Gaming machine

JP7917162B2Active Publication Date: 2026-09-08TAKAO KK
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Patent Information

Application Number
JP2023171899
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-10-03
Publication Date
2026-09-08
Estimated Expiration
2043-10-03

AI Technical Summary

Benefits of technology

【0010】 本発明の遊技機によれば、特別遊技状態が実行されることなく当否判定の実行回数が規定回数に到達すると有利な状態を発生させるものにおいて、有利な状態となる示唆演出によって遊技興趣を向上させることができる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To increase interest in a game by a suggestive performance relating to suggestion of the number of variable displays in a game machine for generating a privilege when the number of variable displays that have not been determined as winning by winning / losing determination means reaches a predetermined value.SOLUTION: A game machine assigns a privilege when the number of variations reaches a predetermined value, and displays a suggestive performance so as to make a player know the predetermined value. When a predetermined condition is satisfied, a part of the suggestive performance is visibly displayed, and a predetermined part of the suggestive performance is made invisible so as to hide the part of the suggestive performance.SELECTED DRAWING: Figure 5
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background Art]

[0002] A pinball game machine (pachinko machine), which is an example of a gaming machine, comprises, in a game area thereof, one or more starting openings including an openable / closable starting opening that can be changed from a closed state to an open state, and a large winning opening, and executes a winning / failing determination (a winning / failing determination regarding a special symbol) based on a game ball entering a starting opening. Then, when the determination result of this winning / failing determination is a jackpot, a jackpot game that opens the large winning opening is executed. As this type of gaming machine, there has been conventionally known a gaming machine that can shift to a state advantageous for a player, such as an easy ball entry state (e.g., an extended opening state) in which the ease of entry of a game ball into the openable / closable starting opening is enhanced, when a predetermined shift condition is satisfied (see Patent Document 1) [Prior Art Documents] [Patent Documents]

[0003] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2022-154332 [Summary of the Invention] [Problem to be Solved by the Invention]

[0004] The above-mentioned advantageous state (easy ball entry state) occurs when no jackpot is obtained even after the winning / failing determination is performed a predetermined number of times, and is intended to rescue the player when the so-called ceiling of a losing streak is reached. For this reason, how much longer the game needs to be played before reaching the ceiling is considered to be a major concern for players. By displaying the remaining number of rotations until the ceiling during the game, the player can recognize when the ceiling will be reached. However, if the remaining number of rotations until the ceiling is accurately displayed when the game is not being played, the player may choose not to play depending on the number of rotations. However, if nothing is displayed when not playing, it's impossible to predict whether the machine has a ceiling or how many spins have been made so far.

[0005] The present invention provides a gaming machine that, when the number of win / loss judgments reaches a predetermined number of times without any special game being played, generates a state in which the player has an advantage (such as an easy ball entry state), and its main objective is to enhance the enjoyment of the game through suggestive effects related to the occurrence of this advantageous state. [Means for solving the problem]

[0006] The gaming machine of the present invention employs the following means to achieve the main objective described above.

[0007] The first gaming machine of the present invention is After the starting conditions are met, a means for determining whether or not it is a hit is performed based on the meeting of the starting conditions. A change display means that displays changes in identification information according to the result of the aforementioned correct / false determination, When a specific display result is shown in the aforementioned variable display, the special game implementation means transitions to a special game state, A variable counting means for counting the number of times the variable display did not result in a win according to the aforementioned win / fail determination means, A bonus-granting means that grants a bonus to the player when the count value counted by the variable counting means reaches a predetermined value, A special feature suggestion presentation means that displays a suggestion presentation regarding the number of remaining fluctuation displays up to the predetermined value, The gist of this system is that, if the predetermined conditions are met, a portion of the suggestive display will be visible while a predetermined area will be made invisible; and if the predetermined conditions are not met, the predetermined area will be made visible.

[0008] In the first gaming machine of this invention, when the number of times the spin display does not result in a win, determined by the win / failure determination means, reaches a predetermined value, a bonus is awarded, and the remaining number of spin displays until the predetermined value is shown by a suggestive effect, and if a predetermined condition is met, a part of the suggestive effect is displayed in a way that makes it invisible. Rather than not displaying the suggestive effect at all or hiding it completely, a part of it is displayed, so even if a part of the suggestive effect is hidden, a part of it is still displayed, so the player can recognize that the suggestive effect is being displayed, and the player can be encouraged to play the game in order to see the suggestive effect, and the enjoyment of the game can be enhanced by the suggestive effect.

[0009] The predetermined conditions for the first gaming machine of the present invention may be when the symbols stop or when the player is not playing the game, and the suggestive effect may be, for example, displaying the number of spins remaining until a predetermined value, and the part of the suggestive effect may be displaying a part of the displayed number of spins remaining until the predetermined value. In this way, when the player is not playing, a part of the number of spins remaining until the predetermined value is hidden, so the player can recognize that the suggestive effect is being displayed and that a bonus will be awarded when the number of spins displayed that did not result in a win by the win / fail determination means reaches a predetermined value, but they cannot accurately grasp the number of spins remaining until the predetermined value. Therefore, the player can predict the number of spins remaining until the predetermined value by looking at the display, or play the game in order to accurately grasp the number of spins remaining until the predetermined value, thereby improving the enjoyment of the game. [Effects of the Invention]

[0010] According to the present invention, in a game machine where a favorable state is generated when the number of win / loss judgments reaches a predetermined number without a special game state being executed, the enjoyment of the game can be enhanced by suggestive effects indicating that a favorable state is being generated. [Brief explanation of the drawing]

[0011] [Figure 1] This is a front view of a pachinko machine 1 as one embodiment of the present invention. [Figure 2] This is a rear view of Pachinko machine 1. [Figure 3] It is a schematic configuration diagram of a game board 20 included in a pachinko machine 1. [Figure 4] It is a block diagram showing the electrical configuration of the pachinko machine 1. [Figure 5] It is an explanatory diagram showing an example of effect display performed by an effect display device 37. [Figure 6] It is an explanatory diagram explaining the specifications of the pachinko machine 1. [Figure 7] It is a flow chart showing an example of main control processing executed by a CPU 60a of a main control device 60. [Figure 8] It is a flow chart showing an example of power-on processing. [Figure 9] It is a flow chart showing an example of starting winning processing. [Figure 10] It is a flow chart showing an example of normal symbol game processing. [Figure 11] It is a flow chart showing an example of normal symbol fluctuation display-related processing. [Figure 12] It is a flow chart showing an example of game processing for normal symbol winning. [Figure 13] It is a flow chart showing an example of special symbol game processing. [Figure 14] It is a flow chart showing an example of special symbol game processing. [Figure 15] It is a flow chart showing an example of special symbol fluctuation display-related processing. [Figure 16] It is an explanatory diagram showing an example of a fluctuation pattern table. [Figure 17] It is a flow chart showing an example of ceiling counter update processing. [Figure 18] It is a flow chart showing an example of time-saving flag setting processing. [Figure 19] It is a flow chart showing an example of jackpot game processing. [Figure 20] It is a flow chart showing an example of jackpot game processing. [Figure 21] It is a flow chart showing an example of reservation display processing. [Figure 22]This flowchart shows an example of a pattern variation effect processing. [Figure 23] This is an explanatory diagram showing an example of the display on the performance display device 37 during non-gameplay. [Modes for carrying out the invention]

[0012] Next, embodiments of the present invention will be described using examples. [Examples]

[0013] Figure 1 is a front view of the pachinko machine 1 of the present invention, Figure 2 is a rear view of the pachinko machine 1, Figure 3 is a schematic diagram of the game board 20 of the pachinko machine 1, and Figure 4 is a block diagram showing the electrical configuration of the pachinko machine 1. In this embodiment, we will describe an example in which the present invention is applied to a so-called seven-machine type (Type 1) game machine, in which the display of special symbols starts when a game ball enters the start slot, and when the special symbols stop and are displayed as a predetermined jackpot symbol, a jackpot game is started.

[0014] [External structure of Pachinko machine 1] As shown in Figure 1, the pachinko machine 1 of this embodiment includes a game board 20 whose surface is visible through a glass plate (transparent plate) 4 fitted into a front frame (glass frame) 3, an upper tray 11 and a lower tray 12 for storing game balls, and a launching handle 13 for launching game balls stored in the upper tray 11 onto the game board 20. The pachinko machine 1 of this embodiment is a CR machine that supports prepaid cards, and a CR unit 50 for reading and writing prepaid cards is provided on the left side of the pachinko machine 1.

[0015] The front frame 3 is fitted into the inner frame 5 and can be opened and closed relative to the inner frame 5 using hinges located on the upper and lower left sides as pivot points. The inner frame 5 is fitted into the outer frame 2 and can be opened and closed relative to the outer frame 2 using hinges located on the upper and lower left sides as pivot points. The front frame 3 and inner frame 5 are constructed as roughly rectangular plastic frames. On the other hand, the outer frame 2 is constructed as a roughly rectangular wooden frame and is fixed to the island frame of the island equipment in the gaming hall.

[0016] Speakers 14 are provided on the upper left and right sides of the front frame 3 to play various sound effects as the game progresses and to emit warning sounds to alert the player. In addition, the front frame 3 is equipped with multiple LEDs 15 as decorative lamps that illuminate according to the game state.

[0017] The upper tray 11 is designed to dispense prize balls and loaned balls. A settlement display device 52 is located on the upper right side of the upper tray 11, which displays the balance of the prepaid card inserted into the CR unit 50. The settlement display device 52 is equipped with a ball dispensing button 53 to instruct the lending of game balls and a settlement button 54 to instruct the settlement (return) of the prepaid card inserted into the CR unit 50. Additionally, an effect button 16 is located in the center of the upper surface of the upper tray 11 for performing various effects in response to the player's actions. The lower tray 12 is designed to receive balls that overflow from the upper tray 11.

[0018] As shown in Figure 2, the inner frame 5 on the back of the pachinko machine 1 is equipped with a ball tank 77, a tank rail 78, and a payout device 72. When game balls enter each prize slot on the game board 20, the payout device 72 dispenses a predetermined number of game balls as prize balls from the ball tank 77 via the tank rail 78 to the upper tray 11. In addition, when the ball dispensing button 53 is operated, the payout device 72 dispenses the dispensed balls to the upper tray 11.

[0019] The launch handle 13 is located to the right of the lower receiving tray 12. When the player rotates it clockwise, a launch motor 83 (see Figure 4) of a launching device (not shown) is activated, and the game balls are launched one by one toward the game board 20 with a launching force corresponding to the amount of rotation of the launch handle 13.

[0020] [Composition of the game board 20] As shown in Figure 3, the game board 20 has a game area 21 formed by an outer rail 21a and an inner rail 21b. The game board 20 includes a performance display device 37 located approximately in the center of the game area 21, a center mechanism 38 including a warp entrance, warp trough, stage, etc., arranged around the performance display device 37, a normal symbol activation gate 22 located to the right of the center mechanism 38, a first start opening 23 that is always open located below the center mechanism 38, a second start opening 24 that can be opened and closed located below the normal symbol activation gate 22, a large prize opening 25 located in the lower right of the game area 21, a normal prize opening 27 that is always open located in the lower left of the game area 21, and an out opening 29 for collecting game balls that do not enter any of the prize openings. The game board 20 also has a number of nails 21c planted in it to guide and deflect game balls as they flow down the game area 21.

[0021] The second start port 24 is a variable ball entry port configured as a standard electric mechanism, and comprises a pair of left and right opening / closing wings (opening / closing members) 24b, and a second start port solenoid 24c (see Figure 4) that operates the opening / closing wings 24b. Normally, the second start port 24 is in a closed state with the opening / closing wings 24b upright, making it difficult for game balls to enter. When a normal symbol stops and displays a winning symbol, and a winning game (normal symbol winning game) is executed, the opening / closing wings 24b are opened to the left and right by the second start port solenoid 24c, creating an open state that makes it easy for game balls to enter. The second start port 24 is fitted with a second start port switch 24a for detecting the entry of game balls and counting the number of balls that have entered. The second start port 24 closes when the second start port switch 24a counts a predetermined number of game balls to enter, or when a predetermined maximum open time has elapsed before the predetermined number of balls has been counted.

[0022] The large prize slot 25 is a variable ball entry slot configured as a special electric mechanism, and comprises an opening / closing plate (opening / closing member) 25b and a large prize slot solenoid 25c (see Figure 4) that operates the opening / closing plate 25b. Normally, the large prize slot 25 is closed by the opening / closing plate 25b, preventing the entry of game balls. When a special symbol stops and displays a jackpot symbol, and a jackpot game is executed, the opening / closing plate 25b is opened forward by the large prize slot solenoid 25c, opening the slot to allow the entry of game balls. The large prize slot 25 is fitted with a large prize slot switch 25a for detecting the entry of game balls and counting the number of balls that have entered. The large prize slot 25 closes when the large prize slot switch 25a counts a predetermined number of game balls, or when a predetermined maximum opening time has elapsed before the predetermined number of balls has been counted (round game). The jackpot game is achieved by repeating the above round game a predetermined number of times.

[0023] The first starting opening 23 allows the player to insert a game ball by rotating the launch handle 13 (so-called left-handed shooting) so that the game ball flows down into the left side area (first game area) of the game area 21. On the other hand, it is not possible to insert a game ball into the second starting opening 24 and the big prize opening 25 by left-handed shooting. Instead, the game ball can be inserted by rotating the launch handle 13 (so-called right-handed shooting) so that the game ball flows down into the right side area (second game area) of the game area 21. However, since the second starting opening 24 and the big prize opening 25 are variable prize openings, game balls can only be inserted when they are opened, respectively, when a regular symbol is won or when a special symbol is won as a jackpot.

[0024] The lower right portion of the game board 20 is equipped with a first special symbol display device (first special symbol display device) 31, a second special symbol display device (second special symbol display device) 32, a first special symbol retention count display device (first special symbol retention count display device) 33, a second special symbol retention count display device (second special symbol retention count display device) 34, a regular symbol display device (regular symbol display device) 35, and a regular symbol retention count display device (regular symbol retention count display device) 36.

[0025] In this embodiment, the first special symbol display device 31 and the second special symbol display device 32 are configured as 7-segment display devices, and multiple display modes are expressed by the combination of lighting and extinguishing of each segment. The first special symbol display device 31 and the second special symbol display device 32 start displaying the special symbol by sequentially switching the display mode based on the entry of a game ball into the start opening, and stop the special symbol by stopping it in one of a predetermined number of stop display modes when a predetermined variation time has elapsed. When the special symbol is stopped in a predetermined stop display mode (jackpot symbol), a jackpot game is executed. The first special symbol display device 31 is a display device for the entry of a game ball into the first start opening 23 that displays the special symbol in a variable manner based on the entry of a game ball into the first start opening 23, and the second special symbol display device 32 is a display device for the entry of a game ball into the second start opening 24 that displays the special symbol in a variable manner based on the entry of a game ball into the second start opening 24. The special symbols displayed by the first special symbol display device 31 are also called the first special symbols (first special symbols), and the special symbols displayed by the second special symbol display device 32 are also called the second special symbols (second special symbols).

[0026] Furthermore, if a game ball enters the first start port 23 while a special symbol is being displayed or during a jackpot game, the display of the first special symbol is held in reserve for a predetermined number of times (4 times in this embodiment), and after the current display of the special symbol has finished, the reserved display of the first special symbol is started sequentially. The number of reserved special symbols is displayed on the first special symbol reserve display device 33. Similarly, if a game ball enters the second start port 24 while a special symbol is being displayed or during a jackpot game, the display of the second special symbol is held in reserve for a predetermined number of times (for example, 4 times), and after the current display of the special symbol has finished, the reserved display of the second special symbol is started sequentially. The number of reserved special symbols is displayed on the second special symbol reserve display device 34.

[0027] In this embodiment, the regular symbol display device 35 is configured as an LED display device having multiple display units. Based on the detection of a game ball by the gate switch 22a provided on the regular symbol activation gate 22, the regular symbol display device 35 repeatedly lights up and turns off each of the multiple display units to display a changing regular symbol. After a predetermined changing time has elapsed, the regular symbol is stopped by lighting up or turning off each of the multiple display units. When a specific display unit among the multiple display units is lit, it is a winning symbol, and in all other cases, it is a losing symbol. When the regular symbol is stopped as a winning symbol, the second start opening 24 is opened.

[0028] In this embodiment, when a game ball passes through the normal symbol activation gate 22 while a normal symbol is being displayed, the normal symbol display is held in reserve up to a predetermined number (for example, 4 symbols), and when the current display ends, the reserved normal symbol displays are sequentially started. The number of reserved normal symbols is displayed on the normal symbol reserved number display device 36.

[0029] The performance display device 37 is an image display device composed of a liquid crystal display or the like, and in addition to displaying performance symbols (pseudo-symbols) 371L, 371C, and 371R corresponding to special symbols on the display screen, it displays various performances such as reach performances, pre-announcement performances that foreshadow big wins, and suggestive performances that indicate setting values. Figure 5(a) is an explanatory diagram showing an example of the performance display of the performance display device 37. As shown in the figure, three performance symbols 371L, 371C, and 371R consisting of numbers, letters, characters, symbols, characters, etc. (numbers in the example shown in the figure) are displayed in the center of the display screen of the performance display device 37. When a game ball enters the starting opening (first starting opening 23 or second starting opening 24), the three performance symbols 371L, 371C, and 371R are displayed in a scrolling manner from top to bottom, and after a predetermined scrolling time has elapsed, they are displayed in the order of left, right, and center. When the right-hand symbol 371R stops and is displayed, if it does not match the left-hand symbol 371L, it is a miss (normal miss). On the other hand, when the right-hand symbol 371R matches the left-hand symbol 371L, it becomes a reach, and the game proceeds to the reach animation. After the reach animation, when the middle-hand symbol 371C stops and is displayed, if it does not match the left and right symbols 371L and 371R, it is a miss (reach miss). When the middle-hand symbol 371C matches the left and right symbols 371L and 371R, it is a jackpot.

[0030] As shown in Figure 5(a), the first and second reserved symbols 372a and 372b are also displayed in the corner (bottom) of the display screen of the performance display device 37. The first reserved symbol 372a is the symbol corresponding to the reserved memory of the first special symbol. The first reserved symbol 372a is displayed one by one from the right each time a game ball enters the first start opening 23 during the special symbol's variation display, etc., and is deleted one by one from the opposite side from when the ball was initially entered each time the first special symbol's variation display starts. The second reserved symbol 372b is the symbol corresponding to the reserved memory of the second special symbol. The second reserved symbol 372b is displayed one by one from the right each time a game ball enters the second start opening 24 during the special symbol's variation display, etc., and is deleted one by one from the opposite side from when the ball was initially entered each time the second special symbol's variation display starts.

[0031] Furthermore, in the corner (upper left) of the display screen of the performance display device 37, the number of remaining spins for the special symbols until the ceiling is reached (described later) is displayed as "Ceiling Remaining Spins 380," which indicates 500 spins remaining until Special Time. When the performance symbols are changing, the Ceiling Remaining Spins 380 can be seen through the performance symbols, which are transparent and / or scroll from top to bottom. When the performance symbols are stopped, at least a portion of the Ceiling Remaining Spins is hidden by the performance symbol 371L on the left, as shown in Figure 5(b), making it impossible to see.

[0032] [Control circuit configuration] Furthermore, as shown in Figure 4, the pachinko machine 1 includes a main control unit 60, a payout control unit 70, a launch control unit 80, a sub-integrated control unit 90, a performance display control unit 91, and a power supply board 95 (see Figure 2) as its control circuit. The main control unit 60 is configured as a microprocessor centered on a CPU 60a, and in addition to the CPU 60a, it includes a ROM 60b for storing processing programs and tables, a RAM 60c for temporarily storing data when executing processing programs, input / output ports, and communication ports. Although not shown, the payout control unit 70 and the launch control unit 80 are similarly configured as microprocessors centered on a CPU, and in addition to the CPU, they include a ROM, RAM, input / output ports, and communication ports. The pachinko machine 1 is also provided with an external connection terminal board 65, which transmits signals indicating the game state and game results to the hall computer 100 (see Figure 4).

[0033] The main control unit 60 controls the basic progress of the game. As shown in Figure 4, detection signals from the front frame opening switch 3a, which detects the opening of the front frame 3, and the inner frame opening switch 5a, which detects the opening of the inner frame 5, are input to the main control unit 60 via the back wiring relay terminal board 64. In addition, detection signals from the gate switch 22a, which detects the passage of a game ball to the normal symbol activation gate 22, the first start gate switch 23a, which detects the entry of a game ball into the first start gate 23, the second start gate switch 24a, which detects the entry of a game ball into the second start gate 24, the big prize gate switch 25a, which detects the entry of a game ball into the big prize gate 25, and the normal prize gate switch 27a, which detects the entry of a game ball into the normal prize gate 27, are input to the main control unit 60 via the game board relay terminal board 61. Furthermore, the main control unit 60 receives operation signals directly from the probability setting switch 98 and the RAM clear switch 99. On the other hand, the main control unit 60 outputs drive signals to the second start port solenoid 24c and the big prize port solenoid 25c, etc., via the game board relay terminal board 61. In addition, the main control unit 60 outputs display signals to the first special symbol display device 31, the second special symbol display device 32, the first special symbol reserve count display device 33, the second special symbol reserve count display device 34, the general symbol display device 35, the general symbol reserve count display device 36, etc., via the symbol display device relay terminal board 62. Furthermore, the main control unit 60 outputs signals to the hall computer 100 via the back wiring relay terminal board 64 and the external connection terminal board 65.

[0034] As shown in Figure 2, the probability setting switch 98 and the RAM clear switch 99 are located on the main control device 60 on the back of the pachinko machine 1. The probability setting switch 98 is a switch for setting the probability of winning a jackpot with special symbols, and the RAM clear switch 99 is a switch for performing a RAM clear. In this embodiment, the RAM clear switch 99 is also used to select the setting value for the probability of winning a jackpot with special symbols. That is, the probability setting switch 98 and the RAM clear switch 99 are used to select and set one of six setting values ​​(settings 1 to 6), each assigned a different jackpot probability for the special symbols. The manager of the amusement hall inserts a predetermined key into the probability setting switch 98 and rotates it, while pressing the RAM clear switch 99 and turning on the power. Then, the pachinko machine 1 undergoes a RAM clear and enters a state where the setting value can be changed. When the pachinko machine 1 is in this state, the manager can select the desired setting value from settings 1 to 6 by pressing the RAM clear switch 99. In this embodiment, each time the RAM clear switch 99 is pressed, the pachinko machine 1 displays the numbers "1" to "6" corresponding to the currently selected setting value in sequence on the first special symbol display device 31. Therefore, the administrator can select a desired setting value by repeatedly pressing the RAM clear switch 99 so that the number displayed on the first special symbol display device 31 corresponds to the desired setting value. The setting value selected by operating the RAM clear switch 99 is confirmed by the administrator rotating the key inserted into the probability setting switch 98 back to its initial position, and is set as the probability of winning a special symbol jackpot. By performing these operations, the administrator can set one of settings 1 to 6 for each pachinko machine 1. In this embodiment, the setting value is selected and set using the probability setting switch 98 and the RAM clear switch 99, but this is not limited to this configuration. For example, any other operating means that can be operated from the outside, such as a rotary knob, may be used to select and set the setting value, or a dedicated switch for selecting the setting value may be provided.Furthermore, while the pachinko machine 1 displays information regarding the currently selected setting value on the first special display device 31, it is not limited to this, and may also display it on other display devices or provide notification by voice. For example, a display device capable of displaying the setting value may be provided on the main control device 60 on the back of the pachinko machine 1, and this display device may be dedicated to displaying the setting value. Also, the setting value is not limited to the six values ​​from setting 1 to 6, but can be any number of selectable setting values.

[0035] The payout control device 70 is responsible for controlling the payout of prize balls and loaned balls. The payout control device 70 receives a detection signal from a ball depletion switch 76, which detects when a ball runs out in a ball tank (not shown) that stores game balls to be dispensed into the upper tray 11, via the rear wiring relay terminal board 64. It also receives a detection signal from a payout switch 74, which detects when game balls are dispensed into the upper tray 11, via the payout relay terminal board 71 and the rear wiring relay terminal board 64. Furthermore, it receives a detection signal directly from a full-capacity switch 75, which detects when the lower tray 12 is full. On the other hand, the payout control device 70 outputs a drive signal to the payout motor 73 via the rear wiring relay terminal board 64 and the payout relay terminal board 71. The payout control device 70 is configured to communicate bidirectionally with the main control device 60 and drives the payout motor 73 to dispense prize balls according to commands transmitted from the main control device 60. When the payout control device 70 receives a detection signal from either the bulb failure switch 76 or the full switch 75, it stops driving the payout motor 73 and interrupts the payout operation of the prize balls until the detection situation is resolved and no further detection signals are received.

[0036] Furthermore, the payout control device 70 is configured to communicate with the CR unit 50 via the CR unit terminal board 51. The CR unit terminal board 51 is configured to communicate bidirectionally with the settlement display device 52, and detection signals from the ball dispensing switch 53a and settlement switch 54a provided on the settlement display device 52 are input to the payout control device 70 via the CR unit terminal board 51. The ball dispensing switch 53a detects the operation of the ball dispensing button 53 and outputs a detection signal, and the settlement switch 54a detects the operation of the settlement button 54 and outputs a detection signal. When the payout control device 70 receives a ball dispensing command, it drives the payout motor 73 to dispense the dispensing balls. The payout control device 70 is also configured to communicate bidirectionally with the launch control device 80, and when predetermined launch stop conditions are met, such as receiving a detection signal from the full switch 75, it sends a launch stop command to the launch control device 80.

[0037] The launch control device 80 is responsible for controlling the launch of game balls into the game area 21. The launch control device 80 receives inputs such as a rotation amount signal output in response to the rotation operation of the launch handle 13, a launch stop signal from the launch stop switch 81 which detects the operation of the launch stop button, and a touch signal from the touch switch 82 which detects when the player is touching the launch handle 13. On the other hand, the launch control device 80 also outputs a drive signal to the launch motor 83. The launch control device 80 controls the launch motor 83 so that the game balls are launched into the game area 21 with a launch intensity based on the rotation amount signal. When no touch signal is input or when a launch stop command is input, the launch control device 80 stops driving the launch motor 83 regardless of the operation of the launch handle 13 and does not launch game balls.

[0038] The sub-integrated control unit 90 is responsible for controlling the game's presentation. The sub-integrated control unit 90 is configured as a microprocessor centered around a CPU 90a, and in addition to the CPU 90a, it is equipped with a ROM 90b, RAM 90c, input / output ports, communication ports, etc. The sub-integrated control unit 90 can receive various commands from the main control unit 60 via one-way communication through the presentation relay terminal board 63, and performs presentation control according to the received commands. The sub-integrated control unit 90 receives a detection signal from the presentation button switch 16a, which detects the operation (pressing) of the presentation button 16. On the other hand, the sub-integrated control unit 90 outputs audio signals to the speaker 14 and lighting signals to various LEDs 15. The sub-integrated control unit 90 also outputs commands for presentation display control to the presentation display control unit 91 via one-way communication. The presentation display control unit 91 receives the commands for presentation display control from the sub-integrated control unit 90 and controls the display of the presentation display device 37 so that the presentation image corresponding to the command is displayed on the presentation display device 37.

[0039] The power supply board 95 is a DC power supply that converts AC voltage from an external AC power source into DC voltage, and supplies power to various parts of the pachinko machine 1 by operating a power switch (not shown). Even when the power switch is turned off and the power to the pachinko machine 1 is shut off, the power supply board 95 supplies power from the AC power source to the RAM 60c of the main control unit 60, and the data in the RAM 60c is maintained by the power from the AC power source. In addition, the power supply board 95 is equipped with a backup power supply consisting of capacitors, etc., and stores the power supplied from the AC power source in the backup power supply. As a result, in the event of a power outage when the power supply from the AC power source is cut off, power from the backup power supply is supplied to the RAM 60c of the main control unit 60, and the data in the RAM 60c of the main control unit 60 is maintained for a certain period of time.

[0040] [Overview of gameplay for Pachinko Machine 1] Next, an overview of the gameplay in the pachinko machine 1 configured in this way will be explained. Figure 6 is an explanatory diagram illustrating the specifications of the pachinko machine 1. In the pachinko machine 1 of this embodiment, the probability of hitting a jackpot with a special symbol differs depending on the game state and the setting value. That is, as shown in Figure 6(a), when the game state is the normal game state, the probability of hitting a jackpot with setting 1 is 1 / 320, with setting 2 it is 1 / 310, with setting 3 it is 1 / 300, with setting 4 it is 1 / 290, with setting 5 it is 1 / 280, and with setting 6 it is 1 / 270. On the other hand, when the game state is in a probability variation state, the probability of winning a jackpot is 1 / 64 for setting 1, 1 / 62 for setting 2, 1 / 60 for setting 3, 1 / 58 for setting 4, 1 / 56 for setting 5, and 1 / 54 for setting 6. When a jackpot occurs with a special symbol, a 4-round jackpot game (a jackpot game in which a round game with a set number of 10 symbols and a maximum opening time of 30 seconds is repeated 4 times) or a 10-round jackpot game (a jackpot game in which the above round game is repeated 10 times) is executed. When a jackpot game is executed, there is a 65% chance that the game state after the jackpot game will be in a probability variation state (probability variation jackpot). The probability variation state is a game state in which the probability of winning a jackpot with a special symbol (jackpot probability) is higher than in the normal game state. When a jackpot is achieved, a time-saving game state (a. time-saving state, first ball entry easy state) is also entered as a game state after the jackpot ends.

[0041] Furthermore, in the pachinko machine 1 of this embodiment, if the special symbol variation display is executed a predetermined number of times (900 times) without a jackpot occurring, a time-saving game state (b time-saving state, second ball entry easy state, also referred to as special time in this embodiment) is activated to rescue the player. The b time-saving state continues until the special symbol variation display is executed a predetermined number of times (900 times). Here, the predetermined number of times is the so-called ceiling of a losing streak, and is set to a value that exceeds the reciprocal of the jackpot probability. For example, if the jackpot probability is 1 / 300, it can be 301 times or more, especially 700 times or more, or any number between 750 and 900.

[0042] Furthermore, as shown in Figure 6(b), the probability of winning with a regular symbol varies depending on the game state. When the game state is the normal game state, the probability is 1 / 100, and when the game state is the time-saving game state (a time-saving state, b time-saving state), the probability is 1 / 1.1. When a win occurs with a regular symbol, a regular symbol win game (normal symbol win game) is executed, in which the second start port 24 (normal electric mechanism) opens. When a win occurs with a regular symbol while the game state is the normal game state, a regular symbol win game is executed with a specified number of 10 symbols and a maximum opening time of 0.1 seconds. When a win occurs with a regular symbol while the game state is the time-saving game state (a time-saving state, b time-saving state), a regular symbol win game is executed with a specified number of 10 symbols and a maximum opening time of 5.8 seconds. In this embodiment, both the a-time-saving state and the b-time-saving state are game states in which a time-saving function is activated, which shortens the time it takes for the regular symbols to change compared to the normal game state; a regular symbol probability-changing function is activated, which increases the probability of winning regular symbols compared to the normal game state; and an opening extension function is activated, which extends the opening time of the second start opening 24 when a regular symbol is won compared to the normal game state. Note that in the a-time-saving state and the b-time-saving state, some of these three functions may be omitted. In particular, since the b-time-saving state occurs without a jackpot, it is conceivable that the regular symbol probability-changing function is not activated. In this case, the a-time-saving state and the b-time-saving state become different game states, and the a-time-saving state, in which the regular symbol probability-changing function is activated, becomes a more advantageous state for the player than the b-time-saving state. Of course, it is also conceivable that the a-time-saving state may be the same as the b-time-saving state, without activating the regular symbol probability-changing function. In this case, even if a time-saving state (a) and a time-saving state (b) overlap, there is no need to change the time-saving game state.

[0043] In a pachinko machine 1 with these specifications, when a game ball enters the first starting port 23 by shooting to the left (launching the game ball into the first game area), the display of the first special symbol starts to change. When the first special symbol stops and displays a jackpot symbol, a jackpot is won, and a jackpot game is executed in which the large prize port 25 is opened. It is not possible to enter the large prize port 25 with left-handed shooting, but it is possible to enter the game ball by shooting to the right (launching the game ball into the second game area). Therefore, when a jackpot game is executed, the player will play the jackpot game by shooting to the right.

[0044] The winning symbols include both regular winning symbols and probability-increasing winning symbols. If a special symbol stops and is displayed as a regular winning symbol, the game state after the winning game ends will be state a (time-saving state). If a winning game is played with a regular winning symbol, state a (time-saving state) will continue until the special symbol's variation display is executed a predetermined number of times (100 times). On the other hand, if a special symbol stops and is displayed as a probability-increasing winning symbol, the game state after the winning game ends will be state a probability-increasing game state and state a (time-saving state). If a winning game is played with a probability-increasing winning symbol, state a (time-saving state) will continue until the special symbol's variation display is executed a predetermined number of times (10,000 times), that is, until the next winning occurs. Therefore, in the probability variation game state and the time reduction state, players can increase their chances of winning a jackpot while suppressing the decrease in their remaining balls by shooting to the right, giving them a chance to win a large amount of balls in a short amount of time.

[0045] Furthermore, if the special symbol variation display is executed a predetermined number of times (900 times) without a jackpot occurring, the game state will enter a time-saving game state (b time-saving state). The jackpot probability is 1 / 320 to 1 / 270, and the b time-saving state continues until the special symbol variation display is executed a predetermined number of times (900 times). Therefore, if the ceiling is reached and the b time-saving state is entered, a jackpot can be generated in most cases.

[0046] [Main control processing] Next, the operation of the pachinko machine 1, particularly the operation of the main control device 60, will be described in more detail. Figure 7 is a flowchart showing an example of the main control processing performed by the CPU 60a of the main control device 60. This processing is performed when the power switch of the pachinko machine 1 is operated. The main control processing is performed by repeatedly executing the following: power-on processing necessary for turning on the power of the pachinko machine 1 (S10), random number update processing (S20), prize confirmation processing (S30), start prize processing (S40), normal symbol game processing (S50), normal symbol winning game processing (S60), special symbol game processing (S70), and jackpot game processing (S80). In this embodiment, the time required for processing S20 to S80 is approximately 2 msec, and these processing is repeatedly executed at intervals of approximately 2 msec. The main control unit 60 performs main control processing, transmits various commands to the control units responsible for those commands, and causes them to execute processing according to the commands, thereby advancing the overall gameplay of the pachinko machine 1.

[0047] [Power-on process] Figure 8 is a flowchart showing an example of the power-on process. In the power-on process of S10, the CPU 60a of the main control unit 60 first determines whether the backup flag is OFF (S102) and whether the RAM clear signal is OFF (S104) after the security check is completed and access to RAM 60c is permitted (S100). The backup flag is a flag that indicates whether the data in RAM 60c is properly retained; it is ON if the data is properly retained and OFF if it is not properly retained. The RAM clear signal is ON when the power is turned on with the RAM clear switch 99 operated, and OFF when the power is turned on without the RAM clear switch 99 being operated.

[0048] If it is determined that the backup flag is OFF, or that the backup flag is ON but the RAM clear signal is ON, the system starts from the initial state. Specifically, first, the stack is set (S106). Next, the setting values ​​set by the probability setting switch 98 are read (S108), and an initialization process is performed to clear the working area of ​​RAM 60c and initialize it (S110). The working area of ​​RAM 60c stores the setting values ​​of various flags and counters that indicate the game state, and the initialization process includes clearing the values ​​of these flags and counters and setting them to their initial values. The various flags include the normal symbol win flag (normal symbol win flag) that indicates whether a normal symbol win game is in progress, the jackpot flag that indicates whether a jackpot game is in progress, the probability variation flag that indicates whether a probability variation game is in progress, the a time reduction flag that indicates whether a time reduction state (first ball entry easy state) is in progress, and the b time reduction flag that indicates whether a time reduction state (second ball entry easy state) is in progress. Furthermore, the various counters include a probability variation counter that shows the remaining number of special symbol spins until the probability variation game state ends, an a-time reduction counter that shows the remaining number of special symbol spins until the a-time reduction state ends, a b-time reduction counter that shows the remaining number of special symbol spins until the b-time reduction state ends, and a ceiling counter that shows the remaining number of special symbol spins until the ceiling is reached.As mentioned above, if the probability setting switch 98 and RAM clear switch 99 are operated while the power is turned on, the RAM will be cleared, and one setting value selected from settings 1 to 6 by the RAM clear switch 99 and set (selected) by the probability setting switch 98 will be activated.Then, initial commands corresponding to the payout control device 70 and the sub-integrated control device 90 are sent (S112), and the power-on process ends.The initial commands sent to the sub-integrated control device 90 include the values ​​of various flags and various counters.

[0049] On the other hand, if it is determined in S102 and S104 that the backup flag is ON and the RAM clear signal is OFF, the system starts up from the state immediately before the power cut-off. That is, first, the game information immediately before the power cut-off, which is stored in the working area of ​​RAM 60c, is read (S114). The game information immediately before the power cut-off indicates the state of the game that was in progress immediately before the power cut-off. Then, a power recovery process is performed to resume the game according to the read game information (S116), and corresponding recovery commands are sent to the payout control device 70 and the sub-integrated control device 90, respectively (S118), and the power-on process ends. The recovery command sent to the sub-integrated control device 90 includes the values ​​of various flags and counters, similar to the initial command. After the power-on process ends, the system returns to the main control process and proceeds to the next random number update process (S20).

[0050] [Random number update process] The random number update process in S20 is a process for updating various random numbers used for determination. Examples of random numbers used for determination include: random numbers used for determining whether a jackpot is won or lost, which is determined based on the entry of a game ball into the starting gate (first starting gate 23 or second starting gate 24); random numbers used to determine which jackpot symbols will be displayed on the special symbol display device (first special symbol display device 31 or second special symbol display device 32) if the result of the jackpot determination is a jackpot; random numbers used to determine which losing symbols will be displayed on the special symbol display device (first special symbol display device 31 or second special symbol display device 32) if the result of the jackpot determination is a loss; random numbers used to determine the variation pattern (variation time) of special symbols; and random numbers used to determine whether a normal symbol is won or lost, which is determined based on the passage of a game ball through the normal symbol activation gate 22. Once the random number update process is complete, the system returns to the main control process and proceeds to the next prize confirmation process (S30).

[0051] [Award Confirmation Process] The prize confirmation process in S30 detects the state of various sensors (such as the first start switch 23a, the second start switch 24a, the gate switch 22a, the large prize switch 25a, and the regular prize switch 27a) and stores them in a predetermined state storage area of ​​RAM 60c. It also determines whether or not a game ball has been detected by the switches related to prize balls (the prize switch mentioned above, excluding the gate switch 22a). If it determines that a game ball has been detected, it calculates the number of prize balls to be dispensed and stores it as prize ball information in a predetermined prize ball information storage area of ​​RAM 60c. If the prize ball information is not 0, it sends a prize ball number specification command (prize ball information) to the payout control device 70 and terminates the prize confirmation process. When the payout control device 70 receives the prize ball number specification command, it drives the payout motor 73 to dispense game balls one by one and executes a prize ball payout process in which it decrements the prize ball information (number of undisclosed game balls) by 1 each time a dispensed game ball is detected by the payout switch 74. This prize ball payout process is executed repeatedly until the prize ball information becomes 0. However, when the entry of a game ball is detected and a new prize ball number specification command is received from the main control device 60, the process is repeated until that prize ball information also becomes 0. After the prize entry confirmation process is completed, the process returns to the main control process and proceeds to the next start prize entry process (S40).

[0052] [Startup and Prize Entry Processing] Figure 9 is a flowchart showing an example of the start-up prize entry process. In the start-up prize entry process in S40, the CPU 60a of the main control device 60 first receives a detection signal from the first start-up switch 23a and determines whether or not a game ball has entered the first start-up slot 23 (S200). If it is determined that a game ball has entered the first start-up slot 23, it determines whether the current number of reserved first special symbols (first special symbol reserved number) is less than its upper limit (in this embodiment, a value of 4) (S202). If it is determined that the number of reserved first special symbols is less than the upper limit, the number of reserved first special symbols is incremented by 1 and the display of the first special symbol reserved number display device 33 is updated (S204), and a random number for determining the first special symbol is obtained and stored in a predetermined random number storage area for determination in the RAM 60c (S206). Here, the random numbers for determination obtained in S206 include information related to the progress of the variable game of the first special symbol, such as the random numbers for determining the jackpot, the random numbers for determining the jackpot symbol, the random numbers for determining the losing symbol, and the random numbers for determining the variation pattern. Next, it is determined whether the jackpot flag has a value of 0 and whether both the a-time reduction flag and the b-time reduction flag have a value of 0 (S208). If it is determined that the jackpot flag has a value of 0 and both the a-time reduction flag and the b-time reduction flag have a value of 0, it is determined that the current game state is neither a jackpot game state nor a time reduction game state, and the pre-read determination process for the first special symbol is performed (S210), and the first special symbol pre-read determination command (first special symbol pre-read determination command) including the result of the pre-read determination is sent to the sub-integrated control device 90 (S212). The pre-read judgment process for the first special symbol is a process performed based on the judgment random numbers obtained in S206 (random numbers for jackpot judgment, random numbers for determining jackpot symbols, random numbers for determining losing symbols, and random numbers for determining the variation pattern), prior to the win / loss judgment performed immediately before the first special symbol is displayed in a variation. In this embodiment, a jackpot judgment is performed using the jackpot judgment random numbers, and a variation pattern judgment is performed using the variation pattern determination random numbers. The first special symbol pre-read judgment command includes the result of the jackpot judgment and the result of the variation pattern judgment for the first special symbol. Note that if the probability variation flag is valued at 1, i.e., the current game state is a probability variation game state, judgment random numbers that result in a jackpot only in the probability variation game state and not in the normal game state may not be subject to pre-read judgment.On the other hand, if it is determined that the jackpot flag has a value of 1, or if either the a-time-saving flag or the b-time-saving flag has a value of 1, it is determined that the current game state is either a jackpot game state or a time-saving game state, and is not suitable for executing the pre-reading judgment of the first special symbol, so the pre-reading judgment process in S210 and S212 is skipped. Then, the first special symbol reserve generation command (first special symbol reserve generation command) is sent to the sub-integrated control device 90 (S214), and the process proceeds to S216. The first special symbol reserve generation command contains information regarding the number of first special symbols to be held in order to display the first reserved symbol 372a on the performance display device 37. If it is determined in S200 that no game balls have entered the first start port 23, or if it is determined in S202 that the number of first special symbols held has reached the upper limit, the processes in S204 to S214 are skipped and the process proceeds to the next S216.

[0053] Furthermore, it is possible to divide the random number storage area for determination into a storage area for pass / fail determination and a storage area for look-ahead determination, and to store the acquired random numbers for determination in each storage area. Alternatively, it is also possible to use a configuration in which the random numbers for determination stored in the random number storage area are shared between pass / fail determination and look-ahead determination. In addition, it is possible to use a configuration in which look-ahead determination is performed immediately after acquiring the random numbers for determination, and then the acquired random numbers for determination are stored in the random number storage area for pass / fail determination. In any of these configurations, look-ahead determination can be performed without any problems.

[0054] Next, a detection signal from the second start port switch 24a is input to determine whether or not a game ball has entered the second start port 24 (S216). If it is determined that a game ball has entered the second start port 24, it is determined whether or not the current number of reserved second special symbols (second special symbol reserved number) is less than its upper limit (in this embodiment, a value of 4) (S218). If it is determined that the number of reserved second special symbols is less than the upper limit, the number of reserved second special symbols is incremented by 1, and the display of the second special symbol reserved number display device 34 is updated (S220), and a random number for determining the second special symbol is acquired and stored in a predetermined random number storage area for determination in the RAM 60c (S222). The random number for determination acquired in S222 can include the random number for determining a jackpot, the random number for determining a jackpot symbol, the random number for determining a losing symbol, the random number for determining the variation pattern, and other information related to the progress of the variation game of the second special symbol. Next, it is determined whether the jackpot flag has a value of 0 (S224). If it is determined that the jackpot flag has a value of 0, it is determined that the current game state is not a jackpot game state, and a pre-reading determination process for the second special symbol is performed (S226), and a second special symbol pre-reading determination command (second special symbol pre-reading determination command) including the result of that pre-reading determination is sent to the sub-integrated control device 90 (S228). The pre-reading determination process for the second special symbol is a process performed based on the random number for determination obtained in S222, prior to the win / fail determination that is performed immediately before the second special symbol is displayed in a variable state. In this embodiment, a jackpot determination is performed using the random number for jackpot determination, and a variable pattern determination is performed using the random number for variable pattern determination. The second special symbol pre-reading determination command includes the result of the jackpot determination and the result of the variable pattern determination for the second special symbol. On the other hand, if it is determined that the jackpot flag has a value of 1, it is determined that the current game state is a jackpot game state and is not suitable for executing the pre-reading judgment of the second special symbol, and the pre-reading judgment process in S226 and S228 is skipped. Then, the second special symbol reserve generation command (second special symbol reserve generation command) is sent to the sub-integrated control device 90 (S230), and the process proceeds to S232. The second special symbol reserve generation command includes information on the number of second special symbols to be held in order to display the second reserved symbol 372b on the performance display device 37.If it is determined in S216 that no game balls have entered the second starting port 24, or if it is determined in S218 that the number of reserved second special symbols has reached the maximum limit, the processes in S220-S230 are skipped and the process proceeds to the next step, S232.

[0055] Next, a detection signal from the gate switch 22a is input to determine whether or not a game ball has passed through the normal symbol activation gate 22 (S232). If it is determined that a game ball has passed through the normal symbol activation gate 22, it is determined whether or not the current number of reserved normal symbols is less than its upper limit (for example, a value of 4) (S234). If it is determined that the number of reserved normal symbols is less than the upper limit, the number of reserved normal symbols is incremented by 1 and the display on the normal symbol reserved number display device 36 is updated (S236). Next, a random number for determining the normal symbols is obtained and stored in a predetermined random number storage area for determination in the RAM 60c (S238). Examples of the random number for determining the normal symbols include information related to the progress of the normal symbol variation game, such as the random number for determining whether or not the normal symbols are correct as described above. Finally, a normal symbol reserved number instruction command is sent to the sub-integrated control device 90 (S240) to end the start prize entry process. If it is determined in S232 that no game ball has passed through the normal symbol activation gate 22, or if it is determined in S234 that the number of reserved normal symbols has reached the upper limit, the processes in S236 to S240 are skipped and the start-up prize entry process is terminated. After the start-up prize entry process is terminated, the process returns to the main control process and proceeds to the next normal symbol game process (S50).

[0056] [Normal symbol game processing] Figure 10 is a flowchart showing an example of a normal symbol game process. In the normal symbol game process in S50, the CPU 60a of the main control device 60 first determines whether the normal symbol win flag (normal symbol win flag) is valued at 1 (step S300). The normal symbol win flag is a flag that indicates whether or not a normal symbol win game is in progress. If the CPU determines that the normal symbol win flag is valued at 1, it determines that a normal symbol win game is in progress and terminates the normal symbol game process. Once the normal symbol game process is completed, the process proceeds to the next normal symbol win game process in S60. On the other hand, if the CPU determines that the normal symbol win flag is valued at 0 instead of 1, it determines that a normal symbol win game is not in progress and determines whether or not the normal symbols are being displayed in a variable state (S302) and whether or not the display time for the confirmed normal symbol is in progress (S304). If it is determined that the regular symbols are not currently being displayed in a variable state and that the display time for the confirmed symbols is not yet reached, it is determined whether the number of reserved regular symbols is greater than 0 (S306). If it is determined that the number of reserved regular symbols is not greater than 0, i.e., the value is 0, the regular symbol game processing is terminated. On the other hand, if it is determined that the number of reserved regular symbols is greater than 0, the oldest random number for regular symbol determination stored in the random number storage area is read (S308), the regular symbol variable display related processing for displaying the variable state of the regular symbols is executed (S310), and the regular symbol game processing is terminated. The details of the regular symbol variable display related processing in S310 will be explained below using the flowchart in Figure 11.

[0057] In the normal symbol variation display related processing, it is determined whether the a-time reduction flag is valued at 0 (S350) and whether the b-time reduction flag is valued at 0 (S352). As mentioned above, the a-time reduction flag is a flag indicating whether or not the a-time reduction state is in progress, and this a-time reduction state occurs when a big win occurs. On the other hand, the b-time reduction flag is a flag indicating whether or not the b-time reduction state is in progress, and this b-time reduction state occurs when the maximum number of spins is reached. If it is determined that both the a-time reduction flag and the b-time reduction flag are valued at 0, it is determined that the current game state is not a time reduction game state (neither the a-time reduction state nor the b-time reduction state), and a win / loss determination is made using the low-probability normal symbol win determination table based on the acquired normal symbol win / loss determination random number (S354). On the other hand, if it is determined that either the a-time reduction flag or the b-time reduction flag is valued at 1 and not 0, it is determined that the current game state is a time reduction game state (either the a-time reduction state or the b-time reduction state), and a win / loss determination is made using the high-probability normal symbol win / loss determination table based on the acquired normal symbol win / loss determination random number (S356). The win / loss determination for normal symbols is made by comparing the normal symbol win / loss determination random number with the win value included in the normal symbol win / loss determination table. If the normal symbol win / loss determination random number matches the win value, it is determined to be a win; otherwise, it is determined to be a loss. The high-probability normal symbol win / loss determination table has more win values ​​defined compared to the low-probability normal symbol win / loss determination table. If the result of the win / loss determination is a win (YES in S358), the winning symbol is determined as the confirmed symbol for the regular symbols (S360), and the variation time of the regular symbols from the start of the variation display to the confirmed display of the winning symbol (win variation pattern) is determined (S362). If the result of the win / loss determination is a loss (NO in S358), the losing symbol is determined as the confirmed symbol for the regular symbols (S364), and the variation time of the regular symbols from the start of the variation display to the confirmed display of the losing symbol (loss variation pattern) is determined (S366). The variation time of the regular symbols is set to be shorter in the time-saving game state than in the normal game state.Once the confirmed symbols and variation time (variation pattern) for the regular symbols are determined, the variation display of the regular symbols is started (S368), the number of regular symbols held is decremented by 1, and the display on the regular symbol hold count display device 36 is updated (S370), the command to start variation of the regular symbols is sent to the sub-integrated control device 90 (S372), and the regular symbol game processing is terminated.

[0058] Returning to the normal symbol game processing in Figure 10, when the display of the normal symbols starts to change, the next time the normal symbol game processing is executed, the CPU 60a of the main control device 60 determines in S302 that the normal symbols are being displayed in a changing pattern. Next, it determines in S362 or S366 whether the change time for the normal symbols determined has elapsed (whether the change according to the determined change pattern has ended) (S312). If it determines that the change time for the normal symbols has not elapsed, the normal symbol game processing is terminated. If it determines that the change time for the normal symbols has elapsed, it performs a confirmed symbol display processing to display the confirmed symbol of the normal symbols that were being displayed in a changing pattern (S314). Then, it determines whether the confirmed symbol display time (for example, 0.5 seconds) has elapsed (S316). If it determines that the confirmed symbol display time has not elapsed, the normal symbol game processing is terminated. After a regular symbol is displayed and the regular symbol game process is executed, it is determined in S304 that the display time for the confirmed symbol is still in progress. Therefore, it is determined again in S316 whether the display time for the confirmed symbol has elapsed. If it is determined that the display time for the confirmed symbol has elapsed, the display of the confirmed symbol is terminated (S318), and it is determined whether the regular symbol's confirmed symbol is a winning symbol (S320).

[0059] If it is determined that the confirmed symbol for the regular symbols is a losing symbol and not a winning symbol, the regular symbol game process is terminated. On the other hand, if it is determined that the confirmed symbol for the regular symbols is a winning symbol, the value 1 is set to the regular symbol win flag (regular symbol win flag) (S322), and the regular symbol game process is terminated. After the regular symbol game process is terminated, the process proceeds to the next S60, the regular symbol win game process.

[0060] [Normal symbol win game processing] Figure 12 is a flowchart showing an example of the processing for a normal symbol win. In the normal symbol win processing in S60, the CPU 60a of the main control device 60 first determines whether the normal symbol win flag is valued at 1 (S400). If it determines that the normal symbol win flag is not valued at 1 but at 0, it determines that a normal symbol win game is not in progress and terminates the normal symbol win processing. On the other hand, if it determines that the normal symbol win flag is valued at 1, it determines that a normal symbol win game is in progress and determines whether the second start gate 24 is open (S402). If it determines that the second start gate 24 is not open, it determines whether the waiting time for opening has elapsed (S404). If it determines that the waiting time for opening has not elapsed, it terminates the normal symbol win processing. On the other hand, when it is determined that the waiting time for opening has elapsed, the opening pattern (maximum opening time) of the second start port 24 is determined (S406), and the second start port solenoid 24c is controlled so that the second start port 24 opens according to the determined opening pattern (S408), and the normal symbol winning game processing is temporarily terminated. The opening pattern of the second start port 24 differs depending on the game state. In this embodiment, when the game state is the normal game state, an opening pattern is set in which the port opens once for a maximum of 0.1 seconds, and when the game state is the time-saving game state, an opening pattern is set in which the port opens once for a maximum of 5.8 seconds.

[0061] When the second start port 24 is opened, the next time a normal symbol win game is executed, S402 determines that the second start port 24 is open. Based on the detection signal from the second start port switch 24a, it is determined whether a specified number of game balls (for example, 10) have entered the second start port 24 (S410), and whether the elapsed time since the opening of the second start port 24 began has reached the maximum opening time determined in S406 (S412). If it is determined that the specified number of game balls have not entered the second start port 24, and the elapsed time since the opening of the second start port 24 has not reached the maximum opening time determined, the normal symbol win game is terminated while the second start port 24 remains open. On the other hand, if it is determined that a specified number of game balls have entered the second starting port 24, or if it is determined that the elapsed time since the opening of the second starting port 24 has reached the predetermined maximum opening time, the second starting port 24 is closed (S414). Then, in order to end the normal symbol win game, the value of the normal symbol win flag is set to 0 (S416), and the normal symbol win game processing is terminated. After the normal symbol win game processing is terminated, the process proceeds to the special symbol game processing in S70.

[0062] [Special Symbol Game Processing] Figures 13 and 14 are flowcharts showing an example of special symbol game processing. In the special symbol game processing at S70, the CPU 60a of the main control device 60 first determines whether the jackpot flag is valued at 1 (S500). If it determines that the jackpot flag is valued at 1, it determines that a jackpot game is in progress and terminates the special symbol game processing. Then, the process returns to the main control process and proceeds to the next jackpot game process (S80). On the other hand, if it is determined that the jackpot flag is value 0 instead of 1, it is determined that a jackpot game is not in progress, and it is determined whether either the first special symbol or the second special symbol is currently being displayed in a variable state (S502), and whether the confirmed symbol is currently being displayed (S504). If it is determined that neither the first special symbol nor the second special symbol is currently being displayed in a variable state and the confirmed symbol is not currently being displayed, it is determined whether the number of reserved second special symbols is greater than 0 (S506). If it is determined that the number of reserved second special symbols is greater than 0, the oldest random number for determining the second special symbol stored in the random number storage area for determination is read (S508), the second special symbol variable display related processing for displaying the second special symbol in a variable state is executed (S510), and the special symbol game process is terminated.

[0063] On the other hand, if it is determined that the number of reserved symbols for the second special symbol is 0, it is determined whether the number of reserved symbols for the first special symbol is greater than 0 (S512). If it is determined that the number of reserved symbols for the first special symbol is greater than 0, the oldest random number for determining the first special symbol stored in the random number storage area for determination is read (S514), and the processing related to displaying the variation of the first special symbol is executed to display the variation of the first special symbol (S516), and the special symbol game processing is terminated. If it is determined in S512 that the number of reserved symbols for the first special symbol is 0, the special symbol game processing is terminated. In S506 to S516, if both the number of reserved symbols for the first special symbol and the number of reserved symbols for the second special symbol are greater than 0, the display of variation of the second special symbol (consumption of reserved symbols) is executed preferentially (special symbol 2 priority variation). Of course, this is not the only option. The display of the first special symbol variation (consumption of held symbols) may be prioritized (special symbol 1 priority variation), the display of the special symbols variation may be performed in the order in which the game balls enter the starting gates (first starting gate 23, second starting gate 24) (entry order variation), or the display of the first special symbol variation and the display of the second special symbol variation may be performed in parallel (simultaneous variation). The details of the processing related to the display of the second special symbol variation in S510 and the processing related to the display of the first special symbol variation in S516 will be explained below. Figure 15 is a flowchart of an example of the processing related to the display of special symbols variation. In order to avoid duplication, the processing related to the display of the first special symbol variation and the processing related to the display of the second special symbol variation will be explained using a common flowchart below.

[0064] In the special symbol variation display related processing, first, it is determined whether the probability variation flag is valued at 0 (S560). The probability variation flag is a flag that indicates whether the current game state is a probability variation game state, and this probability variation game state is triggered when a jackpot occurs with a probability variation jackpot symbol. If it is determined that the probability variation flag is valued at 0, it is determined that the current game state is not a probability variation game state, and a low probability jackpot value corresponding to the setting value is read out (S562). If it is determined that the probability variation flag is not valued at 0 but at 1, it is determined that the current game state is a probability variation game state, and a high probability jackpot value corresponding to the setting value is read out (S564). Then, a jackpot determination is performed to determine whether or not it is a jackpot by comparing the jackpot determination random number obtained in S508 or S514 with the read jackpot value (S566). The jackpot determination is made when the random number used for jackpot determination matches any of the read winning values, and when the random number used for jackpot determination does not match any of the read winning values, it is determined to be a miss. Here, the winning values ​​are read according to the currently set setting value from settings 1 to 6 and the current game state (normal game state or probability variation game state). Each setting from 1 to 6 is assigned a different number of winning values, and in this embodiment, the higher the setting value, the more winning values ​​are assigned. That is, setting 1 has the fewest number of winning values, and setting 6 has the most. The more winning values ​​assigned, the higher the probability of hitting a jackpot with a special symbol, so setting 1 is the setting value with the lowest jackpot probability and the least favorable to the player, and setting 6 is the setting value with the highest jackpot probability and the most favorable to the player.

[0065] When the jackpot determination process is executed, it is determined whether the result of the jackpot determination process is a jackpot or not (S568). If it is determined to be a jackpot, the jackpot symbol is determined based on the random number for determining the jackpot symbol obtained in S508 or S514 (S570). This process is performed by selecting one symbol from among several jackpot symbols (for example, a 4R normal jackpot symbol, a 10R normal jackpot symbol, a 10R probability variation jackpot symbol, etc.) that differ in the content of the jackpot game (number of rounds) and the game state after the jackpot game ends (normal game state, probability variation game state) using the random number for determining the jackpot symbol. The determined jackpot symbol is stored in RAM60c and is saved until the end of the jackpot game. Next, based on the random number for determining the variation pattern obtained in S508 or S514 and the variation pattern table for jackpots, the variation pattern of the special symbols (jackpot variation pattern) from the start of the variation display of the special symbols until the determined jackpot symbols are displayed is determined (S572).

[0066] On the other hand, if the result of the jackpot determination process in S568 is determined to be a miss, the missing symbol is determined based on the random number for determining the missing symbol obtained in S508 or S514 (S580). Subsequently, the variation pattern of the special symbol (miss variation pattern) from the start of the variation display of the special symbol until it stops on the determined missing symbol is determined based on the random number for determining the variation pattern obtained in S508 or S514 and the variation pattern table for misses (S582).

[0067] Figure 16 is an explanatory diagram showing an example of a variation pattern table. Figure 16(a) shows the variation pattern table for losing, and Figure 16(b) shows the variation pattern table for winning. The variation patterns for special symbols include, for example, the normal variation patterns T1 to T3, the normal reach pattern T4, the SP (Special) reach pattern T5, and the SPSP reach pattern T6, in order from the shortest variation time. Note that the SP (Special) reach pattern T5 and the SPSP reach pattern T6 are reach patterns that develop from the normal reach pattern T4.

[0068] As shown in Figure 16(a), the losing variation pattern table includes normal variation patterns T1-T3, normal reach pattern T4, SP reach pattern T5, and SPSP reach pattern T6 as losing variation patterns. The losing variation pattern table is configured so that the patterns appear in order from highest to lowest probability of appearance: normal variation patterns T1-T3, normal reach pattern T4, SP reach pattern T5, and SPSP reach pattern T6. Furthermore, the losing variation pattern table is configured such that when the game state is a time-saving game state (a time-saving state, b time-saving state), the average variation time of the losing variation patterns is shorter compared to when the game state is normal. As mentioned above, the b time-saving state is a time-saving game state that occurs when the ceiling is reached, and when the b time-saving state occurs, although the probability of a big win is low, a big win can occur in most cases. For this reason, the losing variation pattern table may be configured so that the average variation time is shorter in the b time-saving state than in the a time-saving state, in order to shorten the time required to get a big win during the b time-saving state. For example, during the b-time reduction state, the probability of a missed reach may be lower compared to the normal game state or the a-time reduction state (for example, normal reaches may not occur).

[0069] As shown in Figure 16(b), the jackpot variation pattern table includes SP reach pattern T11 and SPSP reach pattern T12 as jackpot variation patterns, and the jackpot variation pattern table is configured so that SPSP reach pattern T12 and SP reach pattern T11 appear in descending order of frequency. For this reason, jackpots do not occur with normal variation patterns or normal reach patterns, and the SPSP reach pattern has a higher probability of resulting in a jackpot than the SP reach pattern.

[0070] If the result of the jackpot determination in S568 is determined to be a jackpot, the variation pattern is determined, the variation display of the special symbols is started (S574), the number of reserved special symbols is decremented by 1, and the display of the special symbol reserved number display device is updated (S576). Along with updating the number of reserved special symbols, a shift process is performed to clear the random number used for determination related to the reserved symbols to be consumed this time and shift the random number used for determination related to the remaining reserved symbols. Then, a special symbol variation start command (special symbol variation start command) is sent to the sub-integrated control device 90 (S578), and the special symbol variation display related processing is terminated. These processes, when initiating the display of the first special symbol's variation, involve decrementing the number of reserved first special symbols by 1 and updating the display on the first special symbol reserved number display device 33, before sending a first special symbol variation start command (first special symbol variation start command) to the sub-integrated control device 90. When initiating the display of the second special symbol's variation, the process involves decrementing the number of reserved second special symbols by 1 and updating the display on the second special symbol reserved number display device 34, before sending a second special symbol variation start command (second special symbol variation start command) to the sub-integrated control device 90. Upon receiving the special symbol variation instruction command, the sub-integrated control device 90 sends a control command to the performance display control device 91 so that the symbol variation performance begins on the performance display device 37. The special symbol variation start command includes the result of the jackpot judgment, the variation pattern of the special symbols (variation time), and the confirmed symbols (jackpot symbols or losing symbols).

[0071] If the result of the jackpot determination in S568 is determined to be a miss and not a jackpot, the machine determines the variation pattern, starts displaying the variation of the special symbols (S584), decrements the number of reserved special symbols by 1 and updates the display of the special symbol reserved number display device (S586), and then performs a ceiling counter update process to update the ceiling counter (S588). Finally, it sends a special symbol variation start command to the sub-integrated control device 90 (S578) and terminates the special symbol variation display related processing.

[0072] Figure 17 is a flowchart showing an example of the ceiling counter update process. In the ceiling counter update process, it is first determined whether the probability variation flag is valued at 0 (S590) and whether the b time reduction flag is valued at 0 (S591). If it is determined that either the probability variation flag or the b time reduction flag is valued at 1, it is determined that the current game state is either the probability variation game state or the b time reduction state, and the ceiling counter update process is terminated without updating the ceiling counter. On the other hand, if it is determined that both the probability variation flag and the b time reduction flag are valued at 0, it is determined that the current game state is neither the probability variation game state nor the b time reduction state, and the ceiling counter is incremented (counted) by 1 (S592). The ceiling counter update process is executed when the result of the jackpot judgment is a miss, and the ceiling counter is counted by 1 when the game state is neither the probability variation game state nor the b time reduction state. Therefore, the value of the ceiling counter is mainly the number of times the jackpot judgment result was a miss in the normal game state. However, in this embodiment, the condition for counting by the ceiling counter is that the game state is not the a-time-saving state. Therefore, the ceiling counter counts in the same way as in the normal game state, even when the game is in the a-time-saving state. The ceiling counter may also be configured to count only when the game is in the normal game state. The value of the ceiling counter is reset to its initial value (value 0) when a jackpot occurs, and counting starts from the initial value after the jackpot game ends. The value of the ceiling counter is stored in RAM 60c and is retained in RAM 60c even when the power is turned off. If a RAM clear process is performed when the power is turned on, it is reset to the initial value (value 0), and counting starts from the initial value after the power is turned on. On the other hand, if a RAM clear process is not performed when the power is turned on again, the value of the ceiling counter starts counting from the value stored in RAM 60c. In this embodiment, the ceiling counter is configured as an up counter that increments by 1, but it may also be configured as a down counter that decrements by 1.

[0073] When the ceiling counter is incremented, it is determined whether the value of the ceiling counter matches a specified value (S593). The specified value is a threshold for determining whether the ceiling has been reached, and in this embodiment, it is set to a value of 900. If it is determined that the value of the ceiling counter does not match the specified value, it is determined that the ceiling has not been reached, and the ceiling counter update process is terminated.

[0074] In S593, if it is determined that the value of the ceiling counter matches a predetermined value, it is determined that the ceiling has been reached, and the value of the ceiling reached flag is set to 1 (S596). At the same time, a ceiling reached animation instruction command is sent to the sub-integrated control device 90 instructing it to execute a ceiling reached animation that notifies that the ceiling has been reached (S597), and the ceiling counter update process ends. Upon receiving the ceiling reached animation instruction command, the sub-integrated control device 90 sends a control command to the animation display control device 91 to execute the ceiling reached animation on the animation display device 37.

[0075] Returning to the special symbol game processing shown in Figures 13 and 14, when the special symbol game processing is executed after the display of the special symbol (first special symbol or second special symbol) has started to change, S502 determines that either the first special symbol or the second special symbol is currently being displayed in a changing state. Therefore, the CPU 60a of the main control device 60 determines whether the changing time has elapsed (S518). Since the changing time is set according to the changing pattern of the special symbol determined in S572 or S582, whether the changing time has elapsed can be determined by comparing the elapsed time since the display of the special symbol began with the changing time corresponding to the determined changing pattern. If it is determined that the changing time has not elapsed, the special symbol game processing is terminated. If it is determined that the changing time has elapsed, a symbol stop command is sent to the sub-integrated control device 90 (S520), and the confirmed special symbol that is currently being displayed in a changing state is displayed (S522). Upon receiving the symbol stop command, the sub-integrated control device 90 sends a control command to the performance display control device 91 to terminate the symbol variation performance on the performance display device 37. It then determines whether the display time for the confirmed symbol has elapsed (S524). In this embodiment, the display time for the confirmed symbol is set to 0.5 seconds. If it determines that the display time for the confirmed symbol has not elapsed, the special symbol game processing is terminated. After the special symbol stop display is made, if the special symbol game processing is executed, it is determined in S504 that the confirmed symbol is still being displayed, so it is determined again in S524 whether the display time for the confirmed symbol has elapsed. If it is determined that the display time for the confirmed symbol has elapsed, the display of the confirmed symbol is terminated (S526), ​​and it is determined whether the confirmed symbol is a jackpot symbol (S528).

[0076] If a winning symbol is determined in S528, the condition device is activated (S530) and the continuous mechanism device is activated (S532) to generate a jackpot, and the jackpot flag is set to value 1 (S534). During jackpot gameplay, in order to stop the probability variation function and time reduction function, the probability variation flag is set to value 0 when it is value 1 (S536, S538), the a time reduction flag is set to value 0 when it is value 1 (S540, S542), and the b time reduction flag is set to value 0 when it is value 1 (S544, S546). Then, a game state specification command is sent to the sub-integrated control device 90 (S548), and the special symbol game processing is terminated. The game state specification command includes the values ​​of the jackpot flag, the probability variation flag, the a time reduction flag, and the b time reduction flag. Once the special symbol game processing is complete, the system returns to the main control processing and proceeds to the next S80 jackpot game processing.

[0077] On the other hand, if it is determined in S528 that the symbol is a losing symbol and not a winning symbol, it is determined whether the probability variation flag is valued at 1 (probability variation game state) or not (S550). If it is determined that the probability variation flag is valued at 0 and not 1, the process proceeds to S558. If it is determined that the probability variation flag is valued at 1, the probability variation counter is decremented by 1 (S552), and it is determined whether the probability variation counter is valued at 0 or not (S554). The probability variation counter indicates the remaining number of spins for the special symbol until the probability variation game state ends, and a predetermined value is set for the probability variation counter at the end of a big win game. In this embodiment, the value is set to 10000 when the winning symbol is a probability variation big win symbol (probability variation big win). Therefore, when a probability variation big win is achieved, the probability variation game state is effectively maintained until the next big win. If it is determined that the probability variation counter is not valued at 0, the process proceeds to S558 while maintaining the probability variation game state. On the other hand, if it is determined that the probability variation counter is value 0, the probability variation flag is set to value 0 (S556) in order to end the probability variation game state, and then the process proceeds to S558. Then, the time reduction flag setting process is executed (S558), the game state specification command is sent to the sub-integrated control device 90 (S548), and the special symbol game process is terminated.

[0078] Figure 18 is a flowchart showing an example of the time-saving flag setting process. In the time-saving flag setting process, first, it is determined whether the a time-saving flag is valued at 1 (a time-saving state is active) (S600). If it is determined that the a time-saving flag is valued at 0 instead of 1, the process proceeds to S608. If it is determined that the a time-saving flag is valued at 1, the a time-saving counter is decremented by 1 (S602), and it is determined whether the a time-saving counter is valued at 0 (S604). The a time-saving counter indicates the remaining number of special symbol variations until the a time-saving state ends, and a predetermined value is set to the a time-saving counter at the end of a jackpot game. In this embodiment, if the jackpot symbol is a normal jackpot symbol, the value is set to 100, and if it is a probability variation jackpot symbol, the value is set to 10000. Therefore, if a probability variation jackpot is hit, the a time-saving state is effectively maintained until the next jackpot is hit. If it is determined that the a-time reduction counter is not 0, the process proceeds to S608 while maintaining the a-time reduction state. If it is determined that the a-time reduction counter is 0, the process proceeds to S608 with the a-time reduction flag set to 0 (S606) in order to terminate the a-time reduction state.

[0079] Next, it is determined whether the b-time-saving flag is valued at 1 (in the b-time-saving state) (S608). If it is determined that the b-time-saving flag is valued at 0 instead of 1, it is determined whether the value of the ceiling counter matches a predetermined value (value 900) (S610). If it is determined that the value of the ceiling counter does not match the predetermined value, the time-saving flag setting process is terminated. On the other hand, if it is determined that the value of the ceiling counter matches the predetermined value, the ceiling counter is set to an initial value (value 0) (S612), the b-time-saving flag is set to value 1 in order to generate the b-time-saving state (S614), a predetermined value is set for the b-time-saving counter (S616), and the time-saving flag setting process is terminated. As described above, the b-time-saving counter indicates the remaining number of special symbol variations until the b-time-saving state ends, and in this embodiment, for example, the b-time-saving counter is set to value 900. The probability of hitting a jackpot is 1 / 320 to 1 / 270, so if the ceiling is reached and the b-time-saving state is generated, a jackpot can be hit in most cases.

[0080] In S608, if it is determined that the b-time reduction flag is valued at 1, the b-time reduction counter is decremented by 1 (S618), and it is determined whether the b-time reduction counter is valued at 0 (S620). If it is determined that the b-time reduction counter is not valued at 0, the time reduction flag setting process is terminated while maintaining the b-time reduction state. On the other hand, if it is determined that the b-time reduction counter is valued at 0, the b-time reduction flag is set to 0 (S622) in order to terminate the b-time reduction state, and the time reduction flag setting process is terminated. In other words, if the b-time reduction counter becomes valued at 0 without hitting a jackpot, the b-time reduction state ends, and the game transitions to the normal game state. If the game transitions to the normal game state without hitting a jackpot in the b-time reduction state, and the number of misses then reaches a predetermined value, it may be considered that the ceiling has been reached and the b-time reduction state may not be generated, or it may be considered that the ceiling has been reached and the b-time reduction state may be generated.

[0081] [Big Win Game Processing] Figures 19 and 20 are flowcharts illustrating an example of jackpot game processing. In the jackpot game processing at S80, the CPU 60a of the main control device 60 first determines whether the jackpot flag is valued at 1 (in jackpot game) (S700). If it determines that the jackpot flag is not valued at 1 but at 0, the jackpot game processing is terminated. On the other hand, if it determines that the jackpot flag is valued at 1, it determines whether the large prize slot 25 is open (S702), whether the jackpot game start animation is in progress (S704), whether the jackpot game end animation is in progress (S706), and whether the interval between openings is in progress (S708). If any of the determinations at S702 to S708 are negative, it sends a jackpot game start animation command to the sub-integrated control device 90 (S710) and terminates the jackpot game processing. Upon receiving the jackpot game start animation command, the sub-integrated control device 90 starts the jackpot game start animation. Once the jackpot game start animation has started, when the next jackpot game processing is executed, it is determined in S704 that the jackpot game start animation is in progress, and therefore it is determined whether the jackpot game start animation time has elapsed (S712). If it is determined that the jackpot game start animation time has not elapsed, the jackpot game processing is terminated. If it is determined that the jackpot game start animation time has elapsed, the jackpot opening 25 is opened by driving the jackpot opening solenoid 25c (S714), and the jackpot game processing is terminated.

[0082] When the large prize slot 25 is opened, the next time the jackpot game processing is executed, S702 determines that the large prize slot 25 is open. Based on the detection signal from the large prize slot switch 25a, it is determined whether the number of game balls that have entered the large prize slot 25 has reached a predetermined number (10 in this embodiment) (S716), and whether the elapsed time since the large prize slot 25 was opened (opening time) has reached the maximum opening time (28 seconds in this embodiment) (S718). If it is determined that the number of game balls that have entered the large prize slot 25 has not reached the predetermined number, and the opening time of the large prize slot 25 has not reached the maximum opening time, the jackpot game processing is terminated while the large prize slot 25 remains open. On the other hand, if it is determined that the number of game balls entering the large prize slot 25 has reached a predetermined number, or if it is determined that the opening time of the large prize slot 25 has reached the maximum opening time even if the number of balls entering has not reached a predetermined number, the large prize slot 25 is closed (S720), and it is determined whether or not the current round of play is the final round (S722). The number of rounds in a jackpot game is set by the jackpot symbol ("4R normal jackpot symbol", "10R normal jackpot symbol", "10R probability variation jackpot symbol"), so the determination of whether or not the current round of play is the final round is made by determining whether or not the number of repetitions of the round of play has reached a number determined according to the jackpot symbol. If it is determined that the current round of play is not the final round, an interval between openings is generated (S724), and the jackpot game processing is terminated. When an interval between openings occurs, the next time a jackpot game is executed, it is determined in S708 that an interval between openings is occurring, and it is determined whether the interval time (for example, 2 seconds) has elapsed (S726). If it is determined that the interval time has not elapsed, the jackpot game is temporarily terminated with the large prize slot 25 closed. If it is determined that the interval time has elapsed, the large prize slot 25 is opened again (S714), and the jackpot game is terminated.

[0083] After repeating round games in which the big prize opening 25 is opened and closed with intervals in between, if it is determined in S722 that this round game is the final round, a big win game termination performance command is sent to the sub-integrated control device 90 (S728), and the big win game processing is terminated. Upon receiving the big win game termination performance command, the sub-integrated control device 90 starts the big win game termination performance. Once the big win game termination performance has started, when the next big win game processing is started, it is determined in S706 that the big win game termination performance is in progress, and it is determined whether or not the big win game termination performance time has elapsed (S730). If it is determined that the big win game termination performance time has not elapsed, the big win game processing is terminated, and if it is determined that the big win game termination performance time has elapsed, the operation of the continuous mechanism operation device is stopped (S732), and the operation of the condition device is stopped (S734). Next, the probability variation flag setting process (S736) and probability variation counter setting process (S738) are performed, along with the a-time reduction flag setting process (S740) and a-time reduction counter setting process (S742). The probability variation flag setting process is performed by setting the probability variation flag to a value of 0 if the winning symbol is a normal winning symbol, and setting the probability variation flag to a value of 1 if the winning symbol is a probability variation winning symbol. The probability variation counter setting process is performed by setting the value to 10000 if the winning symbol is a probability variation winning symbol. In addition, the a-time reduction flag setting process is performed by setting the a-time reduction flag to a value of 1 regardless of whether the winning symbol is a normal winning symbol or a probability variation winning symbol. a. The time-saving counter setting process is performed by setting the value to 100 if the winning symbol is a normal winning symbol, and setting the value to 10000 if it is a probability-changing winning symbol. Next, the ceiling counter setting process is performed (S744). The ceiling counter setting process is performed by setting the ceiling counter to an initial value (value 0). Note that the ceiling counter setting process may be executed in S528 of the special symbol game processing when the winning symbol is displayed as confirmed, or in S568 of the special symbol variation display related processing when it is determined to be a win by the win judgment. Then, in order to end the jackpot game, the value of the jackpot flag is set to 0 (S748), and the game state specification command is sent to the sub-integrated control device 90 (S750), and the jackpot game processing is terminated.The game state specification command includes values ​​for the probability variation flag, the time reduction flag, the ceiling counter, and the jackpot flag.

[0084] Next, we will explain the processing of the sub-integrated control unit 90 that receives various commands from the main control unit 60. As mentioned above, the commands that the sub-integrated control unit 90 receives from the main control unit 60 include the initial command, the return command, the special symbol variation start command, the ceiling reach effect instruction command, the symbol stop command, the game state specification command, the jackpot game start effect command, and the jackpot game end effect command. In addition, the processing of the sub-integrated control unit 90 includes the hold display processing performed based on when a game ball enters the first start port 23 or the second start port 24, the symbol variation effect processing performed during the special symbol variation display, and the jackpot game effect processing performed during a jackpot game. The details of the hold display processing and the symbol variation effect processing will be explained below.

[0085] [Pending Display Processing] Figure 21 is a flowchart showing an example of the hold display process. In the hold display process, the CPU 90a of the sub-integrated control device 90 first determines whether or not it has received a special symbol hold generation command (first special symbol hold generation command or second special symbol hold generation command) transmitted by the main control device 60 in S214 or S230 of the start prize winning process in Figure 9 (S800). If it determines that it has not received a special symbol hold generation command, it proceeds to S812. On the other hand, if it determines that it has received a special symbol hold generation command, it further determines whether or not it has received a special symbol pre-read judgment command (first special symbol pre-read judgment command or second special symbol pre-read judgment command) transmitted by the main control device 60 in S212 or S228 of the start prize winning process (S802). If it determines that it has received a special symbol hold generation command but has not received a special symbol pre-read judgment command, it displays (adds) the hold symbols in normal display (S808) and proceeds to S812. The display of the reserved symbols is performed by displaying the first reserved symbol 372a when the first special symbol reserved symbol command is received, and by displaying the second reserved symbol 372b when the second special symbol reserved symbol command is received.

[0086] On the other hand, if it is determined that a special symbol hold generation command has been received along with a special symbol pre-read judgment command, it is determined whether the generated hold is a jackpot hold (S804) or a specific miss hold (S806). The determination in S804 is performed, for example, by determining whether the result of the jackpot judgment by the pre-read judgment is a jackpot, and the determination in S806 is performed, for example, by determining whether the result of the jackpot judgment by the pre-read judgment is a miss and the result of the variation pattern judgment is a specific pattern (SP pattern or SPSP pattern). Note that these determinations may also be performed on the condition that a lottery is held and the result of the lottery is a win. If it is determined that the generated hold is neither a jackpot hold nor a specific miss hold, the hold symbols are displayed (added) in the normal display (S808) and the process proceeds to S812. If it is determined that the generated hold is either a jackpot hold or a specific miss hold, the hold symbols are displayed (added) in a specific display different from the normal display (S810) and the process proceeds to S812.

[0087] Next, in S578 of the special symbol variation display related processing in Figure 15, it is determined whether or not a special symbol variation start command (first special symbol variation start command or second special symbol variation start command) transmitted by the main control device 60 has been received (S812). If it is determined that a special symbol variation start command has not been received, the hold display processing is terminated. If it is determined that a special symbol variation start command has been received, the hold display of the special symbol related to that variation is erased and the remaining hold displays are shifted (S814), and the hold display processing is terminated. The hold display is erased by erasing the first hold symbol 372a when the first special symbol variation start command is received, and by erasing the second hold symbol 372b when the second special symbol variation start command is received.

[0088] [Symbol variation effect processing] Figure 22 is a flowchart showing an example of the symbol variation effect processing. In the symbol variation effect processing, the CPU 90a of the sub-integrated control device 90 first determines whether or not it has received a special symbol variation start command transmitted by the main control device 60 in S578 of the special symbol variation display related processing in Figure 15 (S900). If it determines that it has not received a special symbol variation start command, it proceeds to S926. On the other hand, if it determines that it has received a special symbol variation start command, it determines the stop symbol of the effect symbol based on the confirmed special symbol included in the special symbol variation start command (S902), and also determines the variation pattern of the effect symbol based on the variation pattern (variation time) of the special symbol (S904). The determination of the stop symbol of the effect symbol is performed by selecting the stop symbol of the effect symbol corresponding to the confirmed special symbol determined in S570 or S580 of the special symbol variation display related processing from a plurality of stop symbols that have been stored in advance. Furthermore, the determination of the variation pattern of the performance symbols is performed by selecting a variation pattern of the performance symbols that corresponds to the variation pattern of the special symbols determined in S572 or S582 of the special symbol variation display related processing from among a plurality of pre-stored variation patterns. Once the stop symbol and variation pattern of the performance symbols are determined in this way, the symbol variation performance is started to display the performance symbols in a variation (S906). The symbol variation performance is performed by sending a control command (symbol variation performance start command) to the performance symbol control device 91 to instruct the start of the symbol variation performance.

[0089] Next, in the ceiling counter update process shown in Figure 17, at S597, it is determined whether or not a ceiling reach performance instruction command transmitted by the main control device 60 has been received (S908). If it is determined that a ceiling reach performance instruction command has been received, a ceiling reach performance indicating that the ceiling has been reached is executed (S910). The ceiling reach performance is performed by transmitting a control command to the performance symbol control device 91 to instruct the start of the ceiling reach performance. On the other hand, if it is determined that a ceiling reach performance instruction command has not been received, it is determined in S520 of the special symbol game process shown in Figure 13 whether or not a symbol stop command transmitted by the main control device 60 has been received (S926). If it is determined that a symbol stop command has not been received, the symbol variation performance process is terminated. If it is determined that a symbol stop command has been received, the symbol variation performance is terminated by stopping the performance symbols that are currently changing with the stop symbols determined in S902 (S928), and the symbol variation performance process is terminated.

[0090] As shown in Figure 5, in this embodiment of the gaming machine, while the player is playing the game, that is, while the display symbols are changing, the player can check the remaining number of spins to the ceiling (380), and can play the game using the remaining number of spins to the ceiling as one of the indicators. Furthermore, when the display symbols stop, at least a portion of the remaining number of spins to the ceiling (380) is hidden by the display symbols, so the player can no longer see the remaining number of spins to the ceiling (380).

[0091] In the gaming machine of this embodiment, there is a state called a standby state, which is a non-game state in which no game is being played. Specifically, for example, the standby state may be defined as a state in which there is no special symbol hold memory and the special symbol variation display is not being performed. Alternatively, the standby state may be defined as a state in which there is no special symbol and normal symbol hold memory and the special symbol and normal symbol variation display is not being performed. In addition to these conditions, the standby state may also be defined as a state in which a predetermined time has elapsed in which the special symbol and / or normal symbol variation display has not been performed, or a game ball has not been launched (or has not been launched for a predetermined time), and any state in which the player determines that they are not playing is acceptable. The standby state may be determined by the sub-integrated control device 90 based on whether or not the game is in a non-game state, or in another embodiment, the main control device 60 may determine this and send a standby command to the sub-integrated control device 90 if the game is in a non-game state.

[0092] When the sub-integrated control device 90 transitions to a standby state, it displays a standby screen on the performance screen (see Figure 23(a)). The standby screen is the screen that was displayed on the performance screen immediately before transitioning to the standby state, and it displays the performance symbols that were confirmed in the symbol performance that took place immediately before the transition.

[0093] In this standby state, the performance symbols are displayed and then stopped. The stopping position of the performance symbols is such that a portion of the remaining number of spins of special symbols until the ceiling is reached is hidden by the stopped performance symbols. Therefore, when the game is not being played, it is not possible to see the remaining number of spins of special symbols until the ceiling is reached.

[0094] In this embodiment, the remaining number of spins of the special symbols until the ceiling is reached is hidden and not visible when the performance symbols stop. However, it is not necessary to completely hide the 380 remaining spins of the ceiling, which indicates the number of spins of the special symbols until the ceiling is reached. As shown in Figure 5(b) and Figure 23(a), the text until the special time for the 380 remaining spins of the ceiling and part of the text for the remaining 500 spins are visible. In this way, even when not playing, the presence of a ceiling function can be recognized by looking at the performance screen. Furthermore, by making part of the remaining spins until the ceiling visible, it is possible to predict the number of remaining spins of the special symbols until the ceiling is reached and start playing even when not playing.

[0095] Furthermore, in this embodiment, since a portion of the 380 remaining attempts to reach the ceiling are hidden by the performance symbols, there is no need to display anything different from what is shown during gameplay, such as hiding or erasing the 380 remaining attempts with a new display. The display is almost the same as during gameplay, with the performance symbols stopped, thus reducing development costs.

[0096] In this embodiment, the remaining 380 spins until the ceiling are reached are partially obscured by the display symbols. It is preferable to obscure the largest digit of the remaining spins until the ceiling is reached. If the game machine requires 500 spins of special symbols to reach the ceiling, at least the hundreds digit, 5, should be obscured. In this way, the most important part of the remaining spins of special symbols until the ceiling is reached cannot be confirmed while not playing, but it is possible to check and predict by checking the tens digit or units digit. Alternatively, only the units digit may be made visible.

[0097] The "380 Remaining Spins to Ceiling" display consists of a section indicating the existence of a ceiling function (the "Until Special Time" display in Figure 5(a)) and a section indicating the remaining number of spins of the special symbols until the ceiling is reached (the "500 Remaining Spins" display in Figure 5(a)). It is preferable that the section indicating the existence of a ceiling function not be hidden, even when not playing or when symbols are stopped, or if partially hidden, only to the extent that the meaning is still recognizable. The existence of a ceiling function is something that should be advertised as a gaming machine, and there is no need to hide whether or not it has a ceiling function, so it is sufficient to hide only the remaining number of spins of the special symbols until the ceiling is reached. However, the section indicating the existence of a ceiling function is not necessarily required, so the "380 Remaining Spins to Ceiling" itself could be made only the section indicating the remaining number of spins of the special symbols until the ceiling is reached.

[0098] In this embodiment, the standby state is as shown in Figure 23(a), but the method of concealing the remaining number of attempts to reach the ceiling (380) is not limited to this. For example, as shown in Figures 23(b) and 23(c), the remaining number of attempts to reach the ceiling (380) may be concealed by a display effect shown on the standby screen. In Figure 23(b), it is possible to use an operation means such as the effect button 16 during the standby screen, and an operation display 388 prompting the user to operate is displayed, and the remaining number of attempts to reach the ceiling (380) is concealed by the operation display 388. Alternatively, instead of the operation display 388, a demo display 389 indicating that it is a standby screen may be displayed during the standby screen as shown in Figure 23(c), thereby concealing the remaining number of attempts to reach the ceiling (380). In Figures 23(b) and 23(c), the display position of the remaining 380 spins, which was initially shown in the upper left position as in Figure 23(a), may change when the game is not in operation. Alternatively, the remaining 380 spins may remain displayed in the position shown in Figures 23(b) and 23(c) even during gameplay, in a position where it is not hidden even when the performance symbols stop. When the game is not in operation, the operation display 388 or demo display 389 may be displayed and hide the remaining 380 spins. Furthermore, when the performance symbols in Figure 5(b) stop, the remaining 380 spins may not be hidden (the performance symbols may be positioned lower than in Figure 5(a) so as not to overlap with the remaining 380 spins), and when the game enters standby mode, the performance symbols may move upwards, hiding the remaining 380 spins in Figure 5(b). Figures 23(b) and 23(c) are displayed in the standby state and hide the remaining 380 ceiling counts, so there is no need to prepare anything new to hide it, and it has the same effect as when it is hidden with a performance symbol as in Figure 23(a).

[0099] The remaining 380 spins to the ceiling may be displayed regardless of the game state, or it may be displayed only under specific conditions, such as when the game state is the normal game state, or it may be hidden during specific events such as SP reach, as attention should be focused on those events rather than the remaining 380 spins to the ceiling.

[0100] Regarding the display of effects when a RAM clear process is performed upon power-on and when a RAM clear process is not performed, the display after power-on may show 380 remaining ceiling attempts and hide it with effect symbols as in the above embodiment. Alternatively, for the part that shows that there is a ceiling function with 380 remaining attempts (for example, the display "Until Special Time" in Figure 5(a)) and the part that shows the remaining number of special symbol spins until the ceiling is reached (for example, the display "500 spins remaining" in Figure 5(a)), a special display may be made in which the remaining number of special symbol spins until the ceiling is reached is not displayed in the part that shows the remaining number of special symbol spins until the ceiling is reached. As a special display, the display may not be shown at all, or a display such as "??? spins remaining until Special Time" may be shown. This is because if the RAM is not cleared when the gaming machine is powered on, meaning the value of the previous day's ceiling counter is retained when gameplay begins, even if the display shows 380 remaining spins until the ceiling, it will still show 500 spins until the special time. However, the actual ceiling counter is the number of spins from the previous day, so subtracting the number of spins from the previous day from the remaining 500 spins will give the remaining number of spins for the special symbols until the ceiling is reached, creating a contradiction. Also, displaying the remaining spins from the previous day would reveal that the RAM was not cleared when the machine was powered on. Similarly, if the RAM was cleared when the machine was powered on, displaying 500 spins until the special time would still reveal that the RAM was cleared. In reality, since the game is not in progress, part of the 500 spins is hidden by the 380 remaining spins, so the 500 spins are not visible. However, even if the hundreds digit 5 ​​is missing, the presence of 00 would suggest that the RAM was not cleared. If it were easy to tell whether or not a RAM reset had been performed, and if a RAM reset had been performed, the ceiling counter would show a value of 0, meaning the number of remaining spins for the special symbols until reaching the ceiling was the highest possible. However, since there was a possibility that the player might not play, displaying "??? spins remaining until Special Time" would indicate that there was a Special Time function at the ceiling, but it would be impossible to know the number of remaining spins for the special symbols until reaching the ceiling, nor whether or not a RAM reset had been performed. This state could be reset when a jackpot is hit after the power is turned on.

[0101] In the display after power-on, the section that shows the remaining number of spins of special symbols until reaching the ceiling is displayed with a special display that does not show the remaining number of spins of special symbols until reaching the ceiling. However, the special display may be changed so that after a predetermined number of spins of special symbols have been played after power-on, the display returns to normal (for example, after 20 spins, it will show 400 spins remaining until Special Time). In this way, the number of spins of special symbols until reaching the ceiling can be seen by playing for a predetermined number of spins, which can increase the player's motivation to play. The predetermined number of spins after power-on may be predetermined; for example, if it is set to 20 spins, the player will be inclined to play at least 20 times. The predetermined number of spins after power-on can be random, and the decision of whether to switch from a special display to a normal display each time a special symbol changes can be determined by lottery or other means, or it can be determined by lottery or other means after power-on from among several predetermined number of spins. By making the predetermined number of spins unknown after power-on in this way, players can play while anticipating when it will happen, resulting in a different kind of gameplay than normal. Furthermore, the display may be changed from a special display to a normal display when the remaining number of spins of the special symbols until the ceiling is reached reaches a predetermined value after the power is turned on. This allows players to play while anticipating that the display will return to normal as soon as possible. The predetermined value may be set in advance or may be random. If the display is changed from a special display to a normal display when the remaining number of spins of the special symbols until the ceiling is reached reaches a predetermined value, it is conceivable that the remaining number of spins of the special symbols until the ceiling is reached may already be reached when the power is turned on. In this case, as mentioned above, the special display may be changed to a normal display after a predetermined number of spins of the special symbols have been performed after the power is turned on.

[0102] In this embodiment, the machine is configured as a so-called seven-type gaming machine, but it is not limited to this. It may also be configured as a so-called type 1 and type 2 mixed machine, in which a specific area is provided inside the large prize opening that opens during a minor win game, and when a game ball enters the large prize opening during a minor win game and passes through the specific area, it develops into a major win game. In this case, if the number of times the special symbols change reaches a predetermined number without a major win occurring, the machine may be considered to have reached its ceiling and enter a time-saving state (b).

[0103] In this embodiment, the game balls supplied from the island equipment of the gaming hall are dispensed into the upper receiving tray 11 as prize balls or loan balls, but it may also be a so-called sealed-type pachinko machine. A sealed-type pachinko machine operates by circulating game balls sealed inside. Furthermore, the pachinko machine in this embodiment may also be applied to a so-called managed gaming machine. A managed gaming machine restricts external access to the main control device, and the frame control device (corresponding to the payout control device in this embodiment) can transmit information other than specific information (information that affects the performance of the game or information that may affect the outcome of the game) to the main control device. The frame control device is connected to a CR unit and is configured to communicate with the outside only through the frame control device. It may also be applied to a revolving-type gaming machine.

[0104] The correspondence between the main elements of the invention described in the section on the main elements of the embodiment and the means for solving the problem will be explained. The start-up prize-winning process S200~S230 corresponds to the "start-up conditions," the CPU 60a of the main control device 60 that executes the special symbol game process corresponds to the "win / loss determination means," the CPU 60a of the main control device 60 that executes the big win game processes S700~734, S748, S750 corresponds to the "special game execution means," the CPU 60a of the main control device 60 that executes the ceiling counter update process corresponds to the "variable counting means," and the CPU 90a of the sub-integrated control device 90 that executes the symbol variation effect process S918, the effect display control device 91, and the effect display device 37 correspond to the "bonus suggestion effect means." Furthermore, the correspondence between the main elements of the examples and the main elements of the invention described in the section on means for solving the problem is not intended to limit the elements of the invention described in the section on means for solving the problem, as the examples are merely one example to specifically illustrate a form for carrying out the invention described in the section on means for solving the problem. In other words, the interpretation of the invention described in the section on means for solving the problem should be based on the description in that section, and the examples are merely one specific example of the invention described in the section on means for solving the problem.

[0105] Although embodiments of the present invention have been described above using examples, the present invention is not limited in any way to these embodiments, and can be implemented in various forms without departing from the spirit of the invention. [Explanation of Symbols]

[0106] 1 Pachinko machine, 2 Outer frame, 3 Front frame, 3a Front frame release switch, 4 Glass plate, 5 Inner frame, 5a Inner frame release switch, 11 Upper tray, 12 Lower tray, 13 Launch handle, 14 Speaker, 15 LED, 16 Performance button, 16a Performance button switch, 20 Game board, 21 Game area, 21a Outer rail, 21b Inner rail, 21c Nails, 22 Normal symbol activation gate, 22a Gate switch, 23 First start gate, 23a First start gate switch, 24 Second start gate, 24a Second start gate switch, 24b Opening / closing wings, 24c Second start gate solenoid, 25 Big prize gate, 25a Big prize gate switch, 25b Opening / closing plate, 25c Big prize gate solenoid, 27 Normal prize gate, 27a Normal prize gate switch, 29 Outlet, 31 First Special Symbol Display Device (First Special Symbol Display Device), 32 Second Special Symbol Display Device (Second Special Symbol Display Device), 33 First Special Symbol Reserve Count Display Device (First Special Symbol Reserve Count Display Device), 34 Second Special Symbol Reserve Count Display Device (Second Special Symbol Reserve Count Display Device), 35 Normal Symbol Display Device (Normal Symbol Display Device), 36 Normal Symbol Reserve Count Display Device (Normal Symbol Reserve Count Display Device), 37 Performance Display Device, 371L, 371C, 371R Performance Symbol (Pseudo Symbol), 372a First Reserve Symbol, 372b Second Reserve Symbol, 38 Center Mechanism, 50 CR Unit, 51 CR Unit Terminal Board, 52 Settlement Display Device, 53 Ball Dispensing Button, 53a Ball Dispensing Switch, 54 Settlement Button, 54a Settlement Switch, 60 Main Control Device, 60a CPU, 60b ROM, 60c RAM, 61 62 Game board relay terminal board, 63 Symbol display device relay terminal board, 64 Performance relay terminal board, 65 Back wiring relay terminal board, 60 Payout control device, 71 Payout relay terminal board, 72 Payout device, 73 Payout motor, 74 Payout switch, 75 Full switch, 76 Ball out switch, 77 Ball tank, 78 Tank rail, 80 Launch control device, 81 Launch stop switch, 82 Touch switch, 83 Launch motor, 90 Sub-integrated control device, 90a CPU, 90b ROM, 90c RAM, 91 Performance display control device, 95 Power supply board, 98 Probability setting switch, 99 RAM clear switch, 100 Hall computer.

Claims

[Claim 1] After the starting conditions are met, a means for determining whether or not it is a hit is performed based on the meeting of the starting conditions. A change display means that displays changes in identification information according to the result of the aforementioned correct / false determination, When a specific display result is shown in the aforementioned variable display, the special game implementation means transitions to a special game state, A variable counting means for counting the number of times the variable display did not result in a win according to the aforementioned win / fail determination means, A bonus-granting means that grants a bonus to the player when the count value counted by the variable counting means reaches a predetermined value, The system includes a special feature suggestion presentation means that displays a suggestion presentation regarding the number of remaining fluctuation displays up to the predetermined value, The aforementioned bonus suggestion presentation means is characterized in that, when the identification information is displayed in a variable state, it displays the remaining number of variable display counts up to the predetermined value in a visible manner, and when the identification information is displayed in a stationary state, it hides at least a portion of the numerical value indicating the remaining number of variable display counts up to the predetermined value with the stationary identification information, making it difficult to see.

Citation Information

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