Gaming machine

The gaming machine system dynamically adjusts game states and effects based on player interaction, enhancing enjoyment by allowing for variable identification patterns and performance modes, thus improving player engagement.

JP7878672B2Inactive Publication Date: 2026-06-23UNIVERSAL ENTERTAINMENT CORP

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
UNIVERSAL ENTERTAINMENT CORP
Filing Date
2021-04-22
Publication Date
2026-06-23
Estimated Expiration
Not applicable · inactive patent

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Patent Text Reader

Abstract

To provide a game machine which can improve an interest in a game.SOLUTION: When a first performance execution condition is satisfied by carrying out a first performance, a second performance can be executed. When a second performance execution condition is satisfied by carrying out a third performance, a fourth performance can be executed. The second performance and the fourth performance can execute the same type of specific performance. In addition, an operation performance causing a player to operate an operation to a performance operation part can be carried out as a specific performance. It is possible to carry out, as the first performance, a gradual performance in which a performance gradually progresses and a first development display performance in which predetermined development information can be displayed. It is possible to carry out, as the third performance, a plurality of pseudo continuation performances, and carry out a second development display performance which can display predetermined development information every carrying out the pseudo continuation performance.SELECTED DRAWING: Figure 198
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Description

Technical Field

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

Background Art

[0002] Conventionally, starting ports and big winning ports have been provided in the game area where game balls flow down. When a game ball enters the starting port , a special symbol lottery is conducted. If the lottery for the special symbol is won , a big win gaming state is controlled (so-called one-type pachinko gaming machine), or when a game ball enters the starting port of the gaming machine , 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 that has entered the big winning port enters a specific area ( so-called two-type gaming machine). When controlled to such a big win gaming state, the big winning port is opened in an advantageous opening mode (for example, opening time 29 seconds × 10 rounds, etc.) that makes it easy for game balls to enter, and prize balls (game balls) corresponding to the game balls that have entered the big winning port can be paid out and are configured.

[0003] Furthermore, in pachinko games, in order to enhance the enjoyment of the game, multiple game states are provided, such as game states with different probabilities of drawing special symbols (low probability game state, high probability game state) and game states with different ball entry rates into the starting slot (time-saving game state, non-time-saving game state) (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] Furthermore, it was desired that appropriate effects would be displayed according to the game state and circumstances of the gaming machine, thereby enhancing the enjoyment of the game.

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

[0007] To achieve the above objective, the gaming machine according to the present invention (for example, the seventh pachinko gaming machine) is a gaming machine capable of displaying a variable identification pattern, The system comprises: an execution means for executing an effect; a game state control means for transitioning game states and controlling the transitioned game states; and a reserve storage means capable of storing start information related to the variable display of the identification symbols up to a predetermined number of reserves. The game state control means is capable of controlling the game to at least one of the following game states: a normal game state; a specific game state different from the normal game state; and a special game state different from the normal game state and the specific game state, in which a predetermined benefit can be granted to the player when special conditions are met. The aforementioned performance execution means includes a performance mode execution means that executes in one of a plurality of performance modes, and a performance mode selection means that selects a performance mode to be executed by the performance mode execution means. The means for executing the performance mode can execute any of the performance modes from among a plurality of specific performance modes, which include at least a first specific performance mode and a second specific performance mode different from the first specific performance mode, in the specific game state. The aforementioned performance mode selection means allows the player to select at least one of the first specific performance mode and the second specific performance mode when predetermined selection conditions are met. The aforementioned performance mode execution means can, if the special condition is met by the variable display of the identification symbol executed in the specific game state, continue to execute the performance mode that was executed when the special condition was met in the specific game state after the special game state has ended. In the first specific performance embodiment, the performance execution means executes a special performance after a specific condition is met, and in the second specific performance embodiment, even if a specific condition is met, the special performance is not executed after the specific condition is met. If the aforementioned specific conditions are not met, and the start information is stored in the reserved storage means, the first performance is executed; and if the start information is not stored in the reserved storage means, a second performance different from the first performance is executed. In the normal game state, the identification symbols that satisfy the special conditions fluctuation The identification pattern prior to the display fluctuation It can be executed via display. As part of the pre-production, First pre-production This can be performed when the first pre-production is being executed. It is possible to perform any of several types of pre-show effects, including a second pre-show effect. If the predetermined conditions are met, the first pre-show will not be performed, while the second pre-show can be performed. The aforementioned predetermined conditions are: A condition that is met when the game state control means is not controlling the game state to the special game state, When startup information is obtained The aforementioned storage means does not store start information. The aforementioned identification pattern fluctuation Display is not being executed. This is a condition that is met in the state where the stop display of the identification symbol is executed when the start information is acquired. It is characterized by the following: [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] This is an example of a perspective view showing the appearance of the first pachinko game machine when viewed from the rear, upper right. [Figure 4] This is an example of a front view showing the external appearance of the game board unit of the first pachinko game machine. [Figure 5]An example of a front view showing the LED unit of the first pachinko machine. [Figure 6] An example of a block diagram showing the control circuit of the first pachinko machine. [Figure 7] An example of the game flow of a pachinko machine. [Figure 8] An example of a game state transition diagram showing the transition of game states. [Figure 9] An example of a table showing the jackpot probability (approximate) for each set value in the first pachinko machine. [Figure 10] An example of a winning determination table for special symbols in the first pachinko machine. [Figure 11] An example of a special symbol determination table in the first pachinko machine. [Figure 12] (A) An example of a special symbol stop mode determination table in the first pachinko machine, (B) An example of a decorative symbol stop mode determination table in the first pachinko machine. [Figure 13] An example of a winning type determination table in the first pachinko machine. [Figure 14] A modified example of the winning type determination table shown in FIG. 13. [Figure 15] An example of a variation pattern table of the special symbol of the first pachinko machine. [Figure 16] An example of a winning determination table for normal symbols of the first pachinko machine. [Figure 17] An example of a normal symbol determination table of the first pachinko machine. [Figure 18] An example of a winning type determination table for normal symbols of the first pachinko machine. [Figure 19] An example of a variation pattern table of the normal symbol of the first pachinko machine. [Figure 20] A flowchart (part 1) showing an example of the main control main process in the first pachinko 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 figure 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 variation during normal gameplay in 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 game 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 type of 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 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] This is an example of a cherry blossom accumulation notification determination table for the normal gameplay state in the sixth pachinko machine. [Figure 207]An example of a determination table for the support icon display scenario of the confrontation reach in the normal game state of the sixth pachinko machine. [Figure 208] An example of a determination table for the lotus flower announcement in the right-handed game state of the sixth pachinko machine. [Figure 209] An example of a determination table for the fan announcement 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 blossom accumulation announcement in the sixth pachinko machine. [Figure 216] An example of a display image (Part 2) explaining the production of the cherry blossom accumulation announcement 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 final battle in the sixth pachinko machine. [Figure 221]An example of a display image (part 2) explaining the production of the path to the decisive battle in the sixth pachinko machine. [Figure 222] An example of a display image explaining the production of the path to the ultimate decisive battle in the sixth pachinko machine. [Figure 223] An example of a display image (part 1) explaining the production of the confrontation reach in the sixth pachinko machine. [Figure 224] An example of a display image (part 2) explaining the production of the confrontation reach in the sixth pachinko machine. [Figure 225] An example of a display image explaining the production of the lotus flower notice in the sixth pachinko machine. [Figure 226] An example of a display image (part 1) explaining the production of the battle reach in the sixth pachinko machine. [Figure 227] An example of a display image (part 2) explaining the production of the battle reach in the sixth pachinko machine. [Figure 228] An example of a configuration diagram explaining the configuration of the operation production time to the decisive battle and the reception time of the production button device in the sixth pachinko machine. [Figure 229] A table showing an example of the output conditions of the signals output outside the sixth pachinko machine. [Figure 230] An example of the timing chart of the signal of "external information 3" among the signals output outside the sixth pachinko machine. [Figure 231] An example of a front view showing the appearance of the game board unit of the seventh pachinko machine. [Figure 232] An example of a block diagram showing the control circuit of the seventh pachinko machine. [Figure 233] An example of a winning determination table for special symbols in the seventh pachinko machine. [Figure 234] An example of a special symbol determination table in the seventh pachinko machine. [Figure 235] An example of a winning type determination table in the seventh pachinko machine. [Figure 236]This is an example of a pattern table for the variation of 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 pachinko 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 an example of a gaming machine according to an embodiment of the present invention, a first pachinko gaming machine, a second pachinko We will explain using the Ko gaming machine and the third type of pachinko gaming machine as examples.

[0011] In this specification, unless otherwise specified, the front side of the pachinko game machine is considered to be facing forward. The rear side of the pachinko machine is shown from the back, and the left side when viewing the pachinko machine from the front is shown from the left. When viewing a pachinko machine from the front, the right side is indicated as "right," and the top of the pachinko machine is indicated as "up." The lower part of the pachinko machine is pointed downwards, and the clockwise direction when viewing the pachinko machine from the front is pointed to the right. The direction of rotation is defined as leftward rotation, and conversely, the counterclockwise direction is defined as leftward rotation.

[0012] Both the first and second pachinko machines are referred to as "digital pachinko machines." This is a so-called Type 1 pachinko game machine. Of these, the first pachinko game machine is the first special The main symbol and the second special symbol are not displayed in a variable manner simultaneously; only one of them is displayed in a variable manner. This is a pachinko game machine. In contrast, the second pachinko game machine has the first special symbol and the This is a pachinko game machine in which two special symbols can be displayed simultaneously in a variable manner.

[0013] Furthermore, the third type of pachinko game machine is the so-called Type 1 game machine, also known as "DigiPachi," and the HaneMo A pachinko game machine that combines two types of gaming machines, known as "Type 1" and "Type 2," is called a Type 1 and Type 2 mixed machine. The third pachinko game machine described in this specification also has a first special symbol and a second special symbol. Although it has a pattern, in this specification, the first special design and the second special design are displayed in parallel and variably. Let's explain using an example where only one of the two values ​​is displayed variably, without any other values ​​being displayed variably. However, the first A type 1 and type 2 mixed pachinko machine in which special symbols 1 and 2 can be displayed simultaneously in a variable manner. This is not intended to exclude them.

[0014] In this specification, when the term "special design" is used, unless otherwise specified, it refers to a specific design. This refers to both the first special symbol and the second special symbol.

[0015] Furthermore, as used in this specification, "variable display" refers to, for example, a "variable display" where the image changes when displayed. This concept includes both "display" and "stop display," where the pattern stops and is displayed, and is variable. The entire process from the start of display to the end of display is referred to as one "variable display". When the symbols shown stop (hereinafter also referred to as "derivation"), a winning combination of the special symbols described later will be displayed. The results of the regular processing (hereinafter also referred to as "special symbol lottery") and the regular symbol winning determination process (hereinafter, The results of the "regular symbol lottery" (also known as the "normal symbol lottery") are determined. Note that the symbols appear to be stopped. Although it may appear that way, the results of the special symbol win detection process and the regular symbol win detection process are finalized. There are also cases where the symbols are displayed in an unusual manner (for example, in a temporarily stopped state), but such a manner is This is included in the above fluctuation display. Furthermore, even if the symbols temporarily stop, at this point... Because the results of the special symbol win detection process and the regular symbol win detection process have not yet been determined, The patterns can be displayed in a variable manner.

[0016] Furthermore, in this specification, the first pachinko game machine, the second pachinko game machine and the third When explaining pachinko machines, it is important to note that each machine has two special symbols (the first special symbol, the second special symbol). Let's take the case of 2 special symbols as an example. However, the first pachinko game machine and the third For pachinko machines, the number of special symbols may be as small as one.

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

[0018] The first and second special symbols are not displayed in parallel in a variable manner; only one of them is displayed at a time. As a pachinko game machine with variable display of the first special symbol and the second special symbol If the variable display is pending, for example, the second special symbol is more important than the starting conditions for the first special symbol. Pachinko machines in which the starting conditions of the following are met preferentially (hereinafter referred to as "priority variable machines"), and Pachinko game machines in which the starting conditions are met in the order of winning, including the 1st and 2nd starting gates (hereinafter, There is also a type called a "sequential variable machine."

[0019] In priority variable machines, the starting condition for the first special symbol is the same for both the first and second special symbols. The variable display of the second special symbol is not active, the game is not in a jackpot state, and the variable display of the second special symbol is The fact that it is not being held, and that the variable display of the first special symbol is being held, etc. It is established when all of the following requirements are met. Also, in priority variable machines, the starting condition of the second special symbol The issue is that neither the first special symbol nor the second special symbol is in a variable display state, and the jackpot game The following conditions must be met: the condition is not met, and the variable display of the second special symbol is not set to be displayed, etc. It is valid if all conditions are met.

[0020] Furthermore, in sequentially variable machines, the starting conditions for the first special symbol are the first special symbol and the second special symbol. None of the above are in variable display mode, the game is not in a jackpot state, etc., and the first special symbol is variable. The display is pending, and the earliest pending is the variable display of the first special symbol. This condition is met if at least all of the following conditions are satisfied. Also, in a sequential variable machine, see the second special figure. The conditions for starting the pattern are that neither the first special symbol nor the second special symbol is currently in a variable display state. The game is not in a jackpot state, the variable display of the second special symbol is in reserve, and, If at least all of the following conditions are met: the earliest held symbol is a variable display held symbol of the second special symbol. It is valid.

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

[0022] [1-1. External Configuration] Figure 1 is a perspective view showing the appearance of the first pachinko game machine when viewed from the front, upper right, and slightly above. This is an example. Figure 2 is an exploded perspective view of the first pachinko game machine as seen from the front, upper right. This is just one example. Figure 3 shows the appearance of the first pachinko game machine when viewed from the rear, upper right. This is an example of an oblique view.

[0023] [1-1-1.Basic configuration] As shown in Figures 1 to 3, the first pachinko game machine consists of an outer frame 2, a base door 3, and a glass frame. Door 4, dish unit 5, launching device 6, display device 7 (see Figure 2), dispensing unit 8 (see Figure 2 (See Figure 3), circuit board unit 9 (See Figures 2 and 3), and game board unit 10 (See Figure 2 It is equipped with (see reference), etc. Furthermore, an LED unit 160 (Figure) is located in the lower right of the game board unit 10. (See 2) is provided. Here, the outer frame 2, base door 3, glass door 4, and tray unit are provided. A brief explanation will be given regarding the following: 5, launcher 6, display device 7, dispensing unit 8, and substrate unit 9. Details regarding the game board unit 10 and LED unit 160 will be described later. The parenthetical notes above indicate reference drawings for configurations not shown in Figure 1.

[0024] (Outer frame) The outer frame 2 is a frame that is roughly rectangular in front view and has an opening 21 that penetrates in the front-to-back direction. The outer frame 2 is fixedly attached to the island equipment of the amusement arcade. For example, on the front left end of the outer frame 2 A hinge (not indicated by a reference numeral) is provided, and the base door 3 is pivotally supported by this hinge. By doing this, the base door 3 rotates forward relative to the outer frame 2 using the hinge as an axis. It is now possible to do so.

[0025] Furthermore, the outer frame 2 is connected to the dispensing unit 8 and the circuit board unit 9, which will be described later, via the base door 3. Supporting numerous components such as the display device 7, the game board unit 10, the glass door 4, and the tray unit 5. To maintain its shape, high strength is required. On the other hand, with the aim of enhancing the visual effect... For example, there is a demand for larger display devices 7 (see Figure 2) and game board units 10. Therefore, by constructing the outer frame 2 from, for example, a thin sheet of metal, the display device 7 and the game board unit 10 It is possible to increase the size while maintaining high strength. In particular, if the outer frame 2 is made of aluminum, It also becomes possible to reduce the weight.

[0026] (Base door) The base door 3 has, for example, a dispensing unit 8 and a circuit board unit 9 attached to its rear side. They support these views.

[0027] The game board unit 10 is fitted into the surface side of the base door 3. For example, on the front left end, there is the upper end, the middle section below the approximate center in the vertical direction, and the bottom Each end is provided with a hinge (not referenced), and the hinges at the top and middle are The glass door 4 is pivotally supported, and the dish unit 5 is pivotally supported by hinges at the middle and lower ends, respectively. This is done so that the glass door 4 is positioned relative to the base door 3 with the hinge as the pivot point. The plate unit 5 can be rotated forward either as a whole or individually.

[0028] Furthermore, the launch device 6 is fixedly mounted on the lower right side of the surface of the base door 3. For example, speakers 32 (see Figure 2) are fixed to the left and right sides of the upper section. It is attached. From this speaker 32, for example, the character displayed on the display device 7 This system outputs sound effects such as audio productions, music, sound effects, voice announcements, and error notifications.

[0029] Furthermore, on the opposite side of the hinge of the base door 3 (i.e., the right end), there is a locking device (not shown). It is provided. This locking device locks the base door 3 to the outer frame 2, or the base door It has a function to lock the glass door 4 to A3.

[0030] (Glass door) The glass door 4 is a frame-shaped member in which an opening 41 is formed. A protective glass 43 (see Figure 2) having is attached from the rear side. When closed against the base door 3, the game area 105 is formed on the game board unit 10. (See Figure 4 below) and the protective glass 43 face each other. In this way, the glass door 4 is With the door 3 closed, the play area 105 can be seen from the front. Furthermore, it is possible to prevent the game balls flowing down the game area 105 from flying forward.

[0031] Furthermore, the protective glass 43 is made by mounting multiple pieces of glass (for example, two pieces) with gaps between them. It may be a single unit of glass with gaps between them. It may also be made of glass and glass. Furthermore, if it is a unitized product, glass and glass A light guide plate may be provided between them, for example. The protective glass 43 described above is glass It is not limited to that material; for example, it may be made of transparent resin.

[0032] Also, at the bottom of glass door 4, there is a service for providing game information (for example, "Unimemo (Registered Trademark) For example, an operating unit 66 is provided that can be operated by the player in order to receive the ")" This control unit 66 can be operated by the manager of the amusement arcade, etc., on the hall menu screen. It can also function as a control panel.

[0033] Furthermore, at the top of the glass door 4, there is a speaker positioned in front of the aforementioned speaker 32. A bar 45 is provided. Furthermore, the periphery of the opening 41 of the glass door 4 is illuminated, etc. A large number of LED groups 46 used for this purpose are arranged, and in front of these LED groups 46 are L An ED cover is provided. Reference numeral 46 shown in Figures 1 and 2 is strictly defined as For example, it is an LED cover, but for convenience, we will explain it as LED group 46. LED group 46 is, for example For example, a light-emitting means for announcements using light, or for performing light-emitting effects with various variations. However, if such lighting effects can be implemented, it is not limited to LEDs; for example, LCDs and lamps can also be used. That's fine.

[0034] (Plate unit) The plate unit 5 is a unitized version of the upper plate 51 and the lower plate 52. This dish unit 5 is located at the front lower part of the base door 3 and below the glass door 4. For example, in the event of a ball jam, the staff of the amusement arcade will be able to resolve the ball jam, as described above. As described above, it is configured to be able to be opened and closed by rotating it relative to the base door 3. Unit 5 does not necessarily need to have an upper tray 51 and a lower tray 52, and can be a single integrated tray. It may be structured as follows.

[0035] The upper tray 51 is provided to store game balls, and the game balls stored in the upper tray 51 are The balls are launched from the launching device 6 towards the game area 105 (see Figure 4 below). The upper tray 51 contains the balls. An exit 53 and a performance button 54 are provided. The game balls that are lent out and the prize balls that are dispensed are provided. The game balls are dispensed from the payout opening 53 into the upper tray 51. The performance button 54 is the so-called "C These are called "HANCE buttons" or "push buttons," etc. The performance button 54 is In addition to the operation functions operated by the player, the game may also have predetermined performance functions. Functionally, for example, it may vibrate or protrude upwards based on the result of the special symbol winning detection process. Functions such as the above-mentioned operation unit 66 may also be used for other purposes. stomach.

[0036] The lower tray 52 is primarily for storing game balls that overflow from the upper tray 51. Part 2 is provided with a payout outlet 55 that communicates with the upper tray 51, and any game balls that overflow from the upper tray 51 are dispensed. The contents are dispensed from exit 55 into the lower tray 52.

[0037] The bottom surface of the lower tray 52 has an opening (reference numeral) that can be opened and closed by the player. None) is formed. When the opening formed on the bottom surface of the lower tray 52 is opened, the lower tray 5 The game balls stored in 2 can be transferred to the ball box placed below the lower tray 52. Oh, if a so-called individual counting system is installed at each machine, not only is a ball box not needed, but The game balls counted by each machine's counting system are stored, and the stored game balls are then used again for gameplay. It is also possible.

[0038] (Launch device) The launching device 6 launches the game balls stored in the upper tray 51 into the game area 105 (see Figure 4 below). It is intended for firing. The launcher 6 is located at the front right lower part of the base door 3, and is a dish It is located in the lower right of unit 5. The launcher 6 consists of a panel body 61, a drive unit (not shown) and It is equipped with a firing handle 62.

[0039] When the dish unit 5 is closed to the base door 3, the panel body 61 is... The kit 5 and the launcher 6, which is fixedly attached to the base door 3, are designed to appear as a single integrated unit externally. It will be established in [location].

[0040] The launch handle 62 is configured to rotate clockwise or counterclockwise, and the panel body 61 It is positioned on the front side. The above-mentioned drive device is positioned on the back side of the panel body 61, for example, It is composed of a firing solenoid (not shown). The firing handle 62 is operated by the player. When pressed, the drive mechanism operates and the game ball is launched. The launch handle 62 is operated. In this case, the greater the amount of rotation (operation) to the right, 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 are launched onto the launching rail ( (Not shown) It rolls in an arc along the guide rail 110 (see Figure 4 below) and into the game area It is launched into area 105 (see Figure 4 below). Note that the position of the launcher 6 is the disc unit. The firing is not limited to the lower right of unit 5, but may also be to the lower left of unit 5. In this case, the firing is as described above. The rail becomes unnecessary, and the area below the glass door 4 can be effectively utilized, enhancing versatility. It becomes possible to enhance it.

[0042] (Display device) The display device 7 (see FIG. 2) has a display area for displaying various production images related to the game. It is attached so that the above display area faces the opening of the game panel 100. The display device 7 may be, for example, a liquid crystal display device, a 7-segment display device, a dot matrix display device, a display device composed of electro-luminescence, etc., or may be one that projects an image using a projection device such as a projector. On the display area of the display device 7, for example, a production identification symbol (for example, a decorative symbol) is variably displayed to display the result of the winning determination process of the special symbol, or a production image according to the result of the winning determination process of the special symbol, a production image during the big win game state, a demo production image, a production image showing the hold status of the variable display of the special symbol, etc. are displayed. In this embodiment, the display device 7 is attached to the game board unit 10. However, as long as the display area of the display device 7 is arranged to face the opening of the game panel 100, the display device 7 may be attached to the base door 3. In addition, in this embodiment, one display device 7 is provided to display the above various production images. However, a plurality (for example, two) of display devices may be provided and production images may be displayed using these plurality of display devices. In this embodiment, although the display device 7 is attached to the game board unit 10, as long as the display area of the display device 7 faces the opening of the game panel 100, the display device 7 may be attached to the base door 3. It may be attached to the base door 3.

[0043] In addition, in this embodiment, one display device 7 is provided to display the above various production images. However, a plurality (for example, two) of display devices may be provided and production images may be displayed using these plurality of display devices. It may be possible to provide a plurality (for example, two) of display devices and display production images using these plurality of display devices. It may be made to display production images.

[0044] (Pay-out unit) The pay-out unit 8 (see FIGS. 2 and 3) is arranged on the back side of the base door 3 and is composed of a ball passage 81, a pay-out device 82, etc. In the ball passage 81, a storage tank 80 (see FIGS. 2 and 3) is provided. Game balls are supplied from (illuminated). Game balls are also supplied to the storage tank 80 from the island equipment (not shown). When the dispensing conditions are met, the dispensing device 82 dispenses from the storage tank 80 to the ball passage 81. A predetermined number of game balls from those supplied are dispensed, for example, into the upper tray 51. A power switch 95 is provided on the back side of the knit 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. The 9th unit is equipped with various control boards and the like.

[0046] Specifically, as shown in Figure 3, the main control circuit 200 (see Figure 6 below) is implemented. The main control board 91 and the sub-control board 900 (see Figure 6 below) on which the sub-control circuit 300 are mounted. 2. A payout / launch control circuit 400 (see Figure 6 below) that controls the payout and launch of game balls is implemented. The dispensing / firing control board 93 and the power supply circuit 450 (see diagram below) that supplies power. A power supply board and the like (see 6) are mounted on the board unit 9.

[0047] Note that in Figure 3, for convenience, the main control board 91, sub-control board 92, and dispensing / firing control board 9 Although 3 and power supply board 94 are shown as reference numerals, all of these boards are boards It is housed in a case.

[0048] Furthermore, in this embodiment, the sub-control board 92 is a single-board board (one control board per board) It is configured as an LSI or a substrate on which multiple LSIs are provided. However, it is not limited to this. For example, the display control circuit 304, sound control circuit 305, and LED control circuit 306, which will be described later. All or part of the call device control circuit 307 (see FIG. 6 described later for all) etc. may be on a separate substrate to configure the sub-control board 92 with a plurality of boards.

[0049] [1-1-2. Pachinko game board unit] FIG. 4 is an example of a front view showing the appearance of the game board unit 10 included in the first pachinko game machine is. On the front side of the game board unit 10, a game area 105 where the fired game balls can roll down is formed.

[0050] As shown in FIG. 4, the game board unit 10 mainly includes a game panel 100 in which a game area 105 where the fired game balls can roll down is formed, a guide rail 110, a center device 115 arranged at approximately the center of the game area 105, a first start port 120, a general winning port 122, a passing gate unit 125, a special electric device unit 130, a second start port 140, an ordinary electric device unit 145, an LED unit 160, an out port 178 and a back unit (not shown) arranged behind the game board unit 10. As described above, the LED unit 160 will be described later.

[0051] (Game panel) An opening (not shown) is formed in the game panel 100 at a position facing the display area of the display device 7. Also, on the front surface of the game panel 100, the guide rail 110 is provided and at the same time, game nails (not shown) etc. are implanted. The game balls fired from the firing device 6 (see FIGS. 1 and 2) jump out from the guide rail 110 toward the game area 105, collide with game nails etc. and flow downward toward the lower part of the game area 105 while changing the traveling direction.

[0052] ​Furthermore, a decorative element is provided behind the game panel 100 to enhance the visual effects. A knit (not shown) is placed. The game panel 100 is installed on the back unit. The decorative element is made of transparent resin so that it can be seen from the front. In this case, the game panel 10 The entire 0 may be made of transparent material, or, for example, a decorative element provided on the back unit. Only the parts that can be seen from the front may be made of transparent material. Also, the game panel 1 00 is constructed from a material that does not have transparent parts (for example, wood), and a transparent part is added to enhance the effect. You can also try to enhance the effect.

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

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

[0055] (Center feature) The center component 115 is fitted into the opening (no reference numeral) of the game panel 100. It is configured as follows, and has an arc-shaped center rail 116 at the top. Game area 10 The game balls launched towards point 5 are distributed to the left and right by the center rail 116.

[0056] In this first pachinko game machine, of the game area 105, the center mechanism 115 The area on the left is called the left area 106, and the area to the right of the center component 115 is called the right area It is referred to as 107. The definitions of the left and right regions will be described later in the second pachinko game machine and The same applies to the third type of pachinko game machine.

[0057] The game balls launched by the launching device 6 toward the game area 105 are also in the left area 106. The ball flows down the right-side area 107. The game balls that flow down the left-side area 106 or the right-side area 107 Upon collision with the game pins, etc., planted in the game panel 100, the ball changes direction and moves downward. It flows downwards toward the target. If the amount of operation of the launch handle 62 (see Figures 1 and 2) is small, it will be launched. The game ball flows down the left-side area 106. Meanwhile, the amount of operation of the launch handle 62 (see Figure 1) If the ball is large, the launched game ball will flow down the right-side area 107.

[0058] In this specification, the operating mode (firing method) of the firing handle 62 is as follows: left area The technique of launching the game ball so that it flows down through area 106 is called "left-handed shooting," and the right-side area 107 The method of shooting the game ball in a way that causes it to flow downwards is called "right-handed shooting." This allows the game ball to be aimed either towards the left area 106 or the right area 107. ru.

[0059] Additionally, the center mechanism 115 has a left outer edge where game balls flowing down the left area 106 are located. A warp entrance 117 has been formed that is accessible to the player. The ball is configured to be guided onto the stage 118 formed on the center mechanism 115. Stage 118 allows the game balls to roll left and right in front of the lower edge of the display area of ​​the display device 7. It is formed in the style of Noh. Stage 118 is, for example, the upper stage and the lower stage It may be formed in multiple stages, such as the stage shown above.

[0060] At the rear of Stage 118, roughly in the left-right direction, is a chance entrance 119 into which a game ball can enter. A formation is created, and the game ball that enters the chance entrance 119 is directly above the first start opening 120. It is configured to be released. Therefore, the game balls that enter the chance entrance 119 Game balls that did not enter warp entrance 117, and those that did enter warp entrance 117 but... Compared to game balls that did not enter entrance 119, there was a higher probability of them entering (passing through) the first starting opening 120. ) It is designed to do so.

[0061] (First starting gate) The first starting port 120 is located below the display area of ​​the display device 7, and when a left-handed shot is made, The game balls are arranged so that they can win prizes (but it is difficult or impossible for game balls hit to the right to win prizes). When a game ball enters the first start opening 120, the first start opening switch 121 (see Figure 6 below) is activated. (See reference) Detected by. Note that the game ball that is shot to the right can enter the first starting opening 120. It is also permissible to use the first starting opening 120 described above, or to use the right-handed game ball. The machine is equipped with a first starting opening that makes it possible for the ball to enter the prize (making it difficult or impossible for the ball shot to enter the prize). You may do so.

[0062] The first start port switch 121 (see Figure 6 below) controls the entry of the game ball into the first start port 120. When a prize (pass) is detected, various data related to the first special symbol (for example, the first special symbol) Random value for determining a jackpot, random value for the first special symbol, random value for determining a reach for the first special symbol, And various random values ​​such as random values ​​for selecting the performance of the first special symbol are extracted, and each The type data is stored up to a predetermined number (for example, a maximum of 4). The stored various types of data are then processed by the first special The starting conditions for the other symbols (also referred to in this specification as the "starting conditions for the variation of the first special symbol") If successful, the ball is used for the first special symbol winning determination process. The game ball enters the first starting opening 120. Then, for example, 3 prize balls are dispensed. However, when the game ball enters the first starting opening 120 The number of prize balls paid out based on this is not limited to this.

[0063] In this specification, the entry of a game ball into the first starting opening 120 is considered as the starting entry of the first special symbol. This refers to various data related to the first special symbol (for example, random values ​​used for determining a jackpot for the first special symbol, The randomized value of the first special symbol, the randomized value for determining a reach for the first special symbol, and the first special symbol The random values ​​used for selecting the effects, etc., are referred to as the starting information for the first special symbol. The process of storing the starting information for the first special symbol until the conditions are met is called "holding." Second special symbol The same applies to patterns.

[0064] (General Prize Winners) The general prize slots 122 are arranged in multiple locations in the lower left of the display area of ​​the display device 7, and are for left-handed players. The game balls are arranged so that those that are hit to the right can win prizes (while those that are hit to the right have difficulty or no chance of winning prizes). It is done. When a game ball enters one of the multiple general prize slots 122, the general prize slot It is detected by switch 123 (see Figure 6 below).

[0065] The general prize slot switch 123 (see Figure 6 below) controls the entry of game balls into the general prize slot 122. When a prize (pass) is detected, for example, 4 prize balls are dispensed, but to the general prize slot 122 The number of prize balls dispensed based on the winning outcome of the game is not limited to four.

[0066] Furthermore, in this embodiment, the general prize-winning opening 122 is such that it is difficult for a game ball shot to the right to enter the prize-winning opening or Although it is arranged to make it impossible, it is not necessarily limited to this, as is the case with the general prize slot 12 mentioned above. Alternatively, or in addition to item 2, a general prize-winning slot may be provided into which a game ball shot to the right can enter.

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

[0068] When the passage gate switch 127 detects that a game ball has passed through the passage gate 126, Various data related to the regular symbols (for example, random values ​​used for determining the win of the regular symbols) are extracted and drawn. The various data that are submitted are stored up to a predetermined number (for example, a maximum of 4). This is used for the normal symbol hit detection process. Furthermore, the pass gate switch 127 is used for the pass gate Even if the passage of a game ball to section 126 is detected, no prize balls will be paid out. The gate unit 125 is located in the left region 106 in place of or in addition to the right region 107. It's okay if it's not allowed.

[0069] In this specification, the passage of a game ball through the passage gate 126 is referred to as "start passage," and the passage gate Various data related to the regular symbols extracted by the passage of the game ball through T126 (for example, regular The random values ​​used for determining the winning combination of the regular symbols are referred to as the starting information for the regular symbols. The process of storing the starting information for the regular symbols until the symbols are activated is called "holding."

[0070] (Special electric mechanism unit) The special electric prize unit 130 is responsible for the large prize opening 131 and the entry of the game ball into the large prize opening 131. (Passage) is detected by the count switch 132 (see Figure 6 below) and the special electric mechanism 133 It is a unit that integrates the two. The special electric mechanism unit 130 is located in the right-side area 107. It is located below the passage gate unit 125.

[0071] The large prize slot 131 allows game balls shot to the right to enter the prize (game balls shot to the left are less likely to enter the prize). It is arranged in such a way that (it is impossible) However, it is not limited to this, In place of or in addition to the aforementioned large prize slot 131, a large prize slot into which a game ball shot to the left can enter will be added. The central mechanism 115 is positioned to allow the game balls to enter a large prize slot. You may do so.

[0072] Furthermore, the large prize slot 131 is controlled to enter a jackpot state, which is a game state advantageous to the player. When a player is present, the area is opened so that a predetermined number of game balls (for example, 10) can enter (pass through) the area. This is the prize-winning opening. The count switch 132 (see Figure 6 below) directs the ball to the main prize-winning opening 131. When a winning ball is detected, for example, 10 prize balls are dispensed. However, the large prize slot 1 The number of prize balls paid out based on a game ball landing in slot 31 is not limited to 10.

[0073] The special electric mechanism 133 includes a special electric shutter 134 that can move back and forth in the front-to-back direction, and this special electric shutter It is equipped with a special electric solenoid 135 (see Figure 6 below) that operates the shutter 134. The electric mechanism 133, or special electric shutter 134, ensures that the game ball enters the large prize opening 131 ( An open state where passing is possible or easy, and where it is impossible for the game ball to enter (pass through) the large prize opening 131. Alternatively, it is configured to be able to transition to a difficult closed state. Note that in the jackpot game state, The state transition from the closed state to the open state described above occurs over a predetermined number of rounds. In the jackpot game state, the large prize entry opening 131 moves from a closed state to an open state for a predetermined period of time. By playing the round game over multiple rounds, a large number of game balls can be awarded as prize balls. This is a game state that allows for payouts.

[0074] (Second starting gate) The second start port 140 is located in the left-side area 106 (more specifically, to the lower left of the first start port 120). It is positioned as follows: However, the second starting port 140 is for when a game ball shot to the left enters the winning slot, for example, The nails and other obstacles make it difficult or impossible to win, so that the balls hit to the right can win. It is configured to guide the vehicle to the vicinity of the second start port 140. However, the second start port 14 It is not mandatory to configure 0 in this way; for example, it may be placed in the right-hand region 107. Furthermore, the second starting opening 140 is configured so that game balls shot to the left can enter the prize. That's good too.

[0075] The second start port switch 141 (see Figure 6 below) controls the entry of the game ball into the second start port 140. When a prize (pass) is detected, various data related to the second special symbol (for example, the second special symbol) Random number for determining a jackpot, random number for the second special symbol, random number for determining a reach for the second special symbol, And various random values ​​such as random values ​​for selecting the second special symbol's effect are extracted, and each The type data is stored up to a predetermined number (for example, a maximum of 4). The stored various types of data are then processed by the second special The starting conditions for the other symbols (also referred to in this specification as the "starting conditions for the variation of the second special symbol") If successful, the ball is used for the second special symbol winning determination process. The game ball enters the second starting opening 140. For example, 3 prize balls will be dispensed. However, if the game ball enters the second starting opening 140 The number of prize balls paid out based on this is not limited to this.

[0076] (Standard electric mechanism unit) The standard electric mechanism unit 145 is located in the left-side area 106 (more specifically, to the left of the first start port 120). It is located on the lower side, and when a game ball enters (passes through) it, a predetermined number of game balls are awarded. A prize slot from which balls are dispensed, a switch to detect when a game ball enters this prize slot, and This is a unit body that integrates the electric mechanism 146. In this embodiment, the prize entry opening is the second The starting port is designated as 140, and the above-mentioned switch is designated as the second starting port switch 141.

[0077] The standard electric mechanism 146 is a movable part for general use, such as a wing component, which is called an electric tuner. Material 147 and a solenoid 148 for general use that operates this movable member 147 for general use (see diagram below) (See 6) The ordinary electric component 146, i.e., the movable member 147 for ordinary use, is located at the second starting port. The opening allows or makes it easy for the game ball to enter (pass through) 140, and the second starting opening 140 The system is configured to transition between a closed state where it is impossible or difficult for the game ball to enter a prize, and a state where it is possible to transition between these two states. The movable electrical component 147 includes wing-type, door-type, protruding plate-type, and the like.

[0078] (Outlet) Outlet 178 is an outlet for various prize slots (for example, the first one) of the balls launched towards the game area 105. (1st starting gate 120, 2nd starting gate 140, grand prize gate 131, general prize gate 122, etc.) This is for discharging game balls that did not win a prize from the machine. This outlet 178 is, The machine is designed to eject game balls that are hit to the left or to the right. It is located at the downstream end of the game area 105. However, in addition to the above-mentioned outlet 178 Therefore, an out exit is provided at a location other than the furthest downstream side, for example, between multiple general prize entry points 122, The game balls flowing through the technique area 105 may be discharged outside the machine.

[0079] (Underground Unit) The back unit (not shown) is used to decorate the game board unit 10 and is transparent. It is located on the rear side of the game panel 100. This rear unit is controlled by the sub-control circuit 300. It is equipped with a group of performance-oriented features 58 (see Figure 6 below) such as movable parts that are controlled by the machine. 58 is arranged, for example, around the display area of ​​the display device 7. Of these, at least one of the special features or the performance feature components that make up the special features are the special symbols It functions as a special effect device that can be operated based on the results of the judgment 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. It is positioned on the side (see, for example, Figure 4). The LED unit 160 integrates various display units. It is a unit.

[0081] Figure 5 is an example of a front view showing the LED unit 160 installed in the first pachinko game machine. ru.

[0082] As shown in Figure 5, the LED unit 160 has a normal pattern display section 161 and a normal pattern display section Hold display section 162, first special symbol display section 163, second special symbol display section 164, first special symbol Pattern hold display unit 165, second special pattern hold display unit 166, probability change notification display unit 167, It also includes a display unit 168 for time-saving notification.

[0083] (Normal design display area) The regular symbol display unit 161 displays the result of the regular symbol win determination process, It is equipped with LEDs 161a and 161b for displaying regular symbols. When the condition (hereinafter referred to as the "starting condition for the normal pattern") is met, the normal pattern display LED 161 A variable display of the regular pattern begins, in which a and 161b alternately light up and turn off. Regular pattern After a predetermined time has elapsed since the variable display of the normal symbols began, the variable display of the normal symbols stops, and the normal symbols The result of the pattern matching detection process is derived.

[0084] If the result of the normal symbol win detection process is a normal symbol win, the normal symbol display LED 161 The combination of lighting and extinguishing of a and 161b results in a specific stop display pattern. For example, a normal pattern If the result of the win determination process is a regular symbol win, the regular symbol display LED 161a lights up. At the same time, the normal symbol display LED 161b turns off. Meanwhile, the normal symbol hit detection process is completed. If the result is a loss, for example, the normal symbol display LED 161a will turn off and the normal symbol will be displayed. The pattern indicator LED 161b lights up. However, the normal pattern indicates the result of the hit detection process for a normal pattern. The stop display modes of the pattern display LEDs 161a and 161b are not limited to these. When the device displays a stop in a specific stop display pattern, it is decided to activate the standard electric mechanism 146. Then, the movable member 147 for general use is driven to open and close in a predetermined pattern, and the game ball enters the second starting opening 140. This makes it easier to win (or pass) the competition.

[0085] (Hold display section for regular patterns) The regular symbol hold display unit 162 holds the start information for the regular symbol, i.e., the variable display. In this case, the number of variable displays of regular symbols that are being held (hereinafter referred to as "number of regular symbols held") It displays ) and is equipped with regular symbol hold indicator LEDs 162a and 162b. The phrase "the variable display of the normal pattern is held in reserve" refers to the passage of the game ball through the passage gate 126. When this is detected, various data related to the normal symbols (for example, random values ​​used for determining the win of the normal symbols) are processed. This refers to the state from the time of extraction until the conditions for starting a regular symbol are met. The conditions for operation are that the normal symbols are not in variable display mode, and that the variable display of the normal symbols is suspended. This condition is valid if at least all of the following conditions are met: the person must be present.

[0086] The regular symbol hold indicator unit 162 lights up the regular symbol hold indicator LEDs 162a and 162b. • The number of reserved symbols for the variable display of regular symbols is displayed by the combination of lights being turned off. For example, regular symbols If the number of reserved symbols is 1, the reserved symbol indicator LED 162a lights up and the normal symbols light up. The symbol hold indicator LED 162b turns off. Also, if there are 2 regular symbols held, Both LEDs 162a and 162b for regular symbols' hold indicators light up. Also, the regular symbols' hold indicators... If the number is 3, the regular symbol hold indicator LED 162a will flash and the regular symbol The hold indicator LED 162b lights up. Furthermore, if there are 4 regular symbols in the hold, Both LEDs 162a and 162b for the symbol hold indicator will flash. However, the number of regular symbols held will not be displayed. The display modes of the regular symbol hold indicator LEDs 162a and 162b are not limited to those shown.

[0087] (Special design display section) The special symbol display unit displays the result of the special symbol winning determination process, and the first special It includes a pattern display section 163 and a second special pattern display section 164. First special pattern display section 163 For example, it includes a first special pattern display LED group consisting of eight LEDs 163a to 163h. Similarly, the second special pattern display unit 164 also uses, for example, eight LEDs 164a to 164h. It is equipped with a second special pattern display LED group.

[0088] The conditions for initiating the variable display of the first special symbol (hereinafter referred to as "the conditions for starting the first special symbol") When the condition (named) is met, the eight LEDs 163a to 1 that constitute the first special symbol display section 163 The first special pattern is a variable display in which all or part of 63h repeatedly lights up and turns off alternately or mutually. The display begins. After a predetermined time has elapsed since the variable display of the first special symbol began, the first The variable display of the special symbols stops, and the result of the hit determination process for the first special symbol is derived.

[0089] If the result of the winning determination process for the first special symbol is a jackpot, the first special symbol display unit 163 is The combination of the on / off states of the eight LEDs 163a to 163h determines the specific stop indicator state. And when the first special symbol display unit 163 stops and displays in a specific stop display mode... Then, the transition to the jackpot game state is decided.

[0090] The conditions for initiating the variable display of the second special symbol (hereinafter referred to as "the conditions for starting the second special symbol") When the condition (named) is met, the eight LEDs 164a to 1 that constitute the second special symbol display section 164 A variable display of the second special pattern in which all or part of the 64 hours alternately or mutually light up and turn off. The display begins. After a predetermined time has elapsed since the variable display of the second special symbol began, the second The variable display of the special symbol stops, and the result of the winning determination process for the second special symbol is derived.

[0091] If the result of the second special symbol's win determination process is a jackpot, the second special symbol display unit 164 is The combination of the on / off states of the eight LEDs 164a to 164h determines the specific stop indicator state. And when the second special symbol display unit 164 stops and displays in a specific stop display mode... Then, the transition to the jackpot game state is decided.

[0092] (Special design hold display section) The special symbol hold display unit is used when the special symbol start information, i.e., the variable display, is held. The number of variable displays of special symbols that are being held (hereinafter referred to as "number of special symbols held") is displayed. This indicates the first special symbol hold display unit 165 and the second special symbol hold display unit It is equipped with 166.

[0093] The first special symbol hold display unit 165 is used when the variable display of the first special symbol is held. This displays the number of reserved symbols for the first special symbol, and is an LED 165a for the reserved symbols of the first special symbol. It is equipped with 165b. "The variable display of the first special symbol is reserved" means that the first start port 1 After the entry (passage) of the game ball into 20 is detected and the activation information for the first special symbol is extracted, This refers to the state until the activation conditions for the first special symbol are met.

[0094] The first special symbol hold display unit 165 is equipped with first special symbol hold display LEDs 165a and 165 The combination of lighting and extinguishing of b indicates the number of reserved symbols for the variable display of the first special symbol. If the number of reserved symbols for the first special symbol is 1, then the reserved symbol indicator LED 165a for the first special symbol will As it lights up, the LED 165b for the first special symbol hold indicator turns off. Also, the first special symbol If there are 2 reserved patterns, both LEDs 165a and 165b for the first special pattern reserve indicator will be displayed. The light turns on. Also, if the number of reserved symbols for the first special symbol is 3, the reserved symbol indicator L for the first special symbol will light up. As ED165a flashes, the LED165b for the first special symbol hold indicator lights up. Furthermore, if the number of reserved symbols for the first special symbol is 4, the reserved symbol indicator LED 165a for the first special symbol will be displayed. Both 165b and 165b flash. However, the reserve for the first special symbol, which indicates the number of reserves for the first special symbol, is also flashing. The display modes of the indicator LEDs 165a and 165b are not limited to those shown.

[0095] The second special symbol hold display unit 166 is used when the variable display of the second special symbol is held. This displays the number of reserved symbols for the second special symbol, and is an LED 166a for the reserved symbols of the second special symbol. It is equipped with 166b. "The variable display of the second special symbol is reserved" means that the second start port 1 After the entry (passage) of a game ball into 40 is detected and the activation information for the second special symbol is extracted, This refers to the state until the activation conditions for the second special symbol are met.

[0096] The second special symbol hold display unit 166 consists of second special symbol hold display LEDs 166a and 166. The combination of lighting and extinguishing of b indicates the number of reserved symbols for the variable display of the second special symbol. If the number of reserved symbols for the second special symbol is 1, then the reserved symbol indicator LED 166a for the second special symbol will As it lights up, the LED 166b for the second special symbol hold indicator turns off. If there are 2 reserved patterns, both LEDs 166a and 166b for the second special pattern reserve indicator will be displayed. The light turns on. Also, if there are 3 reserved symbols for the second special symbol, the reserved symbol indicator L for the second special symbol will light up. As ED166a flashes, the second special symbol hold indicator LED166b lights up. Furthermore, if the number of reserved second special symbols is 4, the reserved LED 166a for the second special symbol will be displayed. Both 166b and 166b flash. However, the reserve for the second special symbol, which indicates the number of reserves for the second special symbol, is also flashing. The display modes of the indicator LEDs 166a and 166b are not limited to those shown.

[0097] (Display unit for indicating probability change) The probability variation notification display unit 167 can be lit during the execution of the probability variation control described later. For example, it consists of LEDs or lamps.

[0098] The probability variation notification display unit 167 may be configured to light up while the probability variation control is being executed, for example Therefore, the lights should not illuminate so that it is not visually apparent that the probability variation control is in operation. Therefore, the fact that the probability variation control is being executed can be kept secret.

[0099] However, if the power supply is cut off while the probability variation control is being executed, the backup capacitor 2 described later will be used. Due to function 07, data indicating that probability control is in progress will not be lost. If the power is cut off while variable control is being performed and then restored, the variable control is in progress. The display unit 167 for indicating a probability change lights up in a manner that can be visually confirmed.

[0100] Furthermore, if the status of whether or not the probability variation control was being executed was kept secret before the power was cut off... However, when the power is turned on, the probability change notification display unit 167 is illuminated, It is configured to allow the system to recognize when the probability variation control is in operation.

[0101] (Display unit for time reduction notification) The time-saving notification display unit 168 can be illuminated while the time-saving control described later is being executed. For example, it is composed of LEDs and lamps.

[0102] In this embodiment, the time reduction notification display unit 168 is, for example, the first time reduction notification display unit 168 It has a and a second time-saving notification display unit 168b, but the number of time-saving notification display units 168 This is not the only example.

[0103] Furthermore, although details will be explained later, there are three types of shortened play modes: A shortened play mode, B shortened play mode, and C shortened play mode. This includes a short game state. And, for example, the first short notification display unit 168a and the second The combination of lighting up or extinguishing the short notification display unit 168b indicates any time-saving game state. It is structured to allow one to understand what state it is in.

[0104] The time reduction notification display unit 168a displays the first time reduction notification display unit 168a in accordance with the time reduction control being executed. Alternatively, the second time-saving notification display unit 168b may be illuminated, for example, , a state in which it is not possible to visually determine whether or not time-saving control is being executed, or the type of time-saving control being executed. Lights on in various ways (for example, all lights off, all lights on, or in a manner unrelated to the time-saving control being performed) or By turning off the lights, it is possible to visually identify whether time-saving control is in operation or what type of time-saving control is being performed. It may be kept secret so that it cannot be accessed. In particular, whether or not time-saving control is being executed. It may be possible to tell from the appearance, but it is not possible to tell from the appearance which time-saving control is being performed. Because it can be difficult to ascertain the details, the type of time-saving control being implemented will be kept confidential. This makes it possible to enhance the interest.

[0105] However, if the power supply is cut off while the time-saving control is being executed, the backup capacitor 2 described later will be used. Function 07 not only provides data indicating that time-saving control is in progress, but also shows the time-saving control in progress. Data indicating the type of control is also not lost. Therefore, the power is cut off while time-saving control is being executed. Then, when the power is turned on, it will indicate that time-saving control is in progress and the type of time-saving control being executed. The time reduction notification display unit 168 lights up or turns off in a manner that can be visually confirmed.

[0106] Furthermore, before the power is cut off, it is necessary to confirm that time-saving control is in progress and the type of time-saving control being executed. Even if the type is concealed so that it cannot be identified by its appearance, if the power is turned on... This includes a visual indicator that shows whether time-saving control is in operation and the type of time-saving control being performed. The system is configured to turn on and / or turn off the time-saving notification display unit 168.

[0107] [1-2. Electrical Configuration] Next, with reference to Figure 6, the control circuit of the first pachinko game machine will be described. Figure 6 shows This is an example of a block diagram showing the control circuit of the first pachinko game machine.

[0108] As shown in Figure 6, the first pachinko game machine mainly consists of a main control circuit that controls the gameplay. 200, a sub-control circuit 300 that controls the effects according to the progress of the game, and payout / launch control It consists of circuit 400 and power supply circuit 450.

[0109] [1-2-1. Main Control Circuit] The main control circuit 200 handles processes such as those executed when the power is turned on and processes related to game operation. It is a control unit, and consists of the main CPU 201 and the main ROM 202 (read-only memory). (R), main RAM 203 (read / write memory), initial reset circuit 204 and battery It is equipped with a quap-up capacitor 207, etc., and is housed in the main board case (not shown). .

[0110] Main CPU 201 contains Main ROM 202, Main RAM 203, and Initial Reset Circuit 204 and other components are connected. The main CPU 201 monitors the operation with a WDT (watchdog timer). It has built-in features such as a timer and functions to prevent fraud.

[0111] The main ROM 202 controls the operation of the first pachinko game machine by the main CPU 201. The program for controlling it, and various tables, etc., are stored there. Main CPU 201 is It has the function of performing various processes according to the program stored in the main ROM 202. do.

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

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

[0114] The backup capacitor 207 is stored in the main RAM 203 in the event of a power outage, etc. It has a function to temporarily supply power to prevent data loss.

[0115] Furthermore, the main control circuit 200 is connected to various devices and other I / O ports so that they can communicate with each other. The 205 and the sub-control circuit 300 are connected to enable the output of various commands. It also features command output port 206, etc.

[0116] Furthermore, various devices are connected to the main control circuit 200. For example, the main control circuit 200 includes the above-mentioned regular symbol display unit 161, regular symbol hold display unit 162, and first special symbol Pattern display section 163, second special symbol display section 164, first special symbol hold display section 165, second special Display unit 166 for holding symbols, display unit 167 for probability change notification, display unit 168 for time reduction notification, for normal operation Solenoid 148 and special electric solenoid 135 are connected. Also, the main control In addition to these, circuit 200 also includes a performance display monitor 170 and an error notification monitor 172, etc. They are connected. The main control circuit 200 transmits signals via the I / O port 205. This allows us to control the operation of these devices.

[0117] The performance display monitor 170 displays performance data and other information controlled by the main CPU 201, as described below. Settings and other values ​​are displayed. Performance display data is, for example, a predetermined number (e.g., 60,000 units). This shows the ratio of game balls dispensed in game states other than jackpot states to the total number of game balls launched. This is data, also known as a base value.

[0118] Error notification monitor 172 displays the error code. In addition to error codes, 72 also includes, for example, pachinko machines with setting functions, as will be described later. A setting change code indicating that the setting change process is in progress, and a setting confirmation code indicating that the setting confirmation process is in progress. It is also possible to display codes such as "Configuration Check in Progress". Note that the "Configuration Change in Progress" code is shown in the special diagram. A pattern that is not normally displayed as a design indicator (for example, an indicator that settings are being changed) You may also want to display a setting change symbol.

[0119] Furthermore, the main control circuit 200 includes a first start port switch 121 and a second start port switch 141. , pass gate switch 127, count switch 132, and general prize entry switch 1 23 etc. are also connected. When these switches are detected, the detection signal is sent to I / O port 2 It is output to the main control circuit 200 via 05.

[0120] Furthermore, the main control circuit 200 includes a function to call a hall attendant and a device to display the number of jackpots. A calling device (not shown) with the ability to manage all pachinko machines in the hall. External terminal board 184 used when transmitting data to the computer 186, and a setting function described later. In the case of a penis-themed amusement machine, setting key 174 is used to change or check the settings. The backup data stored in the main RAM 203 is processed according to the operation of the arcade administrator. A backup clear switch 176, etc., which can be used to clear the data, is connected. In this example, the backup clear switch 176 is used when changing the setting value described later. It also serves as a switch, but it's not limited to that; a setting switch is provided for changing the setting value. You may do so.

[0121] Furthermore, the setting key 174 and the backup clear switch 176 are controlled by the administrator of the gaming facility. It is housed in a designated case so that it cannot be easily touched by an outside third party (e.g., a player). It is preferable that this is done. "Within a predetermined case" means that the setting key is not activated unless the case is opened. This includes not only configurations that cannot access -174 or backup clear switch 176, but also Only the corresponding locations of the setting key 174 and backup clear switch 176 in the case are switched off. A notch is provided, and the manager of the amusement facility uses a key to access the pachinko machines from the island equipment. When moved to expose the back, the arcade administrator can press setting key 174 or / or back This also includes configurations that allow contact with the quake-up clear switch 176.

[0122] In this embodiment, the setting key 174 and the backup clear switch 176 are the main It is connected to the control circuit 200, but is not limited to this; for example, the dispensing / launching control circuit 40 It may also be configured to connect to 0 or the power supply circuit 450. In this case as well, the game A third party other than the site administrator can easily access the setting key 174 or the backup clear switch 176. It is preferable to prevent contact.

[0123] [1-2-2. Sub-control circuit] The sub-control circuit 300 includes a sub-CPU 301, a program ROM 302, and a work RAM 3 03, Display control circuit 304, Sound control circuit 305, LED control circuit 306, Special effect control circuit It includes 307 and command input port 308, etc. The sub-control circuit 300 is the main control circuit In response to commands from 200, the game will execute effects corresponding to the progress of the game. Note that Figure 6 shows... Although not present, the sub-control circuit 300 includes an action button 54 (see Figure 1) that can be operated by the player, etc. It is also connected.

[0124] The program ROM 302 contains the gameplay of the first pachinko game machine, controlled by the sub-CPU 301. Sub-CPU 30 stores programs for controlling output, various tables, etc. Unit 1 executes various processes according to the program stored in the program ROM 302. It has the function of receiving various commands from the main control circuit 200. The game controls the game's presentation according to the provided settings.

[0125] Work RAM 303 serves as a temporary storage area for sub-CPU 301, storing various flags and variables. It has the function of storing values.

[0126] The display control circuit 304 is a circuit for controlling the display on the display device 7. Circuit 304 is used for image data processors (hereinafter referred to as VDPs) and various image data. Image data ROM containing data for generating the image data, temporarily storing the image data. It includes a frame buffer, a D / A converter that converts image data into an image signal, and other components. ru.

[0127] The display control circuit 304, in response to an image display command from the sub-CPU 301, displays an image on the display device 7. The image data to be displayed is temporarily stored in the frame buffer. The image data to be displayed includes decorative pattern image data showing the decorative design, and background image data. This includes various image data related to the game, such as image data for presentation purposes.

[0128] Then, the display control circuit 304, at a predetermined timing, stores the frame buffer The image data is supplied to the D / A converter. The D / A converter converts the image data into an image signal. The image signal is converted and supplied to the display device 7 at a predetermined timing. When an image signal is supplied to device 7, the image related to that image signal is displayed on the display device 7. Thus, the display control circuit 304 controls the display device 7 to display images related to the game. It is possible to do so.

[0129] The audio control circuit 305 controls the sound generated from the speaker 32. This is the path. The audio control circuit 305 controls the sound source IC and various audio data. Audio data ROM for storing audio data, amplifier for amplifying audio signals (hereinafter referred to as AMP) It is equipped with (and so on).

[0130] The sound source IC controls the audio output from speaker 32. The sound source IC is a sub-CPU. In response to the voice generation command from 301, multiple voice data stored in the voice data ROM Select one audio data from the data. The sound source IC then processes the selected audio data into audio data. The audio data is read from the ROM, converted into a predetermined audio signal, and the converted audio signal This is supplied to the AMP. The AMP amplifies the audio and sound effect signals output from speaker 32. It widens the gap.

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

[0132] The special effect control circuit 307 controls each special effect (for example, one or more of the special effect devices from the group of special effect devices 58). This is a circuit for controlling the operation of the object. The control circuit 307 controls the operation of each object. A drive circuit for supplying signals, a lighting circuit for supplying lighting control signals, and an operating pattern It is equipped with a ROM containing data for the special effects, such as lights and lighting patterns.

[0133] Furthermore, the special effect control circuit 307 responds to special effect operation commands from the sub-CPU 301 to the special effect data Select one operation pattern from multiple operation patterns stored in the ROM. Then, the selected operation pattern is read from the ROM of the mechanism data, and the read operation pattern By supplying corresponding drive signals, the mechanical operation of each component is controlled. The lighting circuit is stored in the ROM for the special effect data based on the lighting command from the sub-CPU 301. Select one lighting pattern from several available lighting patterns. Then, the selected lighting pattern The lights are read from the ROM data for the special effects, and a lighting control signal corresponding to the read lighting pattern is generated. By supplying this, the lighting operation of each feature is controlled.

[0134] Command input port 308 is connected to command output port 206, and the main control circuit This device receives various commands transmitted from channel 200.

[0135] [1-2-3. Dispensing and firing control circuit] The payout / launch control circuit 400 controls the payout of prize balls and loaned balls, and this payout The launch control circuit 400 includes a payout device 82 capable of dispensing game balls, and a mechanism for launching game balls. A launching device 6 capable of performing actions, and a card unit 180 capable of performing control related to ball dispensing. etc. are connected.

[0136] The payout / launch control circuit 400 receives the prize ball control command transmitted from the main control circuit 200. Upon receiving the signal, a predetermined signal is sent to the dispensing device 82, and the dispensing device 82 dispenses the game balls. Perform control.

[0137] The ball dispensing operation panel 182 is connected to the card unit 180. Nel 182 has a ball dispensing button for receiving balls, and cache data is stored. A return button (not shown) is provided for receiving the ball rental card. For example, when a player performs a ball dispensing operation, the ball dispensing control signal corresponding to the ball dispensing operation is issued. The number is transmitted to the card unit 180. The dispensing / launching control circuit 400 controls the card unit Based on the ball dispensing control signal transmitted from 180, the dispensing device 82 is instructed to dispense game balls. Control is performed. Note that the control panel 182 is often located on the pachinko game machine side, It may be provided on the card unit 180 side.

[0138] Furthermore, the dispensing and firing control circuit 400 is operated when the firing handle 62 is rotated in a clockwise direction. Based on this, electricity is supplied to the firing solenoid (not shown) according to its rotation angle (amount of rotation). It supplies power and controls the launch of the game balls.

[0139] [1-2-4. Power supply circuit] The power supply circuit 450 provides the power voltage required for gameplay to the main control circuit 200 and the sub-control circuit. This is a power supply circuit created to supply power to circuit 300, dispensing / firing control circuit 400, etc.

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

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

[0142] As shown in Figure 7, in pachinko games, the game balls are manipulated by the player or other user. When the ball is launched and enters one of the various prize-winning slots (for example, the first starting slot 120, etc.), the player The payout control process for the game balls is performed. Pachinko games use special symbols, such as "special symbol games". This includes "Mu" and "Regular Symbol Games" which use regular symbols. Special Symbol Games are, for example, Then, based on the entry of the game ball into the starting openings 120 and 140, the special symbol winning determination process is executed. This is a game that determines whether or not to transition to a jackpot game state. For example, the process of determining whether a regular symbol is a hit is based on the passage of a game ball through the passage gate 126. Execute the action and activate the standard electric mechanism 146 to open the prize entry opening (the second start opening 140 in this embodiment). This is a game to decide whether or not to release the ball. Note that in this specification, "special symbols" While "game" is sometimes referred to as "amusement," "amusement" is a term used with a broad concept. For example, an action game that uses an operating unit such as a regular symbol game or an effect button 54 (see Figure 1 for example). Games like those shown above are also included in the category of "amusements."

[0143] Furthermore, in this specification, the period from when the variable display of the special design begins until when this variable display ends The process is completed until the result of the special symbol win determination process is displayed (derived) (for more details, see Special One special symbol game is defined as the period until the time for determining a different symbol has elapsed. However, the special symbol After the result of the judgment process is derived, if the game is controlled to be in a jackpot state, the game will be in a jackpot state. The period until the end of the game is considered one special symbol game. Note that in the first pachinko machine, a small win is a special Although it is not included in the result of the winning determination process for other symbols, a minor win is included in the result of the winning determination process for special symbols. In the included pachinko game machines, after the result of the special symbol winning determination process is derived, the minor win game If controlled to a special move state, the period until the end of the minor win game state is considered one special symbol game.

[0144] In the special symbol game, the stop display mode indicating a jackpot is the first special symbol display unit 163 or When it is displayed in the second special symbol display unit 164, it is controlled to a jackpot game state. In this state, the special electric mechanism 133 activates the large prize opening 131 for a predetermined time (for example, a maximum of 30 A round of gameplay is performed with the opening state lasting for 000 msec, leading to the big prize slot 131. The chances of winning an award are relatively increased.

[0145] Furthermore, in a regular symbol game, the stop display mode indicating a regular symbol win is the regular symbol display unit 16 When it is derived to 1, the ordinary electric mechanism 146 is activated and the prize entry opening (for example, in this embodiment, the The second starting port (140) becomes open, and for example, the probability of winning into the second starting port (140) becomes relatively It can be improved.

[0146] In addition, the games that can be played in pachinko games are special symbol games and regular symbol games. It may not be limited to these, and it may be possible to run 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 uses the first starting port 120 or the second A special symbol starting prize is awarded when a prize is awarded (passes through) the starting gate 140, and, This includes special symbol control processing performed based on the fulfillment of the activation conditions for special symbols, etc. .

[0149] If a game ball enters the first starting opening 120 or the second starting opening 140, the special symbol starts The automatic prize entry process is performed. In this special symbol start prize entry process, various counters for the special symbol (e.g.) For example, various data related to special symbols (such as the counter for determining the jackpot, the counter for determining the symbols, etc.) (For example, random values ​​for determining a jackpot, random values ​​for symbols, random values ​​for determining a reach, and for selecting effects) Various random values ​​(such as random numbers) are extracted (obtained). Each extracted random number is used in the startup process. This will be held in abeyance. This special symbol activation and winning process is in progress while the special symbol control process is being executed. It will continue.

[0150] Furthermore, the special symbol control process determines whether or not the activation conditions for the special symbol have been met. When the activation conditions for a different symbol are met, the jackpot is extracted from the special symbol jackpot determination counter. A special symbol win determination process is performed, which refers to a random value used for determination and determines whether or not it is a "jackpot". It is then performed to determine the stopping symbols. This is a random number for determining the symbol extracted from the symbol determination counter for the special symbol, and the winning value of the special symbol. The special symbols to be displayed are determined by referring to the result of the judgment process.

[0151] In this embodiment, if the probability variation flag is set to ON, probability variation control is executed. (See special diagram above) In the pattern hit detection process, if the probability variation flag is off, there is a relatively low probability of a "jackpot". If it is determined that the probability variation flag is on, then it is determined that it is a "jackpot" with a relatively high probability. Hereafter, in this specification, the probability of determining that a "jackpot" has occurred will be referred to as the "jackpot probability". To refer to.

[0152] The probability variation flag is one of the management flags stored in the main RAM 203, and it is a probability variation flag. This is a flag used to control whether or not to execute the control. When the probability change flag is on, the probability change control When the game is in a state where the action is performed (for example, in this embodiment, a high-probability time-saving game state), the game progresses. On the other hand, if the probability variation flag is off, the probability variation control is not executed in the game state (for example, normal game). The game progresses in a special state or a low-probability time-saving game state.

[0153] Next, the process for determining the variation pattern of the special symbols is performed. A random value is extracted from a fixed counter, and this random value is used in the calculation of the special symbol win. The result, and the special symbols that stop and display as described above, are used to determine the variation pattern of the special symbols (variable display). The pattern is determined. Then, based on the result of the special symbol variation pattern determination process, Variable display control processing for a different pattern is performed.

[0154] Once the variation pattern of the special symbols is determined, the next step is to determine the performance pattern. A pattern determination process is performed. Then, based on the result of the performance pattern determination process, the display device 7 Display effects such as decorative patterns and character animations displayed in the display area, and speed Sound effects such as voices and sound effects output from CA32 are controlled by sound control processing. Control processing is performed by the sub-CPU 301.

[0155] Then, when the variable display control processing and performance control processing for the special symbols are completed, if it is a jackpot... Then, the jackpot game control process is performed. The jackpot game control process is executed when the game is in a jackpot state. This is the process that is performed. When the jackpot game state ends, the special symbol game ends, and the jackpot is not achieved. A game state transition control process is performed to a non-jackpot game state. In this case, depending on the type of jackpot... Then the game state changes. For example, when both the probability variation flag and the time reduction flag are set to ON. If it is a type of jackpot, after the jackpot game state ends, it will transition to a high-probability time-saving game state. .

[0156] On the other hand, if it is not a big win, i.e., a loss, the special symbol game ends. In the first pachinko game machine, the result of the special symbol win determination process does not include minor wins, but the special symbol In pachinko machines where the pattern hit detection process includes minor wins, if you win a minor win, The game control process for winning is performed. Also, if it is not a big win but a time-saving win as described later, The game transitions to a short play 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 performed. It repeats.

[0158] Furthermore, if a game ball enters the starting opening 120 or 140 during the special symbol control process, The process for starting a different pattern and winning is executed. Also, when a game ball enters the starting slots 120 and 140, a draw is performed. The starting information for the special symbols that are displayed (for example, random values ​​for determining a jackpot, random values ​​for the special symbols, etc.) Various data such as random values ​​for determining the outcome and random values ​​for selecting the effects, etc. The animation will be held in abeyance until the conditions for the pattern to activate are met.

[0159] Furthermore, in the first pachinko game machine, there are four pieces of information about the start of the first special symbol and the start of the second special symbol. With the four pieces of dynamic information, a total of up to eight pieces of special symbol activation information can be held in reserve, but the reserve The number of special symbol activation information that can be generated is not limited to this. For example, the activation information of the first special symbol It may be possible to hold more information than the activation information for the second special symbol, or the activation of the second special symbol It may be possible to retain more information than the starting information for the first special symbol.

[0160] Also, although not shown in Figure 7, the conditions for the special symbol to start after the special symbol has been triggered are During the process until the winning combination is established, the starting balls are extracted when they enter (pass through) the starting openings 120 and 140. Based on dynamic information, the system determines whether a win or loss ("jackpot") and the variation pattern for special symbols. A look-ahead determination is made before the logic is implemented (see, for example, S396 in Figure 52 described later), It may also be possible to include a pre-announcement effect function that performs a predetermined effect based on the result of a pre-announcement judgment. The above pre-reading judgment is extracted by the entry of game balls into starting openings 120 and 140. This can be done before the startup information is put on hold, or it can be done after it has been put on hold.

[0161] [1-3-2. Standard Symbol Game] As shown in Figure 7, in a standard pattern game, the game balls mainly pass through gate 126. The normal symbol start-up process is performed when the symbol passes through, and the normal symbol start-up conditions are met. This includes normal pattern control processing performed based on the established pattern, etc.

[0162] If a game ball passes through gate 126, the normal symbol start pass-through process is executed. In this normal symbol start-up process, the normal symbol start-up is performed from the hit detection counter for the normal symbol. Information (for example, random values ​​used for determining the winning combination of a normal symbol) is extracted (obtained), and the extracted starting information is obtained. I'll put it on hold.

[0163] Furthermore, in the normal symbol control process, the main CPU 201 determines when the conditions for starting the normal symbols are met. Determine whether or not. When starting the variable display of normal symbols, the main CPU 201 determines whether or not to display normal symbols. Referencing the random value for the normal symbol's hit detection extracted from the hit detection counter for the pattern, "Normal The system performs a normal symbol win determination process to determine whether or not it is a "symbol win," and then determines the variation pattern. The process is executed. In this process, the result of the normal symbol hit detection process is referenced, and the normal symbol The variation pattern is determined.

[0164] Next, the main CPU 201 processes the results of the normal symbol hit detection process and the determined A variable display control process that controls the variable display of normal symbols by referring to the variation pattern of normal symbols. Then, the performance control process is executed to perform the predetermined effects. Note that the performance control process is not executed. There are cases where this is the case.

[0165] Then, once the variable display control processing and performance control processing for the regular symbols are finished, the main CPU 201 is a regular winning symbol indicating a "regular winning symbol" and is displayed on the regular winning symbol display unit 161 (see Figures 5 and 6). Determine whether or not the (illumination) was derived. Determine if the stop display mode indicating a normal hit was derived. Then, the main CPU 201 executes the normal symbol win game control process. In the game control process, the standard electric mechanism 146 (see Figure 4) is activated, and the winning slot (for example, in this implementation) For example, it is possible or possible for a game ball to enter (pass through) the second starting opening 140 (see Figure 4). It easily enters an open state. On the other hand, it is determined that the stop display mode indicating a normal win was not derived. Therefore, the main CPU 201 does not execute the normal symbol win game control process, and instead performs the normal symbol control process. Ending.

[0166] Note that in game states where time-saving control is not performed (for example, normal game state), a regular win will be indicated. The probability of deriving the stop display mode may be set to 0. The time-saving control is performed when the time-saving control is executed. Compared to when it is not present, the special symbol shortening control shortens the variable display time of the special symbol, and normally The electric mechanism 146 is activated to enter the prize slot (in this embodiment, for example, the second starting slot 140 (see Figure 4)). At least one of the following is performed: an electric support control that increases the frequency of opening the ) This corresponds to the control. This time-saving control is a control that performs both special drawing shortening control and electric support control. Alternatively, it may be a control system that performs only one of the special feature shortening control and the electric support control. good.

[0167] The electric support control is determined by the probability of winning with a "regular symbol," the variable display time of the regular symbol, and the regular electric support control. At least one of the opening patterns (number of openings, opening time, wait time) of the moving mechanism 146 This control improves either of the time-saving performances. Time-saving performance refers to the time-saving performance of the prize-winning slot (for example, in this embodiment) This is a performance feature that changes the ease with which game balls can enter the second starting opening 140 (see Figure 4), The probability of winning with a "regular symbol," the variable display time for the regular symbol, or / or the regular electric mechanism 1 This refers to 46 opening patterns (number of openings, opening time, wait time, etc.). Also, time-saving performance. To improve this means, for example, the prize entry opening (for example, in this embodiment, for example, the second starting opening 140 (Figure) (See 4)) The objective is to make it easier for the game balls to enter the prize area. In other words, the electric support control is executed. As a result, the probability of winning a "regular symbol win" is higher compared to when the electric support control is not being performed. The change is to shorten the variable display time of the regular symbols, or / and the prize winnings by the regular electric mechanism 146. The game will be made easier (e.g., more openings, longer opening times, shorter waiting times).

[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 performed. It repeats.

[0169] Furthermore, if a game ball passes through the passage gate 126 during the normal pattern control process, the normal pattern The pattern start passage process is executed. Also, when the game ball passes through the passage gate 126, it is extracted. The starting information for the regular symbols (for example, random values ​​used for determining the win of the regular symbols) and the starting conditions for the regular symbols It will be put on hold until it is approved.

[0170] The variable display of regular symbols will begin in the order they were held, and the activation conditions for the regular symbols will be met. Then, regarding the start information of the regular symbols that are currently on hold, the start information that was held first Perform variable display.

[0171] Note that various random values ​​(for example, random values ​​for determining the jackpot of the first special symbol, the symbol of the first special symbol) Random value, random value for determining reach for the first special symbol, random value for determining the jackpot for the second special symbol, second The random values ​​for the special symbols, the random values ​​for determining a reach for the second special symbol, and the winning determination for the regular symbols. The method for extracting fixed random values, etc., is by executing a program using the main CPU 201. Alternatively, you can use a software random number generation method that generates random values ​​within a predetermined range (width), or a predetermined period. A hardware random number generation method that extracts random values ​​from a counter in a random number generator where random numbers are updated. You may use it.

[0172] [1-3-3. Game State Transitions] As shown in Figure 8, the game state can be broadly divided into non-jackpot game state and jackpot game state. This is possible. In a non-jackpot game state, the special symbol game is executed as described above, and special If a jackpot is determined as a result of the symbol matching process, the game will switch from a non-jackpot state to a jackpot state. The game transitions to a special state. In the jackpot game state, as described above, round games are played, and special Variable display of symbols will not be performed. However, for variable display of normal symbols, the jackpot game state It is considered possible to execute even in this state. Note that the explanation of the minor win game state will be omitted. Let's assume that.

[0173] In a non-jackpot state, the probability of winning a jackpot in the special symbol winning determination process is relatively low. A low probability state and a high probability state where the probability of winning a jackpot in the special symbol winning judgment process is relatively high. It can be broadly categorized into two types: game state and gameplay state.

[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, although it is not included in the high-probability game state in the first pachinko game machine, as shown in Figure 8 In this way, the high-probability non-time-saving game state (high-probability low-base state) in which time-saving control is not performed is a high-probability game state It may also be included in the condition.

[0175] In the low probability state, there is a normal game state where time-saving control is not performed (low probability, low base), and a time-saving control This includes a time-saving game state (low probability, high base) in which the game is played.

[0176] Furthermore, there are three types of shortened play states: A shortened play state, B shortened play state, and C shortened play state. It includes.

[0177] A time-saving game state is a time-saving game state that can be entered after the end of a specific jackpot game state. Once the specified number of special symbol games have been played, or the game has transitioned to a jackpot state, A time-saving game The special move state ends. After the specified number of special symbol games are played, the A time-saving game state is activated. Once this is finished, the game will, in principle, return to normal gameplay.

[0178] B Shortened Play State is, for example, when the jackpot play state ends and the non-high probability play state (i.e., probability change) is entered. The variable display of special symbols has begun in the game state where the flag is off, as will be described later. The number of times special symbols are displayed starting from when the RAM is cleared (for example, the ceiling count) A time-saving game state that can be entered when the number of spins reaches a ceiling value (for example, 1000 spins), When a set number of special symbol games are played or the game transitions to a jackpot state, the B time-saving game state is activated. The state ends. The B time-saving game state ends when the specified number of special symbol games are played. Once completed, the game will, in principle, return to normal gameplay.

[0179] C Shortened Play State is when the result of the special symbol win determination process performed in the low probability state is " It is a "short win," and when the display mode for a time-saving win is derived, it is a time-saving game state that can be transitioned to. The special symbol game is played a predetermined number of times, determined by winning the "Short Time Win". Alternatively, when the game transitions to a jackpot state, the C time-saving game state ends. The above specified number of special When the C time-saving game state ends due to the execution of the symbol game, in principle, the normal game begins. The game transitions to a special move state. Note that, for example, if multiple time-saving game states overlap, the above provisions apply. Even if the special symbol game is played a certain number of times, it will not transition to the normal game state, but rather to a time-saving mode. The game continues.

[0180] In this specification, regardless of whether multiple time-saving game states are executed in succession or not, time-saving When the conditions for transitioning to a time-saving game state are met during gameplay, or when transitioning to multiple time-saving game states occurs... When multiple conditions are met simultaneously, it is said that the time-saving game state "overlaps". If the short game state overlaps, the main CPU 201 controls the overlapping multiple Activating any of the number of time-saving game states, that is, multiple overlapping time-saving game states Running processes internally in parallel is referred to as "overlapping execution." However, this is done using the main CPU. Even if 201 internally executes multiple time-saving game states in succession, when it is actually executed... Short-time control is only a time-saving control that corresponds to one of the time-saving game states. In other words, multiple Even if multiple time-saving game states are being executed simultaneously, the player may not be able to see multiple time-saving game states. It is understood that the game is controlled to one of the following time-saving game states.

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

[0182] Normal gameplay state, time-saving gameplay state (A time-saving gameplay state, B time-saving gameplay state, C time-saving gameplay state), And even when controlled to a high-probability game state (for example, a high-probability time-saving game state), If the result of the symbol matching process is a jackpot, the game transitions to the jackpot game state.

[0183] Once the jackpot game mode ends, depending on the game specifications, it will either return to normal game mode, time-saving game mode, or It can transition to either a high-probability game state or a high-probability time-saving game state. Furthermore, the time-saving game state that can be transitioned to when the big win game state ends is limited to the A time-saving game state. It is possible.

[0184] When controlled to a high-probability game state, certain pachinko machines such as so-called ST machines and loop machines Except in certain cases, 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 shortened play state or normal play state, unless you go through the jackpot play state, you will not enter the high probability play state. It does not transition to that state.

[0185] When controlled to the normal game state, it is possible to transition to the B time-saving game state or the C time-saving game state. However, it is not possible to enter the A-time-saving game state unless one goes through the jackpot game state. However, if the specified number of special symbol games are played during the A-time-saving game state, the game returns to the normal game state. Therefore, it is possible to transition from the A time-saving game state to the normal game state. Regardless of whether the game is controlled to the regular game state or the C time-saving game state, the specified number of special When a different symbol game is played, the game returns to the normal game state, so the B time-saving game state and C time-saving game state are not available. It is also possible to transition from this state to the normal gameplay state.

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

[0187] When controlled to the A time-saving game state, the number of time-saving actions that can be performed in the A time-saving game state is Therefore, the number of times is set to be less than the ceiling value which is the condition for transitioning to the B time-saving game state, The game will not transition from the regular game state to the B time-saving game state. Also, the A time-saving game state is a jackpot game. Because it is controlled via the state, it is not possible to transition from the B time-saving game state to the A time-saving game state. i. On the other hand, the result of the special symbol win determination process in the A time-saving game state is "time-saving win". And the conditions for transitioning to the C time-saving game state are met, so the A time-saving game state and the C time-saving game state overlap. It is possible to repeat this. However, as mentioned above, the A time-saving game state is controlled via the jackpot game state. Therefore, the game will not transition from the C time-saving game state to the A time-saving game state.

[0188] When controlled to the B time-saving game state, the result of the special symbol win determination process is "Time-saving win". If this is the case, 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 overlap. It can be repeated. Also, if the ceiling counter reaches the ceiling value in the C time-saving game state, Short game mode and B-time short game mode can overlap.

[0189] When controlled to the time-saving game state, the result of the special symbol win determination process is "Time-saving win". If so, 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 overlap. It can be repeated.

[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, neither probability variation control nor time reduction control is performed during normal gameplay. A state in which both probability variation control and time reduction control are executed, and a high probability time reduction game state, and probability variation control Although it is not executed, a low-probability time-saving game state is provided in which time-saving control is performed, CPU201 will proceed with the game in one of these game states. This is possible. However, the game progresses under the control of the main CPU 201. This is not the only possible form.

[0193] In this embodiment, in normal gameplay, left-handed play is considered the standard gameplay mode, and in high-probability time-saving gameplay mode... In the normal and low-probability time-saving game states, shooting to the right is considered the correct way to play. Sub-CPU 301, The system executes control to display, for example, a playing method considered to be a legitimate game mode in the display area of ​​the display device 7. In addition, "regular gameplay" refers to a gameplay method in which the player can choose from among multiple gameplay methods (e.g., firing methods). This refers to the type of game that is least disadvantageous to the player (i.e., the most advantageous for the player).

[0194] [1-4-1. Jackpot probability for each setting value] Figure 9 is a table showing the approximate jackpot probability for each setting value in the first pachinko game machine. This is one example. As shown in Figure 9, in the first pachinko game machine, the above-mentioned setting key 17 Using 4 or the backup clear switch 176 (see Figure 6 for both), for example, setting 1 It can be set to any one of several setting values, such as setting 6. In the case of pachinko machines with setting functions like this, the probability of hitting the jackpot varies depending on the setting value. The main CPU 201 then executes the special symbol winning determination process based on the set configuration values. do.

[0195] Specifically, a game state in which the probability variation control is not executed and the probability variation flag is turned off (for example in this embodiment) The probability of winning a jackpot in normal gameplay and low-probability time-saving gameplay is determined by the first special symbol's winning determination. Regardless of whether the regular processing or the second special symbol win determination processing is executed, for example Setting 1: approximately 1 in 319, Setting 2: approximately 1 in 314, Setting 3: approximately 1 in 309, Setting 4 The odds are approximately 1 in 304 for setting 5, approximately 1 in 299 for setting 5, and approximately 1 in 294 for setting 6. Furthermore, the probability change control is executed when the probability change flag is turned on (in this embodiment, for example, high probability time reduction play) The probability of hitting the jackpot in the skill state is approximately 1 in 77 for setting 1, approximately 1 in 76 for setting 2, and setting 3 The odds are approximately 1 in 75 for setting 4, 1 in 74 for setting 5, 1 in 73 for setting 5, and 1 in 72 for setting 6. That's how it is.

[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 jackpot. For example, if the first special symbol win determination process is executed, the probability of a time-saving win is 1 in 160, When the special symbol win detection process is executed, the probability of winning a time-saving bonus is 1 in 240. The probability of winning during the time-saving mode is calculated based on the results of the first special symbol's win determination process and the second special symbol's win. The result may differ depending on whether the judgment process is executed or not, but it may also be the same.

[0197] However, even if the probability of winning during the time-saving mode is the same for all settings, the continuation rate of the time-saving mode (for example) The number of time-saving cycles set may vary depending on the setting value. For example, If the result of the symbol win detection process is a "time-saving win," for example, in setting 1, the number of time-saving rounds 50 spins are set as the default, and in the case of setting 6, 100 spins are set as the bonus spins. You can do that.

[0198] Note that in the first pachinko game machine, minor wins are not included in the lottery, but if minor wins are included in the lottery It may be included in the target. If minor wins are included in the lottery target, the probability of minor wins should be set to all settings. It is best to use a common probability. Also, if minor wins are included in the drawing, the first special symbol and the second special symbol Only when the winning determination process is performed for one of the special symbols (for example, the second special symbol) among the regular symbols. It may be possible to win a small prize. In this case, the other special symbol (for example, the first special symbol) In the pattern) hit detection process, in addition to the mode in which the determination of whether or not a minor win has been achieved is not performed, the minor win The probability of winning a minor prize may be set to 0 to determine whether or not a minor prize has been won.

[0199] The above-mentioned probability of winning a time-saving bonus and the probability of winning a minor bonus when minor bonuses are included in the lottery are as stated above. The probability is the same for all settings, but it is not limited to this, and the probability differs depending on the setting. You may do so.

[0200] Furthermore, in this embodiment, the probability of hitting the jackpot is different for each setting value, This is not limited to the above; for example, the same jackpot probability for setting 1 and setting 2, and the same for setting 3 and setting 4. There are multiple setting values, such as a normal jackpot probability, and a jackpot probability common to both setting 5 and setting 6. The probability of hitting the jackpot can be kept the same.

[0201] Furthermore, in this embodiment, the probability of hitting the jackpot differs depending on the set value, but for the player If the degree of advantage differs depending on the setting value, then the target that differs depending on the setting value is not necessarily the probability of hitting the jackpot. It is not limited to this. For example, when a game ball enters a specific winning slot, the game is controlled to enter a jackpot state. If it is a pachinko game machine like that, the probability of winning into a specific winning slot will differ depending on the setting value. It may be done in this way. Furthermore, the pachinko game machine may be made into a pachinko game machine with a setting function. It is not required.

[0202] [1-4-2. Winning Determination Table for Special Symbols] Figure 10 shows the main ROM 202 of the main control circuit 200 of the first pachinko game machine. This is an example of a winning determination table for special symbols that have been recorded. Note that the special symbols shown in Figure 10 are... The pattern hit detection table is shown in Figure 9 as an example for setting 1.

[0203] The special symbol win determination table is a table referenced in the special symbol win determination process. In other words, a random number for determining a jackpot is extracted when a game ball enters the starting slots 120 and 140. This value is used when determining whether to get a "short-time win," a "jackpot," or a "loss" through a lottery. This is the table. In this embodiment, the targets of the lottery are "Short Time Win", "Big Win", and It is a "loser," and does not include other lottery prizes (for example, minor wins), but the first starting gate When a game ball enters 120 or / and the second starting opening 140, it is determined to be one of the other targets for the lottery. It may be possible to make it possible.

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

[0205] In this embodiment, the main CPU 201 extracts the first special symbol in the hit determination process. Based on the randomly generated value used for determining the jackpot, the result is determined as either a "short-time win," a "jackpot," or a "miss." The first special symbol's winning determination table has a value for each probability variation flag (0 or 1) and a "time The range (width) of random values ​​used for determining a big win in a "short win" and the corresponding time-saving win determination value. Relationship with data, range (width) of random numbers used for determining a jackpot, and corresponding The relationship with the jackpot determination value data, and the random number used for jackpot determination that determines a "miss" The relationship between the range (width) and the corresponding outlier judgment value data is defined.

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

[0207] Furthermore, in the process of determining the winning combination of the second special symbol, the main CPU 201 performs the same process as the first special symbol. Similar to the hit determination process, based on the extracted random numbers for big win determination, "Short Time Win" and "Big Win" The result is determined to be either "win" or "miss". The winning determination table for the second special symbol includes the probability change flag. For each value (0 or 1), the range (width) of the random number used for determining the jackpot, which determines the "short-time win" The relationship between this and the corresponding time-saving hit judgment value data, and the random number used for determining a "jackpot". The relationship between the range (width) of values ​​and the corresponding jackpot judgment value data, and the determination of "miss". The relationship between the range (width) of random values ​​used for determining a jackpot and the corresponding data for determining a loss is It is stipulated.

[0208] In this embodiment, for example, when the probability variation flag is off during the hit determination process for the first special symbol, If the extracted random number for determining a jackpot is any of the values ​​between 0 and 408, then Main CPU 201 The system determines that it is a "short-time win" and sets the win / loss judgment value data as the "short-time win judgment value data". Furthermore, when the probability variation flag is off during the hit determination process for the first special symbol, the extracted jackpot determination If the default random number is between 409 and 613, the main CPU 201 will receive a "jackpot" The system determines this and designates the winning / losing judgment value data as "jackpot judgment value data". In addition, the extracted jackpot If the random value used for hit detection is one of the values ​​between 614 and 65535, the main CPU 201 will: The result is determined to be a "loser," and the judgment value data is set to "loser judgment value data."

[0209] Also, for example, if the probability variation flag is turned on during the hit determination process for the first special symbol, and it is extracted If the random number used for determining a jackpot is any of the values ​​from 0 to 408, the main CPU 201 will say, "Time It is determined to be a "short win" and the judgment value data is set to "short win judgment value data". Also, the first special When the probability change flag is turned on during the hit determination process for a different symbol, the extracted random number for big win determination is If the result is any of the numbers between 409 and 1259, the main CPU 201 determines it to be a "jackpot". The judgment value data is determined as "jackpot judgment value data". Also, the extracted random numbers for jackpot determination are... If the value is any of the ranges from 1260 to 65535, then Main CPU 201 is a "loser". The system makes a judgment and designates the judgment value data as "incorrect judgment value data".

[0210] Similarly, for example, when the probability variation flag is off during the hit determination process for the second special symbol, the extraction If the random number used for determining a jackpot is any of the values ​​between 0 and 272, the main CPU 201 will say, It is determined to be a "Shortened Time Win" and the determination value data is set to "Shortened Time Win Determination Value Data". Also, the second When the probability variation flag is off during the special symbol win determination process, the extracted random number for big win determination is... If the result is any of 273 to 477, the main CPU 201 determines it to be a "jackpot". The judgment value data is determined as the "jackpot judgment value data". Furthermore, the winning judgment process for the second special symbol is determined. At the time of execution, the probability change flag is off, and the extracted random number for determining the big win is between 478 and 65535. If either of the above conditions is met, the main CPU 201 determines it to be a "failure" and the determination value data is " This will be determined as "Loss Judgment Data".

[0211] Also, for example, if the probability variation flag is turned on during the hit determination process for the second special symbol, and it is extracted If the random number used for determining a jackpot is any of the values ​​between 0 and 272, the main CPU 201 will say, "Time It is determined to be a "short win" and the judgment value data is set to "Short Win Judgment Value Data". Also, the second special When the probability change flag is turned on during the hit determination process for a different symbol, the extracted random number for big win determination is If the result is any of 273 to 1123, the main CPU 201 determines it to be a "jackpot". The judgment value data is determined as the "jackpot judgment value data". Furthermore, the winning judgment process for the second special symbol is determined. The probability change flag is on during the calculation, and the extracted random number for determining the big win is between 1124 and 6553. If the result is any of the five, the main CPU 201 determines it to be a "failure" and the determination value data This will be designated as "Loss Judgment Data".

[0212] Thus, in this embodiment, for example, a random number for determining a jackpot is generated in the range of 0 to 65535. Among the values, a predetermined range from 0 (for example, 0 to 408 for the first special symbol hit detection process) , other judgment value data excluding the jackpot judgment value data and the loss judgment value data (for example, time reduction) It is assigned to the winning judgment value data. Also, from a predetermined value to the last (for example, the first special symbol) If the probability variation flag is off during the hit determination process, then 614-65535 will be determined as a miss. It is assigned to value data. Furthermore, the winning judgment value data and the losing judgment value data are placed adjacent to each other. This is how it is assigned. In this way, for example, the probability change flag can be changed from off to on (or When it changes from on to off, the range of the jackpot judgment value data is increased (or decreased). By simply reducing (or increasing) the range of the incorrect judgment value data by a certain amount, other judgment value data To change the probability of a big win without changing the range of (for example, the time-saving win judgment value data). This becomes possible.

[0213] Furthermore, in this embodiment, when the first special symbol is determined to be a winner, the "time-saving win" is determined. The probability of selection and the probability of winning a "time-saving win" when the second special symbol is determined are different. By allowing for variations, the game can be made more interesting, thus preventing a decline in its appeal. It is.

[0214] In particular, as shown in Figure 10, when the first special symbol win determination process is performed, the "time The probability of winning a "short win" is the same as the probability of winning a "short win" when the second special symbol's win determination process is performed. By setting the selection probability higher than the actual probability, the game becomes more engaging in normal gameplay, which tends to be monotonous. This makes it possible to suppress the decline.

[0215] However, the probability of winning a "time-saving win" when the second special symbol is determined is the second 1. The probability of winning a "time-saving win" when a special symbol win is determined may be set higher than the probability of winning a "time-saving win" when the special symbol win determination process is performed. i. In this case, for example, if you win a "time-saving win" while in time-saving game mode, time-saving game mode By repeatedly executing this, you can win a "time-saving bonus" just before the end of the time-saving game mode. This effectively extends the time-saving gameplay period, making it possible to suppress the decline in enjoyment. Yes.

[0216] By the way, as shown in Figure 10, in this embodiment, the probability change flag is on and off. Even in the case of a mismatch, it is possible to win a "time-saving bonus". However, the main CPU 201 is certain If the change flag is off (normal game state, time-saving game state), the result of the win determination process is "time If it's a "short win," it will be controlled to a time-saving game state, but if the probability change flag is on, Even if the result of the judgment process is a "short-time win," the game will not be controlled to enter the short-time game state. It's sea urchin.

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

[0218] The special symbol determination table is extracted when a game ball enters the starting slots 120 and 140. Based on the random number values ​​of the other symbols and the aforementioned judgment value data, the "selection symbol" determines the stopping symbol. This is the table referenced when selecting the "Pattern Command" and the "Pattern Specification Command". The "Selected Symbol Command" is used when the result of the special symbol winning determination process is a jackpot. This is a command used to specify the winning symbols, which are determined according to the type of game, and is called the "symbol specification command". This command specifies the symbol that will be displayed when the variable display of special symbols stops. The random values ​​for special symbols are drawn from, for example, 0 to 99 (100 types).

[0219] According to the special symbol determination table shown in Figure 11, the result of the first special symbol winning determination process If time-saving hit judgment value data is obtained, the main CPU 201 will, for example, select the symbol Select the command and symbol specification command as follows: that is, the symbol of the first special symbol. If the random number for the pattern is, for example, 0 to 69, the main CPU 201 will use the selected pattern command as Select "z0" and select "zA1" as the symbol specification command. Also, the first special symbol If the random number for the pattern is, for example, one of the numbers between 70 and 96, the main CPU 201 selects the pattern. Select "z1" as the pattern command, and select "zA1" as the pattern specification command. Also, if the random value of the first special symbol is, for example, one of 97 to 99, the main CPU 201 selected "z2" as the symbol selection command and "zA2" as the symbol specification command. Select "".

[0220] Furthermore, if a jackpot determination value data is obtained as a result of the hit determination process for the first special symbol, For example, the Select Symbol command and Symbol Specification command are selected as follows: If the random number of the first special symbol is any of 0 to 9, the main CPU 201 selects Select "z3" as the symbol selection command and "zA3" as the symbol specification command. Also, if the random number value of the first special symbol is any of 10 to 59, Main CPU 2 01 selects "z4" as the symbol selection command and "zA4" as the symbol specification command. Select this. Furthermore, if the random number value of the first special symbol is any of 60 to 99, CPU201 selected "z5" as the symbol selection command, and the symbol specification command was Then select "zA4".

[0221] Furthermore, if a losing judgment value data is obtained as a result of the winning judgment process for the first special symbol, Regardless of whether the random number of the first special symbol is between 0 and 99, the main CPU 201 will select Select "z6" as the pattern command and "zA5" as the pattern specification command.

[0222] Furthermore, if the time-saving win determination value data is obtained as a result of the win determination process for the second special symbol, For example, the Select Symbol command and Symbol Specification command are selected as follows: If the random number for the second special symbol is, for example, 0 to 96, the main CPU 201 will select Select "z7" as the symbol selection command and "zA6" as the symbol specification command. Also, if the random value of the second special symbol is, for example, one of 97 to 99, Main C PU201 selects "z8" as the symbol selection command and "z" as the symbol specification command. Select "A7".

[0223] Furthermore, if a jackpot determination value data is obtained as a result of the jackpot determination process for the second special symbol, For example, the Select Symbol command and Symbol Specification command are selected as follows: If the random number of the second special symbol is any of 0 to 59, the main CPU 201 will: Select "z9" as the symbol selection command, and select "zA8" as the symbol specification command. Also, if the random value of the second special symbol is any of 60 to 99, the main CPU 201 selected "z10" as the symbol selection command and "zA" as the symbol specification command. Select "9".

[0224] Furthermore, if a losing judgment value data is obtained as a result of the winning judgment process for the second special symbol, Regardless of whether the random number of the second special symbol is between 0 and 99, the main CPU 201 will select Select "z11" as the pattern command and "zA10" as the pattern specification command. ru.

[0225] In this embodiment, the special symbol winning determination table (see Figure 10) is used to extract the winning symbols. Based on the randomly generated jackpot determination values, the win / loss determination value data is determined, and then the special symbol determination data is determined. Refer to the table (see Figure 11) and select the symbol command based on the symbol random value of the special symbol. The system is designed to determine the pattern specification command, but it is not limited to this. For example, the extraction Based on the randomized values ​​used for determining the jackpot and the randomized values ​​for the special symbols, the outcome of the special symbols and the selected symbols are determined. You may also choose to determine the pattern command and the design specification command together.

[0226] [1-4-4. Table for Determining Special Symbol Stop Patterns] Figure 12(A) shows the main ROM 20 of the main control circuit 200 of the first pachinko game machine. This is an example of a special symbol stop pattern determination table stored in 2. Special symbol stop pattern determination When the variable display of the special symbols stops, the table will either display the first special symbol display unit 163 or the second special symbol display unit 2 The stopping pattern of the special symbols, which is shown in the special symbol display unit 164 (see Figure 5), is determined by the selected symbol command. This is referenced when making decisions based on the system.

[0227] As shown in Figure 12(A), the first special symbol display unit 163 or the second special symbol display unit The stopping patterns of the special symbols derived in 164 (see Figure 5) are composed of, for example, a range of 0 to 7. It consists of a 1-byte control signal. Each area from 0 to 7 of the first special symbol is the first special symbol table One-to-one correspondence between any of the eight LEDs 163a to 163h (see Figure 5) that make up the display unit 163 They correspond. For example, area 0 of the first special symbol corresponds to 163a, and area of ​​the first special symbol 1 corresponds to 163b, and the area of ​​the first special symbol 2 corresponds to 163c, and the area of ​​the first special symbol 3 corresponds to 163d, and the area of ​​the first special symbol 4 corresponds to 163e, and the area of ​​the first special symbol 5 corresponds to 163f, and the area of ​​the first special symbol 6 corresponds to 163g, and the area of ​​the first special symbol Version 7 supports 163h.

[0228] Similarly, each of the 0-7 regions of the second special symbol constitutes the eight elements of the second special symbol display unit 164. There is a one-to-one correspondence with any of the LEDs 164a to 164h (see Figure 5). For example, Area 0 of the second special symbol corresponds to 164a, and area 1 of the second special symbol corresponds to 164b. Area 2 of the second special symbol corresponds to 164c, and area 3 of the second special symbol corresponds to 164d. Area 4 of the second special symbol corresponds to 164e, and area 5 of the second special symbol corresponds to 164f. Area 6 of the second special symbol corresponds to 164g, and area 7 of the second special symbol corresponds to 164h. ru.

[0229] In this embodiment, if the result of the special symbol win determination process is "time-saving win", the special symbol table The LED display patterns (display patterns per time reduction) derived from the display units 163 and 164 are as follows: The decision is made. For example, if the selected symbol command is "z0", the main CPU 201 will be the first Of the eight LEDs that make up the special symbol display section 163, the area 0 of the first special symbol corresponds to LED163a and LED163h corresponding to area 7 of the first special pattern are lit up, It is decided that the first special symbol display unit 163 will display a stop status in a manner in which the other LEDs turn off. If the selected symbol command is "z1", the main CPU 201 will control the first special symbol display unit 163 Of the eight LEDs that make up the first special pattern, LED163a corresponds to area 0 of the first special pattern, and LED163b corresponds to area 1 of the 1st special symbol, and LE corresponds to area 7 of the 1st special symbol. The first special pattern display section 163 is illuminated with D163h and the other LEDs turned off. It is decided to display a stop. If the selected symbol command is "z2", the main CPU 201 Of the eight LEDs constituting the first special symbol display section 163, the area 0 of the first special symbol is LED163a corresponds to the first special pattern area 2, and LED163c corresponds to the first special In a manner in which LED 163h corresponding to area 7 of the pattern is lit, and the other LEDs are turned off, The first special symbol display unit 163 is set to stop display. Also, the selected symbol command is "z In the case of "7", the main CPU 201 controls the 8 LEDs that make up the second special symbol display unit 164. Of these, LED164a corresponds to area 0 of the second special symbol, and LED164a corresponds to area 1 of the second special symbol. The corresponding LED164b and the LED164h corresponding to area 7 of the second special pattern are illuminated. It is decided that the second special symbol display unit 164 will display a stop sign in a manner in which the other LEDs are turned off. If the selected symbol command is "z8", the main CPU 201 will control the second special symbol display unit 1. Of the eight LEDs that make up 64, LED164a corresponds to area 0 of the second special pattern and LED164c, which corresponds to area 2 of the second special symbol, and LED164c, which corresponds to area 7 of the second special symbol LED164h is lit, and the other LEDs are turned off, in the second special pattern display section 16 It is decided to display "4" as the stop sign.

[0230] Furthermore, if the result of the special symbol winning determination process is "Big Win", the special symbol display unit 163 The LED display mode (jackpot display mode) derived in 164 is determined as follows: For example, if the selected symbol command is "z3", the main CPU 201 will select the first special symbol table. Of the eight LEDs that make up the display unit 163, LED 16 corresponds to area 3 of the first special pattern. 3D, LED163e corresponding to area 4 of the first special symbol, and area 6 of the first special symbol The corresponding LED 163g is lit, and the other LEDs are turned off, indicating the first special pattern display. It is decided to stop displaying section 163. If the selected symbol command is "z4", the main CP U201 is one of the eight LEDs that make up the first special symbol display unit 163, the first special symbol LED163d corresponds to area 3, and LED163f corresponds to area 5 of the first special pattern. LED163g corresponding to area 6 of the first special pattern lights up, and the other LEDs turn off. In this manner, it is decided to stop the first special symbol display unit 163. The selected symbol command is In the case of "z5", the main CPU 201 controls the 8 L that make up the first special symbol display unit 163 Among the EDs, LED163d corresponds to area 3 of the first special symbol, and area 4 of the first special symbol. LED163e corresponds to the first special pattern area 5, LED163f corresponds to the first In this configuration, LED 163g corresponding to the special pattern area 6 is lit, while the other LEDs are turned off. Then, it is decided to stop the first special symbol display unit 163. The selected symbol command is "z9 In this case, the main CPU 201 controls the 8 LEDs that make up the second special symbol display unit 164. Of these, LED164d corresponds to area 3 of the second special symbol, and corresponds to area 4 of the second special symbol. LED164e and LED164g corresponding to area 6 of the second special pattern are lit, It is decided that the second special symbol display unit 164 will display a stop sign in a manner in which the other LEDs turn off. If the selected symbol command is "z10", the main CPU 201 will control the second special symbol display unit 1 Of the eight LEDs that make up 64, LED164d corresponds to area 3 of the second special pattern and LED164f, which corresponds to area 5 of the second special pattern, is lit, and the other LEDs are turned off. In this manner, it is decided to stop the display of the second special symbol display unit 164.

[0231] Furthermore, if the result of the special symbol winning determination process is "miss", the special symbol display unit 163 The LED display mode derived in 164 (the display mode for losing) is determined as follows: For example, if the selected symbol command is "z6", the main CPU 201 will select the first special symbol table. Of the eight LEDs that make up the display unit 163, LED 16 corresponds to area 7 of the first special pattern. The first special pattern display unit 163 is stopped in a state where only the 3h LED is lit and the other LEDs are turned off. Decide to display. If the selected symbol command is "z11", main CPU201 will: Of the eight LEDs that make up the second special symbol display section 164, the area 7 of the second special symbol corresponds to In this manner, only LED164h is lit, and the other LEDs are turned off, indicating the second special pattern display. It is decided to display section 164 as stopped.

[0232] The main CPU 201 determines the stopping pattern of the special symbols based on the result of the special symbol winning determination process. Once determined, the control signal corresponding to the determined mode is sent to the first special symbol display unit 163 or the 2 Outputs to each LED constituting the special symbol display unit 164, and the first special symbol display unit 163 or This controls the stopping pattern of the special symbols that are led to the second special symbol display unit 164.

[0233] Furthermore, in Figure 12(A), the display mode of the LEDs led to the first special pattern display unit 163 and For convenience, the display mode of the LEDs led to the second special pattern display unit 164 is shown on the same table. This is shown. However, the first special symbol display section 163 and the second special symbol display section 164 Therefore, it is best to send the control signals separately.

[0234] Figure 12(B) shows the program RO of the sub-control circuit 300 of the first pachinko game machine. This is an example of a table for determining the stopping pattern of decorative patterns stored in M. The table is derived when the variable display of the decorative pattern shown on the display device 7 stops. This is referenced when determining the stopping pattern (pattern combination) of the decorative patterns according to the pattern specification command. The "Remarks" column shown in Figure 12(B) is included for clarity and convenience. That is the case.

[0235] Furthermore, the first pachinko game machine only has either the first special symbol or the second special symbol. Because the display is variable, the sub-CPU 1301 controls the first special symbol and the second special symbol. The display effects for the special symbols, which are displayed in a variable manner, are controlled to be performed by the display device 7. In this case, the sub-CPU 301 determines that the variablely displayed special symbol is the first special symbol. It is preferable to display and show the image in a manner that allows the player to determine whether it is the second special design.

[0236] In this embodiment, the decorative pattern displayed on the display device 7 is, for example, a pattern of 9 numbers from 1 to 9. The symbols are composed of the following patterns, and the middle symbols consist of, for example, 10 symbols including 1 to 9 and a time-saving symbol, as shown in the right diagram. The pattern consists of nine symbols, for example, 1 through 9. The time-saving symbols are, for example, the result of the special symbol lottery. These are the symbols that stop and are displayed when the game state transitions to a time-saving game state, such as when a time-saving win occurs. The player will know that they have won a time-saving bonus by stopping the middle symbol on the display. It can be grasped. Also, in this embodiment, odd-numbered symbols are compared to even-numbered symbols for the player. While these are defined as symbols that offer a high degree of advantage, they are not limited to these.

[0237] In the first pachinko game machine, the results of the special symbol lottery do not include minor wins, but the special symbol If the result of the pattern draw includes a minor win, for example, the symbols that make up the main symbol include the minor win symbol. Even if you include (the symbols that are displayed when the result of the special symbol lottery is a minor win) Good. In this case, if the result of the special symbol lottery is a minor win, the sub-CPU 301 will select the middle symbol. The game displays a small win symbol, allowing players to know when they have won a small win. .

[0238] As shown in Figure 12(B), the pattern specification command is "zA1" or "zA6". In this case (when the result of the special symbol lottery is "time-saving win"), SubCPU 301 will determine the decorative diagram As for the stopping patterns, for example, the left and right symbols are stopped at even-numbered symbols, and the middle symbol is stopped at a certain time. Stop the reels on the short symbol.

[0239] If the symbol selection command is "zA2" or "zA7" (the result of the special symbol lottery is " In the case of a "time-saving win"), the sub-CPU 301 determines the stopping pattern of the decorative symbols, for example, left The symbols and the right symbol are to stop on odd-numbered symbols, and the middle symbol is to stop on a time-saving symbol. If the specified command is "zA2" or "zA7" (if the selected symbol command is "z2") If it is "z8", then, as can be seen from Figure 13 below, the pattern specification command If the code is "zA1" or "zA6" (if the selected symbol command is "z0" or "z1") Compared to the case of "z7", the number of time-saving bonus rounds is set more frequently, which is advantageous for the player. The degree is high.

[0240] If the symbol selection command is "zA3" or "zA8" (the result of the special symbol lottery is " If it is a "jackpot", the sub-CPU 301 will determine the stopping pattern of the decorative symbols, for example, as shown in the left figure. The pattern, right symbol, and middle symbol are stopped at a combination of odd-numbered symbols (doubles).

[0241] If the symbol selection command is "zA4" or "zA9" (the result of the special symbol lottery is " If it is a "jackpot", the sub-CPU 301 will determine the stopping pattern of the decorative symbols, for example, as shown in the left figure. The pattern, right pattern, and middle pattern are to stop at a combination of even-numbered patterns (doubles). Note that the pattern selection code As can be seen in Figure 13 below, the Mand "zA4" is activated after the end of the jackpot game state. , when the probability change flag is set to ON (when the selected symbol command is "z4"), and probability change There are cases where the flag is not set to "on" (when the selected symbol command is "z5"). In this embodiment, assuming the selected symbol command was either "z4" or "z5" Furthermore, the sub-CPU 301 controls the decorative symbols to stop when even-numbered symbols are lined up (doubles). Furthermore, in the state of a big win, it is a probability variation win (a win in which the probability variation flag is set to ON). It would be a good idea to include a promotion animation to indicate this.

[0242] Also, as can be seen by referring to Figure 13 below, the pattern specification command is "zA4" or If it is "zA9", as can be seen by referring to Figure 13 below, the pattern specification command is Compared to when it is "zA3" or "zA8", the probability change flag is displayed after the end of the jackpot game state. The expected value of this being set to ON is small. In this respect, the symbol specification command is "zA3". Alternatively, if it is "zA8", the pattern specification command is "zA4" or "zA9". Compared to a combined system, it offers a greater degree of advantage to the player.

[0243] Note that if the symbol selection command is "zA5" or "zA10" (special symbol lottery) If the result is "loser", the sub-CPU 301 stops the decorative symbols in a scattered pattern. A scattered pattern is, for example, when at least one of the left, right, and middle symbols is different from the other symbols. This refers to a stopping method that differs from the pattern.

[0244] Figure 12(B) shows the stopping behavior of decorative patterns in response to a pattern selection command (for example, pattern selection For example, if the command is "zA1", the left symbol is "2", the middle symbol is "Short Time", and the right symbol is "4". However, the stopping patterns shown in the column for stopping patterns of decorative patterns in Figure 12(B) are merely examples. This is not limited to this.

[0245] [1-4-5. Winning Type Determination Table] Figure 13 shows the main ROM 202 of the main control circuit 200 of the first pachinko game machine. This is an example of a winning type determination table that has been stored. The winning type determination table is for special symbols Depending on the selected symbol command determined in accordance with the randomized symbol value, the state of the jackpot game ( For more details, for example, when determining the number of rounds and / or the subsequent state of the game, This is referenced. The subsequent state of the game indicates the state of the game after the jackpot game state has ended. However, if the result of the special symbol win determination process is a time-saving win, the game will not be controlled to enter the jackpot state. Since it is controlled to the C time-saving game state without being controlled, the subsequent state of play is C time-saving This shows the state of the game.

[0246] In this embodiment, if the result of the special symbol win determination process is "time-saving win", C time-saving game The state is determined as follows. For example, if the selected symbol command is "z0", CPU201 sets only the time-saving flag to ON out of the probability-increasing flag and the time-saving flag. We decide to do so and decide to set the number of time-saving rounds to 10. The selected symbol command is " In the case of "z1" and "z7", the main CPU 201 is responsible for the probability change flag and the time reduction flag. We decide to turn on only the time-saving flag and set the number of time-saving cycles to 50. The decision is made. If the selected symbol command is "z2" or "z8", the main CP U201 sets only the time-saving flag to ON out of the probability-increasing flag and the time-saving flag. The decision is made to set the number of time-saving spins to 100. The conclusion of the special symbol winning judgment process. If the result is a "time-saving win," the main CPU 201 will display the time-saving win in the manner described above. After being led to the first special symbol display unit 163 or the second special symbol display unit 164, the jackpot game state Without controlling the state, the time-saving flag is set to ON and the number of time-saving cycles determined is set This allows control to the C time-saving game state. Note that the result of the special symbol winning judgment process is "time In the case of a "short win," the game is not controlled to enter a jackpot state, and therefore the state of the jackpot game is determined. It will not happen. In this embodiment, if the result of the special symbol winning determination process is a "time-saving win" In addition, regardless of the game state when the winning determination process for this special symbol is performed, it will be set. The number of time-saving rounds is kept the same. However, this is not the only exception; a special symbol win detection process is also performed. The number of time-saving rounds set may vary depending on the game state at that time.

[0247] Thus, in this embodiment, when the result of the special symbol winning determination process is "time-saving win" The selected symbol command is set according to the random value of the special symbol. The number of time-saving rounds is made to differ. This way, the process of determining whether a special symbol is hit is completed. If the result is a "short-time win," the subsequent progress of the game will have variations. This makes it possible to suppress the decline in interest.

[0248] By the way, as mentioned above, when the probability change flag is on, the main CPU 201 Even if the result of the hit detection process is a "time-saving hit," the game will not be controlled to enter a time-saving game state. This is how it is done. For example, the main CPU 201 has the probability change flag turned on (high probability game state). Even so, as shown in Figure 10, a lottery for "time-saving win" is conducted, and the win determination process If the result is a "Time-Saving Win," a "Time-Saving Win" indicator will be displayed to show that you have won. The mode is shown to the special symbol display units 163 and 164, but without controlling it to the C time-saving game state, The high-probability game state may be maintained.

[0249] Additionally, the main CPU 201 performs a "short-time win" lottery when the probability variation flag is turned on. Even if the result of the win determination process is a "time-saving win," the display method will be forcibly changed to show a loss. The data may also be routed to separate graphic display sections 163 and 164.

[0250] Furthermore, if the probability variation flag is on, the time-saving win determination value is applied to the random number used for determining the big win. Not assigning data, that is, "Short Time Win" is the result of the lottery (the result of the special symbol win determination process) The hit detection process may be performed in a way that does not include the result. In this case, a random number for jackpot detection is used. For the value, if the probability variation flag is off, assign the time-saving win judgment value data, and the probability variation flag When the setting is ON, no time-saving hit judgment value data is assigned. Therefore, the probability change flag is ON When it is set to "F", the range of random values ​​assigned to the time-saving hit judgment value data is the time-saving hit judgment Instead of value data, use loss judgment value data, jackpot judgment value data, or loss judgment value data It is assigned to both the data and the jackpot judgment value data.

[0251] In this embodiment, if the probability variation flag is on, the game will not transition to the C time-saving game state. This is how it is configured, but it is not limited to this. For example, even if the probability change flag is on In a pachinko game machine that can be controlled to a high-probability non-time-saving game state where the time-saving flag is turned off. If the result of the hit detection process is a "short-time win", the game will transition to a high-probability short-time game state. You can do that.

[0252] If the result of the special symbol winning determination process is "Big Win", the manner of the winning game state and The state of the game after this is determined as follows:

[0253] For example, if the selected symbol command is "z3" or "z9", the main CPU 20 1 determines the number of rounds to be 10 rounds as the state of the jackpot game. As a subsequent state of play, both the probability variation flag and the time reduction flag are set to ON. The decision was made to set both the number of bonus rounds and the number of time-saving rounds to 10,000. In these cases, the main CPU 201 displays the above-mentioned jackpot display patterns in the special symbol display unit 16 After deriving 3,164, the game is controlled to enter a jackpot state, and after this jackpot state ends, a high probability state is entered. This allows for control of the game to enter a shortened play mode.

[0254] Furthermore, if the selected symbol command is "z4", the main CPU 201 enters a jackpot game state. As for the mode, the number of rounds will be set to 4 rounds. Also, as for the mode of the game state thereafter... , I decided to turn on both the probability variation flag and the time reduction flag, and the number of probability variations and time It is decided to set the number of short cycles to 10,000 for all cases. In this case, Main CPU2 01 outputs the above-mentioned jackpot display mode to the first special symbol display unit 163, and then the jackpot game The game is controlled to a special move state, and after this big win game state ends, it can be controlled to a high-probability time-saving game state.

[0255] Furthermore, if the selected symbol command is "z5", the main CPU 201 enters a jackpot game state. As for the mode, the number of rounds will be set to 4 rounds. Also, as for the mode of the game state thereafter... It is decided to set only the time-saving flag to ON, out of the probability-increasing flag and the time-saving flag. Also, we decide to set the number of time-saving cycles to 200, for example. In this case, The CPU 201 then provided the above-mentioned display pattern for the jackpot to the first special symbol display unit 163. Afterwards, the game can be controlled to enter a jackpot state, and after this jackpot state ends, it can be controlled to enter a time-saving game state. Yes. 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 enters a jackpot game state. As a configuration, the number of rounds is set to 10 rounds. Also, the configuration of the subsequent game state and Therefore, it is decided to set only the time-saving flag to ON, out of the probability-increasing flag and the time-saving flag. Also, we decide to set the number of time-saving steps to 300, for example. The main CPU 201 then outputs the above-mentioned display pattern for the jackpot to the second special symbol display unit 164. After that, the game is controlled to a jackpot state, and after this jackpot state ends, it can be controlled to a time-saving game state. This becomes a playable state. The time-saving game state controlled here is also a time-saving game state A.

[0257] Note that the time-saving performance in the high-probability time-saving game state is the same as the time-saving performance in the A time-saving game state. It is preferable to do so, but the time-saving performance may differ from that of A time-saving.

[0258] Also, for example, if the result of the special symbol winning determination process is "miss" (for example, selection If the pattern command is "z6" and "z11", the main CPU 201 is large Neither the winning game state nor the subsequent game state is set. If the result of the special symbol winning determination process is a loss, the main CPU 201 transitions to a different game state. Instead of allowing the game to proceed, the game continues to be controlled in the same state as before.

[0259] Furthermore, if the result of the special symbol's winning determination process is "miss" (for example, the selected symbol frame) If the value is "z6" and "z11", the state of the jackpot game is as described above. Since neither the outcome nor the subsequent state of play is set, the winning combination in Figure 13 is not originally It is not necessary to illustrate the category determination table. However, in this embodiment, the special symbol winning determination process If the result is "miss," the state of the winning game and the state of the subsequent game will be determined. For convenience, Figure 13 illustrates that none of these options have been decided.

[0260] Thus, in this embodiment, the main CPU 201 determines the winning combination of the special symbols shown in Figure 10. Refer to the table, and when a game ball enters the first starting opening 120 or the second starting opening 140, a draw will be held. Based on the randomly generated values ​​for determining the jackpot, the win / loss determination value data is determined (a win / loss determination is made), The result ("Short Time Win," "Big Win," or "Loss") is determined. After that, the main CPU... 201 refers to the special symbol determination table in Figure 11, and the first start port 120 or the second start port The random number of the special symbol extracted when the game ball enters the 140 slot and the above win / loss determination date Based on the data, the selected symbol command is determined and led to the special symbol display units 163 and 164. The system determines the type of display (either a time-saving bonus or a big win). The above win / loss determination and selection of symbol commands are made at the start of the variable display of special symbols. However, this is done between the start of the variable display of the special symbols and the final display. This is not intended to exclude anyone.

[0261] Furthermore, as shown in Figure 13, in this embodiment, control is performed after the end of the jackpot game state. In the time-saving mode, the number of time-saving rounds is, for example, 200 rounds (when the selected symbol command is "z5"). , or 300 times (when the selected symbol command is "z10"). In contrast, special symbols The number of time-saving rounds controlled when the result of the pattern hit detection process is a "time-saving hit" C time-saving game state. The number can be, for example, 10 times (if the selected symbol command is "z0"), 50 times (if the selected symbol command is "z0") If the symbol is "z1" or "z7", or 100 times (if the selected symbol command is "z2", z In the case of "8"), that is, the expected value of the number of time-saving rounds in the A time-saving game state is C time-saving game This is higher than the expected value of the number of time-saving rounds in the skill state. In this way, the A time-saving game state is C time-saving game state By making the "jackpot" position more advantageous for the player compared to the current state The amount can be increased.

[0262] Furthermore, the expected value of the number of time-saving rounds in time-saving game state A is calculated as the expected value of the number of time-saving rounds in time-saving game state C. Instead of being higher than the expected value, for example, as shown in Figure 14, in the C time-saving game state The expected value of the number of time-saving rounds is made higher than the expected value of the number of time-saving rounds in time-saving game state A. This is also possible. Figure 14 is a modified example of the type determination table shown in Figure 13. In 4, the number of time-saving rounds in the A time-saving game state is, for example, 50 times (when the selected symbol command is "z5"), This is the case for "z10". In contrast, the number of time-saving rounds in the C time-saving game state is, for example, 50 rounds. (If the selected symbol command is "z0"), 100 times (if the selected symbol command is "z1", z (If the selected symbol command is "z2" or "z8") or 200 times. Thus, compared to the A-time-saving game state, the C-time-saving game state is more advantageous for the player. By doing so, the importance of "time saved per unit" can be greatly increased. For example, Even if you continue to not win a "big win" for a period of time, you can still win a "short-time win". If selected, the game is controlled to a relatively advantageous C-time reduction state, thus suppressing a decline in enjoyment. This becomes possible.

[0263] In this specification, as with the case of the probability variation flag, if the value of the time reduction flag is "0" The time-saving flag is off when the value is "1", and the time-saving flag is on when the value of the time-saving flag is "1".

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

[0265] Furthermore, the number of time-saving rounds is the variable number of times the special symbols can be displayed while time-saving control can be continuously executed. That is, for example, if the number of time-saving rounds is set to "50", then a jackpot will occur during this time-saving game state. If the special symbols are displayed 50 times without a win, this time-saving game mode ends. Then it transitions to a non-time-saving game state (for example, a normal game state).

[0266] Note that the "10000" shown in Figure 13, etc., for the number of probability variation rounds and time reduction rounds refers to the number of rounds in the jackpot game state. After the state ends, the probability variation control continues until it is determined that it is a big win (i.e., the next big win). It is intended to be implemented.

[0267] [1-4-6. Table of Variation Patterns for Special Symbols] Figure 15 shows an example of a variation pattern table for special symbols in the first pachinko game machine. The "Remarks" column in Figure 15 is included for clarity and convenience. (Figure 15, "Remarks") The time-saving winning reach patterns A, B, and C shown in the column indicate that the result of the special symbol winning judgment process is a time-saving win. This is a reach animation that indicates there is a possibility of not winning (no possibility of a big win). Similarly, a big win In the Ri-type Reach A, B, and C, the result of the special symbol hit detection process has the potential to be a big win (short time). This is a reach animation that indicates there is no possibility of winning. Furthermore, common reaches A, B, C, D E is possible for the result of the special symbol win determination process to be either a time-saving win or a big win. This is a reach animation that indicates a chance of winning. Figure 15 shows the special animation when the probability change flag is off. This is a table of different symbol variations, and shows the special symbol variations when the probability variation flag is on. The diagram of the turntable is omitted.

[0268] The main CPU 201, when a game ball enters the first starting opening 120, displays the first special diagram. The pattern variation is determined, and when the game ball enters the second starting opening 140, the second special Determine the pattern variation of the symbols. The variation pattern table for the special symbols in Figure 15 is shown in the following figure. This is a table that is referenced when performing the process to determine the variation pattern of the special S96 pattern of 28. ru.

[0269] As shown in Figure 15, the variation pattern of the special symbols is determined by the type of special symbol and the hit of the special symbol. The result of the judgment process (win or lose), the value of the time reduction flag (0 or 1), the random number used for reach judgment, and The above is determined based on / and random values ​​for selecting effects, etc., but is not limited to this, It 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 is used for selecting the animation. Random values ​​are drawn from, for example, 0 to 99 (100 types). However, the generated random values The scope is not limited to the above.

[0271] The main CPU 201 selects the winning animation based on the entry of the game ball into the first starting opening 120. If the random number used for selection is a specific random number, set the lookahead flag. Main CPU 201 or The subCPU 301, upon receiving the special symbol variation pattern command transmitted, pre-reads the command. If lag is set, a pre-read animation will be performed.

[0272] In this embodiment, the main CPU 201 will perform a look-ahead function when the time-saving flag is off. A lag is set, and if the time-saving flag or the probability change flag is on, a pre-read flag is displayed. Do not set the value.

[0273] Furthermore, in this embodiment, the main CPU 201 decides whether or not to perform a pre-read animation. However, this is not the only option; the sub-CPU 301 may also be responsible for making the decision.

[0274] Note that main CPU 201 is affected when the time-saving flag is on or when the probability-changing flag is on. In some cases, you may also set a pre-read flag (so that the pre-read animation is performed). Also, when determining the variation pattern of the second special symbol, a pre-read flag should be set (pre (It may be possible to incorporate dramatic readings.)

[0275] When the time-saving flag is on, the variation pattern of the special symbols that is determined is when the time-saving flag is on Compared to the case of F, the expected value of the number of fluctuations per unit time is smaller. In other words, time-saving F When the "G" is on, the variation time of the special symbols is the same as when the time-saving flag is off. This tends to be a shorter period compared to the fluctuation time.

[0276] The determined variation pattern information is sent to the main CPU 20 via command output port 206. It is sent from 1 to the command input port 308 of subCPU 301. SubCPU 301 Based on the fluctuating pattern information transmitted from the main CPU 201, the display area of ​​the display device 7 It controls the display effects shown in the area and the sound effects output from speaker 32.

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

[0278] Furthermore, in this embodiment, for example, if the result of the hit detection process is a miss, the type of time reduction is determined. Regardless, the pattern of the special symbols will be determined depending on whether the time-saving flag is on or not. However, this is not the only example. For example, the variable number of times a special pattern is displayed per unit time. The waiting value may vary depending on the type of time reduction. For example, A time reduction game state and B time reduction game state The expected value of the variable number of special symbols displayed per unit time in the short play state and the C-time short play state is You may make them different.

[0279] [1-4-7. Reduced play time state] As described above, in this embodiment, there are two time-saving game states: A time-saving game state and B time-saving game state There are two states available: the standard state and the C time-saving game state. These time-saving game states are explained below. I will reveal it.

[0280] A time-saving game state is when the result of the special symbol winning judgment process is "Big Win", and the selected symbol If the mand is, for example, "z5" or "z10", then after the jackpot game state ends, control will be This is a shortened game state. In other words, in this embodiment, the conditions for transitioning to the shortened game state A are By winning the jackpot (a jackpot where the selected symbol command is "z5" or "z10") However, even if the conditions for transitioning to the A time-saving game state are met, the game will not necessarily transition to the A time-saving game state. Instead of proceeding, if conditions are met that prevent the transition to the A time-saving game state (for example, If the quest is cleared (for example), the game will not transition to the A time-saving game state.

[0281] Furthermore, the condition for ending the A-time-saving game state is that the result of the special symbol win determination process is "Big Win". In the event that the jackpot game state based on the "jackpot" in question is initiated, and in the event that the selected symbol command is selected The special symbols (first special symbol) for the number of time-saving rounds determined accordingly (hereinafter referred to as "A time-saving rounds") When the variable display of the pattern and the second special pattern is performed (see the "Time Reduction Count" column in Figure 13), This applies if any of the following conditions are met.

[0282] B Shortened game state is, for example, when the jackpot game state ends and the non-high probability game state (in this embodiment) For example, variable display of special symbols has started in the normal game state and the low probability time-saving game state. Starting from a certain point, the ceiling counter is updated (incremented by 1), and when the ceiling counter reaches the ceiling value... This is a time-saving game state that is controlled when this happens. In other words, the conditions for transitioning to the B time-saving game state are: The counter reaches its ceiling value. The transition to the B time-saving game state occurs when the ceiling counter reaches its ceiling value. The variable display of special symbols that occurs when the ceiling value is reached (hereinafter referred to as "final ceiling variation") begins. It may be when it is reached, or when the final variation of the ceiling is completed, or the final variation of the ceiling This may be when the variable display of the next special symbol begins. That is, when the B time-saving game state is reached. The transition timing is from the start of the final spin at the ceiling to the start of the variable display of the next special symbol. It is acceptable as long as it is within the period up to that point. Also, the result of the special symbol hit detection process in the final spin at the ceiling is " If the result is a "loser," the special symbol display units 163 and 164 will display a "loser" pattern. However, it will transition to the B time-saving game state. In this case, sub-CPU 301 will be B time-saving The conditions for transitioning to the game state have been met (for example, in this embodiment the ceiling counter has reached the ceiling value). Display effects that indicate to the player that a certain goal has been reached (for example, stopping decorative symbols on special symbols, A display device that performs special effects using characters, or both. You may also perform control to display on 7. However, it does not always transition to the B time-saving game state; there are conditions that prevent the transition to the B time-saving game state. If it is achieved (for example, if the result of the special symbol hit detection process in the final spin of the ceiling is a jackpot) In certain cases, 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... In this case, it will always be counted regardless of whether the time-saving flag is on or off. If the counter reaches its ceiling value, the result of the special symbol win determination process is not "Big Win". The game is controlled to a B-time-saving game state as long as possible. The result of the special symbol win judgment process includes small wins in pachinko. In this type of gaming machine, when the ceiling counter reaches the ceiling value, the special symbol win determination process is performed. If the result is a "minor win," the display mode for the minor win is derived from the special symbol display units 163 and 164. When this happens, the B time-saving game state may be started, or after the minor win game state ends. The B time-saving game state may be initiated when the ceiling counter reaches the ceiling value. If the result of the special symbol win determination process when the target is reached is a "minor win", the special symbol will be displayed. Sections 163 and 164 only display the display mode for minor wins, and the ceiling count described above The display animation that indicates to the player that the jackpot has reached its maximum value will not be shown. In the case of pachinko machines with fixed functions, the ceiling value may be set to differ depending on the setting value. Furthermore, when the ceiling counter reaches the ceiling value, the result of the special symbol win determination process is "Big Win". In that case, the game will be controlled to the jackpot game state without being controlled to the B time-saving game state.

[0284] Furthermore, the ceiling counter, when the power is turned on, is controlled to the jackpot game state, R The working area (volatile area) within AM203 is cleared (backup clear process) If this occurs, a switch other than the backup clear switch 176 (for example, setting key 176) can be used. In gaming machines where the probability of winning with a normal symbol can be changed when a specific switch (such as a 4) is operated, This is reset when certain conditions are met, such as when the high probability of winning with a normal symbol ends. And when the ceiling counter update is permitted, each time the variable display of the special symbols is executed, The ceiling counter is updated. For example, if the probability variation flag is on, the ceiling counter is updated. Unacceptable.

[0285] Main CPU 201, after clearing the ceiling counter, will proceed from the variable display of the next special symbol to the ceiling The counter will start counting. Note that the ceiling value will be reset each time the ceiling counter is cleared. It could be that the main CPU201 sets it, or rather, instead of setting it each time, It may be predetermined as something specific to each gaming machine.

[0286] When the ceiling counter is cleared due to being controlled to a jackpot state, After the special move state ends, if the probability change flag is not on, Main CPU 201 will perform the first special diagram. The ceiling counter is updated (+1) at the start or end of the variable pattern display. Also, when a jackpot occurs... After the special move state ends, if the probability change flag is on, even if the special symbols are displayed in a variable way, the ceiling count will still be... The terminal will not be updated, but for example, if it is a machine that performs a lottery to determine whether to drop out of the probability variation mode, the probability variation flag will be The ceiling counter is updated at the start or end of the first variable display of the special symbol after the "F" symbol appears. In addition, if the system is designed to perform a lottery to determine whether the bonus round ends or ends, the bonus round flag will be displayed when the variable display of the special symbols begins. Because it is changed from on to off, the ceiling counter is updated when the variable display of the special symbols ends. If performed, the ceiling counter will be updated when the variable display of the special symbols ends, provided the probability change flag is off. You may do so.

[0287] In the case of a pachinko machine where the probability of losing the bonus round is determined by the main CPU 201... When the sub-CPU 301 receives a command sent from the main CPU 201, it will change the probability. These are visual cues that suggest you have won the drop lottery, or indicate a transition from a high-probability game state to a low-probability game state. It is preferable to avoid using suggestive or manipulative tactics. By doing so, the ceiling counter The start of the count by the display device 7, that is, the timing of the transition to the B time-saving game state, It becomes difficult for players to understand the game based on the displayed visuals and effects, making it less interesting. It becomes possible to provide a sense of control. It is difficult to grasp the timing of the transition to the B time-saving game state. In some cases, for example, a countdown animation or a game that suggests the timing of transitioning to the B time-saving game state. The countdown animation for the game is displayed on the display device 7 under the control of the sub-CPU 301. This will make it possible to further enhance the interest.

[0288] Also, the clearing process of the working area (volatile area) within RAM203 (backup clearing process) If the process is performed, the main CPU 201 will then clear the working area in RAM 203. The ceiling counter is updated (+1) at the start or end of the first variable display of the special symbol. .

[0289] Furthermore, there is another switch besides the backup clear switch 176 (for example, the setting key 176) If switch 4 or a dedicated switch is operated, the main CPU 201 will operate the other switch mentioned above. The ceiling counter is updated at the start or end of the first variable display of the special symbol after it has been created. (+1)

[0290] Furthermore, the condition for ending the B time-saving game state is that the result of the special symbol win judgment process is "Big Win". In the event that the jackpot game state based on the "jackpot" in question begins, and in the predetermined number of rounds A number of special symbols (hereinafter referred to as "B time reduction regulation number of times") (the first special symbol and the second special symbol) This is when either of the following conditions is met: ) or when the variable display is executed. B Time Reduction One of the conditions for ending the game state is "the variable display of special symbols has been performed for the specified number of times in the B time reduction mode." In this case, the variable display of the special symbol for the specified number of B-time reduction rounds (hereinafter referred to as "B-time reduction final variation") This could be when it starts, or when the final variation of the B time reduction ends. The timing of the end of the B time-saving game state is from the start of the final spin of the B time-saving state until the end of the B time-saving state. It is sufficient to do so until the variable display of the special symbols related to the final variation ends.

[0291] The C time-saving game state is controlled when the result of the special symbol win determination process is a "time-saving win". This is a time-saving game state. In other words, the conditions for transitioning to the C time-saving game state are: Time-saving win (Selection Diagram) If the pattern command is "z0" to "z2", "z7", or "z8", you will win a time-saving bonus. The winning display pattern is derived (confirmed) in the special symbol display units 163 and 164. Even if the conditions for transitioning to the C time-saving game state are met, the game will always transition to the C time-saving game state. Rather, if the conditions that prevent transition to the C time-saving game state are met (for example, B time-saving game state) The specification is that the state and the C time-saving game state are not executed simultaneously (details will be explained later), and the B time-saving In cases where the result of the special symbol win determination process during gameplay is "Short Time Win", etc., C The game will not transition to the time-saving game state. Furthermore, even if the conditions for transitioning to the time-saving game state C are met, If the conditions that prevent the transition to the C time-saving game state are met, the main CPU 201 will Even without transitioning to a short-time play state, the display pattern for the time-saving win is changed to the special symbol display section 163 Execute the control that derives from 164.

[0292] Furthermore, the condition for ending the C time-saving game state is that the result of the special symbol win judgment process is "Big Win". In the event that the jackpot game state based on the "jackpot" in question is initiated, and in the event that the selected symbol command is selected The special symbols (first special symbol) for the number of time-saving rounds determined accordingly (hereinafter referred to as "C time-saving rounds") When the variable display of the pattern and the second special pattern is performed (see the "Time Reduction Count" column in Figure 13), ) if any of the following conditions are met. C is one of the conditions for ending the shortened play state. The specified number of time-saving rounds for a certain C is determined by the number of time-saving rounds corresponding to the selected symbol command. This may be when the variable display (hereinafter referred to as "C time reduction final variation") begins, or C time reduction It may also be when the final variation ends. In other words, the end timing of the C time-saving game state is, The variable display of the special symbols related to the final variation of the C-time reduction ends after the final variation of the C-time reduction begins. It's fine as long as it's within the timeframe until that happens.

[0293] Note that the time-saving performance differs between Time-Saving Game State A, Time-Saving Game State B, and Time-Saving Game State C. It is also acceptable to do so. In addition, among the A time-saving game state, B time-saving game state, and C time-saving game state The time-saving performance of the two time-saving game states is made the same, and the time-saving performance of these two time-saving game states and other The time-saving performance of one time-saving game state may be different. Furthermore, time-saving game state A The time-saving performance of the B time-saving game state and the time-saving performance of the C time-saving game state are the same. You may do so.

[0294] Furthermore, the termination conditions for A time-saving game state, B time-saving game state, and C time-saving game state In addition to the above, the termination conditions include, for example, when the number of variable displays of the second special symbol reaches a specified number. The fact that the standard electric mechanism 146 opened a predetermined number of times, and the manner in which the standard electric mechanism 146 opened and It may also include information such as the selection of a specific opening mode. In pachinko machines where the result of the judgment process includes minor wins, when the number of minor wins reaches a predetermined number... The achievement of the above termination conditions may also be included. Furthermore, a lottery for ending the game with reduced playtime may be held. You may also include winning the time-saving lottery as one of the termination conditions mentioned above.

[0295] [1-4-8. Winning Determination Table for Regular Symbols] Figure 16 shows the main ROM 202 of the main control circuit 200 of the first pachinko game machine. This is an example of a winning determination table for a standard symbol that has been recorded.

[0296] The regular symbol win determination table is a table referenced in the regular symbol win determination process. In other words, the game state and the data extracted when the game ball passes through the passage gate 126 (see Figure 4) Based on the random number used for determining the winning combination of the regular symbols, a "regular symbol win" or "losing combination" is drawn. When the selection is made (i.e., the normal symbol game determination process in S295 of Figure 43 described later is executed) This is the table that is referenced when performing the operation.

[0297] As mentioned above, the random values ​​used for determining the winning combination of regular symbols are used in the process of determining the winning combination of regular symbols. These are random numbers. In this embodiment, the main CPU 201 generates random numbers for determining the winning combination of normal symbols. A value is extracted from 0 to 99 (100 types). However, the range of the generated random value is as described above. It is not limited to that.

[0298] In this embodiment, in the normal symbol hit detection process, the main CPU 201 extracts The outcome is determined as either a "regular symbol win" or a "loss" based on a random value used for determining the winning outcome of a regular symbol. The regular symbol win determination table includes the regular symbols that are determined to be a "regular symbol win" for each type of time-saving feature. The relationship between the range (width) of random values ​​used for determining a winning pattern and the corresponding normal pattern winning value data. The range (width) of random values ​​used for determining a win for the regular symbols that are determined to be "losing" and this The relationship with the corresponding loss judgment value data is defined.

[0299] In this embodiment, in a non-time-saving game state (for example, a normal game state), the main CPU 201 If the random value used for determining the winning combination of the extracted regular symbols is any of the numbers between 0 and 79, then it is considered a "regular symbol". It determines that it is a "pattern win" and sets the win / loss judgment value data to "normal pattern win judgment value data". In non-time-saving game state, the main CPU 201 randomizes the extracted normal symbols for determining the winning combination. If the value is any number between 80 and 99, it is judged as "incorrect," and the judgment value data is "incorrect." The "Judgment Value Data" will be determined.

[0300] Furthermore, in the A time-saving game state, the main CPU 201 determines the winning combination of the extracted regular symbols. If the default random number is any of the values ​​between 0 and 98, it is determined to be a "regular symbol win", and the win / loss determination value is The data is determined to be the "normal symbol win judgment value data". Also, in the A time-saving game state, CPU201 determines if the random value used for determining a win for the extracted normal symbols is 99, then it is a "miss". The system determines this and designates the judgment value data as "incorrect judgment value data".

[0301] Furthermore, in the B time-saving game state, the main CPU 201 determines the winning combination of the extracted regular symbols. If the default random number is any of 0 to 79, it is determined to be a "regular symbol win", and the win / loss determination value is The data is determined to be the "normal symbol win judgment value data". Also, in the B time-saving game state, CPU201 determines if the random value used for determining the winning combination of the extracted normal symbols is one of 80 to 99. If this is the case, it is determined to be a "loser," and the judgment value data is set to "loser judgment value data."

[0302] Furthermore, in the C time-saving game state, the main CPU 201 determines the winning combination of the extracted regular symbols. If the default random number is any of 0 to 79, it is determined to be a "regular symbol win", and the win / loss determination value is The data is determined to be the "normal symbol win judgment value data". Also, in the C time-saving game state, CPU201 determines if the random value used for determining the winning combination of the extracted normal symbols is one of 80 to 99. If this is the case, it is determined to be a "loser," and the judgment value data is set to "loser judgment value data."

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

[0304] Furthermore, the probability of winning with a regular symbol in the B time-saving game state (the selection rate shown in Figure 16 (approximate) The calculation is the same as the probability of winning with a regular symbol in a non-time-saving game state. Similarly, C time Regarding the probability of winning with a regular symbol during short play mode (the selection rate shown in Figure 16 (approximate)): However, the probability of winning is the same as that of a regular symbol win in a non-time-saving game state. Even if the game state transitions between the short game state, the B-time short game state, and the C-time short game state, The probability of winning with the common symbol will not be changed.

[0305] Furthermore, the probability of winning with a regular symbol is calculated based on the non-time-saving game state, the A-time-saving game state, and the B-time-saving game state. It is also acceptable to make it the same for both the C time-saving game state and the regular symbol win probability. In short, all that's needed is to vary the proportion of each type of regular pattern, as will be explained later, depending on the state. Therefore, the control process can be simplified.

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

[0307] The standard symbol determination table includes the type of time reduction, the aforementioned win / loss determination value data, and the passing gate 12 Based on the random number of the normal symbols extracted when the game ball passes through 6 (see Figure 4), When selecting the "Normal Symbol Winning Symbol Selection Command" which determines the stopping symbol for the normal symbols, This is the table being referenced. The "Normal Symbol Winning Symbol Selection Command" is used when a normal symbol win occurs. If the result of the standard processing is a regular symbol win, the regular symbol win is determined according to the type of regular symbol win. This is a command to specify the winning symbol. The random value for a normal symbol is, for example, 0~ It will be selected from 99 (100) types.

[0308] According to the normal symbol determination table shown in Figure 17, the result of the normal symbol hit determination process is If the normal symbol win judgment value data is obtained, for example, the normal symbol win selection symbol command The following will be selected:

[0309] For example, in a non-time-saving game state, the result of the normal symbol win determination process is a normal symbol win determination. If value data is obtained, regardless of whether the random value of the normal symbol is between 0 and 99, Main CPU 201 selects "fz0" as the symbol selection command when a regular symbol win occurs.

[0310] Furthermore, in the A time-saving game state, the result of the normal symbol win determination process is the normal symbol win determination value. If data is obtained, the main CPU 201 will determine if the random number value of the normal symbols is between 0 and 29. If either of these is the case, select "fz1" as the symbol selection command when a regular symbol wins, and the regular symbol If the random number for the pattern is between 30 and 69, the command for selecting the winning symbol when a regular symbol hits is "fz Select "2" and if the random number value of the regular symbols is any number between 70 and 99, the regular symbols will be selected. Select "fz3" as the symbol selection command.

[0311] Furthermore, in the B time-saving game state, the result of the normal symbol win determination process is the normal symbol win determination value. If data is obtained, the main CPU 201 will determine if the random number value of the normal symbols is between 0 and 29. If either of these is the case, select "fz4" as the symbol selection command when a regular symbol wins, and the regular symbol If the random number for the pattern is between 30 and 69, the command for selecting the winning symbol when a regular symbol hits is "fz Select "5" and if the random number value of the regular symbols is any number between 70 and 99, the regular symbol will be selected. Select "fz6" as the symbol selection command.

[0312] Furthermore, in the C time-saving game state, the result of the normal symbol win determination process is the normal symbol win determination value. If data is obtained, the main CPU 201 will determine if the random number value of the normal symbols is between 0 and 29. If either of these is the case, select "fz7" as the symbol selection command when a regular symbol wins, and the regular symbol If the random number for the pattern is between 30 and 69, the command for selecting the winning symbol when a regular symbol hits is "fz Select "8" and if the random number value of the regular symbols is any number between 70 and 99, the regular symbol will be selected. Select "fz9" as the symbol selection command.

[0313] In this embodiment, the main CPU 201 first determines the winning table for normal symbols. Refer to Figure 16 to determine whether the result is a win or loss based on the random values ​​used for determining the win of the extracted regular symbols. The value data is determined, and then the normal symbol determination table (see Figure 17) is referenced to determine the normal symbol. The system determines the selected symbol command when a regular symbol hits based on the randomized values ​​of the symbols, This is not the only example. For instance, the random values ​​used for determining the winning combination of the extracted regular symbols and the random values ​​of the regular symbols. Based on the numerical values, the outcome of the regular symbols and the selected symbol command when a regular symbol wins are determined together. You may decide to do so.

[0314] [1-4-10. Table for determining the type of winning symbol in regular symbols] Figure 18 shows the main ROM 202 of the main control circuit 200 of the first pachinko game machine. This is an example of a table used to determine the type of winning symbols in a regular symbol game. The symbol selection command for when a regular symbol wins is determined by the random value of the regular symbol. Then, when determining the opening pattern which is the operating mode of the standard electric mechanism 146 (see Figure 4) ( In other words, the ordinary pattern variable display start process that is executed in S293 of Figure 43 described later. This is referenced when executing the opening pattern setting process for the electric mechanism 146.

[0315] In this embodiment, if the result of the normal symbol win determination process is "normal symbol win", The type of winning symbol is determined as follows. For example, when a normal symbol win occurs, the selected symbol command is "f In the case of "z0", the main CPU 201 operates according to the normal electric mechanism 146 (see Figure 4). The release pattern is as follows: 1st release time 1000 msec, no wait time, 2nd release It is decided that there will be no release. In other words, the normal electric mechanism 146 will be released only once for 1000 msec. The opening pattern is determined.

[0316] Also, if the symbol selection command for a regular symbol win is "fz1", the main CPU 201 will, The opening pattern, which is the operating mode of the standard electric mechanism 146 (see Figure 4), is defined as the first opening time 2 000 msec, wait time 200 msec, second release time 2000 msec, to I will make a decision.

[0317] Also, when the symbol selection command for a regular symbol win is "fz2", the main CPU 201 will, The opening pattern, which is the operating mode of the standard electric mechanism 146 (see Figure 4), is defined as the first opening time 2 500 msec, wait time 200 msec, second release time 2500 msec, I will make a decision.

[0318] Also, when the symbol selection command for a regular symbol win is "fz3", the main CPU 201 will, The opening pattern, which is the operating mode of the standard electric mechanism 146 (see Figure 4), is set to the first opening time 3 000 msec, wait time 200 msec, second release time 3000 msec, to I will make a decision.

[0319] Also, when the selected symbol command for a regular symbol win is "fz4" or "fz7", The main CPU 201 controls the opening pattern, which is the operating mode of the standard electric mechanism 146 (see Figure 4). The settings were decided as follows: 1st opening time 2500 msec, no wait time, 2nd opening no opening. do.

[0320] Also, when the selected symbol command for a regular symbol win is "fz5" and "fz8", The main CPU 201 controls the opening pattern, which is the operating mode of the standard electric mechanism 146 (see Figure 4). The first opening time was 2000 msec, the wait time was 600 msec, and the second opening time was... The interval is set to 2000 msec.

[0321] Also, when the selected symbol command for a regular symbol win is "fz6" or "fz9", The main CPU 201 controls the opening pattern, which is the operating mode of the standard electric mechanism 146 (see Figure 4). The first opening time was 2500 msec, the wait time was 600 msec, and the second opening time was... The interval is set to 2500 msec.

[0322] Thus, in this embodiment, the result of the hit determination process for normal symbols in a non-time-saving game state is If it is a "regular symbol win," the opening pattern of the regular electric mechanism 146 (see Figure 4) is non-time Normal electric play in short play state, A-time short play state, B-time short play state, and C-time short play state Among the 146 opening patterns for the special feature, this is the one that offers the least advantage.

[0323] Furthermore, the degree of advantage of the opening pattern of the standard electric mechanism 146 is as follows: Standard electric mechanism 146 opens If this occurs, it indicates the degree to which the game ball is likely to enter the second starting opening 140.

[0324] A. When the result of the normal symbol win detection process in the shortened play state is "Normal symbol win" The opening patterns for the standard electric mechanism 146 (see Figure 4) are: non-time-saving game state, A time-saving game state. The opening patterns of the normal electric mechanism 146 in the B time-saving game state and the C time-saving game state. Among them, this is the most advantageous configuration.

[0325] Furthermore, if the result of the normal symbol win detection process in the B time-saving game state is "normal symbol win", In this case, the opening pattern of the normal electric mechanism 146 (see Figure 4) is normal in the C time-saving game state. Opening of the regular electric mechanism 146 when the result of the regular symbol win determination process is "regular symbol win" The patterns and their degrees of advantage are the same, but this is not the only example.

[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 pattern table for the variation of the regular symbols is used when determining the variation pattern of the regular symbols (i.e., after The variation of the normal symbols is performed in the variable display start process of the normal symbols in S293 of Figure 43 described above. It is referenced when executing the pattern determination process. The main CPU 201 is used for the variation of normal symbols. Refer to the pattern table to determine the game state and when the game ball passes through gate 126 (see Figure 4). Based on the random values ​​for selecting the normal symbol effect extracted at that time, the variation pattern of the normal symbols is determined. The decision is made. The random number used for selecting the normal pattern 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 non-time-saving game state, the random value for selecting the normal symbol effect is between 0 and 99. In either case, the variable display time for the normal symbols is set to, for example, 300,000 msec. The variable display time for normal symbols in non-time-saving game state is as follows: Non-time-saving game state, A time-saving game state This state is the longest among the B-time-saving game state and the C-time-saving game state.

[0328] Also, in the A time-saving game state, if the random value for selecting the normal symbol effect is one of 0 to 89 In this case, the variable display time for the normal symbols is set to, for example, 500 msec, and the random selection of normal symbol effects is used. If the value is any number between 90 and 99, the variable display time for the normal pattern is, for example, 800 mse. It is determined to be c.

[0329] Also, in the B time-saving game state, if the random value for selecting the normal symbol effect is one of 0 to 39 In this case, the variable display time for the normal symbols is set to, for example, 500 msec, and the random selection of normal symbol effects is used. If the value is between 40 and 79, the variable display time for the normal pattern is, for example, 1000ms. If it is determined to be ec, and the random value for selecting the normal symbol effect is one of 80 to 99, then the normal symbol The variable display time for the pattern is set to, for example, 1500 msec.

[0330] Also, in the C time-saving game state, if the random value for selecting the normal symbol effect is one of 0 to 39 In this case, the variable display time for the normal symbols is set to, for example, 500 msec, and the random selection of normal symbol effects is used. If the value is between 40 and 79, the variable display time for the normal pattern is, for example, 1000ms. If it is determined to be ec, and the random value for selecting the normal symbol effect is one of 80 to 99, then the normal symbol The variable display time for the pattern is set to, for example, 1500 msec.

[0331] Thus, the variable display time of the regular symbols per variable display is, in non-time-saving game state, A Variable display time of normal symbols in time-saving game state B time-saving game state and time-saving game state C time-saving game state Of these, the expected value of the variable display time of the regular symbols in the A time-saving game state is the shortest. A time-saving game state is a combination of non-time-saving game state, A time-saving game state, B time-saving game state, and C time-saving During gameplay, the time until the standard electric mechanism 146 opens is the shortest.

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

[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 explanation above, if the result of the special symbol win determination process is a "time-saving win", the special symbol Regardless of the game state when the hit determination process is performed, the number of time-saving rounds set will be the same. However, this is not the only way; if the result of the special symbol's winning determination process is a "time-saving win" The number of time-saving rounds set in this case depends on the game state when the special symbol win determination process is performed. It may be acceptable to make a decision on a case-by-case basis.

[0334] Furthermore, even in a high-probability game state where the probability change flag is set to ON, the special symbol win determination... The processing result may include a "time-saving per unit" result. In this case, the main CPU is specially represented. The display unit derives the display pattern for the time-saving bonus, but then executes control to transition to the time-saving game state. Instead, it maintains a high probability game state. By the way, for example, pachinko machines called ST machines Like in some amusement machines, if the variable display of special symbols is performed for a set number of times, a probability change flag is triggered. There are known gaming machines that switch from on to off. In such ST machines, the high probability game state If the result of the special symbol win determination process in the final game is a "time-saving win" In addition, the process of determining the display pattern for the time-saving bonus comes later than the process of turning off the probability bonus flag. At times, the main CPU derives the display pattern for the time-saving mode and then controls the C time-saving game state. You may control it.

[0335] [1-5-2. Overlap of time-saving game state] If multiple time-saving game states are provided, these states may overlap. For example, Time-Saving Game State A In the game state, if the result of the special symbol win determination process is "Short Time Win", A Short Time Play The skill state and the C time-saving game state will overlap. Also, for example, in the C time-saving game state When the ceiling counter reaches the ceiling value, the C time-saving game state and the B time-saving game state overlap. This is how it works. When the time-saving game state overlaps in this way, the time-saving game state will be executed in a stacked manner. Alternatively, you can avoid stacking the time-saving game state (i.e., ignore the "time-saving win"). This is also acceptable. Furthermore, to ensure that the A time-saving game state and the B time-saving game state do not overlap, the A time-saving game state The number of time-saving rounds, which is the termination condition for state A, is greater than the ceiling value, which is the transition condition for state B (time-saving game state). It is stipulated that it should be smaller.

[0336] When the time-saving game state overlaps, the mode of executing the time-saving game state on top of the other mode The non-overlapping configuration will be explained below.

[0337] [1-5-2-1. Modes for executing multiple time-saving game states] When time-saving game states overlap, the mode in which the time-saving game states are executed in succession is as follows: A time-saving game In any one of the following time-saving game states: Skill state, B time-saving game state, or C time-saving game state, A mode in which the C time-saving game state is executed when a short win is achieved, and in the C time-saving game state One possible configuration is to execute a B-time-saving game state when the ceiling counter reaches the ceiling value. It is possible.

[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.] One of the following time-saving game states: A time-saving game state, B time-saving game state, or C time-saving game state. If a "time-saving win" is achieved, the main CPU 201 will, Special Symbol Display Unit 163, In step 164, the display mode per time reduction is derived. In this case, the main CPU 201 is one time reduction While maintaining the time-saving performance of the game state, it is possible to perform actions that can be executed before the termination conditions of the time-saving game state are met. The number of times the special symbols are displayed will be the one that is used as the number of time reduction rounds.

[0339] For example, in a shortened play state A, if you win a "shortened play win", based on this "shortened play win" If the number of remaining time-saving spins in Time-Saving Game state A is greater than the number of time-saving spins that can be performed, Main CPU 2 01 maintains the time-saving performance of the A time-saving game state, and unless a "jackpot" is achieved, A time The game will remain in a time-saving mode until the remaining number of time-saving spins is used up. (Specific numbers will be given.) To explain, for example, if the remaining number of time-saving spins in time-saving mode A is 200, then "Time-saving win" If you win the "Time-Saving Prize" and the number of time-saving opportunities available based on this "Time-Saving Prize" is 50, then special Although the display modes for the time-saving bonus are derived in the symbol display units 163 and 164, the time-saving game state is A. While maintaining the time-saving performance, the number of time-saving spins from here on will be 200 unless a "jackpot" is achieved. Therefore, any of the A time-saving game state, B time-saving game state, and C time-saving game state Even if you win a "Short Time Win" in the shortened time game state, the number of shortened time rounds and the performance of the shortened time rounds will be affected. In terms of appearance, it is the same as when the "Short Time Win" is not achieved and the A Short Time Play state continues. That is the case.

[0340] On the other hand, for example, if you win a "time-saving win" in a time-saving game state A, and based on this "time-saving win" If the number of time-saving attempts that can be performed is greater than the number of time-saving attempts remaining in the A time-saving game state, Main CP U201 maintains the time-saving performance of the A time-saving game state, and unless a "jackpot" is generated, The game is controlled to enter a time-saving mode until the number of time-saving rounds set based on the "time-saving win" is consumed. To explain with specific numbers, for example, if the remaining number of time-saving game rounds in time-saving game mode A is 20 If you win a "Time-Saving Win," you will receive 50 time-saving bonus rounds based on this win. If it is the number of times, the time-saving performance of the A time-saving game state will be maintained, and the number of time-saving rounds from here on will be "Big win The number of times is 50 unless "ri" is derived. In other words, the remaining number of time reductions in the A time reduction game state is 2 Even if the variable display of special symbols is performed 0 times, afterwards, during the A time-saving game state While maintaining short performance, the variable display of special symbols is further executed 30 times, corresponding to the difference between the two. It can be done.

[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 , the display mode derived to the special symbol display units 163 and 164 in the final ceiling fluctuation (i.e.) The system executes control based on the result of the special symbol winning determination process.

[0342] Furthermore, in the first pachinko game machine, the result of the special symbol winning determination process does not include minor wins. However, the following explanation will include cases where the result of the special symbol win determination process includes minor wins. ru.

[0343] First, in the final spin at the ceiling, if the result of the special symbol win determination process is "minor win" or "H Let's explain what "discrepancy" means.

[0344] In the time-saving game state C, when the ceiling counter reaches the ceiling value, B time-saving game state If the remaining number of time-saving spins in the C time-saving spin state is greater, the main CPU 201 will enter the C time-saving spin state. While maintaining the time-saving performance, the remaining number of time-saving rounds in C time-saving game state unless a "jackpot" is achieved. The game will be controlled to a shortened play state until the game is completed. To explain with specific numbers, for example, When the remaining number of time-saving spins in the time-saving game state C is 300, the ceiling counter reaches the ceiling value, B If the number of time-saving rounds is set to 200, while maintaining the time-saving performance of the C time-saving game state, from here The number of time-saving spins is 300 unless a "jackpot" is achieved. Therefore, C time-saving game Even if the ceiling counter reaches the ceiling value in this state, the number of time-saving rounds and time-saving performance will not be affected. In terms of appearance, the C time-saving game state continues without the ceiling counter reaching the ceiling value. It is the same as combined.

[0345] On the other hand, if the ceiling counter reaches the ceiling value in the C time-saving game state, the B time-saving rounds will be counted. If the number is greater than the remaining number of time-saving rounds in the C time-saving game state, the main CPU 201 will While maintaining the time-saving performance of the special move state, the B time-saving mode will be used up unless a "jackpot" is achieved. The game will be controlled to a shortened play state until it is reached. To explain with specific numbers, for example, C shortened play state When the remaining number of time-saving rounds in the game state is 20, the ceiling counter reaches the ceiling value, and B time-saving game If the number of possible time-saving actions in the current state is 300, the time-saving performance of the C time-saving game state will be maintained. However, the number of time-saving spins from here on is 300 unless a "jackpot" is achieved. The special symbols are displayed in a variable manner for 20 turns, which is the remaining number of turns in the time-saving game state. Even so, afterwards, while maintaining the time-saving performance of the C time-saving game state, the difference between the two is 280 times. The variable display of special patterns will be further executed.

[0346] Furthermore, when the variable display of the special symbols ends in the final variation of the ceiling, the main CPU 201 The special symbol display units 163 and 164 display a display mode according to the result of the special symbol winning determination process. Derived. That is, if the result of the special symbol win determination process is "minor win", then the minor win table If the display mode is derived and the result of the special symbol winning determination process is "miss", then a "miss" display is shown. A mode is derived. When a minor win display mode is derived, the game is controlled to a minor win state, but May CPU201 maintains the time-saving flag on even during the minor win game state.

[0347] Next, in the final spin at the ceiling, if the result of the special symbol win determination process is "time-saving win" In other words, the conditions for transitioning to the B time-saving game state and the C time-saving game state at the final variation of the ceiling The following explains the case when the transition conditions are met. In this case, the main CPU 201 is, Before the result of the pattern hit detection process is derived to the special pattern display units 163 and 164, the B time-saving game state When the control of the state is started, and the result of the special symbol hit determination process is displayed on the special symbol display unit 163, 1 Depending on whether control of the B time-saving game state is started after deriving 64, different control will be executed. ru.

[0348] First, before the result of the special symbol winning determination process is derived to the special symbol display units 163 and 164... When control of the B time-saving game state is started, the display mode for the time-saving win is set to the special symbol display unit 163, At the point where 164 is derived, it is already controlled to the B time-saving game state. Therefore, Main C PU201 maintains the time-saving performance of the B time-saving game state, unless a "jackpot" is generated. The number of time-saving rounds will be the larger of the two numbers: the specified number of rounds for round B and the number of rounds for round C during round-saving gameplay. This controls the game to a shortened play mode.

[0349] Next, after the result of the special symbol winning determination process is derived to the special symbol display units 163 and 164, When control of the B time-saving game state is started, the display mode for the time-saving win is set to the special symbol display unit 163, At the point where 164 is derived, it is not yet controlled to the B time-saving game state. Therefore, Main CPU201 maintains the time-saving performance of the time-saving game state while determining the termination conditions of the time-saving game state (e.g.) For example, the derivation of the display pattern for a big win, the derivation of the display pattern for a small win or a specific small win, etc. Unless you do so, the larger of the two time-saving rounds (B time-saving rounds) and the time-saving rounds in C time-saving game state will be removed. The game is controlled to a time-saving mode until it is activated. In this case, the time-saving performance is maintained or executed. It would be best to have the time-saving game state end when the conditions for ending the special move state are met.

[0350] Furthermore, the conditions for transitioning to the B time-saving game state and the conditions for transitioning to the C time-saving game state at the final spin of the ceiling If the condition is met, SubCPU 301 will only have met the conditions for transitioning to the B time-saving game state. In the case where the B time reduction transition display animation is performed, and only the conditions for transitioning to the C time reduction game state are met. It is also possible to perform a special display animation that is different from the C time reduction transition display animation. Instead, for example, if the time-saving performance of the B time-saving game state is maintained, a B time-saving transition display will be shown. If the time-saving performance of the C time-saving game state is maintained, a C time-saving transition display animation will be shown, etc. Prioritize either the B time reduction transition display animation or the C time reduction transition display animation. That is also acceptable.

[0351] Furthermore, in the C time-saving game state, the ceiling counter reaches the ceiling value, and in the final spin at the ceiling... If the result of the special symbol win detection process is "Big Win", the main CPU 201 will enter C Time Shortening. The game state ends, and the game is switched to the jackpot game state without being controlled to 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 an action in which the C time-saving game state is superimposed on the first time-saving game state, and the C time-saving game A description was given of an action in which the B time-saving game state is superimposed on the state.

[0353] In cases where multiple time-saving game states can be executed simultaneously, the one that was executed first... The time-saving performance of the time-saving game state is maintained. In pachinko machines with this specification, The time-saving performance of multiple playable time-saving states may differ, but they can be executed in combination. It is preferable to make the time-saving performance of multiple time-saving game states the same.

[0354] For example, if the system is designed to allow the execution of the first time-saving game state and the second time-saving game state to be superimposed, then It is preferable to make the time-saving performance of the time-saving game state C the same as the time-saving performance of the time-saving game state C. Furthermore, if the game is designed to allow the B time-saving game state to be executed on top of the C time-saving game state, then the C time-saving game state will be executed. It is preferable to make the time-saving performance of the regular game state the same as the time-saving performance of the B time-saving game state.

[0355] Furthermore, in a pachinko game machine that is designed to allow multiple time-saving game states to be executed simultaneously, the first implementation Regarding time-saving game states that can be executed on top of an already executed time-saving game state, for example, For example, the same time-saving performance as the time-saving game state that was previously being played, and this time-saving performance is different. It may also be equipped with other time-saving features. And, the time-saving game state that was implemented earlier If a time-saving game state is performed in addition to the normal game state, the first time-saving performance will be activated, and the normal game state will be activated. In cases where the time-saving game state is activated, or when the time-saving game state is not executed repeatedly, You can also activate other time-saving features.

[0356] For example, in a pachinko machine that has a specification that allows the B time-saving game state to be executed on top of the C time-saving game state. In some cases, the time-saving performance of the B time-saving game state is the same as the time-saving performance of the C time-saving game state, and this one For example, two time-saving features are provided, which are different from the time-saving features of the first feature. And, C time-saving For example, if the ceiling counter reaches the ceiling value during gameplay, a time-saving feature will be activated. In a normal game state, not in any time-saving game state, for example, if the ceiling counter reaches the ceiling value... If the target is reached, you may activate other time-saving features.

[0357] [1-5-3. Modes in which the time-saving game state is not repeatedly executed] One way of not executing the time-saving game state repeatedly is to have a "time-saving win" in the time-saving game state. A method of determining a win so as not to include it in the lottery, and in the time-saving game state, "time-saving win" The winning determination process is performed so that "" is included in the lottery, and even if the time-saving game state overlaps, the time-saving game One possible approach is to not execute the technique state multiple times (hereinafter referred to as "the latter approach"). In terms of mode, one of the following modes is A (shortened game time state), B (shortened game time state), and C (shortened game time state). Even if you win a bonus during the time-saving game state, this will be ignored and the C time-saving game state will continue. Even if the execution is not performed, and even if the ceiling counter reaches the ceiling value in the C time-saving game state Two possible scenarios are considered: one where this is ignored and the B time-saving game state is not executed repeatedly, and another where this is ignored. Next, I will explain the two embodiments mentioned above that can be considered as the latter.

[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] One of the following time-saving game states: A time-saving game state, B time-saving game state, or C time-saving game state. If you win the "Time-Saving Win" in this case, as described above, the main CPU 201 will be specially drawn. The display modes for each time reduction are derived for the pattern display units 163 and 164. However, the main CPU 20 1 refers to the variable display of the final special symbol in the first time-saving game state (hereinafter referred to as "final time-saving variation"). Unless otherwise specified, the game will not be controlled to a time-saving game state based on a "time-saving win". The game will be controlled to the first time-saving game state until the remaining number of time-saving game spins in the game state is used up. In this case, Being controlled to a time-saving game state (excluding the final spin of the time-saving mode) means transitioning to the C time-saving game state. This becomes a condition that prevents it.

[0359] On the other hand, if a "time-saving win" is achieved during the final spin of a time-saving game state, The main CPU 201 outputs the display pattern for the time-saving feature to the special symbol display units 163 and 164. If the first time-saving game state ends before this, or if the display of the time-saving win is on the special symbol display section 163 When 164 is derived, different control is executed depending on whether the time-saving game state ends or not. ru.

[0360] First, before the display mode for the time-saving bonus is shown to the special symbol display units 163 and 164, one time-saving bonus is shown. When the game state ends, the main CPU 201 derives the display mode for the time-saving bonus, and then C The control of the shortened game mode will begin.

[0361] Next, when the display mode for the time reduction is shown in the special symbol display units 163 and 164, one time reduction When the game state ends, that is, the derivation of the display mode for the time-saving bonus and the end of one time-saving game state If both operations occur within the same interrupt handler, the main CPU 201 will process the program accordingly. In this case, there are cases where control of the C time-saving game state is initiated and cases where it is not initiated. Specifically, time-saving The process of deriving (confirming) the winning display pattern is performed before the termination process of one time-saving game state. In this case, the main CPU 201 will not control the game to enter the time-saving game state. The state is terminated. In this case, the process of deriving the display mode for each time-saving game state is terminated. Performing actions before processing will prevent the transition to the C time-saving game state.

[0362] On the other hand, the process of deriving (confirming) the display format for the time-saving bonus is the termination process of the time-saving game state. If this occurs later, the main CPU 201 terminates the first time-saving game state and C controls the game to a time-saving game state. In this case, the main CPU 201 controls the time-saving game state. Instead of maintaining performance, the game will have reduced performance in the C time-saving game state. In other words, the main CPU 201 is the termination process for one time-saving game state at the point when the display pattern for the time-saving is derived. If it is not processed, the first time-saving game state will end without controlling to the C time-saving game state, and the first time If the termination process for the short-time game state has already been completed, the system will be controlled to the C short-time 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 , the display mode derived to the special symbol display units 163 and 164 in the final ceiling fluctuation (i.e.) The system executes control based on the result of the special symbol winning determination process.

[0364] First, in the final spin at the ceiling, the result of the special symbol win determination process is "Short Time Win" or "Small Win". This explains what happens when the result is "Ri" or "Hazure".

[0365] In the time-saving game state C, the result of the special symbol win judgment process in the final spin at the ceiling is "time If it is a "short win," "minor win," or "miss," the main CPU 201 will perform a C-time-saving game. The game will be controlled to the C time-saving game state until the remaining number of time-saving plays in the current state is used up.

[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, Main C PU201 may start controlling the B time-saving game state depending on the program's processing. There are cases where this does not happen. Specifically, the termination process for the C time-saving game state is performed by the start process for the B time-saving game state. If it is performed before the logic, the main CPU 201 will terminate the C time-saving game state and The game is controlled to state B (Shortened Game Time). Meanwhile, the termination process for state C (Shortened Game Time) is controlled to the start process for state B (Shortened Game Time). If performed after the process, the main CPU 201 will control the C time without controlling the B time-saving game state. The short-time game state ends. In other words, the main CPU 201 will start the B-time short-time game state. At that point, if the termination process for the C time-saving game state has not been processed, the game will be controlled to the B time-saving game state. Without doing so, the C time-saving game state will end, and if the termination process for the C time-saving game state has already been performed... If the game is in state B (shortened game time), the game will be controlled to end state C (shortened game time). In this case, the termination process for state C (shortened game time) will end in state B (shortened game time). Actions taken after the start process will prevent the transition to the B time-saving game state.

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

[0368] [1-6. Main control processing] Next, various processes (various modules) are executed by the main CPU 201 of the main control circuit 200. I will explain the contents of the (rule). [1-6-1. Main Control Processing] First, refer to Figures 20 to 23 to see the main processing executed by the main CPU 201 ( The main control process will be explained. Figures 20 to 23 show the first pachinko game machine. This flowchart shows an example of the main control process.

[0369] The main CPU 201 first determines whether the power cut signal is at a high level (S 11). Although not shown in the diagram, the main CPU 201 handles stack pointer setting and interrupts. It goes without saying that the vector table address must be set prior to S11.

[0370] If it is determined in S11 that the power cut signal is not at a high level (S11 is determined to be NO) In this case, the main CPU 201 repeats the S11 judgment process.

[0371] On the other hand, if the power interruption signal is determined to be at a high level in S11 (S11 is Y If ES (Evaluation System) is determined, the main CPU 201 moves processing to S12.

[0372] In S12, main CPU201 is configured with setting key 174 and backup clearing The flag management process for switch 176 is performed (S12). In this process, the backup clearing process is performed. The on / off state of switch 176 and the on / off state of setting key 174 are saved. This is done by turning on the setting key 174 and the backup clear switch 176. The off state is stored in the startup control flag area in main RAM203. Also, in this process The game permission flag is set to off. Main CPU 201 executes process S12. After that, the process moves to S13.

[0373] In S13, the main CPU 201 performs wait processing. In this process, the sub-system The system waits for circuit 300 to start up. In this case, the waiting time (wait period) is, for example, For example, 12000.07 msec. Main CPU 201 executed the S13 process. Next, the process moves to S14.

[0374] Furthermore, while waiting for the sub-control circuit 300 to start up, the main CPU 201, for example, The process includes checking the interrupt request signal, outputting the WDT when the interrupt request signal is generated, and a predetermined time. The system may also be configured to handle the output processing of various sensor initialization signals during the ming process.

[0375] In S14, the main CPU 201 was determined to have experienced a normal power outage before startup (the previous time). Determine whether or not. In this process, the power outage detection flag area in the main RAM 203 is stored. Based on the values ​​obtained, it is determined whether the power outage is normal or abnormal.

[0376] If it is determined in S14 that the power interruption was not normal (if S14 is determined to be NO), CPU201 transfers 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) ), Main CPU 201 checksum of the working area stored in Main RAM 203 The value is calculated (S15), and then the checksum value of the work area is checked (S16). Main CPU 201 executes the process in S16, then 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., not abnormal (S17 If the result is NO, the main CPU 201 moves processing to S22. The processing will be explained 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 processing to S18.

[0381] In S18, main CPU201 is configured with setting key 174 and backup clearing It is determined whether at least one of the switches 176 is off. If both the setting key 174 and the backup clear switch 176 are on, then N The result is O, and both the setting key 174 and the backup clear switch 176 are off. In some cases, as well as either the setting key 174 and the backup clear switch 176. If one of them is OFF, the result is YES.

[0382] In S18, at least the setting key 174 and the backup clear switch 176 If it is determined that neither of them is off, i.e., both are on (S18 is NO) If a determination is made, the main CPU 201 moves the processing to S21. Note that the processing in S21 is as follows: This will be explained later.

[0383] On the other hand, in S18, of the setting key 174 and the backup clear switch 176 If at least one of them is determined to be OFF (if S18 is determined to be YES), Main CPU 201 transfers processing to S19.

[0384] In S19, the main CPU 201 sets the security signal of the external terminal to ON. The main CPU 201 executes the process in S19, and then moves the process to S20.

[0385] In S20, the main CPU 201 displays an error on the performance display monitor 170 (see Figure 6). Display processing is performed. This process is performed on I / O port 2, which outputs a signal to the performance display monitor 170. Set the error display data to output port 05. This will enable the performance display monitor. A designated LED within 170 lights up, indicating an error. Main CPU 201 is S2 After executing the process for value 0, the program enters an infinite loop.

[0386] In this way, if the previous power outage was not a normal power outage, or if data is stored in the main RAM 203 If the checksum value of the selected work area is not matched correctly, setting key 174 Until it is determined that both the backup clear switch 176 and the first P The game cannot be played on the penis-shaped amusement machine.

[0387] Next, we will explain the process of S21. In S21, the main CPU 201 is configured A value indicating that a change has been made is stored in the startup control flag area in main RAM203. This process is performed when an abnormal startup occurs, and it stores a value again to indicate that a configuration change has been made. This is how it was designed. After the main CPU 201 executes the S21 process, it then proceeds to process S2 Move to 2.

[0388] In S22, the main CPU 201 detects the XINT flag in the main RAM 203. The area and the power outage detection flag area are cleared. Main CPU 201 processes S22 After executing the logic, the process moves to S23.

[0389] In S23, the main CPU 201 performs a startup status determination process. In this process, Based on the value of the startup control flag stored in the startup control flag area in RAM203, Determines the current startup status (power recovery / settings changed / settings confirmed / RAM cleared). Main C After executing the process in S23, PU201 moves the process to S24.

[0390] In S24, the main CPU 201 performs the RAM configuration process during startup. This is the process of clearing the working area (volatile area) in the main RAM203 that manages flags, etc. For example, the creation of a work area and address setting are performed. Note that this process is performed upon power recovery. This process is performed both during system reset 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 initial startup process. In this process, Initial setup process according to the current startup state (power off / recovery / settings change / settings confirmation / RAM clear). This process will be carried out. Details of the initial startup process will be described later, referring to Figure 24. Main CPU 201 performs the processing in S25 and then moves the processing to S26.

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

[0393] In S27, the main CPU 201 performs a power-off process. The main CPU 201 performs S After executing process 27, the process moves to S28. For details on the power cut-off process, see Figure 2. See section 5 below for further details.

[0394] In S28, the main CPU 201 performs the process of updating the initial random number. , the initial random number of various random number counters (for example, random number counters for determining jackpots with special symbols) The update process is performed. After the main CPU 201 executes the process in S28, it proceeds to process S29. Move it.

[0395] In S29, the main CPU 201 determines whether or not the game is in a play-permitted state. The decision process is performed based on the value of the game permission flag.

[0396] If it is determined in S29 that the game is not permitted (if S29 is determined to be NO), CPU201 transfers processing to S30.

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

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

[0399] In S31, main CPU201 performs register saving. After executing the process in S31, 01 moves the process to S32.

[0400] In S32, the main CPU 201 performs performance display monitor aggregation calculation processing. In this process, various base values ​​are calculated and updated. This process is performed in Main RAM2 This is done using a separate area (outside the area) from the work area within 03. Main CPU 201, After executing the process in S32, the process moves on to S33.

[0401] In S33, the main CPU 201 performs the process of restoring the registers that were saved in S31. The main CPU 201 executes the process in S33, and then moves the process to S34.

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

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

[0404] If it is determined in S35 that the system cycle time has not elapsed (S35 is NO) (If this is the case), the main CPU 201 returns processing to the S26 process and performs the processing from S26 onwards. cormorant.

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

[0406] In S36, the main CPU 201 is in the interrupt counter area of ​​the main RAM 203. The process of subtracting 1 from the stored interrupt counter value is performed three times. This process triggers the main control The interrupt counter that manages the interrupt-disabled section within the main process is reset. Main C After executing the process in S36, PU201 moves the process to S37.

[0407] In this embodiment, various processes related to game control, which will be described later, are performed within the main control processing. Before executing the process (for example, the process in S37-S44), an interrupt disable interval of 6 msec (S A processing section (26-S35) is provided. Therefore, in this embodiment, the game control described later is Various related processes will be executed, for example, every 6 msec (or every system cycle). In this embodiment, an example was described in which the interrupt-prohibited section is three times the interrupt period, but this is not limited to this example. do not have.

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

[0409] In S38, the main CPU 201 performs the main control command transmission and reception processing. Then, the main processing of sending and receiving commands for payout control takes place. Main CPU 201 is S After executing process 38, the process moves on to S39.

[0410] In S39, the main CPU 201 performs special symbol control processing. Processing related to the separate symbol game is performed. For details of this special symbol control processing, see Figure 2. See section 6 below. After the main CPU 201 executes the process in S39, it proceeds to process S4 Move to 0.

[0411] In S40, the main CPU 201 performs normal pattern control processing. In this processing, Processing related to the regular symbol game is performed. Details of this regular symbol control processing are shown in the diagram. See section 43 below. After the main CPU 201 executes the process of S40, it proceeds to process S Move to 41.

[0412] In S41, the main CPU 201 performs control processing for the game operation display unit. During processing, each display unit of the LED unit 160 (for example, the first special pattern display unit 163, the second The setting process for display data to be output to the special symbol display unit 164, etc. is performed. Main CPU 2 After executing the process in S41, 01 moves the process to S42.

[0413] In S42, the main CPU 201 performs the game information data generation process. This includes the control processing of the external terminal board pulse signal, the setting processing of output data, and the generation of the test firing signal. These and other processes are carried out. Note that the process of generating the test firing signal is performed in a different area from the working area in the main RAM 203. This is done using a separate area (outside the main area). Main CPU 201 executes the S42 process. After that, the process moves to S43.

[0414] In S43, the main CPU 201 performs port output processing. In this process, the com The output data is set (transferred) to output port 206 (see Figure 6). After executing the process in S43, CPU201 moves the process to S44.

[0415] In S44, the main CPU 201 performs state monitoring. In this process, the launch position... Placement detection processing, game abnormality detection processing, and payout abnormality detection processing are performed. In the judgment process, if there is a change in the firing position (for example, right-handed or left-handed), the firing position marker is changed. The command is scheduled to be sent. In the gam...

Claims

[Claim 1] In a gaming machine capable of displaying variable identification patterns, A means for executing the performance, A game state control means that transitions the game state and controls the transitioned game state, A reserve storage means capable of storing start information related to the variable display of the aforementioned identification pattern up to a predetermined number of reserves, Equipped with, The aforementioned game state control means is: The game can be controlled to at least one of the following game states: a normal game state, a specific game state different from the normal game state, and a special game state different from the normal game state and the specific game state, in which a predetermined benefit can be granted to the player when special conditions are met. The aforementioned performance execution means is A means for executing a performance mode, which is performed in one of several types of performance modes, A performance mode selection means for selecting a performance mode to be executed by the performance mode execution means, It has, The aforementioned performance mode execution means is In the aforementioned specific game state, the game can be executed using any of the multiple specific performance modes, which include at least a first specific performance mode and a second specific performance mode different from the first specific performance mode. The aforementioned means for selecting the performance mode is, When predetermined selection conditions are met, the player is made able to select at least one of the first specific performance mode and the second specific performance mode. The aforementioned performance mode execution means is If the special condition is met during the variable display of the identification symbol performed in the specified game state, the performance mode that was being performed when the special condition was met can be continued in the specified game state after the special game state has ended. The aforementioned performance execution means is In the first specific performance embodiment described above, when a specific condition is met, a special performance is executed after the specific condition is met. In the second specific performance embodiment described above, even if a specific condition is met, the special performance is not executed after the condition is met. If the aforementioned specific conditions are not met, and the start information is stored in the reserved storage means, the first performance is executed; and if the start information is not stored in the reserved storage means, a second performance different from the first performance is executed. In the normal game state, any of the following pre-animations can be performed as a pre-animation that can be executed in the display of the identification symbols prior to the display of the display of the identification symbols that satisfies the special conditions: a first pre-animation and a second pre-animation that can be executed when the first pre-animation is being executed. If the predetermined conditions are met, the first pre-show will not be performed, while the second pre-show can be performed. The aforementioned predetermined conditions are conditions that are met when the game state control means is not controlling the game to the special game state, and are conditions that are met in the following states: when start information is acquired, start information is not stored in the hold storage means and the display of the identification symbols is not performed; and when start information is acquired, the display of the identification symbols is being performed. A gaming machine characterized by the following features.