Game machine

JP2024039683A5Pending Publication Date: 2025-09-17SANSEI R&D KK
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Patent Information

Application Number
JP2022142568
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-09-07
Publication Date
2025-09-17

AI Technical Summary

Technical Problem

Gaming machines with diverse specifications require a flexible and efficient mechanism to output predetermined signals to external devices, accommodating various gaming scenarios and events, while ensuring simplicity in development and manufacturing.

Method used

The gaming machine incorporates a control unit, external terminal board, detection means, and a mechanism to input and output signals based on control processing and detected events, allowing for the transmission of customized signals to external devices.

Benefits of technology

Enables easy handling of unique signal outputs to external devices, adapting to different gaming machine specifications and events, enhancing operational flexibility and efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine that easily deals with a case for outputting, to an external device, a predetermined signal that is different from existing signals.SOLUTION: A prize ball payout signal based on control processing of a payout control microcomputer 116 is outputted from a payout control board 110 and inputted to an external terminal board 130. A shooting stop detection signal based on a detection of a shooting stop switch 115t is inputted to the external terminal board 130 via the payout control board 110. Signals to be inputted to the external terminal board 130 are always caused to bypass the payout control board 110. Therefore, regardless of the source of a signal that becomes a trigger to output an external signal to an external device 500, external signals (prize ball information signal and shooting stop signal) can be outputted to the external device 500, thanks to the connection between the payout control board 110 and the external terminal board 130. Accordingly, an easy dealing is possible for adopting a configuration in which the shooting stop signal is outputted to the external device 500 as a signal different from existing signals.SELECTED DRAWING: Figure 55
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Description

[Technical field]

[0001] The present invention relates to gaming machines such as pachinko gaming machines (pinball gaming machines) and slot machines (slot machines). [Background technology]

[0002] Conventionally, there are known gaming machines that use gaming media such as gaming balls and gaming medals to play games. This type of gaming machine is provided with an external terminal board that is connected to an external device (e.g., a hall computer) installed in the hall (amusement hall) where the gaming machine is installed, and various signals (information) related to the game status, etc. are output to the external device based on signals input to the external terminal board (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2012-217726 A Summary of the Invention [Problem to be solved by the invention]

[0004] There are various specifications for gaming machines, such as the so-called Type 1 type, Type 2 type, Type 1 / Type 2 mixed type, and general electric type. In addition, the so-called Type 1 type gaming machines include a pattern probability change machine in which whether or not the game state changes to a probability change state is determined based on the type of jackpot pattern displayed, and a V probability machine in which whether or not the game state changes to a probability change state is determined based on whether or not the game ball passes through a specific area in the attacker. As described above, there are many different specifications for gaming machines, and depending on the specifications of the gaming machine, it is possible to output a predetermined signal different from an existing signal to an external device. In this case, it is desirable to make it possible to respond as simply as possible during the development and manufacturing process of the gaming machine.

[0005] The present invention has been made in consideration of the above circumstances, and its purpose is to provide an amusement machine that can easily handle the case where a specified signal different from existing signals is output to an external device. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention employs the following means.

[0007] The gaming machine according to the first embodiment is A main board provided with a control unit capable of executing control processes that affect the outcome of a game; an external terminal board capable of outputting a predetermined external signal to an external device provided outside the gaming machine; A gaming machine configured such that an external signal based on a signal input to the external terminal board is output from the external terminal board to the external device, A detection means capable of detecting a predetermined event is provided, A signal based on the control process by the control unit and a signal based on the detection by the detection means can be input to the external terminal board. The gist of the present invention is as follows.

[0008] In addition, a specified event is an event that occurs in relation to the configuration (structure) or operation of a gaming machine, such as an event that occurs due to manual operation or action by a person who uses (plays) or manages the gaming machine (a player, an amusement hall staff member, etc.), an event that occurs due to the operation of components or devices equipped on the gaming machine, or an event that occurs during or as a result of playing the game, and whose occurrence (whether it has occurred or not) can be recognized (detected). Effect of the Invention

[0009] According to the present invention as described above, it is possible to provide a gaming machine that can easily handle the case where a predetermined signal different from an existing signal is output to an external device. [Brief description of the drawings]

[0010] [Figure 1]1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] 2 is a rear view of the gaming machine according to the embodiment of the present invention. FIG. [Diagram 3] FIG. 2 is a front view showing the configuration of a game board according to an embodiment of the present invention. [Figure 4] 4 is an enlarged view of the main display shown in FIG. 3, showing displays provided in the gaming machine. FIG. [Diagram 5] 2 is a block diagram showing the electrical configuration of the gaming machine. FIG. [Figure 6] This is a table showing the correspondence between the type of jackpot and the opening pattern of the jackpot opening. [Figure 7] 13 is a table showing various random numbers acquired by the game control microcomputer. [Figure 8] (A) is a jackpot determination table, (B) is a jackpot type determination table, (C) is a normal pattern hit determination table, and (D) is a normal pattern change pattern selection table. [Figure 9] This is a fluctuation pattern table. [Figure 10] 4 is a flowchart of a main control process. [Figure 11] 13 is a flowchart of a main interrupt process. [Figure 12] 13 is a flowchart of a start port sensor detection process. [Figure 13] This is a flowchart of the processing at the time of the initial ball entry. [Figure 14] 13 is a flowchart of a general operation process. [Figure 15] 13 is a flowchart of normal symbol waiting processing. [Figure 16] This is a flowchart of the normal pattern correctness determination process. [Figure 17] 13 is a flowchart of normal pattern random number shift processing. [Figure 18] This is a flowchart of processing during normal pattern change. [Figure 19] 13 is a flowchart of the normal symbol determination process. [Figure 20] 13 is a flowchart of normal electric device processing. [Figure 21] 13 is a flowchart of special chart operation processing. [Figure 22] 13 is a flowchart of a special symbol waiting process. [Figure 23] This is a flowchart of the special chart 2 pass / fail determination process. [Figure 24] This is a flowchart of the special chart 2 variation pattern selection process. [Diagram 25] This is a flowchart of the special chart 2 variation pattern selection process. [Figure 26] Special Figure 2 is a flowchart of random number shift processing. [Figure 27] This is a flowchart of the special drawing 1 correctness determination process. [Figure 28] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 29] This is a flowchart of the special chart 1 variation pattern selection process. [Diagram 30] Special Figure 1 is a flowchart of random number shift processing. [Diagram 31] This is a flowchart of processing during special pattern change. [Diagram 32] 13 is a flowchart of a special symbol determination process. [Diagram 33] This is a flowchart of special electric device processing (jackpot play). [Diagram 34] 13 is a flowchart of a game status setting process. [Diagram 35] This is a flowchart for processing the number of reserved balls. [Diagram 36] 13 is a flowchart of a power interruption monitoring process. [Figure 37] 13 is a flowchart of a sub-control main process. [Figure 38] 13 is a flowchart of a reception interrupt process. [Figure 39] 13 is a flowchart of a 2 ms timer interrupt process. [Diagram 40] 13 is a flowchart of a 10 ms timer interrupt process. [Diagram 41]13 is a flowchart of a received command analysis process. [Diagram 42] 13 is a flowchart of the variable performance start processing. [Diagram 43] 13 is a flowchart of the pending icon notification process. [Diagram 44] A diagram showing the configuration of a variable performance unit (variable performance device). [Diagram 45] (A) is a diagram showing the display screen and the upright state (standby state) of the variable performance member during the variable performance, and (B) is a diagram showing the state when the left variable performance member changes from an upright state to a tilted state due to the first gimmick announcement during the variable performance. [Diagram 46] (A) is a figure showing the state when the left variable performance member changes from a tilted state to an upright state due to the first gimmick notice during the variable performance, and (B) is a figure showing a list of notice display modes of the active hold icon. [Figure 47] (A) is a diagram showing what happens when, during a changing performance, a second gimmick announcement causes the left variable performance member to move to the midpoint position while remaining upright, and the right variable performance member to move to the end position while remaining upright; (B) is a diagram showing what happens when, during a changing performance, a second gimmick announcement causes the left variable performance member to change from an upright state to a tilted state at the midpoint position, and the right variable performance member to change from an upright state to a tilted state at the end position. [Figure 48] (A) is a figure showing the state when the left variable performance element changes from a tilted state to an upright state at the midpoint position due to the second gimmick announcement during the variable performance, and the right variable performance element changes from a tilted state to an upright state at the end point position, and (B) is a figure showing the state when the SP reach performance is displayed after the second gimmick announcement during the variable performance. [Figure 49] A figure showing a list of preview images (preview display modes) displayed by the second gimmick preview. [Figure 50] 11A and 11B are diagrams showing the configuration of a variable performance member in Example 2, in which (A) shows the inoperative state and (B) shows the operative state. [Figure 51] FIG. 11 is a circuit diagram of a main part of a sub-relay board according to a second embodiment. [Figure 52]13 is a flowchart of the initial operation processing of the variable performance component in the second embodiment. [Figure 53] 13 is a flowchart of a variable performance process according to the second embodiment. [Figure 54] 11A and 11B are front views of the firing handle of the third embodiment, in which (A) shows the firing handle in a non-operated state, and (B) shows the firing handle in an operated state. [Figure 55] FIG. 11 is a block diagram showing the electrical configuration of a gaming machine according to a third embodiment. [Figure 56] 10 is a timing chart showing states of various external signals in the third embodiment. [Figure 57] This is a circuit diagram of the main parts of the dispensing control board and external terminal board to which the launch stop detection signal of Example 3 is input. [Figure 58] This is a circuit diagram of the main parts of the dispensing control board and external terminal board to which the frame opening detection signal of Example 3 is input. [Figure 59] 13 is a flowchart of the prize ball payout monitoring process in Example 3. [Figure 60] 13 is a flowchart of fraud monitoring processing in the third embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Next, the embodiment of the present invention will be described using an example. In the following, an example will be described in which the present invention is applied to a pachinko game machine (pinball game machine) in which the game medium used in the game is a game ball and the game can be progressed by shooting the game ball toward the game board.

[0012] In the following description, the term "front" simply refers to the front side (near side) when the gaming machine is viewed from the front, and refers to the side where the player is positioned when playing. The term "rear" simply refers to the back side (rear side) when the gaming machine is viewed from the front. Furthermore, the terms "upper side", "lower side", "left side", and "right side" simply refer to the top, bottom, left, and right directions when the gaming machine is viewed from the front, and refer to the top, bottom, left, and right directions in Figures 1 and 3, for example. EXAMPLES

[0013] The pachinko game machine 1 of this embodiment is a so-called "digital pachinko type" pachinko game machine that plays a pattern-changing game (also simply called "variable game") in which a special pattern changes and is displayed based on the entry of a game ball into the starting hole, and when a jackpot pattern is displayed (stopped) as a result of the variable game, a jackpot game (special game) can be executed in which a predetermined game value (e.g., prize balls) is awarded to the player.

[0014] [Basic configuration of pachinko machine 1] As shown in Figs. 1 to 3, a pachinko game machine 1 includes a game machine frame 50 and a game board 2 attached within the game machine frame 50. The game board 2 is configured to be detachable from the game machine frame 50. Fig. 3 shows the game board 2 removed from the game machine frame 50.

[0015] The gaming machine frame 50 is configured to have a front frame 51 having a decorative surface, a main frame 52 to which the gaming board 2 and the like are attached, and an outer frame 53 for attaching the pachinko gaming machine 1 to an island facility of a gaming hall. The front frame 51, the main frame 52, and the outer frame 53 are each pivotally supported at one end side (the left end side in this embodiment) of the pachinko gaming machine 1 so as to be openable and closable. That is, the main frame 52 is pivotally supported to the outer frame 53 so as to be openable and closable, and the front frame 51 is pivotally supported to the main frame 52 so as to be openable and closable.

[0016] The front frame 51 is provided with a launch handle 60 for launching game balls with a launch strength according to the amount of operation of the rotating operating part 60a, a ball supply tray (upper tray) 61 capable of storing game balls and supplying the stored game balls to the launching device, and a surplus ball receiving tray (lower tray) 62 capable of storing game balls that cannot be contained in the ball supply tray 61.

[0017] The front frame 51 is also provided with a first effect button 63a and a second effect button 63b (these two effect buttons are collectively referred to as the "effect button 63") that can be operated by the player during game effects that are executed as the game progresses, as well as a decorative frame lamp 66 that can emit various lights depending on the game situation, and a speaker 67 that can emit various sounds (sound effects) depending on the game situation.

[0018] The effect button 63 functions as an input means used by the player when making an input, and also functions as an operation means that can be operated by the player. The player can use (operate) different effect buttons (the first effect button 63a or the second effect button 63b) depending on the game situation and the type of game effect being executed. For example, when the first effect button 63a or the second effect button 63b is operated during the execution of a game effect, a predetermined operation corresponding effect is performed based on the operation. In this embodiment, the first effect button 63a is provided on the top surface (top surface) of the upper tray 61 of the front frame 51, and the second effect button 63b is provided on the left front surface of the lower tray 62.

[0019] The first performance button 63a is configured as a movable operating means operable in a predetermined operating mode. In this embodiment, the operating mode is vibration. The vibration of the first performance button 63a can be realized, for example, by configuring the first performance button 63a as a performance button unit (performance button device) including an eccentric motor (vibration motor) and driving the eccentric motor. The first performance button 63a thus configured to be operable (vibrate) functions as a movable part for performance (also called a "performance movable part") operably provided on the front side (front component) of the pachinko game machine 1.

[0020] The operation mode of the first effect button 63a is not limited to vibration, and may be, for example, protruding upward or rotating, or may be operable in an operation mode selected based on the effect pattern from among a plurality of operation modes such as vibration, protruding, rotating, etc. The second effect button 63b may also be configured to be operable in a predetermined operation mode.

[0021] Furthermore, the configuration of the effect button 63 is not limited to the embodiment described herein, and it is sufficient if it is something that allows the player to make an input, and it may be, for example, a lever-type input means (operation means), a contact-type input means (for example, a retractable type, touch sensor type, etc.) in which the player makes an input by directly contacting the button portion, or a non-contact-type input means (photoelectric type, etc.) that makes an input by detecting the proximity of part of the player's body.

[0022] On the game board 2, a game area 3, in which game balls launched by operating a launch handle 60 (rotating operation part 60a) flow down, is formed and surrounded by a rail member 4. The game board 2 (game area 3) can be seen from the front side (player side) of the pachinko game machine 1 through a window part (viewing window) provided in the front frame 51 (see FIG. 1).

[0023] In the play area 3, a number of game nails 16 for guiding game balls are protruding, and a ball return prevention piece 6 is provided at the tip of the rail member 4. The ball return prevention piece 6 is intended to prevent the game balls once guided to the play area from returning to the launching device. In addition, the game board 2 is also provided with decorative board lamps 5 (see FIG. 5) that can emit various lights according to the game situation.

[0024] An image display device 7 (effect display device, pattern display device) is provided near the center (within the play area) of the game board 2. The image display device 7 is equipped with a liquid crystal display (liquid crystal display), and is provided on the back side of the game board 2 so that the display screen 7a can be viewed from the front through an opening provided in approximately the center of the game board 2 (play area 3).

[0025] The display screen 7a of the image display device 7 is provided with a performance pattern display area 7b (also referred to as the "performance pattern display section") in which the performance pattern 8 is displayed. The performance pattern 8 is composed of three patterns, a left performance pattern 8L, a center performance pattern 8C, and a right performance pattern 8R, and changes and displays in synchronization with the changing display of the special pattern described below, and stops and displays in synchronization with the stopping display of the special pattern. The changing display can be, for example, a scrolling display up and down, left and right, diagonally, etc. Any or all of the performance patterns 8L, 8C, and 8R are also simply referred to as the "performance pattern 8".

[0026] The performance symbol display area 7b consists of three symbol display areas, "left", "center", and "right", with the left symbol display area displaying the left performance symbol 8L, the center symbol display area displaying the center performance symbol 8C, and the right symbol display area displaying the right performance symbol 8R. The positions of the left, center, and right symbol display areas do not need to be set separately, and the left, center, and right symbol display areas may each be the entire symbol display area (performance symbol display area 7b).

[0027] In this embodiment, the performance patterns 8L, 8C, and 8R are each composed of number patterns (identification information type, pattern type) from "1" to "9", and these number patterns are displayed in order. Specifically, the change display of the performance pattern 8 is performed by scrolling the performance patterns in the order of "1" → "2" ... "8" → "9" (ascending order), and when it reaches "9", it returns to "1" and repeats the scrolling display until the change ends (stop display).

[0028] In this embodiment, each of the symbols "1" to "9" that make up the performance symbol 8 includes color information, and each symbol can be classified by color. Specifically, the odd symbols "3" and "7" are red symbols (hereinafter also referred to as "red symbols"), and the other odd symbols "1", "5", and "9" are green symbols (hereinafter also referred to as "green symbols"). In addition, the even symbols "2", "4", "6", and "8" are blue symbols (hereinafter also referred to as "blue symbols").

[0029] The combination (stop display mode) of the left, center, and right performance symbols displayed (stop display) in the performance symbol display area 7b displays the result of the variable display of the first special symbol displayed on the first special symbol display device 41a (also called the "first special symbol display section") described later and the result of the variable display of the second special symbol displayed on the second special symbol display device 41b (also called the "second special symbol display section"), that is, the result of the special symbol hit / miss judgment (also simply called the "hit / miss judgment"), so that the player can easily recognize it. In this embodiment, the order (stop order) in which the three variable display performance symbols 8L, 8C, and 8R are stopped and displayed is, in principle, "left → right → center". That is, the first stop pattern in the stop order is the left performance symbol 8L, the second stop pattern in the stop order is the right performance symbol 8R, and the third (last) stop pattern in the stop order is the center performance symbol 8C. The first stop pattern in the stopping order is also called the "first stop pattern," the second stop pattern in the stopping order is also called the "second stop pattern," and the third stop pattern in the stopping order is also called the "third stop pattern" or "final stop pattern."

[0030] Here, either or both of the special pattern and the performance pattern are referred to simply as "pattern" or "identification information", the ordinary pattern is also referred to as "ordinary pattern" or "ordinary identification information", the special pattern is also referred to as "special pattern", "special identification information" or "first identification information", the first special pattern is also referred to as "special pattern 1", "first special pattern" or "first special identification information", the second special pattern is also referred to as "special pattern 2", "second special pattern" or "second special identification information", and the performance pattern is also referred to as "performance identification information" or "second identification information".

[0031] Also, at least one of the first special symbol display 41a, which displays the first special symbol, the second special symbol display 41b, which displays the second special symbol, and the main control unit 80 (game control microcomputer 81), which controls the display of the special symbols, is also referred to as a "special identification information display means" or a "first identification information display means", and at least one of the image display device 7 (display screen 7a), which displays the performance symbol 8, the sub-control unit 90 (performance control microcomputer 91), which controls the display of the performance symbol 8, and the image control unit 100 (image control microcomputer 101), which are also referred to as a "performance identification information display means" or a "second identification information display means". Furthermore, the image display device 7, the first special symbol display 41a, and the second special symbol display 41b are also referred to as an "identification information display means" or a "symbol display means", or simply as a "display means".

[0032] The stop display mode of the performance pattern 8 can be determined as follows. For example, if the result of the special pattern hit / miss judgment is a jackpot, the performance pattern 8 can be stopped and displayed in a pattern arrangement of three identical digits such as "222" or "777" (so-called "double numbers"), and if the result of the special pattern hit / miss judgment is a miss, the performance pattern 8 can be stopped and displayed in a pattern arrangement in which at least one of the three symbols is different from the other symbols such as "637" or "373" (so-called "variable numbers"). The pattern arrangement of three identical digits (double numbers) is also called a "winning pattern arrangement," and the pattern arrangement in which at least one symbol is different from the other symbols (variable numbers) is also called a "missing pattern arrangement." There are multiple types of pattern arrangements (stop display modes) for the winning pattern arrangement and the missing pattern arrangement. In addition, if the result of the special pattern hit / miss judgment is a jackpot, the performance pattern 8 can be stopped and displayed in a pattern arrangement other than a double number or a double number depending on the type of the jackpot.

[0033] The player can easily grasp the progress of the game by looking at the performance symbols 8 displayed on the display screen 7a of the image display device 7. In other words, the player does not generally grasp the result of the special symbol hit / miss judgment directly by looking at the special symbols displayed on the first special symbol display device 41a or the second special symbol display device 41b, but rather by looking at the performance symbols 8 displayed on the display screen 7a (performance symbol display area 7b). Such a game performance using the performance symbols 8 can be said to be a performance (also called "notification performance") that notifies the player of the result of the special symbol hit / miss judgment. The game performance (notification performance) using the performance symbols 8 is also called "performance symbol game performance", and the performance in which the performance symbols 8 are displayed in a variable manner and stopped (determined) is also called "variable performance".

[0034] Here, the result of the special pattern hit / miss judgment is called "jackpot" and "non-specific result". In addition, the display mode (stop display mode) of the special pattern corresponding to the result of the special pattern hit / miss judgment is called "specific display mode" or "specific display result", the display mode (stop display mode) of the special pattern corresponding to the result of the special pattern hit / miss judgment is called "non-specific display mode" or "non-specific display result", the display mode (winning pattern arrangement) of the performance pattern 8 corresponding to the result of the special pattern hit / miss judgment is called "special display mode" or "special display result", and the display mode (miss pattern arrangement) of the performance pattern 8 corresponding to the result of the special pattern hit / miss judgment is called "non-special display mode" or "non-special display result". Furthermore, the display of changes in special patterns and / or performance patterns that are executed based on the result of the special pattern hit / miss judgment is also called a "jackpot hit" or "specific hit" and the display of changes in special patterns and / or performance patterns that are executed based on the result of the special pattern hit / miss judgment is also called a "miss hit" or "non-specific hit".

[0035] On the display screen 7a of the image display device 7, in addition to displaying game effects (effect symbol game effects, notification effects, and variable effects) using the effect symbols 8 as described above, various effect displays such as big win game effects (special game effects) executed in conjunction with big win games and demo effects for waiting customers are displayed. In the effect symbol game effects, big win game effects, and demo effects, in addition to effect symbols such as numbers, various images (effect images) other than effect symbols, such as background images and character images, are also displayed.

[0036] In addition, in the demo performance, a performance setting screen (not shown) can be displayed. The performance setting screen is a screen for the player to set the performance of the gaming machine, such as the volume of sound effects, the brightness of the display screen 7a, the brightness of the electric lighting members such as the board lamp 5 and the frame lamp 66, the background display, the execution conditions of the preview performance, etc. While waiting for customers to be played (while waiting), the player can operate the performance button or other operating means (for example, the operating lever or the cross key, etc.) to display the performance setting screen on the display screen 7a, and can operate the performance button, etc. according to the contents of the performance setting screen to arbitrarily set various settings related to the performance (so-called "customization").

[0037] The display screen 7a is provided with a judgment pattern display area 7c (see FIG. 3) in which a judgment pattern 8s is displayed that indicates (reports) the result of the special pattern hit / miss judgment, in addition to the performance pattern 8. In this embodiment, the judgment pattern display area 7c is provided in the upper right corner of the performance pattern display area 7b (the upper right part of the display screen 7a) (see FIG. 3). The size of the judgment pattern display area 7c is smaller than the performance pattern display area 7b, and therefore the size of the judgment pattern 8s is also smaller than the performance pattern 8. The judgment pattern 8s is also called a "small pattern" or "small identification information."

[0038] The judgment symbol 8s, like the performance symbol 8, is composed of three symbols, a left judgment symbol 8sL, a middle judgment symbol 8sC, and a right judgment symbol 8sR, and is displayed in a variable manner in synchronization with the variable display of the special symbol described below, and is displayed stationary in synchronization with the stationary display of the special symbol. The variable display mode of the judgment symbol 8s includes, for example, a mode in which it is scrolled up and down or left and right, and a mode in which it is rotated up and down or left and right. Any or all of the left judgment symbol 8sL, the middle judgment symbol 8sC, and the right judgment symbol 8sR are also simply referred to as "judgment symbol 8s".

[0039] In the judgment symbol display area 7c, the result of the special symbol hit / miss judgment is also displayed according to the combination (stop display mode) of the left, center, and right judgment symbols 8s. In other words, the judgment symbol 8s is displayed variably and stopped based on the result of the special symbol hit / miss judgment. In this embodiment, the judgment symbol 8s is displayed in the same stop display mode (pattern arrangement) as the stop display mode (pattern arrangement, confirmed stop pattern) of the performance symbol 8 displayed in the performance symbol display area 7b. However, the stop order like the performance symbol 8 is not determined, and the three judgment symbols 8sL, 8sC, and 8sR are configured to start changing display all at once with the start of the variable display of the special symbol, and to stop display all at once with the stop display of the special symbol.

[0040] The stop display mode may be different between the performance symbol 8 and the judgment symbol 8s. Also, the stop display mode (winning symbol arrangement) when the result of the special symbol hit / miss judgment is a big hit may be the same for the performance symbol 8 and the judgment symbol 8s, and the stop display mode (miss symbol arrangement) when the result is a miss may be different for the performance symbol 8 and the judgment symbol 8s. When the stop display mode (miss symbol arrangement) when the result is a miss is different for the performance symbol 8 and the judgment symbol 8s, the miss symbol arrangement of the judgment symbol 8s may be only one type (for example, "246"). This is because the player mainly looks at the performance symbol 8 to understand the result of the hit / miss judgment (hit / miss), so there is little need to provide multiple types of miss symbol arrangements for the judgment symbol 8s as with the performance symbol 8. In addition, the result of the special pattern hit / miss judgment performed during the game progress (the result of variable play) will almost always be a miss, considering the probability of a jackpot. By limiting the miss pattern arrangement of the judgment pattern 8s to one type, it is possible to improve the efficiency and simplify the pattern display control.

[0041] The reason for displaying the judgment symbol 8s (providing the judgment symbol display area 7c) is that, for example, during the execution of the variable performance, when a performance image such as a notice performance or a super reach performance, which will be described later, that stimulates the player's expectation for a big win, is displayed on almost the entire display screen 7a, the performance symbol 8 may be hidden by the performance image, or the performance symbol 8 may be hidden (erased), making it impossible to see the performance symbol 8. In other words, even if the performance symbol 8 becomes invisible (not displayed), it is possible to know through the judgment symbol 8s that the special symbol is being displayed in a variable manner or has been stopped (determined stopped). For this reason, the judgment symbol 8 is always displayed in a game state in which a variable game can be executed (also called a "variable game state").

[0042] In this embodiment, the judgment pattern 8s is not differentiated by color like the performance pattern 8, and is displayed in the same color regardless of the number (pattern type). In this embodiment, the color (display color) of the judgment pattern 8s is a single color, "gray," which is an intermediate color between white and black. The reason why the judgment pattern 8s is a relatively inconspicuous gray (intermediate color) is that the judgment pattern 8s does not function as a pattern that the player mainly looks at to understand the result of the special pattern hit / miss judgment (i.e., a pattern that notifies the player of the result of the special pattern hit / miss judgment), but mainly functions as a pattern that indicates the fluctuation status of the special pattern, and does not need to be made noticeable like the performance pattern 8. In addition, by making the color (display color) of the judgment pattern 8s a single color, it is possible to improve the efficiency and simplify the pattern display control. However, the judgment pattern 8s may also include color information like the performance pattern 8, and may be color-coded similarly to the performance pattern 8 or differently.

[0043] The display screen 7a is provided with a first effect hold display area 9c (first effect hold display section) that displays the first effect hold 9a according to the number of stored first special pattern holds, and a second effect hold display area 9d (second effect hold display section) that displays the second effect hold 9b according to the number of stored second special pattern holds, as described below. In this embodiment, the first effect hold display area 9c and the second effect hold display area 9d are provided below the effect pattern display area 7b (lower part of the display screen 7a) (see FIG. 3). Depending on the display mode (display number) of the first effect hold and the second effect hold, the number of stored first special pattern holds displayed on the first special pattern hold display unit 43a and the number of stored second special pattern holds displayed on the second special pattern hold display unit 43b, as described below, can be easily shown to the player.

[0044] Here, the first performance hold 9a displayed in the first performance hold display area 9c is also called the "first hold icon" or "first storage information", the second performance hold 9b displayed in the second performance hold display area 9d is also called the "second hold icon" or "second storage information", and either or both of the first performance hold 9a and the second performance hold 9b are also called the "hold icon" or "storage information". Also, the first performance hold display area 9c is also called the "first storage information display section" or "first storage information display means", the second performance hold display area 9d is also called the "second storage information display section" or "second storage information display means", and either or both of the first performance hold display area 9c and the second performance hold display area 9d are also called the "storage information display section" or "storage information display means".

[0045] As shown in Fig. 3, the display screen 7a is provided with a variable hold display area 9e that displays the effect hold corresponding to the currently variable special pattern (first special pattern or second special pattern), i.e., the effect hold corresponding to the consumed special pattern hold (first effect hold 9a or second effect hold 9b) (see Fig. 3). In this embodiment, the variable hold display area 9e is provided to the left of the first effect hold display area 9c and the second effect hold display area 9d.

[0046] The first effect hold 9a displayed in the first effect hold display area 9c corresponds to the number of reserved balls of special pattern 1 "1", "2", "3", and "4" in order from the left end to the right end of the display area 9c, and the second effect hold 9b displayed in the second effect hold display area 9d corresponds to the number of reserved balls of special pattern 2 "1", "2", "3", and "4" in order from the left end to the right end of the display area 9d. Therefore, with the start of the variable display of the first special pattern corresponding to the number of reserved balls of special pattern 1 "1" (the consumption of the first special pattern hold), the first effect hold 9a corresponding to the hold (the first effect hold 9a displayed at the left end of the first effect hold display area 9c) moves (moves and is displayed) from the first effect hold display area 9c to the variable hold display area 9e. In addition, with the start of the variable display of the second special pattern corresponding to the number of reserved balls "1" for the special pattern 2 (the consumption of the reserved second special pattern), the second effect hold 9b (the second effect hold 9b displayed at the left end of the second effect hold display area 9d) corresponding to the reserved ball moves (moves and is displayed) from the second effect hold display area 9d to the variable hold display area 9e. In addition, when the number of reserved balls for the special pattern is "0" and a game ball enters the start hole (the first start hole 20 or the second start hole 21) and the variable display of the special pattern starts, the effect hold (the first effect hold 9a or the second effect hold 9b) is displayed in the variable hold display area 9e with the start ball entering, which is the trigger for the start of the variable display (variable game).

[0047] Here, the variable hold display area 9e can also be called a "storage information display section" or a "storage information display means", and the performance hold displayed in the variable hold display area 9e can also be called "storage information" or a "hold icon". In addition, the performance hold displayed in the variable hold display area 9e is also called "variable memory information", "variable hold icon" or "active hold icon", and the performance hold (hold icon) displayed in the performance hold display areas 9c and 9d and the performance hold (active hold icon) displayed in the variable hold display area 9e are also collectively called "storage information" or "hold icon". In addition, the performance hold display areas 9c and 9d and the variable hold display area 9e that can display the performance holds 9a and 9b are also called "performance hold display section" or "performance hold display means".

[0048] As described above, the display screen 7a (image display device 7) capable of displaying various effect displays and effect images is also called the "effect display unit" or "effect display means." In addition, the effects (effects performed on the display screen) that are performed by displaying the effect patterns 8 on the display screen 7a, such as game effects (effect pattern game effects, notification effects, and variable effects), big win game effects, demo effects, and preview effects described later, are also called "display effects."

[0049] A center decorative body 10 (so-called "center accessory") is provided near the center of the game board 2 (game area 3) and in front of the image display device 7 (display means) so as to surround the display screen 7a. The center decorative body 10 is made of a plastic (resin) molded part, and is attached to the surface (front) of the game board 2 as a frame-shaped part (board part) with an opening in the center. The display screen 7a of the image display device 7 can be seen through the central opening of the center decorative body 10.

[0050] A stage section 11 having a ball rolling surface on which the balls can roll is provided at the bottom of the center decorative body 10, and a hollow warp section 12 is provided at the left of the center decorative body 10. The warp section 12 is provided with a warp entrance and a warp exit, and guides the balls flowing down the game area 3 (left game area 3A) to the stage section 11 by receiving the balls from the warp entrance and discharging them from the warp exit. The balls guided to the rolling surface of the stage section 11 are more likely to enter the first starting hole 20 described below than the balls not guided to the stage section 11. In addition, a decorative member 13 having an LED or other electric member (board lamp 5) that can be lit or blinked depending on the game status and that is shaped like letters or figures is provided at the top of the center decorative body 10.

[0051] A left cover member 17L capable of covering the left variable performance member 14L described later from the front (near side) is provided on the left side of the central opening of the center decorative body 10, and a right cover member 17R capable of covering the right variable performance member 14R described later from the front (near side) is provided on the right side of the central opening of the center decorative body 10. Either or both of the left variable performance member 14L and the right variable performance member 14R are also referred to as "variable performance members" (variable performance members 14), and either or both of the left cover member 17L and the right cover member 17R are also referred to as "cover members" (cover members 17).

[0052] The cover member 17 is provided integrally with the center decorative body 10 and is configured to be opaque, for example, so that it is difficult (impossible) to see behind it (the back side) through the cover member 17.

[0053] A variable performance unit 140 (variable performance device) (described later) including a variable performance member 14 (see FIG. 44) is provided between the game board 2 and the image display device 7 (display screen 7a) located behind the game board 2. As a result, the variable performance member 14 is located between the display screen 7a and the cover member 17 (on the near side of the display screen 7a).

[0054] The variable performance member 14 in this embodiment is composed of a sculpture with a flag motif, and includes flag portion 14a (flag portion 14aL, 14aR). This variable performance member 14 is usually located at a starting position (also called "initial position" or "standby position") set on the stage portion 11 side (the lower side of the center decorative body 10) as shown in Fig. 3, and is in a state where it stands straight in the vertical direction (also called "standing state"). The state where the variable performance member 14 is in the starting position and standing state in this way is also called the "non-operating state" or "standby state".

[0055] The variable performance member 14 can move vertically between a start position and an end position behind (back side) the cover member 17, and can rotate left and right at a predetermined position within the range of movement. That is, the left variable performance member 14L can move vertically between a start position and an end position behind (back side) the left cover member 17L, and can rotate between an upright state and a state (also called a "tilted state") in which it is tilted about 90 degrees to the right side (the center side of the display screen 7a) at a predetermined position within the range of movement. The right variable performance member 14R can move vertically between a start position and an end position behind (back side) the right cover member 17R, and can rotate between an upright state and a state (tilted state) in which it is tilted about 90 degrees to the left side (the center side of the display screen 7a) at a predetermined position within the range of movement.

[0056] In this embodiment, when the variable performance member 14 is in an upright state, the entire variable performance member 14 is hidden behind the cover member 17. Therefore, it is difficult (substantially impossible) to see the variable performance member 14 from the front unless one looks into the gap (gap) between the cover member 17 and the display screen 7a. Therefore, normally, the variable performance member 14 in the upright state is invisible to a player who is playing the game while looking at the display screen 7a. Then, for example, when a game performance in which the possibility of a jackpot is relatively high is executed, the variable performance member 14 rotates, and the variable performance member 14 hidden by the cover member 17 appears, and the flag portion 14a of the variable performance member 14 becomes visible from the front. This increases the player's expectation of a jackpot. Details of the variable performance member 14 (variable performance unit 140) will be described later.

[0057] Here, the variable performance member 14 corresponds to a so-called "gimmick," and the performance that activates the variable performance member 14 corresponds to a "gimmick performance." The performance that activates the variable performance member 14 (gimmick performance) is also called a "variable performance" or "movable performance," and the variable performance member 14 (gimmick) is also called a "variable performance means" or "movable performance means." In addition to the variable performance member 14, for example, when the performance button 63 vibrates or the like in association with the game performance, the performance that activates the performance button 63 can also be called a "variable performance" or "movable performance," and the performance button 63 can also be called a "variable performance means" or "movable performance means."

[0058] Also, the effect of generating (outputting) various sounds (sound effects) from the speaker 67 according to the game situation is also called sound effect, and the speaker 67 is also called "sound effect means". Also, the effect of making the board lamp 5, the frame lamp 66, the decorative member 13, etc., light up according to the game situation is also called "light effect", and the board lamp 5, the frame lamp 66, the decorative member 13, etc. are also called "light effect means". In addition to the board lamp 5, etc., for example, when the effect button 63 and the launch handle 60 have an electric decoration member such as an LED built in and light up or blink depending on the game situation due to the action of the electric decoration member, the effect of making the effect button 63 and the launch handle 60 light up can also be called "light effect", and the effect button 63 and the launch handle 60 with the electric decoration member built in can also be called "light effect means". "Display effect means", "variable effect means", "sound effect means" and "light effect means" are collectively called "effect means".

[0059] A fixed winning device 19 is provided below the image display device 7 in the game area 3 (below the stage section 11), which is equipped with a non-variable first starting hole 20 (also called a "non-variable starting hole" or a "fixed starting hole") in which the ease with which the game ball can enter (the probability of entering) does not change. A random number or the like for determining whether or not the special symbol has been hit is obtained based on the game ball entering the first starting hole 20, and when a predetermined condition is met, a hit / miss determination for the first special symbol (first special symbol hit / miss determination) is executed, and the variable display and stationary display of the first special symbol are executed based on the result of the hit / miss determination.

[0060] A variable winning device 22 is provided below the first starting hole 20. The variable winning device 22 (also called the "variable starting hole") has a variable second starting hole 21 that changes the ease of entry of the game ball (entry possibility). The variable winning device 22 (second starting hole 21) is normally provided as an electric device.

[0061] A random number or the like for determining whether the special pattern is a hit or not is obtained based on the entry of the game ball into the second starting hole 21, and when a predetermined condition is met, a hit or miss determination of the second special pattern (second special pattern hit or miss determination) is executed, and the varying display of the second special pattern and are executed and shown based on the result of the hit or miss determination.

[0062] The variable winning device 22 includes a movable member 23, and opens and closes the second starting hole 21 by the operation of the movable member 23. By this opening and closing operation, the second starting hole 21 can be changed between a first state (closed state) and a second state (open state) in which the game ball is more likely to enter than the first state. That is, the movable member 23 changes the possibility of the game ball entering the second starting hole 21 by performing a predetermined operation (opening and closing operation). The movable member 23 is driven by a second starting hole solenoid 24 (see FIG. 5). In this embodiment, the second starting hole 21 is made possible for the game ball to enter only when the movable member 23 is in an open state, and is not possible for the game ball to enter when the movable member 23 is in a closed state. Note that the second starting hole 21 does not have to be completely impossible for the game ball to enter when the movable member 23 is in a closed state, as long as it is more difficult for the game ball to enter when the movable member 23 is in a closed state than when the movable member 23 is in an open state.

[0063] A big prize device 31 equipped with a big prize hole 30 (also called a "special prize hole" or a "variable prize hole") is provided to the right of the first starting hole 20 in the game area 3. This big prize device 31 (big prize hole 30) is provided as a special electric device.

[0064] The big prize winning device 31 is equipped with an opening / closing member 32, and opens and closes the big prize winning opening 30 by operating the opening / closing member 32. The opening / closing member 32 is driven by a big prize winning opening solenoid 33 (see FIG. 5). The big prize winning opening 30 allows game balls to enter only when the opening / closing member 32 is in the open state. In other words, the big prize winning device 31 can be changed between a ball entry prohibited state (closed state) in which game balls cannot enter and a ball entry permitted state (open state) in which game balls can enter, by the opening and closing operation of the opening / closing member 32.

[0065] A gate 28 (passing opening) through which the game ball can pass is provided in the right area of ​​the game area 3. A random number for determining whether or not the normal symbol is a winning symbol is acquired based on the passage of the game ball through the gate 28, and when a predetermined condition is met, a normal symbol winning / losing determination is executed to determine whether or not the second start opening 21 is opened, and the normal symbol is displayed in a variable manner and is displayed as a stopped state based on the result of the normal symbol winning / losing determination. When the winning normal symbol is displayed as a stopped state, the second start opening 21 is opened.

[0066] In the lower area of ​​the game area 3, multiple general winning holes 27 are provided. The first start hole 20, the second start hole 21, the large winning hole 30, and the general winning hole 27 are ball entry holes that trigger the payout of prize balls, and when a game ball enters each ball entry hole, a predetermined number of game balls (prize balls) are paid out from each ball entry hole. For example, the number of prize balls in the first start hole 20 is "5", the number of prize balls in the second start hole 21 is "3", the number of prize balls in the large winning hole 30 is "15", and the number of prize balls in the general winning hole 27 is "10".

[0067] In this way, the game area 3, in which multiple ball entry ports (first start port 20, second start port 21, big prize port 30, general prize port 27, and gate 28) are arranged, can be divided into a left game area 3A (first area) on the left side of the center in the left-right direction, and a right game area 3B (second area) on the right side. Firing a game ball so that it flows down the left game area 3A is also called "left hit," and firing a game ball so that it flows down the right game area 3B is also called "right hit."

[0068] Among the multiple ball entry ports, the first start port 20 and the left general winning port 27 are provided so that game balls flowing down the left game area 3A of the game area 3 can enter, and the second start port 21, the big winning port 30, the right general winning port 27, and the gate 28 are provided so that game balls flowing down the right game area 3B of the game area 3 can enter. For this reason, in this pachinko game machine 1, when starting a game, in principle, a left shot is used to aim for a ball to enter the first start port 20. On the other hand, when a big win is determined based on the ball entering the first start port 20 and the game state changes to a special game state, etc., in principle, a right shot is used to aim for a ball to enter the gate 28, the second start port 21, and the big winning port 30. The number of starting ports, big prize ports, general prize ports, and gates is not limited to that in this embodiment, and the number of each can be any number, such as three starting ports, two big prize ports, four general prize ports, two gates, etc.

[0069] As shown in Fig. 3 and Fig. 4, a main display 40 is provided outside the play area 3 (outside the play area) and at the lower right of the play board 2. The main display 40 includes a first special symbol display 41a (first special symbol display section) for displaying a first special symbol in a variable and stationary manner, a second special symbol display 41b (second special symbol display section) for displaying a second special symbol in a variable and stationary manner, a normal symbol display 42 (normal symbol display section) for displaying a normal symbol in a variable and stationary manner, a first special symbol reserved display 43a for displaying the number of hit / miss judgment information related to the first special symbol (first special symbol reserved), a second special symbol reserved display 43b for displaying the number of hit / miss judgment information related to the second special symbol (second special symbol reserved), and a normal symbol display 44 for displaying the number of hit / miss judgment information related to the second special symbol (second special symbol reserved). The main display 40 includes a regular symbol reserved indicator 44 that displays the number of reserved symbols (regular symbol reserved) stored in the symbol display 42, a round indicator 45 that indicates the number of rounds of the jackpot game that will be executed if the result of the first special symbol hit / miss or second special symbol hit / miss judgment is a jackpot, a game status indicator 46 that indicates that the probability fluctuation function is activated, a launch direction indicator 47 that indicates the launch direction of the game ball (whether it should be hit to the left or the right), and a hit indicator 48 that indicates that the result of the first special symbol hit / miss or second special symbol hit / miss judgment is a hit (see FIG. 4). The display of these various indicators included in the main display 40 is controlled by a main control unit 80 described later.

[0070] In addition, the first special pattern and the second special pattern are sometimes collectively referred to as special patterns, the first special pattern display device 41a and the second special pattern display device 41b are sometimes collectively referred to as the "special pattern display device" or "special pattern display unit", and the first special pattern reserve display device 43a and the second special pattern reserve display device 43b are sometimes collectively referred to as the "special pattern reserve display device" or "special pattern reserve display unit".

[0071] The special symbol display section displays a special symbol (identification information) in a variable manner for a predetermined period of time and then stops and displays it, and the stopped special symbol (stopped symbol) notifies the result of a lottery (special symbol hit / miss judgment, big win lottery) based on a ball entering the first start hole 20 or the second start hole 21. In other words, the variable display of the first special symbol is performed based on the game ball entering the first start hole 20, and the variable display of the second special symbol is performed based on the game ball entering the second start hole 21. The stopped special symbol is one special symbol selected from a plurality of types of special symbols by the special symbol hit / miss judgment. If the stopped symbol is a predetermined jackpot symbol (specific special symbol, specific identification information), that is, if the stopped display mode of the special symbol (display result of the variable display of the special symbol) is a specific display mode (specific display result) indicating a jackpot, the game moves to a jackpot game state (special game state) in which a jackpot game (special game) is executed in which the jackpot winning hole 30 is opened in an opening pattern according to the type of the jackpot symbol stopped and displayed. The opening pattern of the jackpot winning hole in the jackpot game will be described later.

[0072] The display of the special symbol is continued until a predetermined display time (fixed display time) has elapsed. If the special symbol displayed in a stopped state is a losing symbol (losing mode, non-specific mode) and a reserved special symbol is stored at the time of the display, the oldest (first) reserved special symbol in the memory order is consumed when the display time has elapsed, and the display of the next special symbol begins. If the special symbol displayed in a stopped state is a losing symbol and a reserved special symbol is not stored at the time of the display, the display of the special symbol is maintained even after the display time has elapsed. On the other hand, if the special symbol displayed in a stopped state is a jackpot symbol, the display transitions to the opening period of the jackpot game, which will be described later, when the display time has elapsed, and the first round of the jackpot game begins after the opening period.

[0073] The stop display time of the special symbol is generally set to "0.5 seconds to 1.0 seconds", and in this embodiment, it is set to "0.6 seconds". The stop display time when the special symbol displayed is a miss symbol (miss stop display time) may be different from the stop display time when the special symbol displayed is a jackpot symbol (jackpot stop display time). In this case, the jackpot stop display time can be made longer than the miss stop display time, or the miss stop display time can be made longer than the jackpot stop display time. The stop display time may also be different depending on the game state, such as a low base state or a high base state, which will be described later.

[0074] As shown in Fig. 4, the first special symbol display 41a is composed of eight LEDs indicated by "i to p" and displays a special symbol according to the result of the first special symbol hit / miss judgment. In this embodiment, seven types of hits are provided as the result of the first special symbol hit / miss judgment: "10R 1st hit", "10R 2nd hit", "10R 3rd hit", "10R 4th hit", "10R 5th hit", "5R 6th hit", and "5R 7th hit" (see Figs. 6 and 8), and the LED of the first special symbol display 41a can display a display mode (specific display mode, specific display result) according to each of the seven types of hits. For example, if the result of the first special symbol hit / miss judgment is 10R 1st jackpot, two LEDs of "ij" are turned on and the rest are turned off (10R 1st jackpot symbol), if it is 10R 2nd jackpot, two LEDs of "in" are turned on and the rest are turned off (10R 2nd jackpot symbol), if it is 10R 3rd jackpot, two LEDs of "im" are turned on and the rest are turned off (10R 3rd jackpot symbol), etc., various jackpot symbols (specific display mode, specific display result) are displayed by combinations of turning on and off the multiple LEDs that make up the first special symbol display 41a. Also, if the result of the first special symbol hit / miss judgment is a miss, one LED of "p" is turned on and the rest are turned off (miss symbol).

[0075] On the other hand, the second special symbol display 41b is composed of eight LEDs indicated by "a-h" and displays special symbols according to the result of the second special symbol hit / miss judgment. In this embodiment, two types of jackpots, "10R 8th jackpot" and "10R 9th jackpot", are provided as the result of the second special symbol hit / miss judgment (see Fig. 6 and Fig. 8), and the LEDs of the second special symbol display 41b can adopt display modes (specific modes, specific display results) according to each of the two types of jackpots. For example, if the result of the second special symbol hit / miss judgment is a 10R 8th jackpot, the three "abd" LEDs are lit and the rest are turned off (10R 8th jackpot symbol), and if the 10R 9th jackpot, the three "abg" LEDs are lit and the rest are turned off (10R 9th jackpot symbol), etc., various jackpot symbols (specific display modes, specific display results) are displayed by combining the lighting and extinguishing of the multiple LEDs that make up the second special symbol display 41b. Also, if it is a miss, one "h" LED is lit and the rest are turned off (miss symbol).

[0076] In addition, the stopping display mode of the special pattern (stopping pattern) and the type of jackpot (type of number of rounds, number of jackpots, etc.) are not limited to these and can be set arbitrarily.

[0077] Before the special symbol is displayed in a stopped state, the special symbol is displayed in a predetermined time period. The special symbol can be displayed in a manner in which the LEDs are lit so that light flows repeatedly in a predetermined order, such as in a clockwise or counterclockwise direction. The first special symbol displayed in a stopped state on the first special symbol display 41a is maintained in the stopped state until the stopped display time has elapsed, and the next display is started when the stopped display time has elapsed. Similarly, the second special symbol displayed in a stopped state on the second special symbol display 41b is maintained in the stopped state until the stopped display time has elapsed, and the next display is started when the stopped display time has elapsed. If the next display is not started, the stopped display state is maintained even when the stopped display time has elapsed.

[0078] In this pachinko game machine 1, when a game ball enters the first starting hole 20 or the second starting hole 21, various information (also called "acquired information") such as a random number for determining whether or not a special pattern has been won is acquired based on the ball (acquiring means), and the acquired various information is temporarily stored in a special pattern reserve memory section (not shown) formed in the RAM of the main control section 80. In detail, if the ball enters the first starting hole 20, it is stored in the first special pattern reserve memory section (not shown) as a first special pattern reserve, and if the ball enters the second starting hole 21, it is stored in the second special pattern reserve memory section (not shown) as a second special pattern reserve. An upper limit is set for the number of special pattern reserves (acquired information) that can be stored in each special pattern reserve memory section, and the upper limit value in this embodiment is "4". These first special pattern reserve memory section and second special pattern reserve memory section are also called "first acquired information storage means" and "second acquired information storage means", respectively, and are also collectively called "acquired information storage means". The acquired information storage means is also simply referred to as the "storage means."

[0079] The reserved special symbols stored in the reserved special symbols storage unit are consumed when the display of the special symbols based on the reserved special symbols becomes possible. The consumption of reserved special symbols means that the random numbers for determining whether the special symbols are correct or not corresponding to the reserved special symbols are determined, and the display of the special symbols is executed to show the result of the determination. Therefore, in this pachinko game machine 1, even if the display of the special symbols based on the ball entering the first start hole 20 or the second start hole 21 cannot be executed immediately at the time of the ball entering, that is, even if the display of the special symbols is being executed or a special game is being executed, it is possible to reserve the right to judge whether the ball is correct or not up to a predetermined number (4 in this embodiment).

[0080] The number of reserved special drawings stored in the reserved special drawing storage unit is displayed on the first reserved special drawing display 43a and the second reserved special drawing display 43b. Specifically, the first reserved special drawing display 43a is composed of two LEDs, "uv", and displays the number of reserved first special drawings by controlling the display of the LEDs according to the number of reserved first special drawings. For example, when the number of pending items is "0", the display can be "u□v□" (for example, □: off, ●: red, ▲: green) with both LEDs turned off; when the number of pending items is "1", the display can be "u□v●" with the "u" LED turned off and the "v" LED turned red; when the number of pending items is "2", the display can be "u●v□" with the "u" LED turned red and the "v" LED turned off; when the number of pending items is "3", the display can be "u●v●" with both LEDs lit red; and when the number of pending items is "4 (maximum number)", the display can be "u▲v▲" with both LEDs lit green.

[0081] In addition, the second special chart reserved indicator 43b is composed of two LEDs of "wx", and displays the number of second special chart reserved by controlling the display of the LEDs according to the number of second special chart reserved. For example, when the reserved number is "0", the display mode is "w□x□" (for example, □: off, ●: red light, ▲: green light), in which both LEDs are turned off, and the reserved numbers "1" to "4" are also determined in the same way as the first special chart reserved indicator 43a.

[0082] In addition, similar to the first performance hold display area 9c and the second performance hold display area 9d described above, the first special chart hold display device 43a can be referred to as the "first memory information display unit" or "first memory information display means", the second special chart hold display device 43b can be referred to as the "second memory information display unit" or "second memory information display means", and either or both of the first special chart hold display device 43a and the second special chart hold display device 43b can be referred to as the "memory information display unit" or "memory information display means".

[0083] The normal symbol is displayed in a variable manner when the game ball passes through the gate 28. The normal symbol display 42 displays the normal symbol in a variable manner for a predetermined period of time, and then displays it in a stopped state, and the result of the normal symbol hit / miss judgment based on the game ball passing through the gate 28 is announced by the stopped normal symbol (stopped symbol). The stopped normal symbol is one normal symbol selected from a plurality of types of normal symbols by the normal symbol hit / miss judgment. When the stopped normal symbol is a predetermined specific normal symbol (a winning normal symbol), an auxiliary game is played in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.

[0084] As shown in FIG. 4, the normal pattern display 42 is composed of two LEDs, "st", and it is possible to display a normal pattern according to the result of the normal pattern hit / miss judgment by the lighting state of the LEDs. For example, if the judgment result is a hit, a winning normal pattern with both LEDs lit is displayed as "s■t■" (for example, ■: lit, □: unlit). If the judgment result is a miss, a miss normal pattern (non-specific normal pattern) is displayed as "s□t■" with only the "t" LED lit. Before the normal pattern is displayed, the normal pattern is displayed for a predetermined variable time. The variable display mode is, for example, a mode in which both LEDs alternately light up and go out. In addition, the normal pattern displayed on the normal pattern display 42 is maintained in the stopped display mode until the stopped display time has elapsed, and the next variable display starts when the stopped display time has elapsed. If the next variable display does not start, the stopped display mode is maintained even after the stopped display time has elapsed.

[0085] In this pachinko game machine 1, when a game ball passes through the gate 28, various information (also called "acquired information") such as a random number for determining whether a normal pattern is a hit or miss is acquired based on the passage, and this acquired information is temporarily stored as a normal pattern reserve in a normal pattern reserve memory section (not shown) formed in the RAM of the main control section 80. An upper limit is set for the number of normal pattern reserves that can be stored in the normal pattern reserve memory section, and in this embodiment, the upper limit value is "4". The normal pattern reserves stored in the normal pattern reserve memory section are consumed when it becomes possible to display a variable normal pattern based on that normal pattern reserve. The consumption of a normal pattern reserve refers to determining the random number for determining whether a normal pattern is a hit or miss corresponding to that normal pattern reserve, and executing a variable normal pattern display to show the result of the determination. Therefore, in this pachinko game machine 1, even if the display of changing normal symbols based on the passage of the game ball through the gate 28 cannot be executed immediately at the time of the passage, i.e., even if the display of changing normal symbols is being executed or an auxiliary game is being executed, the right to judge whether the normal symbols are correct or not for the passage can be reserved up to a specified number.

[0086] The number of reserved ordinary maps stored in the reserved ordinary map memory unit is displayed on the reserved ordinary map display 44. Specifically, the reserved ordinary map display 44 is composed of two LEDs, "qr", and displays the number of reserved ordinary maps by turning on the LEDs according to the number of reserved ordinary maps. For example, when the reserved number is "0", the display mode is "q□r□" (for example, □: off, ●: red light, ▲: green light), in which both LEDs are off, and when the reserved number is "1", the display mode is "q□r●", in which the LED of "q" is off and the LED of "r" is lit in red. In addition, the reserved numbers "2" to "4" are also determined in the same way as the first reserved special map display 43a.

[0087] As shown in FIG. 4, the round display 45 is composed of two LEDs, a 5R lamp and a 10R lamp. In the round display 45, for example, when a 5R jackpot occurs, the 5R lamp is lit at the timing when the corresponding jackpot pattern is confirmed and displayed. Specifically, the display mode is "5▲10R△" (for example, △: off, ▲: on). Also, when a 10R jackpot occurs, the 10R lamp is lit at the timing when the corresponding jackpot pattern is confirmed and displayed. Specifically, the display mode is "5△10R▲" (for example, △: off, ▲: on).

[0088] [Variable performance unit configuration] Next, the configuration of the variable performance unit 140 (variable performance device) of this embodiment will be described with reference to Fig. 44. As shown in the figure, the variable performance unit 140 mainly includes a frame 141 that is roughly U-shaped with an opening in the middle, a variable performance member 14 that is assembled to the frame 141, and a motor (not shown) as a drive means (see Fig. 5) that operates the variable performance member 14. This variable performance unit 140 is assembled to the rear (back side) of the game board 2 via a mounting base (not shown) by screwing or the like. And, the image display device 7 (liquid crystal display) is assembled to the back (rear) of the variable performance unit 140 via a mounting base (not shown) by screwing or the like with its display screen 7a facing the opening A of the frame 141.

[0089] The frame 141 of the variable performance unit 140 attached to the rear (backside) of the game board 2 is hidden by the game board 2, center decorative body 10, cover member 17, etc. so as not to be exposed to the outside and is not visible to the player (from the front). And, opening A of the frame 141 overlaps with the central opening of the center decorative body 10, so that the display screen 7a of the image display device 7 can be seen from the front through the respective openings of the center decorative body 10 and the frame 141 (see FIG. 3).

[0090] As shown in FIG. 44, two of the four sides of the frame 141, the left and right sides, are provided with guide holes 142L and 142R (a pair of guide holes on the left and right) that extend in the up-down direction. In the guide hole 142L, a shaft body 143L supporting the left variable performance member 14L is arranged so as to be movable along the guide hole 142L, and in the guide hole 142R, a shaft body 143R supporting the right variable performance member 14R is arranged so as to be movable along the guide hole 142R. Both of the shaft bodies 143L and 143R are arranged facing the front-rear direction. Either or both of the guide hole 142L and the guide hole 142R are also referred to as "guide hole" (guide hole 142).

[0091] The variable performance unit 140 includes, as motors (drive means) for operating the left variable performance member 14L, a first motor (not shown) for moving the left variable performance member 14L up and down, and a second motor (not shown) for rotating the left variable performance member 14L, and, as motors (drive means) for operating the right variable performance member 14R, a third motor (not shown) for moving the right variable performance member 14R up and down, and a fourth motor (not shown) for rotating the right variable performance member 14R. All of these four motors can be stepping motors.

[0092] By driving the first motor (forward rotation drive or reverse rotation drive), the shaft 143L moves vertically along the guide hole 142L, and the left variable performance member 14L moves vertically accordingly. This allows the left variable performance member 14L to be displaced within the vertical movement range permitted by the guide hole 142L. Within the guide hole 142L (within the movement range of the left variable performance member 14L), a start point position, a middle point position, and an end point position of the left variable performance member 14L are provided, and when the left variable performance member 14L is located at each position, by driving the second motor (forward rotation drive or reverse rotation drive), the left variable performance member 14L rotates (reciprocating rotation) between an upright position and a position tilted about 90 degrees to the right (tilted position) around the shaft 143L as a rotation axis. As mentioned above, when the left variable performance member 14L is in the upright position, it is hidden behind the left cover member 17L and is difficult to see from the front (see Figure 3), but when it is in the tilted position, the flag portion 14aL of the left variable performance member 14L becomes visible from the front.

[0093] By driving the third motor (forward rotation drive or reverse rotation drive), the shaft 143R moves vertically along the guide hole 142R, and the right variable performance member 14R moves vertically accordingly. This allows the right variable performance member 14R to be displaced within the vertical movement range permitted by the guide hole 142R. Within the guide hole 142R (within the movement range of the right variable performance member 14R), a start point position, a middle point position, and an end point position of the right variable performance member 14R are provided, and when the right variable performance member 14R is located at each position, by driving the fourth motor (forward rotation drive or reverse rotation drive), the right variable performance member 14R rotates (reciprocating rotation) between an upright state and a state inclined about 90 degrees to the left (tilted state) around the shaft 143R as a rotation axis. As mentioned above, when the right variable performance member 14R is in the upright position, it is hidden behind the right cover member 17R and is difficult to see from the front (see Figure 3), but when it is in the tilted position, the flag portion 14aR of the right variable performance member 14R becomes visible from the front.

[0094] Position detection sensors (not shown) are provided at the start, midpoint, and end positions of the left and right variable performance members 14L, 14R, respectively, and the signals (detection signals) of the position detection sensors are input to a sub-control board 90, which will be described later. This allows a performance control microcomputer 91, which will be described later and is mounted on the sub-control board 90, to detect the positions of the variable performance members 14L, 14R moving (up and down) along the left and right guide holes 142L, 142R. Of the start, midpoint, and end positions, the start position is also called the "non-operating position," and the midpoint and end positions are also called the "operating positions."

[0095] In addition, as the drive means for rotating the left and right variable performance members 14L, 14R, it is also possible to adopt a solenoid instead of the motors (second motor, fourth motor).

[0096] [Electrical configuration of pachinko game machine 1] Next, the electrical configuration of the pachinko game machine 1 will be described with reference to Figures 2 and 5. The pachinko game machine 1 of this embodiment includes a main control board (also called the "main control unit" or "game control unit") 80 that controls the progress of the game and the game profits, such as the judgment of whether a special symbol is hit or not, the judgment of whether a normal symbol is hit or not, and the transition of the game state, a sub-control board (also called the "sub-control unit" or "performance control unit") 90 that controls the performance executed with the progress of the game, a payout control board (also called the "payout control unit") 110 that controls the payout of game balls, an image control board (also called the "image control unit") 100 that controls the display of the image display device 7, and the like.

[0097] 2, a main control board storage case that stores the main control board 80 is provided in the approximate center of the back side (reverse side) of the pachinko game machine 1, an image control board storage case that stores the sound control board 106, the lamp control board 107, and the image control board 100 is provided above the main control board case, and a sub-control board storage case that stores the sub-control board 90 is provided above the image control board storage case. In addition, a payout control board case that stores the payout control board 110 is provided below and to the left of the main control board case, and a power supply board case that stores the power supply board 109 is provided to the right of the payout control board case.

[0098] 5, a one-chip game control microcomputer (also called a "game control microcomputer") 81 that controls the progress of the game in the pachinko game machine 1 according to a program is mounted on the main control board 80. The game control microcomputer 81 includes a ROM that stores programs for controlling the progress of the game, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM.

[0099] The game control microcomputer 81 transmits and receives data (information) to and from other boards, etc., via an input / output circuit 87 (I / O port section). The input / output circuit 87 may be built into the game control microcomputer 81. The ROM may also be external. The ROM of the main control board 80 (game control microcomputer 81) stores various data necessary to control the progress of the game, such as tables used for various judgments and decisions (selections) related to the progress of the game, variation patterns of special and normal symbols, and opening patterns of the second start opening 21 and the big prize opening 30.

[0100] The RAM of the game control microcomputer 81 is provided with the above-mentioned special chart reservation memory section (first special chart reservation memory section and second special chart reservation memory section) and normal chart reservation memory section, etc. In addition, a memory area for use in various flags and various counting counters is secured at a predetermined address of the RAM (main control RAM) of the main control board 80 (game control microcomputer 81).

[0101] Various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input from each sensor to the main control board 80, and signals are output from the main control board 80 to each solenoid. Specifically, the first start hole sensor 20a, the second start hole sensor 21a, the gate sensor 28a, the special prize hole sensor 30a, and the general prize hole sensor 27a are connected as sensors capable of detecting game balls. These various sensors are also called "ball detection sensors" or "game ball detection means."

[0102] The ball detection sensor, for example, comprises a detection coil and a transistor whose base or gate is connected to the detection coil, and is configured to change the state of the output transistor by utilizing the change in impedance (electrical resistance) of the detection coil when a gaming ball passes through it, thereby changing the output of the transistor, for example, from H level to L level while the gaming ball is being detected.

[0103] The first start hole sensor 20a is provided in the first start hole 20 and detects game balls that have entered the first start hole 20. The second start hole sensor 21a is provided in the second start hole 21 and detects game balls that have entered the second start hole 21. The gate sensor 28a is provided in the gate 28 and detects game balls that have passed through the gate 28. The special prize hole sensor 30a is provided in the special prize hole 30 and detects game balls that have entered the special prize hole 30. The general prize hole sensor 27a is provided in each general prize hole 27 and detects game balls that have entered the general prize hole 27.

[0104] The solenoids connected include the second start port solenoid 24 and the large prize port solenoid 33. These various solenoids are also called "drive means." The second start port solenoid 24 is for driving the movable member 23 of the variable prize device 22. The large prize port solenoid 33 is for driving the opening / closing member 32 of the large prize device 31.

[0105] Also connected to the main control board 80 are a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reserve display 43a, a second special symbol reserve display 43b, a normal symbol reserve display 44, a round display 45, a game status display 46, a launch direction display 47, and a win display 48. The display control of these main displays 40 is performed by a game control microcomputer 81.

[0106] The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 to monitor payout. The payout control board 110 is connected to a payout device 120 that pays out prize balls and loan balls, and a card unit 135 (installed adjacent to the pachinko game machine 1 and enabling ball lending based on information stored in an inserted prepaid card (game value storage medium) or the like), and is also connected to a launching device 112 via a launching control board (also called a "launching control circuit") 111. The launching device 112 is configured to include a launching motor 113, a touch switch 114, and a launching volume 115. The launching device 112 also includes a launching handle 60 (see FIG. 1).

[0107] The payout control board 110 is equipped with a payout control one-chip microcomputer (also called a "payout control microcomputer") 116 that controls the payout of game balls according to a predetermined program. The payout control microcomputer 116 includes a ROM that stores programs for controlling the payout of game balls, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM.

[0108] The payout control microcomputer 116 drives the payout motor 121 of the payout device 120 to pay out prize balls and loan balls based on a signal from the game control microcomputer 81 and a signal from the card unit 135 connected to the pachinko game machine 1 via the input / output circuit 117. The paid-out game balls are detected by the payout sensors 122, 123 for counting. When the launch handle 60 of the launch device 112 is operated, the touch switch 114 detects the touch of the operator (player) to the launch handle 60 (rotation operation unit 60a), and the launch volume 115 detects the operation amount (rotation amount) of the launch handle 60 (rotation operation unit 60a). Then, the launch motor 113 is driven and controlled so that the game balls are launched with a strength (launch strength) according to the magnitude of the detection signal of the launch volume 115. In this embodiment, the number of game balls that can be continuously shot by the launching device 112 through the driving of the launching motor 113 is approximately 100 per minute.

[0109] The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only transmission of signals from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.

[0110] 5, a one-chip microcomputer for performance control (also called a "microcomputer for performance control") 91 that controls the performance of the pachinko game machine 1 according to a predetermined program is mounted on the sub-control board 90. The microcomputer for performance control 91 includes a ROM that stores programs for controlling the performance performed as the game progresses, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM.

[0111] The performance control microcomputer 91 transmits and receives data to and from other boards, etc., via the input / output circuit 95. The input / output circuit 95 may be built into the performance control microcomputer 91, and the ROM may be external. The ROM of the sub-control board 90 (performance control microcomputer 91) stores various data necessary for controlling the performance, such as tables used for various judgments and decisions (selections) related to game performance, and performance patterns such as variable performance and advance notice performance. Also, a memory area is reserved at a predetermined address in the RAM (performance control RAM) of the sub-control board 90 (performance control microcomputer 91) for use in various flags and various counting counters.

[0112] The sub-control board 90 is connected to the image control board 100, the sound control board 106, the lamp control board 107, etc. The sub-control board 90 (the performance control microcomputer 91) cooperates with the image control board 100, the sound control board 106, and the lamp control board 107 according to the game situation, and causes the corresponding performance devices, members, etc. (performance means) to execute various performances such as display performances, sound performances, and lamp performances (light performances). This sub-control board 90 (the performance control microcomputer 91) functions as a performance execution means (also called a "performance control means") that can execute various performances according to the game situation. At least one of the image control board 100, the sound control board 106, and the lamp control board 107 can also be considered to function as a performance execution means (performance control means) together with the sub-control board 90.

[0113] Based on commands received from the main control board 80, the sub-control board 90 (performance control microcomputer 91) causes the CPU of the image control one-chip microcomputer (also called the ``image control microcomputer'') 101 of the image control board 100 to control the display of the image display device 7.

[0114] The RAM of the image control board 100 is a memory for expanding image data. The ROM of the image control board 100 stores various image data such as still image data and video data to be displayed on the image display device 7, specifically, characters, items, figures, letters, numbers, symbols, etc. (including performance patterns, reserved patterns, etc.) and background images. The image control microcomputer 101 reads image data from the ROM based on a command from the performance control microcomputer 91. Then, display control is performed based on the read image data. Note that a VDP (Video Display Processor) may be provided instead of or in addition to the image control one-chip microcomputer 101 of the image control board 100.

[0115] The sub-control board 90 (performance control microcomputer 91) outputs voice, music, sound effects, etc. from the speaker 67 via the voice control board 106 based on commands received from the main control board 80. Sound data such as voice output from the speaker 67 is stored in the ROM of the sub-control board 90.

[0116] A CPU may be mounted on audio control board 106, in which case audio control may be performed by the CPU. In this case, a ROM may be mounted on audio control board 106, in which case audio data may be stored in the ROM. Speaker 67 may be connected to image control board 100, and image control microcomputer 101 may be made to perform audio control. In this case, audio data may be stored in the ROM of image control board 100.

[0117] Based on commands received from the main control board 80, the sub-control board 90 (performance control microcomputer 91) determines light pattern data (data that determines the on / off status, light color, etc., and is also called "lamp data") that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5 from data stored in ROM, and controls the lighting of lamps (LEDs) such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107.

[0118] The sub-control board 90 (performance control microcomputer 91) operates the variable performance members 14 (left variable performance member 14L, right variable performance member 14R) connected to the lamp control board 107 via the relay board 108 based on commands received from the main control board 80. As described above, the variable performance members 14 are movable gimmicks provided behind the cover member 17. The performance control microcomputer 91 determines (selects) data (also called "drive data") for operating the variable performance members 14 in a predetermined operating mode from a plurality of operation pattern data stored (memorized) in advance in the ROM of the sub-control board 90, and controls the operation of the variable performance members 14 (gimmick performance) based on the determined operation pattern data.

[0119] A CPU may be mounted on the lamp control board 107, in which case the CPU may be made to execute control of the lighting of the lamps and control of the operation of the variable performance member 14. Furthermore, in this case, a ROM may be mounted on the lamp control board 107, and data relating to the light emission pattern and operation pattern may be stored in the ROM.

[0120] A first effect button detection switch 63c and a second effect button detection switch 63d that detect when the first effect button 63a or the second effect button 63b (see FIG. 1) is operated (pushed, rotated, pulled, etc.) are connected to the sub-control board 90. When the player performs a predetermined input operation on the first effect button 63a or the second effect button 63b, a signal from the corresponding effect button detection switch is input to the sub-control board 90. The first effect button detection switch 63c and the second effect button detection switch 63d are collectively referred to simply as the "effect button detection switch."

[0121] [Winning Summary] Next, an overview (specifications) of the winning of the pachinko game machine 1 will be described. In this embodiment, there are "jackpot" and "miss" as a result of the special symbol hit / miss judgment. As described above, in the case of a "jackpot", a "jackpot symbol" is displayed in a static manner in the special symbol display section, and in the case of a "miss", a "miss symbol" is displayed in a static manner in the special symbol display section. When the special symbol hit / miss judgment judges that there is a jackpot, a "special game" is executed in which the big prize opening 30 is opened in an opening pattern according to the type of special symbol (jackpot type) that is stopped and displayed. The special game executed when there is a jackpot is also called a "jackpot game".

[0122] There are several types of jackpots in this embodiment. Specifically, as shown in FIG. 6, nine types of jackpots are provided, including "10R (round) 1st jackpot", "10R 2nd jackpot", "10R 3rd jackpot", "10R 4th jackpot", "10R 5th jackpot", "5R 6th jackpot", "5R 7th jackpot", "10R 8th jackpot" and "10R 9th jackpot". Among these jackpots, "10R 1st jackpot", "10R 2nd jackpot", "10R 3rd jackpot", "10R 4th jackpot", "10R 5th jackpot", "5R 6th jackpot" and "5R 7th jackpot" are jackpots related to the first special symbol, and "10R 8th jackpot" and "10R 9th jackpot" are jackpots related to the second special symbol. The special symbol display section displays the winning symbols corresponding to the winning types. In this specification, round is sometimes written as "R".

[0123] The 10R 1st jackpot, 10R 8th jackpot, and 10R 9th jackpot are all jackpots with a round count of "10", a large prize winning hole 30 opening "once" for each round from 1R to 10R, and a large prize winning hole 30 opening time of "25 seconds" for each round from 1R to 10R. Opening for a "25 second" time is also called a "long opening".

[0124] The 5R 6th jackpot and the 5R 7th jackpot are both jackpots with the number of rounds being "5", the number of times the large prize opening 30 opens being "once" for each round from 1R to 5R, and the opening time of the large prize opening 30 being "25 seconds" for each round from 1R to 5R.

[0125] The 10R second jackpot is a jackpot in which the number of rounds is "10", the number of times the jackpot opening port 30 opens is "once" for each round from 1R to 10R, and the opening time of the jackpot opening 30 is "25 seconds" for each round from 1R to 10R.

[0126] The 10R third jackpot is a jackpot with the number of rounds being "10", the number of times the large prize winning hole 30 is opened being "once" for each round from 1R to 10R, and the opening time of the large prize winning hole 30 being "25 seconds" for each round from 1R to 7R, and "0.1 seconds" for each round from 8R to 10R. Opening with an opening time of "0.1 seconds" is also called "short opening". Among the jackpot games related to the 10R third jackpot (also called "10R third jackpot games"), the opening time of the large prize winning hole 30 per round is an extremely short time of "0.1 seconds" for 8R to 10R, and the possibility of a game ball entering the large prize winning hole 30 is extremely low (effectively zero). Therefore, in the 10R 3rd jackpot game, the probability of the game ball entering the jackpot hole 30 increases in 1R to 7R where the opening time per round is "25 seconds", and it becomes possible to easily make the game ball enter the jackpot hole 30. Therefore, the 10R 3rd jackpot is essentially a "7R jackpot", and the 10R 3rd jackpot game is essentially a "7R jackpot game".

[0127] The 10R 4th jackpot is a jackpot with the number of rounds being "10", the number of times the jackpot entry port 30 is opened being "once" for each of the 1R to 10R rounds, and the opening time of the jackpot entry port 30 being "25 seconds" for each of the 1R to 5R rounds, and "0.1 seconds" for each of the 6R to 10R rounds. Among the jackpot games related to the 10R 4th jackpot (also called "10R 4th jackpot games"), the opening time of the jackpot entry port 30 per round is an extremely short time of "0.1 seconds" for 6R to 10R, and the possibility of the game ball entering the jackpot entry port 30 is extremely low (effectively zero). For this reason, in the 10R 4th jackpot game, the possibility of the game ball entering the jackpot entry port 30 is high in the 1R to 5R rounds where the opening time per round is "25 seconds", making it possible to easily enter the game ball into the jackpot entry port 30. Therefore, a 10R 4th jackpot is essentially a "5R jackpot", and a 10R 4th jackpot game is essentially a "5R jackpot game".

[0128] The 10R 5th jackpot is a jackpot with the number of rounds being "10", the number of times the jackpot opening port 30 is "once" for each of the 1R to 10R rounds, and the opening time of the jackpot opening port 30 being "25 seconds" for each of the 1R to 3R rounds, and "0.1 seconds" for each of the 4R to 10R rounds. Among the jackpot games related to the 10R 5th jackpot (also called "10R 5th jackpot games"), the opening time of the jackpot opening port 30 per round is an extremely short time of "0.1 seconds" for the 4R to 10R rounds, and the possibility of the game ball entering the jackpot opening 30 is extremely low (substantially zero). For this reason, in the 10R 4th jackpot game, the possibility of the game ball entering the jackpot opening 30 is high in the 1R to 3R rounds where the opening time per round is "25 seconds", and it is possible to easily enter the game ball into the jackpot opening 30. Therefore, a 10R 5th jackpot is essentially a "3R jackpot", and a 10R 5th jackpot game is essentially a "3R jackpot game".

[0129] Of these nine types of jackpots, the 10R 1st jackpot, 5R 6th jackpot, 5R 7th jackpot, 10R 8th jackpot, and 10R 9th jackpot have a fixed interval time (for example, about 0.5 seconds to 1 second) set between each round (between rounds), and each round from the 1st round to the final round is consumed with the same (fixed) interval time in between. The 10R 1st jackpot, 5R 6th jackpot, 5R 7th jackpot, 10R 8th jackpot, and 10R 9th jackpot, which have rounds consumed in this way, can be said to be general jackpots.

[0130] In contrast, for the 10R 2nd and 10R 3rd jackpots (effectively 7R jackpots), the interval time is different between the rounds when the 3rd, 5th and 7th rounds are completed and between the rounds when the other rounds (1R, 2R, 4R, 6R, 8R, 9R) are completed, with the former having a longer interval time than the latter. For example, the interval time between the rounds when the 3rd, 5th and 7th rounds are completed is "about 3 to 5 seconds," and the interval time between the rounds when the other rounds (1R, 2R, 4R, 6R, 8R, 9R) are completed is "about 0.5 to 1 second."

[0131] For the 10R 4th jackpot (actually a 5R jackpot), the interval time is different between the rounds when the 3rd and 5th rounds are completed and the rounds when the other rounds (1R, 2R, 4R, 6R, 7R, 8R, 9R) are completed, with the former having a longer interval time than the latter. For example, the interval time between the rounds when the 3rd and 5th rounds are completed is "about 3 to 5 seconds," and the interval time between the rounds when the other rounds (1R, 2R, 4R, 6R, 8R, 9R) are completed (also called the "second interval time") is "about 0.5 to 1 second."

[0132] For the 10R 5th jackpot (actually a 3R jackpot), the interval time is different between the rounds when 3 rounds are completed and the rounds when other rounds (1R, 2R, 4R, 5R, 6R, 7R, 8R, 9R) are completed, and the former has a longer interval time than the latter. For example, the interval time between rounds when 3 rounds are completed is "about 3 to 5 seconds," and the interval time between rounds when other rounds (1R, 2R, 4R, 5R, 6R, 7R, 8R, 9R) are completed is "about 0.5 to 1 second."

[0133] In the 10R second to fifth jackpots, the relatively long interval time (for example, about 3 to 5 seconds) is also called the "first interval time", and the relatively short interval time (for example, about 0.5 to 1 second) is also called the "second interval time".

[0134] Between rounds (also called "interval period") when the first interval time is set, a presentation indicating whether the large prize opening 30 will be long-opened in the next round as well, i.e., whether a long-open round will be executed (continued), is executed using the image display device 7 (display screen 7a) or the like. The period between rounds when the first interval time is set is also called "round branching timing", and the presentation executed at the round branching timing is also called "round branching presentation".

[0135] For example, between rounds (round branching timing) when the third round of a 10R 5th jackpot game ends, a round branching effect is executed which suggests that the long opening round will not be executed (continued) from the next round onwards (for example, a long opening round end effect or a jackpot end effect), and between rounds (round branching timing) when the third round of a 10R 2nd to 4th jackpot game ends, a round branching effect is executed which suggests that the long opening round will be executed (continued) from the next round onwards (for example, a long opening round continuation effect).

[0136] In addition, between rounds (round branching timing) when the 5th round of the 10R 4th jackpot play ends, a round branching effect is executed which suggests that the long opening round will not be executed (continued) from the next round onwards (for example, a long opening round end effect or a jackpot end effect), and between rounds (round branching timing) when the 5th round of the 10R 2nd and 3rd jackpot play ends, a round branching effect is executed which suggests that the long opening round will be executed (continued) from the next round onwards (for example, a long opening round continuation effect).

[0137] In addition, between rounds (round branching timing) when the 7th round of the 10R third jackpot game ends, a round branching effect is executed that suggests that the long opening round will not be executed (continued) from the next round onwards (for example, a long opening round end effect or a jackpot end effect), and between rounds (round branching timing) when the 7th round of the 10R second jackpot game ends, a round branching effect is executed that suggests that the long opening round will be executed (continued) from the next round onwards (for example, a long opening round continuation effect).

[0138] In this way, between the rounds of the 10R 2nd to 5th jackpots, which are the branching points (round branching timing) between whether the long open round continues or not, a longer interval time (first interval time) is set compared to between the other rounds, and the round branching effect is executed using the interval time. In this way, the jackpot game related to the 10R 2nd to 5th jackpots, in which the round branching effect is executed at the round branching timing, is called a "rank up bonus", and is a special jackpot with a different playability from general jackpots such as the 10R 1st jackpot. Hereinafter, the rank up bonus may be referred to as "RUB".

[0139] Here, a round is also called a "round game", and a round game is also called a "big prize opening and closing game", "variable ball entry game" or "special ball entry game". In addition, the 5R 6th jackpot and the 5R 7th jackpot are collectively called "5R jackpot", and the 10R 1st to 5th jackpots and the 10R 8th and 9th jackpots are collectively called "10R jackpot". Furthermore, the 2nd to 5th jackpots of 10R are also called "special jackpots", jackpots other than the 2nd to 5th jackpots of 10R (1st, 8th, and 9th jackpots of 10R, and 6th and 7th jackpots of 5R) are also called "general jackpots", the jackpot game related to the special jackpot (rank-up bonus (RUB)) is also called "first special game", and the jackpot game related to the general jackpot (5R jackpot game or 10R jackpot game) is also called "second special game".

[0140] In addition, among the special jackpot patterns (specific display mode, specific display result) that trigger the execution of a jackpot game, the jackpot patterns related to special jackpots (10R second jackpot pattern, 10R third jackpot pattern, 10R fourth jackpot pattern, 10R fifth jackpot pattern) are also called the "first specific display mode" or "first specific display result," and the jackpot patterns related to general jackpots (10R first jackpot pattern, 5R sixth jackpot pattern, 5R seventh jackpot pattern, 10R eighth jackpot pattern, 10R ninth jackpot pattern) are also called the "second specific display mode" or "second specific display result."

[0141] In this embodiment, the jackpot types based on the difference in the number of rounds are two types, 5R jackpot and 10R jackpot, but it is possible to provide various jackpot types, such as three types, 3R jackpot, 6R jackpot, and 10R jackpot, or one type, 7R jackpot. In this embodiment, the maximum number of rounds in a jackpot game is 10R (10R jackpot), but the maximum number of rounds is not limited to this, and it is possible to set the maximum number of rounds to more than 10R (for example, 15R) or less than 10R (for example, 9R).

[0142] In the pachinko game machine 1 of this embodiment, the game state after the end of the jackpot game is shifted to a high probability state, time-saving state, high base state, etc., described later, depending on the type of the jackpot that has occurred (won). That is, if the result of the special symbol hit / miss judgment is a jackpot and the type of the jackpot is any of the above-mentioned 10R 1st to 5th jackpots, 5R 6th jackpot, and 10R 8th jackpot, the game state after the end of the jackpot game is controlled to a "high probability state, time-saving state, and high base state" described later (see FIG. 6). On the other hand, if the result of the special symbol hit / miss judgment is a jackpot and the type of the jackpot is any of the above-mentioned 5R 7th jackpot and 10R 9th jackpot, the game state after the end of the jackpot game is controlled to a "low probability state, time-saving state, and high base state" described later (see FIG. 6). For this reason, the 1st to 5th jackpots in 10R, the 6th jackpot in 5R, and the 8th jackpot in 10R can be considered to be "certain jackpots", while the 7th jackpot in 5R and the 9th jackpot in 10R can be considered to be "non-certain jackpots" (also called "normal jackpots" or "time-saving jackpots").

[0143] As shown in Figures 6 and 8(B), when the first special pattern (special pattern 1) is judged to be a hit, the distribution probability of each hit is 5% for 10R 1st hit, 5% for 10R 2nd hit, 7% for 10R 3rd hit, 10% for 10R 4th hit, 13% for 10R 5th hit, 15% for 5R 6th hit, and 45% for 5R 7th hit. In contrast, when the second special pattern (special pattern 2) is judged to be a hit, the distribution probability of each hit is 55% for 10R 8th hit, and 45% for 10R 9th hit. That is, when a jackpot is determined based on the ball entering the second starting hole 21 (special chart 2 hit / miss judgment), the occurrence rate (allocation probability) of a 10R jackpot is 100%, and the occurrence rate (allocation probability) of a 10R jackpot is higher than when a jackpot is determined based on the ball entering the first starting hole 20 (special chart 1 hit / miss judgment). In this way, in this pachinko game machine 1, it is set so that a jackpot is more likely to be advantageous for a player in terms of the amount of prize balls that can be obtained when a game ball enters the second starting hole 21 and a hit / miss judgment (special chart 2 hit / miss judgment) is performed than when a jackpot is determined based on the ball entering the first starting hole 20 and a hit / miss judgment (special chart 1 hit / miss judgment). For this reason, a player plays the game in the hope of a ball entering the second starting hole 21. This is particularly noticeable when the opening extension function described below is in operation (when a high base state occurs), when the frequency of balls hitting the second starting hole 21 increases.

[0144] In this pachinko game machine 1, the judgment of whether it is a jackpot or not is made based on the "special symbol hit / miss judgment random number (also called "hit / miss judgment information")", and when the hit / miss judgment result is a jackpot, the judgment of the type of jackpot is made based on the "jackpot type determination random number (also called "symbol determination random number" or "symbol determination information")". In this embodiment, as shown in FIG. 7(A), the special symbol hit / miss judgment random number takes a value in the range of "0 to 629", and the jackpot type determination random number takes a value in the range of "0 to 99". The special symbol hit / miss judgment random number and the jackpot type determination random number are random numbers (acquired information) acquired based on the ball entering the first start hole 20 or the second start hole 21.

[0145] The random numbers (acquired information) acquired based on the ball entering the first starting hole 20 or the second starting hole 21 include a random number for determining whether or not a special symbol has been hit, a random number for determining the type of big win, and a "variation pattern random number (also called "variation pattern information")" as shown in Figure 7 (A). The variation pattern random number is a random number for determining a variation pattern including a variation time, and in this embodiment, it takes a value in the range of "0 to 198".

[0146] 7B is a random number for determining whether or not a normal symbol has been drawn. The random number for determining whether or not a normal symbol has been drawn is a random number for determining whether or not a supplementary game that opens the second starting hole 21 is to be played (a normal symbol lottery), and in this embodiment, the value of the random number ranges from 0 to 240.

[0147] [Game Status] Next, the game states of the pachinko game machine 1 will be explained. The pachinko game machine 1 has a plurality of game states by combinations of the probability variation function and variation time shortening function of the special symbol, the probability variation function and variation time shortening function of the normal symbol, and the opening extension function of the normal electric role object, which are in the activated or deactivated state. The state in which the probability variation function is activated for the special symbols (first special symbol and second special symbol) is also called the "high probability state" or "high probability state," and the state in which it is not activated is also called the "low probability state" or "normal state."

[0148] In the high probability state, the probability of a special symbol being determined to be a jackpot is higher than in the normal state (low probability state). In other words, in the normal state, the jackpot determination table for the normal state is used to determine whether or not a hit has occurred, but in the high probability state, the jackpot determination table for the high probability state, which has a higher value for the special symbol hit determination random number that is determined to be a jackpot, is used to determine whether or not a hit has occurred (see Figure 8 (A)). In other words, when the probability variation function for the special symbol is activated, the probability that the result of the special symbol's variable display will be a jackpot (the stopped symbol will be a jackpot symbol) is higher than when it is not activated.

[0149] In addition, the state in which the time-saving function is activated for the special symbols (first special symbol and second special symbol) is also called the "time-saving state" or "shortened time-saving state," and the state in which it is not activated is also called the "non-time-saving state" or "normal time-saving state." In the time-saving state, the average value of the time-saving state (the time from the start of the time-saving display to the end (determined display)) of the special symbols is shorter than the average value of the time-saving state of the special symbols. In other words, in the time-saving state, the time-saving state is determined by using a time-saving state table that is determined so that the time-saving state is selected more frequently than in the non-time-saving state (see FIG. 9). As a result, in the time-saving state, the pace of consumption of the reserved special symbols is faster, and effective balls (balls that can be stored as reserved special symbols) in the starting hole are more likely to occur. Therefore, it is possible to aim for a jackpot under smooth game progress.

[0150] The probability fluctuation function and the fluctuation time shortening function of the special symbols (first special symbol and second special symbol) may operate simultaneously, or only one of them may operate. The probability fluctuation function and the fluctuation time shortening function of the normal symbols are designed to operate in synchronization with the fluctuation time shortening function of the special symbols. In other words, the probability fluctuation function and the fluctuation time shortening function of the normal symbols operate in the time shortening state of the special symbols, and do not operate in the non-time shortening state. Therefore, in the time shortening state, the probability of a hit in the normal symbol hit / miss judgment is higher than in the non-time shortening state. Specifically, in the time shortening state, the normal symbol hit / miss judgment (normal symbol judgment) is performed using a normal symbol hit judgment table in which the value of the normal symbol random number (hit random number) that is judged as a hit is greater than that of the normal symbol hit judgment table used in the non-time shortening state (see FIG. 8(C)).

[0151] In addition, in the time-saving state, the normal symbol variation time is shorter than in the non-time-saving state. In this embodiment, the normal symbol variation time is 30 seconds in the non-time-saving state, but 1 second in the time-saving state (see FIG. 8(D)). Furthermore, in the time-saving state, the opening time extension function of the variable winning device 22 (second starting hole 21) is activated, and the opening time of the second starting hole 21 in the auxiliary game (normal symbol winning game) is longer than in the non-time-saving state. In addition, in the time-saving state, the opening number increase function of the variable winning device 22 is activated, and the opening number of the second starting hole 21 in the auxiliary game is greater than in the non-time-saving state. Specifically, when the result of the normal pattern hit / miss judgment in the non-time-saving state is a hit, the movable member 23 of the variable winning device 22 (second starting hole 21) performs one opening action of 0.2 seconds, and when the result of the normal pattern hit / miss judgment in the time-saving state is a hit, the movable member 23 of the variable winning device 22 (second starting hole 21) performs three opening actions of 2.0 seconds.

[0152] When the probability variation function and variation time shortening function for normal symbols, and the opening time extension function and opening count increase function of the variable winning device 22 are operating, the second start hole 21 is opened more frequently and the frequency of game balls entering the second start hole 21 increases compared to when these functions are not operating. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, the state in which these functions are operating is also called the "high base state" or "high frequency state," and the state in which they are not operating is also called the "low base state." In the high base state, you can aim for a jackpot without significantly reducing the game balls (held balls) in your hand.

[0153] In addition, the high base state (high frequency state) does not have to be one in which all of the above functions are activated. In other words, it is sufficient that the second starting hole 21 is more likely to be opened (the ball enters more frequently) by the activation of at least one of the probability fluctuation function and the fluctuation time shortening function for the normal symbol, and the opening time extension function and the opening count increase function of the variable winning device 22, compared to when the function is not activated. In this embodiment, the time shortening state of the special symbol and the high base state are generated together (synchronized), but the high base state may be generated independently without being associated with the time shortening state of the special symbol. The function that generates such a high base state is also called the "high base generation function", and either or both of the opening time extension function and the opening count increase function are also called the "opening extension function".

[0154] In the pachinko game machine 1 of this embodiment, as described above, when any of the 10R 1st to 5th jackpots, the 5R 6th jackpot, and the 10R 8th jackpot occurs, the game state after the jackpot game (after the special game) becomes a high probability state of the special symbol, a time-saving state of the special symbol, and a high base state (see FIG. 6). This game state is also called a "high probability high base state." The high probability high base state ends when a predetermined number of special symbol variations are displayed, or when a jackpot is hit and a jackpot game is played. This high probability high base state is what the player calls a "probability change state."

[0155] In addition, when either the 5R 7th jackpot or the 10R 9th jackpot occurs, the game state after the jackpot game (after the special game) becomes the normal state (low probability state) of the special symbol, and the time-saving state and high base state of the special symbol (see Figure 6). This game state is also called the "low probability high base state." The low probability high base state ends when the variable display of the special symbol is executed a predetermined number of times (for example, 100 times) or when a jackpot is won and the jackpot game is executed.

[0156] The "low probability high base state" is also called the "first game state," and the "high probability high base state" is also called the "second game state." In addition, in the pachinko game machine 1 of this embodiment, three game states can be set as game states: "low probability low base state," "low probability high base state," and "high probability high base state." In addition, a high probability state of a special symbol, a non-time-saving state of a special symbol, and a low base state, that is, a "high probability low base state," may be set.

[0157] In a high base state such as a low probability high base state or a high probability high base state, it is more advantageous to advance the game by making the game ball enter the right game area 3B by hitting from the right. In a high base state, the second start hole 21 is more easily opened than in a low base state, and it is easier to enter the second start hole 21 than the first start hole 20 (the game ball is more likely to enter the second start hole 21 than the first start hole). For this reason, the game ball is hit from the right to enter the second start hole 21 while passing through the gate 28, which is the trigger for determining whether the normal pattern is hit or not. This allows more start balls to be entered (opportunities for determining whether the special pattern is hit or not) than when hitting from the left. In this state, the launch direction indicator 47 is controlled to light in a predetermined manner, and notifies the player that the game ball should be launched toward the right game area 3B (right hit instruction notification).

[0158] On the other hand, in a low base state (for example, a low-probability low base state), it is more advantageous to advance the game by hitting the game ball from the left into the left game area 3A. In a low base state, the second starting hole 21 is less likely to open than in a high base state, and it is easier to hit the game ball into the first starting hole 20 than into the second starting hole 21 (the game ball is more likely to enter the first starting hole than the second starting hole). Therefore, the game ball is hit from the left in order to enter the first starting hole 20. This allows more starting balls to be hit (opportunities to determine whether or not the special pattern has been hit) than when hitting from the right. In this state, the launch direction indicator 47 is controlled to light up (display controlled) in a predetermined manner, and notifies the player that the game ball should be launched toward the left game area 3A (left-hit instruction notification).

[0159] The launch direction indicator 47 has two LEDs, "yz", and can indicate the launch direction by turning on the LEDs depending on the game state. For example, in a low base state, it can notify that the ball should be launched to the left game area by displaying "y□z□" (for example, □: off, ■: on) with both LEDs turned off. Also, in a high base state, it can notify that the ball should be launched to the right game area by displaying "y■z■" (for example, □: off, ■: on).

[0160] As described above, in the pachinko game machine 1 of this embodiment, when the low-probability low base state in which no jackpot game is being played is used as a reference, this low-probability low base state can be regarded as a "normal game state", and the game in which the special symbols are variably displayed in this state (variable game) can be regarded as a "normal game". On the other hand, since the high-probability high base state and the low-probability high base state are game states that are more advantageous to the player than the low-probability low base state, these high-probability high base states and low-probability high base states can be regarded as "special game states", and the game in which the special symbols are variably displayed in this state can be regarded as a "special game".

[0161] Moreover, the jackpot game is a game that can be executed by displaying a special symbol in a variable manner and stopping the jackpot symbol, and since the player can win a large number of prize balls by having the game ball enter the large prize opening (first large prize opening 30, second large prize opening 35), the game state in which the jackpot game is played can be said to be a game state that is more advantageous to the player than a game state in which the jackpot game is not played. For this reason, the game state in which the jackpot game is played can be regarded as a "special game state," and the jackpot game played in that state can be regarded as a "special game."

[0162] In addition, low base states such as a low probability low base state and a high probability low base state are game states in which the game progresses by making the game ball enter the left game area 3A by hitting from the left as described above, so the low base state can be regarded as a "left hit state." On the other hand, high base states such as a low probability high base state and a high probability high base state, and a state in which a jackpot game is played aiming for the game ball to enter the first large winning hole 30 or the second large winning hole 35, are game states in which the game progresses by making the game ball enter the right game area 3B by hitting from the right as described above, so the high base state and the jackpot game state can be regarded as a "right hit state." As described above, in the high base state (right-hand hitting state), the second starting hole 21 is more easily opened than in the low base state (left-hand hitting state), and the game ball can enter the second starting hole 21 more easily than the first starting hole 20. Also, it is set so that the player is more likely to win the jackpot by determining whether the second special symbol is hit or not based on the game ball entering the second starting hole 21 than by determining whether the first special symbol is hit or not based on the game ball entering the first starting hole 20. For this reason, the left-hand hitting state can be regarded as a "normal game state", and the game (variable game) in which the special symbol is displayed in a variable manner in this state can be regarded as a "normal game". In addition, the right-hand hitting state, which is a game state that is more advantageous to the player than the left-hand hitting state, can be regarded as a "special game state", and the game (variable game) in which the special symbol is displayed in a variable manner in this state can be regarded as a "special game".

[0163] Furthermore, when compared with a low-probability, low-base state, the high-probability, low-base state is similar in that both are low base states; however, in the high-probability state, the probability fluctuation function of the special pattern is activated, and the probability that the result of the variable display of the special pattern will be a jackpot is higher than in the low-probability state. Therefore, the high-probability, low-base state, which is a game state that is more advantageous to the player than the low-probability, low-base state, can be considered a "special game state," and the game in which the special pattern is variable displayed in this state (variable game) can be considered a "special game."

[0164] The control related to the setting and transition of the various game states described above is performed by the main control board 80 (game control microcomputer 81). The main control board 80 (game control microcomputer 81), which controls the activation / deactivation of the probability fluctuation function, functions as a probability setting means capable of setting the winning probability (jackpot probability) of the special symbol hit / miss judgment to a low probability (first probability) or a high probability (second probability). The main control board 80 (game control microcomputer 81), which controls the activation / deactivation of the fluctuation time shortening function, functions as a shortened fluctuation state setting means (time-shortened state setting means) capable of setting a shortened fluctuation state (time-shortened state) in which the fluctuation time of the special symbol is shorter than usual.

[0165] [Main control main processing] Next, the operation (control processing by the main control unit 80) of the game control microcomputer 81 (game control means) will be described with reference to Fig. 10 to Fig. 36. Note that counters, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the RAM of the main control board 80. Also, in this specification, "S" such as S101 ("S" in the flowchart) means a step.

[0166] When the power supply of the pachinko game machine 1 is turned on, the game control microcomputer 81 reads out the main control main processing program shown in FIG. 10 from the ROM of the main control board 80 and executes it. As shown in the figure, in the main control main processing, first, initial settings are performed (S101). In the initial settings, for example, stack settings, constant settings, interrupt time settings, CPU settings of the main control board 80, SIO, PIO, CTC (interrupt time controller), resetting of various flags, statuses, and counters, etc. are performed. The initial value of the flag is "0" or "OFF", the initial value of the status is "1", and the initial value of the counter is "0". The initial settings (S101) are performed only once after the power supply is turned on, and are not performed thereafter.

[0167] Following the initial setting (S101), interrupts are prohibited (S102), and the normal and special symbol main random number update process (S103) is executed. In the normal and special symbol main random number update process (S103), the values ​​of the various random number counters shown in FIG. 7 are updated by incrementing them by 1. When the value of each random number counter reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0", and may be changed randomly. The updated random number counter values ​​are stored sequentially in a predetermined update value storage area (not shown) of the RAM of the main control board 80.

[0168] When the normal and special symbol main random number update process (S103) is completed, an interrupt is permitted (S104). While the interrupt is permitted, the interrupt process (S105) can be executed. The interrupt process (S105) is executed based on an interrupt pulse repeatedly input to the CPU of the main control board 80 at, for example, a 4 ms cycle. Then, after the interrupt process (S105) is completed and before the next interrupt process (S105) is started, the update process of various counter values ​​by the normal and special symbol main random number update process (S103) is repeatedly executed. Note that, if an interrupt pulse is input to the CPU when the interrupt is prohibited, the interrupt process (S105) is not started immediately, but is started after the interrupt is permitted (S104).

[0169] [Interrupt processing] Next, the interrupt process (S105) will be described. As shown in FIG. 11, in the interrupt process (S105), first, the output process (S201) is executed. In the output process (S201), the commands (control signals) and the like set in the output buffer provided in the RAM of the main control board 80 in each process described below are output to the sub-control board 90 and the payout control board 110. The output commands and the like include information on the game state, the result of the special symbol hit / miss judgment, the symbol as the big hit type, the variation pattern, and the like. The command is, for example, made up of 2 bytes of information, and in this case, the upper byte is information on the type of the command, and the lower byte is information on the content of the command.

[0170] In the input process (S202) carried out following the output process (S201), the detection signals detected by various sensors (such as the first start hole sensor 20a, the second start hole sensor 21a, and the big prize hole sensor 30a) attached to the pachinko game machine 1 are read and stored in the output buffer of the RAM as prize ball information. In addition, a detection signal from a lower tray full detection sensor (not shown) that detects whether the lower tray 62 is full is also taken in and stored in the output buffer of the RAM as lower tray full data.

[0171] The normal and special symbol main random number update process (S203) that is performed next is the same as the normal and special symbol main random number update process (S103) that is performed in the main control main process of Fig. 10. That is, the update process of the various random number counter values ​​(including the normal symbol random number counter value) shown in Fig. 7 is performed both during the execution period of the timer interrupt process (S105) and during other periods (the period from the end of the interrupt process (S105) to the start of the next interrupt process (S105)).

[0172] Following the normal and special symbol main random number update process (S203), the start port sensor detection process (S204), the start ball entry process (S205), the normal symbol operation process (S206), the special symbol operation process (S207), the reserved ball number process (S208), and the power cut monitoring process (S209) are executed. After that, other processes (S210) that are not closely related to the present invention are executed, and the interrupt process (S105) is terminated. Then, the main control main process S102 to S104 are repeatedly executed (see FIG. 10) until the next interrupt pulse is input to the CPU of the main control board 80, and when the interrupt pulse is input (about 4 ms later), the interrupt process (S105) is executed again. In the output process (S201) of the interrupt process (S105) that is executed again, the command etc. set in the output buffer of the RAM in the previous interrupt process (S105) is output.

[0173] [Starting port sensor detection process] As shown in Fig. 12, in the start gate sensor detection process (S204), first, it is determined whether the game ball has passed through the gate 28, that is, whether the game ball has been detected by the gate sensor 28a (S301). If the game ball has not passed through the gate 28 (NO in S301), the process proceeds to S305, and if the game ball has passed through the gate 28 (YES in S301), it is determined whether the number of reserved balls with normal symbols (the number of reserved normal symbols, specifically, the value of a counter that counts the number of reserved normal symbols provided in the RAM) is less than 4 (S302).

[0174] If the number of reserved balls for normal symbols is not less than 4 (NO in S302), the process proceeds to S305. On the other hand, if the number of reserved balls for normal symbols is less than 4 (YES in S302), "1" is added to the number of reserved balls for normal symbols (S303), and a normal symbol random number acquisition process (S304) is performed. In the normal symbol random number acquisition process (S304), the value of the random number counter for determining whether or not a normal symbol has been selected (label -TRND-H, see FIG. 7(B)) stored in the update value memory area (not shown) of the RAM is acquired, and the acquired random number value (acquired information) is stored in an address space in the normal symbol reserved memory section provided in the RAM of the main control board 80 according to the current number of reserved balls for normal symbols.

[0175] In S305, it is determined whether or not a game ball has entered the second starting hole 21, that is, whether or not a game ball has been detected by the second starting hole sensor 21a (S305). If a game ball has not entered the second starting hole 21 (NO in S305), the process proceeds to S309. If a game ball has entered the second starting hole 21 (YES in S305), it is determined whether or not the number of reserved balls in the special chart 2 (the number of reserved second charts, specifically, the value of a counter that counts the number of reserved second charts provided in the RAM of the main control unit 80) is less than 4 (upper limit number) (S306). If the number of reserved balls in the special chart 2 is not less than 4 (NO in S306), the process proceeds to S309. If the number of reserved balls in the special chart 2 is less than 4 (YES in S306), 1 is added to the number of reserved balls in the special chart 2 (S307).

[0176] Next, a special pattern 2 related random number acquisition process (S308) is performed. In the special pattern 2 related random number acquisition process (S308), the value of the special pattern hit / miss random number counter (label-TRND-A), the value of the big hit type determination random number counter (label-TRND-AS), and the value of the fluctuation pattern random number counter (label-TRND-T1) stored in the update value storage area (not shown) of the RAM are acquired (i.e., the random number values ​​shown in FIG. 7(A) are acquired), and these acquired random number values ​​(acquired information) are stored in the address space corresponding to the current number of reserved balls for special pattern 2 in the second special pattern reserved storage unit 85b.

[0177] Next, it is determined whether or not a game ball has entered the first starting hole 20, that is, whether or not a game ball has been detected by the first starting hole sensor 20a (S309). If a game ball has not entered the first starting hole 20 (NO in S309), the process is terminated. However, if a game ball has entered the first starting hole 20 (YES in S309), it is determined whether or not the number of reserved balls in the special chart 1 (the number of reserved first special charts, specifically, the value of a counter that counts the number of reserved first special charts provided in the RAM of the main control unit 80) is less than 4 (upper limit number) (S310). Then, if the number of reserved balls in the special chart 1 is not less than 4 (NO in S310), the process is terminated. However, if the number of reserved balls in the special chart 1 is less than 4 (YES in S310), "1" is added to the number of reserved balls in the special chart 1 (S311).

[0178] Next, the special pattern 1 related random number acquisition process (S312) is performed. In the special pattern 1 related random number acquisition process (S312), similarly to the special pattern 2 related random number acquisition process (S308), the value of the special pattern hit / miss judgment counter (label-TRND-A), the value of the jackpot type determination random number counter (label-TRND-AS), and the value of the fluctuation pattern random number counter (label-TRND-T1) stored in the update value memory area (not shown) of the RAM are acquired (i.e., the random number values ​​shown in FIG. 7(A) are acquired), and the acquired random number values ​​are stored in the address space corresponding to the current number of reserved balls for special pattern 1 in the first special pattern reserved memory unit.

[0179] [Processing at the start of the ball] As shown in FIG. 11, the game control microcomputer 81 performs the start ball entry process (S205) following the start ball entry sensor detection process (S204). As shown in FIG. 13, in the start ball entry process (S205), first, it is determined whether the number of reserved balls in the special figure 2 has increased by "1" (S315). If it is determined that the number of reserved balls in the special figure 2 has increased by "1" (YES in S315), the process proceeds to S316. This corresponds to the case where "1" is added to the number of reserved balls in the special figure 2 in S307 of the start ball entry sensor detection process (S204) based on the game ball entering the second start ball. On the other hand, if it is determined that the number of reserved balls in the special figure 2 has not increased (NO in S315), the process proceeds to S319.

[0180] In S316, the latest acquired random number value (acquired information) acquired in the special symbol 2 related random number acquisition process (S308) of the immediately preceding start port sensor detection process (S204) and stored in the second special symbol reserved memory unit is read (S316). Next, the acquired random number value related to the read second special symbol is determined (S317). In S317, for the value of the special symbol hit / miss determination random number counter (special symbol hit / miss determination random number value) among the acquired random numbers read out, a hit / miss (jackpot or miss) is determined according to the current game state (low probability state or high probability state), and if the result of the determination is a hit, the type of hit is further determined. This judgment by S317 corresponds to a pre-judgment (so-called "reserve pre-read") made to judge whether the reserved special chart 2 is a hit or not (judgment as to whether it is a jackpot or not) prior to the hit or miss judgment (S1303, S1304) in the special chart 2 hit or miss judgment process (S1202) described below.

[0181] The advance judgment can be performed, for example, by judging whether or not the value matches the jackpot judgment value based on the jackpot judgment table shown in Fig. 8(A), that is, the jackpot judgment table for high probability state in the high probability state, and the jackpot judgment table for normal state in the normal state (low probability state). In addition to the hit / miss judgment, S317 can also be used for the advance judgment (reserved read-ahead) of the jackpot type judgment based on the random number for deciding the jackpot type and the fluctuation pattern judgment based on the fluctuation pattern random number.

[0182] Next, in S318, game information (pre-judgment information) related to the result of the pre-judgment by S317, specifically, information indicating whether the random number value for the special symbol hit / miss judgment matches the jackpot judgment value (hit / miss information), information indicating the value of the random number counter for determining the jackpot type (random number value for determining the jackpot type), information indicating the value of the variable pattern random number counter (variation pattern random number value), etc. are generated as a special symbol 2 start ball entry command, and the command is set in the output buffer of the RAM (S318). The special symbol 2 start ball entry command may include information indicating a part or all of the special symbol 2 acquisition random number value read in S316 as pre-judgment information.

[0183] By analyzing the special chart 2 start ball entry command transmitted from the main control unit 80 by the sub-control unit 90, it becomes possible for the sub-control unit 90 to determine whether the information is related to a jackpot, what the jackpot type is, what the variation pattern is, etc. In addition, in this embodiment, by analyzing the special chart 2 start ball entry command, it is possible to determine whether or not the acquired special chart 2 acquisition random number will be a jackpot when judged in a high probability state, and whether or not it will be a jackpot when judged in a low probability state. As a result, the sub-control unit 90 stores the information specified by the received special chart 2 start ball entry command as reserved information (performance reserved information), pre-judges the reserved information (performance reserved information) at a specific timing, and determines whether or not the performance reserved information that is judged to be a jackpot when judged to be a hit or not in a low probability state is stored. This is also true when the sub-control unit receives the special chart 1 start ball entry command described later.

[0184] In addition, from the viewpoint of preventing fraud, the random number value for determining whether or not a special pattern has been hit among the obtained random number values ​​read in S316 is not sent directly to the sub-control unit, but instead command data including information indicating the value of the random number counter for determining the type of jackpot (random number value for determining the type of jackpot) and the value of the fluctuation pattern random number counter (fluctuation pattern random number value), as well as information indicating the result of the preliminary judgment, may be generated as a special pattern 2 start entry command and sent to the sub-control unit.

[0185] Next, in S319, as in the processing related to the special chart 2 described above, it is determined whether the number of reserved balls in the special chart 1 has increased by "1" (S319). If it is determined that the number of reserved balls in the special chart 1 has increased by "1" (YES in S319), the processing proceeds to S320. This corresponds to the case where "1" is added to the number of reserved balls in the special chart 1 in S311 in the starting hole sensor detection processing (S204) based on the game ball entering the first starting hole. On the other hand, if it is determined in S319 that the number of reserved balls in the special chart 1 has not increased (NO in S319), the processing ends as it is.

[0186] In S320, it is determined whether the time-saving flag is ON (S320), and if it is determined that the time-saving flag is ON, i.e., that the base state is high (YES in S320), this process ends without performing the processes from S321 onwards. On the other hand, if it is determined that the time-saving flag is OFF, i.e., that the base state is low (NO in S320), the process proceeds to the pre-determination processes from S321 onwards.

[0187] Here, when the time-saving flag is ON, that is, when the current game state is a high base state, the opening extension function that increases the frequency of balls entering the second starting hole 21 is activated, and the state is such that the hit / miss judgment of the special symbol 2 (the hit / miss judgment of the second special symbol) is easily performed. In addition, in this embodiment, as described later, the consumption of the special symbol 2 reservation (the variable display of the second special symbol) is executed in priority to the consumption of the special symbol 1 reservation (the variable display of the first special symbol) (so-called special symbol 2 priority variable machine). In such a configuration, for example, if a pre-judgment of the special symbol 1 is performed, the result is notified to the player by a performance such as a notice, and the result of the pre-judgment is clearly indicated as a jackpot, the player can take advantage of the priority of the special symbol 2 reservation consumption to intentionally eliminate the special symbol 2 reservation at any timing (set it to "0") and intentionally generate a jackpot related to the special symbol 1 for which the result of the pre-judgment was indicated. It is not preferable from the viewpoint of fairness of the game that the player can adjust the timing of the jackpot occurrence in this way. For this reason, if the current game state is not a low base state but a high base state (YES in S320), the processing related to the pre-determination of special chart 1 from S321 onwards is not performed, and this processing is terminated.

[0188] The processing of S321 to S323 is the same as the processing of S316 to S318 described above for the special chart 1. That is, the latest acquired random number value (acquired information) acquired in the special chart 1 related random number acquisition processing (S312) in the start port sensor detection processing (S204) and stored in the first special chart reservation memory unit is read (S321), and a preliminary judgment is made on the read acquired random number value (S322). Then, command data including game information related to this preliminary judgment is generated as a special chart 1 start ball entry command, and the command is set in the output buffer of the RAM (S323). Note that the preliminary judgment (reserved pre-read) of S322 is made prior to the hit / miss judgment (S1603, S1604) in the special chart 1 hit / miss judgment processing (S1207) described later.

[0189] The main control unit 80 (game control microcomputer 81) which executes the processes of S317 and S322 in the above-mentioned start ball entry process (S205) functions as a "preliminary judgment means". In addition, the main control unit 80 (game control microcomputer 81) which executes the pre-judgment (S322) of the special chart 1 acquisition random number value (acquired information) acquired based on the ball entering the first start hole 20 functions as a "first pre-judgment means", and the main control unit 80 (game control microcomputer 81) which executes the pre-judgment (S317) of the special chart 2 acquisition random number value (acquired information) acquired based on the ball entering the second start hole 21 functions as a "second pre-judgment means".

[0190] [General Action Processing] The game control microcomputer 81 performs the normal symbol operation process (S206) shown in Fig. 14 after the start ball entry process (S205). In the normal symbol operation process (S206), the process related to the normal symbol display 42 and the variable winning device 22 is divided into four stages, and each stage is assigned a normal symbol operation status "1" to "4". If the normal symbol operation status is "1" (YES in S401), the normal symbol standby process (S402) is performed; if it is "2" (NO in S401, YES in S403), the normal symbol variable process (S404) is performed; if it is "3" (NO in both S401 and S403, YES in S405), the normal symbol determination process (S406) is performed; if it is "4" (NO in all of S401, S403, and S405), the normal electric accessory process (S407) is performed. The default setting for the map operation status is "1".

[0191] [Normal pattern waiting process] As shown in FIG. 15, in the normal symbol waiting process (S402), first, it is determined whether the number of reserved balls for the normal symbol is "0" (S501), and if it is "0" (YES in S501), this process is terminated without performing the process after S502. On the other hand, if it is not "0" (NO in S501), the normal symbol hit / miss determination process described later is performed (S502), and then the normal symbol change pattern selection process is performed (S503). In the normal symbol change pattern selection process, by referring to the normal symbol change pattern selection table shown in FIG. 8(D), if the game state is in the time-saving state, the normal symbol change pattern with a normal symbol change time of 1 second is selected. On the other hand, if the game state is not in the time-saving state, the normal symbol change pattern with a normal symbol change time of 30 seconds is selected.

[0192] Next, after performing the normal pattern random number shift process (S504) described later, the normal pattern variation start process (S505) is performed, and this process ends. In the normal pattern variation start process (S505), the normal pattern variation display is started based on the normal pattern variation pattern selected in S503, and the normal operation status is set to "2". In addition, in the normal pattern variation start process, a normal pattern variation start command is set to notify the sub-control board 90 of the start of the normal pattern variation.

[0193] [Normal pattern match determination process] As shown in FIG. 16, in the normal symbol hit / miss judgment process (S502), first, the value of the random number counter for normal symbol hit / miss judgment (label-TRND-H) stored in the normal symbol reserve memory unit is read (S601). Next, it is judged whether the time-saving flag is ON (whether the game state is in the time-saving state or not) (S602). If it is judged that the time-saving flag is ON, that is, the game state is in the time-saving state (YES in S602), a high probability normal symbol hit / miss judgment is made based on the table for the time-saving state (hit judgment value is "0" to "239") among the normal symbol hit judgment tables shown in FIG. 8 (C) (S604), and the process proceeds to S605. In other words, it is judged whether the value of the random number counter for normal symbol hit / miss judgment (label-TRND-H) that has been read out matches any of the hit judgment values.

[0194] On the other hand, if it is determined in S602 that the time-saving flag is not ON, i.e., that the game is not in the time-saving state (NO in S602), a low-probability normal pattern hit determination is made based on the table for the non-time-saving state (hit determination values ​​are "0" and "1") among the normal pattern hit determination tables shown in Figure 8 (C) (S603), and processing proceeds to S605.

[0195] In S605, it is determined whether the result of the normal symbol hit / miss judgment (S603, S604) is a hit (normal symbol hit) or not (S605), and if it is determined that it is not a hit (miss) (NO in S605), the missing normal symbol (normal symbol miss symbol) to be displayed as a stop is determined (S606), and the process ends. On the other hand, if it is determined that it is a hit (normal symbol hit) (YES in S605), the winning normal symbol (normal symbol hit symbol) to be displayed as a stop is determined (S607), the normal symbol hit flag is turned ON (S608), and the process ends.

[0196] [Normal pattern random number shift processing] As shown in FIG. 17, in the normal pattern random number shift process (S504), first, the number of reserved balls for normal patterns is decremented by 1 (S701). Next, the storage location of each reserved normal pattern in the reserved normal pattern memory unit is shifted one position from the current position to the side to be read (S702). Then, the address space which is the storage location of the highest reserved memory in the reserved normal pattern memory unit is made empty ("0"), that is, the RAM area corresponding to the fourth reserved normal pattern is cleared to 0 (S703), and the process is completed. In this way, the reserved normal patterns are consumed in the order of reservation.

[0197] [Normal pattern change processing] As shown in FIG. 18, in the normal pattern change process (S404), first, it is determined whether the normal pattern change time has elapsed (S801), and if it has not elapsed (NO in S801), this process ends without performing the process from S802 onwards. On the other hand, if the normal pattern change time has elapsed (YES in S801), a normal pattern change stop command is set (S802) and the normal pattern operation status is set to "3" (S803). Then, other processes such as stopping the display of the normal pattern (ending the display of the normal pattern change) with the display result (won normal pattern or lost normal pattern) according to the result of the random number for determining whether the normal pattern is a hit or miss are performed (S804), and this process ends.

[0198] [Normal pattern confirmation process] As shown in FIG. 19, in the normal pattern determination process (S406), first, it is determined whether or not the normal pattern hit flag is ON (S901). If the normal pattern hit flag is not ON (NO in S901), the normal pattern operation status is set to "1" (S905), and this process ends. On the other hand, if the normal pattern hit flag is ON (YES in S901), it is determined whether or not the time-saving flag is ON, that is, whether or not the time-saving state is in progress (S902). Then, if the time-saving state is in progress (YES in S902), the opening pattern during the time-saving state is set as the opening pattern of the variable winning device 22 (second starting hole 21) (S903). As described above, the opening pattern during the time-saving state is an opening pattern in which a 2.0-second opening is repeated three times. In response to this, in S903, the opening pattern of the second start port 21 during the time-saving state is set, and the second start port opening counter, which counts the number of times the second start port 21 is opened, is set to "3".

[0199] On the other hand, if the game is not in the time-saving state (NO in S902), the opening pattern during the non-time-saving state is set as the opening pattern of the variable winning device 22 (second starting hole 21) (S906). As described above, the opening pattern during the non-time-saving state is an opening pattern in which a 0.2-second opening is performed once. In response to this, in S906, the opening pattern during the non-time-saving state of the second starting hole 21 is set, and the second starting hole opening counter, which counts the number of times the second starting hole 21 has been opened, is set to "1". Then, following the setting of the opening pattern (S903, S906), the normal operation status is set to "4" (S904), and this process is terminated.

[0200] [Normal electric accessory processing] As shown in Fig. 20, in the normal electric accessory process (S407), first, it is determined whether the normal winning end flag is ON (S1001). The normal winning end flag is a flag indicating that the opening of the second starting hole 21 has ended in the auxiliary game that was executed as a winning one.

[0201] If the normal hit end flag is not ON (NO in S1001), it is determined whether or not second start port 21 is being opened (S1002). If it is not being opened (NO in S1002), it is determined whether or not the time (timing) to open second start port 21 has arrived (S1003). If not (NO in S1003), this process ends. If it has arrived (YES in S1003), second start port 21 is opened (S1004), and this process ends. On the other hand, if the second starting port 21 is open (YES in S1002), it is determined whether the time has come to close the second starting port 21 (i.e. whether a predetermined opening time has elapsed since the second starting port 21 was opened) (S1005), and if it has not come (NO in S1005), this processing is terminated, and if it has come (YES in S1005), the second starting port 21 is closed (S1006).

[0202] Following the closing process of the second start hole 21 (S1006), the value of the second start hole opening counter is decremented by 1 (S1007), and it is determined whether the value of the second start hole opening counter is "0" or not (S1008). If it is not "0" (NO in S1008), this process is terminated to open the second start hole 21 again. On the other hand, if the value of the second start hole opening counter is "0" (YES in S1008), a normal win end process is performed to end the auxiliary game (S1009), and a normal win end flag is set (S1010), and this process is terminated. Note that the second start hole opening counter becomes "0" when the second start hole 21 is opened (the opening operation of the movable member 23) three times during the time-saving state, and becomes "0" when the second start hole 21 is opened once during the non-time-saving state.

[0203] On the other hand, if it is determined in S1001 that the normal symbol winning end flag is ON (YES in S1001), the opening operation of the second starting port 21 for the number of times set in S903 or S906 has ended, so the normal symbol winning end flag is turned OFF (S1011), the normal symbol winning flag is turned OFF (S1012), the normal symbol operation status is set to "1" (S1013), and this process is terminated. As a result, in the next interrupt process, the normal symbol waiting process (S402) will be executed again as the normal symbol operation process (S206).

[0204] [Special diagram action processing] As shown in Fig. 11, the game control microcomputer 81 performs special symbol operation processing (S207) following normal symbol operation processing (S206). As shown in Fig. 21, in the special symbol operation processing (S207), the processing related to the special symbol display device 41 and the big winning device 31 is divided into four stages, and each stage is assigned one of the special symbol operation statuses "1" to "4".

[0205] If the "special symbol operation status" is "1" (YES in S1101), special symbol waiting processing (S1102) is performed; if it is "2" (NO in S1101, YES in S1103), special symbol changing processing (S1104) is performed; if it is "3" (NO in both S1101 and S1103, YES in S1105), special symbol determination processing (S1106) is performed; and if it is "4" (NO in S1101, S1103, S1105), special electric device processing (S1107) is performed as a jackpot game. The initial setting for the special symbol operation status is "1."

[0206] [Special pattern waiting process] As shown in FIG. 22, in the special symbol waiting process (S1102), first, it is determined whether the number of reserved balls in the second starting hole 21 (i.e., the number of reserved balls in the special symbol 2) is "0" (S1201). If the number of reserved balls in the special symbol 2 is "0" (YES in S1201), that is, if there is no memory of the random number counter value acquired due to the ball entering the second starting hole 21, it is determined whether the number of reserved balls in the first starting hole 20 (i.e., the number of reserved balls in the special symbol 1) is "0" (S1206). If the number of reserved balls for special chart 1 is also "0" (YES in S1206), that is, if there is no memory of the random number counter value acquired due to a ball entering the first starting hole 20, it is determined whether or not the display screen 7a of the image display device 7 is being processed to be a standby screen (a demo screen for waiting for customers is being executed) (S1211). If so (YES in S1211), this process ends without processing S1212, and if not (NO in S1211), a standby screen setting process is executed to display the standby screen (S1212). The standby screen includes the aforementioned performance setting screen (not shown).

[0207] In the standby screen setting process (S1212), when the number of reserved balls for special charts (the number of reserved balls for special chart 1 and the number of reserved balls for special chart 2) is "0" and a predetermined time (e.g., 60 seconds) has elapsed in a state where variable play is not being performed, a standby screen is displayed on the display screen 7a. The state in which the standby screen is displayed, that is, the state in which the number of reserved balls for special charts is "0" and a variable play is not being performed continues for a predetermined time (e.g., 60 seconds), is also called a "standby state" or a "waiting for customers state."

[0208] If it is determined in S1201 that the number of reserved balls for Special Chart 2 is not "0" (NO in S1201), that is, if there is one or more memories of random number counter values ​​obtained due to a ball entering the second starting hole 21, the following Special Chart 2 hit / miss determination process (S1202), Special Chart 2 change pattern selection process (S1203), Special Chart 2 random number shift process (S1204), and Special Chart 2 change start process (S1205) are performed in this order. In addition, if the number of reserved balls for special chart 2 is "0" but the number of reserved balls for special chart 1 is not "0" (YES in S1201, NO in S1206), that is, if there is no memory of a random number counter value related to the second starting hole 21 but there is one or more memories of random number counter values ​​obtained due to a ball entering the first starting hole 20, the special chart 1 hit / miss determination process (S1207), special chart 1 change pattern selection process (S1208), special chart 1 random number shift process (S1209), and special chart 1 change start process (S1210) described below are performed in this order.

[0209] In this embodiment, the display of the first special symbol based on the reserved first special symbol is performed only when the reserved second special symbol is "0" (YES in S1201). In other words, the consumption of the reserved second special symbol (display of the variable second special symbol) is executed in priority to the consumption of the reserved first special symbol (display of the variable first special symbol). In this embodiment, the judgment of whether or not the player has won based on the reserved second special symbol is more likely to result in a jackpot that is more profitable for the player than the judgment of whether or not the player has won based on the reserved first special symbol (see FIG. 8(B)).

[0210] [Special diagram 2: Correctness determination process] As shown in FIG. 23, in the special pattern 2 hit / miss judgment process (S1202), first, the value (label-TRND-A) of the random number counter for determining whether or not the special pattern hit is hit (oldest memory) stored in the lowest area (i.e., the RAM area corresponding to the first one of the second special pattern reserve) of the second special pattern reserve memory unit 85b of the RAM is read out as a judgment value (S1301). Next, it is judged whether or not the probability change flag is ON, that is, whether or not it is in a high probability state (S1302). Then, if it is not in a high probability state (NO in S1302), that is, if it is in a normal state, a hit / miss judgment is made based on the hit judgment table for the normal state (the hit judgment value is "3" and "397") in the hit judgment table (see FIG. 8(A)) (S1303). On the other hand, if it is in a high probability state (YES in S1302), a hit / miss judgment is made based on the hit judgment table for the high probability state in the hit judgment table (see FIG. 8(A)) (S1304). In the jackpot determination table for high probability states, the jackpot determination values ​​are "3," "53," "113," "173," "227," "281," "337," "397," "449," and "503."

[0211] If the result of the hit / miss determination (S1303, S1304) is a "jackpot" (YES in S1305), the value of the random number counter for determining the jackpot type (label-TRND-AS) is read out, the type of jackpot is determined based on the jackpot type determination table shown in Fig. 8(B) (S1307), the jackpot symbol is determined based on the value of the random number for determining the jackpot type (S1308), the jackpot flag is turned ON (S1309), and this process ends. On the other hand, if the result of the hit / miss determination (S1303, S1304) is not a "jackpot" ("miss") (NO in S1305), the miss symbol is determined (S1306), and this process ends.

[0212] Here, when determining the type of jackpot, in the case of a win / loss judgment related to the first special symbol, the type of jackpot is determined using the jackpot type judgment table for the first special symbol, and in the case of a win / loss judgment related to the second special symbol, the type of jackpot is determined using the jackpot type judgment table for the second special symbol. The special symbol win / loss judgment and the jackpot type determination judgment may each be called "judgment", or the jackpot judgment may be performed and the jackpot pattern determined to be the winning symbol may also be called "judgment". In addition, these results may also be called "judgment result". The main control unit 80 (game control microcomputer 81) that executes the win / loss judgment related to the second special symbol (S1303, S1304) functions as the "second win / loss judgment means". The second win / loss judgment means is also called the "second judgment means".

[0213] [Special Chart 2 Variation Pattern Selection Processing] As shown in FIG. 22, in the special symbol waiting process (S1102), the special symbol 2 hit / miss determination process (S1202) is followed by the special symbol 2 variation pattern selection process (S1203). As shown in FIG. 24 and FIG. 25, in the special symbol 2 variation pattern selection process (S1203), first, it is determined whether the game state is in a time-saving state (whether the time-saving flag is ON or not) (S1401). As a result, if it is determined that the time-saving state is not in (NO in S1401), that is, if it is in a non-time-saving state, it is next determined whether the big win flag is ON or not (S1402).

[0214] When it is determined in S1402 that the jackpot flag is ON (YES in S1402), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) by referring to the table for non-time-saving state jackpot (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state and jackpot) (S1403). In this embodiment, one of the fluctuation patterns P1 to P3 is selected. In this embodiment, it is assumed that the fluctuation time is also determined when the fluctuation pattern is determined.

[0215] On the other hand, if it is determined in S1402 that the jackpot flag is not ON (NO in S1402), then it is determined whether the reserved number of the second special symbol is "1" or "2" (S1405). The reserved number here is the number of memories including the information that determines the variation pattern by this process, so the number of reserved memories is set to any value from "1" to "4". Then, if it is determined in S1405 that the reserved number is "1" or "2" (YES in S1405), a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) by referring to the first reserved number miss table (the part of the variation pattern table shown in FIG. 9 that corresponds to the non-time-saving state, miss, and reserved ball number "1, 2"). In this embodiment, one of the variation patterns P4 to P7 is selected.

[0216] On the other hand, if it is determined in S1405 that the reserved number is not "1" or "2", i.e., that it is "3" or "4" (NO in S1405), the second reserved number miss table (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state, miss, and reserved ball number "3, 4") is referenced to select a fluctuation pattern based on the fluctuation pattern random number counter value (label-TRND-T1) (S1407). In this embodiment, one of the fluctuation patterns P8 to P11 is selected. The first reserved number miss table is set to be more likely to select a fluctuation pattern with a relatively long fluctuation time than the second reserved number miss table. In addition, the shortest selectable fluctuation time (12000 ms) is also longer than that of the second reserved number miss table (4000 ms).

[0217] When it is determined in S1401 that the time-saving state is in effect (YES in S1401), it is determined whether the jackpot flag is ON (S1408). As a result, when it is determined that the jackpot flag is ON (YES in S1408), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) by referring to the time-saving state jackpot table (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the time-saving state and the jackpot) (S1409). In this embodiment, one of the fluctuation patterns P12 to P14 is selected.

[0218] On the other hand, if it is determined in S1408 that the jackpot flag is not ON (NO in S1408), it is determined whether the reserved number is "1" or not (S1410). The reserved number here is the same as described above, and the reserved number is set to any value from "1" to "4". If it is determined in S1410 that the reserved number is "1" (YES in S1410), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) by referring to the third reserved number miss table (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the time-saving state, miss, and reserved ball number "1"). In this embodiment, one of the fluctuation patterns P15 to P18 is selected.

[0219] If it is determined in S1410 that the reserved number is not "1", that is, that the reserved number is any of "2" to "4" (NO in S1410), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) by referring to the fourth reserved number miss table (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the time-saving state, miss, and reserved ball number "2 to 4") (S1411). In this embodiment, one of the fluctuation patterns P19 to P22 is selected.

[0220] Here, the variation pattern selected in the time-saving state and miss is more likely to be a short variation pattern than the variation pattern selected in the non-time-saving state and miss. This is to speed up the consumption of the reserved special chart (to speed up the game during the time-saving state) by selecting more variation patterns with short variation times in the time-saving state.

[0221] After the variation pattern is selected as described above, other processes shown in Fig. 24 are performed (S1404), and this process ends. In the other processes (S1404), a variation pattern designation command corresponding to the selected variation pattern is set in the output buffer of the RAM, etc. The set variation pattern designation command is included in a variation start command, which will be described later, and is transmitted to the sub-control unit 90 by the output process (S201).

[0222] In addition, the types and number of special pattern change patterns (also called "special pattern change patterns") are not limited to those shown in this embodiment (see Figure 9), and the types and number are arbitrary, such as increasing or decreasing the change patterns compared to this embodiment.

[0223] [Special Illustration 2: Random Number Shift Processing] As shown in FIG. 26, in the special chart 2 random number shift process (S1204), first, the number of reserved balls for special chart 2 is decremented by 1 (S1501). Next, the storage location of various counter values ​​in the second special chart reservation memory unit 85b is shifted to the lower side (for example, to the address "0000" side when the second special chart reservation memory unit 85b is composed of an address space corresponding to addresses "0000" to "0003") (S1502). Then, "0" is set to the top address space of the second special chart reservation memory unit 85b (S1503), and this process is completed.

[0224] After the special symbol 2 random number shift process (S1204) is executed, the special symbol 2 variation start process (S1205) is executed as shown in Fig. 22. In the special symbol 2 variation start process (S1205), the special symbol operation status is set to "2" and the variation start command is set in the output buffer of the RAM to start the variation display of the second special symbol.

[0225] [Special Diagram 1 Correctness Judgment Processing] As shown in FIG. 27, in the special symbol 1 hit / miss judgment process (S1207), the process (S1601-S1609) is performed in the same flow as the special symbol 2 hit / miss judgment process (S1202) shown in FIG. 23. Therefore, detailed description of this process is omitted. However, since this process is a process related to the special symbol 1, in S1601, the random number counter value (label-TRND-A) for the special symbol hit / miss judgment stored in the lowest area (i.e., the RAM area corresponding to the first one of the first special symbol reserve) of the first special symbol reservation memory unit 85a of the RAM is read and processed. The main control unit 80 (game control microcomputer 81) that executes the hit / miss judgment related to the first special symbol (S1603, S1604) functions as the "first hit / miss judgment means". The first hit / miss judgment means is also called the "first judgment means".

[0226] [Special Chart 1 Variation Pattern Selection Processing] As shown in Figures 28 and 29, in the special chart 1 variation pattern selection process (S1208), processing (S1701 to S1712) is performed in the same flow as the special chart 2 variation pattern selection process (S1403) shown in Figures 24 and 25. Therefore, detailed description of this process will be omitted.

[0227] [Special Illustration 1: Random number shift processing] As shown in Fig. 30, in the special chart 1 random number shift process (S1209), first, the number of reserved balls for special chart 1 is decremented by 1 (S1801). Next, the storage location of various counter values ​​in the first special chart reserved memory unit is shifted downward by one (S2002). Then, "0" is set in the top address space of the first special chart reserved memory unit (S1803), and this process is completed.

[0228] After the special pattern 1 random number shift process (S1209) is executed, the special pattern 1 variation start process (S1210) is executed as shown in Fig. 22. In the special pattern 1 variation start process (S1210), the special pattern operation status is set to "2" and a variation start command is set in the output buffer of the RAM to start the variation display of the first special pattern.

[0229] [Special pattern change processing] As shown in Fig. 31, in the special symbol variation process (S1104), first, it is determined whether the variation time of the special symbol, that is, the variation time determined according to the variation pattern selected in the above-mentioned S1203 or S1208 (see Fig. 9), has elapsed (S1901). If it is determined that the variation time has not elapsed (NO in S1901), this process is terminated without performing the processes from S1902 onwards. This allows the variation display of the special symbol to continue.

[0230] On the other hand, if it is determined that the fluctuation time has elapsed (YES in S1901), a fluctuation stop command is set (S1902). Then, it is determined whether the high probability flag is ON (S1903), and if it is ON (YES in S1903), the high probability counter is decremented by 1 (S1904), and it is determined whether the value of the high probability counter is "0" (S1905). If it is determined that the high probability counter is "0" (YES in S1905), the high probability flag is turned OFF, and the process proceeds to S1907. The high probability state (high probability state) ends by the process of S1906. On the other hand, if it is determined in S1903 that the high probability flag is not ON (NO in S1903), or if it is determined in S1905 that the high probability counter is not "0" (NO in S1905), the process proceeds to S1907.

[0231] In S1907, it is determined whether the time-saving flag is ON (S1907), and if it is determined that the time-saving flag is ON (YES in S1907), the value of the time-saving counter that counts the number of times the variable display of the special pattern is performed during the time-saving state is decremented by 1 (S1908), and it is determined whether the value of the time-saving counter is "0" (S1909). If the value of the time-saving counter is "0" (YES in S1909), the time-saving flag is turned OFF (S1910), and the process proceeds to S1911. The time-saving state (and the high base state) ends by the process of S1910. On the other hand, if it is determined that the time-saving flag is not ON in S1907 (NO in S1907), or if it is determined that the value of the time-saving counter is not "0" in S1909 (NO in S1909), the process proceeds to S1911.

[0232] In S1911, the special symbol operation status is set to "3" (S1911). Then, other processing such as stopping the special symbol with a display result according to the judgment results of the special symbol hit / miss judgment random number and the jackpot type determination random number is performed (ending the variable display of the special symbol) (S1912), and this processing ends. When stopping (ending) the variable display of the special symbol, the game control microcomputer 81 sets the stopped display time (stopped display period) of the special symbol (stopped symbol). Then, when the set stopped display time (stopped display period) has elapsed, the special symbol determination processing (S1106) is performed.

[0233] In addition, the main control unit 80 (game control microcomputer 81) which executes processes (S1906, S1910) such as turning off the special probability flag when the value of the special probability counter becomes "0" and turning off the time-saving flag when the value of the time-saving counter becomes "0" functions as a "game state control means."

[0234] [Special design confirmation process] As shown in FIG. 32, in the special symbol determination process (S1106), first, it is determined whether the jackpot flag is ON (S2001). If the jackpot flag is ON (YES in S2001), it is then determined whether the type of the determined jackpot (the current jackpot) is a 10R jackpot (S2002). As a result, if it is determined to be a 10R jackpot (YES in S2002), the value of the round counter that counts the number of rounds executed during the jackpot game is set to "10" (S2003), and the process proceeds to S2009. On the other hand, if it is determined in S2002 that the type of the jackpot is not a 10R jackpot (NO in S2002), the type of the determined jackpot (the current jackpot) is a 5R jackpot, so the value of the round counter is set to "5" (S2004), and the process proceeds to S2009.

[0235] In S2009, a large prize opening pattern corresponding to the type (kind) of the determined jackpot is set (S2009), and the process proceeds to S2010. As described above, the opening pattern of the large prize opening is determined according to the type of jackpot (see FIG. 6), so in S2009, a large prize opening opening pattern (long opening, short opening, number of openings, etc.) corresponding to the determined jackpot is set. Then, the opening operation of the large prize opening 30 based on the large prize opening opening pattern set in S2009 is executed in the jackpot game (special game).

[0236] In S2010, the opening command for the jackpot is set to start the jackpot game (S2010). In this embodiment, as the opening command, a first opening command corresponding to the 10R 1st jackpot, a second opening command corresponding to the 10R 2nd to 5th jackpots, a third opening command corresponding to the 5R 6th jackpot, a fourth opening command corresponding to the 5R 7th jackpot, a fifth opening command corresponding to the 10R 8th jackpot, and a sixth opening command corresponding to the 10R 9th jackpot are provided in total as six types.

[0237] In S2010, an opening command corresponding to the type of the currently determined jackpot (the jackpot to be started) is set. Then, the main control unit 80 (game control microcomputer 81) transmits the set opening command to the sub-control unit 90 at a predetermined timing by the output process (S201). The sub-control unit 90, which receives the opening command, performs a process of executing a predetermined opening performance based on the opening command. In this embodiment, the opening command corresponding to the 10R second jackpot to the 5th jackpot is a common command (second opening command), and the opening performance is common (similar performance mode) for the 10R second jackpot to the 5th jackpot. This is to make it difficult for the player to determine the type of jackpot through the performance related to the jackpot (special jackpot) such as the opening performance, in consideration of the playability of RUB, that is, the playability that draws the player's attention to how long the long opening round will continue.

[0238] Next, the opening period of the big win game is started (S2011), and the special chart operation status is set to "4" (S2012). Also, if it is determined in S2001 that the big win flag is not ON (NO in S2001), the special chart operation status is set to "1" (S2013), and the process is terminated.

[0239] The opening period is a period that is set before the first opening operation of the big prize opening in a big win game begins and after the stop display time (also called the "stop display period" or "fixed stop period") of the special pattern (effect pattern) that is stopped and displayed as a big win pattern has elapsed, and is a period during which the variable display of the special pattern (effect pattern) cannot be executed. The opening period is also called the "start period," and the effect (opening effect) executed in the opening period (start period) is also called the "start effect."

[0240] In this embodiment, the opening period (opening time) is determined by the type of the determined jackpot and the game state when the jackpot is determined (when the jackpot pattern is stopped and displayed), and the opening period can be specified by the above-mentioned opening command. Therefore, the sub-control unit 90 that receives the opening command can perform an opening performance based on the jackpot type and opening period specified by the opening command. The length of the opening period (opening time) is generally set to a length that allows the player to recognize that a jackpot game is about to start, and can be, for example, longer than the jackpot stop display time. In addition, the length of the opening period (opening time) may be made different depending on the game state when the jackpot occurs and the type of the jackpot.

[0241] The main control unit 80 (game control microcomputer 81) which executes the above-mentioned special symbol waiting process (S1102), special symbol varying process (S1104), and special symbol determination process (S1106) functions as a "variable game execution means."

[0242] [Special electric device processing (jackpot play)] As shown in FIG. 33, in the special electric role processing (S1107), first, it is determined whether or not the probability variable flag is ON (S2101), and if it is determined that the probability variable flag is ON (YES in S2101), it is turned OFF (S2102), and then it is determined whether or not the time-saving flag is ON (S2103). If it is determined that the time-saving flag is ON in S2103 (YES in S2103), it is turned OFF (S2104), and the process proceeds to S2105. Note that if it is determined that the probability variable flag is not ON in S2101 (NO in S2101), the probability variable flag is OFF, so the process proceeds to S2103 without performing the process of S2102. Also, if it is determined that the time-saving flag is not ON in S2103 (NO in S2103), the time-saving flag is OFF, so the process proceeds to S2105 without performing the process of S2104. In other words, during the execution of the jackpot game, the game is controlled to a low probability state and a non-time-saving state. In this embodiment, since the game is always in a low base state during the non-time-saving state, the game is also controlled to a low base state during the execution of the jackpot game.

[0243] Next, it is determined whether the jackpot end flag is ON (S2105). The jackpot end flag is a flag indicating that all operation processes (opening process of the jackpot opening 30) of the jackpot game of the jackpot game have been completed (the jackpot game has ended). If the jackpot end flag is not ON (NO in S2105), it is then determined whether it is time to start a round (S2106). This is determined based on the jackpot opening pattern set for each jackpot type described above. For example, if it is before the start of the first round, it is determined whether the opening period has ended and it is the timing to execute the first opening process of the first round. Also, if the first round has already started, it is determined whether the previous round has ended and a predetermined interval time has passed (the interval period has ended).

[0244] When it is determined in S2106 that it is time to start a round (YES in S2106), a round start command for the corresponding round is set (S2107), and a special prize opening process is performed (S2108). This causes the special prize opening 30 to be in an open state, and a specific round begins. In S2107, a round start command that can specify the round to be started is set, for example, a "1R start command" for the start of the first round, and a "2R start command" for the start of the second round. The set round start command is transmitted to the sub-control unit 90 by the output process of S201. In addition, in the special prize opening process of S2108, the opening / closing member 32 is operated (opened) to open the special prize opening 30 based on a special prize opening opening pattern determined according to the type of special prize to be executed, that is, the special prize opening opening pattern set in S2009 described above.

[0245] If it is determined in S2106 that it is not time to start a round (NO in S2106), the process proceeds to S2112. Here, examples of cases in which it is determined that it is not time to start a round include an opening period before the start of a round, during a round game, and during an interval period after the end of a round game (during the closing process of the big prize opening).

[0246] In S2112, it is determined whether the special prize opening operation is being performed, that is, whether the special prize opening opened by the processing of S2108 is still open (during a round game) (S2112). If it is determined that the special prize opening operation is not being performed (during a round game) (NO in S2112), the process proceeds to S2116, and if it is determined that the special prize opening operation is being performed (during a round game) (YES in S2112), it is determined whether the end condition of the ongoing round game (round end condition) is met (S2113).

[0247] Here, the round end conditions in this embodiment are defined as follows: (1) the opening time (e.g., 25 seconds) of the special prize opening set in the ongoing round game, i.e., the execution time of the round game, has elapsed, and (2) a predetermined number (e.g., 10 balls) of game balls have entered the special prize opening in the ongoing round game. If either one of the conditions is met first, the round end condition is met based on the condition that was met first. If it is determined in S2113 that the round end condition is not met (NO in S2113), the process ends.

[0248] If it is determined in S2113 that the round end condition is met (YES in S2113), a round end command for the corresponding round is set (S2114), and the process proceeds to S2115. In S2114, a round end command that can specify the round to end is set, such as a "1R end command" for the end of the first round, or a "2R end command" for the end of the second round. The set round end command is sent to the sub-control unit 90 by the output process of S201.

[0249] In S2115, a special prize opening closing process is performed, and the opening / closing member 32 of the special prize opening 30 is operated (closed), to close the special prize opening 30 (S2115). In addition, in the special prize opening closing process (S2115), a closing time for keeping the special prize opening 30 closed, that is, an interval time, is set. As described above, in this embodiment, a first interval time (e.g., about 3 to 5 seconds) and a second interval time (e.g., about 0.5 to 1 second) are provided as interval times, so that the first interval time or the second interval time is set according to the type of the special prize game being executed and the number of rounds of the round game that has been completed (S2115).

[0250] Next, in S2116, it is determined whether the interval time has elapsed (S2116), and if it is determined that the interval time has not elapsed (it is during the interval period) (NO in S2116), this process is terminated as it is. On the other hand, if it is determined that the interval time has elapsed (YES in S2116), the round counter value is decremented by 1 (S2117), and it is determined whether the round counter value is "0" (S2118). Then, if it is determined that the round counter value is not "0" (NO in S2118), this process is terminated as it is. On the other hand, if it is determined that the round counter value is "0" (YES in S2118), as a jackpot ending process that ends the jackpot game, a jackpot ending command is set (S2119), a jackpot ending period is started (S2120), a jackpot ending flag is turned ON (S2121), and this process is terminated. The value of the round counter becomes "0" when all rounds of play in the jackpot game being executed have been completed.

[0251] In S2119, an ending command corresponding to the game state at the time of the occurrence of the current jackpot, the type of the current jackpot, the game state after the jackpot game, etc. is selected from a plurality of predetermined ending commands, and the selected command is set. The type of ending command set in this way determines the ending period (ending time) to be executed (set). The ending period is a period that is set after all opening operations of the large prize winning port 30 in the jackpot game are completed and before the variable display of the special pattern (performance pattern) can be executed. The ending period is also called the "end period". In the ending period (end period), the large prize winning port 30 is in a closed state. The performance executed in the ending period (end period) is also called the "ending performance" or "end performance".

[0252] The main control unit 80 (game control microcomputer 81) transmits the ending command set in S2119 to the sub-control unit 90 at a predetermined timing by the output process (S201). Then, the sub-control unit 90 that receives the ending command performs a process of executing a predetermined ending performance based on the ending command.

[0253] If it is determined in S2105 that the jackpot end flag is ON (YES in S2105), the final round in the jackpot game has ended, so it is determined whether the jackpot ending time has elapsed, that is, whether the end timing of the ending period started in the above-mentioned processing of S2120 has arrived (S2122). As a result, if it is determined that the ending time has not elapsed (NO in S2122), this processing is terminated as it is. On the other hand, if it is determined that the ending time has elapsed (YES in S2122), the jackpot end flag is turned OFF (S2123), and a game state setting processing (S2124) described later is performed. Next, the jackpot flag is turned OFF (S2125), the special symbol operation status is set to "1" (S2126), and this processing is terminated. As a result, in the next interrupt processing, the special symbol standby processing (S1102) will be executed again as the special symbol operation processing (S207).

[0254] The main control unit 80 (game control microcomputer 81) which executes the above-mentioned special electric device processing (S1107) functions as a "special game execution means."

[0255] [Game status setting process] As shown in FIG. 34, in the game state setting process (S2124), first, it is determined whether the jackpot game that has ended this time is related to a probability variable jackpot (S2201). In this embodiment, as described above, since the three types of probability variable jackpots, 10R first jackpot, 5R second jackpot, and 10R fourth jackpot, are considered to be probability variable jackpots, in S2201, it is determined whether the game corresponds to any of the three types. Then, if it is determined that the game that has ended this time is a probability variable jackpot (YES in S2201), the probability variable flag is turned ON (S2202), the probability variable counter is set to "10,000" (S2203), the time-saving flag is turned ON (S2204), and the time-saving counter is set to "10,000" (S2205), and the process is terminated.

[0256] Here, the value set in the probability variation counter is the number of times that the special symbol hit / miss judgment can be performed in a high probability state. In this embodiment, the value of "10,000" (10,000 times) is set, taking into consideration the probability of a big win in a high probability state, the business hours of a gaming establishment in one day, and the number of times that the special symbol hit / miss judgment can be performed during the business hours, and the like, so it is essentially the same as guaranteeing the high probability state until the next big win occurs or until the business hours end. Therefore, when the gaming state is set to a high probability state, it can be said that the high probability state is guaranteed until the next big win occurs (effectively the same). In addition, when the probability variation flag is ON, the time-saving counter is also set to "10,000", so it can be said that the time-saving state (open extension state) is also set while this high probability state is set. In other words, when the big win game related to the probability variation big win ends, the gaming state becomes a "high probability high base state" (second gaming state). As in this embodiment, the high probability high base state may be set to the high probability counter and the time-saving counter with a value of "10,000", which effectively sets the high probability high base state until the next jackpot, or when the high probability flag and the time-saving flag are ON, control may be adopted such that no value is set in the counter, but the high probability high base state is set until the next jackpot occurs.

[0257] On the other hand, if it is determined in S2201 that the jackpot is not a probability variable jackpot (NO in S2201), that is, if the jackpot game that has ended this time is related to a non-probability variable jackpot (normal jackpot), the time-saving flag is turned ON without turning ON the probability variable flag (S2206), the time-saving counter is set to "100" (S2207), and the process ends. In this embodiment, as described above, the 5R third jackpot and the 10R fifth jackpot are two types of non-probability variable jackpots (normal jackpots), so when a jackpot game related to either of these two types ends, the game state becomes a "low probability high base state" (first game state). The low probability high base state ends when one of the following conditions is met: the special pattern variable display is performed 100 times (the special pattern hit / fail judgment is performed 100 times), or the next jackpot occurs.

[0258] The time-saving counter and the probability-changing counter count the total number of times the first special symbol changes and the second special symbol changes. The values ​​set in the time-saving counter and the probability-changing counter are not limited to those in this embodiment, and can be set arbitrarily in consideration of the playability, ball-discharging performance, and specifications of the pachinko game machine 1.

[0259] The main control unit 80 (game control microcomputer 81) which executes the above game state setting process (S2124) functions as a "game state control means."

[0260] [Reserved ball count processing] As shown in FIG. 11, the game control microcomputer 81 performs reserved ball number processing (S208) following the special symbol operation processing (S207). As shown in FIG. 35, in the reserved ball number processing (S208), first, the reserved ball number of special symbol 1, the reserved ball number of special symbol 2, and the reserved ball number of normal symbols stored in the RAM of the main control board 80 are read (S2501). Next, the reserved ball number data (reserved ball number command for transmitting information indicating the reserved ball number to the sub-control board 90, etc.) is set in the output buffer of the RAM (S2502). This reserved ball number data (reserved ball number command) is output by the output processing (S201) in the next interrupt processing (S105), and for each interrupt processing, the setting of the reserved ball number data (reserved ball number command) in the output buffer (S2502) and the output processing (S201) are performed sequentially.

[0261] When the sub-control unit 90 that has received the reserved ball number command determines that the number of reserved balls for the special chart has increased or decreased based on the received reserved ball number command, it updates the display contents of the effect reserved display area (first effect reserved display area 9c, second effect reserved display area 9d, variable reserved display area 9e) on the display screen 7a of the image display device 7 accordingly. Specifically, for example, when the number of reserved balls for the special chart 1 increases by 1 from "3" to "4", the first effect reserved 9a corresponding to the increased number of reserved balls for the special chart 1, "4", is additionally displayed in the first effect reserved display area 9c. In addition, when the number of reserved balls for special chart 1 decreases by one from "2" to "1" (i.e., when the first special chart reserve is consumed), the first performance reserve 9a displayed at the left end of the first performance reserve display area 9c (the location corresponding to the number of reserved balls for special chart 1 "1", see Figure 3) is moved to the variable reserve display area 9e (see Figure 3), and accordingly the first performance reserve 9a displayed in the first performance reserve display area 9c is moved (shifted) by one to the left (in the direction of decreasing the number of reserves).

[0262] In addition, the data of the number of reserved balls of the special pattern when the number of reserved balls of the special pattern is added, that is, the data of the number of reserved balls of the special pattern accompanying the occurrence of the start ball (start winning), may be included in the start ball entry command described above, or the reserved ball number command indicating the number of reserved balls of the special pattern after the addition (after the start ball entry) may be set in the output buffer together with the start ball entry command. In addition, the data of the number of reserved balls of the special pattern when the number of reserved balls of the special pattern is subtracted, that is, the data of the number of reserved balls of the special pattern accompanying the start of the fluctuation of the special pattern (the consumption of the reserved special pattern), may be included in the fluctuation start command described above, or the reserved ball number command indicating the number of reserved balls of the special pattern after the subtraction (after the consumption of the reserved special pattern) may be set in the output buffer together with the fluctuation start command.

[0263] [Power off monitoring process] As shown in Fig. 11, the game control microcomputer 81 performs the reserved ball count process (S208) followed by the power off monitoring process (S209). As shown in Fig. 36, in the power off monitoring process (S209), first, it is determined whether or not a power off signal has been input (S2601), and if there is no input (NO in S2601), the process ends. On the other hand, if there is a power off signal input (YES in S2601), data regarding the current state of the gaming machine (whether or not it is in a special mode, whether or not it is a winning game, how many reserved balls there are, how many times the special mode and time reduction are remaining, etc.) is stored in the RAM (S2602), the power off flag is turned ON (S2603), and then the loop process is performed without returning to the interrupt process (S105).

[0264] [Sub-control main processing] Next, the operation of the performance control microcomputer 91 (performance control means) (control processing by the sub-controller 90) will be described with reference to Figures 37 to 43. Note that counters, flags, statuses, buffers, timers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the RAM of the sub-control board 90 (sub-controller).

[0265] When the power supply of the pachinko gaming machine 1 is turned on (power-on), the performance control microcomputer 91 reads out the sub-control main processing program shown in Fig. 37 from the ROM of the sub-control board 90 and executes it. When the power supply is turned on, a power-on command is sent from the main control board 80 to the sub-control board 90, and the performance control microcomputer 91 reads out the sub-control main processing program from the ROM of the sub-control board 90 based on the reception of the power-on command.

[0266] 37, in the sub-control main processing, first, CPU initialization processing is performed (S4001). In the CPU initialization processing (S4001), stack setting, constant setting, CPU 92 setting, SIO, PIO, CTC (interrupt time controller) setting, etc., various flags, statuses, counters, etc. are reset.

[0267] Next, in S4002, it is determined whether the power-off signal is ON and the contents of the RAM of the sub-control board 90 are normal (S4002). If the result of this determination is NO (NO in S4002), the RAM of the sub-control board 90 is initialized (S4003) and the process proceeds to S4004. On the other hand, if the result of the determination is YES (YES in S4002), the RAM of the sub-control board 90 is not initialized and the process proceeds to S4004. That is, if the power-off signal is not ON, or if the power-off signal is ON but the contents of the RAM are not normal (NO in S4002), the RAM of the sub-control board 90 is initialized, but if the power-off signal is ON due to a power outage or the like but the contents of the RAM are maintained normal (YES in S4002), the RAM is not initialized. When the RAM is initialized, various flags, statuses, and counter values ​​are reset.

[0268] The processes of S4001 to S4003 are executed only once after the power is turned on (when the power is turned on), and are not executed thereafter. That is, as described above, when the power is turned on, a power-on command is sent from the main control board 80 to the sub-control board 90, and the performance control microcomputer 91 executes the processes of S4001 to S4003 based on the reception of the power-on command. In this embodiment, the performance control microcomputer 91 also performs the same process as the power-off monitoring process (S209) by the game control microcomputer 81 shown in FIG. 11, and when a power-off signal is turned ON due to a power outage or the like, data related to the performance control at that time is stored in the RAM of the sub-control board 90. That is, data related to the performance control at the time of the power outage such as a power outage is backed up. Therefore, when the power is turned on after recovery from a power outage such as a power outage (when the power is restored), the state of the performance control by the performance control microcomputer 91 returns to the state before the power outage.

[0269] In S4004, interrupts are inhibited. Next, a random number seed update process is executed (S4005). In the random number seed update process (S4005), the values ​​of various random number counters for determining effects are updated. The updated random number counter values ​​are stored sequentially in a predetermined update value storage area (not shown) of the RAM of the sub-control board 90. The random numbers for determining effects include a random number for determining a variable effect that determines the mode (variable effect pattern) of the effect pattern game effect to be executed, a random number for determining a notice effect that determines a notice effect, and a random number for determining an effect pattern that determines an effect pattern. The method of updating the random numbers can be the same as the method of updating the random numbers performed by the main control board 80 described above. Note that when updating the random numbers, the random number values ​​may be added by 2 instead of by 1.

[0270] The random number for determining the effect is acquired at a predetermined timing. This timing can be, for example, when a control signal (starting ball entry command) notifying that a starting ball has been entered is sent from the main control board 80, when a control signal (starting ball entry command) notifying the start of a fluctuation is sent from the main control board 80, or when a fluctuation effect pattern described later is determined. The acquired random number for determining the effect is stored in a predetermined random number counter value storage area (not shown) in the RAM of the sub-control board 90.

[0271] When the random number seed update process (S4005) is completed, a command transmission process is executed (S4006). In the command transmission process, various commands (control signals) stored in the output buffer (also called the "sub output buffer") in the RAM of the sub control board 90 are transmitted to the control board that is the corresponding command transmission destination among the image control board 100, the voice control board 106, and the lamp control board 107. Each control board (each control unit) that receives the command executes various effects (effect pattern game effects, special game effects, etc.) using various performance devices (image display device 7, speaker 67, board lamp 5, frame lamp 66, variable performance member 14, etc.) according to the received command.

[0272] The performance control microcomputer 91 then permits an interrupt (S4007). Thereafter, S4004 to S4007 are looped. While the interrupt is permitted, it is possible to execute a reception interrupt process (S4008), a 2 ms timer interrupt process (S4009), and a 10 ms timer interrupt process (S4010). By executing these control processes, it is possible to perform display control of the performance symbols and the like displayed on the display screen 7a (performance symbol display area 7b) of the image display device 7, lighting control of various lamps, operation control of the variable performance member 14 (variable performance control), sound output control from the speaker, and the like, in accordance with the progress of the game.

[0273] [Receive interrupt processing] 38, in the reception interrupt process (S4008), it is determined whether or not the strobe signal (STB signal) is ON, that is, whether or not the strobe signal sent from the main control board 80 has been input to the external INT input section of the performance control microcomputer 91 (S4101). Then, in S4101, if it is determined that the strobe signal is not ON (NO in S4101), the process ends.

[0274] On the other hand, if it is determined that the strobe signal is ON (YES in S4101), the various commands transmitted from the main control board 80 are stored in the RAM of the sub control board 90 (S4102), and this process ends. This reception interrupt process (S4008) is executed with priority over other interrupt processes (S4009, S4010).

[0275] [2ms timer interrupt processing] The 2 ms timer interrupt process (S4009) is a process executed every time an interrupt pulse with a 2 msec period is input to the sub-control board 90. As shown in FIG. 39, in the 2 ms timer interrupt process (S4009), first, an input process is performed to create switch data (edge ​​data and level data) based on the detection signal from the performance button detection switches 63c and 63d (S4201). Next, a lamp data output process (S4202) is performed to output lamp data for illuminating various lamps (illumination members) such as the frame lamp 66 and the panel lamp 5, and a drive data output process (S4203) is performed to output drive data for operating the variable performance member 14 (driving the drive means). The lamp data and drive data are created in the 10 ms timer interrupt process described later. Then, a watchdog timer process is performed to reset the watchdog timer (S4204).

[0276] [10ms timer interrupt processing] The 10 ms timer interrupt process (S4010) is a process executed every time an interrupt pulse with a 10 msec period is input to the sub-control board 90. As shown in FIG. 40, in the 10 ms timer interrupt process (S4010), first, a received command analysis process (S4302) described later is performed. Next, a switch state acquisition process is performed to store the switch data created in the 2 ms timer interrupt process in the RAM of the sub-control board 90 as switch data for the 10 ms timer interrupt process (S4303), and a switch process is performed to set the display contents of the display screen 7a based on the stored switch data (S4304). Then, other processes such as creating lamp data for illuminating the electric lighting member, creating drive data for operating the variable performance member 14 (driving the drive means), and updating the random number for performance determination are performed (S4305), and this process ends.

[0277] The drive data for the variable performance member 14 is created based on the operation pattern (variable performance pattern) of the variable performance member 14 included in the variable performance pattern set in S4505 described below or the preview performance pattern set in S4506 described below, if that performance pattern includes operation of the variable performance member 14 (variable performance).

[0278] [Received command analysis process] As shown in Fig. 41, in the received command analysis process (S4302), first, it is determined whether or not a start-going command has been received from the main control board 80 (S4390). If it is determined that a start-going command has not been received (NO in S4390), the process proceeds to S4401, and if it is determined that a start-going command has been received (YES in S4390), the process proceeds to S4401 after performing a performance hold information storage process (S4395) and a hold icon notice process (S4400).

[0279] The effect pending information storage process (S4395) stores various information (game information such as pre-judgment result, random number value for determining the type of big win, and variable pattern random number value) included in the start ball entry command (special chart 1 start ball entry command or special chart 2 start ball entry command) received in S4390 in a predetermined effect pending information storage area of ​​the RAM of the sub-control board 90 in a shift memory format according to the type of special pattern (first special pattern, second special pattern) and the number of special reserved balls at the time of transmission and reception of the start ball entry command (command generation time). For example, if the received start ball entry command is a special chart 1 start ball entry command corresponding to the reserved ball number "4" of special chart 1, information such as the pre-judgment result and the type of win included in the special chart 1 start ball entry command is stored as special chart 1 effect pending information in the area corresponding to the reserved number 4 in the special chart 1 effect pending information storage area.

[0280] The effect pending information stored in this manner is used to execute various effects such as variable effects, preview effects, and effect modes, which will be described later. The memory contents (effect pending information) of the effect pending information memory area in the sub-control board 90 are consistent with the memory contents (acquired information) of the special chart pending memory area (first special chart pending memory area, second special chart pending memory area) in the main control board (main control unit) 80 described above. For this reason, the effect pending information memory area in the sub-control board 90 can also be called "acquired information memory means (also simply called "memory means")."

[0281] In addition, the performance pending information is also called "pre-reading information", the special chart 1 performance pending information is also called "first pre-reading information", and the special chart 2 performance pending information is also called "second pre-reading information". In addition, the performance pending information storage area (acquired information storage means) is also called "pre-reading information storage means", the special chart 1 performance pending information storage area is also called "first pre-reading information storage means", and the special chart 2 performance pending information storage area is also called "second pre-reading information storage means".

[0282] The reserved icon notice process (S4400) is a process related to the reserved icon notice, which is a type of notice effect based on the reserved effect information (preliminary judgment result) stored in S4395. The reserved icon notice is an effect in which the display mode of the reserved effect (reserved icon) displayed on the display screen 7a is displayed in a different display mode (also called the "notice display mode") from the normal display mode, suggesting the possibility (expectation) of a jackpot based on the notice display mode. The reserved icon notice is also called the "reserved change notice." The reserved icon notice is a type of display effect performed on the display screen 7a. The reserved icon notice process (S4400) will be described later.

[0283] In S4401, it is determined whether or not a fluctuation start command has been received from the main control board 80 (S4401). If it is determined that a fluctuation start command has been received (YES in S4401), a fluctuation performance start process (S4402) described below is performed and the process proceeds to S4403, and if it is determined that a fluctuation start command has not been received (NO in S4401), the process proceeds to S4405 without performing the process of S4402.

[0284] In S4403, it is determined whether or not a change stop command has been received from the main control board 80 (S4403). If it is determined that a change stop command has been received (YES in S4403), a change performance end process is performed to stop displaying the performance pattern and end the change performance (S4404). In the change performance end process (S4404), a change performance end command for stopping displaying the performance pattern 8 and ending the change performance is set in the sub output buffer. When the set change performance end command is transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 stops displaying the performance pattern 8 that has been displayed on the display screen 7a of the image display device 7, and ends the change performance (performance pattern game performance). On the other hand, if it is determined that a change stop command has not been received in S4403 (NO in S4403), the process proceeds to S4405 without performing the process of S4404. The variable performance refers to various performances performed in accordance with the variable play from the start of the variable display of the special symbol to the end (stop display), such as the variable display and stop display of the performance symbol 8, and the reach performance described later. The variable performance performed on the display screen 7a is a type of display performance.

[0285] The sub-control unit 90 (microcomputer 91 for controlling presentation) which executes the variable presentation start process (S4402) and the variable presentation end process (S4404) also functions as a "variable game execution means".

[0286] In S4405, it is determined whether or not a jackpot game-related command has been received from the main control board 80 (S4405). The jackpot game-related command is a command transmitted from the main control board 80 when a jackpot game is executed, and specifically, it corresponds to an opening command (see S2010) transmitted at the start of a jackpot game (occurrence of a jackpot), a round start command (see S2107) transmitted at the start of a round, a round end command (see S2114) transmitted at the end of a round, an ending command (see S2119) transmitted at the end of a jackpot game, etc. In S4405, it is determined whether or not any of these jackpot game-related commands has been received, and if it has not been received (NO in S4405), it proceeds to the process of S4407, and if it has been received (YES in S4405), it performs a jackpot game-related performance process for executing a performance according to the type of the received command (S4406).

[0287] For example, if the received command is an opening command, an opening performance command that specifies an opening performance corresponding to the type of jackpot specified based on the command is set in the sub-output buffer, if the received command is a round start command, a round performance command that specifies a round performance corresponding to the round specified based on the command is set in the sub-output buffer, if the received command is an ending command, an ending performance command that specifies an ending performance corresponding to the type of jackpot specified based on the command is set in the sub-output buffer. When these set performance commands related to the jackpot are transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 executes performances related to the jackpot game such as opening performances, round performances, and ending performances (also called "jackpot game performances" or "jackpot game related performances") on the display screen 7a of the image display device 7 according to the progress of the jackpot game. The jackpot game performances (jackpot game related performances) performed on the display screen 7a are a type of display performance.

[0288] Finally, the process of S4407 is performed, and this process is terminated. In S4407, as other processes, for example, processes based on other received commands (for example, a normal pattern variation start command or a normal pattern variation stop command) other than the various commands described above are performed (S4407).

[0289] [Variable performance start processing] Next, the variable performance start process (S4402) executed in the received command analysis process (S4302) will be described. As shown in FIG. 42, in the variable performance start process (S4402), first, a random number process for determining performance is performed (S4501) to acquire various random numbers for determining performance, such as a random number for determining variable performance, a random number for determining notice performance, and a random number for determining performance patterns. In this embodiment, the process of S4501 is performed at the timing when the variable start command is received from the main control unit 80, and a predetermined value (acquired information) is acquired from each random number. Based on this acquired value (acquired information), the mode of the performance pattern game performance (variable performance) to be executed, the mode of the notice performance, the performance pattern to be displayed, etc. are determined.

[0290] Next, in S4502, the variation start command received in the above-mentioned S4401 is analyzed (S4502). The variation start command includes a variation pattern designation command (information designating a variation pattern) that designates the variation pattern selected in the variation pattern selection process of the first special pattern or the second special pattern. The information designating the variation pattern includes the variation pattern information (P1 to P22) shown in FIG. 9, game state information designating the current game state, the judgment result of the first special pattern hit / miss judgment or the second special pattern hit / miss judgment, and pattern information designating the big win type (see FIG. 8). In addition, since there are variation pattern designation commands corresponding to the first special pattern and those corresponding to the second special pattern, by analyzing the variation pattern designation command, it is possible to determine whether the performance pattern game performance (variation display of the performance pattern) to be started this time is related to the special pattern 1 or the special pattern 2. Note that the variation pattern information, game state information, pattern information, etc. can also be used in processes other than the variation performance start process executed thereafter.

[0291] Next, in S4503, the current mode status is referenced (S4503). The mode status is used to determine the presentation mode to be executed. The mode status is a value between "1" and "5", and each value is assigned to presentation modes A to E. Specifically, mode status "1" corresponds to presentation mode A, mode status "2" corresponds to presentation mode B, mode status "3" corresponds to presentation mode C, mode status "4" corresponds to presentation mode D, and mode status "5" corresponds to presentation mode E. By referencing the current mode status, it is possible to identify the current presentation mode.

[0292] Here, the presentation mode refers to the presentation format (presentation environment) when variable play is executed (variable play state), and when the presentation mode is different, a part or all of the presentation modes of various display presentations such as the background of the display screen 7a, variable presentation, reach presentation, and notice presentation are different. Specifically, a part or all of the presentation images (presentation display) displayed on the image display device 7 are different depending on the presentation mode, such as the display mode of the presentation pattern 8 (for example, pattern design, number design, etc.) being different, or the characters, items, and background images that appear being different. In addition, the presentation pattern game presentation and the big win game presentation can also be executed in a manner according to the presentation mode, and when multiple game presentations (preview presentation, reach presentation, round presentation, etc.) are provided, different game presentations can be executed depending on the presentation mode.

[0293] In this embodiment, the presentation modes A and B are executable when the game state is a low-probability low-base state, the presentation mode C is executable when the game state is a low-probability high-base state, the presentation mode D is executable when the game state is a high-probability high-base state, and the presentation mode E is executable in both cases of the low-probability high-base state and the high-probability high-base state. Therefore, when the presentation mode is any of "A" to "D", the player can grasp whether the current game state is a low-probability low-base state, a low-probability high-base state (time-saving state), or a high-probability high-base state (probability-changing game state) by checking the presentation mode. On the other hand, when the presentation mode is "E", it is difficult (impossible) for the player to grasp (distinguish) whether the current game state is a low-probability high-base state (time-saving state) or a high-probability high-base state (probability-changing game state) even if he checks the presentation mode. In that sense, the presentation mode E can be called a "game state non-notification mode".

[0294] Next, in S4504, a variable performance pattern determination table (not shown) is set to determine the execution pattern (also called "variable performance pattern") of the variable performance using the performance pattern, etc. based on the result of the special pattern hit / miss judgment (S4504). Specifically, the variable performance pattern determination table to be used is set based on the mode status (current performance mode) referred to in S4503 and the variable performance pattern designation command received from the main control unit 80. For example, when the variable pattern information designated by the received variable pattern designation command is "P1 (variable pattern P1)" (see FIG. 9), the variable performance pattern determination table at the time of big win corresponding to the current performance mode is set as the variable performance pattern determination table. In this embodiment, since a plurality of variable performance pattern determination tables corresponding to the performance mode (mode status) are stored in advance in the ROM of the sub-control board 90, in S4504, a table corresponding to the mode status (current performance mode) referred to in S4503 is selected from the variable performance pattern determination tables and set.

[0295] The variable presentation pattern determination table is mainly for determining the execution mode of the presentation pattern game presentation (variation mode of the presentation pattern, etc.), and a plurality of variable presentation pattern determination tables (not shown) corresponding to the presentation mode (mode status) are stored in advance in the ROM of the sub-control board 90. In S4504, from among those variable presentation pattern determination tables, a table corresponding to the mode status (current presentation mode) referred to in S4503 is selected and set.

[0296] Next, in S4505, a variable performance pattern that matches the specified variable pattern (special symbol variable pattern) is determined (selected) and set (S4505) based on the random number for determining the variable performance obtained in S4501 and the variable performance pattern determination table set in S4504. Since the special symbol variable pattern specifies the variable time of the special symbol, that is, the execution time of the variable game (see FIG. 9), the execution time (execution period) of the variable performance based on the variable performance pattern set in S4505 is in accordance with the special symbol variable pattern.

[0297] As the variable performance pattern, mainly, the variable mode of the performance pattern 8 displayed in the performance pattern display area 7b (execution mode of the performance pattern game performance) is set. This determines whether or not the reach performance is executed in the performance pattern game performance (variable performance). The variable performance that executes (including) the reach performance is also called "variable performance with reach," and the variable performance that does not execute (not including) the reach performance is also called "variable performance without reach."

[0298] In addition, the reach effect is, for example, when the display mode of the effect pattern 8 when the result of the special pattern hit / miss judgment indicates a jackpot, in a mode (winning pattern arrangement, special display mode) in which all three effect patterns 8L, 8C, and 8R are the same (double number), two of the three effect patterns 8L, 8C, and 8R (for example, the left effect pattern 8L and the right effect pattern 8R) are displayed (temporarily stopped) as patterns (also called "reach patterns" or "reach modes") that constitute the winning pattern arrangement (special display mode), and the remaining one (for example, the middle effect pattern 8C) continues to be displayed in a variable manner (also called "reach state"), and indicates whether the remaining one effect pattern is displayed as a pattern that completes the winning pattern arrangement. This reach effect makes it possible to effectively stimulate the expectation of the player who is aiming for a jackpot. The reach effect performed on the display screen 7a is a type of display effect.

[0299] The variable performance pattern includes not only the variable mode of the performance pattern 8, but also the execution mode (performance pattern) of the display performance, sound performance, light performance, variable performance, etc., which are executed in association with the variable display of the performance pattern 8, and whether or not these performances are executed is also determined (S4505). For this reason, the display performance, sound performance, light performance, variable performance, etc., which are executed in association with the variable performance, can be called a variable performance.

[0300] Furthermore, in S4505, the performance pattern 8 (also called "stop performance pattern") to be stopped is determined and set based on the random number for determining the performance pattern acquired in S4501 and a stop pattern determination table (not shown). The stop performance pattern constitutes the reach pattern, winning pattern arrangement, and losing pattern arrangement of the performance pattern 8. There are two types of stop display: a definite stop display (also called simply "definite stop") that definitely displays the performance pattern 8 stopped, and a tentative stop display (also called simply "tentative stop") that definitely displays the performance pattern 8 stopped.

[0301] A provisional stop means that the variable display (e.g., scroll display) of the performance pattern 8 is temporarily stopped (paused), and the performance pattern 8 is temporarily stopped and displayed at a predetermined stop position on the display screen 7a. The provisionally stopped performance pattern can be displayed in a slightly moving state or in a stationary state. The stop display of each pattern when the three performance patterns 8L, 8C, and 8R are stopped and displayed in the order of the first stop pattern, the second stop pattern, and the third stop pattern before the variable display ends also corresponds to a provisional stop. On the other hand, a fixed stop means that the variable display of the performance pattern 8 ends, and the performance pattern 8 is displayed in a completely stationary state at a predetermined stop position on the display screen 7a (e.g., the performance pattern display area 7b). When the performance pattern 8 is fixedly stopped after the variable display, the display result of the variable display (the result of the variable performance) is fixedly displayed (fixed display) (derived display). Therefore, the provisional stop of the performance pattern 8 can be performed once or multiple times until the fixed stop is reached.

[0302] The stop performance symbols determined (selected) in S4505 are the symbols that temporarily stop (also called "temporary stop symbols") and the symbols that definitely stop (also called "definite stop symbols"). For example, the performance symbol 8 that is stopped (definitely stopped) as a result of the variable performance, that is, the definite stop symbol, is a variance such as "787" (also called "reach miss symbol" or "reach symbol arrangement") if the result of the special symbol hit / miss is a miss with reach, and is a variance such as "635" or "655" (also called "complete variance symbol" or "non-reach symbol arrangement") if it is a miss without reach.

[0303] In addition, in a low-probability low base state, if the result of the special pattern hit / miss judgment (first special pattern hit / miss judgment) is a hit and the hit is a 5R hit (general hit), the fixed stop pattern of the performance pattern 8 is a repeat number pattern other than "777", and if it is a 10R first hit (general hit), the fixed stop pattern of the performance pattern 8 is a repeat number pattern of "777". On the other hand, in a low-probability high base state or a high-probability high base state, if the result of the special pattern hit / miss judgment (second special pattern hit / miss judgment) is a hit and the hit is a 10R 9th hit (general hit), the fixed stop pattern of the performance pattern 8 is a repeat number pattern other than "777" (hitting pattern arrangement), and if it is a 10R 8th hit (general hit), the fixed stop pattern of the performance pattern 8 is a repeat number pattern of "777". In this way, the repeated number "777" is the guaranteed result for a 10R special jackpot, which is the most advantageous jackpot for the player.

[0304] In addition, in a low probability low base state, if the result of the special symbol hit / miss judgment (first special symbol hit / miss judgment) is a big hit, and the big hit is any of the 10R second to fifth big hits (special big hit), the fixed stop pattern of the performance pattern 8 is a specific one of the spread patterns. This specific spread pattern notifies the winning (occurrence) of the special big hit by a pattern arrangement similar to the miss pattern arrangement, and is a type of winning pattern arrangement (special display mode). The specific spread pattern is also called a "special pattern arrangement."

[0305] A specific barakeme (special pattern arrangement) can be configured by a pattern arrangement with some rule, such as a barakeme consisting of a sequence such as "123" or "567", or a barakeme consisting of three non-identical red patterns (3, 7) such as "373" or "773". In addition, at least one of the three performance patterns 8L, 8C, and 8R (for example, the middle performance pattern 8C) can be configured by a pattern arrangement that is not usually displayed.

[0306] The stop display mode (pattern arrangement) of the performance pattern 8 described above is an example, and what is displayed as the stop performance pattern can be changed as appropriate. Also, the provisional stop pattern and the final stop pattern determined in S4505 may either constitute the same stop display mode or different stop display modes. If the provisional stop pattern is different from the final stop pattern, it can be configured so that the final stop pattern is finally stopped and displayed after the performance pattern is changed again (re-change display, re-change performance) after the provisional stop.

[0307] In addition, in S4505, the judgment pattern 8s (also called the "stop judgment pattern") to be displayed in the judgment pattern display area 7c is determined and set. The type of stop display of the judgment pattern 8s is only a fixed stop display (fixed stop). As described above, the judgment pattern 8s is displayed in a variable manner in synchronization with the variable display of the special pattern, and is displayed in a variable manner in synchronization with the stopped display of the special pattern, and mainly functions as a pattern indicating the variable status of the special pattern. For this reason, the stop judgment pattern set in S4505 is a pattern that is fixedly stopped (fixed stop pattern). In this embodiment, the fixed stop pattern of the judgment pattern 8s is set to a fixed stop pattern with the same pattern (number pattern) arrangement as the fixed stop pattern of the performance pattern 8.

[0308] In the pachinko game machine 1 of this embodiment, multiple modes (variable performance patterns) such as normal reach performance and super reach performance are provided as the variation mode (variable performance pattern) of the performance pattern 8. In S4505, based on the variation performance pattern determination table, it is determined which of these performances will be performed, or whether these performances will not be performed (this is also called "normal variation"). In the following, the normal reach may be referred to as "NM reach" and the super reach may be referred to as "SP reach".

[0309] For example, when a reach-type variable performance is executed, a reach-type performance is set based on the variable pattern designation command and the variable performance pattern determination table. Here, when the SP reach-type performance is executed, it is set so that the possibility of a big win is higher than when the NM reach-type performance is executed. In other words, it can be said that the SP reach-type performance is a game performance with a higher possibility of a big win (a big win expectation) than the NM reach-type performance.

[0310] In this embodiment, when the sub-control board 90 receives a fluctuation pattern designation command that designates a fluctuation pattern (see FIG. 9) with a fluctuation time of 30000 ms (30 seconds) or more as a fluctuation pattern designation command from the main control board 80, a reach performance (a fluctuation performance with reach) can be set (executed) based on the command. When the fluctuation time is 30000 ms (30 seconds), an NM reach performance is set (executed) as the reach performance, and when the fluctuation time is 45000 ms (45 seconds) or more, an SP reach performance is set (executed) as the reach performance. A fluctuation performance in which an NM reach performance is executed without an SP reach performance (not including an SP reach performance) is also called an "NM reach fluctuation performance", a fluctuation performance in which an SP reach performance is executed (including an SP reach performance) is also called an "SP reach fluctuation performance", and NM reach fluctuation performance and SP reach fluctuation performance are collectively called "reach fluctuation performance".

[0311] In this embodiment, a plurality of presentation patterns (reach presentation patterns) are provided for each of the NM reach presentation and the SP reach presentation, and one of the presentation patterns is set (executed) according to the variable time (30000 ms or more) during which the reach presentation can be executed. The types (number) of reach presentations (reach presentation patterns) can be determined arbitrarily.

[0312] Here, the change display (change display) of the performance pattern 8 is basically performed as follows. First, when the special pattern hit / miss judgment is executed and the change display of the special pattern starts, the three performance patterns 8L, 8C, and 8R start to change. Then, when the change speed of the three performance patterns 8L, 8C, and 8R becomes high speed and approximately constant, and a predetermined time (for example, 9 seconds) has passed since the start of the change, the change speed of the first stop pattern (left performance pattern 8L in this embodiment) decreases and the first stop pattern stops (temporarily stops). Next, the change speed of the second stop pattern (right performance pattern 8R in this embodiment) decreases and the second stop pattern stops (temporarily stops), and finally the change speed of the third stop pattern (middle performance pattern 8C in this embodiment) decreases and the third stop pattern stops (temporarily stops). After this, the three performance patterns 8L, 8C, and 8R are fixed and stopped, and the display result of the change display is derived and displayed, and one change display ends with this. Based on this flow from the start to the end of the variable display, normal variations and reach effects are carried out.

[0313] Specifically, for example, when the function for shortening the time for changing the special pattern according to the number of reserved balls or the game state is not activated (when the function for shortening the time for changing is not activated), when the three performance patterns 8L, 8C, and 8R start to change, the left performance pattern 8L (first stop pattern) stops (temporarily stops) at the timing when a predetermined time (for example, 9 seconds) has elapsed from the start of the change, followed by the right performance pattern 8R (second stop pattern) (temporarily stops). At this time, if the left and right performance patterns 8L and 8R stop (temporarily stops) with the same number pattern (reach state), a reach is established, and then a reach performance (NM reach performance or SP reach performance) is executed. In the case of a SP reach performance, the SP reach performance is executed after the NM reach performance (developing from the NM reach performance to the SP reach performance).

[0314] On the other hand, if the left and right performance patterns 8L and 8R stop (temporarily stop), and the reach is not established (that is, in the case of normal variation), the right performance pattern 8R (second stop pattern) stops (temporarily stop), followed by the middle performance pattern 8C (third stop pattern). In this embodiment, in the normal variation, the time it takes from the start of the variation of the performance pattern 8 until the third stop pattern (in this embodiment, the middle performance pattern 8C) stops (temporarily stop) is about 11 seconds. However, in the normal variation when the variation time shortening function of the special pattern is activated, the time it takes from the start of the variation display until the left performance pattern 8L (first stop pattern) stops (temporarily stop) is shorter than normal (when the variation time shortening function is not activated), and accordingly, the time it takes for the right performance pattern 8R (second stop pattern) and the middle performance pattern 8C (third stop pattern) to stop (temporarily stop) is also shorter.

[0315] Depending on the changing presentation pattern set in S4505 and the preview presentation pattern set in S4506 described below, the order and timing of the stopped display of the presentation patterns may differ from the above-mentioned manner, for example, the three presentation patterns 8L, 8C, and 8R may stop (temporarily stop) all at the same time after the start of the changing display of the presentation pattern 8, or all patterns may continue to change even after a specified time (for example, 9 seconds) has elapsed until the first stopped pattern stops.

[0316] Next, in S4506, a process (pre-notice performance setting process) related to the setting of the notice performance is performed (S4506). The notice performance is a performance that suggests the currently executed variable display or the stored reserved (variable display to be executed later), for example, a performance that suggests the possibility (expected jackpot) that the display result of the currently executed variable display will be a specific display result (or a special display result), or a performance that suggests the possibility (expected jackpot) that the display result of the later executed variable display will be a specific display result (or a special display result). In this embodiment, various notice performances can be executed, such as a notice performance based on the reserved performance information (pre-determination result) stored in S4395 (also called "reserved pre-read notice") and a notice performance related to the current (this time) variable display (also called "relevant change") (also called "relevant change notice"), and a plurality of notice performance patterns are provided corresponding to this. In S4506, it is determined whether or not to execute each notice performance (execution yes / no), and the execution pattern (pre-notice performance pattern) of the notice performance to be executed is set.

[0317] Specifically, the system determines whether or not to execute the preview performance and the preview performance pattern based on the preview performance determination random number acquired in S4501 and a preview performance determination table (not shown) stored in the ROM of the sub-control board 90, and sets the preview performance pattern based on this determination result. It is also possible to set the preview performance pattern based on the variable performance pattern set in S4505 and the performance hold information (preliminary determination result) stored in S4395.

[0318] The ROM of the sub-control board 90 stores in advance a notice performance determination table corresponding to the types of notice performance that can be executed in the pachinko game machine 1. The notice performance is performed, for example, by displaying an image (also called a "notice image" or "notice information") that suggests the probability of a big win on the display screen 7a (also called a "notice display"). In addition to the display performance (notice display), notice performance can also be performed by sound performance, light performance, and moving performance, and it is also possible to perform it by combining each of these performances. Furthermore, the change notice can also be performed based on the advance judgment result of the special chart reservation.

[0319] The advance notice performance setting process (S4506) performs processing related to advance notice performances (reserved ball preview notice, said change notice) that can be executed at a predetermined time including during the variable display (variable performance) of the performance pattern 8, triggered by the start of said variable display (variable performance), and the advance notice performance related to the processing here does not include the reserved icon notice (a type of reserved ball preview) that accompanies the occurrence of a starting ball. In other words, the processing related to the setting of the reserved icon notice that accompanies the occurrence of a starting ball is performed not in the advance notice performance setting process (S4506) but in the reserved icon notice process (S4400) described below.

[0320] Here, the preview performance (reserved pre-reading preview) executed based on the performance pending information (pre-reading information) is also called the "pre-reading performance," the preview performance executed based on the special chart 1 performance pending information (first pre-reading information) is also called the "first pre-reading performance," and the preview performance executed based on the special chart 2 performance pending information (second pre-reading information) is also called the "second pre-reading performance."

[0321] The preview performance pattern set in S4506, that is, the type (preview type) and mode of the preview performance to be executed, the presence or absence of a preview performance, etc., will differ depending on the contents of the performance hold information stored in S4395 (the contents of the performance hold information storage area), the result of the special pattern hit / miss judgment specified by the analysis result of the fluctuation start command in S4502 (the hit / miss judgment result related to the current special pattern fluctuation display), and the special pattern fluctuation pattern information specified by the analysis result of the fluctuation start command (the fluctuation pattern and the stop pattern related to the current special pattern fluctuation display). When a preview performance is executed at a certain time, one of the multiple preview performances (one type of preview performance) may be executed, or two or more preview performances (multiple types of preview performances) may be executed at the same time.

[0322] In this embodiment, a preview performance that can be executed based on the preview performance pattern set in S4506 is provided, which is a preview performance using the variable performance member 14 (also called a "gimmick preview"). The preview performance patterns for the gimmick preview (also called a "gimmick preview pattern") include a pattern that uses only the left variable performance member 14L, a pattern that uses only the right variable performance member 14R, and a pattern that uses both the left variable performance member 14L and the right variable performance member 14R, and a plurality of gimmick preview patterns based on these patterns are stored in the ROM of the sub-control board 90.

[0323] In this embodiment, the gimmick notice can be executed when the variable performance pattern set in S4505 is a variable performance pattern of the SP reach variable performance (variable performance pattern with a variable time of 45000 ms or more), or when a special chart reservation (acquired information with a variable time of 45000 ms or more) that is a trigger for executing the SP reach variable performance is stored, etc. When it is decided in S4506 that the gimmick notice is to be executed, the performance control microcomputer 91 decides (selects) a pattern to be executed from among the multiple gimmick notice patterns stored in the ROM of the sub-control board 90, and sets this (S4506).

[0324] The gimmick notice pattern includes the operation pattern of the variable performance member 14, and when the gimmick notice pattern is set in S4506, drive data for operating the variable performance member 14 according to the operation pattern of the variable performance member 14 included in the gimmick notice pattern is created in the above-mentioned S4305. This created drive data is output in accordance with the operation timing of the variable performance member 14 (execution timing of the gimmick notice) specified in the gimmick notice pattern (S4203), thereby operating the variable performance member 14 (executing the gimmick notice). Details of the gimmick notice will be described later.

[0325] Next, in S4507, a variable performance start command for starting a variable performance, etc. based on the variable performance pattern set in S4505 and the preview performance pattern set in S4506 is set in the sub-output buffer (S4507), and the variable performance start process is terminated. When the variable performance start command set in S4507 is transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 reads out predetermined variable performance image data (image data showing the start of the variation, during variation, and the stop of variation of the performance pattern 8) corresponding to the variable performance pattern specified based on the variable performance start command, i.e., the variable performance pattern set in S4505, and predetermined preview performance image data corresponding to the preview performance pattern specified based on the variable performance start command, i.e., the preview performance pattern set in S4506, from the ROM of the image control board 100, and executes the variable performance and preview performance, etc. based on the read image data on the display screen 7a of the image display device 7. Also, the variable display of the judgment pattern 8s displayed in the judgment pattern display area 7c is executed. Furthermore, various effects such as sound effects, light effects, variable effects (gimmick effects), etc. are executed by corresponding performance devices (speaker 67, panel lamp 5, frame lamp 66, variable performance member 14, etc.) according to the variable performance pattern or preview performance pattern specified based on the variable performance start command.

[0326] [Pending icon notice processing] Next, we will explain the reserved icon notification process (S4400) that is executed based on receiving the start entry command from the main control board 80 (YES in S4390). As shown in Fig. 43, in the reserved icon notification process (S4400), first, it is determined whether the reserved icon notification flag is OFF (S4601).

[0327] The reserved icon notice flag is a flag indicating whether or not the reserved icon notice is being executed. When the reserved icon notice is executed, it is turned ON in S4605 described later, and is turned OFF based on the end of the variable display (variable game) corresponding to the special reserved (also called "reserved for notice") that triggered the execution of the reserved icon notice. For this reason, when the performance reserved displayed in the notice display mode in the performance reserved display area (first performance reserved display area 9c or second performance reserved display area 9d) moves to the variable reserved display area 9e, even if a new performance reserved is displayed (additionally displayed) in the performance reserved display area (first performance reserved display area 9c, second performance reserved display area 9d) until the variable display (variable game) corresponding to the performance reserved (reserved for notice) ends, the new performance reserved is not displayed in the notice display mode. This makes it possible to make the player have a sense of expectation for a jackpot for the currently executed variable game.

[0328] In addition, the reserved icon notice may be turned off with the start of the variable display (variable play) corresponding to the special reserved that triggered the execution of the reserved icon notice (consumption of the reserved special). In this case, when the reserved effect is displayed in the variable reserved display area 9e in a notice display mode, the reserved effect that is newly displayed (additionally displayed) in the reserved effect display area (first reserved effect display area 9c, second reserved effect display area 9d) can be displayed in a notice display mode, so that in addition to the currently executed variable play, the player can have a sense of expectation about the variable play corresponding to the subsequent reserved special effect (reservation to be notified).

[0329] When it is determined in S4601 that the reserved icon notice flag is not OFF (is ON) (NO in S4601), the reserved icon notice is currently being executed, and therefore this process is terminated without performing the processing from S4602 onwards. For this reason, in this embodiment, during execution of the reserved icon notice, a reserved icon notice targeting a newly stored (additionally stored) special reserved (later special reserved) is not executed. In other words, two or more performance reserved in the notice display mode are not displayed in the performance reserved display area. Note that the reserved icon notice flag may not be provided, and a reserved icon notice targeting a later special reserved may be executed during execution of the reserved icon notice. In other words, a configuration may be adopted in which two or more performance reserved in the notice display mode can be displayed in the performance reserved display area.

[0330] On the other hand, when it is determined in S4601 that the reserved icon notice flag is OFF (YES in S4601), a determination (lottery) is made as to whether or not to execute the reserved icon notice (S4602). In this embodiment, when the game state is a low probability low base state, that is, when it is a low base state in which the variable display of the first special symbol (also called "first variable game") is mainly executed, the reserved icon notice (also called "first reserved icon notice") by the first performance reserve 9a is configured to be executable. Also, when the game state is a low probability high base state or a high probability high base state, that is, when it is a high base state in which the variable display of the second special symbol (also called "second variable game") is mainly executed, the reserved icon notice (also called "second reserved icon notice") by the second performance reserve 9b is configured to be executable. In response to this, in S4602, if the current game state is a low base state, a determination is made as to whether or not to execute the first pending icon announcement, and if the current game state is a high base state, a determination is made as to whether or not to execute the second pending icon announcement.

[0331] The judgment of whether or not to execute the reserved icon notice (also referred to as "reserved icon notice execution judgment") can be made, for example, based on a reserved icon notice execution judgment table not shown. Specifically, for example, a reserved icon notice execution judgment random number (for example, "0 to 99") is set as a random number for determining the performance, and one value is randomly obtained from the random number, and the obtained value (random number value for reserved icon notice execution judgment) is judged based on the reserved icon notice execution judgment table. The reserved icon notice execution judgment random number value can be obtained, for example, at the timing when the start ball entry command is received (S4390) or at the timing when the reserved icon notice execution judgment is made (S4602).

[0332] If the result of the judgment in S4602 is that the hold icon announcement will not be executed (NO in S4603), this process is terminated without performing the processing from S4604 onwards, and if the hold icon announcement will be executed (YES in S4603), the execution pattern for the hold icon announcement (also called the "hold icon announcement pattern") is set (S4604).

[0333] The reserved icon notice pattern determines various conditions for executing the reserved icon notice, such as the display timing when the reserved icon is displayed in the notice display mode, the type of notice display mode, the number of changes (number of reserved changes), etc. The display timing of the notice display mode can be, for example, when a start ball is entered (when a new reserved icon is displayed with the start ball), when the display position of the reserved icon corresponding to the reserved icon to be notified on the performance reserve display area moves (shifts) in the direction of decreasing the number of reserved items due to the consumption of a special reserved item (also called a "preceding reserved item") stored before the reserved item to be notified, when the reserved icon corresponding to the reserved item to be notified moves from the performance reserve display area to the variable reserved display area (when it changes to an active reserved icon), etc.

[0334] In S4604, if it is determined in the hold icon notice execution judgment (S4602) that the first hold icon notice is to be executed, an execution pattern of the first hold icon notice (also referred to as the "first hold icon notice pattern") is set, and if it is determined that the second hold icon notice is to be executed, an execution pattern of the second hold icon notice (also referred to as the "second hold icon notice pattern") is set. The first hold icon notice pattern and the second hold icon notice pattern are collectively referred to as the "hold icon notice patterns".

[0335] The reserved icon advance notice pattern set in S4604 can be determined (selected) based on, for example, a reserved icon advance notice pattern determination table (not shown). Specifically, for example, a reserved icon advance notice pattern determination random number (for example, "0 to 99") is set as a random number for determining the performance, and one value is randomly obtained from the random number, and the obtained value (random number value for determining the reserved icon advance notice pattern) is judged based on the reserved icon advance notice pattern determination table, thereby determining (selecting) a pattern to be executed from a plurality of reserved icon advance notice patterns that have been determined in advance. The reserved icon advance notice pattern determination random number value can be obtained, for example, at the timing when the start ball entry command is received (S4390) or at the timing when the reserved icon advance notice pattern is determined (S4604).

[0336] Once the hold icon notice pattern has been set in S4064, the hold icon notice flag is turned ON (S4605). Then, a hold icon notice command that instructs execution of a hold icon notice based on the hold icon notice pattern set in S4604 is set in the sub-output buffer (S4606), and this process ends.

[0337] When the hold icon notice command set in S4606 is sent to the image control board 100 by the command sending process (S4006), the image control microcontroller 101 reads image data for the hold icon notice (hold performance image data, etc.) corresponding to the hold icon notice pattern identified based on the received hold icon notice command, i.e., the hold icon notice pattern set in S4604, from the ROM of the image control board 100, and executes the hold icon notice based on the read image data on the display screen 7a of the image display device 7 (hold performance display area, variable hold display area).

[0338] The above has explained the operation (control processing) of the performance control microcontroller 91. Below, we will explain a typical example of a gimmick preview (gimmick performance) that is executed based on the gimmick preview pattern when the gimmick preview pattern is set in the aforementioned S4506.

[0339] [Example 1] The gimmick notice of performance example 1 (also referred to as the "first gimmick notice") is a type of hold change notice (change notice) targeting the performance hold (active hold icon) displayed in the variable hold display area 9e. Specifically, when changing the display mode of the active hold icon displayed in the variable hold display area 9e (see FIG. 3) to a display mode (notice display mode) different from normal (normal display mode), the left variable performance member 14L is operated to show how the active hold icon will change. In this embodiment, at least when the hold icon notice by the above-mentioned hold icon notice process (S4400) is not executed (the hold icon notice flag is OFF), it is possible to execute the first gimmick notice (set the gimmick notice pattern related to the first gimmick notice).

[0340] FIG. 45(A) shows the display screen 7a and its surroundings when the variable performance associated with the variable display (variable play) of the first special symbol is started in response to the setting of the gimmick notice pattern (S4506). As shown in the figure, when the variable performance starts, the display screen 7a starts to display the variable performance symbol 8 and the judgment symbol 8s. At this time, the variable performance display area 9e displays the first performance hold 9a corresponding to the first special symbol currently being displayed, that is, the performance hold (active hold icon) corresponding to the consumed first special symbol hold, in the normal display mode. Also, the variable performance member 14 is in an upright state (standby state) at the starting position (see FIG. 44), and is hidden behind the cover members (left cover member 17L, right cover member 17R) and is difficult to see (cannot be seen) from the front (also called the "second state").

[0341] After the variable performance starts, as shown in Fig. 45(B), while the three performance symbols 8L, 8C, and 8R are displayed in a variable manner (before the first stop symbol stops), the left variable performance member 14L at the starting position rotates to the right (clockwise direction) and becomes tilted. As a result, the flag portion 14aL of the left variable performance member 14L appears on the near side of the variable pending display area 9e (predetermined display area) of the display screen 7a, and the active pending icon (variable pending display area 9e) is hidden behind the flag portion 14aL. That is, a state (also called the "first state") in which at least a part of the left variable performance member 14L (the flag portion 14aL) is visible is generated. At this time, the flag portion 14aL of the left variable performance member 14L overlaps with the variable hold display area 9e of the display screen 7a (also called the ``overlapping state''), making the flag portion 14aL of the left variable performance member 14L visible from the front, while the active hold icon (variable hold display area 9e) becomes difficult to see (impossible to see) from the front.

[0342] Then, as shown in Fig. 46(A), when the left performance pattern 8L (first stop pattern) and the right performance pattern 8R stop (temporarily stop) at the reach pattern (when the reach is established), the left variable performance member 14L (see Fig. 45(B)), which was tilted at the starting position, rotates to the left (counterclockwise) and becomes upright, and the left variable performance member 14L (flag portion 14aL) becomes hidden behind the left cover member 17L. In other words, a state (also called the "second state") is created in which the visibility of at least a part of the left variable performance member 14L (flag portion 14aL) is lower than in the first state. At this time, the flag portion 14aL of the left variable performance member 14L does not overlap with the variable pending display area 9e of the display screen 7a (also referred to as a "non-overlapping state"), the left variable performance member 14L (flag portion 14aL) is hidden behind the left cover member 17L and is difficult to see (impossible to see) from the front, and the active pending icon (variable pending display area 9e) becomes visible from the front, and the visible active pending icon is displayed in a preview display mode. In other words, the display mode of the active pending icon changes from the normal display mode to the preview display mode due to the execution of the first gimmick preview.

[0343] In this performance example 1, three types of display modes are provided as preview display modes of the active hold icon that can be displayed in the first gimmick preview, as shown in Fig. 46(B). Specifically, a display mode imitating one person (also called "first preview display mode"), a display mode imitating three people (also called "second preview display mode"), and a display mode imitating four people raising their hands (also called "third preview display mode") are provided.

[0344] In this performance example 1, the relationship of the jackpot expectation rate of the first to third notice display modes is configured so that the third notice display mode is the highest, followed by the second notice display mode and the first notice display mode, which are configured in that order. In other words, when the variable performance in which the first gimmick notice is executed is a variable performance associated with a jackpot fluctuation (also called a "jackpot fluctuation performance"), the appearance rate of the third notice display mode is the highest, followed by the second notice display mode and the first notice display mode, which are configured in that order. On the other hand, when the variable performance in which the first gimmick notice is executed is a variable performance associated with a miss fluctuation (also called a "miss fluctuation performance"), the appearance rate of the first notice display mode is the highest, followed by the second notice display mode and the third notice display mode, which are configured in that order. The appearance rate of each notice display mode can be determined by a notice display determination table (not shown) that is referred to when setting a notice performance pattern (gimmick notice pattern) in the above-mentioned S4506.

[0345] In this way, when the first gimmick notice is executed, the active reserved icon displayed in the variable reserved display area 9e becomes covered by the flag part 14aL of the left variable performance member 14L and becomes difficult to see (unvisible), and then appears (becomes visible) in a notice display mode. This makes it possible to draw the player's attention to what display mode (notice display mode) the active reserved icon covered (hidden) by the flag part 14aL of the left variable performance member 14L will appear again.

[0346] In addition, in the first gimmick announcement, the timing at which the left variable performance member 14L changes from an upright state to a tilted state and the timing at which it changes from a tilted state to an upright state (i.e., the activation timing of the left variable performance member 14L) is not limited to the timing described above, and can be changed as appropriate, for example, by setting the timing at which the upright state (standby state) changes to a tilted state as the reach establishment timing, and the timing at which the tilted state changes to an upright state as the start timing of the SP reach performance (SP reach development timing).

[0347] In addition, the types (number) of the preview display modes of the active hold icon displayed by the first gimmick preview are not limited to the three types shown in this performance example 1 (see Figure 46 (B)), but can be two or less types or four or more types, and the content of the preview display modes can also be changed as appropriate.

[0348] [Example 2] The gimmick notice of the second performance example (also called the "second gimmick notice") is executed from the start of the variable performance until the first stop pattern (left performance pattern 8L) stops (temporarily stops). When the variable performance associated with the variable display (variable play) of the first special pattern starts in response to the setting of the gimmick notice pattern (S4506), as shown in FIG. 47(A), the left variable performance member 14L moves (rises) from the starting position to the midpoint position (see FIG. 44) while remaining in an upright state, and the right variable performance member 14R moves (rises) from the starting position to the end position (see FIG. 44) while remaining in an upright state. At this time, the left variable performance member 14L is hidden behind the left cover member 17L, and the right variable performance member 14R is hidden behind the right cover member 17R (behind the upper right part of the center decorative body 10), and it is difficult (impossible) to see the entire variable performance members 14L and 14R from the front. For this reason, it is difficult for the player to grasp the current positions of the left and right variable performance members 14L, 14R.

[0349] When the left variable performance member 14L reaches the midpoint position, as shown in FIG. 47(B), the left variable performance member 14L rotates to the right (clockwise direction) and becomes inclined. As a result, the flag portion 14aL of the left variable performance member 14L appears in front of the left central region (predetermined display region) of the display screen 7a, and the region becomes hidden behind the flag portion 14aL. That is, a state (first state) in which at least a part of the left variable performance member 14L (the flag portion 14aL) is visible is generated. At this time, the flag portion 14aL of the left variable performance member 14L overlaps with the left central region of the display screen 7a (overlapping state), and the flag portion 14aL of the left variable performance member 14L becomes visible from the front, and the left central region of the display screen 7a becomes difficult to see (unvisible) from the front.

[0350] When the right variable performance member 14R reaches the end position, as shown in FIG. 47(B), the right variable performance member 14R rotates leftward (counterclockwise) and tilts. As a result, the flag portion 14aR of the right variable performance member 14R appears in front of the upper right region (predetermined display region) of the display screen 7a, and the region is hidden behind the flag portion 14aR. That is, a state (first state) in which at least a part of the right variable performance member 14R (the flag portion 14aR) is visible is generated. At this time, the flag portion 14aR of the right variable performance member 14R overlaps with the upper right region of the display screen 7a (overlapped state), and the flag portion 14aR of the right variable performance member 14R is visible from the front, and the upper right region of the display screen 7a is difficult to see (unvisible) from the front.

[0351] Here, in this embodiment, since the judgment symbol display area 7c is provided in the upper right region of the display screen 7a, when the upper right region of the display screen 7a is hidden behind the flag portion 14aR, the judgment symbol 8s displayed in the judgment symbol display area 7c becomes difficult to see (impossible to see) from the front. Therefore, when the right variable performance member 14R changes from an upright state to a tilted state at the end point position during the variable performance (during variable play), the display position of the judgment symbol 8s being displayed (the judgment symbol display area 7c) moves from the upper right region to the lower right region of the display screen 7a in accordance with the change to the tilted state (see FIG. 47(B)). As a result, even if the right variable performance member 14R is in a tilted state at the end point position, the visibility of the judgment symbol 8s is ensured, and the player can see the judgment symbol 8s.

[0352] In the second gimmick preview, after the left and right variable performance members 14L, 14R become tilted as shown in Figure 47 (B), when the time comes for a reach to be established on the display screen 7a during the variable performance and for it to develop into an SP reach (SP reach development timing), as shown in Figure 48 (A), the performance pattern 8 for the reach state is displayed in a reduced size in the upper center of the display screen 7a, and a performance indicating the SP reach development (also called a "development suggestion performance") is displayed in a specified performance display area including at least the center of the display screen 7a, and as the display of the development suggestion performance begins (in line with the SP reach development timing), the left and right variable performance members 14L, 14R operate (rotate) and change from the tilted state to an upright state.

[0353] Specifically, the left variable performance member 14L (see FIG. 47(B)), which was in a tilted state at the midpoint position, rotates to the left (counterclockwise direction) and becomes upright, and the left variable performance member 14L (flag portion 14aL) becomes hidden behind the left cover member 17L (see FIG. 48(A)). Also, the right variable performance member 14R (see FIG. 47(B)), which was in a tilted state at the end point position, rotates to the right (clockwise direction) and becomes upright, and the right variable performance member 14L (flag portion 14aL) becomes hidden behind the right cover member 17R and the center decorative body 10 (upper right part) (see FIG. 48(A)). In other words, a state (second state) is created in which the visibility of at least a part (flag portion 14aL, 14aR) of the left and right variable performance members 14L, 14R is lower than the first state.

[0354] When the left variable performance member 14L is in an upright state (when the second state occurs), as shown in Fig. 48(A), the flag portion 14aL of the left variable performance member 14L does not overlap with the left central region of the display screen 7a (non-overlapping state), and the left variable performance member 14L (flag portion 14aL) is hidden behind the left cover member 17L and is difficult (impossible) to see from the front, and the left central region of the display screen 7a becomes visible from the front. At this time, a predetermined preview image 150 is displayed (appears) in the left central region of the display screen 7a that has become visible.

[0355] When the right variable performance member 14R is in an upright state (when the second state occurs), as shown in Fig. 48(A), the flag portion 14aR of the right variable performance member 14R does not overlap with the upper right region of the display screen 7a (non-overlapping state), and the right variable performance member 14R (flag portion 14aR) is hidden behind the right cover member 17R and the center decorative body 10 (upper right portion) and is difficult (impossible) to see from the front, and the upper right region of the display screen 7a becomes visible from the front. At this time, a predetermined preview image 150 is displayed (appears) in the upper right region of the display screen 7a that has become visible.

[0356] In the second gimmick notice, the preview image 150 displayed (appears) as the left and right variable performance members 14L, 14R change from a tilted state to an upright state is based on the preview performance pattern set in S4506 described above. In this performance example 2, as the preview image 150 that can be displayed in the second gimmick notice, six types of preview images (preview display modes) are provided as shown in FIG. 49. Specifically, a first preview image with one bell pattern, a second preview image with two bell patterns, a third preview image with one cherry pattern, a fourth preview image with a pattern imitating a thumbs up gesture, a fifth preview image with a pattern imitating the face of a character with heart-shaped eyes, and a sixth preview image imitating a timer showing the passage of time (also called a "timer image") are provided.

[0357] In this performance example 2, the relationship of the jackpot expectation rate of the first to sixth notice images is configured so that the sixth notice image is the highest, followed by the fifth notice image, the fourth notice image, the third notice image, the second notice image, and the first notice image in that order. That is, in the case of a variable performance jackpot variable performance in which the second gimmick notice is executed, the sixth notice image has the highest appearance rate, followed by the fifth notice image, the fourth notice image, the third notice image, the second notice image, and the first notice image in that order. On the other hand, in the case of a variable performance in which the second gimmick notice is executed, followed by a miss variable performance, the first notice image has the highest appearance rate, followed by the second notice image, the third notice image, the fourth notice image, the fifth notice image, and the sixth notice image in that order. The appearance rate of each notice image can be determined by a notice performance determination table (not shown) referred to when setting a notice performance pattern (gimmick notice pattern) in the above-mentioned S4506.

[0358] In addition, in this performance example 2 (second gimmick notice), when the left and right variable performance members 14L, 14R are operated to display two notice images, only one sixth notice image can be displayed, and one or two other notice images can be displayed. For example, when two notice images 150 are displayed by the second gimmick notice, and one of the notice images 150 is the sixth notice image (timer image) as shown in FIG. 48(A), the remaining one is one of the first to fifth notice images. Also, for example, when two notice images 150 are displayed by the second gimmick notice, and one of the notice images 150 is the third notice image (cherry pattern) as shown in FIG. 48(A), the remaining one is one of the first to sixth notice images, and the same third notice image may be displayed. When two notice images are displayed in this way, the two notice images can be configured to suggest the probability of a big win. For example, if one is the 6th preview image and the other is the 5th preview image, the expected probability of a jackpot can be higher than when both are the 5th preview image, or if one is the 5th preview image and the other is the 4th preview image, the expected probability of a jackpot can be higher than when one is the 4th preview image and the other is the 3rd preview image. In this way, it is possible to determine the suggested expected probability of a jackpot based on the relative expected probability of a jackpot of each of the two preview images.

[0359] After two preview images of the first to sixth preview images are displayed at the SP reach development timing due to the second gimmick preview, the left and right variable performance members 14L, 14R that are in an upright state at the SP reach development timing then move (lower) to their starting positions, and when the SP reach performance is displayed in a predetermined performance display area including at least the center of the display screen 7a, they are in a standby state as shown in FIG. 48(B). Then, when the sixth preview image is displayed due to the second gimmick preview, the display of the sixth preview image continues until the timer displayed by the sixth preview image reaches "00:00", that is, until the remaining time reaches "00:00". On the other hand, when a preview image other than the sixth preview image (any of the first to fifth preview images) is displayed due to the second gimmick preview, that preview image is erased (hidden) from the screen at a predetermined time after the start of display (for example, the timing when a predetermined time has passed since the start of display or the start of the SP reach performance, etc.). In addition, the timing for ending the display of the first to fifth preview images (timing for erasing them) can be any timing during the variable performance, such as a specified time before the variable performance (the variable performance in question) ends when the preview image starts to be displayed, or a specified time before the variable performance based on the special chart reservation that triggered the display of the preview image ends.

[0360] When the timer displayed by the sixth preview image reaches "00:00", for example, a preview image with a relatively high jackpot expectation among multiple preview images may be displayed, or an effect (development effect) with an even higher jackpot expectation than the SP reach effect may be displayed, so that an effect with a higher jackpot expectation (also called a "high expectation effect") may be executed. In other words, the sixth preview image (timer image) may be configured to show the remaining time until the high expectation effect is executed (started) in a countdown format.

[0361] In the example shown in FIG. 48(B), the timer displayed by the sixth preview image is "90:00". In this case, the timing when the timer displayed by the sixth preview image becomes "00:00" will come not in the variable performance (variable game) being executed when the sixth preview image is displayed (when the sixth preview image starts to be displayed), but at least in the next or subsequent variable performance (variable game). This is because the longest variable time of the special pattern in this embodiment is "75000 ms (75 seconds)" (see FIG. 9). Therefore, the example shown in FIG. 48(B) shows a case where the sixth preview image is displayed by a gimmick preview as a reserved pre-read preview suggesting that a high expectation performance will be executed (occur) in the next or subsequent variable performance (variable game).

[0362] The contents of the timer (remaining time) shown by the sixth notice image can be varied according to the variable performance pattern set in S4505 and the notice performance pattern set in S4506. For example, the remaining time shown by the sixth notice image can be determined (selected) from a plurality of predetermined times such as "15:00", "30:00", "45:00", "60:00", "90:00", and set as the display pattern (notice performance pattern, gimmick notice pattern) of the sixth notice image displayed by the gimmick notice. For example, the longer the remaining time shown by the sixth notice image, the higher the expectation of a big win. This makes it possible to effectively stimulate the player's expectation of a big win, and to increase the interest when the sixth notice image (timer image) is displayed by the gimmick notice.

[0363] When the second gimmick notice is executed in this way, the left and right variable performance members 14L, 14R are actuated, and a part of the display screen 7a (a predetermined display area) is covered by the left and right flag parts 14aL, 14aR and becomes difficult to see (not visible), and then the notice image 150 is displayed (becomes visible) in that part. This makes it possible to draw the player's attention to which notice image is displayed in the part of the display screen 7a that is covered (hidden) by the flag parts 14aL, 14aR of the left and right variable performance members 14L, 14R.

[0364] In addition, in the second gimmick preview, the operation timing of the left and right variable performance members 14L, 14R, such as the timing when the left and right variable performance members 14L, 14R move from the starting position to the operating position (middle position or end position), the timing when the left and right variable performance members 14L, 14R change from an upright state to a tilted state at the operating position, the timing when the left and right variable performance members 14L, 14R change from a tilted state to an upright state at the operating position, and the timing when the left and right variable performance members 14L, 14R move (return) from the operating position to the starting position, is not limited to the above-mentioned timing and can be changed as appropriate. For example, between the start of the variable performance and the establishment of a reach, the left variable performance member 14L moves from the starting position to the operating position, rotates back and forth between the upright state and the tilted state at the operating position (state change), and the left variable performance member 14L moves from the operating position to the starting position (i.e., the gimmick performance by the left variable performance member 14L is completed), and between the establishment of the reach of the variable performance and the development of an SP reach, the right variable performance member 14R moves from the starting position to the operating position (midpoint position or end position), rotates back and forth between the upright state and the tilted state (state change), and the right variable performance member 14R moves from the operating position to the starting position (i.e., the gimmick performance by the right variable performance member 14R is completed), etc., the left variable performance member 14L and the right variable performance member 14R may be operated at different timings.

[0365] In addition, the types (number) of preview images displayed by the second gimmick preview are not limited to the six types shown in this performance example 2 (see Figure 49), but can be five or less or seven or more, and the content of the preview images can also be changed as appropriate.

[0366] Above, we have explained two (two types) of performance examples (performance examples 1 and 2) as typical examples of gimmick announcements (gimmick performances), but the types of gimmick announcements (gimmick performances) are not limited to the above-mentioned performance examples 1 and 2, and it is possible to provide various other types of gimmick announcements (gimmick performances). For example, it is possible to provide a gimmick preview (third gimmick preview) in which only the left variable performance member 14L is moved from the starting position to the operating position (midpoint position or end position), the left variable performance member 14L in the operating position is rotated back and forth between the upright state and the tilted state to display a preview image, and then the left variable performance member 14L is moved to the starting position, or a gimmick preview (fourth gimmick preview) in which only the right variable performance member 14R is moved from the starting position to the operating position (midpoint position or end position), the right variable performance member 14R in the operating position is rotated back and forth between the upright state and the tilted state to display a preview image, and then the right variable performance member 14R is moved to the starting position.

[0367] In the above-mentioned performance examples 1 and 2, the variable performance member 14 (left variable performance member 14L, right variable performance member 14R) at the starting position or operating position is rotated back and forth between the standing state and the tilted state once, but a pattern in which it is rotated back and forth two or more times may be set. In this case, the preview image (preview display mode) that is displayed (becomes visible) when the variable performance member 14 goes from the standing state through the tilted state to the standing state (when one reciprocating rotation ends) may be configured to change each time a reciprocating rotation is performed (when one reciprocating rotation ends). In this way, a more varied preview performance (gimmick preview) is possible.

[0368] In addition, a start point position, an intermediate point position, and an end point position are provided within the movement range of the variable performance member 14 defined by the guide hole 142 (see FIG. 44), and the variable performance member 14 stops at each position to be able to rotate back and forth between the standing state and the tilted state, but the positions at which the variable performance member 14 stops (positions at which it can rotate back and forth) are not limited to three positions, and can be one, two, or four or more positions, and can be changed appropriately according to the length of the movement range. In addition, the positions at which the left variable performance member 14L (guide hole 142L) and the right variable performance member 14R (guide hole 142R) stop within the movement range (positions at which it can rotate back and forth between the standing state and the tilted state) can be different. This allows for a variety of gimmick performances.

[0369] [Effects of Example 1] According to the pachinko game machine 1 of the embodiment 1 described above, the variable performance member 14 (14L, 14R) is displaceable within a vertical movement range (one aspect of the "predetermined range") permitted by the guide holes 142 (142L, 142R) provided on the two left and right sides of the frame 141, in front of the display screen 7a capable of displaying various performance images (see FIG. 44). When the variable performance member 14 is located at the start point, the middle point, or the end point (one aspect of the "predetermined position") within the movement range, the flag portion 14a (14aL, 14aR) of the variable performance member 14 becomes visible from the front (one aspect of the "first state"), or the flag portion 14a becomes difficult to see (unvisible) from the front (one aspect of the "second state"). Therefore, it is possible to change not only the position of the variable performance member 14 (flag portion 14a) but also the visibility of the variable performance member 14 (flag portion 14a...

Claims

1. A game control board provided with a game control unit capable of executing control processing related to the progress of a game; a payout control board provided with a payout control unit capable of executing control processing related to the payout of game media; an external terminal board capable of outputting a predetermined external signal to an external device provided outside the gaming machine; A gaming machine configured so that an external signal based on a signal input to the external terminal board is output from the external terminal board to the external device, A detection means is provided for detecting a predetermined event, A signal based on the control processing by the game control unit is output from the game control board and input to the external terminal board via the payout control board, A signal based on the control processing by the dispensing control unit is output from the dispensing control board and input to the external terminal board, A signal based on the detection by the detection means is input to the external terminal board via the dispensing control board. A gaming machine characterized by:

2. The detection means capable of detecting the predetermined event comprises a first detection means capable of detecting a first event, and a second detection means capable of detecting a second event different from the first event, A signal based on the detection by the first detection means is input to the game control board, controlled and processed by the game control board, input to the payout control board, and input to the external terminal board via the payout control board. A signal based on the detection by the second detection means is configured to be input to the external terminal board via the dispensing control board.

2. The gaming machine according to claim 1 .