Game machine

JP2024066019A5Pending Publication Date: 2025-10-27SANSEI R&D KK
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Patent Information

Application Number
JP2022175198
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-11-01
Publication Date
2025-10-27

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player interest through their hold displays, which primarily rely on conventional methods that do not effectively engage players.

Method used

The gaming machine incorporates a determining mechanism to assess the likelihood of an advantageous state based on numerical information, stores this information as pending data, and displays a hold display in modes with varying degrees of regularity and irregularity to maintain player engagement.

Benefits of technology

This approach enhances player interest by providing dynamic and engaging hold displays that signal the likelihood of advantageous outcomes and the current gaming state, thereby increasing player interaction and enjoyment.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of further improving amusement of games by using reservation displays.SOLUTION: A sub control board CPU analyzes a reservation information command received from a main control board and acquires reservation information. According to an expectation degree indicated by the acquired reservation information, the sub control board CPU determines a display mode of a reservation display corresponding to the acquired reservation information (S556). The display mode determined at S556 includes a display mode which displays a special reservation display under a predetermined regularity. In another case, the sub control board CPU may determine the display mode of the reservation display corresponding to the acquired reservation information, according to a setting situation of a game state (S558). At S558, a mode is determined in which the special reservation display is displayed in a mode different from a predetermined regulation.SELECTED DRAWING: Figure 21
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Description

[Technical field]

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

[0002] Conventionally, there is known a gaming machine that executes a predetermined judgment based on numerical information acquired in response to the establishment of a predetermined condition, stores numerical information for suspending execution of the predetermined judgment as suspended information, and displays a suspended display showing the stored suspended information with a predetermined pattern or the like on a display unit. Patent Document 1 discloses a gaming machine that acquires numerical information based on a ball entering a predetermined winning hole, stores the acquired numerical information up to a predetermined upper limit, and displays a performance suspended image corresponding to the stored numerical information. The display mode of the performance suspended image is changed to a mode showing the expectation of winning a jackpot. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-58590 A Summary of the Invention [Problem to be solved by the invention]

[0004] When the above gaming machine displays four effect pending images, each effect pending image may display one of the four letters, "Preparation", "Ready", "O", or "K", and the four letters may be combined to display "Ready OK". In this way, further effects that use the pending displays to increase the interest of the game are eagerly awaited.

[0005] The present invention aims to provide a gaming machine that can further increase the interest of the game by using a hold display. [Means for solving the problem]

[0006] The gaming machine of the present invention comprises a determination means for executing an advantageous determination to determine whether an advantageous state advantageous to a player will occur based on numerical information acquired in response to the establishment of a predetermined trigger, a hold means for storing the numerical information for which the execution of the advantageous determination is pending as hold information, a hold display means for displaying a hold display indicating each of the pending information stored by the hold means, an acquisition means for acquiring an expectation level for determining that the advantageous state will occur by the advantageous determination executed on the pending information, a setting means for setting one of a plurality of gaming states having different advantageous levels for the player, and a determination means for determining a display mode of the hold display, wherein the determination means can determine to display the hold display in a first mode, which is a display mode having a predetermined regularity, in accordance with the expectation level, and can determine to display the hold display in a second mode in accordance with a setting status of the gaming state, and the second mode has an appearance common to the first mode but deviates from the predetermined regularity of the first mode.

[0007] It has been a common practice for the display mode of the reserved display to change according to the degree of expectation that an advantageous state will be generated by the advantageous judgment. The gaming machine according to the present invention determines the display mode of the reserved display to a first mode having a predetermined regularity according to the degree of expectation. Therefore, a player playing the gaming machine according to the present invention can recognize that the reserved display adopts the first mode according to the degree of expectation. On the other hand, the gaming machine according to the present invention has a plurality of game states with different degrees of advantage for the player, determines the display mode of the reserved display to a second mode according to the setting status of the game state, and can display the reserved display of the determined second mode. The second mode has an appearance common to the first mode, but is a mode that deviates from the predetermined regularity of the first mode. Therefore, the gaming machine according to the present invention can make a player who sees the reserved display of the second mode realize that the reserved display is not the first mode and can draw attention to the reserved display. The gaming machine according to the present invention displays the reserved display in the second mode according to the setting status of the game state. In this way, the gaming machine according to the present invention can suggest the setting status of the game state to the player who notices that the reserved display is in the second mode instead of the first mode. Therefore, the gaming machine according to the present invention can further increase the interest of the game by using the reserved display.

[0008] The specified regularity in the first aspect is established by displaying a specific hold display, which is a specific hold display corresponding to the order in which the hold information was stored by the hold means, and the second aspect may display one of the specific hold displays in a manner that deviates from the specified regularity.

[0009] In this case, when the gaming machine displays a specific reserve display in a manner different from the specific reserve display corresponding to the order in which the reserve information was stored, the gaming machine can make the player recognize that the reserve display is displayed in the second manner. Therefore, while the gaming machine attracts the player's attention to the reserve display being displayed in the first manner, when the reserve display is displayed in the second manner, the gaming machine can make the player aware of this and arouse the player's interest in the setting status of the game state.

[0010] The specified trigger is established in response to a game ball entering a specified ball entry section configured to allow the game ball to enter when the holding means is in a state where the holding information is capable of storing the holding information, and the determination means may be capable of determining the display mode of the hold display to be the second mode when the customer waiting state continues in which the holding information is not stored in the holding means.

[0011] In this case, the gaming machine can determine the display mode of the hold display to be the second mode in the waiting state and display the hold display in the second mode. Therefore, the gaming machine can make a player who starts playing from the waiting state interested in whether the hold display is displayed in the second mode, i.e., in the setting status of the game state.

[0012] The gaming machine is equipped with a performance storage means for storing a plurality of gaming performances as performances of the gaming machine, the performances having different degrees of advantage for a player, and a performance setting means for setting one of the plurality of gaming performances stored by the performance storage means, and the setting status of the gaming state may include which of the plurality of gaming performances has been set.

[0013] In this case, the gaming machine can use the hold display to suggest to the player not only the expectation that the advantageous state will occur, but also which of the multiple game performances is set. Therefore, the gaming machine can enhance the interest of the game by expanding the function of the hold display.

[0014] The gaming machine may be equipped with a game state transition means for transitioning the game state from a first of the plurality of game states to a second game state different from the first game state depending on the number of times the advantageous judgment is executed by the judgment means, and the determination means may be capable of determining the display mode of the pending display to be the second mode depending on the number of times the advantageous judgment is executed in the first game state required to transition from the first game state to the second game state.

[0015] In this case, the gaming machine can use the hold display to suggest to the player not only the expectation that the advantageous state will occur, but also the ease of transition from the first gaming state to the second gaming state. Therefore, the gaming machine can enhance the interest of the game by expanding the function of the hold display. [Brief description of the drawings]

[0016] [Figure 1] FIG. 1 is a front view of a pachinko machine 1. [Diagram 2] 2 is a block diagram showing the electrical configuration of the pachinko machine 1. FIG. [Diagram 3] A conceptual diagram showing the special chart 1 jackpot related information storage area of ​​RAM52. [Figure 4] 13 is a conceptual diagram showing a big win determination table stored in ROM 53. FIG. [Diagram 5] 13 is a conceptual diagram showing a special symbol determination table stored in ROM 53. FIG. [Figure 6] 13 is a conceptual diagram showing a variation pattern determination table stored in ROM 53. FIG. [Figure 7] 4 is a flowchart of a main process performed in a main control board 41. [Figure 8] 4 is a flowchart of a power-on process performed in the main process. [Figure 9] 9 is a flowchart continuing from FIG. 8. [Figure 10] 13 is a flowchart of special symbol processing performed in the main processing. [Figure 11] 11 is a flowchart continuing from FIG. 10. [Figure 12] 12 is a flowchart continuing from FIG. 11. [Figure 13] 13 is a flowchart of a game state transition process performed in special pattern processing. [Figure 14] 14 is a flowchart continuing from FIG. 13. [Figure 15] 13 is a flowchart of the special electric device processing performed in the main processing. [Figure 16]13 is a flowchart of sub-control board processing carried out in the sub-control board 58. [Figure 17] 17 is a flowchart continuing from FIG. 16. [Figure 18] 13 is a flowchart of a sub-power-on process performed in the sub-control board process. [Figure 19] FIG. 11 is an explanatory diagram showing an example of a standby image 119. [Figure 20] 13 is a flowchart of a sub-return process performed in the sub-power-on process. [Figure 21] This is a flowchart of the hold display processing performed in the sub-control board processing. [Figure 22] A conceptual diagram showing a hold display mode determination table stored in ROM 583. [Figure 23] 13 is a conceptual diagram showing a setting stage suggestion determination table stored in ROM 583. FIG. [Figure 24] 13 is a flowchart of the notification performance execution processing performed in the sub-control board processing. [Diagram 25] An explanatory diagram showing an example of when the first hold display is displayed. [Figure 26] FIG. 27 is an explanatory diagram following FIG. 25. [Figure 27] FIG. 13 is a conceptual diagram showing a required number determination table stored in a ROM 583 of the second embodiment. [Figure 28] An explanatory diagram showing an example of when the first hold display is displayed in the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0017] A pachinko machine 1, which is a first embodiment of a gaming machine according to the present invention, will be described below with reference to the drawings. First, the mechanical configuration of the pachinko machine 1 will be described with reference to FIG. 1. In the following description, the front side, back side, upper side, lower side, left side, and right side of FIG. 1 are respectively the front side, rear side, upper side, lower side, left side, and right side of the pachinko machine 1. The pachinko machine 1 is a so-called old type 1 gaming machine equipped with a special pattern. The technology disclosed in this application can be applied to gaming machines of various gaming specifications, such as old type 2 type, type 1 and type 2 mixed type, and general electric type, as long as the gaming machine can display, on a display means that displays images, a display corresponding to a reserved random number that is reserved without performing a judgment performed in the gaming machine, such as a jackpot judgment or a normal winning judgment.

[0018] As shown in FIG. 1, the pachinko machine 1 comprises a gaming machine frame 30 and a gaming board 2. The gaming machine frame 30 comprises a front frame 31, and a main frame and an outer frame, which are not shown. The outer frame is a frame member for fixing the pachinko machine 1 to the island equipment of a hall. The main frame is a frame body for attaching the gaming board 2 and the like. The main frame is attached to the outer frame so as to be openable and closable. The front frame 31 is attached to the main frame so as to be openable and closable. A transparent plate, which is not shown, is detachably fixed to the front frame 31. The transparent plate is, for example, a glass plate. The front frame 31, together with the transparent plate, covers the gaming board 2 from the front.

[0019] The front frame 31 includes a launch handle 32, an upper tray 33, a lower tray 34, a performance button 35, a performance lever 36, a frame lamp 38, and a speaker 39. The launch handle 32 is provided at the lower right of the front frame 31. The launch handle 32 is configured so that a player can rotate it. When a player rotates the launch handle 32 to perform a launch operation, a game ball is launched by a game ball launching device 37 shown in FIG. 2 with a strength according to the rotation angle of the launch handle 32. The upper tray 33 is provided at the lower center of the front frame 31. The upper tray 33 supplies metallic game balls to the game ball launching device 37 and receives prize balls. The lower tray 34 is provided below the upper tray 33. The lower tray 34 receives prize balls. The performance button 35 is provided on the upper surface of the upper tray 33. The performance button 35 is configured so that a player can press it. The effect lever 36 is provided at the lower left of the front frame 31. The effect lever 36 is configured so that the player can rotate it left and right and push it backwards. The frame lamp 38 is a decorative part provided at the upper, left and right parts of the front frame 31. The frame lamp 38 has a built-in light source such as an LED and performs various effects using light. The speakers 39 are provided at the left and right corners of the upper part of the front frame 31. The speakers 39 output various sounds such as music, voice and sound effects.

[0020] The game board 2 is a plate-like shape that is approximately square when viewed from the front. On the front of the game board 2, a game area 4 that is approximately circular and surrounded by a guide rail 3 is formed. The guide rail 3 is formed on the left side of the game area 4. A center ornament 21 is provided in approximately the center of the game area 4. Game balls launched by the game ball launching device 37 are guided to the game area 4 by the guide rail 3 and flow down within the game area 4. Game balls launched with a launch strength less than a predetermined strength flow down the left side of the center ornament 21, and game balls launched with a launch strength equal to or greater than the predetermined strength flow down the right side of the center ornament 21. Hereinafter, launching a game ball so that the game ball flows down the left side of the center ornament 21 is referred to as a "left hit", and launching a game ball so that the game ball flows down the right side of the center ornament 21 is referred to as a "right hit".

[0021] The center decoration 21 mainly includes a display screen 28. The display screen 28 is disposed in the approximate center of the center decoration 21. The display screen 28 is an image display means constituted by, for example, an LCD, and can display numbers, letters, various moving images, and the like. Various types of display screens, such as organic EL and dot matrix, may be used for the display screen 28. The display screen 28 can execute a notification performance. The notification performance is a performance that notifies the player of the result of the jackpot determination by performing a pattern change that displays a combination of the performance patterns 100 indicating the result of the jackpot determination described later after varying the performance patterns 100, which are performance patterns shown in FIG. 25. In addition, the center decoration 21 has a built-in board lamp 27 shown in FIG. 2, which is constituted by a light source such as an LED. The center decoration 21 executes various performances using light by the board lamp 27.

[0022] A first start hole 14 is provided at approximately the center below the center ornament 21. The first start hole 14 functions as a start hole for a first special pattern, which will be described later. A large prize hole 16 is provided at the lower right of the first start hole 14. The large prize hole 16 is configured as a prize hole related to a so-called special electric device (a device that changes the size of the prize hole based on the result of a large prize determination). The large prize hole 16 has an opening and closing member 161 that extends longitudinally in the left-right direction and is configured to open and close the entrance of the large prize hole 16. A game ball can win a prize in the large prize hole 16 only when the opening and closing member 161 is opened. The opening and closing member 161 of the large prize hole 16 is electrically opened and closed by the large prize hole solenoid 70 shown in FIG. 2. The opening and closing member 161 of the large prize hole 16 is opened in a large prize game, which will be described later.

[0023] A gate 12 through which the game ball can pass is provided to the right of the center ornament 21. The gate 12 is an operating gate for a normal pattern. A second start port 15 is provided below the gate 12. The second start port 15 functions as a start port for a second special pattern, which will be described later. The second start port 15 is configured as a winning port related to a so-called normal electric device (a device that changes the size of the entrance of the winning port based on the result of a normal winning judgment). The second start port 15 is one-wing shaped and includes an opening / closing member 151 configured to open and close the entrance of the second start port 15. The game ball can win in the second start port 15 only when the opening / closing member 151 is opened. The opening / closing member 151 of the second start port 15 is electrically opened and closed by the second start port solenoid 69 shown in FIG. 2. The opening / closing member 151 of the second start port 15 is opened in a normal winning game, which will be described later.

[0024] A symbol display section 29 is provided at the lower right of the game board 2. The symbol display section 29 includes a first special symbol display section, a second special symbol display section, a normal symbol display section, a first special symbol memory number display LED, a second special symbol memory number display LED, and a normal symbol memory number display LED. The first special symbol display section and the second special symbol display section each include a plurality of LEDs. The first special symbol display section notifies the result of the jackpot determination executed when the game ball enters the first starting hole 14 by displaying a variable display such as blinking the LEDs, and then displaying the LEDs as a predetermined combination by confirming the lighting and extinguishing. Each of the combinations confirmed and displayed on the first special symbol display section is referred to as a first special symbol. Hereinafter, the jackpot determination executed when the game ball enters the first starting hole 14 is referred to as a "special symbol 1 jackpot determination." The second special symbol display unit notifies the result of the jackpot determination executed when the gaming ball enters the second starting hole 15 by displaying the same variable display as the first special symbol display unit, and then displaying the LEDs turning on and off as a predetermined combination. Each of the combinations displayed on the second special symbol display unit is referred to as a second special symbol. Hereinafter, the jackpot determination executed when the gaming ball enters the second starting hole 15 is referred to as a "special symbol 2 jackpot determination." Hereinafter, when the first special symbol and the second special symbol are collectively referred to, they are simply referred to as special symbols.

[0025] The normal symbol display unit notifies the result of the normal win determination that is executed when the game ball passes through the gate 12 by displaying a variable display similar to that of the special symbol, and then displaying the LEDs turning on and off as a predetermined combination. Each of the combinations that are displayed on the normal symbol display unit is called a normal symbol. The first hold number display LED displays the first hold number, which is the number of times that the execution of the special symbol 1 jackpot determination is pending. The second hold number display LED displays the second hold number, which is the number of times that the execution of the special symbol 2 jackpot determination is pending. The normal hold number display LED displays the normal hold number, which is the number of times that the execution of the normal win determination is pending.

[0026] In addition to the above, the game area 4 is provided with an outlet 19, various decorative members, other winning holes, and game nails (not shown). The outlet 19 is provided at the bottom of the game board 2. Of the game balls that flow down the game area 4, those that do not win in the first start hole 14, the second start hole 15, the big winning hole 16, or any of the other winning holes and flow down to the bottom of the game area 4 pass through the outlet 19 and are discharged outside the game area 4.

[0027] In addition, since each game component is arranged as described above in the game area 4, a game ball hit from the left is more likely to enter the first start hole 14 than a game ball hit from the right. It is difficult for a game ball hit from the right to enter the first start hole 14. In addition, a game ball hit from the right is more likely to pass through or enter the gate 12, the second start hole 15, and the big prize hole 16 than a game ball hit from the left. It is difficult for a game ball hit from the left to pass through or enter the gate 12, the second start hole 15, and the big prize hole 16. Therefore, the player plays the game by hitting from the right during the probability change state, time-saving state, and big win game described later, and plays the game by hitting from the left in other cases.

[0028] With reference to FIG. 1, an overview of the game in the pachinko machine 1 will be described. The pachinko machine 1 is provided with a jackpot game and a normal jackpot game. The jackpot game will be described. The jackpot game is executed by the operation of a condition device to operate a consecutive operation device of the accessory. The condition device is a device that is a condition for the operation of the consecutive operation device of the accessory. The consecutive operation device of the accessory is a device for continuously operating a special electric accessory. In this embodiment, the condition device operates when a special pattern indicating a jackpot is displayed on the pattern display unit 29. In this embodiment, the consecutive operation device of the accessory operates when the condition device operates. By the operation of the consecutive operation device of the accessory, a jackpot game is executed in which the opening and closing member 161 of the jackpot opening 16 related to the special electric accessory is opened in a predetermined opening pattern a predetermined number of times. Hereinafter, one unit of repetition in which the opening and closing member 161 of the jackpot opening 16 is opened continuously in a jackpot game is referred to as a "jackpot round". In addition, the total number of jackpot rounds that constitute one jackpot game is referred to as the "number of rounds" below. In addition, the state in which the condition device and the consecutive operation device of the role are operating, that is, the state in which the jackpot game is being played, is called the jackpot game state. In this embodiment, the number of rounds is "4" or "8". Hereinafter, the special symbol that indicates that the result of the jackpot determination is a jackpot is called the jackpot symbol. The special symbol that indicates that the result of the jackpot determination is a miss is called the miss symbol.

[0029] The pachinko machine 1 can set a probability variable state or a non-probability variable state. The probability variable state is a game state in which the probability of being determined as a jackpot in the jackpot determination has changed to a higher probability than normal. The probability of being determined as a jackpot in the jackpot determination is hereinafter referred to as the "jackpot probability". The non-probability variable state is a state in which the probability variable state is not set and the jackpot probability is normal. The pachinko machine 1 has multiple stages of probability settings by combining the jackpot probability in the non-probability variable state and the jackpot probability in the probability variable state. The details of the probability settings will be described later. In this embodiment, the probability variable state is set at a rate of 60% after the end of the jackpot game. Whether or not the probability variable state is set after the end of the jackpot game is determined by the type of special pattern that is determined according to the value of the special pattern determination random number described later. Hereinafter, the type of special pattern that is set to the probability variable state after the end of the jackpot game is referred to as the "probability variable jackpot pattern". The type of special pattern that is set to the non-probability variable state after the end of the jackpot game is referred to as the "non-probability variable jackpot pattern". The set probability variable state continues until the next big win game is executed. In this embodiment, when a big win game is executed, in addition to the probability variable state, a time-saving state described later may be set after the big win game ends.

[0030] A normal winning game will be described. A normal winning game is executed when a normal symbol indicating that the result of the normal winning judgment is a winning symbol is displayed on the symbol display unit 29. A normal winning judgment is triggered by the passing of a gaming ball through the gate 12. A normal winning game is executed when the opening / closing member 151 of the second starting hole 15 of the normal electric role device is opened in a predetermined opening pattern.

[0031] The pachinko machine 1 sets either a non-time-shortening state or a time-shortening state. The non-time-shortening state is a game state in which the opening / closing member 151 of the second starting hole 15 is opened at a normal frequency. The time-shortening state is a game state in which the opening / closing member 151 of the second starting hole 15 is opened at a higher frequency than in the non-time-shortening state.

[0032] The time-saving state is classified into A time-saving state or B time-saving state according to the trigger of the start of the time-saving state. The A time-saving state is a time-saving state that is set after the end of a jackpot game. The A time-saving state continues while the jackpot state continues in the probability variable state, and continues until the total number of jackpot judgments made in the A time-saving state, that is, the total number of executions of the special chart 1 jackpot judgment and the special chart 2 jackpot judgment, reaches a predetermined A time-saving number in the non-probability variable state. The total number of executions of the special chart 1 jackpot judgment and the special chart 2 jackpot judgment is hereinafter referred to as the judgment number. The A time-saving state ends when the jackpot game state is set again or the judgment number in the A time-saving state reaches the A time-saving number, and a non-time-saving state is set. In this embodiment, the A time-saving number is 100 times.

[0033] The B time-saving state is a time-saving state that is set when the number of judgments, which is counted from the end of the jackpot game and the start of the execution of the jackpot judgment in the non-variable state and the RAM clear process described later, reaches a predetermined upper limit number. In this embodiment, the upper limit number is 601 times. The B time-saving state continues until the number of judgments in the B time-saving state reaches the predetermined B time-saving number. The B time-saving state ends when the jackpot game state is set again or the number of judgments in the B time-saving state reaches the B time-saving number, and the non-time-saving state is set. In this embodiment, the B time-saving number is 300 times.

[0034] In this embodiment, the opening pattern of the opening / closing member 151 of the second starting hole 15 by the normal winning game performed in the non-time-saving state is about 0.1 seconds x 1 time. The probability of being determined as a winning in the normal winning judgment is hereinafter referred to as the "normal winning probability". The normal winning probability in the non-time-saving state is about 1 / 11. Also, the fluctuation time of the normal pattern in the non-time-saving state is about 10 seconds. The opening pattern of the opening / closing member 151 of the second starting hole 15 by the normal winning game performed in the time-saving state is about 1.2 seconds x 3 times. The normal winning probability in the time-saving state is about 10 / 11. Also, the fluctuation time of the normal pattern in the time-saving state is about 2 seconds. Therefore, the player can easily make the game ball enter the second starting hole 15 in the time-saving state than in the non-time-saving state.

[0035] In this embodiment, the pachinko machine 1 sets a time-saving state after the end of a jackpot game. The set time-saving state continues while the probability variable state continues or until the total number of jackpot determinations performed in the time-saving state, i.e., the number of executions of the special chart 1 jackpot determination and the number of executions of the special chart 2 jackpot determination, reaches a predetermined number of time-saving times. That is, the pachinko machine 1 can set a so-called A time-saving state. In this embodiment, the number of time-saving times is 100. The pachinko machine 1 may be configured to be able to set a so-called C time-saving state in addition to this. The C time-saving state is a time-saving state that is set when a specific losing pattern among the losing patterns is displayed as a confirmed pattern in a non-probability variable state.

[0036] The pachinko machine 1 can set multiple types of game states with different degrees of advantage for the player by combining the high probability state, non-high probability state, time-saving state, and non-time-saving state. In this embodiment, one of three game states is set: "normal state," "high probability time-saving state," and "non-high probability time-saving state." The normal state is a combination of the non-high probability state and the non-time-saving state. The high probability time-saving state is a combination of the high probability state and the time-saving state. The non-high probability time-saving state is a combination of the non-high probability state and the time-saving state. The normal state is set as the initial state after the power is turned on for the first time in the pachinko machine 1. In addition, the pachinko machine 1 may have four or more game states, including a "high probability non-time-saving state" that is a combination of the high probability state and the non-time-saving state.

[0037] The electrical configuration of the pachinko machine 1 will be described with reference to Fig. 2. The control unit 40 of the pachinko machine 1 mainly includes a main control board 41, a sub-control board 58, a lamp control board 46, a performance control board 43, a payout control board 45, a relay terminal board 47, and a power supply board 42.

[0038] The main control board 41 is responsible for the main control of the pachinko machine 1. The CPU unit 50 of the main control board 41 is provided with a CPU 51 that performs various arithmetic processing, a RAM 52 that temporarily stores data, and a ROM 53 that stores a control program and the like. The RAM 52 stores game processing information for processing related to the game, such as information such as flags indicating game states such as a probability change state and a time-saving state, information indicating the result of a big win determination, the first reserved number, the second reserved number, and the like. A random number generating circuit 56 and an interrupt signal generating circuit 57 are connected to the CPU unit 50. The random number generating circuit 56 generates random numbers within a predetermined range. The interrupt signal generating circuit 57 generates an interrupt signal every time a clock signal is input from a clock circuit (not shown) that outputs a clock signal of a constant frequency. The main control board 41 executes the main processing of the main control program described later every time an interrupt signal is input from the interrupt signal generating circuit 57.

[0039] In addition, a RAM clear switch 412, a setting key switch 415, and a setting value display unit 416 are mounted on the main control board 41. The RAM clear switch 412 is a switch that is operated when performing a RAM clear process. The RAM clear process is performed to erase game processing information stored in the RAM 52 and to perform initial settings of the RAM 52. The RAM clear switch 412 may be provided on the power supply board 42. The RAM clear switch 412 may be provided on a dedicated board that is provided separately from the main control board 41, the power supply board 42, etc.

[0040] The setting key switch 415 is a switch that can be switched between an ON state and an OFF state using a dedicated setting key. The setting key switch 415 is a switch for changing the stage of the probability setting in the pachinko machine 1. The change of the stage of the probability setting is hereinafter referred to as a setting change. In the pachinko machine 1, the RAM clear switch 412 functions as a switch operated when performing a RAM clear process, and also functions as a switch operated to change the stage of the probability setting in a setting change. In this embodiment, the RAM clear switch 412 has both of the above two functions, but for example, a switch for performing a RAM clear process and a switch for changing the stage of the probability setting may be provided separately. The setting key switch 415 and the RAM clear switch 412 are provided inside a main control board case that covers the main control board 41 inside the main body frame of the pachinko machine 1. An operator such as a hall staff member can operate the setting key switch 415 and the RAM clear switch 412 from the outside by opening the front frame 31. Since the front frame 31 cannot be opened by anyone other than the player or operator, the setting key switch 415 and the RAM clear switch 412 cannot be operated.

[0041] The set value display unit 416 is composed of a 7-segment LED mounted on the main control board 41. The set value display unit 416 is provided inside the main control board case together with the setting key switch 415 and the RAM clear switch 412, and displays a set value which indicates the stage of the probability setting at that time when changing the setting. In this embodiment, the set value is one of "1", "2", "3", "4", "5", and "6". The main control board case is made of a colorless and transparent synthetic resin, so the operator can visually check the information displayed on the set value display unit 416 from outside the main control board case.

[0042] The main control board 41 is connected to the sub-control board 58, the payout control board 45, the relay terminal board 47, the symbol display unit 29, the external terminal board 55, the first start hole switch 61, and the second start hole switch 62 via the I / O interface 54. The display control of the symbol display unit 29 is performed by the CPU 51. The external terminal board 55 outputs information of the pachinko machine 1 to a gaming hall management computer (a so-called hall computer, not shown) that comprehensively manages the gaming machines installed in the pachinko hall. The first start hole switch 61 is provided in the first start hole 14, and when it detects the entry of a gaming ball into the first start hole 14, it outputs a detection signal to the main control board 41. The second start hole switch 62 is provided in the second start hole 15, and when it detects the entry of a gaming ball into the second start hole 15, it outputs a detection signal to the main control board 41.

[0043] The sub-control board 58 includes a CPU 581 that performs various arithmetic processing, a RAM 582 that temporarily stores data, a ROM 583 that stores control programs and the like, and a sound control circuit 585 that controls sound output in the pachinko machine 1. The sub-control board 58 is connected to the lamp control board 46, the performance control board 43, and the speaker 39. The sub-control board 58 performs overall control of the performance and the like in accordance with commands transmitted from the main control board 41.

[0044] The lamp control board 46 is connected to the performance button 35, the performance lever 36, the frame lamp 38, and the board lamp 27. The lamp control board 46 is equipped with an LED driver, not shown, etc. The lamp control board 46 controls the light emitting operation of the frame lamp 38 and the board lamp 27, etc., according to commands received from the sub-control board 58. When the performance button 35 is pressed, it outputs a signal indicating that the pressing operation has been performed. When the performance lever 36 is rotated and pushed, it outputs a signal indicating that the rotation operation and the pushing operation have been performed. The lamp control board 46 relays the signal received from the performance button 35 and the signal received from the performance lever 36 to the sub-control board 58.

[0045] The performance control board 43 includes a CPU 431 that performs various arithmetic processing, an image control circuit 435 that controls image output to the display screen 28, and a CGROM (not shown) that stores image data. The performance control board 43 controls the display of the display screen 28 in accordance with commands transmitted from the sub-control board 58.

[0046] The payout control board 45 includes a CPU 45a, etc. The payout control board 45 controls the operation of the prize ball payout device 49 in response to a command transmitted from the main control board 41, and causes the prize ball payout device 49 to pay out a predetermined number of game balls as prize balls.

[0047] The relay terminal board 47 is connected to the second start port solenoid 69, the large prize port solenoid 70, the gate switch 74, and the large prize port switch 76. The second start port solenoid 69 opens and closes the opening / closing member 151 of the second start port 15 during normal winning play. The large prize port solenoid 70 opens and closes the opening / closing member 161 of the large prize port 16 during big prize play. The gate switch 74 is provided in the gate 12, and when it detects the passage of a game ball into the gate 12, it outputs a detection signal to the main control board 41. The large prize port switch 76 is provided in the large prize port 16, and when it detects the entry of a game ball into the large prize port 16, it outputs a detection signal to the main control board 41.

[0048] The power supply board 42 is connected to the main control board 41 and the game ball launcher 37, and supplies each board and the game ball launcher 37 with stabilized DC power. The game ball launcher 37 launches one game ball at a time into the game area 4 at regular intervals (approximately 0.6 seconds in this embodiment). The power supply board 42 is provided with a power switch 423. The power switch 423 is a switch that is operated to turn the power of the pachinko machine 1 on and off.

[0049] With reference to FIG. 3, the special chart 1 big win related information storage area of ​​the RAM 52 will be described. The special chart 1 big win related information storage area is used in the special pattern processing of the main processing described later in FIG. 10 to FIG. 12. The special chart 1 big win related information storage area is provided with a plurality of storage areas corresponding to the maximum first reserved number. In this embodiment, the maximum first reserved number, which is the upper limit of the first reserved number that can be stored, is "4". For this reason, the special chart 1 big win related information storage area is provided with four storage areas No. 1 to No. 4. If the first reserved number is less than 4, i.e., 0 to 3, when the game ball enters the first starting hole 14, the random number is stored in order from the smallest numbered storage area.

[0050] The first reserved number is the number of first reserved random numbers stored in the special 1 jackpot related information storage area in a state where the execution of the special 1 jackpot judgment, the determination of the first variation pattern indicating the variation time of the first special pattern, etc. are reserved among the random numbers corresponding to the game ball that entered the first starting hole 14. The CPU 51 shifts the first reserved random number stored in the smallest numbered storage area among the random numbers in the storage areas that have not yet been processed to a judgment area (not shown). The judgment area is a storage area provided in the RAM 52 to store the random numbers for the jackpot judgment, and is used in common for the special 1 jackpot judgment and the special 2 jackpot judgment. The CPU 51 performs various processes such as the special 1 jackpot judgment on the random numbers shifted to the judgment area. When the first reserved random number stored in the smallest numbered storage area is shifted to the judgment area, the random numbers stored in the storage areas after the next number are shifted to the storage area with the next smaller number. After that, the first reserved random number stored in the smallest numbered memory area is shifted sequentially to the judgment area, and the process of the special chart 1 big win judgment and the like is repeated. The various processes for the random numbers stored in the judgment area include, for example, the determination of the notification performance that notifies the result of the special chart 1 big win judgment, and the process of the number of rounds of the big win game that is executed according to the judgment result. The random numbers in the judgment area are erased after the process of the big win judgment and the like is completed.

[0051] Each memory area is provided with a special 1 jackpot random number column in which the value of the jackpot random number is stored, a first special symbol determination random number column in which the value of the special symbol determination random number is stored, and a first variation pattern determination random number column in which the value of the variation pattern determination random number is stored. When the game ball enters the first starting hole 14, the random numbers generated by the random number generating circuit 56 for each type of random number at that time are latched by a hardware circuit and stored in each column. The jackpot random number stored in the special 1 jackpot random number column is used for determining the special 1 jackpot. The special symbol determination random number stored in the first special symbol determination random number column is used to determine the first special symbol. The variation pattern determination random number stored in the first variation pattern determination random number column is used to determine the first variation pattern indicating the variation time of the first special symbol displayed in the first special symbol display section of the symbol display section 29. The jackpot random number, the special symbol determination random number, and the change pattern determination random number that are acquired together with the jackpot random number and stored in the special jackpot related information storage area are collectively referred to as the first random number. The first random number that is stored in the special jackpot related information storage area in a state where the special jackpot determination, the first change pattern determination, and the first special symbol determination are not executed and are reserved is referred to as the first reserved random number. The change time of the special jackpot special symbol is also referred to as the first change time. In addition, random numbers other than those mentioned above, such as a reach random number for determining whether or not to perform the notification performance as a reach performance described later, may be acquired as the first random number when the game ball enters the first starting hole 14.

[0052] Although not shown, the RAM 52 is provided with a special chart 2 jackpot related information storage area. The special chart 2 jackpot related information storage area is also used in the special symbol processing of the main processing. In this embodiment, the special chart 2 jackpot related information storage area is provided with four storage areas corresponding to the maximum second reserved number. The second reserved number is the number of second reserved random numbers stored in a state in which the execution of the special chart 2 jackpot judgment, the determination of the second variation pattern indicating the variation time of the second special symbol, etc., among the random numbers corresponding to the game ball that has entered the second starting hole 15, are reserved. When the game ball enters the second starting hole 15, the random numbers generated by the random number generating circuit 56 for each type of random number at that time are latched by a hardware circuit and stored in each column of the special chart 2 jackpot related information storage area. The special chart 2 jackpot related information storage area, like the special chart 1 jackpot related information storage area, is provided with a special chart 2 jackpot random number column in which the value of the jackpot random number is stored, a second special pattern determination random number column in which the value of the special pattern determination random number is stored, and a second fluctuation pattern determination random number column in which the value of the fluctuation pattern determination random number is stored.

[0053] The CPU 51 shifts the random number stored in the smallest memory area among the random numbers in the memory areas that have not yet been processed to the aforementioned judgment area. The CPU 51 performs various processes such as special chart 2 jackpot judgment on the random numbers shifted to the judgment area. The jackpot random number, the special symbol determination random number and the variation pattern determination random number acquired together with the jackpot random number and stored in the special chart 2 jackpot related information memory area are collectively referred to as the second random number. The variation time of the second special symbol is also referred to as the second variation time.

[0054] In the following explanation, the jackpot random numbers used to determine the special 1 jackpot are also referred to as the special 1 jackpot random numbers. The jackpot random numbers used to determine the special 2 jackpot are also referred to as the special 2 jackpot random numbers. The fluctuation pattern determining random numbers used to determine the first fluctuation pattern are also referred to as the first fluctuation pattern determining random numbers. The fluctuation pattern determining random numbers used to determine the second fluctuation pattern are also referred to as the second fluctuation pattern determining random numbers. The special pattern determining random numbers used to determine the first special pattern are also referred to as the first special pattern determining random numbers. The special pattern determining random numbers used to determine the second special pattern are also referred to as the second special pattern determining random numbers.

[0055] In the pachinko machine 1, the first and second variation times are equal to the presentation time of the notification presentation that notifies the player of the results of the special chart 1 jackpot determination and the special chart 2 jackpot determination. The sub-control board 58 controls the notification presentation according to the variation pattern determined by the main control board 41. Specifically, the main control board 41 starts the variation of the first special symbol according to the first variation pattern based on the first variation pattern determination random number. The main control board 41 starts the variation of the second special symbol according to the second variation pattern based on the second variation pattern determination random number. The sub-control board 58 controls the start of the variation display of the performance symbol 100 in synchronization with the start of the variation of the first special symbol and the second special symbol. When the first variation time ends, the main control board 41 displays the first special symbol that has been varied for a predetermined special symbol determination display time. In this embodiment, the special symbol determination display time is 0.8 seconds. Furthermore, when the variation time of the second special symbol ends, the main control board 41 displays the second special symbol that has been varied for a predetermined special symbol determined display time. The sub-control board 58 displays the performance symbol 100 in synchronization with the special symbol determined display time. The sub-control board 58 also controls the execution of the notification effect synchronized with the variation time of the special symbol by the display screen 28, the board lamp 27, the frame lamp 38, the speaker 39, etc., in addition to the performance symbol 100. Hereinafter, the notification effect synchronized with the variation time of the first special symbol is referred to as the first notification effect. The notification effect synchronized with the variation time of the second special symbol is referred to as the second notification effect.

[0056] Although not shown, the RAM 52 is provided with a normal win related information storage area for storing a normal win random number obtained when the game ball passes through the gate 12. The normal win related information storage area is also configured in the same manner as the special chart 1 jackpot related information storage area. In this embodiment, the normal win related information storage area is provided with four storage areas corresponding to the maximum normal reserve number "4", which is the upper limit of the normal reserve number that can be stored. The storage areas are provided with a normal win random number column in which the value of the normal win random number is stored, and a normal symbol determination random number column in which the value of the normal symbol determination random number is stored. The normal win random number is used for normal win judgment. The normal symbol determination random number is used to determine the normal win symbol.

[0057] The jackpot determination table stored in the ROM 53 will be described with reference to FIG. 4. The jackpot determination table defines a jackpot determination value, which is a value of a jackpot random number from which a jackpot determination result is derived, among jackpot random numbers having values ​​from 0 to 65535. In this way, the determination table defines the jackpot probability at which a jackpot is determined by the jackpot determination. The pachinko machine 1 determines whether the result of the jackpot determination is a jackpot or a miss by referring to the jackpot determination table.

[0058] The jackpot determination table includes a special chart 1 jackpot determination table and a special chart 2 jackpot determination table. The special chart 1 jackpot determination table includes multiple probability settings based on a combination of the jackpot probability in a non-variable state and the jackpot probability in a variable state. In this embodiment, six probability settings are provided, from setting 1 to setting 6. The six probability settings have the highest jackpot probability in setting 6, and the jackpot probability decreases stepwise as the numbers indicating the stages decrease in the order of setting 5, setting 4, setting 3, setting 2, and setting 1. In the following, a jackpot determined to be a jackpot by jackpot determination in a normal state is referred to as a "first hit." The higher the jackpot probability in a non-variable state, the fewer the number of jackpot determinations that are made from the start of play in the normal state until a jackpot is determined to be a jackpot. In other words, when the probability setting is setting 6, it is easiest to get a first hit. When the probability setting is setting 1, it is hardest to get a first hit. In addition, the higher the probability of winning in the probability variable state, the fewer the number of jackpot judgments that are made before a jackpot is determined after the probability variable state is set. In other words, when the probability setting is set to 6, the jackpot judgment result is more likely to be obtained at a stage where the number of jackpot judgments made after the probability variable state is set is fewer. Therefore, the higher the probability setting stage, the more advantageous the state is set for the player.

[0059] The special chart 1 jackpot determination table defines the jackpot determination value, and in setting 1, the jackpot probability in the non-probability state is 1 / 240.059, and in the probability state is 1 / 24.006. In setting 1, the jackpot probability in the probability state is about 10 times that in the non-probability state. This ratio is common to all probability setting stages. In setting 2, the jackpot probability in the non-probability state is 1 / 230.761, and in the probability state is 1 / 23.076. In setting 3, the jackpot probability in the non-probability state is 1 / 222.912, and in the probability state is 1 / 22.291. In setting 4, the jackpot probability in the non-probability state is 1 / 214.872, and in the probability state is 1 / 21.487. In setting 5, the probability of a jackpot in a non-probability mode is 1 / 207.392, and the probability of a jackpot in a probability mode is 1 / 20.739. In setting 6, the probability of a jackpot in a non-probability mode is 1 / 200.415, and the probability of a jackpot in a probability mode is 1 / 20.042. The special chart 2 jackpot determination table, like the special chart 1 jackpot determination table, defines the jackpot probability for each probability setting stage from setting 1 to setting 6.

[0060] The special symbol determination table stored in the ROM 53 will be described with reference to FIG. 5. The pachinko machine 1 determines the first special symbol indicating the result of the special symbol 1 jackpot determination and the second special symbol indicating the result of the special symbol 2 jackpot determination by referring to the special symbol determination table. In particular, the special symbol determination table defines the jackpot symbols of the first special symbol and the second special symbol. The special symbol determination table associates each of the multiple jackpot symbols with a value (0 to 99) of the special symbol determination random number. If the result of the jackpot determination is a miss, a predetermined miss type is determined.

[0061] The first special symbols include two types of jackpot symbols: "4R normal jackpot A" and "4R special jackpot A". "4R normal jackpot A" is a non-special jackpot symbol. "4R special jackpot A" is a special jackpot symbol. The ratio of jackpot symbols among the first special symbols is 40% for "4R normal jackpot A" and 60% for "4R special jackpot A". The number of rounds of jackpot play executed in response to the determination of "4R normal jackpot A" and "4R special jackpot A" is "4".

[0062] The second special symbols include three types of jackpot symbols with symbol names: "4R normal jackpot B", "4R variable probability jackpot B" and "8R variable probability jackpot". "4R normal jackpot B" is a non-variable probability jackpot symbol. "4R variable probability jackpot B" and "8R variable probability jackpot" are variable probability jackpot symbols. The ratio of jackpot symbols of the second special symbols is 40% for "4R normal jackpot B", 30% for "4R normal jackpot B", 40% for "4R normal jackpot B", and 30% for "8R normal jackpot". The number of rounds of the jackpot game executed in response to the determination of "4R normal jackpot B" and "4R variable probability jackpot B" is "4". The number of rounds of the jackpot game executed in response to the determination of "8R variable probability jackpot" is "8". The ratio of the jackpot symbols with these symbol names to be determined is an example, and may be changed arbitrarily.

[0063] The special symbol determination table has a "game state after the end of the jackpot game" column, and defines the game state that is set after the end of the jackpot game due to the determination of the jackpot symbol in association with the symbol name. The special symbol determination table also defines the end condition, which is the condition for ending the set game state, in association with the symbol name.

[0064] When a 4R regular jackpot A is determined as the first special symbol, a non-probability time-saving state is set as the A time-saving state after the corresponding jackpot game ends. The set non-probability time-saving state continues until the number of judgments in the non-probability time-saving state reaches 100, which is the A time-saving count. After that, the time-saving state ends and the game state transitions to the normal state. When a 4R probability time-saving state A is determined as the first special symbol, a probability time-saving state is set after the corresponding jackpot game ends. The set probability time-saving state continues until the next jackpot game is played.

[0065] If a 4R regular jackpot B is determined as the second special symbol, a non-probability time-saving state will be set after the corresponding jackpot game ends. The non-probability time-saving state that has been set will continue until the number of judgments in the non-probability time-saving state reaches 100, which is the A time-saving number. After that, the time-saving state ends and the game state transitions to the normal state. If a 4R probability time-saving jackpot B or an 8R probability time-saving jackpot is determined as the second special symbol, a probability time-saving state will be set after the corresponding jackpot game ends. The probability time-saving state that has been set will continue until the next jackpot game is played.

[0066] The variation pattern determination table stored in the ROM 53 will be described with reference to Fig. 6. The variation pattern determination table has a plurality of tables according to the result of the big win determination and the game state at the time when the variation pattern is determined. Each of the plurality of tables is assigned one or a plurality of types of variation patterns, and each variation pattern is associated with a value (0 to 511) of the variation pattern determination random number and a variation time of the special symbol.

[0067] When the special chart 1 big win determination is performed, the table division according to the game state at that time and the determination result of the special chart 1 big win determination is referenced, and one first variation pattern corresponding to the value of the first variation pattern determination random number obtained together with the special chart 1 big win random number is determined. When the result of the special chart 1 big win determination in the normal state is a big win, the rate at which the variation pattern is determined increases in the order of "reach performance A" to "reach performance E". "Reach performance" is a notification performance that executes a performance indicating the possibility of a big win after a reach state is formed in which, for example, two of the three performance patterns 100 stop with the same pattern. On the other hand, when the determination result is a miss, the rate at which the variation pattern is determined decreases in the order of "reach performance A" to "reach performance E". Therefore, the expectation that the result of the special chart 1 big win determination will be a big win in the normal state increases in the order of "reach performance A" to "reach performance E". Similarly, the likelihood of a jackpot being determined by the special chart 1 jackpot judgment in the time-saving probability mode increases in the order of "reach performance F" and "reach performance G." The likelihood of a jackpot being determined by the special chart 1 jackpot judgment in the non-time-saving probability mode increases in the order of "reach performance H" and "reach performance I."

[0068] In this embodiment, the variation pattern of the "non-reach" such as "non-reach performance A" is a notification performance that ends without reaching a reach state. In this embodiment, the variation pattern of the "non-reach" is determined only when the result of the jackpot determination is a miss. In the first variation pattern of the "non-reach", the first variation time varies depending on the first reserved number at the start of the variation of the first special symbol. In FIG. 5, the reserved number "0" indicates a case where the first special symbol starts to vary when the game ball enters the first starting hole 14 with the first reserved number being "0". The reserved number "1", "2" or "3" indicates a case where the first special symbol starts to vary based on the first random number with the first reserved number being "1", "2" or "3".

[0069] Even when the game state is a time-saving state with a probability of winning or a time-saving state with no probability of winning, one first variation pattern corresponding to the value of the first variation pattern determination random number obtained together with the special chart 1 jackpot random number is determined according to the result of the jackpot determination, as in the case of the normal state. Although not shown, one or more types of second variation patterns are assigned to each of a plurality of tables according to the game state, similar to the first variation pattern. Each variation pattern is associated with the value (0 to 511) of the second variation pattern determination random number and the second variation time. A table division according to the game state at the time of the special chart 2 jackpot determination and the result of the special chart 2 jackpot determination is referenced, and one second variation pattern corresponding to the value of the second variation pattern determination random number obtained together with the special chart 2 jackpot random number is determined.

[0070] The main control board 41 changes the first special symbol or the second special symbol for a change time determined according to the determined change pattern. When the change pattern is determined, the main control board 41 transmits a change pattern designation command, which is a command that designates the change pattern, to the sub-control board 58. The sub-control board 58 controls the notification effect according to the change pattern designated by the change pattern designation command.

[0071] The operation of the main control board 41 of the pachinko machine 1 will be described with reference to Figs. 7 to 15. The main control of the pachinko machine 1 is performed by a control program stored in the ROM 53. The main processing of the control program shown in Fig. 7 is started in the CPU 51 when the power switch 423 is turned ON to turn ON the power of the pachinko machine 1. Thereafter, the CPU 51 executes the main processing when it detects an interrupt signal generated every 4 ms by the interrupt signal generating circuit 57 shown in Fig. 2. Each step in the flowchart will be abbreviated as "S" below.

[0072] The flags used in the main process will be described. In the main process, an in-operation flag, a big win game state flag, a special symbol display state flag, a sure-win flag, an A time-saving flag, a B time-saving flag, a customer waiting flag, and the like are used. These flags are game process information stored in the RAM 52. The in-operation flag is a flag indicating whether the pachinko machine 1 is in operation. The in-operation flag becomes "OFF" when the power switch 423 is operated to the OFF state to turn off the power of the pachinko machine 1. The in-operation flag becomes "ON" with the execution of a power-on process (S2) described later, which is executed when the power switch 423 is operated to the ON state to turn on the power of the pachinko machine 1. Hereinafter, the processes from S11 to S20 in the main process, which are executed when the in-operation flag is "ON", are also referred to as in-operation processes.

[0073] The jackpot game state flag is a flag indicating whether or not the game is in a jackpot game state, and is "ON" when the game is in a jackpot game state, and is "OFF" when the game is not in a jackpot game state. The special symbol display state flag is stored as "1" when either the first special symbol or the second special symbol is changing (changing), as "2" when either one is displayed as a fixed symbol (displaying as a fixed symbol), and as "0" when neither is changing or displayed as a fixed symbol. The probability variation flag is a flag indicating whether or not the game is in a probability variation state, and is stored as "ON" when "1" is stored in the probability variation state, and is stored as "OFF" when "0" is stored in the non-probability variation state. The A time reduction flag is a flag indicating whether or not the game is in the aforementioned A time reduction state, and is stored as "ON" when "1" is stored in the A time reduction state, and is stored as "ON" when "A time reduction state" is set, and is stored as "OFF" when "0" is stored in the A time reduction state. The B time-saving flag is a flag indicating whether the pachinko machine 1 is in the B time-saving state described above, and when the B time-saving state is set, "1" is stored and the flag is "ON", and when the B time-saving state ends, "0" is stored and the flag is "OFF". In the following, when the A time-saving flag and the B time-saving flag are collectively referred to, they are simply referred to as time-saving flags. The customer waiting flag is a flag that is set to identify the customer waiting state, which is a state in which there are no first reserved random numbers and second reserved random numbers stored to perform a jackpot determination and no game is being played. When the pachinko machine 1 is in the customer waiting state, the customer waiting flag is stored and the flag is "ON", and when the pachinko machine 1 is not in the customer waiting state, the flag is stored and the flag is "OFF".

[0074] When the main processing starts, the CPU 51 determines whether the operation flag is "ON" (S1). Immediately after the power of the pachinko machine 1 is turned on, the operation flag is "OFF". If the operation flag is "OFF" (S1: NO), the power-on process is executed (S2), and the main processing ends.

[0075] With reference to FIG. 8 and FIG. 9, the power-on process shown in S2 of FIG. 7 will be described in detail. When the power-on process starts, the CPU 51 executes an initialization process associated with power-on (S21). Specifically, the CPU 51 executes a wait process for waiting for the sub-control board 58 and the like to become operable. The CPU 51 sets an access permission to the RAM 52 (S22). This enables writing and reading of game processing information to the RAM 52. The CPU 51 refers to a setting value that indicates a stage of the probability setting stored in the RAM 52, and generates a setting value notification command for notifying the setting value. The CPU 51 sets the generated setting value notification command in a command buffer provided in the RAM 52 (S23). In this embodiment, the setting value corresponding to the probability setting stage of "setting 1" is "1". Similarly, the setting values ​​corresponding to the probability setting stages of "setting 2" to "setting 6" are "2" to "6", respectively.

[0076] The commands set in the command buffer of RAM 52 are transmitted to sub-control board 58, dispensing control board 45, relay terminal board 47, etc. in the order in which they were set in the command buffer. Note that the main processing may be provided with a command transmission process that transmits the commands set in the command buffer in the previously executed main processing to sub-control board 58, etc. In this case, the commands set in the command buffer may be transmitted to sub-control board 58, etc., for each interruption of the main processing by the command transmission process in the order in which they were set in the command buffer.

[0077] The CPU 51 determines whether the setting key switch 415 is in the ON state (S24). In this process, the CPU 51 determines whether the setting key switch 415 is in the ON state when the power of the pachinko machine 1 is turned on. If the setting key switch 415 is in the ON state (S24: YES), the CPU 51 determines whether the RAM clear switch 412 is in the ON state (S25). In this process, the CPU 51 determines whether both the setting key switch 415 and the RAM clear switch 412 are in the ON state when the power switch 423 is turned ON to switch the power of the pachinko machine 1 from OFF to ON.

[0078] When the RAM clear switch 412 is in an ON state (S25: YES), the game processing information stored in the use area of ​​the RAM 52 is cleared, and a predetermined initial value is stored in the RAM 52, and other initial settings of the RAM 52, i.e., a RAM clear process is performed (S26). By performing the RAM clear process, various flags stored in the RAM 52, such as a big win game state flag, a probability change flag, and a time-saving flag, become "OFF". Various counters, such as an A time-saving count counter and a B time-saving count counter, which will be described later, are provided in the RAM 52. By performing the RAM clear process, the values ​​stored in these counters are cleared to "0". In addition, the judgment count counter is set to the aforementioned upper limit count of "601" as an initial value. The CPU 51 generates a RAM clear notification command for notifying that the RAM clear process has been performed, and sets the generated RAM clear notification command in the command buffer (S28).

[0079] The CPU 51 refers to the setting values ​​stored in the RAM 52 and displays the referred setting values ​​on the setting value display unit 416 (S29). In this embodiment, the setting values ​​stored in the RAM 52 are retained without being erased by the RAM clear process.

[0080] The CPU 51 judges whether the RAM clear switch 412 has been operated within a predetermined period (S31). If the RAM clear switch 412 has been operated within the predetermined period (S31: YES), the CPU 51 updates the display value displayed on the set value display unit 416 by one step (S32). That is, if the set value display unit 416 displayed "1" in S29, the CPU 51 updates the set value by one step to "2". If the set value display unit 416 displayed "2" in S29, the CPU 51 updates the set value by one step to "3". If the set value display unit 416 displayed "6" in S29, the CPU 51 updates the set value by one step to "1". The CPU 51 returns the process to S29, and thereafter repeats the processes of S29, S31 and S32 until the determination in S31 is NO. This allows the CPU 51 to allow an operator or the like to perform a setting change operation for changing the setting values ​​of the pachinko machine 1.

[0081] The setting change operation is ended by turning the setting key switch 415 to the OFF state. If the RAM clear switch 412 has not been operated within a predetermined period of time (S31: NO), the CPU 51 judges whether the setting key switch 415 has been turned OFF (S33). If the setting key switch 415 is in the ON state (S33: NO), the CPU 51 returns the process to the judgment of S31. Thereafter, the judgment of S31 is repeated until the judgment of S33 is "YES."

[0082] If the setting key switch 415 is in the OFF state (S33: YES), the CPU 51 converts the display value displayed on the setting value display unit 416 into a setting value and stores it in the RAM 52 (S35). That is, the setting value stored in the RAM 52 is changed. The CPU 51 generates a setting value notification command to notify the changed setting value, and sets it in the command buffer (S36). The setting value notification commands set in the command buffer are sequentially transmitted to the sub-control board 58. Thereafter, the CPU 51 displays a predetermined base value indicating that the setting change operation has ended on the setting value display unit 416 (S38). The CPU 51 sets the operation flag to "ON" (S39), and ends the power-on process. In this manner, the setting change operation ends.

[0083] On the other hand, if the RAM clear switch 412 is in the OFF state (S25: NO), the CPU 51 refers to the setting value stored in the RAM 52 and displays the referred setting value on the setting value display section 416 (S41). The CPU 51 judges whether the setting key switch 415 is in the OFF state (S42). If the setting key switch 415 remains in the ON state (S42: NO), the CPU 51 repeats the judgment of S42 until the setting key switch 415 is in the OFF state. If the setting key switch 415 is in the OFF state (S42: YES), the CPU 51 executes a recovery process which is a process for recovering the sub-control board 58 and the like to the state before the power supply is cut off (S45). Even after the power supply of the pachinko machine 1 is completely cut off, the power supply board 42 supplies the main control board 41 with data storage and retention power for the RAM 52. Therefore, the data stored in the RAM 52 before the power supply is cut off is retained as it is for a predetermined period of time, that is, is backed up. In the recovery process, various commands are generated to recover the sub-control board 58 and the like to the state before power was cut off, according to the data backed up in the RAM 52 of the main control board 41 that has been restored to the state before power was cut off. The data backed up in the RAM 52 of the main control board 41 that has been restored to the state before power was cut off is hereinafter referred to as backup data. The backup data includes information such as commands set in the command buffer and flags stored in the RAM 52 before power was cut off.

[0084] In the return process, a game state command for notifying the game state is generated based on the state of the jackpot game state flag, the probability change flag, and the time-saving flag, and the generated game state command is set in the command buffer of the RAM 52. Details will be described later, but in the operation process, when the jackpot game state flag changes from "OFF" to "ON" and the jackpot game state starts, a game state command notifying the start of the jackpot game state is generated and set in the command buffer. The transmission of a game state command notifying the start of the jackpot game state to the sub-control board 58 is called a jackpot game state start notification. In the return process, if the jackpot game state flag is "ON" in the backup data, a jackpot game state start notification is performed to notify the sub-control board 58 that the jackpot game state has already started.

[0085] In the operation process, when the probability variable flag changes from "OFF" to "ON" and the probability variable state starts, a game state command notifying the probability variable state that the probability variable state will start is generated and set in the command buffer. Also, in the operation process, when the probability variable flag changes from "ON" to "OFF" and the probability variable state ends, a game state command notifying the probability variable state that the probability variable state will end is generated and set. The transmission of a game state command notifying the sub-control board 58 that the probability variable state will start is called a probability variable state start notification. The transmission of a game state command notifying the sub-control board 58 that the probability variable state will end is called a probability variable state end notification. In the return process, when the probability variable flag is "ON" in the backup data, a probability variable state start notification is issued to notify the sub-control board 58 that the probability variable state is currently set. Also, in the return process, when the probability variable flag is "OFF" in the backup data, a probability variable state end notification is issued to notify the sub-control board 58 that the normal state is currently set.

[0086] In the operation process, when the time-saving flag is changed from "OFF" to "ON" and the time-saving state starts, a game state command notifying the start of the time-saving state is generated and set in the command buffer. In addition, in the operation process, when the time-saving flag is changed from "ON" to "OFF" and the time-saving state ends, a game state command notifying the end of the time-saving state is generated and set in the command buffer. The transmission of a game state command notifying the start of the time-saving state to the sub-control board 58 is called a time-saving state start notification. The transmission of a game state command notifying the end of the time-saving state to the sub-control board 58 is called a time-saving state end notification. In the return process, when the time-saving flag is "ON" in the backup data, a time-saving state start notification is issued to notify the sub-control board 58 that the time-saving state is currently set. In addition, in the return process, when the time-saving flag is "OFF" in the backup data, a time-saving state end notification is issued to notify the sub-control board 58 that the normal state is currently set.

[0087] In the operation process, when a special symbol is determined according to the result of the jackpot determination, a stop symbol designation command for notifying the sub-control board 58 of the type of the jackpot symbol or the loss symbol determined as the special symbol is generated and set in the command buffer. In the return process, in order to notify the sub-control board 58 of the type of the determined special symbol, a stop symbol designation command included in the backup data is transmitted to the sub-control board 58. The stop symbol designation command for notifying the sub-control board 58 of the type of the jackpot symbol or the loss symbol determined as the first special symbol is called the first stop symbol designation command. The stop symbol designation command for notifying the sub-control board 58 of the type of the jackpot symbol or the loss symbol determined as the second special symbol is called the second stop symbol designation command. When the state before the power cutoff indicated by the backup data corresponds to the first special symbol being changed, the first stop symbol designation command included in the backup data indicates the type of symbol that will stop (determined display) after the changing first special symbol has finished changing display. When the state before the power is cut off shown in the backup data corresponds to the first special symbol not changing, the first stop symbol designation command included in the backup data indicates the type of the first special symbol that was last confirmed and displayed. When the state before the power is cut off shown in the backup data corresponds to the second special symbol changing, the second stop symbol designation command included in the backup data indicates the type of symbol that will stop (confirmed display) after the changing second special symbol has finished changing. When the state before the power is cut off shown in the backup data corresponds to the second special symbol not changing, the second stop symbol designation command included in the backup data indicates the type of the second special symbol that was last confirmed and displayed.

[0088] The RAM 52 includes a special symbol variation time counter, which is a time counter for measuring the variation time of the first special symbol and the second special symbol. In the process during operation, when the first variation pattern is determined and the first special symbol starts to vary, the variation time of the first special symbol corresponding to the determined first variation pattern is stored in the special symbol variation time counter. Also, when the second variation pattern is determined and the second special symbol starts to vary, the variation time of the second special symbol corresponding to the determined second variation pattern is stored in the special symbol variation time counter. In response to this, the special symbol display state flag is set to "1". The backup data includes the value of the special symbol variation time counter. That is, the backup data stores the remaining time of the variation time of the special symbol before the power is cut off. Thereafter, the value of the special symbol variation time counter is subtracted according to the passage of the variation time of the first special symbol or the second special symbol, and when the value of the special symbol variation time counter becomes "0", it is determined that the variation time of the first special symbol or the second special symbol has ended. Accordingly, a first special symbol stop command or a second special symbol stop command is generated and set, and the special symbol display state flag is set to "2." In the restoration process, the first special symbol stop command and the second special symbol stop command included in the backup data are transmitted to the sub-control board 58. Also, in the restoration process, if neither the first special symbol nor the second special symbol is fluctuating in the state before the power is cut off, the first special symbol stop command and the second special symbol stop command are transmitted to the sub-control board 58.

[0089] After executing the return process (S45), the CPU 51 performs the processes of S38 and S39 described above and ends the power-on process. That is, when the power of the pachinko machine 1 is turned on, if the setting key switch 415 is in the ON state and the RAM clear switch 412 is in the OFF state, the CPU 51 displays the currently set probability setting stage on the setting value display unit 416. This allows the CPU 51 to have the operator perform a setting confirmation operation to confirm the currently set probability setting stage.

[0090] On the other hand, when the setting key switch 415 is in the OFF state (S24: NO), as shown in FIG. 9, the CPU 51 judges whether the RAM clear switch 412 is in the ON state (S51). That is, the operation state of the RAM clear switch 412 when the power supply of the pachinko machine 1 is switched from OFF to ON while the setting key switch 415 is in the OFF state is judged. When it is judged that the RAM clear switch 412 is in the OFF state (S51: NO), the CPU 51 calculates a RAM judgment value (S52). The RAM judgment value is, for example, a checksum value of the used area of ​​the RAM 52. The CPU 51 judges whether the RAM judgment value calculated in S52 is normal (S53). The CPU 51 calculates the RAM judgment value when the power supply of the pachinko machine 1 is cut off, and stores the value. The RAM judgment value calculated when the power supply is cut off is, for example, a checksum value of the used area of ​​the RAM 52, similar to the RAM judgment value calculated in S52. If the RAM judgment value calculated in S52 matches the RAM judgment value stored when the power was cut off, the CPU 51 determines that the calculated RAM judgment value is normal (S53: YES), and executes the same recovery process as S45 (S59). As shown in Fig. 8, the CPU 51 sets the operation flag to "ON" (S39) and ends the power-on process. That is, when the setting key switch 415 and the RAM clear switch 412 are both in the OFF state when the power is turned on for the pachinko machine 1, if the RAM judgment value is normal, the pachinko machine 1 is restored to the state it was in when the power was cut off.

[0091] On the other hand, if it is determined that the RAM clear switch 412 is in the ON state (S51: YES), or if it is determined that the calculated RAM judgment value does not match the RAM judgment value stored at the time of power off and the calculated RAM judgment value is not normal (S53: NO), the CPU 51 executes the same initial setting of the RAM 52 as in S26 (S55). The CPU 51 generates a RAM clear notification command and sets the generated RAM clear notification command in the command buffer (S56). The RAM clear notification command set in the command buffer is sequentially transmitted to the sub-control board 58. Thereafter, as shown in FIG. 8, the CPU 51 sets the in-operation flag to "ON" (S39) and ends the power-on processing. That is, when the setting key switch 415 is in the OFF state and the RAM clear switch 412 is in the ON state when the power of the pachinko machine 1 is turned on, the RAM clear processing is performed, but the setting is not changed.

[0092] Returning to the explanation of FIG. 7, when the main process is started by the next interrupt signal, since the operating flag is "ON" (S1: YES), the CPU 51 executes a switch reading process (S11). In the switch reading process, a process is carried out to detect the passage of a game ball or a win from the detection results of each switch provided at the gate switch 74, first start port switch 61, second start port switch 62, big prize port switch 76, and other prize ports shown in FIG. 2. The RAM 52 stores a flag corresponding to each switch. When each switch detects the passage of a game ball, the flag corresponding to each switch stored in the RAM 52 becomes "ON".

[0093] Next, the CPU 51 executes a counter update process (S12). In the counter update process, the values ​​of a special symbol fluctuation time counter, which is a timer counter for measuring the fluctuation time of the first special symbol and the second special symbol stored in the RAM 52, and a special symbol determination display time counter for measuring the special symbol determination display time are subtracted.

[0094] Next, the CPU 51 executes special electric accessory processing (S13). Details will be described later with reference to FIG. 15, but in the special electric accessory processing, processing for controlling the operation of the jackpot game, processing related to the game state set after the end of the jackpot game, etc. are performed. The operation of the jackpot game is mainly the opening and closing operation of the opening and closing member 161 of the big prize opening 16 in the jackpot game.

[0095] Next, the special symbol process is performed (S15). The details will be described later with reference to Figs. 10 to 12, but in the special symbol process, a big win determination, a change pattern determination, a special symbol determination, a game state transition process, and the like are performed.

[0096] Next, the CPU 51 executes normal electric device processing (S16). In the normal electric device processing, when the result of the normal hit determination is a hit, processing is performed to control the operation of the normal hit game (mainly the opening and closing operation of the opening and closing member 151 of the second start opening 15). As described above, when the time-saving state is set, the CPU 51 increases the frequency with which the opening and closing member 151 of the second start opening 15 is opened compared to the non-time-saving state.

[0097] Next, the CPU 51 executes normal symbol processing (S17). In the normal symbol processing, a normal win random number is acquired when the gate switch 74 detects the passage of a gaming ball. Based on the acquired random number, processing such as normal win determination and generation of commands for controlling the fluctuation of normal symbols is performed. As described above, the fluctuation time of normal symbols during the time-saving state is shorter than the fluctuation time of normal symbols during the non-time-saving state.

[0098] Next, the CPU 51 executes a payout process (S18), an error check (S19), and an information output process (S20), and ends the main process. In the payout process, when a flag corresponding to each switch is set to "ON" by the switch reading process, a command indicating that a game ball has entered a winning hole corresponding to each switch is transmitted to the payout control board 45. The CPU 45a of the payout control board 45 that receives this command causes the prize ball payout device 49 to pay out a number of prize balls that are predetermined for the winning hole corresponding to the command, according to the number of winning balls entered into the winning hole. In the error check, when an error occurs, a command for notifying the error using the display screen 28, the speaker 39, etc. is transmitted to the sub-control board 58. In the information output process, various information is output to the above-mentioned game center management computer via the external terminal board 55.

[0099] The details of the special symbol processing shown in S15 of Fig. 7 will be described with reference to Fig. 10 to Fig. 12. The flags used in the special symbol processing will be described. In the special symbol processing, the jackpot game state flag, the special symbol display state flag, the probability variable flag, the time-saving flag, etc. are used.

[0100] As shown in Fig. 10, when the special symbol process is started, the CPU 51 judges whether a gaming ball has entered the first start hole 14 (S61). When the first start hole switch 61 detects the entry of a gaming ball, a flag corresponding to the first start hole switch 61 is set to "ON" in the switch reading process of the main process shown in S11 of Fig. 6. If this flag is "OFF", the CPU 51 judges that a gaming ball has not entered the first start hole 14 (S61: NO), and the process proceeds to the judgment of S71.

[0101] When this flag is "ON", the CPU 51 judges that the game ball has entered the first start hole 14 (S61: YES) and judges whether the first reserved number is "4" (S63). The RAM 52 has a first reserved number storage area for storing the first reserved number. When the first reserved number stored in the first reserved number storage area is "4" (S63: YES), the first reserved number has reached the maximum first reserved number, so the CPU 51 shifts the process to the judgment of S71. When the first reserved number stored in the first reserved number storage area is not "4" (S63: NO), the CPU 51 adds "1" to the first reserved number stored in the first reserved number storage area (S65). The CPU 51 acquires the first random number, and stores each random number value of the acquired first random number in the smallest numbered empty storage area in the special chart 1 big win related information storage area shown in FIG. 3 (S66). Specifically, the random number value of the jackpot random number is stored in the special chart 1 jackpot random number column, the random number value of the first pattern determination random number is stored in the first special pattern determination random number column, and the random number value of the first variation pattern determination random number is stored in the first variation pattern determination random number column.

[0102] Next, the CPU 51 refers to the first reserved information, which is information related to the first random number acquired in S66 (S68). The CPU 51 generates a first reserved information command for notifying the sub-control board 58 of the referred information, and sets it in the command buffer (S69). The first reserved information is information obtained by referring to the first random number acquired and stored in S66 before processing such as jackpot determination is performed on the first random number, and is so-called pre-reading information. In this embodiment, the first reserved information is information based on the special jackpot random number 1, the first special symbol determination random number, and the first variation pattern determination random number included in the first reserved random number.

[0103] Among the information included in the first reserved information, information on the special 1 jackpot random number is called special 1 jackpot pre-reading information. Among the information included in the first reserved information, information on the first special pattern determination random number is called first special pattern pre-reading information. Among the information included in the first reserved information, information on the first variation pattern determination random number is called first variation pattern pre-reading information. In the case where the first random number includes the above-mentioned reach random number, the first reserved information also includes information obtained by referring to those random numbers. The first reserved ball information command is a command for notifying the sub-control board 58 of the second reserved information acquired and stored in S66. The first reserved information command is generated by including at least the special 1 jackpot pre-reading information and the first variation pattern pre-reading information among the information included in the first reserved information. In addition, the first reserved information command is generated by including information indicating the first reserved number in addition to the pre-reading information regarding the first random number. The information indicating the first reserved number is based on the first reserved number stored in the first reserved number storage area.

[0104] The CPU 51 judges whether a game ball has entered the second start hole 15 (S71). When the second start hole switch 62 detects the entry of a game ball, a flag corresponding to the second start hole switch 62 becomes "ON" in the switch reading process of the main process shown in S11 of Fig. 5. If this flag is "OFF", the CPU 51 judges that a game ball has not entered the second start hole 15 (S71: NO), and the process proceeds to the judgment of S81 shown in Fig. 8.

[0105] When this flag is "ON", the CPU 51 judges that a game ball has entered the second start hole 15 (S71: YES) and judges whether the second reserved number is "4" (S72). The RAM 52 has a second reserved number storage area for storing the second reserved number. When the second reserved number stored in the second reserved number storage area is "4" (S72: YES), the second reserved number has reached the maximum second reserved number, so the CPU 51 shifts the process to the judgment of S81. When the second reserved number stored in the second reserved number storage area is not "4" (S72: NO), the CPU 51 adds "1" to the second reserved number stored in the second reserved number storage area (S75). The CPU 51 acquires the second random number, and stores each random number value of the acquired second random number in the smallest numbered storage area among the empty storage areas in the second jackpot related information storage area (S76). Specifically, the random number value of the special chart 2 jackpot random number is stored in the special chart 2 jackpot random number column, the random number value of the second special pattern determination random number is stored in the second special pattern determination random number column, and the random number value of the second variation pattern determination random number is stored in the second variation pattern determination random number column.

[0106] Next, the CPU 51 refers to the second reserved information, which is information related to the second random number acquired in S76 (S78). The CPU 51 generates a second reserved information command for notifying the sub-control board 58 of the referred information, and sets it in a command buffer provided in the RAM 52 (S79). The second reserved information is pre-reading information obtained by referring to the second random number acquired and stored in S76 before processing such as jackpot determination is performed on the second random number. In this embodiment, the second reserved information is information based on the special jackpot 2 random number, the second special symbol determination random number, and the second variation pattern determination random number included in the second reserved random number.

[0107] Among the information included in the second reserved information, information on the special 2 jackpot random number is called special 2 jackpot pre-reading information. Among the information included in the second reserved information, information on the second special pattern determination random number is called second special pattern pre-reading information. Among the information included in the second reserved information, information on the second variation pattern determination random number is called second variation pattern pre-reading information. In the case where the second random number includes the above-mentioned reach random number, the second reserved information also includes information obtained by referring to those random numbers. The second reserved ball information command is a command for notifying the sub-control board 58 of the second reserved information acquired and stored in S76. The second reserved information command is generated by including at least the second variation pattern pre-reading information and information indicating the second reserved number among the information included in the second reserved information. The information indicating the second reserved number is based on the second reserved number stored in the second reserved number storage area. The second reserved ball information command set in the command buffer is sequentially transmitted to the sub-control board 58. The CPU 51 shifts the process to the judgment of S81. In the following, when the first reserved information and the second reserved information are collectively referred to, they are simply referred to as reserved information. In addition, when the first hold information command and the second hold information command are collectively referred to, they are simply referred to as hold information commands.

[0108] As shown in FIG. 11, the CPU 51 judges whether or not the game is in a jackpot game state (S81). If the jackpot game state flag is "ON", the CPU 51 judges that the game is in a jackpot game state (S81: YES) and returns the process to the main process. If the jackpot game state flag is "OFF", the CPU 51 judges that the game is not in a jackpot game state (S81: NO) and judges whether or not the first special symbol and the second special symbol are changing (S82). If the special symbol display state flag is not "1", the CPU 51 judges that neither the first special symbol nor the second special symbol is changing (S82: NO) and judges whether or not the first special symbol or the second special symbol is in a stopped state (S83). If the special symbol display state flag is not "2", the CPU 51 judges that neither the first special symbol nor the second special symbol is being displayed as a fixed symbol (S83: NO), and the process proceeds to S91 shown in FIG. 12, where the process such as jackpot determination is executed.

[0109] In this embodiment, in the jackpot determination, the special chart 2 jackpot determination is performed with priority over the special chart 1 jackpot determination. As shown in FIG. 12, the CPU 51 determines whether the second reserved number is "1" or more (S91). If the second reserved number stored in the second reserved number storage area of ​​the RAM 52 is "1" or more (S91: YES), the special chart 2 jackpot determination is performed, but details will be described later. If the second reserved number is "0" (S91: NO), the CPU 51 determines whether the first reserved number is "1" or more (S92). If the first reserved number stored in the first reserved number storage area of ​​the RAM 52 is "0" (S92: NO), the CPU 51 determines whether the customer waiting state is in progress (S97). If the customer waiting flag is "ON", the CPU 51 determines that the customer waiting state is in progress (S97: YES), and returns the process to the main process.

[0110] If the customer waiting flag is "OFF", the CPU 51 determines that the station is not in a customer waiting state (S97: NO), and generates a customer waiting command and sets it in the command buffer (S98). The customer waiting command is a command for notifying that a customer waiting state has started. The customer waiting command set in the command buffer is sequentially transmitted to the sub-control board 58. The CPU 51 sets the customer waiting flag to "ON" (S99) and returns the process to the main process.

[0111] On the other hand, if the first reserved number is "1" or more (S92: YES), the CPU 51 subtracts "1" from the first reserved number stored in the first reserved number storage area (S93). The CPU 51 shifts each random value of the first reserved random number stored in the smallest numbered storage area in the special chart 1 jackpot related information storage area shown in Fig. 3 to the judgment area (S94). The CPU 51 also shifts each random value of the first reserved random number stored in the special chart 1 jackpot related information area to the storage area with the next smaller number.

[0112] The CPU 51 executes the special chart 1 big win determination process (S95). The special chart 1 big win determination process is performed by referring to the big win determination table shown in FIG. 4 according to the currently set probability setting stage and whether the special chance state is set. In the special chart 1 big win determination process, the CPU 51 refers to the setting value stored in the RAM 52 to identify the currently set probability setting stage. The CPU 51 also refers to the state of the special chance flag to identify whether the special chance state is currently set. The CPU 51 refers to the special chart 1 big win determination table according to the identified probability setting stage and whether the special chance state is set or not, and determines whether the special chart 1 big win random number shifted to the determination area in S94 corresponds to a "big win" or a "miss". As a result, the special chart 1 big win determination based on the undetermined special chart 1 big win random numbers stored in the RAM 52 is performed in the order in which the special chart 1 big win random numbers are stored.

[0113] The CPU 51 determines a first special symbol according to the result of the special symbol 1 big win determination derived in S95 (S96). In the process of S96, the CPU 51 refers to the special symbol determination table shown in FIG. 5 and determines a first special symbol indicating the result of the determination of a big win or a loss according to the value of the first special symbol determination random number shifted to the determination area in S94. Information indicating the content of the determined first special symbol is stored in the RAM 52. The CPU 51 shifts the process to S111.

[0114] On the other hand, if the second reserved number is "1" or more (S91: YES), the CPU 51 subtracts "1" from the second reserved number stored in the second reserved number storage area (S101). The CPU 51 shifts each random value of the second reserved random number stored in the storage area with the smallest number in the special chart 2 jackpot related information storage area to the judgment area (S102). In addition, the CPU 51 shifts each random value of the second reserved random number stored in the special chart 2 jackpot related information area to the storage area with the next smaller number.

[0115] The CPU 51 executes the special chart 2 big win determination process (S103). The special chart 2 big win determination process is performed by referring to the big win determination table shown in FIG. 4 according to the currently set probability setting stage and whether the special chance state is set, as in the special chart 1 big win determination process. In the special chart 2 big win determination process, the CPU 51 refers to the setting value stored in the RAM 52 and identifies the currently set probability setting stage. The CPU 51 also refers to the state of the special chance flag and identifies whether the special chance state is currently set. The CPU 51 refers to the special chart 2 big win determination table according to the identified probability setting stage and whether the special chance state is set, and determines whether the special chart 2 big win random number shifted to the determination area in S102 corresponds to a "big win" or a "miss". As a result, the second big win determination based on the undetermined second big win random number stored in the RAM 52 is performed in the order in which the second big win random numbers were stored.

[0116] The CPU 51 determines a second special symbol according to the result of the special symbol 2 big win determination derived in S103 (S105). In the process of S105, the CPU 51 determines a second special symbol indicating the determination result of a big win or a miss according to the value of the second special symbol determination random number shifted to the determination area in S102. Information indicating the content of the determined second special symbol is stored in the RAM 52. The CPU 51 shifts the process to S111.

[0117] The CPU 51 generates a stop symbol designation command and sets it in the command buffer (S111). The stop symbol designation command is a command for notifying the sub-control board 58 of the contents of the jackpot symbol or the loss symbol determined as the special symbol in the process of S96 or S105. Hereinafter, a command for notifying the sub-control board 58 of the contents of the jackpot symbol or the loss symbol determined as the first special symbol is referred to as a first stop symbol designation command. A command for notifying the sub-control board 58 of the contents of the jackpot symbol or the loss symbol determined as the second special symbol is referred to as a second stop symbol designation command. The first stop symbol designation command and the second stop symbol designation command set in the command buffer are sequentially transmitted to the sub-control board 58.

[0118] The CPU 51 determines the variation pattern (S112). In S112, the CPU 51 refers to the state of the probability variable flag and the time-saving flag, and specifies which of the game states, normal state, probability variable time-saving state, or non-probability variable time-saving state, is currently set. Then, the CPU 51 refers to the variation pattern determination table shown in FIG. 5, and determines the variation pattern corresponding to the variation pattern determination random number according to the specified game state and the judgment result of the big win judgment.

[0119] The CPU 51 generates a variation pattern designation command for designating the variation pattern determined in S112, and sets it in the command buffer (S113). Hereinafter, when the variation pattern determined in S112 is the first variation pattern, the command designating the first variation pattern is referred to as the first variation pattern designation command. When the variation pattern determined in S111 is the second variation pattern, the command designating the second variation pattern is referred to as the second variation pattern designation command. When the first variation pattern designation command and the second variation pattern designation command are collectively referred to as the variation pattern designation command, they are simply referred to as the variation pattern designation command. The variation pattern designation command includes information on the type of the determined variation pattern and the variation time of the special pattern corresponding to the variation pattern. The variation pattern designation command set in the command buffer is transmitted to the relay terminal board 47 and the sub-control board 58. The pattern display unit 29 that has received the first variation pattern designation command via the relay terminal board 47 starts the variation of the first special pattern in the first special pattern display unit. The pattern display unit 29 that has received the second variation pattern designation command starts the variation of the second special pattern in the second special pattern display unit. The sub-control board 58, which receives the first variation pattern designation command and the second variation pattern designation command, instructs the start of variation of the performance pattern 100 on the display screen 28.

[0120] The CPU 51 stores the special symbol fluctuation time corresponding to the fluctuation pattern determined in S112 in the special symbol fluctuation time counter (S115). The CPU 51 stores "1" indicating that the special symbol is fluctuating in the special symbol display state flag (S116), and judges whether the machine is in a customer waiting state (S118). If the customer waiting flag is "OFF", the CPU 51 judges that the machine is not in a customer waiting state (S118: NO), and returns the process to the main process. If the customer waiting flag is "ON" (S118: YES), the CPU 51 sets the customer waiting flag to "OFF" (S119), and returns the process to the main process.

[0121] 11, if the special symbol display flag is set to "1", the CPU 51 determines that the special symbol is changing (S82: YES) and determines whether the first or second change time has elapsed (S121). This determination is made according to the value of the special symbol change time counter stored in S115. If the value of the special symbol change time counter is not "0", the CPU 51 determines that the first or second change time has not elapsed (S121: NO) and returns the process to the main process.

[0122] When the value of the special symbol variation time counter is "0", the CPU 51 judges that the first variation time or the second variation time has elapsed (S121: YES), generates a special symbol stop command, and sets it in the command buffer (S122). The special symbol stop command is a command for notifying the symbol display unit 29 and the sub-control board 58 that the variation of the special symbol is to be stopped. The special symbol stop command set in the command buffer is transmitted to the relay terminal board 47 and the sub-control board 58, and instructs the variation of the first special symbol or the second special symbol in the symbol display unit 29 to be stopped and the variation of the performance symbol 100 on the display screen 28 to be stopped. Hereinafter, the command that designates the variation stop of the first special symbol is referred to as the first special symbol stop command. The command that designates the variation stop of the second special symbol is referred to as the second special symbol stop command. When the first special symbol stop command and the second special symbol stop command are collectively referred to, they are simply referred to as the special symbol stop command.

[0123] The CPU 51 stores the special symbol confirmation display time in the special symbol confirmation display time counter of the RAM 52 (S123). The CPU 51 stores "2" indicating that either the first special symbol or the second special symbol is being confirmed and displayed in the special symbol display state flag (S124). The CPU 51 returns the process to the main process.

[0124] Also, in the judgment of S83, if "2" is stored in the special symbol display state flag (S83: YES), the CPU 51 judges whether the special symbol fixed display time has elapsed according to the value of the special symbol fixed display time counter stored in S113 (S126). If the value of the special symbol fixed display time counter is not "0", the CPU 51 judges that the special symbol fixed display time has not elapsed (S126: NO) and returns the process to the main process. If the value of the special symbol fixed display time counter is "0", the CPU 51 judges that the special symbol fixed display time has elapsed (S126: YES) and stores "0", which indicates that neither the first special symbol nor the second special symbol is being changed or fixed, in the special symbol display state flag (S127). After that, the CPU 51 executes a game state transition process (S128) and returns the process to the main process.

[0125] The game state transition process shown in S128 of Fig. 11 will be described in detail with reference to Fig. 13 and Fig. 14. In the game state transition process, when a jackpot is determined by the jackpot determination, a process for transitioning the game to a jackpot game state is performed. In addition, in the game state transition process, the time-saving flag and the probability variable flag are also appropriately controlled.

[0126] When the game state transition process is started, the CPU 51 judges whether the special symbol is displayed as a jackpot symbol (S131). If the special symbol is displayed as a jackpot symbol (S131: YES), the CPU 51 clears the value of the judgment count counter to "0" (S132). The judgment count counter is a counter that counts the number of jackpot judgments executed in the non-probability state after the start of the jackpot judgment execution in the non-probability state and the execution of RAM clearing as the starting point, and is stored in the RAM 52.

[0127] The CPU 51 judges whether the time-shortening state is set (S133). When both the A time-shortening flag and the B time-shortening flag are "OFF", the CPU 51 judges that the time-shortening state is not set (S133: NO), and shifts the process to the judgment of S141. When either the A time-shortening flag or the B time-shortening flag is "ON", the CPU 51 judges that the time-shortening state is set (S133: YES), and clears both the A time-shortening count counter and the B time-shortening count counter to "0" (S135). The A time-shortening count counter is a counter that counts the number of jackpot determinations performed in the A time-shortening state, and is stored in the RAM 52. The B time-shortening count counter is a counter that counts the number of jackpot determinations performed in the B time-shortening state, and is stored in the RAM 52. The CPU 51 generates a game state command corresponding to the time-shortening state end notification, and sets it in the command buffer (S136). The CPU 51 sets both the A time-saving flag and the B time-saving flag to "OFF" (S138).

[0128] The CPU 51 judges whether the probability variable state is set (S141). If the probability variable flag is "OFF", the CPU 51 judges that the probability variable state is not set (S141: NO), and moves the process to S145. If the probability variable flag is "ON", the CPU 51 judges that the probability variable state is set (S141: YES), generates a game state command corresponding to the probability variable state end notification, and sets it in the command buffer (S142). The CPU 51 sets the probability variable flag to "OFF" (S143). In other words, during a big win game, the game state is set to the normal state.

[0129] The CPU 51 sets the number of rounds corresponding to the big win symbol in the R counter (S145). The R counter is provided in the RAM 52 as a counter for storing the number of rounds. As described above, in this embodiment, the number of rounds corresponding to the big win symbol is "4" or "8". The CPU 51 generates a game state command corresponding to the big win game state start notification and sets it in the command buffer (S146). The game state command set in the command buffer is sequentially transmitted to the sub-control board 58. The CPU 51 sets the big win game state flag to "ON" (S148). The CPU 51 returns the process to the special symbol process.

[0130] On the other hand, when the special symbol is displayed as a losing symbol (S131: NO), the CPU 51 judges whether the A time-saving flag is "ON" as shown in FIG. 14 (S151). When the A time-saving flag is "ON" (S151: YES), the CPU 51 subtracts "1" from the value of the A time-saving count counter (S152). The CPU 51 judges whether the value of the A time-saving count counter is "0" (S153). When the value of the A time-saving count counter is not "0" (S153: NO), the A time-saving state continues thereafter. In this case, the CPU 51 shifts the process to the judgment of S171. When the value of the A time-saving count counter is "0" (S153: YES), the judgment count has reached the A time-saving count. The CPU 51 judges whether the probability of a winning state is set (S155). When the probability variable flag is "OFF", the CPU 51 judges that the probability variable state is not set (S155: NO). In this case, the number of times the jackpot determination is performed in the A time-saving state reaches the A time-saving number, and the non-probability variable time-saving state ends. The CPU 51 generates a game state command corresponding to the time-saving state end notification and sets it in the command buffer (S156). The game state commands set in the command buffer are sequentially transmitted to the sub-control board 58. The CPU 51 sets the A time-saving flag to "OFF" (S158) and shifts the process to the judgment of S171. On the other hand, when the probability variable flag is "ON" in the judgment of S155 (S155: YES), the game state is the probability variable time-saving state, and the time-saving state continues until the probability variable state ends. In this case, the CPU 51 does not execute the processes of S156 and S158, and shifts the process to the judgment of S171.

[0131] On the other hand, when the A time-saving flag is "OFF" (S151: NO), the CPU 51 judges whether the B time-saving flag is "ON" (S161). When the B time-saving flag is "ON" (S161: YES), the CPU 51 subtracts "1" from the value of the B time-saving count counter (S162). The CPU 51 judges whether the value of the B time-saving count counter is "0" (S163). When the value of the B time-saving count counter is not "0" (S163: NO), the B time-saving state continues thereafter, so the CPU 51 shifts the process to the judgment of S171. When the value of the B time-saving count counter is "0" (S163: YES), the judgment count has reached the B time-saving count. The CPU 51 generates a game state command corresponding to the time-saving state end notification and sets it in the command buffer (S165). The game state commands set in the command buffer are sequentially transmitted to the sub-control board 58. The CPU 51 sets the B time-saving flag to "OFF" (S166), and proceeds to the determination of S 171. If the B time-saving flag is "OFF" (S161: NO), the CPU 51 proceeds to the determination of S171.

[0132] The CPU 51 judges whether or not a probability variable state is set (S171). If the probability variable flag is "ON", the CPU 51 judges that the probability variable state is not set (S171: YES), and returns the process to the special symbol process. If the probability variable flag is "OFF", the CPU 51 judges that the probability variable state is not set (S171: NO), and judges whether or not the value of the judgment count counter is greater than "0" (S172). If the value of the judgment count counter is "0" (S172: NO), the CPU 51 returns the process to the special symbol process.

[0133] If the value of the judgment count counter is greater than "0" (S172: YES), the CPU 51 subtracts "1" from the value of the judgment count counter (S173). The CPU 51 judges whether the value of the judgment count counter is "0" (S175). If the value of the judgment count counter is not "0" (S175: NO), the CPU 51 returns the process to the special symbol process. If the value of the judgment count counter is "0" (S175: YES), the judgment count has reached the upper limit number described above. The CPU 51 generates a game state command notifying that the B time-saving state will start, and sets it in the command buffer (S176). The game state command generated in S176 corresponds to the time-saving state start notification, and is generated in order to notify that the B time-saving state will start in particular. The game state command notifying that the B time-saving state will start, transmitted to the sub-control board 58, is called a play-time start notification. The CPU 51 sets the B time-saving number counter to "300" corresponding to the number of B time-saving times (S178). The CPU 51 sets the B time-saving flag to "ON" (S179), and returns the process to the special symbol process.

[0134] With reference to Fig. 15, the details of the special electric role processing shown in S13 of Fig. 7 will be described. The flags used in the special electric role processing will be described. In addition to the various flags mentioned above, the special electric role processing uses an open flag and the like. The open flag is a flag indicating whether the large prize opening 16 is open or not, and is stored in the RAM 52. When the opening / closing member 161 of the large prize opening 16 is in an open state, the open flag stores "1" and is "ON", and when the opening / closing member 161 is not in an open state, the open flag stores "0" and is "OFF".

[0135] When the special electric device process is started, the CPU 51 judges whether or not the game is in a jackpot game state (S181). This judgment is made based on the state of the jackpot game state flag. If the jackpot game state flag is "OFF", the CPU 51 judges that the game is not in a jackpot game state (S181: NO) and returns the process to the main process. If the jackpot game state flag is "ON", the CPU 51 judges that the game is in a jackpot game state (S181: YES) and judges whether all the jackpot rounds have ended, that is, whether the value of the R counter is "0" (S182). The value of the R counter is decremented by "1" each time a jackpot round ends in the process of S197 described later. That is, if the value of the R counter is "0", the final round in the jackpot game has ended.

[0136] If the value of the R counter is not "0" (S182: NO), the CPU 51 judges whether the large prize opening 16 is open (S183). This judgment is made based on the state of the open flag. If the open flag is "ON", the CPU 51 judges that the large prize opening 16 is open (S183: YES), and moves the process to the judgment of S191. If the open flag is "OFF", the CPU 51 judges that the large prize opening 16 is not open (S183: NO), generates a large prize opening opening command for opening the large prize opening 16, and sets it in the command buffer (S185). The set large prize opening opening command is sequentially transmitted to the relay terminal board 47. The large prize opening solenoid 70 that receives the large prize opening opening command via the relay terminal board 47 opens the opening / closing member 161 of the large prize opening 16. The CPU 51 stores the special prize opening opening time (29 seconds in this embodiment) which is the opening time of the special prize opening 16 in the special prize game in the special prize opening opening counter of the RAM 52 (S186). The CPU 51 sets the open flag to "ON" (S188). The CPU 51 shifts the process to the judgment of S191.

[0137] The CPU 51 judges whether a game ball has entered the big prize opening 16 (S191). When the big prize opening switch 76 detects the entry of a game ball, a flag corresponding to the big prize opening switch 76 is set to "ON" in the switch reading process of the main process shown in S11 of FIG. 7. If this flag is "OFF", the CPU 51 judges that a game ball has not entered the big prize opening 16 (S191: NO), and the process proceeds to the judgment of S193. If this flag is "ON", the CPU 51 judges that a game ball has entered the big prize opening 16 (S191: YES), and adds "1" to the winning ball counter of the RAM 52 that counts the number of game balls that have entered the big prize opening 16 (S192). The CPU 51 proceeds to the judgment of S193.

[0138] The CPU 51 judges whether the number of winning balls stored in the winning ball counter is "10" or more (S193). If the value of the winning ball counter is less than "10" (S193: NO), the CPU 51 judges whether the large prize opening time has elapsed based on the value of the large prize opening time counter (S194). If the large prize opening time has not elapsed (S194: NO), the CPU 51 returns the process to the main process. In the special electric device process performed thereafter, if the large prize game state is in (S181: YES) and the value of the R counter is not "0" (S182: NO), the judgments of S193 and S194 are repeatedly executed until 10 or more game balls enter the large prize opening 16 or the large prize opening time has elapsed.

[0139] When 10 or more game balls enter the large prize opening 16 (S193: YES) or the large prize opening open time has elapsed (S194: YES), a large prize opening close command is generated and set in the command buffer (S195). The large prize opening close command is a command for closing the opening / closing member 161 of the large prize opening 16 that is open. The set large prize opening close command is sequentially transmitted to the relay terminal board 47. The large prize opening solenoid 70 that receives the large prize opening close command via the relay terminal board 47 closes the opening / closing member 161 of the large prize opening 16. The CPU 51 sets the open flag to "OFF" (S196). The CPU 51 subtracts "1" from the value of the R counter (S197). The CPU 51 returns the process to the main process.

[0140] On the other hand, if the value of the R counter is "0" (S182: YES), the big win game ends, so the CPU 51 generates a game state command corresponding to the big win game state end notification and sets it in the command buffer (S201). The game state command set in the command buffer is sequentially transmitted to the sub-control board 58. The CPU 51 sets the big win game state flag to "OFF" (S202).

[0141] The CPU 51 refers to information indicating the contents of the jackpot pattern stored in the RAM 52, and judges whether the referred information indicates a high probability jackpot pattern (S203). If the referred information indicates a high probability jackpot pattern (S203: YES), the CPU 51 generates a game state command corresponding to the high probability state start notification, and sets it in the command buffer (S205). The CPU 51 sets the high probability flag to "ON" (S206). The CPU 51 generates a game state command corresponding to the time-saving state start notification, and sets it in the command buffer (S208). The game state commands set in the command buffer are sequentially transmitted to the sub-control board 58. The CPU 51 shifts the process to S216.

[0142] On the other hand, when the referenced information indicates a non-variable jackpot pattern (S203: NO), the CPU 51 generates a game state command corresponding to the time-saving state start notification and sets it in the command buffer (S211). The game state command set in the command buffer is sequentially transmitted to the sub-control board 58. The CPU 51 sets the A time-saving count counter to "100" corresponding to the A time-saving count (S212). The CPU 51 generates a judgment count start command and sets it in the command buffer (S213). The judgment count start command is a command for notifying that the counting of the judgment count has started in response to the end of the jackpot game and the start of the execution of the jackpot judgment in the non-variable state. The judgment count start command set in the command buffer is sequentially transmitted to the sub-control board 58. The CPU 51 sets the judgment count counter to "601", which is the upper limit count mentioned above (S215). The CPU 51 sets the A time-saving flag to "ON" (S216), and returns the process to the main process.

[0143] The sub-control board processing executed by the sub-control board 58 will be described with reference to Figs. 16 and 17. In the sub-control board processing, processing is performed to control various effects according to commands sent from the main control board 41. In particular, in the sub-control board processing, control related to hold display is performed. The sub-control board 58 is equipped with a clock circuit (not shown) that outputs a clock signal at a predetermined cycle, and an interrupt signal generating circuit (not shown). The interrupt signal generating circuit generates an interrupt signal every time a clock signal is input from the clock circuit. The CPU 581 of the sub-control board 58 executes the sub-control board processing every time an interrupt signal is input from the interrupt signal generating circuit, according to a program stored in the ROM 583.

[0144] In the sub-control board processing, a sub-variable flag, a sub-time-saving flag, a sub-operating flag, a setting value flag, a sub-waiting flag, a waiting-for-customer flag, a waiting-for-customer measurement flag, and the like are used. These flags are stored in the RAM 582. The sub-variable flag is a flag indicating whether or not the game is in a variable-variable state, and when "1" is stored in the variable-variable state, it becomes "ON", and when "0" is stored in the non-variable-variable state, it becomes "OFF". The sub-time-saving flag is a flag indicating whether or not the game is in a time-saving state, and when "1" is stored in the time-saving state, it becomes "ON", and when "0" is stored in the non-time-saving state, it becomes "OFF". The sub-operating flag becomes "OFF" when the power switch 423 is operated to turn off the power of the pachinko machine 1, and becomes "ON" when the execution of the sub-power-on processing described later in S402 of FIG. 16 is completed. The setting value flag is provided in the sub-control board 58 to grasp the setting value. The setting value flag stores the setting value included in the setting value notification command and the setting change notification command transmitted from the main control board 41.

[0145] The sub customer waiting flag is a flag that is set to identify that the pachinko machine 1 is in a customer waiting state. The sub customer waiting flag stores "1" and is "ON" when the pachinko machine 1 is in a customer waiting state, and stores "0" and is "OFF" when the pachinko machine 1 is not in a customer waiting state. The customer waiting measurement flag is a flag that indicates that the customer waiting performance start time, which will be described later, is being measured. The customer waiting measurement flag stores "1" and is "ON" while the customer waiting performance start time is being measured, and stores "0" and is "OFF" when the customer waiting performance start time is not being measured.

[0146] As shown in Fig. 16, when the power switch 423 of the pachinko machine 1 is operated to the ON state to turn the power of the pachinko machine 1 ON, the CPU 581 starts the sub-control board process. When the sub-control board process starts, the CPU 581 judges whether the sub-operating flag is "ON" (S401). If the sub-operating flag is "OFF" (S401: NO), the CPU 581 executes the sub power-on process (S402) and shifts the process to the judgment of S403. If the sub-operating flag is "ON" (S401: YES), the CPU 581 shifts the process to the judgment of S403.

[0147] With reference to Fig. 18, the sub power-on processing shown in S402 of Fig. 16 will be described in detail. In the sub power-on processing, various processes are executed so that the sub control board 58 can operate the pachinko machine 1. The flags used in the sub power-on processing will be described. In the sub power-on processing, a sub standby flag and the like are used. The sub standby flag is stored in RAM 582. The sub standby flag is "ON" when the sub control board 58 is in a recovery state preparing to return to the state before the power was cut off, and is "OFF" otherwise.

[0148] When the sub power-on process starts, the CPU 581 executes initialization processing associated with power-on (S501). Specifically, the CPU 581 executes wait processing and the like to wait for the performance control board 43 and the like to become operable. The CPU 581 determines whether or not a RAM clear notification command has been received from the main control board 41 (S502). If the RAM clear notification command has not been received (S502: NO), the CPU 581 generates a standby image display command and sets it in a command buffer provided in the RAM 582 (S503). The commands set in the command buffer are sent sequentially to the performance control board 43.

[0149] The standby image display command is a command for displaying the standby image 119 shown in FIG. 19 on the display screen 28. The CPU 431 of the performance control board 43 that has received the standby image display command reads image data corresponding to the information indicating the standby image 119 from the CGROM. Then, the CPU 431 controls image processing by the image control circuit 435 to display the read image data on the display screen 28, thereby displaying the standby image 119. As shown in FIG. 19, the standby image 119 is used to notify that the pachinko machine 1 is preparing to return to the state before the power cutoff, that is, in the recovery state, such as "Waiting for display return" or "Please wait a moment". The standby image 119 can be any image that indicates the content notifying that the pachinko machine 1 is recovering, such as "Preparing" or "Power recovery". The CPU 581 sets the sub standby flag to "ON" (S505).

[0150] The CPU 581 executes a sub return process (S506). The CPU 581 determines whether the sub standby flag is "ON" (S508). If the sub standby flag is "ON" (S508: YES), the CPU 581 repeats the execution of the sub return process. If the sub standby flag is "OFF" (S508: NO), the CPU 581 returns the process to the sub control board process.

[0151] The sub-return process shown in S506 of Fig. 18 will be described in detail with reference to Fig. 20. In the sub-return process, the process for returning the performance contents of the pachinko machine 1 to the state before the power was cut off is performed in response to various commands transmitted from the main control board 41 based on the backup data by the return process shown in S45 of Fig. 8 and S59 of Fig. 9.

[0152] When the sub return process is started, the CPU 581 judges whether or not a game state command has been received from the main control board 41 (S531). When the CPU 581 has not received a game state command from the main control board 41 (S531: NO), the process proceeds to the judgment of S533. When the CPU 581 has received a game state command from the main control board 41 (S531: YES), the CPU 581 executes processes according to various states notified by the game state command (S532). For example, when a game state command notifies the start of a probability change state, the CPU 581 sets the sub probability change flag to "ON", and when a probability change state end notification is made, the CPU 581 sets the sub probability change flag to "OFF". When a game state command notifies the start of a time-saving state, the CPU 581 sets the sub time-saving flag to "ON", and when a time-saving state end notification is made, the CPU 581 sets the sub time-saving flag to "OFF". The CPU 51 proceeds to the judgment of S533.

[0153] The CPU 581 judges whether or not a stop symbol designation command has been received from the main control board 41 (S533). If the stop symbol designation command has not been received (S533: NO), the CPU 581 shifts the process to the judgment of S536. If the stop symbol designation command has been received (S533: YES), the CPU 581 analyzes the stop symbol designation command and acquires the type of special symbol indicated by the command. The CPU 581 determines the combination of performance symbols 100 according to the acquired type of special symbol (jackpot symbol or loss symbol) (S535). The determined fixed symbol is stored in the RAM 582.

[0154] The type of special symbol acquired in S535 corresponds to the type of special symbol last determined in the main control board 41 before the power is cut off. If the first special symbol was changing when the power was cut off, the type of special symbol acquired corresponds to the type of special symbol that will be confirmed and displayed after the changing special symbol has stopped changing. If the special symbol was not changing when the power was cut off, the type of special symbol acquired indicates the type of special symbol that was last confirmed and displayed. Processing proceeds to the judgment of S536.

[0155] The CPU 581 judges whether or not a special symbol stop command has been received from the main control board 41 (S536). If the special symbol is fluctuating before the power is cut off, the special symbol stop command is not transmitted from the main control board 41. If the special symbol stop command has not been received (S536: NO), the CPU 581 returns the process to the sub power-on process. In this case, since the sub standby flag is "ON", the CPU 581 repeats the execution of the sub return process.

[0156] After that, the value of the special symbol variation time counter stored in the backup data is subtracted, and when the value of the special symbol variation time counter becomes "0", the CPU 51 of the main control board 41 judges that the variation time of the special symbol has ended. In this case, the CPU 51 of the main control board 41 generates a special symbol stop command and transmits it to the sub-control board 58. Also, if the special symbol is not varying in the state before the power is cut off, the special symbol stop command is transmitted from the main control board 41. Note that, if the special symbol is not varying in the state before the power is cut off, the special symbol stop command is transmitted from the main control board 41. When the special symbol stop command is received (S536: YES), a command for instructing the end of the execution of the notification performance is generated, and the generated command is set in the command buffer (S538). The commands set in the command buffer are transmitted sequentially to the performance control board 43. This command includes information on the confirmed symbol determined in S535. The CPU 431 of the performance control board 43 that receives this command controls the image processing by the image control circuit 435 to end the variable display of the performance pattern 100, and displays the performance pattern 100 as a fixed pattern. This ends the execution of the notification performance.

[0157] After that, the CPU 581 turns the sub standby flag to "OFF" (S542). The CPU 581 turns the sub operation flag to "ON" (S543) and returns the process to the sub power-on process. That is, when the power is restored and the special symbol is changing, the CPU 581 returns to the operating state after the changing special symbol finishes changing the symbol.

[0158] Returning to the explanation of Fig. 18, when the CPU 581 receives a RAM clear notification command (S502: YES), it judges whether or not it has received a setting value notification command from the main control board 41 (S511). When the setting value notification command has not been received (S511: NO), the CPU 581 shifts the process to S513. When the CPU 581 receives a setting value notification command (S511: YES), it clears the game processing information stored in the usage area of ​​the RAM 582 of the sub-control board 58, and executes initial settings of the RAM 582 such as storing a predetermined initial value in the RAM 582, i.e., RAM clear processing (S513).

[0159] The CPU 581 generates a command for instructing to display the performance symbols 100 in a combination of the performance symbols 100 determined in advance (so-called first roll of the morning) and sets it in the command buffer (S515). The commands set in the command buffer are sequentially transmitted to the performance control board 43. The CPU 431 of the performance control board 43 that receives this command controls the image processing by the image control circuit 435 to display the performance symbols 100 in a combination of the predetermined first roll of the morning.

[0160] The CPU 581 sets the sub judgment count counter to "601" corresponding to the upper limit number described above (S516). The sub judgment count counter is a counter that counts the number of jackpot judgments executed in a non-probability state in the sub control board 58, starting from the start of execution of the jackpot judgment in a non-probability state and the execution of RAM clear. The sub judgment count counter is stored in the RAM 582. Thereafter, the CPU 581 sets the sub standby flag to "OFF" (S518). The CPU 581 sets the sub operating flag to "ON" (S519), and returns the process to the sub power-on process. The CPU 581 returns the process to the sub power-on process.

[0161] Returning to the description of Fig. 16, the CPU 581 judges whether or not a game status command has been received from the main control board 41 (S403). If the CPU 581 has not received a game status command from the main control board 41 (S403: NO), the CPU 581 shifts the process to the judgment of S415.

[0162] When the CPU 581 receives a game status command from the main control board 41 (S403: YES), it judges whether the received game status command is a YU-TIME start notification (S405). When the received game status command is a YU-TIME start notification (S405: YES), the CPU 581 controls the start of the execution of the YU-TIME start performance (S406). Specifically, the CPU 581 generates a command for instructing the start of the execution of the YU-TIME start performance and sets it in the command buffer. The CPU 431 of the performance control board 43 that receives this command reads out image data corresponding to the YU-TIME start performance from the CGROM. Then, the CPU 431 controls the image processing by the image control circuit 435 to display the read image data on the display screen 28, thereby executing the YU-TIME start performance. The CPU 51 shifts the process to the judgment of S415.

[0163] The play time start effect is an effect executed to suggest that the B time-saving state will start. As described above, the B time-saving state is set in response to the fact that the number of times the jackpot determination is executed, counted from the time when the jackpot game ends and the execution of the jackpot determination in the non-variable state is started and the RAM is cleared, reaches the upper limit number described above. In the B time-saving state, the ratio of the opening and closing member 151 of the second start port 15 being opened is higher than in the normal state. That is, the B time-saving state is a game state that is more advantageous to the player than the normal state that is set before the B time-saving state starts. Therefore, the pachinko machine 1 suggests to the player that a game state that is advantageous to the player will start by executing the play time start effect.

[0164] If the received game state command is not a YU-TIME start notification (S405: NO), the CPU 581 judges whether the received game state command is a jackpot game state start notification (S411). If the received game state command is a jackpot game state start notification (S411: YES), the CPU 581 clears the value of the sub-judgment count counter to "0" (S412). The CPU 51 shifts the process to the judgment of S415.

[0165] If the received game state command is not a jackpot game state start notification (S411: NO), the CPU 581 executes processing according to various states notified by the game state command (S413). If a jackpot game state start notification is made by the game state command, the CPU 581 controls the start of execution of a jackpot game presentation for a jackpot game. If a jackpot game state end notification is made by the game state command, the CPU 51 controls the end of execution of a jackpot game presentation. If a probability variable state start notification is made by the game state command, the CPU 581 sets the sub probability variable flag to "ON", and if a probability variable state end notification is made, the CPU 581 sets the sub probability variable flag to "OFF". If a time-saving state start notification is made by the game state command, the CPU 581 sets the sub time-saving flag to "ON", and if a time-saving state end notification is made, the CPU 581 sets the sub time-saving flag to "OFF". The CPU 581 controls various presentations according to the state of the probability variable flag. The CPU 51 shifts the process to the judgment of S415.

[0166] The CPU 581 judges whether a customer waiting command has been received from the main control board 41 (S415). When the CPU 581 receives a customer waiting command from the main control board 41 (S415: YES), the CPU 581 sets a value indicating a customer waiting performance start time to a sub customer waiting performance start counter (S416). The customer waiting performance start time is the time from when the pachinko machine 1 reaches a customer waiting state to when it starts executing a customer waiting performance to show a player or the like that the pachinko machine 1 is in a customer waiting state. The sub customer waiting performance start counter is a timer counter provided in the RAM 582 to measure the customer waiting performance start time. In this embodiment, the customer waiting performance start time is 10 seconds. The CPU 581 sets the sub customer waiting flag to "ON" (S418). The CPU 581 sets the customer waiting measurement in progress flag to "ON" (S419), and the process proceeds to the judgment of S426 shown in FIG. 17.

[0167] When the CPU 581 has not received a customer waiting command from the main control board 41 (S415: NO), it judges whether the customer waiting performance start time is being measured (S421). When the customer waiting measurement flag is "OFF", the CPU 581 judges that the customer waiting performance start time is not being measured (S421: NO) and moves the process to the judgment of S426. When the customer waiting measurement flag is "ON", the CPU 581 judges that the customer waiting performance start time is being measured (S421: YES) and judges whether the customer waiting performance start time has elapsed (S422). When the value of the sub customer waiting performance start counter is not 0, the CPU 581 judges that the customer waiting performance start time has not yet elapsed (S422: NO) and moves the process to the judgment of S426.

[0168] If the value of the sub customer waiting performance start counter is "0", the CPU 581 determines that the customer waiting performance start time has elapsed (S422: YES), generates a customer waiting performance command, and sets it in the command buffer (S423). The customer waiting performance command is a command for instructing the start of execution of a customer waiting performance. The CPU 431 of the performance control board 43 that received the customer waiting performance command reads image data corresponding to the customer waiting performance from the CGROM. Then, the CPU 431 controls image processing by the image control circuit 435 to display the read image data on the display screen 28, thereby executing the customer waiting performance. The CPU 581 sets the customer waiting measurement in progress flag to "OFF" (S425), and proceeds to the judgment of S426.

[0169] 17, the CPU 581 judges whether or not a judgment count start command has been received from the main control board 41 (S426). If the CPU 581 has not received the judgment count start command from the main control board 41 (S426: NO), the process proceeds to the judgment of S431. If the CPU 581 has received the judgment count start command from the main control board 41 (S426: YES), the CPU 581 sets the sub judgment count counter to the upper limit number of "601" (S428). The CPU 581 proceeds to the judgment of S431.

[0170] The CPU 581 determines whether or not a hold information command has been received from the main control board 41 (S431). If the CPU 581 has not received a hold information command from the main control board 41 (S431: NO), the process proceeds to the determination of S433. If the CPU 581 has received a hold information command from the main control board 41 (S431: YES), the CPU 581 executes hold display processing (S432) and proceeds to the determination of S433.

[0171] With reference to FIG. 21, the details of the reserved display process shown in S432 of FIG. 17 will be described. In the reserved display process, a process for display control of the reserved display is performed. The reserved display is a process for displaying the first reserved information, which is the look-ahead information corresponding to the first reserved random number, and the second reserved information, which is the look-ahead information corresponding to the second random number, on the display screen 28 with a predetermined pattern or the like. The CPU 581 executes a process for displaying the reserved display corresponding to the reserved information indicated by the reserved information command acquired in S431 of FIG. 17 on the display screen 28. Thereby, the pachinko machine 1 can display on the display screen 28 each of the first reserved display indicating the first reserved information and the second reserved display indicating the second reserved information. In addition, the pachinko machine 1 can suggest the degree of expectation of the reserved information using such reserved display. The degree of expectation of the reserved information is the degree of expectation that the result will be a jackpot when a jackpot determination is performed on the reserved information. In addition, the pachinko machine 1 can also suggest the determination status of the game state using the reserved display. In this embodiment, the pachinko machine 1 can suggest the determination status of the game state using the first reserved display.

[0172] As shown in Figs. 25, 26 and 28, the pachinko machine 1 performs a variable display of the performance pattern 100 in synchronization with the variable display of the special pattern, and performs a final display of the performance pattern 100 in synchronization with the final display of the special pattern, thereby executing a notification performance. The performance pattern 100 includes a left pattern 101, a middle pattern 102 and a right pattern 103. The left pattern 101 is mainly displayed on a variable line on the left part of the display screen 28. The middle pattern 102 is mainly displayed on a variable line on the center part of the display screen 28. The right pattern 103 is mainly displayed on a variable line on the right part of the display screen 28. As shown in Figs. 25(A) and (B), the left pattern 101, the middle pattern 102 and the right pattern 103 are scrolled from the top to the bottom in order from the "1" pattern to the "8" pattern on each variable line, thereby performing a pattern change of the performance pattern 100. The arrow Y1 indicates that each of the performance symbols 100 continues to scroll. As shown in FIG. 25(C), the left pattern 101, the middle pattern 102, and the right pattern 103 are stopped and displayed at the center of each moving line, thereby determining and displaying the performance symbols 100. FIG. 26(L) shows an example in which the performance symbols 100 are determined to be a combination of double numbers, thereby informing the user that the result of the jackpot determination is a jackpot. FIG. 26(M) shows an example in which the performance symbols 100 are determined to be a combination other than double numbers, thereby informing the user that the result of the jackpot determination is a miss.

[0173] The pachinko machine 1 displays the first reserved display indicating the first reserved information corresponding to the first reserved random number on the display screen 28 in the order in which the first reserved random number was stored in the special chart 1 jackpot related information storage area of ​​the RAM 52 of the main control board 41 shown in FIG. 3. As shown in FIG. 25(A) and (B), in this embodiment, the first reserved display is composed of a circular symbol. The first reserved display may have various shapes other than a circle. The first reserved display may indicate the degree of expectation of the first reserved information by a difference in its display color, a difference in shape, etc. In this embodiment, the first reserved display can suggest the degree of expectation of the first reserved information to the player by a difference in the display color of the normal reserved display NH described later. The degree of expectation of the first reserved information is determined based on the special chart 1 jackpot pre-reading information and the first variation pattern pre-reading information included in the first reserved information. In addition, the pachinko machine 1 can also suggest the degree of expectation of the first reserved information by using the special reserved displays SH1, SH2, SH3, and SH4.

[0174] The first hold display of the pachinko machine 1 includes at least the normal hold display NH shown in FIG. 24(A) and the special hold displays SH1, SH2, SH3, and SH4, including the special hold display SH4 shown in FIG. 25(B). The normal hold display NH is configured with a circular symbol in yellow, which is the default color, when the expected degree of the hold information is not particularly indicated or when the expected degree of the hold display is less than a predetermined value. The normal hold display NH is displayed as a circular symbol in blue, green, or red, depending on the expected degree of the hold information. In FIG. 25 and FIG. 28, when the normal hold display NH is displayed in a color other than yellow, it is hatched to indicate that the color of the normal hold display NH is a color other than the default yellow.

[0175] Special hold displays SH1, SH2, SH3, and SH4 are forms of the first hold display that may be displayed when the expectation of the first hold information is above a predetermined level. Special hold display SH1 is displayed with a symbol that resembles the letter "K." Special hold display SH2 is displayed with a symbol that resembles the letter "U." Special hold display SH3 is displayed with a symbol that resembles the letter "M." Special hold display SH4 is displayed with a symbol that resembles the letter "A." These letters are derived from "KUMA," the name of the main character in "Kuma, the Ally of Justice," a fictional anime that pachinko machine 1 is based on.

[0176] Positions H1 to H4 are provided at the bottom left of the display screen 28 to indicate the positions at which the first reserved display is displayed. At positions H1, H2, H3, and H4, the first reserved display corresponding to the first reserved random number stored in No. 1, 2, 3, and 4 of the special symbol 1 jackpot related information storage area shown in FIG. 3 is displayed. In FIG. 24(A), the execution of the first notification performance is started in synchronization with the variation time of the first special symbol, the first reserved number is "3", and three normal reserved displays NH are displayed at positions H1, H2, and H3. The display color of the normal reserved display NH without hatching displayed at positions H1 and H3 is yellow, and the display color of the normal reserved display NH with hatching displayed at position H2 is green.

[0177] As shown in FIG. 25, when the expectation level of the first reserved information is equal to or higher than a predetermined level, the pachinko machine 1 displays the special reserved display SH1 at position H1, the special reserved display SH2 at position H2, the special reserved display SH3 at position H3, and the special reserved display SH4 at position H4. That is, when the expectation level of the first reserved information is equal to or higher than a predetermined level, the pachinko machine 1 displays "K" at position H1, "U" at position H2, "M" at position H3, and "A" at position H4 as a rule for displaying the special reserved displays SH1, SH2, SH3, and SH4. As a result, when the expectation level of the first reserved information is equal to or higher than a predetermined level, the pachinko machine 1 can display the name of the main character of the motif, "KUMA", at each of positions H1, H2, H3, and H4 using the first reserved display. That is, the special reserved displays SH1, SH2, SH3, and SH4 display the name of the main character of the motif, "KUMA", with readability and visibility. Unlike the normal reserved display NH, which is simply a circular symbol, the special reserved displays SH1, SH2, SH3, and SH4 are displayed as meaningful words that indicate the main character motif of the pachinko machine 1. By displaying such special reserved displays SH1, SH2, SH3, and SH4 with a predetermined regularity, the pachinko machine 1 can appeal to the player that the expectation of the first reserved information is above a predetermined level, greatly increasing the player's sense of expectation.

[0178] The pachinko machine 1 displays a second reserved display indicating the second reserved random number on the display screen 28. Although not shown, in this embodiment, the second reserved display is composed of a triangular symbol. The second reserved display may have various shapes other than a triangle. The second reserved display may indicate the degree of expectation of the second reserved information by a difference in its display color, a difference in shape, etc. The expectation of the second reserved information is based on the second reserved information, similar to the expectation of the first reserved information. Positions H5 to H8 indicating the positions at which the second reserved display is displayed are provided in the lower right of the display screen 28. At positions H5, H6, H7, and H8, respectively, the second reserved display corresponding to the second reserved random number stored in No. 1, 2, 3, and 4 of the special chart 2 jackpot related information storage area is displayed.

[0179] As shown in Fig. 21, when the hold display process is started, the CPU 581 analyzes the hold information command received from the main control board 41 and acquires the hold information (S551). The acquired hold information is stored in the RAM 582. In the process of S551, all information included in the hold information indicated by the hold information command may be acquired and stored, or part of information included in the hold information indicated by the hold information command may be acquired and stored. In this embodiment, in the process of S551, whether the hold information is the first hold information or the second hold information, at least the variation pattern look-ahead information is acquired and stored.

[0180] The CPU 581 judges whether the reserved information acquired in S551 is the first reserved information (S552). If the reserved information acquired is the second reserved information (S552: NO), the CPU 581 shifts the process to the judgment of S556. If the reserved information acquired is the first reserved information (S552: YES), the CPU 581 judges whether the current game state is the normal state (S553). This judgment is made according to the state of the sub-variable flag and the sub-time-saving flag. If the current game state is not the normal state (S553: ​​NO), the CPU 581 shifts the process to S556.

[0181] If the current game state is normal (S553: ​​YES), the CPU 581 judges whether the game is in a customer waiting state (S555). If the sub customer waiting flag is "OFF", the CPU 581 judges that the game is not in a customer waiting state (S555: NO), and determines the display mode of the reserved display based on the reserved information (S556). The CPU 581 shifts the process to S559.

[0182] With reference to FIG. 22, the hold display mode determination table stored in the ROM 583 of the sub-control board 58 will be described. The hold display mode determination table is provided to determine the display mode of the hold display in the process of S556 shown in FIG. 21. The hold display mode determination table defines the display mode of the hold display to be newly displayed on the display screen 28 according to the corresponding hold information. In this embodiment, the fluctuation pattern read-ahead information is used as the hold information. Specifically, the hold display mode determination table defines whether to use the normal hold display NH or the special hold displays SH1, SH2, SH3, and SH4 for each of the first fluctuation patterns indicated by the first fluctuation pattern read-ahead information. In addition, when the hold display mode determination table is set to the normal hold display NH, the hold display mode determination table defines whether to use yellow, blue, green, or red as the display color of the normal hold display NH according to each of the first fluctuation patterns indicated by the first fluctuation pattern read-ahead information.

[0183] As described above, the expectation of the result of the special chart 1 big hit judgment becoming a big hit in the normal state increases in the order from "reach performance A" to "reach performance E". The reserved display mode determination table defines the display color determination ratio so that only yellow is determined for "reach performance A", which has the lowest expectation of the result of the special chart 1 big hit judgment becoming a big hit. The reserved display mode determination table defines that for "reach performance B", which has a higher expectation of the result of the special chart 1 big hit judgment becoming a big hit than "reach performance A", the rate at which yellow is determined is the highest at 80%, the rate at which blue is determined is 15%, and the rate at which green is determined is 5%. The reserved display mode determination table defines that for "reach performance C", which has a higher expectation of the result of the special chart 1 big hit judgment becoming a big hit than "reach performance B", the rate at which yellow is determined is the highest at 65%, the rate at which blue is determined is 20%, the rate at which green is determined is 40%, and the rate at which red is determined is 5%. The reserved display mode determination table defines the percentage of yellow being determined as 20%, blue being determined as 30%, green being determined as 40%, and red being determined as 10% for "Reach performance D", in which the expectation of the result of the special chart 1 jackpot judgment being a jackpot is higher than that of "Reach performance C", with the percentage of green being determined as the highest. The reserved display mode determination table also defines that the special reserved displays SH1, SH2, SH3, and SH4 are not determined for "Reach performance A" to "Reach performance D". On the other hand, the reserved display mode determination table defines the percentage of red being determined as 50%, the highest, green being determined as 30%, blue being determined as 10%, and yellow being determined as 5% for "Reach performance E", in which the expectation of the result of the special chart 1 jackpot judgment being a jackpot is the highest. In addition, the reserved display mode determination table defines the percentage of special reserved displays SH1, SH2, SH3, and SH4 being determined as 5% for "Reach performance E".

[0184] As described above, the expectation of the result of the special chart 1 big win judgment being a big win in the probability variable time-saving state increases in the order of "reach performance F" and "reach performance G". The expectation of the result of the special chart 1 big win judgment being a big win in the non-probability variable time-saving state increases in the order of "reach performance H" and "reach performance I". Although not shown, the reserved display mode determination table defines the determination ratio of the display color when the normal reserved display NH or the special reserved display SH1, SH2, SH3, or SH4 is used, or the normal reserved display NH, even when the first fluctuation pattern indicated by the first fluctuation pattern pre-reading information is "reach performance F", "reach performance G", "reach performance H", or "reach performance I". In addition, the reserved display mode determination table similarly defines the determination ratio of the display color of the normal reserved display NH for the second fluctuation pattern indicated by the second fluctuation pattern pre-reading information. Note that, in this embodiment, the special reserved display SH1, SH2, SH3, or SH4 is not determined for the second reserved display. The above display color of the normal reserve display NH and the determination ratio of the special reserve displays SH1, SH2, SH3, and SH4 are examples. Therefore, the display color of the normal reserve display NH and the determination ratio of the special reserve displays SH1, SH2, SH3, and SH4 may be changed arbitrarily. However, it is preferable that the special reserve displays SH1, SH2, SH3, and SH4 are determined when the expectation that the result of the jackpot judgment of the fluctuation pattern indicated by the fluctuation pattern pre-reading information will be a jackpot is greater than or equal to a predetermined value. This is to effectively increase the player's expectations for the special reserve displays SH1, SH2, SH3, and SH4. The CPU 581 stores the display mode of the determined reserve display in the RAM 582.

[0185] Returning to the explanation of Fig. 21. On the other hand, if the sub customer waiting flag is "ON", the CPU 581 judges that the machine is in a customer waiting state (S555: YES), and determines the display mode of the reserved display according to the setting status of the game state (S558). The CPU 581 shifts the process to S559.

[0186] With reference to FIG. 23, the setting stage suggestion determination table stored in the ROM 583 of the sub-control board 58 will be described. The setting stage suggestion determination table is provided to determine the display mode of the reserved display in the process of S558 shown in FIG. 21. In this embodiment, the pachinko machine 1 adopts which stage of the probability setting is set as the setting status of the game state, and determines whether to display any of the special reserved displays SH1, SH2, SH3, and SH4 depending on which stage of the probability setting is set. The setting stage suggestion determination table defines the special reserved display SH1 corresponding to the alphabet "K" when the probability setting stage is setting 1. The setting stage suggestion determination table defines the special reserved display SH2 corresponding to the alphabet "U" when the probability setting stage is setting 2 or setting 3. The setting stage suggestion determination table defines the special reserved display SH3 corresponding to the alphabet "M" when the probability setting stage is setting 4 or setting 5. The setting stage suggestion determination table defines the special reserved display SH4 corresponding to the alphabet "K" when the probability setting stage is setting 6. That is, in the process of S558, the CPU 581 refers to the state of the setting value flag to obtain the current stage of the probability setting, and determines which of the special hold displays SH1, SH2, SH3, and SH4 the display mode of the first hold display should be, according to the obtained stage of the probability setting. The CPU 581 stores the determined display mode of the first hold display in the RAM 582.

[0187] Returning to the explanation of FIG. 21, the CPU 581 generates a hold display command and sets it in the command buffer provided in the RAM 582 (S559). The hold display command is a command for instructing the performance control board 43 to display the hold display corresponding to the hold information acquired in the processing of S551, in a vacant position among the positions H1 to H4, left-justified, for the first hold display, and in a vacant position among the positions H5 to H8, left-justified, for the second hold display. In the processing of S559, the CPU 581 refers to the RAM 582, acquires the display mode of the hold display determined in the processing of S556 or S558, and generates the hold display command. That is, the hold display command includes information indicating the display mode of the hold display determined in the processing of S556 or S558. The hold display command set in the command buffer is sequentially transmitted to the performance control board 43. The CPU 431 of the performance control board 43 that has received the hold display command additionally displays the hold display on the display screen 28. After that, the CPU 581 returns the processing to the sub-control board processing.

[0188] Returning to the explanation of FIG. 17, the CPU 581 judges whether or not a stop symbol designation command has been received from the main control board 41 (S433). If the stop symbol designation command has not been received (S433: NO), the CPU 581 shifts the process to the judgment of S436. If the stop symbol designation command has been received (S433: YES), the CPU 581 analyzes the stop symbol designation command and acquires the type of special symbol (jackpot symbol or loss symbol) indicated by the command. The CPU 581 determines the combination of the performance symbols 100 according to the acquired type of special symbol (S435). Specifically, if the received pending information command is a first stop symbol designation command, the CPU 581 acquires the type of the first special symbol indicated by the first stop symbol designation command. When the first special symbol is a big win symbol, the CPU 581 determines a combination of the left symbol 101, the middle symbol 102, and the right symbol 103 with the same numbers as a combination when the left symbol 101, the middle symbol 102, and the right symbol 103 end the variable display and are displayed as a fixed display. The combination when the left symbol 101, the middle symbol 102, and the right symbol 103 end the variable display and are displayed as a fixed display is hereinafter referred to as a "fixed symbol". When the first special symbol is a losing symbol, the CPU 581 determines a combination other than a double number in which the left symbol 101, the middle symbol 102, and the right symbol 103 include different numbers as a fixed symbol. The determined fixed symbol is stored in the RAM 582. When the received stop symbol designation command is a second stop symbol designation command, the CPU 581 acquires the type of the second special symbol indicated by the second stop symbol designation command. The CPU 581 determines the fixed symbol depending on whether the acquired second special symbol is a big win symbol or a losing symbol. The CPU 581 shifts the process to the judgment of S436.

[0189] The CPU 581 judges whether or not a variation pattern designation command has been received from the main control board 41 (S436). If the variation pattern designation command has not been received (S436: NO), the CPU 581 shifts the process to the judgment of S441. If the variation pattern designation command has been received (S436: YES), the CPU 581 executes the notification performance execution process (S438) and shifts the process to the judgment of S441.

[0190] The notification performance execution process shown in S438 of Fig. 17 will be described in detail with reference to Fig. 24. In the notification performance execution process, the notification performance is controlled based on a variation pattern designated by a variation pattern designation command.

[0191] When the notification performance execution process is started, the CPU 581 analyzes the variation pattern designation command, specifies the variation pattern indicated by the command, and acquires the specified variation pattern (S561). The CPU 581 generates a hold display shift command, and sets the generated hold display shift command in the command buffer (S562). The hold display shift command includes information instructing that, if the variation pattern acquired in S561 is the first variation pattern, the first hold display displayed in position H1 is deleted, and each of the first hold displays displayed in positions H2 to H4 is moved one position to the left. If the variation pattern acquired in S561 is the second variation pattern, the hold display shift command includes information instructing that the second hold display displayed in position H5 is deleted, and each of the second hold displays displayed in positions H6 to H8 is moved one position to the left. The hold display shift commands set in the command buffer are sequentially transmitted to the performance control board 43. The CPU 431 of the performance control board 43, which has received the hold display shift command, controls image processing by the image control circuit 435 to move the first hold display displayed at positions H1 to H4 or the second hold display displayed at positions H5 to H8 one position to the left. When special hold displays SH2, SH3, and SH4 are displayed at positions H2, H3, and H4, respectively, the CPU 431 displays special hold display SH1 at position H1, special hold display SH2 at position H2, and special hold display SH3 at position H3 when moving each of the first hold displays one position to the left.

[0192] The CPU 581 generates an annunciation performance start command and sets the generated annunciation performance start command in the command buffer (S563). The annunciation performance start command is a command for instructing the start of execution of an annunciation performance. The annunciation performance start command includes information indicating a performance pattern of the annunciation performance based on the variation pattern. The annunciation performance start command set in the command buffer is sequentially transmitted to the performance control board 43. The CPU 431 of the performance control board 43 that received the annunciation performance start command reads out image data corresponding to the information indicating the performance pattern of the annunciation performance included in the annunciation performance start command from the CGROM. Then, the CPU 431 controls image processing by the image control circuit 435 to display the read image data on the display screen 28, thereby starting the display of the performance image of the annunciation performance. The CPU 581 also controls the illumination performance of the frame lamp 38 and the board lamp 27 via the lamp control board 46. The CPU 581 also controls sound processing by the sound control circuit 585. As a result, the annunciation performance is executed.

[0193] The CPU 581 clears the value of the sub customer waiting effect start counter to "0" when the notification effect starts (S565). The CPU 581 ends the customer waiting state when the notification effect starts, so it sets the sub customer waiting flag to "OFF" (S566). The CPU 581 returns the process to the sub control board process.

[0194] Returning to the explanation of Fig. 17, the CPU 581 judges whether or not a special symbol stop command has been received from the main control board 41 (S441). If the special symbol stop command has not been received (S441: NO), the CPU 581 shifts the process to the judgment of S445. If the special symbol stop command has been received (S441: YES), the CPU 581 executes the notification performance end process (S442).

[0195] The CPU 581 executes a process for ending the execution of the notification performance in the notification performance ending process of S442. Specifically, when the received special symbol stop command is a first special symbol stop command, the CPU 581 generates a command for instructing the end of the execution of the first notification performance, and sets the generated command in the command buffer. When the received special symbol stop command is a second special symbol stop command, the CPU 581 generates a command for instructing the end of the execution of the second notification performance, and sets the generated command in the command buffer. The commands set in the command buffer are sequentially transmitted to the performance control board 43. This command includes information on the finalized symbol determined in S435. The CPU 431 of the performance control board 43 that receives this command controls the image processing by the image control circuit 435 to end the variable display of the performance symbol 100, and displays the performance symbol 100 as the finalized symbol. This ends the execution of the notification performance. When the execution of the notification effect is completed, the CPU 581 subtracts "1" from the value of the sub-judgment number counter (S443). The CPU 581 shifts the process to the judgment of S445.

[0196] The CPU 581 determines whether other commands have been received from the main control board 41 (S445). If other commands have not been received (S445: NO), the CPU 581 ends the sub-control board processing. If other commands have been received (S445: YES), the CPU 581 executes various processes according to the commands (S446). The CPU 581 ends the sub-control board processing.

[0197] With reference to Figures 25 and 26, it will be explained that when the game continues normally, the first reserved display is displayed in the special reserved displays SH1, SH2, SH3, and SH4 with a predetermined regularity. In addition, it will be explained about the case where the first reserved display displays the special reserved displays SH1, SH2, SH3, and SH4 in a display mode that deviates from the predetermined regularity depending on the setting status of the game state. The examples shown in Figures 25 and 26 are assumed to be when the game state is normal.

[0198] As shown in Fig. 25(A), the first notification effect starts when the effect pattern 100 starts changing. Fig. 25(A) shows the first hold number being "3", and three first hold displays being displayed in normal hold displays NH at positions H1, H2, and H3. In Fig. 25(A), the unhatched normal hold displays NH displayed at positions H1 and H3 are displayed in yellow, which is the default display color, and the hatched normal hold display NH displayed at position H2 is displayed in green.

[0199] Next, as shown in FIG. 25(B), a new first reserved random number is stored while the pattern variation of the performance pattern 100 in this first notification performance progresses, and the first reserved display is displayed at position H4. The first reserved display newly displayed at position H4 is determined to be displayed with special reserved displays SH1, SH2, SH3, and SH4 by the process of S556 shown in FIG. 21, in accordance with the first variation pattern pre-reading information of the corresponding first reserved random number being "reach performance E". FIG. 25(B) shows a case where the first reserved display is newly displayed at position H4, so the special reserved display H4 showing the alphabet "A" is displayed at position H4. After that, as shown in FIG. 25(C), the performance pattern 100 ends the pattern variation and is displayed as a combination of random numbers indicating a miss, and the notification performance that was being performed ends. In this case, as shown in FIG. 25(C), the first reserved display corresponding to the newly stored first reserved random number is displayed with the special reserved display SH4 at position H4 until the end of this first notification performance.

[0200] FIG. 25(D) shows the state in which the execution of the next first notification performance is started following the first notification performance shown in FIG. 25(A), (B), and (C). This first notification performance is executed to notify the result of a special chart 1 big win judgment performed on the first reserved random number corresponding to the first reserved display displayed at position H1 in FIG. 25(C). With the start of the first notification performance shown in FIG. 25(D), the green normal reserved display NH displayed at position H2 in FIG. 25(C) is moved to position H1, and the yellow normal reserved display NH displayed at position H3 is moved to position H2 and displayed. Also, as shown in FIG. 25(D), the first reserved display displayed at position H4 in FIG. 25(C) as special reserved display SH4 is moved to position H3 and changed to special reserved display SH3 corresponding to position H3 and displayed. That is, the first reserved display displayed at position H4, which displayed the alphabet "A", changes its display mode to the alphabet "M" as it moves to position H3. The first notification performance that started as shown in Fig. 25(D) is then ended as the performance pattern 100 finishes changing and displays a combination of random numbers indicating a miss as shown in Fig. 25(E). In this first notification performance, the first reserved display at position H3 remains as the special reserved display SH3 showing the alphabet "M" as shown in Figs. 25(D) and (E).

[0201] FIG. 25(F) shows the state in which the execution of the next first notification performance is started following the first notification performance shown in FIG. 25(D) and (E). This first notification performance is executed to notify the result of a special chart 1 big win judgment performed on the first reserved random number corresponding to the first reserved display displayed at position H1 in FIG. 25(E). With the start of the first notification performance shown in FIG. 25(E), the yellow normal reserved display NH displayed at position H2 in FIG. 25(E) is moved to position H1 and displayed. Also, as shown in FIG. 25(F), the first reserved display displayed at position H3 in FIG. 25(E) as special reserved display SH3 is moved to position H2 and changed to special reserved display SH2 corresponding to position H2 and displayed. That is, the first reserved display displayed at position H3 as the alphabet "M" is moved to position H2, and the display mode is changed to the alphabet "U". The first notification performance started as shown in Fig. 25(F) is ended by the left pattern 101 and the right pattern 103 showing "6" to form a reach state, and then the center pattern 102 shows "1" as shown in Fig. 25(G) to end the pattern fluctuation of the performance pattern 100, and a combination that does not result in a double number is confirmed. In this first notification performance, the first reserved display at position H2 remains as the special reserved display SH2 showing the alphabet "U" as shown in Fig. 25(F) and (G).

[0202] FIG. 25(H) shows the state in which the execution of the next first notification performance is started following the first notification performance shown in FIG. 25(F) and (G). This first notification performance is executed to notify the result of a special jackpot determination performed on the first reserved random number corresponding to the first reserved display displayed at position H1 in FIG. 25(G). With the start of the first notification performance shown in FIG. 25(H), the first reserved display displayed at position H2 in FIG. 25(G) in the special reserved display SH2 is moved to position H1 and changed to the special reserved display SH1 corresponding to position H1 and displayed. That is, the first reserved display displayed in position H2, which displayed the alphabet "U", changes its display mode to the alphabet "K" as it moves to position H1. The first notification performance started as shown in FIG. 25(H) is then ended by the performance pattern 100 ending the pattern variation and displaying a combination of random numbers indicating a miss, as shown in FIG. 26(I). In this first notification performance, the first hold display at position H1 remains as the special hold display SH1 showing the letter "K," as shown in Figures 25 (H) and 26 (I).

[0203] FIG. 26(J) shows the state where the execution of the next first notification performance is started following the first notification performance shown in FIG. 25(H) and FIG. 26(I). As shown in FIG. 26(J), at the start of this first notification performance, the first reserved number is "0" and the first reserved display is not displayed. FIG. 26(K) shows the state where this first notification performance progresses and the performance pattern 100 forms a reach state. In this embodiment, in the reach state, the left pattern 101 and the right pattern 103 are in a state where they are slightly swaying and fluctuating. The symbol Y2 shown in FIG. 26(K) shows that the left pattern 101 and the right pattern 103 are swaying and fluctuating. After that, if the result of the special chart 1 big win judgment is a big win, as shown in FIG. 26(L), the performance pattern 100 is displayed as a combination of double numbers, and the first notification performance ends. After that, the big win game in which the big win opening 16 opens a predetermined number of rounds is executed, and a big win game performance (not shown) is executed in synchronization with the big win game. Also, if the result of the special chart 1 big win judgment is a miss, as shown in Figure 26 (M), the performance pattern 100 is displayed as a combination that is not a repeat number, and the first notification performance ends.

[0204] In this way, when the expectation level of the first reserved information is equal to or higher than a predetermined level, the pachinko machine 1 uses the special reserved display SH1, SH2, SH3, and SH4 as the first reserved display corresponding to the first reserved information. The special reserved display SH1, SH2, SH3, and SH4 are displayed so that when the alphabet is read from left to right from position H1 to position H4, it can be read as "KUMA," which is the name of the main character of the motif of the pachinko machine 1. In other words, the display mode of the special reserved display SH1, SH2, SH3, and SH4 when indicating the expectation level of the first reserved information has a regularity in which the special reserved display SH1 indicating "K" is displayed at position H1, the special reserved display SH2 indicating "U" is displayed at position H2, the special reserved display SH3 indicating "M" is displayed at position H3, and the special reserved display SH1 indicating "A" is displayed at position H1. As a result, the pachinko machine 1 can suggest to the player that the expectation level of the first reserved information is equal to or higher than a predetermined level by using the special reserved display SH1, SH2, SH3, and SH4. Therefore, the pachinko machine 1 can greatly increase the player's sense of expectation when the special hold displays SH1, SH2, SH3, and SH4 are displayed.

[0205] In this embodiment, it is assumed that the first notification performance executed as shown in FIG. 25(J) and (K) ends with a notification of a loss as shown in FIG. 26(M). After that, it is assumed that the player suspends or stops the game, and the pachinko machine 1 enters a customer waiting state. After the pachinko machine 1 enters a customer waiting state, when the above-mentioned customer waiting performance start time has elapsed, the pachinko machine 1 starts executing the customer waiting performance. FIG. 26(N) shows an example of the customer waiting performance. In this embodiment, as the customer waiting performance, a scene from the animation work "Kuma, the Ally of Justice," which is the motif of the pachinko machine 1, is displayed on the display screen 28 using an image of the character CH of "KUMA," the main character. During the customer waiting performance, the pachinko machine 1 does not display the performance pattern 100, but displays a predetermined display 111 including the characters "Demo Movie" on the display screen 28, thereby indicating to the player that the pachinko machine 1 is in a customer waiting state. Note that the form of the customer waiting performance may be changed in various ways. For example, the performance pattern 100 in a stopped state during the customer waiting performance may be displayed on the display screen 28. In addition, it is optional whether or not to use a display including characters for indicating to the player that the pachinko machine 1 is in a customer waiting state, such as a predetermined display 111, in the customer waiting performance.

[0206] FIG. 26(O) shows an example in which a game is resumed in the pachinko machine 1 in the waiting state, and a game ball enters the first start hole 14 during the execution of the waiting-for-customer performance. In this case, in response to the CPU 51 acquiring the first reserved random number, the first reserved display corresponding to the acquired first reserved random number is displayed at position H1 of the display screen 28. When the first reserved random number is stored in the waiting-for-customer state, the display mode of the first reserved display displayed corresponding to the first reserved information indicated by the first reserved random number is determined by the processing of S558 shown in FIG. 21. That is, the display mode of the first reserved display displayed at position H1 corresponding to the newly acquired first reserved random number in the waiting-for-customer state is determined according to which stage of the probability setting is currently set. FIG. 26(O) shows an example in which the special reserved display SH4 indicating the alphabet "A" is displayed at position H1, deviating from the above-mentioned regularity. That is, the pachinko machine 1 can suggest to the player who resumed the game that the stage of the probability setting is setting 6 by displaying the special reserved display SH4 at position H1.

[0207] After that, as shown in Fig. 26(P), a special chart 1 big win judgment is performed for the first reserved random number corresponding to the first reserved display displayed at position H1 in Fig. 26(O), and a first notification performance is started to notify the judgment result. As shown in Fig. 26(P), the customer waiting state ends with the start of the first notification performance, so the customer waiting performance ends and the variable display of the performance pattern 100 starts. Note that the first reserved display displayed at position H1 in Fig. 26(O) is erased from position H1 with the start of the first notification performance shown in Fig. 26(P).

[0208] In this way, when the pachinko machine 1 is in a normal state and the game is continuing, not in a waiting state, and the first reserved random number is acquired, the pachinko machine 1 displays the special reserved display SH1, SH2, SH3, and SH4 according to a predetermined rule. That is, when the expectation of the first reserved information indicated by the first reserved random number is equal to or higher than a predetermined level, the pachinko machine 1 displays SH1 at position H1, SH2 at position H2, special reserved display SH3 at position H3, and special reserved display SH1 at position H1, according to the first reserved number at the time the first reserved random number was stored. In this way, the pachinko machine 1 can suggest to the player that the expectation of the first reserved information corresponding to the special reserved display SH1, SH2, SH3, and SH4 is equal to or higher than a predetermined level by displaying the special reserved display SH1, SH2, SH3, and SH4 at positions H1, H2, H3, and H4 to indicate "KUMA," which is the name of the main character of the motif of the pachinko machine 1. In addition, the pachinko machine 1 can attract the player's attention as to whether or not the special hold displays SH1, SH2, SH3, and SH4 are displayed at positions H1, H2, H3, and H4, thereby increasing the player's interest in the game.

[0209] On the other hand, when the first reserved random number is acquired in the waiting state, the pachinko machine 1 uses the special reserved display SH1, SH2, SH3, and SH4, but may display the special reserved display SH1, SH2, SH3, and SH4 at the position H1 in a manner that deviates from the rules for the state in which the game is continuing. When the first reserved random number is acquired in the waiting state, the pachinko machine 1 displays the first reserved display at the position H1 using any of the special reserved displays SH1, SH2, SH3, and SH4 similar to the state in which the game is continuing. When any of the special reserved displays SH1, SH2, SH3, and SH4 is displayed at the position H1, the player pays attention to the special reserved display SH1, SH2, SH3, and SH4. According to the rules for the state in which the game is continuing, the special reserved display SH1 may only be displayed at the position H1. However, in the waiting state, the special reserved displays SH2, SH3, and SH4 may be displayed at the position H1 depending on the setting status of the game state, that is, the stage of the probability setting. The pachinko machine 1 can make a player who sees the first reserved display displayed at position H1 in a manner that deviates from the rules for a state in which play is continuing think that the first reserved display displayed at position H1 suggests not the degree of expectation of the first reserved information of the first reserved random number newly acquired in the waiting state for customers, but other states of the pachinko machine 1. In fact, the pachinko machine 1 can use the first reserved display in this case to suggest to the player what stage the probability setting is at as the setting status of the current game state, rather than the degree of expectation of the first reserved information of the first reserved random number newly acquired in the waiting state for customers.

[0210] In this way, the pachinko machine 1 can improve the interest of the game by adding a function to suggest the setting status of the current game state to the reserved display. Also, the pachinko machine 1 can suggest the setting status of the current game state by using the first reserved display displayed in the customer waiting state. That is, the player can get an opportunity to know the setting status of the current game state by playing the pachinko machine 1 in the customer waiting state and causing the reserved display to be displayed. This can improve the willingness to play the pachinko machine 1, for example, when it is not being played and is left waiting for customers. Therefore, the pachinko machine 1 can easily improve the operation of the pachinko machine 1 by adding a function to suggest the setting status of the current game state to the reserved display. Also, the stage of the probability setting is a matter of interest to the player. The pachinko machine 1 can provide a player with an unprecedented way of enjoying the pachinko machine 1, in that by temporarily interrupting play on the pachinko machine 1 during play, putting the pachinko machine 1 into a customer waiting state, and then resuming play, the player has the opportunity to obtain an indication of the current game state setting status, i.e., what stage the probability setting is at.

[0211] As described above, when the game continues normally, the pachinko machine 1 can change the display mode of the reserved display corresponding to the reserved information according to the expectation level of the reserved information. In particular, when the expectation level of the first reserved information is equal to or higher than a predetermined level, the pachinko machine 1 can display the first reserved display using the special reserved display SH1, SH2, SH3, and SH4. When the game continues normally, the pachinko machine 1 displays the special reserved display SH1 at position H1, the special reserved display SH2 at position H2, the special reserved display SH3 at position H3, and the special reserved display SH4 at position H4. By displaying the first reserved display with such regularity, the pachinko machine 1 can display the name of the main character of the motif of the pachinko machine 1 at positions H1, H2, H3, and H4 using the special reserved display SH1, SH2, SH3, and SH4. By displaying the special reserved displays SH1, SH2, SH3, and SH4 with such regularity, the pachinko machine 1 appeals to the player that the expectation of the first reserved information is greater than a predetermined level, and can greatly increase the player's sense of expectation. In addition, the pachinko machine 1 can make the player recognize that the special reserved displays SH1, SH2, SH3, and SH4 can be displayed with a predetermined regularity when the expectation of the reserved information is greater than a predetermined level, which is advantageous for the player. On the other hand, the pachinko machine 1 can set, as a game state, a time-saving state and a probability-changing state, which are more advantageous for the player, in addition to the normal state. In addition, the pachinko machine 1 has multiple probability setting stages, and can change the advantageous degree for the player depending on which probability setting stage is set. In the case where the pachinko machine 1 suggests the setting status of such a game state, it uses the special reserved displays SH1, SH2, SH3, and SH4, which have the same appearance as when suggesting the expectation of the reserved information. In detail, when the game continues normally, the pachinko machine 1 displays the special reserved display SH1, SH2, SH3, SH4 according to the above-mentioned regularity. On the other hand, in a predetermined case, the pachinko machine 1 can display any one of the special reserved displays SH1, SH2, SH3, SH4 according to the setting status of the game state in a manner that deviates from the above-mentioned regularity.This allows the pachinko machine 1 to attract the player's attention to the special reserve displays SH1, SH2, SH3, and SH4 that are displayed in a manner that deviates from the predetermined regularity. Also, the pachinko machine 1 can suggest the setting status of the game state to a player who notices that the special reserve displays SH1, SH2, SH3, and SH4 are displayed in a manner that deviates from the predetermined regularity. Therefore, the pachinko machine 1 can further increase the interest of the game by using the reserve displays.

[0212] When the game continues normally, the pachinko machine 1 can display the special reserve display SH1 at position H1, the special reserve display SH2 at position H2, the special reserve display SH3 at position H3, and the special reserve display SH4 at position H4, depending on the expectation of the reserved information. On the other hand, in a predetermined case, the pachinko machine 1 can display any one of the special reserve displays SH1, SH2, SH3, and SH4 at position H1 depending on the setting status of the game state. In this way, when the pachinko machine 1 displays the first reserved display depending on the setting status of the game state, it displays the special reserve displays SH1, SH2, SH3, and SH4 at position H1 in a manner that deviates from the predetermined regularity. The pachinko machine 1 can make the player aware that the special reserve displays SH1, SH2, SH3, and SH4 are displayed in a manner that deviates from the predetermined regularity, and can arouse the player's interest in the setting status of the game state.

[0213] In the waiting state, the pachinko machine 1 can display the special reserved display SH1, SH2, SH3, and SH4 at the position H1 in a manner that deviates from a predetermined regularity according to the setting status of the game state. Therefore, the pachinko machine 1 can attract the attention of the reserved display to the player who starts playing from the waiting state. In addition, the pachinko machine 1 can provide the player with an unprecedented way of enjoying the game, in which the player can get an opportunity to get a hint of the setting status of the current game state by temporarily suspending the game on the pachinko machine 1 during play, putting the pachinko machine 1 into the waiting state, and then resuming the game. In addition, the pachinko machine 1 can improve the operation of the pachinko machine 1 by increasing the player's willingness to play the pachinko machine 1 in the waiting state.

[0214] The pachinko machine 1 can indicate the stage of the probability setting as the setting status of the game state by using the special reserved indicators SH1, SH2, SH3, and SH4. The pachinko machine 1 can enhance the interest of the game by expanding the reserved indicator function.

[0215] In the above embodiment, the jackpot determination is an example of an "advantageous determination". The CPU 51 of the main control board 41 that executes the jackpot determination in S95 and S103 of FIG. 12 is an example of a "determination means". The RAM 52 of the main control board 41 that includes the special chart 1 jackpot related information storage area and the special chart 2 jackpot related information storage area is an example of a "holding means". The CPU 581 of the sub-control board 58 that executes the processes of S513, S523 of FIG. 13 and S559 of FIG. 21 is an example of a "holding display means". The CPU 51 of the main control board 41 that acquires the hold information in each process of S68 and S78 of FIG. 10 is an example of an "acquisition means". The CPU 51 of the main control board 41, which controls the probability variable flag and the time-saving flag at S138, S143 of FIG. 13, S158, S166, S179 of FIG. 14, and S206, S216 of FIG. 15, and the value of the A time-saving count counter or the B time-saving count counter at S135 of FIG. 13, S152, S162, S178 of FIG. 14, and S212 of FIG. 15, respectively, is an example of a "setting means". The CPU 581 of the sub-control board 58, which executes each process of S556 and S558 of FIG. 21, is an example of a "determining means". The special reserve display SH1, SH2, SH3, SH4 are an example of a "specific reserve display". The first start hole 14 and the second start hole 15 are an example of a "ball entry section". The ROM 53 of the main control board 41, which stores the jackpot determination table shown in FIG. 4, is an example of a "performance storage means". The CPU 51 of the main control board 41, which stores the setting value of the probability setting in the RAM 52 in S35 of FIG. 8, is an example of a "performance setting means."

[0216] Next, a second embodiment of the gaming machine according to the present invention will be described with reference to Figures 27 and 28. Note that the configuration of the pachinko machine 1 of the second embodiment, other than the configuration described below, is common to the pachinko machine 1 of the first embodiment. Therefore, the description of the configuration of the second embodiment common to the first embodiment will be omitted as appropriate.

[0217] The pachinko machine 1 of the second embodiment, like the pachinko machine 1 of the first embodiment, determines the display mode of the reserved display according to the setting status of the game state in the process of S558 shown in FIG. 21. As described above, the B time-saving state is set according to the number of judgments counted from the end of the jackpot game, the start of the execution of the jackpot judgment in the non-probability-changing state, and the execution of the RAM clear process described later reaching a predetermined upper limit number. The pachinko machine 1 of the second embodiment adopts the number of judgments required to reach the upper limit number for starting the B time-saving state as the setting status of the game state, and determines whether to display any of the special reserved displays SH1, SH2, SH3, and SH4 according to the number of judgments required to reach the upper limit number. Hereinafter, the number of judgments required to reach the upper limit number is referred to as the required number.

[0218] The required number of times suggestion decision table stored in the ROM 583 will be described with reference to FIG. 27. The required number of times suggestion decision table is provided to determine the display mode of the reserved display in the process of S558. The required number of times suggestion decision table defines a special reserved display SH1 corresponding to the alphabet "K" when the required number of times is 500 times or more. The required number of times suggestion decision table defines a special reserved display SH2 corresponding to the alphabet "U" when the required number of times is 300 to 499 times. The required number of times suggestion decision table defines a special reserved display SH3 corresponding to the alphabet "M" when the required number of times is 100 to 299 times. The required number of times suggestion decision table defines a special reserved display SH4 corresponding to the alphabet "K" when the required number of times is 1 to 99 times. That is, in the process of S558, the CPU 581 refers to the value of the sub-judgment number counting counter to obtain the current required number of times, and determines which of the special reserved displays SH1, SH2, SH3, and SH4 should be used as the display mode of the first reserved display according to the obtained required number of times. The CPU 581 stores the determined display mode of the first hold display in the RAM 582.

[0219] With reference to FIG. 28, a case will be described in which the first reserved display displays special reserved displays SH1, SH2, SH3, and SH4 in a display mode that deviates from a predetermined regularity according to the setting status of the game state in the customer waiting state. The example shown in FIG. 28 is a case in which the game state is normal. As shown in FIG. 28(Q), it is assumed that the first notification performance executed previously notified a loss and ended. After that, it is assumed that the player interrupts or stops the game, and the pachinko machine 1 enters the customer waiting state. As shown in FIG. 28(R), after entering the customer waiting state, the pachinko machine 1 starts executing the customer waiting performance when the above-mentioned customer waiting performance start time has elapsed.

[0220] FIG. 28(S) shows an example of a case where a game is resumed in a pachinko machine 1 in a customer waiting state, and a game ball enters the first start hole 14 during the execution of a customer waiting performance. In this case, in response to the CPU 51 acquiring a first reserved random number, a first reserved display corresponding to the acquired first reserved random number is displayed at position H1 of the display screen 28. When a first reserved random number is stored in a customer waiting state, the display mode of the first reserved display displayed corresponding to the first reserved information indicated by the first reserved random number is determined by the processing of S558. That is, the display mode of the first reserved display displayed at position H1 corresponding to a newly acquired first reserved random number in a customer waiting state is determined according to which of the current required number of times is determined by referring to the value of the sub-judgment number counting counter. FIG. 28(S) shows an example of a special reserved display SH2 indicating the alphabet "U" displayed at position H1, deviating from the regularity of the display of the special reserved displays SH1, SH2, SH3, and SH4 when the game is continued normally. That is, the pachinko machine 1 can indicate to the player who resumes play that the current required number of plays is between 300 and 499 plays by displaying the special hold display SH2 at position H1.

[0221] After that, as shown in Fig. 28(T), a special chart 1 big win judgment is performed for the first reserved random number corresponding to the first reserved display displayed at position H1 in Fig. 28(S), and a first notification performance is started to notify the judgment result. As shown in Fig. 28(T), the customer waiting state ends with the start of the first notification performance, so the customer waiting performance ends and the variable display of the performance pattern 100 starts. Note that the first reserved display displayed at position H1 in Fig. 28(S) is erased from position H1 with the start of the first notification performance shown in Fig. 28(T).

[0222] After that, it is assumed that the jackpot determination and the notification effect are repeatedly executed without the jackpot game state being set. Then, it is assumed that the first notification effect is started as shown in FIG. 28(U). It is assumed that this first notification effect is executed at the upper limit number of times for starting the B time-saving state. It is assumed that this first notification effect ends by notifying the result of the miss determination as shown in FIG. 28(W). As the jackpot determination is executed the upper limit number of times, the B time-saving state is set. As a result, the Yu-time start effect is executed as shown in FIG. 28(X). The Yu-time start effect is executed by displaying an image 112 showing the characters "Yu-time entry" on the display screen 28. In addition, as the game state transitions from the normal state to the non-probability time-saving state, a right-hit display 118 for instructing the player to change the game from left hit to right hit is also displayed on the display screen 28. In addition, an image 113 showing the characters "Chance mode" indicating that the game state is in the non-probability time-saving state is also displayed on the display screen 28.

[0223] In this way, the pachinko machine 1 can improve the interest of the game by adding a function to indicate the setting status of the current game state to the reserved display. In particular, for a game machine with the B time-saving state, the fewer the required number of times, the sooner the opportunity to transition to a non-variable time-saving state that is more advantageous than the normal state, which is the current game state, will arrive, so the required number of times is of interest to a player who continues playing in the normal state. The pachinko machine 1 can give the player an opportunity to know an estimate of the required number of times as the setting status of the current game state, by using the first reserved display. In addition, the pachinko machine 1 can suggest the setting status of the current game state by using the first reserved display displayed in the customer waiting state. The player can get an opportunity to know the setting status of the current game state, that is, an estimate of the required number of times, by playing the pachinko machine 1 in the customer waiting state and displaying the reserved display. Therefore, the pachinko machine 1 can improve the player's desire to play the pachinko machine 1 that is left unplayed and in the customer waiting state. The pachinko machine 1 can provide a player with an unprecedented way of enjoying the pachinko machine 1, in which the player can get an idea of ​​the current number of times required by temporarily suspending play on the pachinko machine 1 during play and putting the pachinko machine 1 into a customer waiting state and then resuming play.

[0224] As described above, the pachinko machine 1 can indicate the required number of times as the setting status of the game state by using the special reserved displays SH1, SH2, SH3, and SH4. The pachinko machine 1 can enhance the interest of the game by expanding the reserved display function. The non-probability variable state is an example of a "first game state." The non-probability variable time-shortened state is an example of a "second game state." The CPU 51 of the main control board 41 that controls the value of the judgment number counting counter at S132 in FIG. 13, S173 in FIG. 14, and S215 in FIG. 15 is an example of a "game state transition means."

[0225] The present invention is not limited to the above-described embodiment, and various modifications are possible within the scope of the present invention. In the first embodiment, the pachinko machine 1 can indicate the stage of probability setting as the setting status of the game state, and in the second embodiment, the number of required times, which is the number of jackpot determinations required until the B time-saving state is set, using the special reserve displays SH1, SH2, SH3, and SH4. In addition, the pachinko machine 1 may indicate whether or not the probability variable state is set as the setting status of the game state, using the special reserve displays SH1, SH2, SH3, and SH4. In this case, the CPU 581 refers to the state of the sub probability variable flag in the process of S558 shown in FIG. 21 to determine whether or not the probability variable state is set. For example, when the CPU 581 determines that the probability variable state is not set, it determines the display mode of the first reserve display to be the special reserve display SH1, and when it determines that the probability variable state is set, it determines the display mode of the first reserve display to be the special reserve display SH4. In this case, the pachinko machine 1 can indicate to the player that the probability variable state is set by displaying the special reserve display SH4 that is not usually displayed at position H1. When the pachinko machine 1 is a so-called probability variable non-notification type that does not clearly notify the player that the probability variable state is set, applying the present invention is effective because it can give the player an opportunity to know whether the probability variable state is set.

[0226] The pachinko machine 1 may indicate whether or not the time-saving state is set as the setting status of the game state by using the special reserve display SH1, SH2, SH3, and SH4. In this case, the CPU 581 judges whether or not the time-saving state is set by referring to the state of the sub time-saving flag in the process of S558. For example, when the CPU 581 judges that the time-saving state is not set, it determines the display mode of the first reserve display to be the special reserve display SH1, and when it judges that the time-saving state is set, it determines the display mode of the first reserve display to be the special reserve display SH4. In this case, the pachinko machine 1 can indicate to the player that the time-saving state is set by displaying the special reserve display SH4, which is not usually displayed, at the position H1. The pachinko machine 1 can set a game state in which the game ball can enter the second start hole 15 more easily than in the normal state, but the preparation degree is very small, and the game state is very similar to the non-time-saving state for the player, as the time-saving state. Such a game state is called a slight time-saving state. Applying the present invention to a pachinko machine 1 equipped with a micro-time-saving mode is effective because it gives the player an opportunity to know whether the micro-time-saving mode is set.

[0227] The pachinko machine 1 may adopt the number of judgments required until the time-saving state ends as the setting status of the game state. The number of judgments required until the time-saving state ends is called the remaining number of time-savings. The pachinko machine 1 may determine the display mode of the reserved display to be the special reserved display SH1 when the remaining number of time-savings is greater than a predetermined number, and may determine the display mode of the reserved display to be the special reserved display SH2, SH3, SH4 in stages when the remaining number of time-savings is less than the predetermined number. For example, when the pachinko machine 1 has a plurality of A-time-saving times, when it is not clearly notified which of the plurality of A-time-saving times is applied, the player is interested in which number of time-savings is remaining. In such a case, applying the present invention is effective because it can give the player an opportunity to know the remaining number of time-savings.

[0228] The pachinko machine 1 may adopt the number of judgments required until the probability variable state ends as the setting status of the game state. The number of judgments required until the probability variable state ends is called the probability variable remaining number. The pachinko machine 1 may determine the display mode of the reserved display to be the special reserved display SH1 when the probability variable remaining number is greater than a predetermined number, and may determine the display mode of the reserved display to be the special reserved display SH2, SH3, SH4 in stages when the probability variable remaining number is less than that. For example, the pachinko machine 1 is provided with a so-called ST type game specification in which, when the probability variable state is set, the probability variable state ends when the number of judgments in the probability variable state reaches a predetermined ST number. When the pachinko machine 1 has multiple ST numbers, if it does not clearly notify which of the multiple ST numbers is applied, it is the player's interest which the probability variable remaining number is. Applying the present invention to such a case is effective because it can give the player an opportunity to know the probability variable remaining number.

[0229] In the first and second embodiments, an example was described in which the special reserve displays SH1, SH2, SH3, and SH4 are displayed at position H1 in a manner that deviates from a predetermined rule in the customer waiting state using FIG. 26(O) and FIG. 28(S). The pachinko machine 1 may display the special reserve displays SH1, SH2, SH3, and SH4 at position H1 in a manner that deviates from a predetermined rule in the customer waiting state. Even when the pachinko machine 1 has reached the customer waiting state, but the customer waiting performance start time is being measured and the customer waiting performance has not yet started, the special reserve displays SH1, SH2, SH3, and SH4 may be displayed at position H1 in a manner that deviates from a predetermined rule according to the setting status of the game state. In other words, the display of the special reserve displays SH1, SH2, SH3, and SH4 at position H1 in a manner that deviates from a predetermined rule according to the setting status of the game state is not limited to during the execution of the customer waiting performance shown in FIG. 26(O) and FIG. 28(S).

[0230] When two or more game balls enter the first starting hole 14 consecutively during the waiting state in the normal state, the pachinko machine 1 can first display one of the special reserve displays SH1, SH2, SH3, and SH4 in accordance with the setting of the game state at position H1. In this case, the pachinko machine 1 may display one of the special reserve displays SH1, SH2, SH3, and SH4, the same as that displayed at position H1, at positions H2, H3, and H4 in addition to position H1, depending on the number of game balls that enter consecutively.

[0231] The pachinko machine 1 does not only display the special reserve display SH1, SH2, SH3, and SH4 at the position H1 in a manner deviating from the predetermined rule according to the setting situation of the game state in the waiting state. For example, when the game is continued normally, the special reserve display SH1, SH2, SH3, and SH4 may be displayed according to a predetermined regularity according to the expectation of the reserve information, and the special reserve display SH1, SH2, SH3, and SH4 may be displayed in a manner deviating from the predetermined rule according to the setting situation of the game state. For example, the CPU 581 may be provided with a process for determining which process of S556 or S558 to execute by a predetermined lottery, instead of the judgment of S555 in FIG. 21. In this case, even when the game is continued normally, the special reserve display SH1, SH2, SH3, and SH4 may be displayed in a manner deviating from the predetermined rule, so that the pachinko machine 1 can attract the attention of the player to the special reserve display SH1, SH2, SH3, and SH4.

[0232] The present invention may be realized by using the second reserved display. The game state to which the present invention is applied may be a game state other than the normal state, such as a probability variable state or a time-saving state. In addition, when the pachinko machine 1 is provided with a normal reserved display that displays a normal winning random number stored in the normal winning related information storage area of ​​the RAM 52, the present invention may be realized by using the normal reserved display. The normal winning random number may be obtained by the game ball passing through a predetermined gate such as the gate 12 as in the first and second embodiments, or may be obtained by the game ball entering a predetermined winning hole instead of a gate.

[0233] The special reserve display SH1, SH2, SH3, and SH4 are not limited to the name of the main character of the motif of the pachinko machine 1. The special reserve display SH1, SH2, SH3, and SH4 may be selected in various ways, such as characters, logos, symbols, etc., that represent the title of the motif, keywords related to the motif, catchphrases used in the motif, etc. In the first and second embodiments, four types of display modes of the special reserve display SH1, SH2, SH3, and SH4 are provided. It is preferable that the number of types of this display mode is the same as the maximum number of reserved items. When the special reserve display SH1, SH2, SH3, and SH4 are composed of characters, the readability of the special reserve display SH1, SH2, SH3, and SH4 is improved when they are lined up, and it is easier to attract the player's attention to the special reserve display SH1, SH2, SH3, and SH4. [Explanation of symbols]

[0234] 1. Pachinko Machines 28 Display screen 41 Main control board 51,581 CPU 52,582 RAM 53,583 ROM SH1,SH2,SH3,SH4 Special hold display

Claims

1. A determination means for executing an advantage determination to determine whether an advantageous state advantageous to a player will occur based on numerical information acquired in response to the establishment of a predetermined trigger; a reservation means for storing the numerical information for which the execution of the advantageous determination is reserved as reservation information; a hold display means for displaying a hold display indicating each of the hold information stored by the hold means; an acquisition means for acquiring an expectation degree that the advantageous state will be determined to occur by the advantageous determination executed on the pending information; a performance storage means for storing a plurality of gaming machine performances each having a different degree of advantage to a player; a performance setting means for setting one of the plurality of game performances stored in the performance storage means; a determination means for determining a display mode of the hold display; Equipped with The determining means According to the degree of expectation, it is determined to display the hold display in a first mode, which is a display mode having a predetermined regularity; Depending on which of the plurality of game performances is set, it can be determined to display the hold display in a second manner different from the first manner. A gaming machine characterized by:

2. The predetermined regularity in the first aspect is established by displaying a specific hold display, which is a specific hold display corresponding to each order in which the hold information is stored by the hold means, 2. The gaming machine according to claim 1, wherein the second mode displays one of the specific hold displays in a mode that deviates from the predetermined regularity.

3. The predetermined trigger is established in response to a game ball entering a predetermined ball entry portion configured to allow the game ball to enter, while the holding means is in a state in which the holding information can be stored, The gaming machine described in claim 1 or 2, characterized in that the determination means can determine the display mode of the hold display to be the second mode when the customer waiting state continues in which the hold information is not stored in the hold means.