU 201 determines whether the control state number of the special symbol loaded in S71 is 0, that is, whether the special symbol is in a waiting state for variable display.

[0440] If it is determined in S72 that the control number of the special symbol is not 0 (i.e., S72 is determined to be NO), the main CPU 201 moves the processing to S75.

[0441] On the other hand, if it is determined in S72 that the control number of the special symbol is 0 (i.e., S72 is determined to be YES), the main CPU 201 moves the processing to S73.

[0442] In S73, the main CPU 201 determines whether the second special symbol has started to be displayed variably, that is, whether the start information for the second special symbol is being held in reserve.

[0443] If it is determined in S73 that the second special symbol has not started to be displayed variably, that is, that the start information for the second special symbol is not being held (if S73 is determined to be NO), the main CPU 201 moves the processing to S74.

[0444] On the other hand, if it is determined in S73 that the second special symbol has started to be displayed variably, that is, that the start information for the second special symbol is being held in reserve (if S73 is determined to be YES), the main CPU 201 moves the processing to S75.

[0445] In S74, the main CPU 201 determines whether the first special symbol has started to be displayed variably, that is, whether the start information for the first special symbol is being held in reserve.

[0446] If it is determined in S74 that the first special symbol has not started to display variably, that is, that the start information for the first special symbol is not being held (if S74 is determined to be NO), the main CPU 201 terminates the special symbol control process and returns the process to the main control process (see Figures 20 to 23).

[0447] On the other hand, if it is determined in S74 that the first special symbol has started to be displayed variably, that is, that the start information for the first special symbol is being held in reserve (if S74 is determined to be YES), the main CPU 201 moves the processing to S75.

[0448] In S75, the main CPU 201 performs special symbol management processing. Details of this special symbol management processing will be described later with reference to Figure 27. After executing the processing in S75, the main CPU 201 terminates the special symbol control processing and returns the processing to the main control processing (see Figures 20 to 23).

[0449] Furthermore, it is preferable that the main CPU 201 sets an interrupt-free zone and performs the special symbol control processing (S71~S75) described above within the interrupt-free zone.

[0450] Thus, in this embodiment, a priority variable machine has been described in which, as the first pachinko game machine, if the activation information for the second special symbol is held, the special symbol management process (S75) is executed with a higher priority than that for the first special symbol. However, the invention is not limited to this. For example, if the activation information for the first special symbol is held, the special symbol management process (S75) may be executed with a higher priority than that for the second special symbol. Alternatively, the invention may be a sequential variable machine in which the special symbol management process is executed in the order in which the balls enter the first activation port 120 or the second activation port 140.

[0451] [1-6-5. Special Pattern Management Processing] Next, with reference to Figure 27, the special symbol management process executed by the main CPU 201 in S75 during the special symbol control process (see Figure 26) will be described. Figure 27 is a flowchart showing an example of the special symbol management process in the first pachinko game machine.

[0452] Furthermore, when the control state number is "0", the special symbol management process targets the second special symbol if the process in S73 (see Figure 26) is determined to be YES, and targets the first special symbol if the process in S74 (see Figure 26) is determined to be YES. Also, if the control state number is not "0", the special symbol management process targets the special symbol that is currently being executed.

[0453] Furthermore, the numbers ("0" to "5") written in parentheses to the right of each process shown in Figure 27 are the control state numbers for the special symbols. The main CPU 201 advances the special symbol game by executing the processes corresponding to the control state numbers.

[0454] The main CPU 201 first determines whether the waiting time for the special symbols is 0 or not (S81).

[0455] If S81 determines that the waiting time for the special symbol is not 0 (i.e., S81 is determined to be NO), the main CPU 201 terminates the special symbol management process and returns to the special symbol control process (see Figure 26).

[0456] On the other hand, if S81 determines that the waiting time for the special symbol is 0 (i.e., S81 is determined to be YES), the main CPU 201 moves the processing to S82.

[0457] In S82, the main CPU 201 loads the control state number of the special symbol. After executing the process in S82, the main CPU 201 moves the process to S83. The main CPU 201 then performs the processes from S83 onward based on the control state number read in the process of S82.

[0458] In S83, the main CPU 201 performs the process to start the variable display of the special symbol. This process in S83 is performed when the control status number of the special symbol is "0". Details of this variable display start process for the special symbol will be described later with reference to Figure 28. If the control status number of the special symbol is not "0", the main CPU 201 moves the process to S84.

[0459] In S84, the main CPU 201 performs the special symbol variable display termination process. This S84 process is performed when the control status number of the special symbol is "1". Details of this special symbol variable display termination process will be described later with reference to Figure 29. If the control status number of the special symbol is not "1", the main CPU 201 moves the process to S85.

[0460] In S85, the main CPU 201 performs a special symbol game determination process. This S85 process is performed when the control state number of the special symbol is "2". Details of this special symbol game determination process will be described later with reference to Figure 30. If the control state number of the special symbol is not "2", the main CPU 201 moves the process to S86.

[0461] In S86, the main CPU 201 performs the process of preparing to open the big prize slot. This process in S86 is performed when the control status number of the special symbol is "3". Details of this process of preparing to open the big prize slot will be described later with reference to Figure 40. If the control status number of the special symbol is not "3", the main CPU 201 moves the process to S87.

[0462] In S87, the main CPU 201 performs the large prize opening control process. This S87 process is performed when the control status number of the special symbol is "4". Details of this large prize opening control process will be described later with reference to Figure 41. If the control status number of the special symbol is not "4", the main CPU 201 moves the process to S88.

[0463] In S88, the main CPU 201 performs the jackpot termination process. This S88 process is performed when the control state number of the special symbol is "5". Details of this jackpot termination process will be described later with reference to Figure 42.

[0464] After completing the processing in S83-S88, the main CPU 201 terminates the special symbol management processing and returns to the special symbol control processing (see Figure 26).

[0465] [1-6-6. Special Symbol Variable Display Start Process] Next, with reference to Figure 28, the special symbol variable display start process executed by the main CPU 201 in S83 during the special symbol management process (see Figure 27) will be described. Figure 28 is a flowchart showing an example of the special symbol variable display start process in the first pachinko game machine.

[0466] As shown in Figure 28, the main CPU 201 first determines whether the control state number of the special symbol is "0" (S91).

[0467] If S91 determines that the control status number for the special symbol is not "0" (i.e., S91 is determined to be NO), the main CPU 201 terminates the special symbol variable display start process and returns to the special symbol management process (see Figure 27).

[0468] On the other hand, if the control status number of the special symbol is determined to be "0" in S91 (i.e., S91 is determined to be YES), the main CPU 201 moves the processing to S92.

[0469] In S92, the main CPU 201 performs the shift processing for the special symbol's starting information. After executing the process in S92, the main CPU 201 moves the processing to S93.

[0470] In S93, the main CPU 201 performs the special symbol win determination process. In this process, it refers to the special symbol win determination table (see Figure 10) and uses a random value for special symbol jackpot determination to determine whether the special symbol is a win. The main CPU 201 also sets the time-saving win flag to ON if the result of the special symbol win determination process is a time-saving win, and sets the jackpot flag to ON if the result of the special symbol win determination process is a jackpot. In the first pachinko game machine, the result of the special symbol win determination process does not include minor wins, but in pachinko game machines where the result of the special symbol win determination process includes minor wins, the minor win flag is set to ON if the result of the special symbol win determination process is a minor win. After executing the process in S93, the main CPU 201 moves the process to S94. Furthermore, the time-saving bonus flag is turned off when transitioning to the C time-saving game state, and the big win flag is turned off at the start of the big win game state. If the pachinko machine includes minor wins as a result of the special symbol win judgment process, the minor win flag is turned off at the start of the minor win game state.

[0471] In the special symbol win determination process (see S93), first, a determination is made as to whether or not it is a jackpot. If this determination is not a jackpot, a determination is made as to whether or not it is a time-saving win. If this determination is not a time-saving win, it is determined to be a loss.

[0472] In S94, the main CPU 201 performs special symbol determination processing. This processing determines or decides the stopping symbol for the special symbol corresponding to the result of the special symbol win determination processing (S93) (for example, a time-saving win, a big win, or a miss). In this processing, the special symbol determination table (see Figure 11) is referred to, and the "select symbol command" and "symbol specification command" mentioned above are determined using the symbol random value of the special symbol. After executing the processing in S94, the main CPU 201 moves the processing to S95.

[0473] In S95, the main CPU 201 performs a win type determination process. This process determines the type of win when the result of the special symbol win determination process is, for example, a win (short-time win, big win). In this process, the win type determination table (see Figure 13) is referenced, and the win type is determined according to the "selected symbol command" determined in the special symbol determination process (S94). In this embodiment, there are multiple types of wins, but there may be only one type of big win, and there may also be only one type of short-time win. Furthermore, instead of having multiple types of wins, there may be multiple types of losses. Also, in this embodiment, the result of the special symbol win determination process does not include minor wins, but the result of the special symbol win determination process may include minor wins, and there may be multiple types of minor wins. After executing the process in S95, the main CPU 201 moves the process to S96.

[0474] In S96, the main CPU 201 performs a process to determine the variation pattern of the special symbols. This process determines or decides the variation pattern of the special symbols. In this process, the main CPU 201 refers to the variation pattern table (see Figure 15) and determines the variation pattern of the special symbols according to, for example, the type of special symbol, the result of the special symbol hit determination process (S93), the value of the time-saving flag (0 or 1), the random value for reach determination and / or the random value for performance selection, etc. Note that the variation pattern table referred to when performing the special symbol variation pattern determination process may differ depending on the game state, etc. After executing the process in S96, the main CPU 201 moves the process to S97.

[0475] In S97, the main CPU 201 performs the variable display time setting process for the special symbol. In this process, it refers to the variation pattern table (see Figure 15) and determines the variation time corresponding to the variation pattern determined in the special symbol variation pattern determination process (S96) as the variation time for the special symbol. After executing the process in S97, the main CPU 201 moves the process to S98.

[0476] In S98, the main CPU 201 performs a process to set the control state number of the special symbol to "1". By performing this process to set the control state number of the special symbol to "1" and switching the control state number, the special symbol variable display termination process (see S84 in Figure 27) will be performed after the special symbol variable display start process is completed. After executing the process in S98, the main CPU 201 moves the process to S99.

[0477] In S99, the main CPU 201 performs a game state specification parameter setting process. This process includes updating parameters related to the game state (for example, the number of remaining probability variation rounds or the number of remaining time reduction rounds) stored in a predetermined area of ​​the main RAM 203. After executing the process in S99, the main CPU 201 moves the process to S100.

[0478] In S100, the main CPU 201 performs game state management processing. This processing mainly involves updating various flags related to game state management (for example, probability change flags and time reduction flags). After executing the processing in S100, the main CPU 201 transfers the processing to S101.

[0479] In S101, the main CPU 201 performs a scheduled transmission process for the special symbol animation start command. The special symbol animation start command scheduled for transmission in this process is then sent to the sub-control circuit 300 during the animation control command transmission process during the next system timer interrupt (see S322 in Figure 45 below).

[0480] Furthermore, it is preferable that the main CPU 201 sets an interrupt-free zone and performs the above-mentioned special symbol variable display start processing (in particular, the game state management processing (S100) and the special symbol performance start command transmission reservation processing (S101)) within the interrupt-free zone.

[0481] [1-6-7. Special Symbol Variable Display Termination Process] Next, with reference to Figure 29, the special symbol variable display termination process executed by the main CPU 201 in S84 during the special symbol management process (see Figure 27) will be described. Figure 29 is a flowchart showing an example of the special symbol variable display termination process in the first pachinko game machine.

[0482] The main CPU 201 first determines whether the control state number of the special symbol is "1" (S111).

[0483] If it is determined in S111 that the control status number of the special symbol is not "1" (i.e., S111 is determined to be NO), the main CPU 201 terminates the variable display termination process for the special symbol and returns the process to the special symbol management process (see Figure 27).

[0484] On the other hand, if it is determined in S111 that the control status number of the special symbol is "1" (i.e., if S111 is determined to be YES), the main CPU 201 moves the process to S112.

[0485] In S112, the main CPU 201 sets the control state number of the special symbol to "2". By performing this process of setting the control state number of the special symbol to "2" and switching the control state number, the special symbol game judgment process (see S85 in Figure 27) will be performed after the completion of this special symbol variable display termination process. After executing the process in S112, the main CPU 201 moves the process to S113.

[0486] In S113, the main CPU 201 performs a scheduled transmission process for a special symbol effect stop command. This process also includes stopping the variable display of the special symbols. The special symbol effect stop command scheduled for transmission in this process is sent to the sub-control circuit 300 during the next system timer interrupt process for sending effect control commands (see S322 in Figure 45 below). After executing the process in S113, the main CPU 201 moves the process to S114.

[0487] In S114, the main CPU 201 increments the value of the symbol confirmation counter by 1. The symbol confirmation counter is a counter for counti...

Claims

[Claim 1] A gaming machine capable of displaying changing identification symbols when predetermined starting conditions are met, The game state control means is capable of controlling between a normal game state and a specific game state that is more advantageous to the player than the normal game state, as game states in which the variable display of the aforementioned identification symbols can be performed. A predetermined performance execution means capable of performing a predetermined performance that can suggest the result of the variation display of the identification symbols when the variation display of the identification symbols is being performed in the normal game state, A special game state control means capable of controlling a special game state that can assign game value to the player based on the fact that the display of the aforementioned identification symbols results in a special outcome, A specific performance selection means for selecting a specific performance to be performed in the aforementioned specific game state, A specific performance execution means that executes the specific performance selected by the specific performance selection means, Equipped with, The aforementioned specific game state is, It includes at least a first specific game state that can be executed after the termination of the aforementioned special game state, and a second specific game state that is different from the first specific game state, The aforementioned predetermined performance execution means is When the conditions for executing the first predetermined performance are met while the first predetermined performance is being performed, the second predetermined performance can be executed. When a third predetermined performance, which is different from the first predetermined performance, is being performed, and a second performance execution condition, which is different from the first performance execution condition, is met, then a fourth predetermined performance can be executed. When the third performance execution condition is not met while the second or fourth predetermined performance is being performed, a sixth predetermined performance different from the fifth predetermined performance can be performed without performing the fifth predetermined performance, and when the third performance execution condition is met, the fifth predetermined performance can be performed without performing the sixth predetermined performance. As the second predetermined performance or the fourth predetermined performance, it is possible to perform a first operation performance that prompts the player to take action, As the sixth predetermined performance, it is possible to perform a second performance that is different from the first performance, The aforementioned specific performance selection means is, In the aforementioned specific game state, one of the specified performances is selected from among a plurality of specified performances, which include a first specified performance and a second specified performance that is different from the first specified performance. When transitioning from the normal game state or the first specific game state to the second specific game state, the player is allowed to select at least one of the first specific performance and the second specific performance. If the special result occurs in the variation display of the identification symbols performed in the preceding second specific game state within the aforementioned specific game state, the specific performance that was selected in the preceding second specific game state will continue to be selected in the subsequent second specific game state, which can be controlled after the end of the special game state. A gaming machine characterized by the following features.