Game machine

JP2024079434A5Pending Publication Date: 2025-11-04SANSEI R&D KK
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Patent Information

Application Number
JP2022192399
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-11-30
Publication Date
2025-11-04

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player interest by consecutively executing multiple types of performances, leading to a decline in gaming engagement.

Method used

The gaming machine incorporates a performance control system that suggests the possibility of an advantageous game state by consecutively executing multiple types of performances, with specific performance patterns and probabilities adjusted to increase the likelihood of reaching a favorable outcome when played a certain number of times.

Benefits of technology

This approach helps maintain and enhance player interest by providing a dynamic and engaging gaming experience, reducing the decline in engagement through strategic performance execution.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine that suppresses a decline in interest in a game.SOLUTION: A game machine includes: game control means (game control board 100) capable of controlling a game; and performance control means (performance control board 120, image control board 140) capable of controlling a performance. The performance control means may execute a suggestion performance (special mode performance) suggesting that it is more likely that a game state is a specific game state which is more advantageous to a player. In the suggestion performance, multiple types of specific performances (cut-in performance, group crossing performance, frame lamp flash) can be executed consecutively a first specific number of times (three times). The possibility that a game state is a specific game state is higher when the same type of specific performance is executed the first specific number of times than when it is executed a second specific number of times (two times), which is one less than the first specific number of times.SELECTED DRAWING: Figure 70
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Description

[Technical Field]

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

[0002] In a conventional pachinko game machine, when a predetermined condition is met, such as when a game ball enters a starting hole, a variable display of a special symbol is executed. After the variable display of the special symbol, a static display of the special symbol is executed. Here, when a specific special symbol is statically displayed, the machine may be controlled to a favorable game state that is advantageous to the player (see Patent Document 1).

[0003] The gaming machine described in Patent Document 1 may execute a special effect that suggests the possibility of entering a favorable gaming state, and in the special effect, multiple unit effects are executed consecutively. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2019-181255 Summary of the Invention [Problem to be solved by the invention]

[0005] However, there is still room for improvement in gaming machines that can execute specific effects in which multiple unit effects are executed consecutively in order to increase the entertainment value of the game. [Means for solving the problem]

[0006] The gaming machine according to the present invention comprises: a game control means capable of controlling a game; A performance control means capable of controlling the performance, The performance control means The game control means may execute a suggestion effect that suggests that a specific game state advantageous to the controllable player may be entered, In the suggestive effects, a plurality of types of specific effects can be executed consecutively a first specific number of times, and the specific game state is more likely to be reached when the specific effects of the same type are executed the first specific number of times than when the specific effects are executed a second specific number of times which is one less than the first specific number of times. [Effects of the Invention]

[0007] According to the present invention, it is possible to prevent a decline in interest in games. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a perspective view of a pachinko gaming machine according to a basic embodiment of the present invention. [Figure 2] FIG. [Figure 3] 1A is a front view illustrating the standby state of the movable plate body, FIG. 1B is a front view illustrating the moving state of the movable plate body, and FIG. 1C is a front view illustrating the rotating state of the movable plate body. [Figure 4] FIG. [Figure 5] 1 is a rear view of a pachinko gaming machine according to a basic embodiment of the present invention. [Figure 6] A block diagram showing the electrical configuration of the game control board. [Figure 7] FIG. 10 is a block diagram showing the electrical configuration of the performance control board. [Figure 8] (A) is a table showing general map-related judgment information, and (B) is a table showing special map-related judgment information. [Figure 9] (A) is an example of the configuration of a hit determination table, (B) is an example of the configuration of a normal game fluctuation pattern determination table, and (C) is an example of the configuration of an auxiliary game control table. [Figure 10] (A) is an example of the configuration of a jackpot determination table, (B) is an example of the configuration of a jackpot symbol type determination table, and (C) is an example of the configuration of a reach determination table. [Figure 11] This is an example of the configuration of the Special Chart 1 fluctuation pattern determination table. [Figure 12] This is an example of the configuration of the special chart 2 fluctuation pattern determination table. [Figure 13] 10 is a configuration example of a first prefetch determination table. [Figure 14] 10 is a configuration example of a second prefetch determination table. [Figure 15] (A) is an example of the configuration of a jackpot game control table, and (B) is an example of the configuration of a game status setting table. [Figure 16] FIG. 10A is a diagram showing an example of a demo video, and FIG. 10B is a diagram showing an example of a setting screen. [Figure 17] (A) is a diagram showing an example of the first normal background image, (B) is a diagram showing an example of the second normal background image, (C) is a diagram showing an example of the third normal background image, (D) is a diagram showing an example of a special bonus background image, and (E) is a diagram showing an example of a time-saving background image. [Figure 18] (A) is a diagram showing an example of a big win opening presentation, (B) is a diagram showing an example of a round presentation, and (C) is a diagram showing an example of a big win ending presentation. [Figure 19] (A) is a diagram showing an example of a performance pattern, and (B) is a diagram showing an example of a performance pattern display area. [Figure 20] This is a diagram showing an example of a special chart change effect when there is no reach and it is a miss. [Figure 21] This is a diagram showing an example of the special chart change performance from the start to the reach. [Figure 22] FIG. 10 is a diagram illustrating an example of N reach. [Figure 23] FIG. 10 is a diagram illustrating an example of an L reach. [Figure 24] FIG. 24 is a diagram showing an example of L reach, which is a continuation of FIG. 23. [Figure 25] FIG. 10 is a diagram showing an example of an SP reach. [Figure 26] FIG. 25 is a diagram showing an example of an SP reach, which is a continuation of FIG. [Figure 27] This is a diagram showing an example of an SP reach, and is a continuation of Figure 26. [Figure 28]FIG. 10 is a diagram showing an example of a movable object effect. [Figure 29] FIG. 10 is a diagram showing an example of an operation presentation. [Figure 30] FIG. 10 is a diagram showing an example of a hold effect. [Figure 31] FIG. 10 is a diagram showing an example of a hold change notice. [Figure 32] FIG. 10 is a diagram showing an example of a hold change notice. [Figure 33] 10 is a flowchart of a game control main process. [Figure 34] 10 is a flowchart of the game control side timer interrupt processing. [Figure 35] 10 is a flowchart of a sensor detection process. [Figure 36] FIG. 36 is a flowchart of the sensor detection process, and is a continuation of FIG. 35. [Figure 37] 10 is a flowchart of a normal operation process. [Figure 38] 10 is a flowchart of a special action process. [Figure 39] 10 is a flowchart of a special symbol waiting process. [Figure 40] This is a flowchart of the Special Figure 1 fluctuation pattern determination process. [Figure 41] 10 is a flowchart of special symbol variation processing. [Figure 42] 10 is a flowchart of a special symbol determination process. [Figure 43] 10 is a flowchart of a main process for performance control. [Figure 44] 10 is a flowchart of a 1 ms timer interrupt process. [Figure 45] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 46] 10 is a flowchart of a received command analysis process. [Figure 47] FIG. 47 is a flowchart of the received command analysis process, showing a continuation of FIG. 46. [Figure 48] A figure showing an example of the configuration of the special chart 1 fluctuation pattern determination table in the non-time-saving state in the first embodiment. [Figure 49] This is an explanatory diagram that explains the execution timing of various director effects and the execution timing of premonition effects. [Figure 50] FIG. 10 is an explanatory diagram showing a specific example of a premonition effect. [Figure 51] An explanatory diagram showing a specific example of the first specific effect. [Figure 52] An explanatory diagram showing a specific example of the second specific effect. [Figure 53] An explanatory diagram showing a specific example of the third specific effect (L). [Figure 54] An explanatory diagram showing a specific example of the third special performance (SP). [Figure 55] FIG. 10 is an explanatory diagram showing a specific example of SPSP reach (L). [Figure 56] FIG. 10 is an explanatory diagram showing a specific example of SPSP reach (SP). [Figure 57] FIG. 10 is a diagram illustrating an example of the configuration of a specific effect determination table. [Figure 58] (A) is a diagram showing an example of the configuration of the first premonition execution timing determination table when the director's performance is executed twice in the special chart change performance, and (B) is a diagram showing an example of the configuration of the first premonition execution timing determination table when the director's performance is executed once in the special chart change performance. [Figure 59] FIG. 10 is a diagram illustrating an example of the configuration of a premonition effect determination table. [Figure 60] FIG. 10 is a diagram illustrating an example of the configuration of a second precursor execution timing determination table. [Figure 61] (A) is an explanatory diagram showing the decorative image, hold display area, and an overview of the display area in normal mode, and (B) is an explanatory diagram showing the decorative image, hold display area, and the display area in normal mode in detail. [Figure 62] (A) is an explanatory diagram showing the decorative image, pending display area, and an overview of the display area in the first movement mode, and (B) is an explanatory diagram showing the decorative image, pending display area, and the display area in detail in the first movement mode. [Figure 63](A) is an explanatory diagram showing an outline of the decorative image, pending display area, and said display area in the second movement mode, and (B) is an explanatory diagram showing in detail the decorative image, pending display area, and said display area in the second movement mode. [Figure 64] A figure showing an example of the configuration of a holding position movement notice determination table. [Figure 65-1] A figure showing an example of the configuration of a hold change notification judgment table. [Figure 65-2] A figure showing an example of the configuration of a hold change notification judgment table. [Figure 65-3] A figure showing an example of the configuration of a hold change notification judgment table. [Figure 66] FIG. 10 is a diagram illustrating an example of the configuration of a reservation change timing determination table. [Figure 67] An explanatory diagram showing specific examples of hold position movement notice and hold change notice. [Figure 68] An explanatory diagram showing specific examples of hold position movement notice and hold change notice. [Figure 69] An explanatory diagram showing specific examples of hold position movement notice and hold change notice. [Figure 70] 10 is a presentation flow relating to special mode presentations. [Figure 71] 10A is a diagram showing an example of the configuration of a special mode effect execution determination table, and FIG. 10B is a diagram showing an example of the configuration of a chance-up scenario determination table. [Figure 72] FIG. 10 is a diagram illustrating an example of the configuration of a chance-up type pattern determination table. [Figure 73] FIG. 10 is a diagram illustrating an example of the configuration of a chance-up type pattern determination table. [Figure 74] FIG. 10 is a diagram illustrating an example of the configuration of a general performance mode determination table. [Figure 75] FIG. 10 is an explanatory diagram illustrating a specific example of a special mode effect. [Figure 76] FIG. 10 is an explanatory diagram illustrating a specific example of a special mode effect. [Figure 77] FIG. 10 is an explanatory diagram illustrating a specific example of a special mode effect. [Figure 78]FIG. 10 is an explanatory diagram illustrating a specific example of a special mode effect. [Figure 79] FIG. 10 is an explanatory diagram illustrating a specific example of a special mode effect. [Figure 80] FIG. 10 is an explanatory diagram illustrating a specific example of a special mode effect. [Figure 81] FIG. 10 is an explanatory diagram illustrating a specific example of a special mode effect. [Figure 82] FIG. [Figure 83] A block diagram showing the electrical configuration of the performance control board in the fourth embodiment. [Figure 84] FIG. 10 is an explanatory diagram illustrating a specific example of a non-play custom operation. [Figure 85] FIG. 10 is an explanatory diagram illustrating a specific example of a non-play custom operation. [Figure 86] FIG. 10 is an explanatory diagram illustrating a specific example of a non-play custom operation. [Figure 87] FIG. 10 is an explanatory diagram illustrating a specific example of a non-play custom operation. [Figure 88] FIG. 10 is an explanatory diagram illustrating a specific example of an in-game custom operation. [Figure 89] FIG. 10 is an explanatory diagram illustrating a specific example of an in-game custom operation. [Figure 90] FIG. 10 is an explanatory diagram illustrating a specific example of an in-game custom operation. [Figure 91] FIG. 10 is an explanatory diagram illustrating a specific example of an in-game custom operation. [Figure 92] FIG. 11 is a front view of a game board according to a fifth embodiment. [Figure 93] 1 is an explanatory diagram showing a schematic configuration of the gaming board 1 after the gaming ball has entered the second large winning slot 15. FIG. [Figure 94] FIG. 11 is a block diagram showing the electrical configuration of the game control board according to the fifth embodiment. [Figure 95] A block diagram showing the electrical configuration of the performance control board side in the fifth embodiment. [Figure 96](A) is an example of the configuration of a jackpot determination table related to the fifth embodiment, (B) is an example of the configuration of a jackpot pattern type determination table related to the fifth embodiment, and (C) is an example of the configuration of a small jackpot pattern type determination table related to the fifth embodiment. [Figure 97] 13 is a configuration example of a jackpot game control table according to the fifth embodiment. [Figure 98] 13 is a configuration example of a small win game control table according to the fifth embodiment. [Figure 99] This is a time chart showing the flow of a small win game. [Figure 100] This figure shows an example of the configuration of a game state setting table, which shows the relationship between the type of special pattern (special pattern type) that triggers a jackpot game, the game state to which the game transitions upon the end of the jackpot game corresponding to that special pattern type, and the end conditions related to the game state. [Figure 101] A figure showing an example of the configuration of a time-saving special chart 2 fluctuation pattern determination table related to the fifth embodiment. [Figure 102] FIG. 10 is an explanatory diagram illustrating a specific example of time presentation. [Figure 103] FIG. 10 is an explanatory diagram illustrating a specific example of time presentation. [Figure 104] FIG. 10 is an explanatory diagram illustrating a specific example of time presentation. [Figure 105] FIG. 10 is an explanatory diagram illustrating a specific example of time presentation. [Figure 106] FIG. 10 is an explanatory diagram illustrating a specific example of time presentation. [Figure 107] FIG. 10 is an explanatory diagram illustrating a specific example of time presentation. [Figure 108] FIG. 10 is an explanatory diagram illustrating a specific example of time presentation. [Figure 109] FIG. 10 is an explanatory diagram illustrating a specific example of time presentation. DETAILED DESCRIPTION OF THE INVENTION

[0009] <Basic embodiment> First, a basic embodiment of the present invention, which is the premise for the characteristic parts of the gaming machine of the present invention, will be specifically described with reference to the drawings. In each of the referenced drawings, the same parts are given the same reference numerals, and duplicated explanations of the same parts will be omitted as a general rule. In the following, for the sake of simplicity, by using symbols or signs that refer to information, signals, physical quantities, components, etc., the names of the information, signals, physical quantities, components, etc. corresponding to the symbols or signs may be omitted or abbreviated.

[0010] 1. Mechanical structure of the gaming machine A pachinko gaming machine PY, which is a basic embodiment of the gaming machine of the present invention, will be described below. First, the mechanical configuration of the pachinko gaming machine PY will be described using Figures 1 to 4. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY refer to the left, right, up, and down directions (as viewed from the front) of a player facing the pachinko gaming machine PY. In addition, "forward" will be described as the direction from the pachinko gaming machine PY approaching the player facing the pachinko gaming machine PY, and "rearward" will be described as the direction from the player facing the pachinko gaming machine PY approaching the pachinko gaming machine PY.

[0011] 1, the pachinko game machine PY includes a game board unit YU including a game board 1, and a game machine frame 2 that houses the game board unit YU inside. The game machine frame 2 includes a frame-shaped outer frame 21 that is fixed to the game parlor, an inner frame 22 that is attached to the outer frame 21 and to which the game board unit YU is attached, and a front door 23 that is rotatably supported by the inner frame 22.

[0012] The outer frame 21, the inner frame 22, and the front door 23 have substantially the same outer peripheral shape when viewed from the front. The inner frame 22 is attached to the front surface of the outer frame 21.

[0013] The front door 23 can be opened and closed relative to the inner frame 22. The front door 23 includes a frame-shaped front frame 23m with a large, substantially vertically elongated rectangular opening formed in the center, and a transparent plate 23t fitted into the opening. When the front door 23 is closed, the game board 1 included in the game board unit YU faces the transparent plate 23t. The transparent plate 23t is made of a transparent synthetic resin plate and is formed in a substantially vertically elongated rectangular shape. Therefore, when the pachinko gaming machine PY is installed in a gaming parlor, a player standing in front of the pachinko gaming machine PY can view the game area 6 formed on the front of the game board 1 through the transparent plate 23t. Note that a transparent glass plate may be used as the transparent plate 23t instead of a transparent synthetic resin plate. It is sufficient that the game area 6 can be viewed through the transparent plate 23t from the front of the pachinko gaming machine PY.

[0014] A handle 72k that can be rotated to launch the gaming ball is provided at the lower right of the front of the front frame 23m. The amount by which the handle 72k is rotated (rotation angle) corresponds to the magnitude of the force (launch strength) applied to the gaming ball to launch it. Therefore, the gaming ball is launched with a launch strength that corresponds to the rotation of the handle 72k.

[0015] In addition, an upper tray 34 that protrudes significantly forward and a lower tray 35 that is disposed directly below the upper tray 34 are provided at the lower front of the front frame 23m. A first effect button 41k that can be pressed downward is provided at the center of the front side of the upper tray 34. The operating portion of the first effect button 41k that protrudes visibly from the top surface of the upper tray 34 is formed in a hemispherical shape. Furthermore, a supply ball storage hole 34A is formed on the rear side of the top surface of the upper tray 34 to store game balls that are supplied to the handle 72k. In addition, a surplus ball storage hole 35A is provided on the top surface of the lower tray 35 to store surplus game balls that cannot be accommodated in the supply ball storage hole 34A.

[0016] Furthermore, the upper decorative body 31, right decorative body 32, and left decorative body 33 are provided on the upper, right, and left sides of the transparent plate 23t on the front of the front frame 23m, protruding forward. A pair of speakers 52 capable of outputting sound—specifically, a speaker 52L on the left side and a speaker 52R on the right side—are installed side by side facing downward and spaced a predetermined distance apart in the left-right direction on the bottom surface of the upper decorative body 31. A second performance button 42k that can be pressed downward is also provided on the bottom of the right decorative body 32. The operating portion of the second performance button 42k is shaped like a rod. Furthermore, an illuminating frame lamp 53 is provided from the right decorative body 32 to the front right portion of the upper tray 34, and from the left decorative body 33 to the front left portion of the upper tray 34.

[0017] The positions and number of components and devices provided in the gaming machine frame 2 can be changed as appropriate within the scope that does not interfere with the game.

[0018] Next, the game board unit YU will be explained using FIG. 2 in addition to FIG. 1. The game board unit YU has a game board 1 and a board presentation unit EU attached to the back of the game board 1. First, the game board 1 will be explained. The game board 1 is made of a transparent synthetic resin plate. An opening 1A that is roughly circular when viewed from the front is formed in approximately the center of the game board 1.

[0019] A generally ring-shaped center decorative body 61 is formed to protrude forward along the opening 1A on the front surface of the game board 1. In addition, on the outside of the center decorative body 61, a generally ring-shaped outer rail 62 is formed to largely surround the center decorative body 61, and a curved inner rail 63 is formed between the left side portion of the outer rail 62 and the center decorative body 61 and is generally parallel to the outer rail 62 and the center decorative body 61.

[0020] On the front side of the gaming board 1, the area surrounded by the center decorative body 61, the outer rail 62, the inner rail 63, etc. forms the gaming area 6. In other words, the front side of the gaming board 1 is divided into the gaming area 6 and other areas by the center decorative body 61, the outer rail 62, and the inner rail 63. In addition, the area surrounded by the outer rail 62 and the inner rail 63 forms the launch area 7 through which the launched gaming ball can pass on its way to the gaming area 6.

[0021] The play area 6 is an area where game balls released by operating the handle 72k can flow down, and is provided for playing games on the pachinko game machine PY. Numerous game nails (not shown) protrude from the play area 6. The game nails form paths that appropriately guide game balls that enter the play area 6 and flow down the play area 6 to the general prize opening 10, the first start opening 11, the second start opening 12, the gate 13, and the big prize opening 14.

[0022] A general winning device 10D is provided at a predetermined position in the game area 6. The general winning device 10D has a general winning port 10 formed so that game balls can enter. When a game ball enters the general winning port 10, a predetermined number of game balls (for example, three) are paid out as prize balls. The game balls that enter the general winning port 10 are discharged directly to the outside of the game area 6.

[0023] In addition, a first start winning device 11D is provided directly below the center of the center decorative body 61 in the game area 6. The first start winning device 11D has a first start opening 11 formed to allow game balls to enter. The first start winning device 11D has a non-operational structure that does not operate. Therefore, the ease with which game balls can enter the first start opening 11 remains constant (unchanging). When a game ball enters the first start opening 11, a predetermined number of game balls (for example, four) are paid out as prize balls. Note that game balls that enter the first start opening 11 are simply ejected outside the game area 6.

[0024] In addition, a warp section 61w is formed from the left side to the lower end of the center decorative body 61, allowing game balls to pass through inside. The entrance to the warp section 61w is formed on the left side of the center decorative body 61. Game balls that enter the warp section 61w pass through the inside of the warp section 61w and exit through the exit. Near the exit of the warp section 61w, on the upper surface of the lower end of the center decorative body 61, is provided a stage 61s on which game balls can roll. A downward guide section 61y that guides game balls downward is provided at the tip of the stage 61s. A first starting port 11 is provided directly below this downward guide section 61y.

[0025] A second start winning device (so-called "electric chute") 12D is provided directly below the first start opening 11 in the game area 6. The electric chute 12D has a second start opening 12 that can be changed between a closed state, in which game balls cannot enter, and an open state, in which game balls can enter. The second start opening 12 is switched between a closed state and an open state by an electric chute opening / closing member 12k provided on the electric chute 12D. In other words, the second start opening 12 opens and closes by operating the electric chute opening / closing member 12k.

[0026] The electric chute opening / closing member 12k is a roughly L-shaped member when viewed from the front, and normally closes the second starting hole 12. The electric chute opening / closing member 12k can protrude forward from a retracted state in which the front tip surface is flush with the playing area 6. When the electric chute opening / closing member 12k protrudes forward, the electric chute opening / closing member 12k protrudes vertically into the playing area 6, opening the second starting hole 12 to allow the ball to enter. Specifically, the vertical portion erected at the left end of the horizontal portion of the electric chute opening / closing member 12k receives the game ball, and the game ball is guided from the horizontal portion to the second starting hole 12.

[0027] In this way, game balls can enter the second start opening 12 only when the electric chute opening / closing member 12k is in the open state. When game balls enter the second start opening 12, a predetermined number of game balls (for example, two) are paid out as prize balls. Game balls that enter the second start opening 12 are discharged directly to the outside of the game area 6.

[0028] A gate 13 is also provided on the right side of the center decorative body 61. The gate 13 is configured to allow game balls to pass through. Even if a game ball passes through the gate 13, no prize balls are paid out. Note that game balls that pass through the gate 13 simply flow down the game area 6.

[0029] A special prize device 14D is provided in the gaming area 6 to the right of the first start prize device 11D and downstream of the gate 13. The special prize device 14D is formed with a special prize opening 14 that can be changed between a closed state, which prevents game balls from entering, and an open state, which allows the game balls to enter. The special prize opening 14 is switched between the closed state and the open state by an AT opening / closing member 14k provided on the special prize device 14D. In other words, the special prize opening 14 is opened and closed by the operation of the AT opening / closing member 14k.

[0030] The AT opening / closing member 14k is a movable member consisting of a flat plate that is roughly horizontally rectangular when viewed from the front, and normally closes the large prize opening 14. A horizontal rotation axis is provided at the lower end of the AT opening / closing member 14k. The AT opening / closing member 14k can rotate approximately 90 degrees around the rotation axis so that the upper end tilts forward. When the AT opening / closing member 14k rotates, it protrudes vertically into the game area 6, opening the large prize opening 14 to allow balls to enter.

[0031] In this way, only when the AT opening / closing member 14k is in the open state can gaming balls enter the large prize opening 14. When a gaming ball enters the large prize opening 14, a predetermined number of gaming balls (one in the basic embodiment) are paid out as prize balls. The gaming ball that enters the large prize opening 14 is discharged directly to the outside of the gaming area 6.

[0032] In addition, below the big prize device 14D in the game area 6, a guide path 64 is provided that protrudes forward from the game area 6 (the front surface of the game board 1) with its upper surface formed diagonally downward to the left, and that guides game balls to the second start hole 12. Note that game balls rolling on the upper surface of the guide path 64 can flow down toward the second start hole 12, but basically cannot enter the first start hole 11.

[0033] In addition, the entry of game balls into the first starting gate 11, the second starting gate 12, the big prize gate 14, and the general prize gate 10, and the passage of game balls through gate 13 are collectively referred to as "winning" at the first starting gate 11, the second starting gate 12, the big prize gate 14, the general prize gate 10, and gate 13.

[0034] The game area 6 into which game balls can flow can be divided into a left game area 6A on the left side of the center in the left-right direction, and a right game area 6B on the right side. The operation of the handle 72k to launch the game ball so that it flows down the left game area 6A is called a "left hit." On the other hand, the operation of the handle 72k to launch the game ball so that it flows down the right game area 6B is called a "right hit."

[0035] In the game area 6, the flow path through which the game ball can flow when shot from the left is called the first flow path R1, and the flow path through which the game ball can flow when shot from the right is called the second flow path R2. The first flow path R1 and the second flow path R2 are also configured with a large number of game nails (not shown).

[0036] A first start opening 11 and two general prize openings 10 are provided on the first flow path R1. Therefore, a player can aim to win a prize in the first start opening 11 or the general prize opening 10 by hitting the ball from the left so that the game ball flows down the first flow path R1. On the other hand, a second start opening 12, a gate 13, and a special prize opening 14 are provided on the second flow path R2. Therefore, a player can aim to win a prize in the gate 13, the second start opening 12, or the special prize opening 14 by hitting the ball from the right so that the game ball flows down the second flow path R2.

[0037] At the bottom of the game area 6, two outlets 19 are provided for discharging game balls that have been shot into the game area 6 but have not entered any of the winning slots to the outside of the game area 6. The number of winning balls that enter each winning slot can be set as appropriate.

[0038] Next, we will explain the board performance unit EU attached to the back of the game board 1. The board performance unit EU is a unit made up of multiple devices that mainly perform performance. An image display device 50 and a board moving device 55 are attached to the board performance unit EU.

[0039] The image display device 50 is configured with a 20-inch 3D liquid crystal display and is provided with a display unit 50a capable of displaying 3D images. The image display device 50 is disposed a few centimeters behind the game board 1.

[0040] The board moving device 55 includes a movable board body 55k. The board moving body 55k has a horizontally elongated, plate-shaped lifting member 55k2 that is maintained in a horizontal position, and a substantially elliptical rotating member 55k1 that is provided at the center of the lifting member 55k2 in the left-right direction. The board moving body 55k is disposed between the game board 1 and the image display device 50. In the standby state where the board moving body 55k is disposed in the initial position, the lower end portion of the board moving body 55k, specifically the lower end portion of the rotating member 55k1, is located slightly below the upper end of the opening 1A of the game board 1. In other words, in the standby state, the board moving body 55k is disposed so that only a portion of the lower end of the rotating member 55k1 is visible to the player, and the majority of it is invisible (see FIG. 3(A)).

[0041] The movable plate body 55k can be lowered as a whole from the initial position to a predetermined operating position, and then raised from the operating position to return to the initial position (see FIG. 3(B)). The predetermined operating position is a position where the movable plate body 55k is located approximately in the center of the opening 1A when viewed from the front. Here, the predetermined working position can be set appropriately, and may be a position where the movable plate body 55k is located above or below the approximately center of the opening 1A when viewed from the front.

[0042] The rotating member 55k1 can rotate clockwise and counterclockwise as viewed from the front about a rotation axis formed at its center in the front-rear direction (see FIG. 3(C)). The rotating member 55k1 can rotate when the movable platen body 55k moves from the standby position to the operating position, when it is held at the operating position, and when it moves from the operating position to the standby position.

[0043] The positions and number of components and devices provided on the game board unit YU can be changed as appropriate within the scope that does not interfere with the game.

[0044] Next, we will explain the indicators 8 that are located to the right of the center of the play area 6 formed on the front of the game board 1 in the vertical direction (in the area other than the play area 6). As shown in Figure 4, the indicators 8 include a special symbol 1 indicator 81a that variably displays the first special symbol (hereinafter referred to as "special symbol 1"), a special symbol 2 indicator 81b that variably displays the second special symbol (hereinafter referred to as "special symbol 2"), and a regular symbol indicator 82 that variably displays the regular symbol (hereinafter referred to as "regular symbol"). In addition, the indicators 8 include a special symbol 1 reserve indicator 83a that displays the number of reserved special symbols 1, which will be described later, and a special symbol 2 reserve indicator 83b that displays the number of reserved special symbols 2, which will be described later.

[0045] The variable display of special chart 1 is executed when a special chart 1 lottery is held, triggered by the entry of a gaming ball into the first starting hole 11. The variable display of special chart 2 is executed when a special chart 2 lottery is held, triggered by the entry of a gaming ball into the second starting hole 12. The special chart 1 lottery and the special chart 2 lottery will be described later. In the following explanation, special chart 1 and special chart 2 will be collectively referred to as "special charts," and the special chart 1 lottery and special chart 2 lottery will be collectively referred to as "special chart lottery." Furthermore, the special chart 1 display 81a and the special chart 2 display 81b will be collectively referred to as "special chart display 81." Furthermore, the special chart 1 reserve display 83a and the special chart 2 reserve display 83b will be collectively referred to as "special chart reserve display 83."

[0046] The variable display of the special symbol notifies the result of the special symbol lottery. In the variable display of the special symbol, the special symbol is displayed variably and then displayed statically. The statically displayed special symbol (static special symbol) is identification information that indicates the result of the special symbol lottery derived as a display result of the variable display. If the statically displayed special symbol is a predetermined specific special symbol, a jackpot game is played, which involves the opening of the jackpot slot 14.

[0047] The special symbol 1 display 81a and the special symbol 2 display 81b each consist of eight LEDs arranged horizontally. The lighting patterns of the special symbol 1 display 81a and the special symbol 2 display 81b represent the special symbol corresponding to the result of the special symbol lottery, i.e., the result of the special symbol lottery. For example, if the result of the special symbol lottery is a jackpot, the first, second, fifth, and sixth LEDs from the left will light up, as in "□□■■□□■■" (□: lit, ■: unlit). This lighting pattern is the jackpot symbol and represents a jackpot. If the result of the special symbol lottery is a loss, only the rightmost LED will light up, as in "■■■■■■■□." This lighting pattern is the loss symbol and represents a loss. The lighting pattern of the LEDs corresponding to the result of the special symbol lottery is not limited and can be set as appropriate. Therefore, for example, all LEDs may be turned off to represent a loss symbol.

[0048] Furthermore, in the variable display of the special symbol, the special symbol is displayed for a predetermined variable time before being displayed in a static state. The manner in which the special symbol is displayed in a dynamic state is, for example, a manner in which each LED lights up so that light flows repeatedly from left to right. The manner in which the dynamic display is displayed is not particularly limited, and may be set appropriately, such as all LEDs flashing simultaneously, unless each LED is displayed in a static state (a lit display in a specific state).

[0049] Incidentally, in the pachinko game machine PY, even if a game ball enters the first start hole 11 or the second start hole 12, there are cases where the special chart lottery and the variable display of the special chart are not immediately performed. Specifically, this occurs when a game ball enters the first start hole 11 or the second start hole 12 while the variable display of the special chart is being executed or while a jackpot game is being executed. In this case, the special chart lottery and the variable display of the special chart are put on hold based on that winning. This put on hold special chart lottery and variable display of the special chart are called "special chart hold."

[0050] The special chart reserves include a "special chart 1 reserve" that represents the special chart 1 lottery and the variable display of special chart 1 reserved based on winning at the first starting gate 11, and a "special chart 2 reserve" that represents the special chart 2 lottery and the variable display of special chart 2 reserved based on winning at the second starting gate 12. The number of special chart 1 reserves, that is, the number of reserved special chart 1 lotteries and variable displays of special chart 1, is displayed by the special chart 1 reserve display 83a. Meanwhile, the number of special chart 2 reserves, that is, the number of reserved special chart 2 lotteries and variable displays of special chart 2, is displayed by the special chart 2 reserve display 83b.

[0051] It is possible to set an upper limit on the number of reserved special drawings 1 and 2, or not to set an upper limit on the number of reserved special drawings 2. In addition, when setting an upper limit on the number of reserved special drawings 1 and 2, the number of reserved special drawings 1 and 2 may be the same or different. In the basic embodiment, the upper limit on the number of reserved special drawings 1 and 2 is set to "4".

[0052] Each of the special chart 1 reserve indicator 83a and the special chart 2 reserve indicator 83b is composed of four LEDs, and the number of special chart 1 reserves and special chart 2 reserves is displayed by lighting up the LEDs equal to the number of special chart 1 reserves and special chart 2 reserves. Note that, hereinafter, the number of special chart 1 reserves will be referred to as the "special chart 1 reserve number (U1)," and the number of special chart 2 reserves will be referred to as the "special chart 2 reserve number (U2)." Furthermore, the "special chart 1 reserve number" and the "special chart 2 reserve number" will be collectively referred to as the "special chart reserve number." Furthermore, the "special chart 1 reserve indicator 83a" and the "special chart 2 reserve indicator 83b" will be collectively referred to as the "special chart reserve indicator 83."

[0053] Furthermore, the variable display of the normal map is executed when a normal map lottery is held triggered by the game ball entering the gate 13. The variable display of the normal map then notifies the result of the normal map lottery. In the variable display of the normal map, the normal map is displayed statically after being displayed variably. The statically displayed normal map (static normal map) is identification information that represents the result of the normal map lottery derived as a display result of the variable display. If the statically displayed normal map is a specific normal map that has been determined in advance, an auxiliary game is played, which involves the opening of the second starting port 12.

[0054] The normal map display 82 is composed of, for example, two LEDs. The lighting mode of the normal map display 82 represents the normal map corresponding to the result of the normal map lottery, i.e., the result of the normal map lottery. If the result of the normal map lottery is a win, both LEDs will ultimately light up as in "□□" (□: lit, ■: unlit). This lighting mode is the winning symbol and represents a win. If the result of the normal map lottery is a loss, only the right LED will ultimately light up as in "■□". This lighting mode is the losing symbol and represents a loss. The lighting mode of the LEDs corresponding to the result of the normal map lottery is not limited and can be set as appropriate. For example, a mode in which all LEDs are turned off may be adopted as a losing symbol.

[0055] In addition, before the normal map is displayed as stopped, the normal map's fluctuation display is performed for a predetermined fluctuation time. In the basic embodiment, the normal map's fluctuation display is displayed as both LEDs alternately lighting up. Note that the normal map's fluctuation display is not particularly limited, and if each LED is not displayed as stopped (lighting up in a specific manner), it may be set appropriately, such as all LEDs flashing at once.

[0056] 2. Electrical configuration of gaming machine Next, the electrical configuration of the pachinko gaming machine PY will be described with reference to Figures 5 to 7. As shown in Figure 5, on the back side of the pachinko gaming machine PY, there are mounted a game control board 100 that controls the game (progress of the game) that can earn gaming profits, a performance control board 120 that controls the performance in accordance with the game control by the game control board 100, an image control board 140 that controls images, a payout control board 170 that controls the payout of game balls, and a power supply board 190 that supplies power to each of the boards 100, 120, 140, and 170.

[0057] A power switch 191 is connected to the power supply board 190. The power supply is turned on and off by turning the power switch 191 on and off. The power supply board 190 is also provided with a RAM clear switch 192 that can be pressed. The RAM clear switch 192 is used to cause the gaming CPU 102 to clear (hereinafter referred to as "RAM clear") the game information stored in the gaming RAM 104 of the gaming control microcomputer 101 (described later) when the power is turned on. The RAM clear switch 192 is provided on the power supply board 190 located on the back side of the pachinko gaming machine PY. Therefore, basically, only an employee of the gaming parlor who can open and close the front door 23 can operate the RAM clear switch 192. In other words, the RAM clear switch 192 can be said to be an operating means that cannot be operated by a player. When the RAM clear switch 192 is operated in a specific manner (for example, pressing the RAM clear switch 192 for a predetermined time (for example, 5 seconds), or pressing the RAM clear switch 192 a predetermined number of times (for example, 5 times)), a detection signal indicating that the RAM clear switch 192 is ON is input to the game control microcomputer 101. In this embodiment, the RAM clear switch 192 is provided on the power supply board 190, but the location of the RAM clear switch 192 can be changed as appropriate, and for example, it may be provided on the game control board 100 or a dedicated board. Furthermore, the manner of operation of the RAM clear switch 192 for clearing the RAM is not particularly limited and may be changed as appropriate.

[0058] As shown in Figure 6, the game control board 100 is equipped with a game control one-chip microcomputer (hereinafter referred to as "game control microcomputer") 101 that controls the progress of the game on the pachinko game machine PY according to a program. Therefore, the game control board 100 can be positioned as a game control unit that controls the game. Games that can earn game profits and are controlled by the game control board 100 include special symbol lottery, variable display of special symbols, jackpot games, game state settings (described later), regular symbol lottery, variable display of regular symbols, and auxiliary games.

[0059] The game control microcomputer 101 includes a game ROM (Read Only Memory) 103 that stores programs and tables for controlling the progress of the game, a game RAM (Random Access Memory) 104 that is used as work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.

[0060] The game ROM 103 stores programs for performing the game control main processing and game control timer interrupt processing, which will be described later. The game ROM 103 also stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a look-ahead determination table, a jackpot game control table, a game state setting table, a win determination table, an auxiliary game control table, and the like, which will be described later. The game ROM 103 may be externally attached.

[0061] The gaming RAM 104 also includes a special symbol reservation memory unit 105. The special symbol reservation memory unit 105 will now be described. As mentioned above, when a gaming ball wins the first starting hole 11 or the second starting hole 12, a special symbol reservation can occur. However, when a special symbol reservation is possible, i.e., when the number of reserved special symbols has not reached the upper limit, determination information consisting of various random numbers for conducting a special symbol lottery, etc., is acquired based on the winning. This determination information is then temporarily stored as a special symbol reservation in the special symbol reservation memory unit 105. Hereinafter, the determination information acquired when a gaming ball wins the first starting hole 11 will be referred to as "special symbol 1-related determination information," and the determination information acquired when a gaming ball wins the second starting hole 12 will be referred to as "special symbol 2-related determination information." Furthermore, the special symbol 1-related determination information and the special symbol 2-related determination information will be collectively referred to as "special symbol-related determination information."

[0062] Then, the special drawing 1 related determination information is stored as special drawing 1 reservation in the special drawing 1 reservation storage unit 105a in the special drawing reservation storage unit 105. On the other hand, the special drawing 2 related determination information is stored as special drawing 2 reservation in the special drawing 2 reservation storage unit 105b in the special drawing reservation storage unit 105. The number of special drawing 1 related determination information that can be stored in the special drawing 1 reservation storage unit 105a, i.e., the upper limit value of the special drawing 1 reservation number, is set to "4". Also, the number of special drawing 2 related determination information that can be stored in the special drawing 2 reservation storage unit 105b, i.e., the upper limit value of the special drawing 2 reservation number, is set to "4".

[0063] In addition, various sensors and solenoids are connected to the game control board 100 via a predetermined relay board (not shown). Therefore, signals output from the various sensors are input to the game control board 100. In addition, the game control board 100 outputs signals to various actuators.

[0064] The various sensors connected to the game control board 100 include a general prize opening sensor 10a, a first start opening sensor 11a, a second start opening sensor 12a, a gate sensor 13a, and a special prize opening sensor 14a.

[0065] The general prize opening sensor 10a detects game balls that have entered the general prize opening 10. The first start opening sensor 11a detects game balls that have entered the first start opening 11. The second start opening sensor 12a detects game balls that have entered the second start opening 12. The gate sensor 13a detects game balls that have passed through the gate 13. The special prize opening sensor 14a detects game balls that have entered the special prize opening 14.

[0066] The various actuators connected to the game control board 100 include an electric chute solenoid 12s and an automatic transmission solenoid 14s. The electric chute solenoid 12s drives an electric chute opening / closing member 12k of the electric chute 12D. The automatic transmission solenoid 14s drives an automatic transmission opening / closing member 14k of the special prize device 14D.

[0067] The type and number of sensors connected to the game control board 100 can be changed as appropriate as long as it does not interfere with the game. Also, the type and number of actuators connected to the game control board 100 can be changed as appropriate as long as it does not interfere with the game.

[0068] Furthermore, displays 8 (special symbol display 81, ordinary symbol display 82, and special symbol reserved display 83) are connected to the game control board 100. The display control of these displays 8 is performed by a game control microcomputer 101.

[0069] The game control board 100 also transmits various commands to the payout control board 170 and receives signals from the payout control board 170 to monitor payouts. The payout control board 170 is connected to a card unit CU and a payout device 73, as well as to a launching device 72. The card unit CU is installed adjacent to the pachinko game machine PY and is a device that enables ball lending based on information such as an inserted prepaid card.

[0070] The payout control board 170 drives the payout motor 73m of the payout device 73 to pay out prize balls and loan balls based on signals from the game control microcomputer 101 and signals from the connected card unit CU. The paid-out prize balls and loan balls are detected by a payout sensor 73a for counting.

[0071] The launcher 72 is a device that launches gaming balls. The handle 72k constitutes an operation unit or input unit that accepts operations to cause the launcher 72 to launch gaming balls, and is included in the launcher 72. The handle 72k is provided with a touch switch 72a that can detect contact with the handle 72k by a person such as a player. When the player operates the handle 72k, the touch switch 72a detects the player's contact with the handle 72k and outputs a detection signal (contact detection signal) to the payout control board 170 via the launch control circuit 175. That is, when the handle 72k is being touched, the touch switch 72a outputs a contact detection signal to the payout control board 170 (turns ON), and when the handle 72k is not being touched, it does not output a contact detection signal to the payout control board 170 (turns OFF). Furthermore, a launch volume knob 72b that can detect the rotation angle (operation amount) of the handle 72k is connected to the handle 72k.

[0072] The payout control board 170 can control the launcher 72 and allows the launcher 72 to launch game balls when the contact detection signal from the touch switch 72a is in the ON state, in other words, when the handle 72k is in contact with the player. Therefore, when the contact detection signal is in the OFF state, in other words, when the handle 72k is not in contact with the player, the launcher 72 cannot launch game balls. When the launcher 72 is permitted to launch game balls, it drives the launch motor 72m to launch game balls with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob 72b. In the pachinko gaming machine PY, when the handle 72k is maintained in a rotational state, one game ball is launched approximately every 0.6 seconds.

[0073] Furthermore, the game control board 100 transmits various commands containing information related to the game to the presentation control board 120 according to the progress of the game. Based on the various commands sent from the game control board 100, the presentation control board 120 can grasp the progress of the game (the control content of the game) by the game control board 100.

[0074] The connection between the game control board 100 and the performance control board 120 is a one-way communication connection that only allows signals to be sent from the game control board 100 to the performance control board 120. In other words, a unidirectional circuit (for example, a circuit using a diode) (not shown) is interposed between the game control board 100 and the performance control board 120 as a communication direction restriction means.

[0075] 7, a performance control one-chip microcomputer (hereinafter referred to as "performance control microcomputer") 121 that controls the performance of the pachinko gaming machine PY according to a program is mounted on the performance control board 120. The performance control board 120, together with an image control board 140, a sound control circuit 161, and a sub-drive board 162 (described later), can be positioned as a performance control unit that controls the performance. However, it is sufficient for the performance control unit to have at least the performance control board 120 and be able to control game performances, customer waiting performances, and operation promotion performances using performance devices (image display device 50, speaker 52, frame lamp 53, movable board body 55k, etc.).

[0076] The effects that are controlled by the effect control board 120 include game effects (special chart change effects, hold effects, jackpot game effects, etc.), customer waiting effects, and operation promotion effects that encourage operation of the first effect button 41k and the second effect button 42k during the period when operation is valid (operation valid period).

[0077] The presentation control microcomputer 121 includes a presentation ROM 123 that stores programs for controlling presentations as the game progresses using the game control board 100, a presentation RAM 124 that is used as a work memory, and a presentation CPU 122 that executes the programs stored in the presentation ROM 123.

[0078] The performance ROM 123 stores programs for performing the performance control main process, reception interrupt process, 1 ms timer interrupt process, 10 ms timer interrupt process, etc. The performance ROM 123 may be external.

[0079] The performance RAM 124 is provided with a start winning command holding memory unit 125 that stores the start winning command described later, a pattern designation command memory unit 126 that stores the pattern designation command described later, and a special pattern change start command memory unit 127 that stores the special pattern change start command described later.

[0080] Furthermore, an image control board 140 is connected to the performance control board 120. The performance control microcomputer 121 of the performance control board 120 causes the image control board 140 to control the display of the image display device 50 based on commands received from the game control board 100, that is, in accordance with the progress of the game by the game control board 100. The connection between the performance control board 120 and the image control board 140 is a two-way communication connection that allows signals to be sent both from the performance control board 120 to the image control board 140 and from the image control board 140 to the performance control board 120.

[0081] Image control board 140 includes image ROM 142 storing programs for image control, image RAM 143 used as work memory, and image CPU 141 that executes the programs stored in image ROM 142. Image control board 140 also includes CGROM (Character Generator Read Only Memory) 145 that stores data for images to be displayed on image display device 50, VRAM (Video Random Access Memory) 146 used for expanding image data stored in CGROM 145, and VDP (Video Display Processor) 144. All or part of these electronic components may be configured on a single chip.

[0082] CGROM 145 stores, for example, image data (still image data and video data, specifically image data of characters, items, designs, figures, letters, numbers, symbols, etc. (including performance designs), background images, etc.) for displaying images to be displayed on image display device 50.

[0083] The VDP 144 reads image data from the CGROM 145 and displays it in a display area in the VRAM 146 in accordance with a display list created by the image CPU 141 based on instructions from the performance control microcomputer 121. The VDP 144 then appropriately combines the displayed image data and draws an image in a frame buffer in the VRAM 146. The image drawn in the frame buffer is then output as an RGB signal to the image display device 50. As a result, various performance images are displayed on the display unit 50a.

[0084] The display list is made up of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameter information such as the type of image to be drawn, the position at which the image is drawn, the display priority, the display magnification, and the transparency of the image.

[0085] In addition, the performance control microcomputer 121 outputs voice, music, sound effects, etc. from the speaker 52 via the audio control circuit 161 based on commands received from the game control board 100, i.e., in accordance with the progress of the game by the game control board 100.

[0086] Audio data such as the sound output from speaker 52 is stored in performance ROM 123 of performance control board 120. Note that audio control circuit 161 may be configured as a board and a CPU may be mounted on it. In this case, audio control may be performed by the CPU. Furthermore, in this case, a ROM may be mounted on the board and audio data may be stored in the ROM. Also, speaker 52 may be connected to image control board 140 and audio control may be performed by image CPU 141 of image control board 140. Furthermore, in this case, audio data may be stored in image ROM 142 of image control board 140.

[0087] In addition, various sensors serving as input units and various actuators serving as drive sources are connected to the performance control board 120 via a predetermined relay board (not shown). Signals output by the various sensors are input to the performance control board 120. In addition, the performance control board 120 outputs signals to the various actuators.

[0088] The various switches connected to the performance control board 120 include a first performance button sensor 41a and a second performance button sensor 42a. The first performance button sensor 41a detects that the first performance button 41k has been pressed. The second performance button sensor 42a detects that the second performance button 42k has been pressed. When the first performance button sensor 41a and the second performance button sensor 42a detect that they have been operated, they output a signal to the performance control board 120 according to the detection content.

[0089] The type and number of switches connected to the performance control board 120 can be changed as appropriate as long as it does not interfere with the game. Also, the type and number of actuators connected to the performance control board 120 can be changed as appropriate as long as it does not interfere with the game.

[0090] The various actuators connected to the performance control board 120 include a board movable body rotation motor 55m1 and a board movable body lift motor 55m2. The board movable body rotation motor 55m1 drives the rotating member 55k1 to rotate the rotating member 55k1. The board movable body lift motor 55m2 is capable of raising or lowering the lift member 55k2. In detail, the performance control microcomputer 121 creates operation pattern data that determines the operating modes of the rotating member 55k1 and the lift member 55k2, and controls the operation of the rotating member 55k1 and the lift member 55k2 via the sub-drive board 162.

[0091] In the following description, the operations of the "rotating member 55k1 and the lifting member 55k2" may be collectively referred to as the "operation of the movable plate body 55k." Rotating the rotating member 55k1 or lowering or raising the lifting member 55k2 may also be referred to as "rotating, lowering, or raising the movable plate body 55k."

[0092] Furthermore, the performance control microcomputer 121 controls the lighting of the frame lamps 53 and the like via the sub-drive board 162 based on commands received from the game control board 100. In detail, the performance control microcomputer 121 creates light emission pattern data (data that determines on / off status, light emission color, etc., also called lamp data) that determines the light emission mode of the frame lamps 53, and controls the light emission of the frame lamps 53 according to the light emission pattern data. Note that data stored in the performance ROM 123 of the performance control board 120 is used to create the light emission pattern data.

[0093] The sub-drive board 162 may be configured as a board and have a CPU mounted thereon. In this case, the CPU may be made to execute lighting control of the frame lamp 53 and the like, and operation control of the movable board body 55k. Furthermore, in this case, a ROM may be mounted on the board, and data relating to light emission patterns and operation patterns may be stored in the ROM.

[0094] 3. Main games played on gaming machines Next, the main games played on the pachinko gaming machine PY will be described with reference to FIGS.

[0095] 3-1. Games related to regular maps First, we will explain the game related to the regular map. The pachinko game machine PY can execute a regular map lottery when a launched game ball passes through the gate 13. When the regular map lottery is executed, the regular map display 82 displays a variable regular map (a variable display followed by a static display). Here, the statically displayed regular map includes winning patterns and losing patterns. Note that the losing patterns on the regular map are also called "losing regular maps" to distinguish them from the losing patterns on the special maps described below.

[0096] When a winning symbol is displayed, an auxiliary game is executed and the game related to the passage of the gate 13 ends. On the other hand, when a losing symbol is displayed, an auxiliary game is not executed and the game related to the passage of the gate 13 ends. In the following, when a game ball passes through the gate 13 when a variable display of a normal symbol or an auxiliary game is not being performed, this is referred to as "the establishment of the normal symbol variation start condition."

[0097] The pachinko gaming machine PY can perform a series of games, such as variable display of normal symbols and auxiliary games, based on the normal symbol variation start condition being met, acquiring normal symbol-related judgment information, and conducting a normal symbol lottery. The acquired normal symbol-related judgment information includes a normal symbol random number, as shown in Figure 8(A). The normal symbol random number is a random number (judgment information) used to judge whether a win has occurred. Each random number has an appropriate range.

[0098] 3-1-1. Hit detection The hit determination is a determination to determine whether or not a hit has occurred (whether or not an auxiliary game is executed) using a hit determination table such as that shown in Fig. 9(A). The hit determination table can be associated with a game state, which will be described later. When associated with a game state, the hit determination table includes a hit determination table used in a non-time-shortened state (a hit determination table for non-time-shortened play) and a hit determination table used in a time-shortened state (a hit determination table for time-shortened play).

[0099] In each hit determination table, the determination value of the normal symbol random number (normal symbol random number determination value) is appropriately allocated to the hit and miss results of the hit determination. Therefore, the pachinko gaming machine PY compares the acquired normal symbol random number with the hit determination table to determine whether it is a hit or a miss. If the result of the hit determination is a hit, a winning symbol is displayed as a static symbol on the variable display of the normal symbol. On the other hand, if the result of the hit determination is a miss, a missing normal symbol is displayed as a static symbol on the variable display of the normal symbol. The probability of winning can be changed as appropriate.

[0100] 3-1-2. Normal map change pattern determination and normal map variable display The general map fluctuation pattern determination is a determination to determine the general map fluctuation pattern using a general map fluctuation pattern determination table such as that shown in Figure 9 (B). The general map fluctuation pattern is identification information regarding predetermined items related to the variable display of the general map, such as the general map fluctuation time.

[0101] The normal map fluctuation pattern determination table can be associated with the game state (non-time-saving state / time-saving state). When associated with the game state (non-time-saving state / time-saving state), the normal map fluctuation pattern determination table includes a normal map fluctuation pattern determination table (non-time-saving normal map fluctuation pattern determination table) used in the non-time-saving state and a normal map fluctuation pattern determination table (time-saving normal map fluctuation pattern determination table) used in the time-saving state.

[0102] Each normal map fluctuation pattern determination table stores one normal map fluctuation pattern, which is the result of the normal map fluctuation pattern determination, for each stopped normal map. In other words, the pachinko gaming machine PY can vary the normal map fluctuation time between the non-time-saving state and the time-saving state. For example, in the non-time-saving state, when a losing normal map (a losing normal map) is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of 30 seconds is determined for the variable display of the normal map, and when a winning pattern is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of 30 seconds is determined for the variable display of the normal map. Also, in the time-saving state, when a losing normal map is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of 5 seconds is determined for the variable display of the normal map, and when a winning pattern is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of 5 seconds is determined for the variable display of the normal map. These normal map fluctuation times can be changed as needed.

[0103] Then, the variable display of the normal map for the normal map fluctuation time corresponding to the normal map fluctuation pattern determined by the normal map fluctuation pattern determination is performed on the normal map display 82. In this way, the hit determination and the normal map fluctuation pattern determination are performed, and the variable display of the normal map is performed on the normal map display 82.

[0104] 3-1-3. Supplementary games The auxiliary game is executed when the winning symbol is displayed (derived) as a result of the regular lottery in the variable display of the regular symbol.

[0105] The elements that make up the auxiliary game (auxiliary game components) include various elements such as the number of times the electric chute 12D opens and the opening time for each opening. The pachinko gaming machine PY controls the auxiliary game using an auxiliary game control table. The auxiliary game control table stores the auxiliary game components. For example, as shown in FIG. 9(C), it is possible to associate a game state (non-time-shortened state / time-shortened state) with the auxiliary game control table. In other words, it is possible to associate the auxiliary game components with the game state (non-time-shortened state / time-shortened state). Note that the specific content of each element, such as the number of times the chute 12D opens and the opening time, can be changed as appropriate.

[0106] The pachinko gaming machine PY can vary the opening time of the electric chute 12D between the auxiliary game in the non-time-shortened state and the auxiliary game in the time-shortened state. For example, in the auxiliary game in the non-time-shortened state, the electric chute 12D is open for a first opening time, such as 0.2 seconds, during which it is difficult to get a game ball to enter the electric chute 12D. On the other hand, in the auxiliary game in the time-shortened state, the electric chute 12D is open for a second opening time, such as two openings of 2.5 seconds separated by a 1.0-second interval (closing), which is longer than the first opening time and makes it easier to get a game ball to enter the electric chute 12D.

[0107] In the following, auxiliary games in the non-time-saving state are also referred to as "short-open auxiliary games." On the other hand, auxiliary games in the time-saving state are also referred to as "long-open auxiliary games." The opening time of each auxiliary game is the total time for that auxiliary game, and it may be configured to open multiple times during one auxiliary game, for example, by opening once, closing for an interval, and then opening again.

[0108] 3-2. Games related to special charts Next, we will explain the game related to the special symbols. When the launched game ball enters the first starting hole 11, the pachinko game machine PY can execute the special symbol 1 lottery. When the special symbol 1 lottery is executed, the special symbol 1 display 81a displays the special symbol 1 in a variable manner (displays a variable display followed by a static display) to notify the result of the special symbol 1 lottery. Here, the statically displayed special symbol 1 includes a jackpot symbol and a losing symbol. In other words, the results of the special symbol 1 lottery include a jackpot symbol and a losing symbol.

[0109] When a jackpot symbol is displayed, a jackpot game is executed, a new game state is set, and the game based on the winning is terminated. When a losing symbol is displayed, the jackpot game is not executed, and the game based on the winning is terminated.

[0110] Similarly, the pachinko gaming machine PY can execute a special drawing lottery when a launched game ball enters the second starting hole 12. When the special drawing lottery is executed, the special drawing lottery display 81b displays the special drawing lottery lottery lottery (displays a variable display followed by a static display) to notify the result of the special drawing lottery lottery. Here, the static display of the special drawing lottery lottery lottery lottery lottery includes a jackpot symbol and a losing symbol. In other words, the results of the special drawing lottery lottery lottery are a jackpot symbol and a losing symbol.

[0111] When a jackpot symbol is displayed, a jackpot game is executed, a new game state is set, and the game based on that winning is ended. Furthermore, when a losing symbol is displayed, the jackpot game is not executed, and the game based on that winning is ended.

[0112] In the following, the entry of a game ball into the first start hole 11 is referred to as the "fulfillment of the first start condition," and the entry of a game ball into the second start hole 12 is referred to as the "fulfillment of the second start condition." Furthermore, the "fulfillment of the first start condition" and the "fulfillment of the second start condition" are collectively referred to as the "fulfillment of the start condition." Furthermore, the losing special symbols are also referred to as "losing special symbols" to distinguish them from the losing regular symbols mentioned above.

[0113] When the start condition is met, the pachinko gaming machine PY acquires special symbol-related determination information and performs a special symbol lottery, and then performs a series of games, such as variable display of special symbols and jackpot games. To perform variable display of special symbols, various determinations are made regarding the special symbol-related determination information. The acquired special symbol-related determination information includes special symbol random numbers, jackpot symbol type random numbers, reach random numbers, and special symbol variation pattern random numbers, as shown in Figure 8(B).

[0114] Special symbol random numbers are random numbers (determination information) used to determine a jackpot. Jackpot symbol type random numbers are random numbers (determination information) used to determine the type of jackpot symbol. Reach random numbers are random numbers (determination information) used to determine a reach. Special symbol variation pattern random numbers are random numbers (determination information) used to determine the variation pattern of special symbols. Each random number has an appropriate range. Next, we will explain each determination made using special symbol related determination information.

[0115] 3-2-1.Jackpot Judgment Jackpot determination is the determination of whether or not a jackpot has occurred (whether or not a jackpot game is executed), in other words, whether or not a jackpot has occurred, using a jackpot determination table. The jackpot determination table can be provided in association with a game state, which will be described later, as shown in FIG. 10(A), for example. Specifically, there are two types of jackpot determination tables: a jackpot determination table used in a normal probability state, which will be described later (hereinafter referred to as the "normal probability jackpot determination table"), and a jackpot determination table used in a high probability state, which will be described later (hereinafter referred to as the "high probability jackpot determination table").

[0116] In each jackpot determination table associated with a gaming state, a determination value of the special symbol random number (special symbol random number determination value) is assigned to the jackpot and loss results of the jackpot determination. The pachinko gaming machine PY checks the acquired special symbol random number against the jackpot determination table associated with the gaming state to determine whether it is a jackpot or a loss. As shown in FIG. 10(A), the high-probability jackpot determination table has more special symbol random number determination values ​​that determine a jackpot than the normal-probability jackpot determination table.

[0117] In addition, the method of allocating special pattern random number determination values ​​to the jackpot probability and the results of various jackpot determinations can be changed as appropriate.

[0118] 3-2-2.Jackpot symbol type determination The jackpot symbol type determination is to determine the type of jackpot symbol (jackpot symbol type) using a jackpot symbol type determination table such as that shown in Fig. 10(B) when the result of the jackpot determination is a jackpot. It is possible to associate the type of jackpot symbol with the content of the jackpot, in other words, the components of the jackpot (contents advantageous to the player) that are made up of the game benefits given to the player.

[0119] The jackpot symbol type determination table is associated with the type of special symbol (special symbol 1 / special symbol 2) that is variably displayed, in other words, the type of start port (first start port 11 / second start port 12) from which the winning that caused the jackpot symbol type determination (that caused the jackpot symbol type determination) occurred. That is, the jackpot symbol type determination table includes a jackpot symbol type determination table (first jackpot symbol type determination table) used when performing the variable display of special symbol 1 and a jackpot symbol type determination table (second jackpot symbol type determination table) used when performing the variable display of special symbol 2.

[0120] A plurality of types of jackpot symbols can be set. In each jackpot symbol type determination table, a determination value of the jackpot symbol type random number (jackpot symbol type random number determination value) is assigned to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko gaming machine PY checks the acquired jackpot symbol type random number against the jackpot symbol type determination table to determine the type of jackpot symbol. Then, in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number determination value is appropriately assigned to each type of jackpot symbol.

[0121] The types of jackpot symbols for Special Chart 1 and Special Chart 2 can be set as appropriate. For example, as shown in the jackpot symbol type determination table in FIG. 10(B), three types of jackpot symbols, jackpot symbol A, jackpot symbol B, and jackpot symbol C, can be set as jackpot symbols for Special Chart 1, and three types of jackpot symbols, jackpot symbol D, jackpot symbol E, and jackpot symbol F, can be set as jackpot symbols for Special Chart 2. As shown in the jackpot symbol type determination table in FIG. 10(B), the first jackpot symbol type determination table and the second jackpot symbol type determination table allocate jackpot symbol type random number determination values ​​to various jackpot symbols. The allocation rate of the jackpot symbol types can be changed as appropriate. The types of jackpot symbols can be increased or decreased as appropriate.

[0122] 3-2-3.Reach Judgment For example, when the result of the jackpot determination is a miss, the reach determination is performed by using a reach determination table such as that shown in Figure 10(C) to determine whether or not to generate a reach in the special chart variation presentation described below.

[0123] The reach determination table can be associated with a game state (non-time-shortening state / time-shortening state). When associated with a game state, for example, the reach determination table includes a reach determination table used in the non-time-shortening state (non-time-shortening reach determination table) and a reach determination table used in the time-shortening state (time-shortening reach determination table).

[0124] In each reach determination table, the reach random number determination value (reach random number determination value) is assigned to the reach determination result of "reach (reach occurs)" or "not reach (reach does not occur)." Therefore, the pachinko gaming machine PY checks the acquired reach random number against the reach determination table to determine whether or not there is a reach (whether or not a reach occurs).

[0125] As shown in Figure 10(C), it is possible to make the number of reach random number determination values ​​that are determined to be "reachable (resulting in a reach)" different between the reach determination table for non-time-saving and the reach determination table for time-saving. Note that, hereinafter, the result of reach determination that is performed on the assumption that the result of the jackpot determination is a "miss" and is "reachable (resulting in a reach)" is sometimes referred to as a "reachable miss," and "no reachable (reach not occurring)" is sometimes referred to as a "no reachable miss." Furthermore, a "no reachable miss" is sometimes referred to as a "complete miss," and a "reachable miss" is sometimes referred to as a "reachable miss."

[0126] 3-2-4. Special chart change pattern determination The special symbol fluctuation pattern determination is to determine the fluctuation pattern of the variable display of the special symbol (special symbol fluctuation pattern) using a special symbol fluctuation pattern determination table (special symbol fluctuation pattern determination table) such as those shown in Figures 11 to 12, regardless of whether the result of the jackpot determination is a jackpot or a miss.

[0127] The special chart variation pattern is identification information for identifying predetermined items such as the special chart variation time, the so-called "length," and the presentation flow (presentation content) of the special chart variation presentation described below. Note that the special chart variation pattern can also include identification information regarding the results of the jackpot determination and the reach determination, in addition to the special chart variation time and the presentation flow (presentation content) of the special chart variation presentation. Note that the type and number of special chart variation patterns can be changed as appropriate.

[0128] The special symbol variation pattern determination table can be associated with the type of special symbol (special symbol 1 / special symbol 2) that performs the variable display to be determined, in other words, the type of start port (first start port 11 / second start port 12) from which the winning that resulted from the special symbol variation pattern determination was made. That is, the special symbol variation pattern determination table includes a special symbol variation pattern determination table (special symbol 1 variation pattern determination table: Figure 11) that is used when performing the variable display of special symbol 1, and a special symbol variation pattern determination table (special symbol 2 variation pattern determination table: Figure 12) that is used when performing the variable display of special symbol 2.

[0129] Each special chart fluctuation pattern determination table can be associated with a game state (non-time-saving state / time-saving state). Specifically, the special chart 1 fluctuation pattern determination table includes a special chart 1 fluctuation pattern determination table used in the non-time-saving state (non-time-saving special chart 1 fluctuation pattern determination table) and a special chart 1 fluctuation pattern determination table used in the time-saving state (time-saving special chart 1 fluctuation pattern determination table). Similarly, the special chart 2 fluctuation pattern determination table includes a special chart 2 fluctuation pattern determination table used in the non-time-saving state (non-time-saving special chart 2 fluctuation pattern determination table) and a special chart 2 fluctuation pattern determination table used in the time-saving state (time-saving special chart 2 fluctuation pattern determination table).

[0130] In addition, each special chart variation pattern determination table associated with a game state (non-time-saving state / time-saving state) can also be associated with a jackpot determination result and a reach determination result. That is, the non-time-saving special chart 1 variation pattern determination table and the time-saving special chart 1 variation pattern determination table each have a jackpot, a reach-and-miss, and a reach-and-miss. Similarly, the non-time-saving special chart 2 variation pattern determination table and the time-saving special chart 2 variation pattern determination table each have a jackpot, a reach-and-miss, and a reach-and-miss.

[0131] Furthermore, the special chart 1 variation pattern determination table for each no-reach miss associated with the game state can also be associated with the special chart 1 reserved number. For example, there is a special chart 1 variation pattern determination table for no-reach miss used when the special chart 1 reserved number (U1) is 0 to 2, and a special chart 1 variation pattern determination table for no-reach miss used when the special chart 1 reserved number (U1) is 3 to 4. Similarly, the special chart 2 variation pattern determination table for each no-reach miss associated with the game state can also be associated with the special chart 2 reserved number. Specifically, there is a special chart 2 variation pattern determination table for no-reach miss used when the special chart 2 reserved number (U2) is 0 to 2, and a special chart 2 variation pattern determination table for no-reach miss used when the special chart 2 reserved number (U2) is 3 to 4.

[0132] Then, the special symbol variation display for the special symbol variation time according to the special symbol variation pattern determined by each special symbol variation pattern determination is performed by the special symbol display device 81. After the special symbol variation display, if the jackpot symbol is stopped and displayed as the display result of the special symbol variable display (the result of the special symbol lottery), the next special symbol variable display is not immediately performed, and the jackpot game is subsequently executed.

[0133] In addition, it is possible to associate each special chart variation pattern with a special chart variation performance flow as shown in the third column from the right in the table of Figures 11 to 12. Here, we will explain the typical performances that constitute the performance flow of the special chart variation performance associated with the special chart variation pattern.

[0134] The effects that make up the presentation flow of the special chart change presentation include normal changes, reaches, normal reaches (N reaches), long reaches (L reaches), special reaches (SP reaches), and battle presentations.

[0135] Normal fluctuation is a performance in which the statically displayed performance pattern starts to fluctuate, and each of the performance patterns fluctuates so quickly that it is difficult to recognize them, suggesting that the variable display of the special pattern has begun. The special pattern fluctuation performance related to the no-reach miss fluctuation (the part from the start of the performance pattern fluctuation to the stop of the fluctuation), and the part until the reach is established (confirmed) in the special pattern fluctuation performance in which the reach occurs may be composed of normal fluctuation.

[0136] N Reach is an effect in which, immediately after a reach is established (confirmed) after normal fluctuations, the effect symbols that make up the reach temporarily stop and remain in that position for a predetermined period of time (for example, 10 seconds), while the remaining effect symbol slows down and fluctuates at a slower rate than normal fluctuations. The expected probability of a jackpot suggested by an N Reach is higher than normal fluctuations, but lower than the L Reach and SP Reach described below. If the special chart fluctuation effect ends with an N Reach, the remaining effect symbol that fluctuates at that slower rate will stop. In the case of a miss, the remaining effect symbol will stop at a different effect symbol from the effect symbols that make up the reach. If the special chart fluctuation effect does not end with an N Reach, the remaining effect symbol will fluctuate at high speed again, and the reach will be maintained and develop (switch) from N Reach to L Reach to SP Reach.

[0137] L Reach can be performed both when a jackpot is reached and when a miss occurs. It is an effect that indicates whether or not a jackpot game state will be reached, suggesting the possibility of a jackpot game state. Furthermore, L Reach is an effect that can be performed after, for example, an N Reach, and is performed for a longer period of time than an N Reach, suggesting a higher likelihood of a jackpot than an N Reach. Even with an L Reach, the established Reach is maintained, but the effect symbols that make up the Reach are reduced in size and moved to predetermined positions that do not interfere with the background image compared to an N Reach (for example, the left effect symbol EZ1 described below is located in the upper left of the display unit 50a, and the right effect symbol EZ3 is located in the upper right of the display unit 50a), and the background image switches to one dedicated to L Reach (a video dedicated to L Reach is played). Note that during an L Reach, 2DCG animated images are mainly displayed on the display unit 50a. The content of the L Reach effect is a scene different from the game related to the SP Reach described below, such as the main character training to master a special move.

[0138] SP Reach can be performed both when a jackpot is reached and when a miss occurs. It is an effect that indicates whether or not a jackpot game state will be reached, suggesting the possibility of a jackpot game state. Furthermore, SP Reach is an effect that can be performed after, for example, an N Reach, and lasts longer than an L Reach, suggesting a higher likelihood of a jackpot than an L Reach. Even with an SP Reach, the established Reach is maintained, but the effect symbols that make up the Reach are reduced in size and moved to predetermined positions that do not interfere with the background image compared to an N Reach (for example, the left effect symbol EZ1 described below is located at the top left of the display unit 50a, and the right effect symbol EZ3 is located at the top right of the display unit 50a), and the background image switches to one dedicated to the SP Reach (a video dedicated to the SP Reach is displayed). During an SP Reach, 3DCG images are primarily displayed on the display unit 50a. The effect content of the SP Reach is a video of a match between the team to which the main character belongs and the team to which the main character's rival belongs.

[0139] The battle effect is an effect that can be executed after a reach in the time-saving state, for example, and is an effect that suggests a higher probability of winning than normal fluctuations. Even in the battle effect, the reached state is maintained, but the effect symbols that make up the reach are reduced in size and moved to a predetermined position (for example, the left effect symbol EZ1 is at the top left of the display unit 50a, and the right effect symbol EZ3 is at the top right of the display unit 50a), and then the background image dedicated to the battle effect is switched to (a video dedicated to the battle effect is played). In addition, in the battle effect, 3DCG images are mainly displayed on the display unit 50a.

[0140] Note that the "state in which the reach is maintained" in the N reach, L reach, SP reach, and battle effects does not only include a state in which the effect symbols constituting the reach in the N reach, L reach, SP reach, and battle effects are visible on the display unit 50a, but also includes a state in which the effect symbols constituting the reach are difficult or impossible to see on the display unit 50a for a predetermined period of time, for example, in relation to a dedicated background image. Furthermore, the content of the normal variation, N reach, L reach, SP reach, and battle effects can be changed as appropriate. Furthermore, the effects constituting the special chart variation effects are not limited to these, and can be added or removed as appropriate.

[0141] Also, as shown in the second column from the right in the tables of Figures 11 and 12, it is possible to give names to special chart variation patterns by relating them to the jackpot determination result and the performance content of the special chart variation performance, etc. The special chart variation pattern related to the jackpot is sometimes collectively referred to as a "jackpot variation," and the special chart variation pattern related to a loss is sometimes collectively referred to as a "loss variation."

[0142] Furthermore, the special chart variation pattern in which an SP reach occurs regardless of the jackpot determination result is sometimes collectively referred to as an "SP reach variation," the special chart variation pattern in which an L reach occurs is sometimes collectively referred to as an "L reach variation," and the special chart variation pattern in which the special chart variation performance ends with an N reach is sometimes collectively referred to as an "N reach variation." Also, a miss variation with a reach is sometimes collectively referred to as a "miss variation with reach," and a miss variation without a reach is sometimes collectively referred to as a "normal miss variation."

[0143] 3-2-5. Prediction Before determining whether a jackpot has been determined, the pachinko gaming machine PY can perform a look-ahead determination using, for example, a look-ahead determination table such as those shown in FIGS. 13 and 14 based on the acquired special symbol-related determination information. The look-ahead determination table can be associated with the type of start gate (first start gate 11 / second start gate 12) associated with the start winning, in other words, the type of special symbol (special symbol 1 / special symbol 2) that is variably displayed depending on the start winning. That is, the look-ahead determination table includes a first look-ahead determination table (FIG. 13) for when the first start gate 11 is won and special symbol 1 is variably displayed, and a second look-ahead determination table (FIG. 14) for when the second start gate 12 is won and special symbol 2 is variably displayed. Note that a look-ahead determination based on the first look-ahead determination table is also referred to as a "first look-ahead determination," and a look-ahead determination based on the second look-ahead determination table is also referred to as a "second look-ahead determination."

[0144] The look-ahead determination table can also be associated with the game states (normal game state / high probability high base game state / low probability high base game state) described later. That is, the look-ahead determination table includes a look-ahead determination table used in the normal game state (a look-ahead determination table for the normal game state), a look-ahead determination table used in the high probability high base game state (a look-ahead determination table for the high probability high base game state), and a look-ahead determination table used in the low probability high base game state (a look-ahead determination table for the low probability high base game state).

[0145] In other words, the look-ahead judgment tables include a first look-ahead judgment table used in a normal game state, a first look-ahead judgment table used in a high-probability high-base game state, a first look-ahead judgment table used in a low-probability high-base game state, a second look-ahead judgment table used in a normal game state, a second look-ahead judgment table used in a high-probability high-base game state, and a second look-ahead judgment table used in a low-probability high-base game state.

[0146] 13 to 14, a special chart variation pattern relating to the variable display of the special chart performed by winning at the starting gates 11 and 12 is identified. That is, before the variable display of the special chart based on the winning is performed, the special chart variation pattern relating to the variable display of the special chart is identified as a pre-reading judgment result. In the process of identifying the special chart variation pattern, whether or not a jackpot will be won is also identified as a pre-reading judgment result.

[0147] The result of the look-ahead determination, which includes information about the special symbol variation pattern, is associated with the start winning command. As will be described later, the start winning command is sent to the performance control board 120 as a look-ahead determination result upon its generation. It should be noted that the type of information to be specified as the look-ahead determination result can be changed as appropriate. For example, information about the type of jackpot symbol can also be included in the look-ahead determination result.

[0148] As described above, the jackpot determination, jackpot symbol type determination, reach determination, and special symbol variation pattern determination are performed, and the special symbol display device 81 performs variable display of the special symbol. Then, when the jackpot symbol is displayed as a static display result (the result of the special symbol lottery) in the variable display of the special symbol, the next variable display of the special symbol is not performed, and the jackpot game is subsequently executed. Next, the jackpot game will be explained.

[0149] 3-3. Jackpot games The jackpot game includes multiple rounds of play accompanied by the opening and closing of the jackpot opening 14, an opening (also referred to as OP) from the start of the jackpot game until the start of the first round of play, and an ending (also referred to as ED) from the end of the final round of play until the end of the jackpot game. Each round of play begins with the end of the opening or the end of the previous round of play, and ends with the start of the next round of play or the start of the ending.

[0150] It is possible not to provide OP or ED. In the following, a predetermined number of rounds (predetermined order) of rounds will simply be referred to as a "round." For example, the first (first) round of play will be referred to as "1st round (1R)," and the tenth round of play will be referred to as "10th round (10R)."

[0151] The pachinko gaming machine PY controls the jackpot game using a jackpot game control table. The jackpot game control table can be set for each type of jackpot symbol. In other words, it is possible to associate a jackpot game with a type of jackpot symbol. One or more types of jackpot games can be set.

[0152] The jackpot game control table stores elements that make up a jackpot game (jackpot game elements). The jackpot game elements include the number of rounds of play, the number of times the jackpot opening port 14 is opened in each round of play, the type and opening time of the jackpot opening (opening pattern), the time until the next opening (closing time), the opening time (opening time), and the ending time (ending time).

[0153] The pachinko gaming machine PY can control the jackpot game using a jackpot game control table such as that shown in Figure 15(A). That is, it is possible to set the types of jackpot games and the jackpot game components for each jackpot game as shown in Figure 15(A). Here, the jackpot games set in Figure 15(A) will be described.

[0154] In the jackpot game associated with jackpot symbol A (hereinafter also referred to as the "first jackpot game"), ten rounds of play are played. In each of the rounds from 1R to 10R, the jackpot opening 14 is open for a maximum of 29.5 seconds per round. In addition, there is an opening in which the jackpot opening 14 is kept closed for 10.0 seconds from the start of the first jackpot game until the start of the first round of play. Furthermore, there is an ending in which the jackpot opening 14 is kept closed for 15.0 seconds from the end of the last round of play until the end of the first jackpot game.

[0155] In the jackpot game associated with jackpot symbol B (hereinafter also referred to as the "second jackpot game"), five rounds of play are played. In each of the rounds from Round 1 to Round 5, the jackpot opening 14 is open for a maximum of 29.5 seconds per round. In addition, there is an opening in which the jackpot opening 14 is kept closed for 10.0 seconds from the start of the second jackpot game until the start of the first round of play. Furthermore, there is an ending in which the jackpot opening 14 is kept closed for 15.0 seconds from the end of the last round of play until the end of the second jackpot game.

[0156] In the jackpot game associated with jackpot symbol C (hereinafter also referred to as the "third jackpot game"), five rounds of play are played. In each of the rounds from Round 1 to Round 5, the jackpot opening 14 is open for a maximum of 29.5 seconds per round. In addition, there is an opening in which the jackpot opening 14 is kept closed for 10.0 seconds from the start of the third jackpot game until the start of the first round of play. Furthermore, there is an ending in which the jackpot opening 14 is kept closed for 15.0 seconds from the end of the last round of play until the end of the third jackpot game.

[0157] In the jackpot game associated with jackpot symbol D (hereinafter also referred to as the "fourth jackpot game"), ten rounds of play are played. In each of the first rounds through the tenth round, the jackpot opening 14 is open for a maximum of 29.5 seconds per round. In addition, there is an opening in which the jackpot opening 14 is kept closed for 10.0 seconds from the start of the fourth jackpot game until the start of the first round of play. Furthermore, there is an ending in which the jackpot opening 14 is kept closed for 15.0 seconds from the end of the final round of play until the end of the fourth jackpot game.

[0158] In the jackpot game associated with jackpot symbol E (hereinafter also referred to as the "fifth jackpot game"), six rounds of play are played. In each of the rounds from R1 to R6, the jackpot opening 14 is open for a maximum of 29.5 seconds per round. In addition, there is an opening in which the jackpot opening 14 is kept closed for 10.0 seconds from the start of the fifth jackpot game until the start of the first round of play. Furthermore, there is an ending in which the jackpot opening 14 is kept closed for 15.0 seconds from the end of the last round of play until the end of the fifth jackpot game.

[0159] In the jackpot game associated with the jackpot symbol F (hereinafter also referred to as the "sixth jackpot game"), six rounds of play are played. In each of the rounds from 1R to 6R, the jackpot opening 14 is open for a maximum of 29.5 seconds per round. In addition, there is an opening in which the jackpot opening 14 is kept closed for 10.0 seconds from the start of the sixth jackpot game until the start of the first round of play. Furthermore, there is an ending in which the jackpot opening 14 is kept closed for 15.0 seconds from the end of the final round of play until the end of the fifth jackpot game.

[0160] In each round of play, when a predetermined number of game balls (for example, 10 balls) are detected by the big prize opening sensor 14a, the big prize opening 14 is closed and the round of play ends even before the maximum opening time of the big prize opening 14 has elapsed. In addition, the types and specific contents of the big prize game components can be changed as appropriate.

[0161] 15(A), the type of jackpot game to be executed is determined by the type of jackpot symbol, but the jackpot game may be executed in a different manner. For example, a device capable of allocating to two winning slots may be provided in the gaming area 6, and when one winning slot is won, only a jackpot game consisting of a predetermined number of rounds is executed, while when the other winning slot is won, either a jackpot game consisting of more than the predetermined number of rounds or a jackpot game consisting of fewer than the predetermined number of rounds is executed with a predetermined probability by lottery or the like.

[0162] 3-4. Game status Next, the game states that can be controlled by the pachinko game machine PY will be explained. The pachinko game machine PY has a jackpot game state in which a jackpot game is being executed, and a non-jackpot game state in which a jackpot game is not being executed. The non-jackpot game states include a normal game state, which is a basic game state, and a specific game state that is more advantageous to the player than the normal game state. The factors that make the specific game state "advantageous to the player" include the jackpot probability and the ease of opening the second start hole 12. In other words, the jackpot probability and the ease of opening the second start hole 12 can be associated with the specific game state.

[0163] Being advantageous to the player in terms of the jackpot probability means that the jackpot probability is higher than in the normal game state, making it easier to win a jackpot. Also, being advantageous to the player in terms of the ease of opening the second start opening 12 means that the second start opening 12 is easier to open than in the normal game state, making the opening time of the second start opening 12 longer per unit time.

[0164] Three types of specific game states can be set: a first specific game state in which both the jackpot probability and the opening time per unit time of the second start port 12 are advantageous to the player; a second specific game state in which only the jackpot probability is advantageous to the player; and a third specific game state in which only the opening time per unit time of the second start port 12 is advantageous to the player. Note that it is also possible to install only some of the three specific game states in the pachinko game machine PY, rather than installing all of these three types of specific game states.

[0165] Here, as a partial gaming state focusing on the jackpot probability, a state in which the jackpot probability is higher than in the normal gaming state and is advantageous to the player in terms of the jackpot probability is called a "high probability state." In contrast, a state in which the jackpot probability is the normal probability in the normal gaming state and is not advantageous to the player in terms of the jackpot probability is called a "normal probability state."

[0166] Furthermore, as a partial gaming state focusing on the opening time of the second start opening 12 per unit time, a state in which the opening time of the second start opening 12 per unit time is longer than in the normal gaming state and the ease of opening the second start opening 12 is advantageous to the player is called a "time-shortened state." In contrast to this, a state in which the opening time of the second start opening 12 per unit time is the opening time in the normal gaming state and the ease of opening the second start opening 12 is not advantageous to the player is called a "non-time-shortened state."

[0167] Here, the non-time-shortening state and the time-shortening state will be explained in detail. As mentioned above, in the time-shortening state, the electric chute 12D is open for a longer period of time per unit time than in the non-time-shortening state. In other words, in the time-shortening state, it is easier to win a prize in the second starting hole 12 than in the non-time-shortening state. Here, a specific method for making it easier to win a prize in the second starting hole 12 in the time-shortening state than in the non-time-shortening state will be explained.

[0168] For example, by making the time-saving state a state in which the normal map variation time is more likely to be shorter than the non-time-saving state, it is possible to make it easier to win at the second starting slot 12 in the time-saving state. For example, as mentioned above, regardless of the result of the win determination, in the time-saving state, a normal map variation time (5.0 seconds) shorter than the normal map variation time (30.0 seconds) determined in the non-time-saving state is determined. As a result, the number of normal map lottery draws per unit time is greater in the time-saving state. In this case, regardless of the difference between the non-time-saving state and the time-saving state, if the probability of winning in the win determination and the opening time of the electric chute 12D in one auxiliary game are the same, the opening time of the electric chute 12D per unit time will be longer because the number of normal map lottery draws per unit time is greater.

[0169] Furthermore, by setting the time-shortened state to a state in which the electric chute 12D is more likely to be open for a longer period of time during one auxiliary game compared to the non-time-shortened state, it is possible to make it easier to win in the second starting hole 12 in the time-shortened state. For example, as mentioned above, in the non-time-shortened state, the electric chute 12D is open for 0.2 seconds during one auxiliary game, whereas in the time-shortened state, the electric chute 12D is open for a total of 5.0 seconds during one auxiliary game. In this case, regardless of the difference between the non-time-shortened state and the time-shortened state, if the probability of winning in the win determination and the normal game fluctuation time are the same, the number of auxiliary games played per unit time will be the same, and therefore the opening time of the electric chute 12D per unit time will be longer due to the longer opening time of the electric chute 12D during one auxiliary game.

[0170] Furthermore, by making the time-shortened state a state in which a hit is more likely to be determined in a hit determination than the non-time-shortened state, it is possible to make it easier to win in the second starting slot 12 in the time-shortened state. For example, as described above, in the non-time-shortened state, the hit determination probability is 6600 / 65536, whereas in the time-shortened state, the hit determination probability is 59936 / 65536. In this case, regardless of the difference between the non-time-shortened state and the time-shortened state, if the opening time of the electric chute 12D and the normal chart fluctuation time are the same in one auxiliary game, the higher the probability of a hit determination in the hit determination, the more hit determinations there are per unit time, and therefore the opening time of the electric chute 12D per unit time becomes longer.

[0171] Thus, the three conditions—that it is easier to win a jackpot in the time-saving mode than in the non-time-saving mode, that the normal game fluctuation time is likely to be shorter, and that the open time of the electric chute 12D during one supplementary game is likely to be longer—are met. In the time-saving mode, the open time of the electric chute 12D per unit time is longer than in the non-time-saving mode, making it easier to win a jackpot in the second starting slot 12. As a result, the so-called "base," which is the ratio of the number of winning balls to the number of shot balls, is higher. Therefore, in the time-saving mode with a high base, players can aim for a jackpot without significantly reducing their game balls compared to the normal game mode. In other words, the time-saving mode is more advantageous for players than the non-time-saving mode.

[0172] In the time-shortened state, it is acceptable for only some of the three conditions to be met in order to increase the opening time per unit time of second start opening 12. Ultimately, in the time-shortened state, the opening time per unit time of electric chute 12D is longer than in the non-time-shortened state, so that it is easier to win at second start opening 12.

[0173] In addition, in the time-saving state, it is possible to make it easier to select a special chart change pattern with a shorter special chart change time than in the non-time-saving state, so that the number of times the special chart variable display is executed per unit time is reduced or the average special chart change time is lower. As a result, in the time-saving state, the pace at which special chart reserves are consumed is faster, making it easier for valid winnings to occur in the starting slot (winnings that can be stored as special chart reserves). Therefore, it is possible to aim for a jackpot while playing smoothly.

[0174] In the following, the first specific gaming state will be referred to as a "high probability high base gaming state," the second specific gaming state as a "high probability low base gaming state," and the third specific gaming state as a "low probability high base gaming state," in relation to the advantageous nature of each specific gaming state for the player. Furthermore, the normal gaming state will also be referred to as a "low probability low base gaming state."

[0175] Therefore, the low-probability, low-base gaming state can be said to be a gaming state controlled by the normal probability state and the non-time-shortening state. Similarly, the low-probability, high-base gaming state can be said to be a gaming state controlled by the normal probability state and the time-shortening state, the high-probability, low-base gaming state can be said to be a gaming state controlled by the high probability state and the non-time-shortening state, and the high-probability, high-base gaming state can be said to be a gaming state controlled by the high probability state and the time-shortening state.

[0176] In this way, the pachinko gaming machine PY can be controlled in a low-probability low base gaming state, a low-probability high base gaming state, a high-probability low base gaming state, a high-probability high base gaming state, and a jackpot gaming state. In the jackpot gaming state, the big prize slot 14 is open for a long time, and a large number of gaming balls can be acquired, so the jackpot gaming state can also be said to be a gaming state advantageous to the player. Therefore, the jackpot gaming state and the specific gaming state can also be said to be "advantageous gaming states" that are more advantageous to the player than the normal gaming state.

[0177] The high-probability, high-base game state and the high-probability, low-base game state are game states that are more advantageous to the player than the low-probability, low-base game state in that the jackpot probability is higher than in the normal probability state. The high-probability, high-base game state and the low-probability, high-base game state are also game states that are more advantageous to the player than the low-probability, low-base game state in that the ease of winning in the second start slot 12 is higher than in the non-time-shortening state. Furthermore, in the jackpot game state, the large prize slot 14, which opens more prize balls per win than the first start slot 11 and the second start slot 12, opens, so the jackpot game state is a game state that is more advantageous to the player than the low-probability, low-base game state.

[0178] When the power of the pachinko gaming machine PY is turned on, the normal gaming state is set first. The jackpot gaming state is set by the stop display of the jackpot symbol. On the other hand, the specific gaming state is set by winning the jackpot and executing the jackpot game. Next, the setting of the specific gaming state will be explained.

[0179] 3-5. Setting specific game conditions The pachinko gaming machine PY can set a new specific gaming state upon the end of a jackpot game. In other words, after a jackpot game, the game can be controlled and progressed in the specific gaming state. The duration of this specific gaming state can be set appropriately. For example, the specific gaming state can be made to continue until the next jackpot is won. It is also possible to limit the duration of the specific gaming state.

[0180] When limiting the duration of a specific gaming state, the specific gaming state can be terminated when the termination condition for the duration is met. Then, when the specific gaming state ends, a normal gaming state can be set. Furthermore, for a high-probability, high-base gaming state, when the termination condition is met, a low-probability, high-base gaming state or a high-probability, low-base gaming state can be set. In this case, the newly set low-probability, high-base gaming state or high-probability, low-base gaming state may be set until the next jackpot is won. Furthermore, the same or different termination conditions may be set for the newly set low-probability, high-base gaming state or high-probability, low-base gaming state, and when the termination condition is met, a normal gaming state may be set.

[0181] Furthermore, termination conditions for the duration of the specific game state can be set as appropriate. For example, the number of times the special symbol variable display is executed can be set as the termination condition. Furthermore, termination conditions are not limited to the number of times the special symbol variable display is executed, but can also be the elapsed time after a jackpot game, the number of game balls fired after a jackpot game, the number of times a game passes through gate 13 after a jackpot game, or the derivation of the result of a lottery to determine whether or not to terminate the specific game state (so-called "fall lottery"). Furthermore, these elements may be set as termination conditions individually or in combination.

[0182] These termination conditions may be set to the same for all specific game states that can be set after a jackpot game, or may be set for some of the specific game states that can be set.Furthermore, the termination conditions may be different for each specific game state.

[0183] Furthermore, the specific game state controlled after a jackpot game, the presence or absence of an end condition, and the content of the end condition can be associated with the jackpot symbol type associated with that jackpot game. For example, if the jackpot symbol type is set as described above, as shown in FIG. 15(B), the game may be controlled in a high-probability, high-base game state after the end of a jackpot game involving jackpot symbol A, jackpot symbol B, and jackpot symbol D. Here, no end condition can be set for this high-probability, high-base game state, allowing it to continue until a jackpot is won. Furthermore, the game may be controlled in a low-probability, high-base game state after the end of a jackpot game involving jackpot symbol C and jackpot symbol E. Here, an end condition can be set for this low-probability, high-base game state, and the end condition can be set to 100 times of variable special symbol display. Note that the relationship between the jackpot type symbol and the specific game state controlled after a jackpot game, the presence or absence of an end condition, and the content of the end condition is merely an example and is not limited to this.

[0184] Also, focusing on the gaming profit of a jackpot, a jackpot in which the game proceeds in a high probability state after the jackpot game is also called a "high probability jackpot." Furthermore, a jackpot in which the game proceeds in a high probability state and time-saving state after the jackpot game is also called a "probable jackpot." In addition, a jackpot in which the game proceeds in a normal probability state and time-saving state after the jackpot game is also called a "time-saving jackpot."

[0185] 4. Main effects of gaming machines Next, the main effects performed by the pachinko gaming machine PY will be described with reference to Figures 16 to 32. Note that, for purposes of effect, the pachinko gaming machine PY is associated with a baseball story featuring a main character and an enemy character as a theme.

[0186] 4-1.Performance mode First, we will explain the presentation mode. The presentation mode is a category of presentation (or a higher-level conceptual attribute). The pachinko gaming machine PY can set the following presentation modes: customer waiting presentation mode, normal presentation mode, probability variation presentation mode, time-saving presentation mode, and jackpot presentation mode.

[0187] The customer waiting mode can be set when the special symbol variable display is not being performed in the "low probability low base game state," "low probability high base game state," "high probability low base game state," and "high probability high base game state," and is a display mode that indicates a standby state in which the special symbol variable display is not being performed. The customer waiting mode is set. In the customer waiting mode, for example, as shown in FIG. 16(A), a customer waiting demo video G100 introducing the pachinko gaming machine PY is displayed on the display unit 50a. Furthermore, when the first effect button 41k is operated while the customer waiting demo video G100 is being displayed, a setting screen G101 for setting the effects of the pachinko gaming machine PY is displayed, as shown in FIG. 16(B). The settings related to the effects include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a, and the frequency setting of the effects to be executed. The setting items related to the effects can be set as appropriate. In addition, the setting screen G101 can be prevented from being displayed from the customer waiting demo video G100 by the player's operation.

[0188] The normal presentation mode can be set in a "low probability, low base game state" and is a presentation mode that indicates a normal game state. Furthermore, a plurality of lower-level presentation modes belonging to the normal presentation mode can be provided. For example, a first normal presentation mode, a second normal presentation mode, a third normal presentation mode, and the like can be provided as lower-level presentation modes belonging to the normal presentation mode.

[0189] In the following, a lower-level presentation mode belonging to a presentation mode is also referred to as a "presentation stage." Accordingly, the first normal presentation mode is also referred to as the "first normal presentation stage," the second normal presentation mode is also referred to as the "second normal presentation stage," and the third normal presentation mode is also referred to as the "third normal presentation stage." Unless there are special circumstances, the presentation mode that is set when the special chart variable display is first started after the power of the pachinko gaming machine PY is turned on is basically the first normal presentation stage (first normal presentation mode). However, the type of presentation mode that is set initially is not particularly limited and may be changed as appropriate.

[0190] In this way, when a plurality of performance stages belonging to the normal performance mode are provided, the performance stages can be switched in order repeatedly when a predetermined switching condition is met. The switching condition can be set as appropriate, for example, as the switching condition, it can be set that a predetermined number of special chart variable performances are performed without winning a jackpot. Furthermore, as the switching condition, it can also be set that a specific performance is performed, such as a special chart variable performance based on a SP reach miss variation.

[0191] In addition, as will be described later, a reach may occur in the special chart variation performance, but the special chart variation performance can be divided into the entire section of the special chart variation performance when a reach does not occur, the first part before the reach is established when a reach occurs, and the second part after the reach is established when a reach occurs. Note that the first part is composed of the "normal variation" mentioned above.

[0192] Then, in the first part of the first normal production stage, the display unit 50a displays a background image (FIG. 17(A): first normal background image G111) that mainly shows a cityscape. In the first part of the second normal production stage, the display unit 50a displays a background image (FIG. 17(B): second normal background image G112) that mainly shows the grounds of a baseball stadium. In the first part of the third normal production stage, the display unit 50a displays a background image (FIG. 17(C): ​​third normal background image G113) that mainly shows the inside of a restaurant. On the other hand, in the latter parts of the first to third normal production stages, the first normal background image G111, second normal background image G112, and third normal background image G113 are not displayed, and a dedicated background image corresponding to the type of reach in the normal production mode is displayed.

[0193] In addition, the dedicated background image corresponding to the type of reach in the normal presentation mode may be a background image common to the normal presentation mode regardless of the type of presentation stage, or may be a different background image for each presentation stage.

[0194] Also, the normal presentation mode may be settable even in the "high probability low base game state," and the normal presentation mode may be set as a presentation mode indicating that the game is not in a time-saving state. Alternatively, a predetermined presentation mode different from the normal presentation mode may be set only in the "high probability low base game state." Furthermore, a predetermined presentation mode different from the normal presentation mode may be set in a low probability low base game state that occurs under certain conditions and in a high probability low base game state.

[0195] The probability variable presentation mode can be set in the "high probability high base game state" and is a presentation mode that indicates that the game is in a high probability high base game state. In the first part of the probability variable presentation mode, for example, as shown in Fig. 17(D), a background image representing space (probability variable background image G120) is displayed on the display unit 50a, and probability variable background music is output from the speaker 52. In addition, in the latter part of the probability variable presentation mode, a dedicated background image corresponding to the type of reach in the probability variable presentation mode is displayed.

[0196] The time-saving presentation mode can be set in a "low-probability, high-base game state" or a "high-probability, high-base game state," and is a presentation mode that indicates either a low-probability, high-base game state or a high-probability, high-base game state, and is at least in a time-saving state. In the first part of the time-saving presentation mode, for example, as shown in FIG. 17(E), a background image representing the sky (time-saving background image G130) is displayed on the display unit 50a, and time-saving background music is output from the speaker 52. In addition, in the latter part of the time-saving presentation mode, a dedicated background image corresponding to the type of reach in the time-saving presentation mode is displayed.

[0197] The time-saving presentation mode is set only in a low-probability, high-base game state, and can also be set as a presentation mode indicating that the game state is a low-probability, high-base game state.

[0198] In addition, for either or both of the probability variable presentation mode and the time-saving presentation mode, a plurality of presentation stages for that presentation mode may be provided, similar to the normal presentation mode, and the presentation stage may be switched when a predetermined switching condition is met.

[0199] The jackpot presentation mode is a presentation mode that can be set when a jackpot game is being played in the "jackpot game state," and is a presentation mode that indicates that a jackpot game is being played. In the jackpot presentation mode, for example, during the opening of a jackpot game, as shown in FIG. 18(A), a jackpot opening presentation is performed on the display unit 50a, in which an opening image G1 suggesting the start of the jackpot game and a right-hit image G2 encouraging a "right hit" are displayed. In addition, during the opening, a background image (opening background image G200) corresponding to the type of jackpot game is displayed on the display unit 50a as the background of the opening image G1 and the right-hit image G2 as a jackpot opening presentation.

[0200] 18(B), during a round play in a jackpot game, the display unit 50a displays the right-hit image G2 continuously from the opening, and a round image G3 indicating the number of rounds and a prize ball number image G4 indicating the number of prize balls paid out. In addition, during a round play, as a round effect, the display unit 50a displays a background image (round background image G201) according to the type of jackpot game against the background of the right-hit image G2, round image G3, and prize ball number image G4, and BGM according to the type of jackpot game is output from the speaker 52.

[0201] Furthermore, during the ending of a jackpot game, as shown in Fig. 18(C), a jackpot ending effect is performed on the display unit 50a, in which an ending image G5 suggesting the effect mode to be set after the jackpot game and a total prize ball number image G6 suggesting the total number of prize balls paid out are displayed. In addition, during the ending, a background image (ending background image G202) according to the type of jackpot game is displayed on the display unit 50a as the background of the ending image G5 and the total prize ball number image G6.

[0202] In the following description, the jackpot opening effect, round effect, and jackpot ending effect are collectively referred to as "jackpot game effects" as effects executed in a jackpot game. That is, the jackpot game effects are performed in a jackpot effect mode.

[0203] 4-2. Special chart change performance Next, we will explain the special symbol variation effect. When the variable display of the special symbol starts, the pachinko gaming machine PY executes the special symbol variation effect based on the special symbol variation pattern related to the variable display of the special symbol and the special symbol lottery result (jackpot determination result, jackpot symbol type determination result, reach determination result, and special symbol variation pattern determination result).

[0204] In the special symbol variation effect, the display unit 50a displays the variation of the effect symbol superimposed on a predetermined background image. In the variation display of the effect symbol, the effect symbol changes and then stops. In other words, after the special symbol variation time and the variation display of the effect symbol are performed, the variation stops and the effect symbol is displayed as a stopped symbol. And basically, the result of the special symbol lottery is announced by the stopped display of the effect symbol.

[0205] In addition, in the special symbol variation effect performed on the display unit 50a, it is possible to use images other than the variation display of the effect symbol. Furthermore, in addition to the image display device 50 including the display unit 50a, it is possible to perform special symbol variation effect using various effect devices such as a speaker 52, a frame lamp 53, a board moving device 55, a first effect button device 41, and a second effect button device 42.

[0206] Next, we will explain the effect patterns displayed on the display unit 50a in the special chart variable effect executed according to the special chart variable display. The effect patterns are also identification information for indicating the special chart lottery result, and multiple types are provided. In detail, one of the components of the effect pattern constitutes the identification information for indicating the special chart lottery result, and multiple types of effect patterns are provided depending on the difference in that identification information.

[0207] For example, as shown in Figure 19 (A), the performance symbols can be composed of numbers 1 to 9, and nine performance symbols can be provided. The performance symbol containing the number "1" is designated as performance symbol G10a. Similarly, the performance symbols containing the numbers "2" to "9" are designated as performance symbols G10b to G10e. For convenience, when individual performance symbols are treated interchangeably, they are collectively referred to as "performance symbol G10."

[0208] In addition, the numerical portions of the performance symbols G10c and G10g corresponding to "3" and "7" are red, and the numerical portions of the performance symbols G10a, G10b, G10d, G10e, G10f, G10h, and G10i corresponding to "1," "2," "4," "5," "6," "8," and "9" are blue. In other words, color is included in the components of the performance symbol G10. Note that the configuration of the performance symbol G10 and what identification information is set to may be changed as appropriate. For example, other components such as characters associated with each number may be added to the performance symbol G10.

[0209] Next, we will explain the effect pattern display area for displaying the effect pattern G10. For example, as shown in Figure 19 (B), the display unit 50a can be divided horizontally into three approximately equal parts, with the left, center, and right sides being the left effect pattern area 50b1, the middle effect pattern area 50b2, and the right effect pattern area 50b3. The effect pattern G10 is displayed in all of the left effect pattern area 50b1, the middle effect pattern area 50b2, and the right effect pattern area 50b3.

[0210] And, mainly in the first part of the special chart change performance, the performance pattern G10 displayed in the left performance pattern area 50b1 is collectively referred to as "left performance pattern EZ1", the performance pattern G10 displayed in the middle performance pattern area 50b2 is collectively referred to as "middle performance pattern EZ2", and the performance pattern G10 displayed in the right performance pattern area 50b3 is collectively referred to as "right performance pattern EZ3". That is, in the left performance pattern area 50b1, the middle performance pattern area 50b2, and the right performance pattern area 50b3, the performance pattern G10 consisting of the numbers 1 to 9 is displayed in common, but when distinguishing the performance pattern G10 by the relative display position, it is written as left performance pattern EZ1, middle performance pattern EZ2, and right performance pattern EZ3.

[0211] As will be described later, in the special chart variation effect, the effect symbols EZ1 to EZ3 are displayed in a variable manner, but ultimately, the effect symbols EZ1 to EZ3 are displayed in a manner that indicates the special chart lottery results (jackpot determination result, jackpot symbol type, and reach determination result). When a jackpot is announced as the special chart lottery result, the effect symbols EZ1 to EZ3 are displayed in a static manner so that three effect symbols G10 with the same number are lined up horizontally (so-called "double numbers"). Therefore, hereinafter, the effect symbols G10 consisting of the same numbers that make up the effect symbols EZ1 to EZ3 that are displayed in a static manner when announcing a jackpot are referred to as "jackpot effect symbols." For example, if the effect symbols EZ1 to EZ3 are displayed as "7·7·7," the jackpot effect symbol is "effect symbol G10g," and if they are displayed as "9·9·9," the jackpot effect symbol is "effect symbol G10i." Furthermore, the jackpot effect symbols are sometimes abbreviated by the numbers contained in the effect symbols. For example, if the jackpot effect symbol is "effect symbol G10g," the jackpot effect symbol will be "7," and if the jackpot effect symbol is "effect symbol G10i," the jackpot effect symbol will be "9." Also, as will be described later, in the special symbol variation effect, the result of the special symbol lottery is fully revealed when the effect symbols EZ1 to EZ3 are definitively displayed. However, basically, during the special symbol variation effect, the effect symbols EZ1 to EZ3 are provisionally displayed (provisionally displayed) before they are definitively displayed. This is because the contents of the effect symbols EZ1 to EZ3 that were provisionally displayed may change. For example, after the effect symbols EZ1 to EZ3 are temporarily stopped and displayed in a manner indicating a certain jackpot (relatively disadvantageous to the player), they may be changed to a manner indicating another jackpot (relatively advantageous to the player). Therefore, when the effect symbols EZ1 to EZ3 are temporarily stopped and displayed in a manner indicating a jackpot at first like this (before being changed), the effect symbols G10 consisting of the same numbers that make up the effect symbols EZ1 to EZ3 are also referred to as "jackpot effect symbols."

[0212] In addition, during the special symbol variation effect, the display of the effect symbols EZ1 to EZ3 changes. However, during the display of the effect symbols EZ1 to EZ3, a reach may occur, in which the left effect symbol EZ1 and the right effect symbol EZ3 temporarily stop (temporarily stop) at the same number G10. As will be described later, a reach is an effect that suggests the possibility of a jackpot game state, and the occurrence of a reach increases the chance of a jackpot. Therefore, the effect symbol G10 consisting of the same number that constitutes the left effect symbol EZ1 and the right effect symbol EZ3 related to a reach is referred to as a "reach effect symbol." For example, if the left effect symbol EZ1 and the right effect symbol EZ3 temporarily stop at the "1" effect symbol G10a, the reach effect symbol is "effect symbol G10a." If they temporarily stop at the "3" effect symbol G10a, the reach effect symbol is "effect symbol G10c." Furthermore, the reach effect symbols may be abbreviated by the numbers included in the effect symbols. For example, if the reach effect symbol is a "G10a effect symbol," the reach effect symbol is abbreviated as "1," and if the reach effect symbol is a "G10c effect symbol," the reach effect symbol is abbreviated as "3."

[0213] Also, as shown in Figure 19 (B), it is possible to provide a small symbol area 50c in which small symbols are variably displayed in a section at the left end (lower left corner) of the bottom end of the display unit 50a. In the small symbol area 50c, small symbols can be variably displayed according to the variable display of the special symbol. The design of the small symbol can be set appropriately, for example, it can be configured by simply reducing the number part of the performance symbol G10.

[0214] In Figure 19(B), the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c are clearly shown with dotted lines, but this is written to indicate the range of the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c, and is not actually displayed.

[0215] As mentioned above, the effects that make up the effect flow of the special chart effect include normal change, N reach, L reach, SP reach, and battle effect. Here, some of these will be explained.

[0216] 4-2-1. Normal fluctuations The pachinko gaming machine PY can first perform a normal variation in the special symbol variation effect. The normal variation functions as an effect that indicates that the variable display of the special symbol has begun. Next, the normal variation will be explained in detail. Note that as small symbols, a left small symbol KZ1, a medium small symbol KZ2, and a right small symbol KZ3 corresponding to the left performance symbol EZ1, the middle performance symbol EZ2, and the right performance symbol EZ3 are variably displayed in the small symbol area 50c.

[0217] For example, as shown in Fig. 20(A), in the display unit 50a, the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3 are displayed in a stopped state, and the left small symbol KZ1, the medium and small symbol KZ2, and the right small symbol KZ3 are displayed in a stopped state, and the variable display of the special symbol is not performed, and when the variable display of the special symbol starts from the state of waiting for the variable display of the special symbol, the special symbol variable display starts with the start, as shown in Fig. 20(B). Specifically, the variable display of the effect symbols EZ1 to EZ3 starts, and the variable display of the left small symbol KZ1, the medium and small symbol KZ2, and the right small symbol KZ3 starts.

[0218] The display mode of the variable display of the performance symbols EZ1 to EZ3 and the display mode of the variable display of the small symbols KZ1 to KZ3 can be made different. For example, the variable display of the performance symbols EZ1 to EZ3 can be performed by scrolling each of the performance symbols EZ1 to EZ3 from top to bottom of the display unit 50a, and the variable display of the small symbols KZ1 to KZ3 can be performed by swapping each of the small symbols KZ1 to KZ3 one after another in a fixed position. Note that the display mode of the variable display of the performance symbols EZ1 to EZ3 and the display mode of the variable display of the small symbols KZ1 to KZ3 may be the same.

[0219] Also, the effect symbols EZ1 to EZ3 and small symbols KZ1 to KZ3 change at high speed immediately after the start of the change display. While the effect symbols EZ1 to EZ3 and small symbols KZ1 to KZ3 are changing at high speed, the effect symbols EZ1 to EZ3 and small symbols KZ1 to KZ3 are basically displayed with transparency that makes it easy to see the background images such as background images G111 to G114.

[0220] If the special chart fluctuation pattern of the variable display of this special chart is a special chart fluctuation pattern of no-reach miss (for example, normal miss fluctuation), no reach occurs, and as the variable display of the special chart ends (special chart stop display), the stop display of the performance patterns EZ1 to EZ3 and small patterns KZ1 to KZ3 is performed with a miss number (so-called "variable number") specific to no-reach miss.

[0221] As the performance patterns EZ1 to EZ3 stop, for example, first, as shown in Figure 20(C), the left performance pattern EZ1 temporarily stops (temporarily stops) at approximately the center position in the vertical direction, then, as shown in Figure 20(D), the right performance pattern EZ3 temporarily stops (temporarily stops) at approximately the center position in the vertical direction, and further, as shown in Figure 20(E), the middle performance pattern EZ2 temporarily stops (temporarily stops) at approximately the center position in the vertical direction.

[0222] Finally, the performance symbols EZ1 to EZ3, which are temporarily stopped (provisionally stopped) in a horizontal line in approximately the center position in the vertical direction, come to a complete stop all at once as shown in Fig. 20(F), and the stop is confirmed (the performance symbols EZ1 to EZ3 are displayed as stopped). When the performance symbols EZ1 to EZ3, which have been temporarily stopped (provisionally stopped), come to a complete stop with a scattered pattern, that is, when the performance symbols EZ1 to EZ3 are displayed as definitely stopped, the three small symbols KZ1 to KZ3 come to a complete stop with the same scattered pattern as the performance symbols EZ1 to EZ3, and the small symbols KZ1 to KZ3 are also displayed as stopped.

[0223] Note that the temporary stopping of the effect symbols EZ1 to EZ3 means that the effect symbols EZ1 to EZ3 do not move significantly in place like a scrolling display, but rather sway slightly or move back and forth slightly. Therefore, strictly speaking, the state in which the effect symbols EZ1 to EZ3 are temporarily stopped and the state in which the effect symbols EZ1 to EZ3 are definitively stopped are different, but these temporary and definitive stopped displays are sometimes broadly referred to as "stop displays." Also, in the example of Figure 20, when the effect symbols EZ1 to EZ3 are stopped, the effect symbols stop in the order of left effect symbol EZ1 → right effect symbol EZ3 → center effect symbol EZ2, but the stopping order (method) is not limited to this and can be set as appropriate.

[0224] 4-2-2. Reach Next, the establishment of a reach will be explained. Even when the special chart variable display pattern of the special chart is a reach-and-miss special chart variable pattern (for example, N miss variation), basically, in the same way as the above-mentioned case of no reach, on the display unit 50a, as shown in Fig. 21(A), the performance symbols EZ1 to EZ3 are definitely displayed stopped, and the small symbols KZ1 to KZ3 are displayed stopped, and then the variable display of the special chart starts, and as shown in Fig. 21(B), the variable display of the performance symbols EZ1 to EZ3 starts, and the variable display of the small symbols KZ1 to KZ3 starts.

[0225] After that, after a predetermined time has elapsed, as shown in FIG. 21(C), the left performance symbol EZ1 relating to the number "5" stops provisionally (temporarily stopped) in approximately the center position in the vertical direction, and then, as shown in FIG. 21(D), the right performance symbol EZ3 relating to the same number "5" stops provisionally (temporarily stopped) in a horizontal line in approximately the center position in the vertical direction, and a reach is achieved. When a reach is achieved, an image (reach achievement suggestion image) G11 indicating that a reach has been achieved is displayed. Note that even if a reach is achieved with the left performance symbol EZ1 and the right performance symbol EZ3, the variable display of the small symbols KZ1 to KZ3 continues.

[0226] Furthermore, in the example of Figure 21, when a reach is achieved, the effect symbols temporarily stop (provisionally stop) in the order of left effect symbol EZ1 → right effect symbol EZ3, but the order (method) of the temporary stops is not limited to this and can be set as appropriate. In addition, the number of the effect symbols that make up the reach is not limited to "5". In addition, the position where they temporarily stop (provisionally stop) is not limited to approximately the center position in the vertical direction. In addition, the direction in which the effect symbols that make up the reach are lined up is not limited to the horizontal direction but may be other directions such as diagonal directions.

[0227] In this way, the entire period of the special chart variation effect in the case of a miss without a reach, and the section from the start of the special chart variation effect in the case of a reach to the time the reach is established can be considered as normal variation. However, the time until the reach is established can be appropriately set based on the special chart variation pattern, etc. Furthermore, it is also possible to execute various preview effects such as so-called "pseudo consecutive wins," cut-in previews, and dialogue previews until the reach is established. Alternatively, it is also possible to enter a so-called "zone" until the reach is established.

[0228] 4-2-3.N Reach The pachinko game machine PY can perform an N-reach when a reach is achieved after a normal variation. The N-reach is a presentation that suggests that the result of the special drawing may be a "jackpot," and functions as a presentation to make players expect a jackpot. Next, we will explain N-reach in detail.

[0229] When a reach is established, an N reach is performed from that point, as shown in Fig. 21(D), for example. In an N reach, the state when the reach is established is maintained for a predetermined time (for example, 10 seconds), as shown in Fig. 22(A). When an N reach is started, as shown in Fig. 22(B), the medium performance pattern EZ2, which is changing (scrolling) at high speed in the normal mode, gradually slows down.

[0230] When the special chart variable display pattern is a special chart variable pattern with a reach and a miss (for example, an N miss variation), the center effect symbol EZ2 temporarily stops (provisionally stops) in the approximately center position in the vertical direction from the state where the reach is established, and a stop display of the effect symbol indicating a miss is performed. At this time, since the reach is established, the center effect symbol EZ2 consisting of a number different from the numbers that make up the reach ("4" in Figure 22 (C-1)) temporarily stops, as shown in Figure 22 (C-1). Then, with the end of the variable display of the special chart (stop display of the special chart), the provisional stop state becomes a complete stop state, as shown in Figure 22 (D-1), and the left effect symbol EZ1, center effect symbol EZ2, and right effect symbol EZ3 are stopped and displayed as a miss number specific to the reach and a miss.

[0231] In addition, when the effect symbols EZ1 to EZ3 that have been temporarily stopped (provisionally stopped) come to a complete stop with a losing number specific to a reach-and-miss, that is, when the stop display of the effect symbols EZ1 to EZ3 is performed, the three small symbols KZ1 to KZ3 come to a complete stop with the same losing number specific to a reach-and-miss as the effect symbols EZ1 to EZ3, and the stop display of the small symbols KZ1 to KZ3 is also performed. Note that the content of the N reach can be changed or added as appropriate.

[0232] If the special chart change performance does not end with the N reach, as shown in Figure 22 (C-2), when the remaining non-stop middle performance pattern EZ2 changes again at high speed, the entire display section 50a gradually turns white, and after whitening out, it may develop (switch) to an L reach or an SP reach, as shown in Figure 22 (D-2).

[0233] 4-2-4.L Reach The pachinko gaming machine PY can perform an L reach after an N reach. The L reach is an effect that suggests that the result of the special chart lottery is more likely to be a "jackpot" than an N reach, and functions as an effect to make the player expect a jackpot. Note that the established reach is maintained even with an L reach, but, for example, as shown in FIG. 23(A), at the start of the L reach, the effect symbols EZ1 and EZ3 that make up the reach are reduced in size and moved to predetermined positions that do not overlap with the small symbol area 50c on the display unit 50a (for example, the left effect symbol EZ1 is at the top left of the display unit 50a, and the right effect symbol EZ3 is at the top right of the display unit 50a).

[0234] Also, at the start of an L reach, for example, as shown in Fig. 23(A), a background image dedicated to the L reach (L reach background image G114) is displayed on the display unit 50a. The L reach background image G114 is composed of a video in which a predetermined story unfolds. The content of the story of the video related to the L reach background image G114 can be set as appropriate, but in a basic embodiment, it is composed of content in which the main character confesses his love to a girl.

[0235] When the L reach background image G114 is displayed, it first starts with a scene in which the main character is waiting for a girl at a certain meeting place, as shown in Fig. 23(A). Next, as shown in Fig. 23(B), the girl appears at the meeting place. At this time, the middle performance symbol EZ2 appears in approximately the center of the display unit 50a, with the performance symbol of the number "5" that constitutes the reach and the performance symbol of the number "4" that does not constitute the reach, and they slowly rotate from the back to the front and then back to the back again.

[0236] While the number "4" and number "5" effect symbols continue to rotate, the Suri related to the L-reach background image G114 progresses. Then, as shown in FIG. 23(C), a scene occurs in which the main character confesses his love to the girl. At this time, approximately in the center of the display unit 50a, the number "5" effect symbol, which constitutes a reach, and the number "4" effect symbol, which does not constitute a reach, collide with each other in an attempt to knock the other away. Since the number "5" effect symbol constitutes a reach, and the number "4" effect symbol does not constitute a reach, when the number "4" effect symbol is knocked away and the number "5" effect symbol remains, the stop display of the effect symbols EZ1 to EZ3, which indicate a jackpot, is achieved. On the other hand, when the number "5" effect symbol is knocked away and the number "4" effect symbol remains, the stop display of the effect symbols EZ1 to EZ3, which indicate a reach miss, is achieved. Therefore, the scene in Figure 23(C) is the final stage of the L reach, and constitutes a branching point (the so-called ``win / lose branching point'') where either a presentation suggesting a jackpot (jackpot suggestion presentation) or a presentation suggesting a miss (miss suggestion presentation) will be executed.

[0237] At the winning / losing branch point, when the special symbol variation pattern of the variable display of the special symbol is a jackpot variation (L jackpot variation), as shown in Fig. 24(A-1), a close-up of a smiling girl is displayed on the display unit 50a, and then, as shown in Fig. 24(B-1), the main character is displayed rejoicing at his successful confession, and a predetermined sound effect is output from the speaker 52. At this time, the left and right effect symbols EZ1 and EZ3 of the number "5" that constitute the reach are displayed in a temporary stop mode in the center of the display unit 50a, along with the center effect symbol EZ2 of the number "5" that also constitutes the reach. In other words, the effect symbols EZ1 to EZ3 are displayed in a temporary stop mode in a mode that indicates a jackpot.

[0238] The display of the main character rejoicing at the successful confession and the output of a predetermined sound effect constitute a jackpot suggestion effect. After the jackpot suggestion effect, as shown in Figure 24 (C-1), the stop display of effect symbols EZ1 to EZ3 and small symbols KZ1 to KZ3 is performed in a manner indicating a jackpot.

[0239] On the other hand, after the winning / losing turning point, if the special chart variable display pattern is a reach-miss variation (L miss variation), no jackpot suggestion effect is performed, and in the L reach background image G114, as shown in FIG. 24(A-2), a close-up of a girl with a sad expression is displayed on the display unit 50a, and then, as shown in FIG. 24(B-2), the main character is displayed, looking disappointed after failing to confess his feelings. At this time, the left effect pattern EZ1 and right effect pattern EZ3 of the number "5" that constitute the reach are displayed in a temporary stop mode in the center of the display unit 50a, along with the number "5" that does not constitute the reach. In other words, the effect patterns EZ1 to EZ3 are displayed in a temporary stop mode in a mode indicating a reach miss.

[0240] The display of the main character who is disappointed after failing to confess constitutes a failure suggestion effect. After the failure suggestion effect, as shown in Figure 24 (C-2), the effect symbols EZ1 to EZ3 and small symbols KZ1 to KZ3 are displayed as a losing combination for the reach.

[0241] 4-2-5. SP Reach In addition, the pachinko gaming machine PY can perform an SP reach after an N reach. The SP reach is an effect that suggests that the result of the special chart lottery is more likely to be a "jackpot" than an L reach, and functions as an effect to make the player expect a jackpot. Note that the established reach is maintained even in the SP reach, but for example, as shown in FIG. 25(A), at the start of the SP reach, the effect symbols EZ1 and EZ3 that make up the reach are reduced in size and moved to predetermined positions that do not overlap with the small symbol area 50c on the display unit 50a (for example, the left effect symbol EZ1 is at the top left of the display unit 50a, and the right effect symbol EZ3 is at the top right of the display unit 50a).

[0242] Furthermore, at the start of an SP reach, for example, as shown in FIG. 25(A), a background image dedicated to the SP reach (SP reach background image G115) is displayed on the display unit 50a. The SP reach background image G115 is composed of a video in which a predetermined series of moves unfolds. The story content of the video related to the SP reach background image G115 can be set as appropriate, but in a basic embodiment, it is composed of content in which a main character faces off against an enemy character who is the main character's rival. The main character is a baseball pitcher, and the enemy character is a baseball batter, and the two characters face off in the roles of pitcher and batter in a baseball game.

[0243] When the SP reach background image G115 is displayed, first, as shown in Fig. 25(A), an enemy character appears, and then, as shown in Fig. 25(B), an image indicating that the SP reach has started (SP reach start title image) G11 is displayed in the center of the display unit 50a. The SP reach start title image G11 is composed of a title image G11a indicating the title of the SP reach ("Strike out the enemy batter XX!!" in Fig. 25(B)), and an effect image G11b that enhances the title image G11a.

[0244] Next, as shown in Figure 25(C), a scene is displayed in which the main character and the enemy character face off against each other. After that, in the background image G115 for the SP reach, as shown in Figure 26(A), the main character throws the ball, as shown in Figure 26(B), the ball moves toward the enemy character, and as shown in Figure 26(C), the enemy character begins to swing the bat. Next, as shown in Figure 26(D), the ball and the bat approach each other, and a scene is reached in which the showdown between the main character and the enemy character is about to be decided. This scene constitutes a branching point (win / lose branching point) at which the main character wins the showdown between pitcher and batter, suggesting a jackpot, or loses, suggesting a loss.

[0245] After this winning / losing turning point, if the special chart variation pattern of the variable display of the special chart is a jackpot variation (SP jackpot variation), as shown in Fig. 27(A-1), the enemy character strikes out and misses, winning the showdown, and then, as shown in Fig. 27(B-1), the main character strikes out the enemy character and lets out a roar on the mound, and a predetermined sound effect is output from the speaker 52. At this time, the performance symbols EZ1 to EZ3 are temporarily stopped and displayed in a manner indicating a jackpot.

[0246] The display of the main character roaring after winning the battle and the output of a predetermined sound effect constitute the big win suggestion effect. After the big win suggestion effect, as shown in Figure 27 (C-1), the stop display of the effect symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 is performed in a manner indicating a big win.

[0247] On the other hand, after the winning / losing turning point, if the special chart variable display pattern is a reach miss variation (SP miss variation), the big win suggestion effect is not performed, and in the SP reach background image G115, as shown in Figure 27 (A-2), the enemy character hits a home run and loses the showdown, and as shown in Figure 27 (B-2), the main character is dejected on the mound. At this time, the effect patterns EZ1 to EZ3 are temporarily stopped and displayed in a manner indicating a reach miss.

[0248] The display of the main character who is disappointed after losing the battle constitutes the loss suggestion effect. After the loss suggestion effect, as shown in Figure 27 (C-2), the effect symbols EZ1 to EZ3 and small symbols KZ1 to KZ3 are displayed as losing numbers for reach.

[0249] Next, we will explain the moving body effects and operation effects that are performed in the special chart variation effects. The moving body effects and operation effects can be performed as part of the aforementioned SP reach, L reach, and N reach, as well as the jackpot game effects, by being incorporated into these effects, or they can be performed independently of these effects. First, we will explain the moving body effects.

[0250] 4-3.Movable object production The pachinko gaming machine PY can perform a moving body effect involving the movement of a moving body at a predetermined timing in a predetermined effect such as a special chart change effect or a jackpot game effect. The moving body effect is an effect using a moving device such as the board moving device 55, and functions as an effect suggesting the likelihood of a jackpot or the development of an SP reach.

[0251] For example, when the movable body effect functions as an effect suggesting development to SP Reach, as shown in FIG. 28(A), when the special chart change effect develops from N Reach to SP Reach, first, as shown in FIG. 28(B), the board movable device 55 is activated, and the board movable body 55k descends to the operating position when viewed from the front and is held in that position for a predetermined time. Furthermore, at this time, an effect image G13 accompanying the operation of the board movable body 55k is also displayed across the entire display unit 50a. Then, as shown in FIG. 28(C), the effect image G13 is erased, the board movable body 55k rises to the standby position, and the board movable device 55 returns to its normal standby state. When the board movable device 55 returns to its normal standby state, the effect develops to SP Reach. The operation of the movable device in the movable body effect can be changed or added as appropriate.

[0252] 4-4.Operation direction Next, the operation effects will be explained. The pachinko gaming machine PY can perform operation effects including operation prompting effects and operation result effects corresponding to the operation of the first effect button 41k, the second effect button 42k, etc. at predetermined timings in predetermined effects such as special chart variation effects and jackpot game effects. The operation prompting effects are effects that prompt the player to operate the operation means, and the operation result effects are effects that are performed in response to the operation of the operation means in the operation prompting effects, and each functions as an effect that makes the player expect a jackpot.

[0253] For example, as mentioned above, when the winning / losing branch point is reached in an L reach or SP reach, a period (valid operation period) occurs during which pressing the first effect button 41k is valid, and with the occurrence of this valid operation period, an effect (operation promotion effect) is performed to encourage the operation of the first effect button 41k, as shown in Figure 29 (A).

[0254] In the operation prompting effect, a first effect button operation prompting effect image G12 is displayed on the display unit 50a. The first effect button operation prompting effect image G12 includes an image (operation target image) G12a representing the first effect button 41k that is the operation target, an image (press operation image) G12b representing the operation mode of the first effect button 41k (i.e., the press operation), and an image (operation valid period remaining time image) G12c representing the remaining time of the operation valid period (operation valid period) for operating the first effect button 41k.

[0255] The remaining valid operation period image G12c is composed of a roughly curved progress bar, which changes over time so that the player can easily understand the remaining time of the valid operation period. Figure 29(B) shows the state when the valid operation period has started and one-third of the valid operation period has passed.

[0256] When the special chart change pattern of the variable display of the special chart is a jackpot change (SP jackpot change), an operation result display is performed after the first display button 41k is pressed during the valid operation period, or after the remaining time of the valid operation period has expired without the first display button 41k being operated during the valid operation period.

[0257] As an operation result effect, for example, as shown in FIG. 29(C), the board moving device 55 is activated, the board moving body 55k descends to the operating position, and is held in that position for a predetermined time, while the rotating member 55k1 rotates for a predetermined time. In this way, the operation result effect also includes a moving body effect. Furthermore, at this time, as an operation result effect, an effect image G13 accompanying the movement of the board moving body 55k is displayed over the entire display unit 50a. Then, as shown in FIG. 29(D), the effect image G13 is erased, the rotation of the rotating member 55k1 stops, and the board moving body 55k rises, thereby ending the operation result effect. When the operation result effect ends, a jackpot suggestion effect is performed.

[0258] On the other hand, if the special chart variation pattern of the variable display of the special chart is a reach miss variation (SP miss variation), even if the first effect button 41k is pressed during the operation valid period, or even if the remaining time of the effect button operation valid period runs out without the first effect button 41k being pressed, the operation result effect is not performed, and a miss suggestion effect is performed.

[0259] In addition, the operation result presentation is not limited to the operation of the board moving device 55 or the display of the effect image G13, but can be changed or added as appropriate. In addition, the operation presentation is not limited to the special chart change presentation, but can also be performed in the jackpot presentation.

[0260] 4-5. Predictive performance Next, we will explain the look-ahead effects that can be performed before the special chart variable display that is the target of the special chart hold is executed. The pachinko gaming machine PY can perform look-ahead effects for special chart 1 hold or special chart 2 hold, for which a jackpot determination has not been made, based on the results of the look-ahead judgment at any timing of the special chart variable effect. The look-ahead effect is an effect that suggests the likelihood of a jackpot for special chart 1 hold or special chart 2 hold, and functions as an effect that makes players expect a jackpot even before the variable display of the special chart corresponding to that hold is displayed. One example of a look-ahead effect is a hold change notice that uses a hold effect that represents a special chart hold. Here, we will explain the hold effects and hold change notice that are performed in the normal presentation mode.

[0261] As shown in Fig. 30(A), the hold effect is performed in a hold display area 50d formed in a horizontally long rectangular shape in a section approximately in the center of the lower end of the display unit 50a. The hold display area 50d is composed of a first area 50d1, a second area 50d2, a third area 50d3, and a fourth area 50d4, which are obtained by dividing the hold display area 50d into four approximately equal areas in the left-right direction. That is, in the hold display area 50d, the first area 50d1 to the fourth area 50d4 are arranged in order from the left end to the right end.

[0262] The first area 50d1 displays a reserve icon representing the special chart 1 reserve that occurs first among the reserved special chart 1 reserves and for which the special chart 1 variable display is performed first based on the special chart 1 related random number corresponding to that special chart 1 reserve. Similarly, the second area 50d2 to the fourth area 50d4 display reserve icons representing the special chart 1 reserve that occurs second to fourth among the reserved special chart 1 reserves and for which the special chart 1 variable display is performed second to fourth based on the special chart 1 related random number corresponding to that special chart 1 reserve.

[0263] In the following, the special chart 1 reservation corresponding to the reservation icon displayed in the first area 50d1 will be referred to as "special chart 1 reservation in reservation order 1." Similarly, the special chart 1 reservations corresponding to the reservation icons displayed in the second area 50d2, the third area 50d3, and the fourth area 50d4 will be referred to as "special chart 1 reservation in reservation order 2," "special chart 1 reservation in reservation order 3," and "special chart 1 reservation in reservation order 4." In other words, the existing special chart 1 reservations will be referred to as "reservation order 1" to "reservation order 4" in the order in which they occurred.

[0264] Furthermore, the display area 50e is formed to the left of the reserved display area 50d. The icon representing the currently active special chart 1 change display is displayed in the display area 50e. Therefore, the object indicated by the icon displayed in the display area 50e is different from the object indicated by the reserved icon displayed in the reserved display area 50d, and strictly speaking, it is not included in the "reserved effect" corresponding to the reserved special chart 1. However, since there is a correlation between the display of the reserved icon and the display of the icon, hereinafter, the display of the reserved icon and the display of the icon are collectively referred to as the "reserved effect." Furthermore, the reserved icon and the icon are collectively referred to as the "icon." Furthermore, the currently active special chart 1 change display indicated by the icon is also referred to as the "change."

[0265] In Figure 30 (A), the hold display area 50d and the display area 50e are shown with dotted lines, and the first area 50d1 to the fourth area 50d4 are shown with dashed lines, but this is written to indicate the range of the hold display area 50d, the first area 50d1 to the fourth area 50d4, and the display area 50e, and is not actually displayed.

[0266] Next, a specific example of the reserved effect will be described. Note that in the following description, the variable display of the small symbols KZ1 to KZ3 will be omitted. As a premise, it is assumed that the special symbol 1 variable display is in progress (special symbol variable display is in progress) and the number of reserved special symbols (U1) is "2." Under these circumstances, as shown in FIG. 30(B), the reserved icon HA2 representing the first reserved special symbol 1 (reservation order 1) among the currently reserved special symbol 1s is displayed in the first area 50d1 (not shown), and the reserved icon HA3 representing the next reserved special symbol 1 (reservation order 2) after the reserved special symbol 1 represented by the reserved icon HA2 is displayed in the second area 50d2 (not shown). Also, the icon HA1 representing the currently active special symbol 1 variable display is displayed in the display area 50e (not shown). The display mode of the icons HA1 to HA3 displayed in FIG. 30(B) is the normal mode.

[0267] In this way, in the reserved performance, the reserved special symbols are displayed in a row from the left end to the right of the reserved display area 50d in the order in which the reserved special symbols 1 are generated. In other words, the variable display of the reserved special symbols, in other words, the variable display of the unexecuted special symbols based on the special symbol-related determination information stored in the special symbol reserved memory unit 105, is displayed individually as a reserved icon.

[0268] Then, as shown in FIG. 30(C), when the display of the effect symbols EZ1-EZ3 is stopped, the icon HA1 that represented the special symbol variable display that was running immediately before that is erased. Subsequently, when the variable display of the special symbol (special symbol variable display) begins based on the special symbol 1 reservation representing the reservation icon HA2, the reservation icons HA2 and HA3 shift. Specifically, the reservation icon HA2 displayed in the first region 50d1 (not shown) moves to the corresponding display region 50e (not shown), and the reservation icon HA3 displayed in the second region 50d2 (not shown) moves to the first region 50d1 (not shown). That is, the displayed reservation icons HA2 and HA3 each shift one position to the left. This is because the variable display of the special symbol corresponding to the reservation icon HA2 begins, and the special symbol 1 reservation represented by the reservation icon HA3 becomes the first-occurring special symbol 1 reservation among the currently reserved special symbol 1 reservations, and the special symbol variable display that will begin next is adjusted to the situation.

[0269] In addition, the reserved icon HA2 displayed in the display area 50e represents the special symbol 1 variable display currently being executed, and therefore becomes the icon HA2 when displayed in the display area 50e. That is, as a word before "icon," the icon displayed in the reserved display area 50d is "reserved," and the icon displayed in the display area 50e is "relevant." In other words, when a reserved icon is displayed, if the start condition for the variable display of the special symbol indicated by the reserved icon is met, the reserved icon corresponding to the variable display of the special symbol related to the establishment of the start condition is displayed as the icon.

[0270] In addition, when the icon changes from the hold icon to the relevant icon, in other words, when the icon moves from the hold display area 50d to the relevant display area 50e, the size of the icon may remain the same or may be enlarged. In Figure 30(C), the icon is enlarged to about twice its size when it moves from the hold display area 50d to the relevant display area 50e.

[0271] Then, from this situation, when a game ball enters the first starting hole 11 and a special chart 1 reservation occurs, as shown in Figure 30 (E), a new reservation icon HA4 is displayed in the second area 50d2 (not shown) mentioned above in response to the reservation of the special chart 1.

[0272] In this way, when a special chart 1 related random number is obtained by winning the first starting port 11, one common icon is displayed. This icon is erased when the special chart 1 variable display based on the winning is completed, but while it is displayed, it exists with different names (reserved icon and the icon) depending on the state of the special chart 1 variable display (reserved state and running state).

[0273] As mentioned above, the start winning command includes winning / losing information and special chart change pattern information. Based on this winning / losing information and special chart change pattern information, the pachinko gaming machine PY can display the reserved icon in a normal mode or a special mode. Displaying this reserved icon in a special mode is called a "reserved change notice."

[0274] When the display mode of the reserved icon is a special mode, that is, when a reserved change notice is made, the player can have hope that he may win a jackpot with the variable display of the special pattern corresponding to the reserved icon. Next, a specific example of a reserved change notice will be explained. As a specific example of a reserved change notice, it is assumed that the display mode of the reserved icon HA4 shown in Figure 30(E) becomes a special mode.

[0275] One type of hold change notice is a hold notice type in which a special mode is displayed immediately after the hold icon is displayed. In other words, a hold change notice is issued when a special 1 hold occurs (when a ball enters the first starting slot 11). For example, as shown in FIG. 31(A), from the situation before the hold icon HA4 is displayed (the situation in FIG. 30(D)), when a game ball enters the first starting slot 11 and a special 1 hold occurs, as in the case of FIG. 30(E), the normal mode hold icon HA4 is displayed in the second area 50d2 (not shown) in response to the occurrence of the special 1 hold. Note that in the drawing, the normal mode hold icon appears to be completely still, but in reality, it may be configured to be completely still, or it may not move but may gently shake in place.

[0276] Immediately thereafter, as shown in Fig. 31(B), the display mode of the hold icon HA4 changes from the normal mode to a special mode (gray in Fig. 31(B)) (a hold change notice is given). Note that in the example of Fig. 31, the hold icon HA4 is displayed in the normal mode for a moment immediately after it is displayed, but it may be displayed in the special mode and the period during which it is displayed in the normal mode may be eliminated.

[0277] Another type of hold change notice is a hold notice type in which a special mode is displayed when the hold icon moves, in other words, a hold change notice is displayed when the special chart 1 hold is shifted. For example, as shown in Figure 32(A), from the situation before the hold icon HA4 is displayed (the situation in Figure 30(D)), when a game ball enters the first starting hole 11 and a special chart 1 hold occurs, as shown in Figure 32(B), in response to the occurrence of the special chart 1 hold, the hold icon HA4 in the normal mode (white in Figure 32(B)) is displayed in the second area 50d2 not shown above.

[0278] Then, as shown in Fig. 32(C), when the stop display of the effect symbols EZ1 to EZ3 is performed, the icon HA2 that represented the special symbol variable display that was being performed immediately before that is erased. Subsequently, when the variable display of the special symbol (special symbol variable display) is started based on the special symbol 1 reservation represented by the reservation icon HA3, as shown in Fig. 32(D), the reservation icon HA3 displayed in the first area 50d1 moves to the display area 50e (not shown), and the reservation icon HA4 displayed in the second area 50d2 moves to the first area 50d1 (not shown). Here, when the reservation icon HA4 moves from the second area 50d2 to the first area 50d1, its display mode changes from the normal mode to the special mode (gray in Fig. 32(D)) (reservation notice is performed).

[0279] In addition, a plurality of types of special modes related to the reservation change notice can be provided, and the probability of winning a jackpot can be varied depending on the type of special mode. For example, the display mode of the reservation icon is associated with the color of the reservation icon, and white, green, red, and gold are set as the display modes of the reservation icon. Here, white is the normal mode, and green, red, and gold are the special modes. The probability of winning a jackpot indicated by the display mode of the reservation icon can be set to increase in the order of white < green < red < gold.

[0280] The pre-reading effect can be performed on both or either the special symbol 1 reserve and the special symbol 2 reserve. The pre-reading effect is not limited to the display mode of the reserve icon HA, and can be performed using an image other than the reserve icon HA on the display unit 50a, such as a background image, sound output from the speaker 52, light emitted by the frame lamp 53, and an effect device other than the image display device 50, such as operation by the board movable device 55. Furthermore, the pre-reading effect can be performed in a mode that continues without interruption from the time it is executed, such as a reserve change notice by the reserve icon HA, until the special symbol change display begins, or in a mode that is executed intermittently and continuously, such as every time the stop display of the effect symbol is performed or every time the change display of the effect symbol begins.

[0281] 5. Game control by game control microcomputer 101 [Game control main processing] Next, the control of the game by the game control microcomputer 101 will be explained based on Figures 33 to 42. The flowchart for controlling the game explained below is an example. The execution order of the multiple processes in the flowchart can be changed as appropriate or can be executed in parallel as long as there is no contradiction in the process content.

[0282] Counters, timers, flags, statuses, buffers, etc., which appear in the game control by the game control microcomputer 101 described below, are provided in the game RAM 104. The initial value of the counter is "0", the initial value of the flag is "0" (i.e., "OFF"), and the initial value of the status is "1".

[0283] When the power of the pachinko gaming machine PY is turned on, the game control microcomputer 101 provided on the game control board 100 reads out and executes the game control main processing program shown in Fig. 33 from the game ROM 103. As shown in the figure, in the game control main processing, first, power-on processing (S001) is performed.

[0284] In the power-on process, the game control microcomputer 101 first sets permission for access to the game RAM 104. This allows information to be written to and read from the game RAM 104. Next, the game control microcomputer 101 determines whether a RAM clear switch 192 mounted on the game control board 100 has been specifically operated (whether it is ON or not).

[0285] If the RAM clear switch 192 has not been specifically operated, the game control microcomputer 101 then determines whether the power failure flag is ON. The power failure flag indicates the occurrence of a power failure, and is turned ON in the power failure monitoring process described later.

[0286] If the power failure flag is ON, the game control microcomputer 101 calculates a checksum and compares it with the checksum calculated at the time of power failure. The checksum is calculated by treating the game information stored in the game RAM 104 as numerical values.

[0287] If the checksum values ​​match, the game control microcomputer 101 determines that the stored contents of the game RAM 104 are normal, and performs setting management of the work area of ​​the game RAM 104 when power is restored. In this setting process, power restoration information is read from the game ROM 103, and this power restoration information is set in the work area of ​​the game RAM 104. Thereafter, the game control microcomputer 101 turns off the power-off flag and performs power-on command setting process.

[0288] In the power-on command setting process, the game control microcomputer 101 performs setting processing to output a power-on command to the presentation control board 120 after a predetermined time (e.g., 3 seconds) has elapsed. Specifically, a timer is set to the predetermined time until the power-on command is output, and the timer begins to decrement the set time. When the decremented timer value reaches "0," the predetermined time has elapsed, and the power-on command is set in a predetermined output buffer of the game RAM 104. The set power-on command is then output to the presentation control board 120 in the output process (S101) described below. Furthermore, the power restoration information includes information indicating the game state at the time of the power outage. Therefore, the game control microcomputer 101 sets, together with the power-on command, a command (game state designation command) that indicates the game state at the time of the power outage, included in the power restoration information, in the predetermined output buffer. The set game state designation command is then output to the presentation control board 120 together with the power-on command in the output process (S101) described below.

[0289] Furthermore, if the power-off flag is not ON, the game control microcomputer 101 clears all game information stored in the game RAM 104 because there is a possibility that the power has not been shut off properly, or if the RAM clear switch 192 has been specifically operated. The game control microcomputer 101 then initializes the work area of ​​the game RAM 104. In this initialization process, the initial setting information read from the game ROM 103 is set in the work area of ​​the game RAM 104. The game control microcomputer 101 then outputs a RAM clear notification command to the performance control board 120 to notify that the RAM has been cleared, and then performs a power-on command setting process.

[0290] Following power-on processing, the gaming control microcomputer 101 disables interrupts (S002) and executes the normal / special symbol main random number update process (S003). In this normal / special symbol main random number update process (S003), the counter values ​​of various random numbers related to normal symbol-related determination information and special symbol-related determination information are updated by incrementing them by 1. The counters related to various random numbers (random number counters) are software-based random number generators. When the counter value of each random number counter reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" or may be randomly changed. Furthermore, at least some of the random numbers may be so-called hardware random numbers generated using a known random number generation circuit such as a counter IC.

[0291] When the normal symbol / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the game control timer interrupt process (S005) can be executed. The game control timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the gaming CPU 102, for example, at a 4 msec cycle. In other words, the game control timer interrupt process (S005) is executed at a 4 msec cycle. Then, between the end of the game control timer interrupt process (S005) and the start of the next game control timer interrupt process (S005), the update process of the counter values ​​of various random numbers by the normal symbol / special symbol main random number update process (S003) is repeatedly executed. Note that if an interrupt pulse is input to the gaming CPU 102 while the interrupt is prohibited, the game control timer interrupt process (S005) does not start immediately, but rather starts after the interrupt is permitted (S004).

[0292] [Game control timer interrupt processing] Next, the game control timer interrupt process (S005) will be explained. As shown in Fig. 34, in the game control timer interrupt process (S005), first, the output process (S101) is executed. In the output process (S101), commands etc. set in the output buffer provided in the game RAM 104 of the game control board 100 in each process described below are output to the performance control board 120, the payout control board 170, etc.

[0293] In the input process (S102) that follows the output process (S101), the game control microcomputer 101 receives a detection signal from the lower tray full switch that detects whether the surplus ball storage hole 35A is full, and stores the detection signal in the output buffer of the game RAM 104 as lower tray full data.

[0294] The normal symbol / special symbol main random number update process (S103) that is performed next is the same as the normal symbol / special symbol main random number update process (S003) that is performed in the game control main process of Fig. 33. In other words, the update process of the counter values ​​of various random numbers related to the normal symbol related judgment information and the special symbol related judgment information is performed both during the execution period of the game control timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next game control side timer interrupt process (S005)).

[0295] Following the normal symbol / special symbol main random number update process (S103), the game control microcomputer 101 performs a sensor detection process (S104), then a normal action process (S105), and then a special action process (S106). The sensor detection process, normal action process, and special action process will be described later.

[0296] Next, the game control microcomputer 101 executes other processing (S107) and ends the game control timer interrupt processing (S005). Other processing (S107) includes power-off monitoring processing when the power is turned off and updating of the timer provided in the game RAM 104. Also, as other processing (S107), a payout control processing is executed to pay out prize balls to the player. The payout control processing checks whether the prize ball counter for the first start opening 11, the prize ball counter for the second start opening 12, the prize ball counter for the special prize opening 14, and the prize ball counter for the regular prize opening 10 exceed "0," and if they exceed "0," a prize ball request signal is sent to the payout control board 170. When the prize ball signal is sent, an update processing is executed to subtract "1" from the prize ball counter associated with that signal.

[0297] The game control microcomputer 101 then repeatedly executes steps S002 to S004 of the game control main process until the next interrupt pulse is input to the game CPU 102, and when the interrupt pulse is input (approximately 4 msec later), it again executes the game control timer interrupt process (S005). In the output process (S101) of the game control timer interrupt process (S005) that has been executed again, the game control microcomputer 101 outputs the commands and the like that were set in the output buffer of the game RAM 104 in the previous game control timer interrupt process (S005).

[0298] [Sensor detection processing] Next, the sensor detection process will be explained using Figures 35 and 36. In the sensor detection process (S104), first, it is determined whether or not a gaming ball has entered the general winning opening 10, that is, whether or not a gaming ball has been detected by the general winning opening sensor 10a (S201). If a gaming ball has not entered the general winning opening 10 (NO in S201), the process proceeds to step S203. If a gaming ball has entered the general winning opening 10 (YES in S201), general winning opening prize ball processing is performed to pay out a predetermined number of prize balls to the gaming ball (S202). In the general winning opening prize ball processing, the number of prize balls corresponding to the winning at the general winning opening 10 ("3" in the basic embodiment) is added to the prize ball counter for the general winning opening 10.

[0299] In step S203, it is determined whether the game ball has passed through the gate 13, i.e., whether the game ball has been detected by the gate sensor 13a. If the game ball has not passed through the gate 13 (NO in S203), the process proceeds to step S207. On the other hand, if the game ball has passed through the gate 13 (YES in S203), it is determined whether the normal operation status (described later) is 1, in other words, whether neither the normal symbol variable display nor the auxiliary game is being performed (S204). If the normal operation status is not 1 (NO in S204), the process proceeds to step S207. If the normal operation status is 1 (YES in S204), the normal symbol random number indicated by the counter value of the normal symbol random number counter (LABEL-TRND-F) is acquired as normal symbol-related judgment information (S205), and the acquired normal symbol-related judgment information is stored in the normal symbol reserve memory unit 86 provided in the game RAM 104 (S206), and the process proceeds to step S207.

[0300] In step S207, it is determined whether or not a gaming ball has entered the second start hole 12, i.e., whether or not a gaming ball has been detected by the second start hole sensor 12a. If a gaming ball has not entered the second start hole 12 (NO in S207), the process proceeds to step S214. If a gaming ball has entered the second start hole 12 (YES in S207), second start hole prize ball processing is performed to pay out a predetermined number of prize balls to the gaming ball (S208). In the second start hole prize ball processing, the number of prize balls corresponding to the entry into the second start hole 12 ("2" in the basic embodiment) is added to the prize ball counter for the second start hole 12.

[0301] Next, it is determined whether the number of reserved special charts 2 (specifically, the value of the counter (special chart 2 reserved number counter) that counts the number of reserved special charts 2 provided in the gaming RAM 104) is "4" (upper limit memory number) or more (S209). If the reserved special chart 2 number is "4" or more (YES in S209), proceed to step S214, but if the reserved special chart 2 number is not "4" or more (less than "4") (NO in S209), a special chart 2 reserved number addition process is performed (S210). In the reserved special chart 2 number addition process, the reserved special chart 2 number counter is added by "1" and the reserved special chart 2 number indicated by the reserved special chart 2 indicator 83b is increased by "1".

[0302] Next, special chart 2 related judgment information consisting of a special pattern random number counter (label-TRND-T), a jackpot pattern type random number counter (label-TRND-OS), a reach random number counter (label-TRND-RC), and a special chart change pattern random number counter (label-TRND-HP) is obtained and stored in a special chart related judgment information buffer provided in the gaming RAM 104 (S211).

[0303] Next, a second look-ahead determination process is performed (S212). In the second look-ahead determination process, the second start winning command is identified by comparing the current game state and the special chart 2 related determination information acquired in step S211 with the second look-ahead determination table shown in FIG. 14, and the identified second start winning command is set in the output buffer of the gaming RAM 104.

[0304] Next, the game control microcomputer 101 stores the special chart 2 related determination information acquired in step S211 in the special chart 2 reservation memory unit 105b (S213).

[0305] Next, in step S214, it is determined whether or not a gaming ball has entered the first start hole 11, i.e., whether or not a gaming ball has been detected by the first start hole sensor 11a. If a gaming ball has not entered the first start hole 11 (NO in S214), the process proceeds to step S221. If a gaming ball has entered the first start hole 11 (YES in S214), first start hole prize ball processing is performed to pay out a predetermined number of prize balls to the gaming ball (S215). In the first start hole prize ball processing, the number of prize balls corresponding to the entry into the first start hole 11 ("4" in the basic embodiment) is added to the prize ball counter for the first start hole 11.

[0306] Next, it is determined whether the number of reserved special charts 1 (specifically, the value of the counter (special chart 1 reserved number counter) that counts the number of reserved special charts 1 provided in the gaming RAM 104) is "4" (upper limit memory number) or more (S216). If the reserved special chart 1 number is "4" or more (YES in S216), proceed to step S221, but if the reserved special chart 1 number is not "4" or more (less than "4") (NO in S216), a special chart 1 reserved number addition process is performed (S217). In the reserved special chart 1 number addition process, the reserved special chart 1 number counter is added by "1" and the reserved special chart 1 number indicated by the reserved special chart 1 indicator 83a is increased by "1".

[0307] Next, special chart 1 related judgment information consisting of a special pattern random number counter (label-TRND-T), a jackpot pattern type random number counter (label-TRND-OS), a reach random number counter (label-TRND-RC), and a special chart change pattern random number counter (label-TRND-HP) is obtained and stored in a special chart related judgment information buffer provided in the gaming RAM 104 (S218).

[0308] Next, the first look-ahead determination process is performed (S219). In the first look-ahead determination process, the first start winning command is identified by comparing the current game state and the special chart 1 related determination information acquired in step S218 with the first look-ahead determination table shown in FIG. 13, and the identified first start winning command is set in the output buffer of the gaming RAM 104.

[0309] Next, the game control microcomputer 101 stores the special chart 1 related judgment information acquired in step S218 in a memory area of ​​the special chart 1 reservation memory unit 105a corresponding to the current number of special chart 1 reservations (S220).

[0310] In step S221, it is determined whether a gaming ball has entered the special prize opening 14, i.e., whether a gaming ball has been detected by the special prize opening sensor 14a. If a gaming ball has not entered the special prize opening 14 (NO in S221), the sensor detection process is terminated. If a gaming ball has entered the special prize opening 14 (YES in S221), it is determined whether the counter value of the special prize opening entry counter provided in the gaming RAM 104 is "9" or greater (S222). The special prize opening entry counter is a counter for counting the number of balls that have entered the special prize opening 14 in one round of jackpot play. The special prize opening entry counter is cleared each time a round of play ends. In the basic embodiment, the number of balls that can enter the special prize opening 14 in one round of play (the specified number of winning balls) is set to "10." Therefore, the process of step S222 is performed.

[0311] If the counter value of the large prize opening entry counter is equal to or greater than "11" (YES in S222), the sensor detection process is terminated. If the counter value of the large prize opening entry counter is not equal to or greater than "11," i.e., is less than "11" (NO in S222), the counter value of the large prize opening entry counter is incremented by "1" (S223), a large prize opening prize ball process is performed to pay out a predetermined number of prize balls to the player (S224), and the sensor detection process is terminated. In the large prize opening prize ball process, the number of prize balls corresponding to the entry into the large prize opening 14 ("9" in the basic embodiment) is incremented to the prize ball counter for the large prize opening 14. In addition, if a game ball enters the large prize opening 14 (YES in S221), the game control microcomputer 101 may transmit a command (large prize opening entry command) specifying that a prize has been entered into the large prize opening 14 to the performance control board 120. In addition, in the large prize opening prize ball processing (S224), the game control microcomputer 101 may be configured to send a command (large prize opening prize ball command) to the performance control board 120 specifying that prize balls based on winning into the large prize opening 14 have been paid out.

[0312] It should be noted that a sensor other than the sensors 10a to 14a may be provided as a sensor capable of detecting a gaming ball, and processing other than the processing shown in FIGS. 35 and 36 may be performed based on the detection of a gaming ball by that sensor.

[0313] [Normal operation processing] Next, we will explain the normal operation process related to the control of the normal map display 82 and the electric chute 12D. As shown in Figure 37, the process related to the normal map display 82 and the electric chute 12D is divided into four statuses (stages). Each status is assigned a "normal operation status = 1, 2, 3, 4." In the normal operation process (S105), the game control microcomputer 101 first checks the "normal operation status" (S1101). If the "normal operation status" is "1," it performs a normal symbol waiting process (S1102). If the "normal operation status" is "2," it performs a normal symbol change process (S1103). If the "normal operation status" is "3," it performs a normal symbol determination process (S1104). If the "normal operation status" is "4," it performs an auxiliary game control process (S1105). The "normal operation status" is initially set to "1."

[0314] The normal symbol standby process (S1102) is a process that is performed during standby when the normal symbol variable display and auxiliary play are not being performed. In the normal symbol standby process (S1102), a win determination is made based on the normal symbol random number stored in the normal symbol reserve memory unit 86. Furthermore, a normal symbol fluctuation pattern determination is made based on the current game state to determine the normal symbol fluctuation pattern, and the normal symbol display 82 starts displaying the normal symbol fluctuation for the normal symbol fluctuation time according to the determined normal symbol fluctuation pattern, and the normal operation status is changed to "2". In addition, the game control microcomputer 101 sets a normal symbol fluctuation start command according to the normal symbol fluctuation pattern determination result in the output buffer of the game RAM 104 when the normal symbol fluctuation display starts.

[0315] The normal symbol variation process (S1103) is a process that is performed when the normal symbol is being displayed. In the normal symbol variation process (S1103), it is determined whether the normal symbol variation time has elapsed since the normal symbol variation display started (whether to end the normal symbol variation display), and if it is determined that the normal symbol variation time has elapsed, the normal symbol is stopped based on the result of the winning judgment, and the normal operation status is changed to "3". In addition, the game control microcomputer 101 sets a normal symbol variation stop command in the output buffer of the game RAM 104 when the normal symbol variation display starts.

[0316] The normal symbol determination process (S1104) is performed when a normal symbol is displayed. In the normal symbol determination process (S1104), a predetermined time (e.g., 0.8 seconds) is determined to have elapsed since the normal symbol began to be displayed (whether to terminate the normal symbol display). If the predetermined time has elapsed, a determination is made as to whether the displayed normal symbol is a winning symbol. If the symbol is not a winning symbol (if the displayed normal symbol is a losing symbol), the normal operation status is changed to "1." On the other hand, if a winning symbol is displayed, the normal operation status is changed to "4," and auxiliary game play is started based on the current game state and the auxiliary game control table. Furthermore, the game control microcomputer 101 sets an auxiliary game start command in the output buffer of the game RAM 104 when the auxiliary game starts.

[0317] The auxiliary game control process (S1105) is a process that is performed when an auxiliary game is being played. In the auxiliary game control process (S1105), the auxiliary game is controlled based on the current game status and the auxiliary game control table. When the auxiliary game ends, the normal operation status is changed to "1".

[0318] [Special Action Processing] Next, the special operation processing related to the control of the special symbol display 81, the special symbol reserve display 83, and the special prize device 14D will be explained. As shown in FIG. 38, the processing related to the special symbol display 81, the special symbol reserve display 83, and the special prize device 14D is divided into five statuses (stages). Each status is assigned a "special operation status = 1, 2, 3, 4, 5." The game control microcomputer 101 first checks the "special operation status" (S1501).

[0319] The game control microcomputer 101 performs a special symbol standby process (S1502) when the "special operation status" is "1," a special symbol variation process (S1503) when the "special operation status" is "2," a special symbol determination process (S1504) when the "special operation status" is "3," a jackpot game control process (S1505) when the "special operation status" is "4," and a game status setting process (S1506) when the "special operation status" is "5." The "special operation status" is initially set to "1."

[0320] The special symbol standby process (S1502) is a process that is performed during standby when the special symbol is not being displayed or a jackpot game is not being played. The special symbol standby process will be described in detail later.

[0321] The special symbol variation process (S1503) is a process that is performed when the special symbol is being displayed in a variable manner. The special symbol variation process will be described in detail later.

[0322] The special symbol determination process (S1504) is a process that is performed when the special symbol is statically displayed. The special symbol determination process will be described in detail later.

[0323] The jackpot game control process (S1505) is a process performed during a jackpot game. The game control microcomputer 101 performs the jackpot game control process to play a jackpot game according to the jackpot game control table. When a jackpot game ends, the special action status is changed to "5." When each round of play begins, a round number designation command indicating the number of rounds is set in the output buffer of the game RAM 104. When all rounds of play end and an ending begins, an ending command indicating the ending corresponding to the jackpot symbol for that jackpot game is set in the output buffer of the game RAM 104. The state in which the game control microcomputer 101 sets the special action status to "4" and controls the jackpot game is called a "jackpot game state," and the state in which the special action status "4" is set is called a "jackpot game state."

[0324] The game state setting process (S1506) is a process for setting the game state to be controlled after a jackpot game when the jackpot game ends. For example, if the game is to be controlled in a high-probability state after a jackpot game, a high-probability flag is set ON in the high-probability flag area of ​​the game RAM 104 to set the high-probability state. Furthermore, if the duration of the high-probability state is to be limited, the duration is also set. For example, if the end condition of the high-probability state is the number of times the special symbol variable display is executed, that number (hereinafter referred to as the "high-probability specified number of times") is set in a high-probability remaining count counter provided in the game RAM 104. Furthermore, if the game is to be controlled in a time-saving state after a jackpot game, a time-saving flag is set ON in the time-saving flag area of ​​the game RAM 104 to set the time-saving state. Furthermore, if the duration of the time-saving state is to be limited, the duration is also set. For example, if the condition for ending the time-saving state is the number of times the special chart variable display is executed, that number (hereinafter referred to as the "specified number of times for time-saving") is set in a remaining number of times for time-saving counter provided in the gaming RAM 104.

[0325] In addition, the game control microcomputer 101 sets a game state command indicating the game state after the big win game in the output buffer of the game RAM 104 in the game state setting process.

[0326] [Special pattern standby process] Next, the special symbol waiting process will be explained using Figure 39. In the special symbol waiting process (S1502), first, it is determined whether the number of reserved special symbols 2 is "0" (S1601). If the number of reserved special symbols 2 is "0" (YES in S1601), that is, if there is no memory of special symbol 2 related judgment information acquired as a result of winning at the second starting gate 12, it is determined whether the number of reserved special symbols 1 is "0" (S1608). Then, if the number of reserved special symbols 1 is also "0" (YES in S1608), that is, if there is no memory of special symbol 1 related judgment information acquired as a result of winning at the first starting gate 11, it is determined whether the customer waiting flag is ON (S1618). Here, if the customer waiting flag is ON (YES in S1618), the special symbol waiting process is terminated, and if the customer waiting flag is not ON (NO in S1618), a command (customer waiting command) indicating that the special symbol variable display and the jackpot game state are not in progress is set in the output buffer (S1619), the customer waiting flag is turned ON (S1620), and the special symbol waiting process is terminated.

[0327] Furthermore, if the number of reserved special chart 2 is "0" but the number of reserved special chart 1 is not "0" (YES in S1601 and NO in S1608), that is, if there is no special chart 2 related judgment information but there is one or more memories of special chart 1 related judgment information obtained due to winning at the first starting port 11, special chart 1 judgment processing (S1609) and special chart 1 variation pattern judgment processing (S1610) are performed.

[0328] In the special pattern 1 determination process (S1609), the earliest special pattern random number stored in the special pattern 1 reserved memory unit 105a is read out, and a determination is made (jackpot determination) as to whether it is a jackpot or a miss based on the jackpot determination table associated with the game status.

[0329] If the result of the jackpot determination is a jackpot, the jackpot symbol type random number is read out and the jackpot symbol type is determined based on the first jackpot symbol type determination table (jackpot symbol type determination). Then, jackpot symbol data representing the jackpot symbol type is set in a special symbol buffer provided in the gaming RAM 104, and a symbol designation command representing the jackpot symbol type is set in an output buffer provided in the gaming RAM 104.

[0330] If the result of the big win determination is "miss," miss pattern data indicating the miss is set in a special pattern buffer, and a pattern designation command indicating the miss is set in an output buffer.

[0331] Next, the special chart 1 fluctuation pattern determination process (S1610) will be explained using Figure 40. In the special chart 1 fluctuation pattern determination process, first, it is determined whether or not the current time is not reduced (S1651). If it is not reduced (YES in S1651), a special chart 1 fluctuation pattern determination table for the non-time-reduced state is selected (S1652) and then the process proceeds to step S1654. If it is not reduced (NO in S1651), a special chart 1 fluctuation pattern determination table for the time-reduced state is selected (S1653) and then the process proceeds to step S1654.

[0332] In step S1654, the game control microcomputer 101 determines whether the jackpot determination result is a "jackpot." If it is not a jackpot (NO in S1654), the process proceeds to step S1655. If it is a jackpot (YES in S1654), the process selects a special pattern 1 variation table for the jackpot symbol from the special pattern 1 variation pattern determination tables selected in either step S1652 or step S1653 (S1659), and then proceeds to step S1660.

[0333] In step S1655, the game control microcomputer 101 performs a reach judgment. In the reach judgment, a reach random number is read out and the reach random number is compared with a reach judgment table corresponding to the current game state (non-time-shortened state / time-shortened state) to judge whether or not there is a reach.

[0334] The game control microcomputer 101 then determines whether the result of the reach determination in step S1655 is "reach" (S1656). If there is a reach (YES in S1656), select a special chart 1 variation pattern determination table for reach-miss from the special chart 1 variation pattern determination table selected in either step S1652 or step S1653 (S1658), and then proceed to step S1660. If there is no reach (NO in S1656), check the current number of special chart 1 reserved, and select a special chart 1 variation pattern determination table for reach-miss according to the number of special chart 1 reserved from the special chart 1 variation pattern determination table selected in either step S1652 or step S1653 (S1657), and then proceed to step S1660.

[0335] In step S1660, the game control microcomputer 101 reads out the special symbol variation pattern random number, compares the special symbol variation pattern random number with the special symbol 1 variation pattern determination table selected in any of steps S1657 to S1659, and performs special symbol 1 variation pattern determination to determine the special symbol 1 variation pattern. Subsequently, the game control microcomputer 101 sets a special symbol 1 variation start command indicating the determined special symbol 1 variation pattern in the output buffer (S1661), sets the special symbol variation time according to the determined special symbol 1 variation pattern in the special operation timer (S1662), ends the special symbol 1 variation pattern determination process, and returns the process to the special symbol standby process.

[0336] The special operation timer is updated every 4 ms in other processes in the game control timer interrupt process. Also, the set special symbol 1 variation start command includes information about the type of special symbol (that it is special symbol 1) and information about the results of the special symbol variation pattern determination performed in the special symbol 1 variation pattern determination process (S1610) (information about the special symbol variation pattern, including whether or not there is a reach and information about the special symbol variation time).

[0337] Next, the game control microcomputer 101 starts displaying the variation of the special chart 1 on the special chart 1 display device 81a based on the special chart variation time corresponding to the special chart 1 variation pattern determined in step S1610 (S1611).

[0338] Next, the game control microcomputer 101 shifts the storage location (storage area) of various counter values ​​in the special figure 1 reserved storage unit 105a from the current position to the side to be read, and performs a special figure 1 reserved storage unit shift process to clear the storage area corresponding to the first reserved item in the special figure 1 reserved storage unit 105a (the storage area farthest from the side to be read) (S1612). In this way, the special figure 1 reserved items are consumed in the order in which they were reserved.

[0339] Next, the game control microcomputer 101 decrements the special chart 1 reserved number counter by "1" (S1613), decreases the special chart 1 reserved number indicated by the special chart 1 reserved number display 83a by "1" (S1614), and changes the special operation status to "2" (S1615).

[0340] The game control microcomputer 101 then determines whether the customer waiting flag is ON or not (S1616), and if it is ON (YES in S1616), it turns the customer waiting flag OFF (S1617) and ends the special pattern waiting process, and if it is not ON (NO in S1616), it ends the special pattern waiting process without executing step S1617.

[0341] In addition, in step S1601, if the number of reserved special chart 2 is not "0" (NO in S1601), that is, if there is one or more memories of special chart 2 related determination information acquired due to winning at the second starting port 12, special chart 2 determination processing (S1602) and special chart 2 variation pattern determination processing (S1603) are performed. The special chart 2 determination processing (S1602) and special chart 2 variation pattern determination processing (S1603) are basically the same processing contents as the special chart 1 determination processing (S1609) and special chart 1 variation pattern determination processing (S1610).

[0342] The special chart 2 determination process (S1602) is basically the same as the special chart 1 determination process (S1609), except that the table used in the jackpot determination is the second jackpot determination table, and the table used in the jackpot pattern type determination is the second jackpot pattern type determination table, so its explanation will be omitted. Also, the special chart 2 variation pattern determination process (S1603) is basically the same as the special chart 1 variation pattern determination process (S1610), except that the table used in the special chart 2 variation pattern determination is the special chart 2 variation pattern determination table, so its explanation will be omitted.

[0343] Next, the game control microcomputer 101 starts displaying the variation of the special chart 2 on the special chart 2 display 81b based on the special chart variation time corresponding to the special chart variation pattern determined in step S1603 (S1604).

[0344] Next, the game control microcomputer 101 shifts the storage location (storage area) of various counter values ​​in the special figure 2 reserved storage unit 105b from the current position to the side to be read, and performs a special figure 2 reserved storage unit shift process to clear the storage area corresponding to the fourth reserved item in the special figure 2 reserved storage unit 105b (the storage area farthest from the side to be read) (S1605). In this way, the special figure 2 reserved items are consumed in the order in which they were reserved.

[0345] Next, the game control microcontroller 101 decrements the special chart 2 reserved number counter by "1" (S1606), decreases the special chart 2 reserved number indicated by the special chart 2 reserved number display 83b by "1" (S1607), changes the special operation status to "2" (S1615), and proceeds to step S1616.

[0346] As described above, in the basic embodiment, the display of the special symbol variation based on the special symbol 1 reservation is performed only when the special symbol 2 reservation is "0" (YES in S1601). In other words, the consumption of the special symbol 2 reservation is executed in priority to the consumption of the special symbol 1 reservation. In the basic embodiment, the lottery based on the special symbol 2 reservation makes it easier for the player to win a jackpot symbol that is more profitable for the player than the lottery based on the special symbol 1 reservation. Note that the consumption of the special symbol 1 reservation may be executed in priority to the consumption of the special symbol 2 reservation. Furthermore, the consumption of the special symbol 1 reservation and the consumption of the special symbol 2 reservation may be performed in the order in which the reservations were generated, regardless of the type of special symbol.

[0347] [Special pattern change processing] Next, the special symbol variation process will be explained using Figure 41. In the special symbol variation process, the game control microcomputer 101 first determines whether or not to end the variation display of the special symbol, that is, whether or not the special symbol variation time set in the special operation timer in step S1603 or step S1610 has elapsed (special operation counter = 0) (S1701). If the variation display of the special symbol is not to be ended (NO in S1701), the special symbol variation process is ended, and if the variation display of the special symbol is to be ended (YES in S1701), the special symbol display device 81 is caused to end the variation display of the special symbol and to display a stopped special symbol corresponding to the symbol data (jackpot symbol data or losing special symbol data) set in the special symbol buffer in step S1602 or step S1609 (S1702).

[0348] Next, a preset special pattern determination time (for example, 0.8 seconds) is set in the special operation timer (S1703), a special pattern change stop command indicating that the display of the special pattern changes has ended is set in the output buffer (S1704), the special operation status is changed to "3" (S1705), and the special pattern change processing is terminated.

[0349] [Special design confirmation process] Next, the special symbol determination process will be explained using Figure 42. In the special symbol determination process (S1504), the game control microcomputer 101 first determines whether or not to end the stopped display of the special symbol, that is, whether or not the special symbol determination time set in the special action timer in step S1703 has elapsed (special action counter = 0) (S1751). If the stopped display of the special symbol is not to be ended (NO in S1751), the special symbol determination process is ended, and if the stopped display of the special symbol is to be ended (YES in S1751), it determines whether or not the current state is a normal probability state (high probability flag is OFF) (S1752).

[0350] If the game control microcomputer 101 is not currently in the normal probability state (NO in S1752), it proceeds to step S1757, and if currently in the normal probability state (YES in S1752), it determines whether or not it is in the time-shortened state (the time-shortened flag is ON) (S1753). If the game control microcomputer 101 is not currently in the time-shortened state (NO in S1753), it proceeds to step S1757, and if currently in the time-shortened state (YES in S1753), it subtracts "1" from the value of the remaining time-shortened count counter that measures the remaining number of times (remaining time-shortened count) that can be executed in the time-shortened state to variable display the special pattern (remaining time-shortened count) (S1754), and determines whether or not the value of the remaining time-shortened count counter is "0" (S1755). If the value of the remaining time-saving count counter (remaining number of time-saving times) is not "0" (NO in S1755), proceed to step S1757; if the value of the remaining time-saving count counter (remaining number of time-saving times) is "0" (YES in S1755), transition from the time-saving state to the non-time-saving state (turn off the time-saving flag) (S1756), and proceed to step S1757.

[0351] Next, the game control microcomputer 101 checks the current game status, sets a game status command indicating the game status in the output buffer (S1757), and determines whether the currently displayed special symbol is a jackpot symbol (S1758). If it is not a jackpot symbol (NO in S1758), the special operation status is changed to "1" (S1762), and the special symbol determination process is completed. If it is a jackpot symbol (YES in S1758), the game status is reset (the normal game status is set. Specifically, the high probability flag and the time-saving flag are turned OFF, and the values ​​of the high probability remaining number counter and the time-saving remaining number counter are set to "0") (S1759).

[0352] Next, the game control microcomputer 101 performs a jackpot game preparation process (S1760), changes the special action status to "4" (S1761), and ends the special symbol determination process. In the jackpot game preparation process, the game control microcomputer 101 sets a jackpot game control table corresponding to the type of jackpot symbol in a predetermined area of ​​the game RAM 104. The game control microcomputer 101 also turns on a jackpot opening flag indicating that an opening corresponding to the stopped jackpot symbol is in progress in a predetermined area of ​​the game RAM 104, and sets a predetermined opening time (the time from the start of the jackpot game to the start of one round) in a special action timer according to the type of jackpot symbol. Furthermore, the game control microcomputer 101 sets an opening command indicating the type of jackpot symbol in an output buffer of the game RAM 104 according to the type of jackpot symbol. The opening command corresponding to the type of jackpot symbol indicates that a jackpot game (opening of the jackpot game) corresponding to the type of stopped jackpot symbol will begin.

[0353] 6. Control of performance by performance control board 120 [Main processing for performance control] Next, the control of the performance by the performance control board 120 will be explained using the flowcharts of Figures 43 to 47. The flowchart for controlling the performance explained below is an example. The execution order of the multiple processes in the flowchart can be changed as appropriate or can be executed in parallel, as long as there is no contradiction in the processing content.

[0354] Furthermore, counters, timers, flags, buffers, etc. that appear in the following description of the control of effects by the effect control board 120 are provided in the effect RAM 124. When the power to the pachinko gaming machine PY is turned on, the effect control microcomputer 121 provided in the effect control board 120 reads out the program for the sub-control main processing shown in Fig. 43 from the effect ROM 123 and executes it.

[0355] As shown in the figure, in the performance control main processing, first, power-on processing is performed in response to power-on (S4001). In the power-on processing, for example, the performance CPU 122 is set, and settings such as SIO, PIO, and CTC (a circuit for managing interrupt time) are set.

[0356] Next, interrupts are prohibited (S4002), and a random number seed update process is executed (S4003). In the random number seed update process (S4003), the values ​​of various random number counters for determining effects are updated to make decisions regarding various effects. The random numbers for determining effects include various random numbers for determining the stop symbol pattern, which will be described later, and the random numbers for determining the special symbol variation effect pattern, etc., to determine the content of the effects.

[0357] As an example, the method of updating the random number counter for determining various effects can be the same as the random number update process performed by the game control board 100 described above. When updating, the random number value may be incremented by 2 instead of incrementing by 1. This is also the case in the random number update process performed by the game control board 100 described above.

[0358] When the random number seed update process is completed, a command transmission process is executed (S4004). In the command transmission process, various commands (such as a special chart variation performance start command, a customer waiting start command, an opening performance start command, a round performance start command, and an ending performance start command, which will be described later) stored in the output buffer in the performance RAM 124 of the performance control board 120 are transmitted to the image control board 140.

[0359] Upon receiving the command, the image control board 140 displays an image on the display unit 50a in accordance with the received command (executing various effects using images). The effect control board 120 also outputs sound from the speaker 52 via the audio control circuit 161 (executing various effects using sound), illuminates the frame lamp 53 via the sub-drive board 162 (executing various effects using light), and activates the movable board 55k (executing various effects using movement), along with the various effects performed by the image control board 140. The various effects include special chart variation effects, jackpot game effects (jackpot opening effects, round effects, jackpot ending effects), customer waiting effects, operation effects, and pre-reading effects.

[0360] The performance control microcomputer 121 then enables interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While interrupts are enabled, it becomes possible to execute reception interrupt processing (S4010), 1 ms timer interrupt processing (S4011), and 10 ms timer interrupt processing (S4012). The 1 ms timer interrupt processing (S4011) and 10 ms timer interrupt processing (S4012) will be described later.

[0361] The reception interrupt process (S4010) is executed every time a strobe signal, i.e., any of the various commands sent from the game control board 100, is input to the external INT input section of the performance control microcomputer 121. In the reception interrupt process (S4010), the performance control microcomputer 121 stores the various commands sent and received by the output process (S101) of the game control board 100 in the reception buffer of the performance RAM 124. This reception interrupt process is executed with priority over other interrupt processes (S4011, S4012).

[0362] [1ms timer interrupt processing] Next, the 1 ms timer interrupt processing will be explained using Figure 44. The 1 ms timer interrupt processing (S4011) is executed each time an interrupt pulse with a 1 msec period is input to the performance control board 120. In the 1 ms timer interrupt processing (S4011), the performance control microcomputer 121 first performs input processing (S4101). In the input processing, the performance control microcomputer 121 creates first performance button switch data based on the detection signal from the first performance button sensor 41a. The performance control microcomputer 121 creates second performance button switch data based on the detection signal from the second performance button sensor 42a.

[0363] Next, the performance control microcomputer 121 performs light emission data output processing (S4102). In the light emission data output processing, the performance control microcomputer 121 outputs the light emission data created in the light emission data creation processing (S4203) in the 10 ms timer interrupt processing described below to the sub-drive board 162 so that the frame lamp 53 emits light at a timing that matches the image performance, etc. In other words, the performance control microcomputer 121 causes the frame lamp 53 to emit light in a predetermined light emission mode in accordance with the light emission data.

[0364] Next, the performance control microcomputer 121 performs a movable device control process (S4103). In the movable device control process, the performance control microcomputer 121 creates or outputs drive data (data for driving the board movable body 55k) to drive the board movable body 55k at a predetermined timing. In other words, the performance control microcomputer 121 drives the board movable body 55k in a predetermined operating mode in accordance with the drive data.

[0365] Next, the performance control microcomputer 121 performs a timer update process (S4104). In the timer update process, various timers provided in the performance RAM 124 (described later) are updated in order to manage and control the time related to various predetermined performances. In this process, the timers provided in the performance RAM 124 are updated by 1 msec.

[0366] Then, the performance control microcomputer 121 performs watchdog timer processing to reset the watchdog timer (S4105), and ends the 1 ms timer interrupt processing.

[0367] [10ms timer interrupt processing] Next, the 10 ms timer interrupt processing will be explained using Figure 45. The 10 ms timer interrupt processing (S4012) is executed each time an interrupt pulse with a 10 ms period is input to the performance control board 120. In the 10 ms timer interrupt processing, the performance control microcomputer 121 first performs a received command analysis process (S4201) to analyze the commands stored in the receive buffer in step S4010. The received command analysis process will be explained in detail in the basic embodiment described below.

[0368] Next, the performance control microcomputer 121 performs audio control processing (S4202). In the audio control processing, audio data (data for controlling audio output from the speaker 52) is created and output to the audio control circuit 161 based on the performance content indicated by the special chart variable performance data set in the performance RAM 124.

[0369] Next, the performance control microcomputer 121 performs a light emission data creation process (S4203). In the light emission data creation process, light emission data is created based on the performance content indicated by the special chart variation performance data set in the performance RAM 124.

[0370] [Received command analysis process] Next, the received command analysis process will be explained using Figures 46 and 47. In the received command analysis process, the performance control microcomputer 121 first determines whether or not it has received a start winning command (first start winning command or second start winning command) from the game control board 100, in other words, whether or not it has stored the start winning command in the receive buffer (S4301). If it has received the start winning command (YES in S4301), the performance control microcomputer 121 proceeds to step S4302, and if it has not received the start winning command (NO in S4301), it proceeds to step S4303.

[0371] In step S4302, the performance control microcomputer 121 performs start winning processing in response to the game ball entering the first start opening 11 or the second start opening 12. In the start winning processing, the received start winning command is stored in the start winning command reservation memory unit 125 in the performance RAM 124. Next, the performance control microcomputer 121 analyzes the stored start winning command and determines whether or not to execute a look-ahead performance indicating the likelihood of a jackpot. The look-ahead performance includes a hold change notice that displays a hold icon in a special manner, as well as a continuous notice performance that is executed over multiple consecutive display changes of special symbols. If it is determined that one of these look-ahead performances is to be executed, a look-ahead performance start command for executing the determined performance is set in the output buffer of the performance RAM 124.

[0372] When the look-ahead performance start command set in the output buffer of the performance RAM 124 is sent to the image control board 140 by the command sending process (S4004), the image CPU 141 of the image control board 140 reads out a predetermined performance image from the image ROM 142 and performs a look-ahead performance using the image on the display unit 50a of the image display device 50. Furthermore, while the look-ahead performance using the image performed by the image control board 140 is being performed, the performance control microcomputer 121 can output sound from the speaker 52 via the audio control circuit 161 (execute the look-ahead performance using sound) in accordance with the look-ahead performance content indicated by the look-ahead performance start command sent to the image control board 140, and can also light up the frame lamp 53 via the sub-drive board 162 (execute the look-ahead performance using light emission), and operate the board movable body 55k (execute the look-ahead performance using movement).

[0373] In step S4303, the performance control microcomputer 121 determines whether or not it has received a symbol designation command from the game control board 100, in other words, whether or not it has stored the symbol designation command in the reception buffer. If it has not received a symbol designation command (NO in S4303), the performance control microcomputer 121 proceeds to step S4305, whereas if it has received a symbol designation command (YES in S4303), it stores the symbol designation command in the symbol designation command storage unit 126 in the performance RAM 124 (S4304).

[0374] In step S4305, the performance control microcomputer 121 determines whether or not a special chart variation start command has been received from the game control board 100, in other words, whether or not the special chart variation start command has been stored in the reception buffer. If the special chart variation start command has not been received (NO in S4305), the process proceeds to step S4307, whereas if the special chart variation start command has been received (YES in S4305), the performance contents of the special chart variation performance are determined, and special chart variation performance start processing (S4306) is performed to start the special chart variation performance.

[0375] In the special symbol variation effect start process, the effect control microcomputer 121 first stores a special symbol variation start command in the special symbol variation start command memory unit 127 in the effect RAM 124. Next, based on the content of the stopped special symbol (type of jackpot symbol, losing special symbol) indicated by the symbol designation command already stored in step S4304 and the special symbol variation pattern indicated by the special symbol variation start command, a stop symbol pattern determination table is selected for performing stop symbol determination to determine the effect symbols EZ1 to EZ3 and small symbols KZ1 to KZ3 to be stopped and displayed. A plurality of stop symbol pattern determination tables are provided in association with the special symbols and special symbol variation patterns. Therefore, the effect control microcomputer 121 selects one stop symbol pattern determination table associated with the stopped special symbol and special symbol variation pattern. In each stop symbol pattern determination table, values ​​of random numbers for determining stop symbol patterns (stop symbol pattern determination values) are allocated to a plurality of effect symbols EZ1 to EZ3 and small symbols KZ1 to KZ3 so as to achieve a predetermined allocation rate (%). Next, the effect control microcomputer 121 acquires the value indicated by the stop symbol pattern determination random number counter as a stop symbol pattern determination random number, and performs stop symbol pattern determination based on the acquired stop symbol pattern determination random number.

[0376] In determining the stop symbol pattern, the performance control microcomputer 121 compares the acquired random number for determining the stop symbol pattern with the selected stop symbol pattern table, determines the performance symbols EZ1 to EZ3 and small symbols KZ1 to KZ3 to be displayed, and sets data representing the determined performance symbols EZ1 to EZ3 and small symbols KZ1 to KZ3 in a predetermined area of ​​the performance RAM 124. For example, if the special symbol variation pattern is a no-reach miss variation, a combination of the performance symbols EZ1 to EZ3 and small symbols KZ1 to KZ3 is selected to result in a so-called "variance pattern." Also, if the special symbol variation pattern is a reach miss variation, a combination of the performance symbols EZ1 to EZ3 and small symbols KZ1 to KZ3 is selected so that the left performance symbol EZ1 and the right performance symbol EZ3 are the same, and the center performance symbol EZ2 is different from them. Furthermore, if the special symbol variation pattern is a big win variation, a combination of the performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 is selected so as to form a so-called "double number" according to the type of the performance mode and the big win symbol.

[0377] Next, the performance control microcomputer 121 selects a special chart variation performance pattern determination table for determining the special chart variation performance pattern associated with the performance content of the special chart variation performance, based on the current performance mode and the special chart variation pattern indicated by the special chart variation start command. A plurality of special chart variation performance pattern determination tables are provided in association with the performance mode and the special chart variation pattern. Therefore, the performance control microcomputer 121 selects one special chart variation performance pattern determination table associated with the special chart variation pattern. In each special chart variation performance pattern determination table, the value of the special chart variation performance pattern determination random number (special chart variation performance pattern determination value) is allocated to one or more special chart variation performance patterns at a predetermined allocation rate (%). Next, the performance control microcomputer 121 acquires the value indicated by the special chart variation performance pattern determination random number counter as the special chart variation performance pattern determination random number, and performs special chart variation performance pattern determination based on the acquired special chart variation performance pattern determination random number.

[0378] In determining the special chart variation performance pattern, the performance control microcomputer 121 compares the acquired random number for determining the special chart variation performance pattern with the selected special chart variation performance pattern table, determines the special chart variation performance pattern, sets data representing the determined special chart variation performance pattern (special chart variation performance pattern data) in a predetermined area of ​​the performance RAM 124, and also sets a special chart variation performance start command indicating the special chart variation performance pattern in the output buffer of the performance RAM 124.

[0379] When the special chart change performance start command set in the output buffer of the performance RAM 124 is sent to the image control board 140 by the command sending process (S4004), the image CPU 141 of the image control board 140 reads out a predetermined performance image from the image ROM 142 and performs a special chart change performance using an image on the display unit 50a of the image display device 50.

[0380] The special chart variation effect start command also includes information on the effect flow associated with the special chart variation pattern indicated by the special chart variation effect start command. The special chart variation effect start command also includes the effect of the special chart variation effect by sound output from the speaker 52, the effect of the special chart variation effect by light emission by the frame lamp 53, and the effect of the special chart variation effect by the operation of the board movable body 55k, in addition to the effect of the special chart variation effect by image performed by the image display device 50.

[0381] In addition, while the special chart change performance by image is being performed by the image control board 140, the performance control microcomputer 121 outputs sound from the speaker 52 via the audio control circuit 161 (executes the special chart change performance by sound) in accordance with the content of the special chart change performance indicated by the special chart change performance start command sent to the image control board 140, and also lights up the frame lamp 53 via the sub-drive board 162 (executes the special chart change performance by light emission), and activates the board movable body 55k (executes the special chart change performance by movement).

[0382] In step S4307, the performance control microcomputer 121 determines whether or not it has received a special symbol variation stop command from the game control board 100, in other words, whether or not it has stored the special symbol variation stop command in the reception buffer. If it has not received the special symbol variation stop command (NO in S4307), the performance control microcomputer 121 proceeds to step S4309, whereas if it has received the special symbol variation stop command (YES in S4307), it performs special symbol variation performance end processing (S4308) to end the special symbol variation performance (stop the variable display of the performance symbols EZ1 to EZ3 and small symbols KZ1 to KZ3 and perform a stop display).

[0383] In the special symbol variation effect end processing, the effect control microcomputer 121 analyzes the special symbol variation stop command, and based on the analysis result, sets a special symbol variation effect end command to end the special symbol variation effect appropriately (stop the variable display of the effect symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3) in the output buffer of the effect RAM 124. When the image control board 140 receives the special symbol variation effect end command, it ends the special symbol variation effect that is being executed (stops the variable effect symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3).

[0384] In step S4309, the performance control microcomputer 121 determines whether or not it has received a game status command from the game control board 100, in other words, whether or not it has stored the game status command in the receive buffer. If it has not received a game status command (NO in S4309), the performance control microcomputer 121 proceeds to step S4311, whereas if it has received a game status command (YES in S4309), it analyzes the game status command, identifies the game status represented by the game status command, and performs game status setting processing to set the game status (S4310).

[0385] In the game state setting process, the presentation control microcomputer 121 sets a game state flag corresponding to the game state indicated by the game state command in the game state flag area of ​​the presentation RAM 124. For example, if the game state indicated by the game state command is a normal game state, the presentation control microcomputer 121 sets the game state flag "00H" in the game state flag area of ​​the presentation RAM 124. Also, if the game state indicated by the game state command is a high-probability, high-base game state, the presentation control microcomputer 121 sets the game state flag "01H" in the game state flag area of ​​the presentation RAM 124. Furthermore, if the game state indicated by the game state command is a low-probability, high-base game state, the presentation control microcomputer 121 sets the game state flag "02H" in the game state flag area of ​​the presentation RAM 124.

[0386] In step S4311, the performance control microcomputer 121 determines whether or not a customer waiting command has been received from the game control board 100, in other words, whether or not the customer waiting command has been stored in the reception buffer. If the performance control microcomputer 121 has not received a customer waiting command (NO in S4311), it proceeds to step S4313, but if it has received a customer waiting command (YES in S4311), it performs customer waiting performance standby processing (S4312) and ends the received command analysis processing.

[0387] In the customer waiting effect standby process, the effect control microcomputer 121 sets a customer waiting effect timer for a waiting time (customer waiting effect standby time: for example, 30 seconds) from when the effect symbols are stopped and displayed until the customer waiting effect is started. The effect control microcomputer 121 can determine whether or not this waiting time has elapsed, and when it determines that the waiting time has elapsed, sets a customer waiting effect start command for starting the customer waiting effect in the output buffer of the effect RAM 124.

[0388] In step S4313, the presentation control microcomputer 121 determines whether or not an opening command has been received from the game control board 100, in other words, whether or not the opening command has been stored in the receiving buffer. If the presentation control microcomputer 121 has not received an opening command (NO in S4313), it proceeds to step S4315, whereas if it has received an opening command (YES in S4313), it performs jackpot opening presentation start processing in conjunction with the start of the opening of the jackpot game (S4314).

[0389] In the jackpot opening performance start process, the performance control microcomputer 121 analyzes the opening command and, based on the analysis result, determines whether or not to execute a jackpot opening performance corresponding to the opening of the jackpot game that is about to be executed, and if so, selects the performance content of the jackpot opening performance (jackpot opening performance pattern), and sets a jackpot opening performance start command to the output buffer of the performance RAM 124 to start the jackpot opening performance with the selected jackpot opening performance pattern.

[0390] In step S4315, the effect control microcomputer 121 determines whether or not it has received a number of rounds designation command from the game control board 100, in other words, whether or not it has stored the number of rounds designation command in the reception buffer. If it has not received the number of rounds designation command (NO in S4315), it proceeds to step S4317, whereas if it has received the number of rounds designation command (YES in S4315), it performs round effect start processing in conjunction with the start of round play (S4316).

[0391] In the round presentation start process, the presentation control microcomputer 121 analyzes the round number designation command and determines whether or not to execute a round presentation corresponding to the round game that is about to start, and if so, selects the presentation content of the round presentation (round presentation pattern) and sets the round presentation start command corresponding to the selected round presentation pattern in the output buffer of the presentation RAM 124.

[0392] In step S4317, the presentation control microcomputer 121 determines whether or not an ending command has been received from the game control board 100, in other words, whether or not the ending command has been stored in the receiving buffer. If an ending command has not been received (NO in S4317), the received command analysis process is terminated, whereas if an ending command has been received (YES in S4317), the jackpot ending presentation start process (S4318) associated with the start of the ending of the jackpot game and the presentation mode setting process (S4319) are performed before the received command analysis process is terminated.

[0393] In the jackpot ending presentation start process, the presentation control microcomputer 121 analyzes the ending command and determines whether or not to execute a jackpot ending presentation corresponding to the ending of the jackpot game to be executed, and if so, selects the presentation content of the jackpot ending presentation (jackpot ending presentation pattern), and sets a jackpot ending presentation start command corresponding to the selected jackpot ending presentation pattern in the output buffer of the presentation RAM 124.

[0394] In addition, in the presentation mode setting process, the presentation control microcomputer 121 performs a process (process for controlling the presentation mode) to set the presentation mode after a jackpot game based on the analysis results of the ending command, specifically, the jackpot pattern indicated by the ending command.

[0395] For example, when the jackpot pattern indicated by the jackpot ending command is jackpot pattern A or jackpot pattern D, the presentation control microcomputer 121 sets a probability variable presentation mode indicating a high probability, high base game state. Then, a presentation mode flag indicating the probability variable presentation mode is turned ON in a predetermined area of ​​the presentation RAM 124, and a probability variable presentation mode start command indicating that the probability variable presentation mode is set is set in the output buffer of the presentation RAM 124. When the probability variable presentation mode start command set in the output buffer of the presentation RAM 124 is sent to the image control board 140 by the command sending process (S4004), the image CPU 141 of the image control board 140 displays the probability variable background image G120 as the background image and outputs probability variable BGM as the BGM at the timing when the ending ends.

[0396] Furthermore, when the jackpot pattern indicated by the jackpot ending command is jackpot pattern B, jackpot pattern C, or jackpot pattern E, the presentation control microcomputer 121 sets a time-saving presentation mode in which it is difficult or impossible to distinguish whether the state is a high-probability, high-base game state or a low-probability, high-base game state. The presentation control microcomputer 121 then turns on a presentation mode flag indicating the time-saving presentation mode in a predetermined area of ​​the presentation RAM 124, and sets a time-saving presentation mode start command indicating that the time-saving presentation mode is to be set in the output buffer of the presentation RAM 124. When the time-saving presentation mode start command set in the output buffer of the presentation RAM 124 is sent to the image control board 140 by command sending processing (S4004), the image CPU 141 of the image control board 140 displays the time-saving background image G130 as the background image and outputs the time-saving BGM as the BGM when the ending ends.

[0397] First Embodiment Next, a first embodiment of the present invention will be described based on the basic embodiment of the present invention described above. In the following, the first embodiment will be mainly described with respect to differences from the basic embodiment. Furthermore, the same symbols and terms will be used for the same or similar corresponding configurations as those in the basic embodiment.

[0398] In the pachinko gaming machine PY1 according to the first embodiment, the special chart 1 variation pattern determination table for determining the special chart 1 variation pattern in the non-time-shortening state is different from the special chart 1 variation pattern determination table in the non-time-shortening state described in the basic embodiment. An example of the configuration of the special chart 1 variation pattern determination table in the non-time-shortening state according to the first embodiment is shown in Figure 48. As shown in Figure 48, the special chart 1 variation patterns that can be determined in the non-time-shortening state include THP01 to THP04 for jackpot variations, THP11 to THP15 for reach / miss variations, and THP21 to THP23 for no-reach variations.

[0399] In the case of a jackpot, there is a 20% chance that it will be determined as THP01, a 10% chance that it will be determined as THP02, a 65% chance that it will be determined as THP03, and a 5% chance that it will be determined as THP04.

[0400] In the case of a miss with a reach, there is a 3% chance that the result will be THP 11, a 2% chance that it will be THP 12, a 10% chance that it will be THP 13, a 30% chance that it will be THP 14, and a 55% chance that it will be THP 15.

[0401] If there is no reach and there are 0 to 2 reserved special charts 1, there is an 80% chance that it will be determined as THP 21, a 15% chance that it will be determined as THP 22, and a 5% chance that it will be determined as THP 23. On the other hand, if there is no reach and there are 3 to 4 reserved special charts 1, there is a 5% chance that it will be determined as THP 21, a 10% chance that it will be determined as THP 22, and an 85% chance that it will be determined as THP 23.

[0402] Also, as shown in Figure 48, in addition to the normal variation, reach, N reach, L reach, and SP reach described in the basic embodiment, there is also the SPSP reach as a performance (performance flow constituting performance) that constitutes the performance flow of the special chart variation performance based on the special chart 1 variation pattern in the non-time-saving state.

[0403] The SPSP reach can be performed both when there is a jackpot and when there is a miss, and is an effect that indicates whether or not a jackpot game state will occur, suggesting that there is a possibility of a jackpot game state occurring. In more detail, the SPSP reach is an effect that indicates that there is a higher possibility of a jackpot game state occurring than the SP reach.

[0404] Furthermore, an SPSP reach can be developed from an L reach. In other words, when a predetermined time (for example, 15 seconds) has passed since the start of an L reach, the L reach switches to an SPSP reach. Similarly, an SPSP reach can be developed from an SP reach. In other words, when a predetermined time (for example, 30 seconds) has passed since the start of an SP reach, the SP reach switches to an SPSP reach.

[0405] In the SPSP reach, the L reach that was executed before the SPSP reach was executed or the reach that was established in the SP reach is maintained as it is. However, in response to switching to the SPSP reach, the reach effect symbol related to the previous L reach or SP reach may be changed (promoted) to one that indicates a relatively high possibility of entering a jackpot game state. In other words, it may be changed from a so-called "blue symbol" to a so-called "red symbol."

[0406] Also, in the following, the point in time when an L reach switches from an L reach to an SPSP reach will be referred to as the "L reach SPSP development point." Similarly, the point in time when an SP reach switches from an SP reach to an SPSP reach will be referred to as the "SP reach SPSP development point." Note that the L reach SPSP development point belongs to the middle of an L reach, and is an earlier point than the win / loss breakpoint for an L reach. Similarly, the SP reach SPSP development point belongs to the middle of an SP reach, and is an earlier point than the win / loss breakpoint for an SP reach.

[0407] In an SPSP reach, a background image dedicated to the SPSP reach (a background image for the SPSP reach) G116 is displayed across the entire display unit 50a. The specific display content of the background image for the SPSP reach G116 can be set as appropriate, but in the first embodiment, the background image for the SPSP reach G116 is made up of 3DCG moving images. A predetermined story (a specific story) is associated with the moving images that make up the background image for the SPSP reach G116. This predetermined story is set in a setting where the manager of the main character worked for a company before becoming the manager, and is mainly made up of flashbacks of the manager's work life while working for the company. Note that, hereinafter, the predetermined story associated with the background image for the SPSP reach G116 may also be referred to as a "specific story."

[0408] Furthermore, the background image G116 for SPSP reach is configured in the same way as the background image G115 for SP reach and the background image G114 for L reach, and as a specific story progresses in the background image G116 for SPSP reach, a branching point (the so-called "win / lose branching point") is reached at the final stage of the SPSP reach where either a presentation suggesting a jackpot (jackpot suggestion presentation) or a presentation suggesting a loss (loss suggestion presentation) is executed. In the case of a jackpot fluctuation (long SPSP jackpot fluctuation, short SPSP jackpot fluctuation), a jackpot suggestion presentation exclusive to the SPSP reach is executed, and then the display of the stop symbols EZ1 to EZ3 in a manner indicating a jackpot is performed. On the other hand, in the case of a loss fluctuation (long SPSP loss fluctuation, short SPSP loss fluctuation), a loss suggestion presentation exclusive to the SPSP reach is executed, and then the display of the stop symbols EZ1 to EZ3 in a manner indicating a loss is performed.

[0409] In the first embodiment, the time from the start of an SPSP reach to the time it reaches the win / lose branch point is approximately 60 seconds, which is set longer than the time from the start of an SP reach or L reach to the time it reaches the win / lose branch point.

[0410] Next, we will explain the flow of special chart change presentation (presentation flow) based on each special chart change pattern.

[0411] In the special chart change performance based on THP21 to THP23, normal changes with different performance times are performed, and the special chart change performance ends with the normal change.

[0412] In the special chart change performance based on THP13, a reach is established after the normal change, and after the reach is established, an N reach is executed, and the special chart change performance ends with the N reach.

[0413] In special chart variation effects based on THP01 and THP11, a normal variation is performed first, and then a reach is established. After the reach is established, an N reach is performed, which develops into an SP reach. Then, the SP reach is performed until the middle (mid-game) and develops into an SP reach SPSP development point, at which point it develops into an SPSP reach, and the SPSP reach is performed to the end, ending the special chart variation effect with the SPSP reach.

[0414] In special chart variation effects based on THP02 and THP12, a normal variation is performed first, and then a reach is established. After the reach is established, an N reach is performed, which develops into an L reach. Then, when the L reach is performed halfway (mid-way) and the L reach develops into an SPSP reach, the SPSP reach is performed to the end, and the special chart variation effect ends with the SPSP reach.

[0415] In the special chart variation performance based on THP03 and THP13, a normal variation is performed first, and then a reach is established. After the reach is established, an N reach is performed, which develops into an SP reach. Then, the SP reach is performed to the end, and the special chart variation performance ends with the SP reach.

[0416] In the special chart variation effects based on THP04 and THP14, a normal variation is performed first, and then a reach is established. After the reach is established, an N reach is performed, which develops into an L reach. Then, the L reach is performed to the end, and the special chart variation effect ends with the L reach.

[0417] In the first embodiment, the various special chart variation patterns (THP01 to THP04, THP11 to THP15, and THP21 to THP23) are given names shown in the second item from the right, "Name of special chart variation pattern," in the configuration example of the special chart variation pattern determination table in Fig. 48. For example, the special chart variation pattern "THP01" of a jackpot that develops from an SP reach to an SPSP reach is called a "long SPSP jackpot variation," the special chart variation pattern "THP02" of a jackpot that develops from an L reach to an SPSP reach is called a "short SPSP jackpot variation," the special chart variation pattern "THP11" of a miss that develops from an SP reach to an SPSP reach is called a "long SPSP miss variation," and the special chart variation pattern "THP12" of a miss that develops from an L reach to an SPSP reach is called a "short SPSP miss variation."

[0418] Furthermore, the jackpot fluctuations related to the SPSP reach (long SPSP jackpot fluctuations, short SPSP jackpot fluctuations) are collectively referred to as "SPSP jackpot fluctuations," and the miss fluctuations related to the SPSP reach (long SPS miss fluctuations, short SPSP miss fluctuations) are collectively referred to as "SPSP miss fluctuations." In addition, the special chart fluctuation patterns related to the SPSP reach (SPSP jackpot fluctuations, SPSP miss fluctuations) are collectively referred to as "SPSP reach fluctuations."

[0419] In addition, in the pachinko game machine PY1, in the normal game state and in the special chart variation presentation in the normal presentation mode, apart from the presentation flow configuration presentations such as reach and various reach presentations, a specific presentation that suggests that the game state may be advantageous to the player, in other words, a specific presentation that, when executed, increases the chances of the game state being advantageous to the player, may be executed on the display unit 50a.

[0420] There are three types of special effects: 1st special effect, 2nd special effect, and 3rd special effect. 1st special effect is performed during normal fluctuation. 2nd special effect is performed during N reach. 3rd special effect is performed during the period before the L reach SPSP development point during L reach, and during the period before the SP reach SPSP development point during SP reach.

[0421] The first, second, and third specific presentations differ from one another in terms of presentation content, but they all have in common the fact that they are all composed of image displays involving the director of the main character.

[0422] Specific examples of various specific effects will be described later, but in the first specific effect, an image (first specific effect image) G51 associated with the first specific effect is displayed on the display unit 50a, in the second specific effect, an image (second specific effect image) G52 associated with the second specific effect is displayed on the display unit 50a, and in the third specific effect, an image (third specific effect image) G53 associated with the third specific effect is displayed on the display unit 50a.

[0423] The first specific effect image G51 is composed of a still image showing the director character toasting with a wine glass. The second specific effect image G52 is composed of a video showing the director character playing Kendama. The third specific effect image G53 is composed of a still image showing the director character encouraging the main character (Ataro) by saying, "Ataro, do your best!"

[0424] As mentioned above, the background image G116 for the SPSP reach displayed during the SPSP reach displays an image in which the manager character reminisces about his time working for a company. However, the SPSP reach and the various specific effects are similar in that they are composed of image displays and include a manager character in the image. Therefore, hereinafter, the SPSP reach and the various specific effects may be collectively referred to as "manager effects." Furthermore, the various manager effects function as effects that suggest the possibility of a jackpot gaming state (increasing the chances of achieving a favorable gaming state) in the pachinko gaming machine PY1, but more specifically, they function as effects that suggest the high probability of a jackpot gaming state (greatly increasing the chances of achieving a favorable gaming state).

[0425] In addition, in the pachinko gaming machine PY1, when the supervising effect is executed in the special chart variation effect, it may be executed once or twice. In the pachinko gaming machine PY1, the possibility of entering the jackpot gaming state suggested by various supervising effects is high, but if the supervising effect is executed twice in one special chart variation effect, the possibility of entering the jackpot gaming state is extremely high. In other words, the execution of the supervising effect twice suggests that the possibility of entering the jackpot gaming state is extremely high.

[0426] Furthermore, basically, when a director effect is executed regardless of the type, a premonition effect is executed to suggest that the director effect will be executed. The premonition effect is composed of an image displayed on the display unit 50a. In the premonition effect, an image (premonition effect image) G50 associated with the premonition effect is displayed on the display unit 50a. The premonition effect image G50 is composed of a still image in which the word "director" is displayed inside a white circle.

[0427] In the first embodiment, whether the director effect is executed once or twice in one special chart variation effect, the premonition effect is executed only once. Therefore, the execution of one premonition effect generally notifies the execution of the director effect, and the notification includes the notification of one execution of the director effect and the notification of two executions of the director effect.

[0428] Next, the execution timing of various supervisory effects and the execution timing of premonition effects will be explained. Figure 49 is an explanatory diagram explaining the execution timing of various supervisory effects and the execution timing of premonition effects in long SPSP jackpot fluctuation, short SPSP jackpot fluctuation, SP jackpot fluctuation, L jackpot fluctuation, long SPSP miss fluctuation, short SPSP miss fluctuation, SP miss fluctuation, and L miss fluctuation. In Figure 49, timing S, timing T, timing U, timing V, timing W, and timing X related to supervisory effects described later are plotted with downward-pointing white triangular arrows and written as "S," "T," "U," "V," "W," and "X." Furthermore, timing A, timing B, timing C, timing D, timing E, and timing F related to premonition effects described later are plotted with downward-pointing black triangular arrows and written as "A," "B," "C," "D," "E," and "F."

[0429] The first specific effect is executed in the normal fluctuation (special chart fluctuation effect) of the long SPSP jackpot fluctuation, short SPSP jackpot fluctuation, SP jackpot fluctuation, L jackpot fluctuation, long SPSP miss fluctuation, short SPSP miss fluctuation, SP miss fluctuation, and L miss fluctuation. In detail, the performance time of the first specific effect is 2 seconds, and the first specific effect starts when 3 seconds have passed since the start of the normal fluctuation.

[0430] The second specific effect is executed in the N reach of a long SPSP jackpot variation, a short SPSP jackpot variation, an SP jackpot variation, an L jackpot variation, a long SPSP miss variation, a short SPSP miss variation, an SP miss variation, and an L miss variation. In detail, the performance time of the second specific effect is 5 seconds, and the second specific effect starts when 5 seconds have passed since the start of the N reach.

[0431] The third specific effect is executed in the SP reach of a long SPSP jackpot fluctuation, SP jackpot fluctuation, long SPSP miss fluctuation, and SP miss fluctuation, as well as in the L reach of a short SPSP jackpot fluctuation, L jackpot fluctuation, short SPSP miss fluctuation, and L miss fluctuation. Specifically, the duration of the third specific effect is 3 seconds. In the case of a long SPSP jackpot fluctuation, SP jackpot fluctuation, long SPSP miss fluctuation, and SP miss fluctuation, the third specific effect begins 15 seconds after the start of the SP reach. Meanwhile, in the case of a short SPSP jackpot fluctuation, L jackpot fluctuation, short SPSP miss fluctuation, and L miss fluctuation, the third specific effect begins 8 seconds after the start of the L reach.

[0432] The SPSP reach is executed in the long SPSP jackpot fluctuation, the long SPSP miss fluctuation, and the short SPSP jackpot fluctuation, and the short SPSP miss fluctuation. In the case of the long SPSP jackpot fluctuation and the long SPSP miss fluctuation, the SPSP reach starts when 30 seconds have passed since the start of the SP reach. In other words, the SPSP reach switches in the middle of the SP reach, in other words, it is executed in a progressive manner. On the other hand, in the case of the short SPSP jackpot fluctuation and the short SPSP miss fluctuation, the SPSP reach starts when 15 seconds have passed since the start of the L reach. In other words, the SPSP reach switches in the middle of the L reach, in other words, it is executed in a progressive manner.

[0433] In the following, the timing at which various supervision effects begin will also be referred to as "supervision execution timing." The supervision execution timing of the first specific effect will be referred to as "timing S," the supervision execution timing of the second specific effect will be referred to as "timing T," the supervision execution timing of the third specific effect related to an L reach will be referred to as "timing U," the supervision execution timing of the third specific effect related to an SP reach will be referred to as "timing V," the supervision execution timing of an SPSP reach related to an L reach will be referred to as "timing W," and the supervision execution timing of an SPSP reach related to an SP reach will be referred to as "timing X."

[0434] Furthermore, the content of the third specific effect when executed with an L reach is the same as the content of the third specific effect when executed with an SP reach, but below, the third specific effect executed with an L reach will be referred to as the "third specific effect (L)," and the third specific effect executed with an SP reach will be referred to as the "third specific effect (SP)." Furthermore, the content of the SPSP reach when executed in a developmental manner from an L reach is the same as the content of the SPSP reach when executed in a developmental manner from an SP reach, but below, the SPSP reach executed in a developmental manner from an L reach will be referred to as the "SPSP reach (L)," and the SPSP reach executed in a developmental manner from an SP reach will be referred to as the "SPSP reach (SP)."

[0435] On the other hand, there are multiple timings set for the start of the premonition effects. Hereinafter, the timings for the start of the premonition effects are sometimes referred to as "premonition execution timings." The premonition execution timings set are Timing A, Timing B, Timing C, Timing D, Timing E, and Timing F.

[0436] Timing A is the point when 1 second has passed since the start of the normal variation (special chart variation effect), in other words, 2 seconds before timing S. Timing B is the point when 3 seconds have passed since the start of the N reach, in other words, 2 seconds before timing T. Timing C is the point when 6 seconds have passed since the start of the L reach, in other words, 2 seconds before timing U. Timing D is the point when 13 seconds have passed since the start of the SP reach, in other words, 2 seconds before timing V. Timing E is the point when 13 seconds have passed since the start of the L reach, in other words, 2 seconds before timing V. Timing F is the point when 28 seconds have passed since the start of the SP reach, in other words, 2 seconds before timing W. The duration of the premonition effect is set to 2 seconds.

[0437] Also, as mentioned above, the director's direction may be executed once or twice in one special chart variation direction. As patterns when the director's direction is executed once (director's direction once pattern), there are a pattern in which the first specific direction is executed (director's direction once pattern 1), a pattern in which the second specific direction is executed (director's direction once pattern 2), a pattern in which the third specific direction (L) is executed (director's direction once pattern 3), a pattern in which the third specific direction (SP) is executed (director's direction once pattern 4), a pattern in which the SPSP reach (L) is executed (director's direction once pattern 5), and a pattern in which the SPSP reach (SP) is executed (director's direction once pattern 6). On the other hand, patterns in which the director's direction is executed twice (director's direction twice pattern) include a pattern in which the first specific direction and the second specific direction are executed (director's direction twice pattern 1), a pattern in which the first specific direction and the third specific direction (L) are executed (director's direction twice pattern 2), a pattern in which the first specific direction and the third specific direction (SP) are executed (director's direction twice pattern 3), a pattern in which the first specific direction and an SPSP reach (L) are executed (director's direction twice pattern 4), a pattern in which the first specific direction and an SPSP reach (SP) are executed (director's direction twice pattern 5), and a pattern in which the second specific direction and the third There are patterns in which a special effect (L) is executed (director's twice-execution pattern 6), a pattern in which a second special effect and a third special effect (SP) are executed (director's twice-execution pattern 7), a pattern in which a second special effect and an SPSP reach (L) are executed (director's twice-execution pattern 8), a pattern in which a second special effect and an SPSP reach (SP) are executed (director's twice-execution pattern 9), a pattern in which a third special effect (L) and an SPSP reach (L) are executed (director's twice-execution pattern 10), and a pattern in which a third special effect (SP) and an SPSP reach (SP) are executed (director's twice-execution pattern 11).

[0438] In addition, the execution timing at which the premonition effect can be started (executed) is associated with the pattern in which the director's effect is executed (one director's effect pattern, two director's effect pattern).

[0439] In director's once-direction pattern 1, the execution timing at which the premonition effect can start (execute) is timing A. In director's once-direction pattern 2, the execution timings at which the premonition effect can start (execute) are timing A and timing B. In director's once-direction pattern 3, the execution timings at which the premonition effect can start (execute) are timing A, timing B, and timing C. In director's once-direction pattern 4, the execution timings at which the premonition effect can start (execute) are timing A, timing B, timing C, and timing E. In director's once-direction pattern 6, the execution timings at which the premonition effect can start (execute) are timing A, timing B, timing D, and timing F.

[0440] In director's twice direction pattern 1, the timing at which the premonition effect can start (execute) is timing A. In director's twice direction pattern 2, the timing at which the premonition effect can start (execute) is timing A. In director's twice direction pattern 3, the timing at which the premonition effect can start (execute) is timing A. In director's twice direction pattern 4, the timing at which the premonition effect can start (execute) is timing A. In director's twice direction pattern 5, the timing at which the premonition effect can start (execute) is timing A. In director's twice direction pattern 6, the timing at which the premonition effect can start (execute) is timing A. In director's twice direction pattern 7, the timing at which the premonition effect can start (execute) is timing A and timing B. In director's twice direction pattern 8, the timing at which the premonition effect can start (execute) is timing A and timing B. In director's twice direction pattern 9, the timing at which the premonition effect can start (execute) is timing A and timing B. In director's two-times effect pattern 10, the execution timings at which the premonition effect can start (execute) are timing A, timing B, and timing C. In director's two-times effect pattern 11, the execution timings at which the premonition effect can start (execute) are timing A, timing B, and timing D.

[0441] In this way, if the director effect is executed once in one special chart change effect, the premonition effect will always be executed before that. Also, if the director effect is executed twice in one special chart change effect, the premonition effect will always be executed before the first director effect.

[0442] Furthermore, since the premonition execution timing is set two seconds before the supervised execution timing of each supervised effect, and the execution time of the premonition effect is two seconds, if the premonition effect is executed at the premonition execution timing immediately preceding the supervised execution timing of each supervised effect, the premonition effect and the supervised effect will be executed continuously and integrally. Therefore, hereinafter, the premonition execution timing immediately preceding the supervised execution timing of each supervised effect will be referred to as the "supervised effect corresponding premonition execution timing." Therefore, the supervised effect corresponding premonition execution timing of the first specific effect is timing A, the supervised effect corresponding premonition execution timing of the second specific effect is timing B, the supervised effect corresponding premonition execution timing of the third specific effect (L) is timing C, the supervised effect corresponding premonition execution timing of the third specific effect (SP) is timing D, the supervised effect corresponding premonition execution timing of the SPSP Reach (L) is timing E, and the supervised effect corresponding premonition execution timing of the SPSP Reach (SP) is timing F.

[0443] Next, specific examples of the premonition effects and the director effects will be explained. Figure 50 is an explanatory diagram showing a specific example of the premonition effects, Figure 51 is an explanatory diagram showing a specific example of the first specific effect, Figure 52 is an explanatory diagram showing a specific example of the second specific effect, Figure 53 is an explanatory diagram showing a specific example of the third specific effect (L), Figure 54 is an explanatory diagram showing a specific example of the third specific effect (SP), Figure 55 is an explanatory diagram showing a specific example of the SPSP reach (L), and Figure 56 is an explanatory diagram showing a specific example of the SPSP reach (SP).

[0444] As mentioned above, the premonition effect can start at various times (timings A to F). For example, when the premonition effect is executed at timing A (one second after the start of the normal variation (special symbol variation effect)), the effect symbols EZ1 to EZ3 that had been statically displayed until then start varying as shown in FIG. 50(A). One second after this, the entire display unit 50a turns white, and a large premonition effect image G50 is displayed in the center of the display unit 50a, as shown in FIG. 50(B). Since the premonition effect lasts for two seconds, the premonition effect ends two seconds after it starts. Specifically, for example, as shown in FIG. 50(C), the premonition effect image G50 disappears, and the entire display unit 50a returns to its original state. However, if a first specific effect is executed after the premonition effect, the display does not return to the original background image as shown in FIG. 50(C), but the first specific effect image G51 continues to be displayed.

[0445] The first special effect begins at timing S in the normal variation. Therefore, for example, as shown in FIG. 51(A), when the effect patterns EZ1 to EZ3 are variably displayed superimposed on the first normal background image G111, at timing S, the first special effect image G51 is cut in across the entire display unit 50a as shown in FIG. 51(B). The performance time of the first special effect is two seconds, so the first special effect ends when two seconds have passed since the start of the first special effect. Specifically, for example, as shown in FIG. 51(C), the first special effect image G51 disappears, and the first normal background image G111 is displayed on the display unit 50a, and the variably displayed effect patterns EZ1 to EZ3 are displayed superimposed on the first normal background image G111.

[0446] The second specific effect begins at timing T during an N reach. Therefore, for example, as shown in FIG. 52(A), when an N reach is being executed superimposed on the first normal background image G111, at timing T, as shown in FIG. 52(B), a second specific effect image G52 is displayed across the entire display unit 50a. As described above, the second specific effect image G52 is composed of a video showing the manager character playing kendama. Therefore, as shown in, for example, FIGS. 52(B) to 52(D), the entire display unit 50a is displayed with the video of the manager character playing kendama. The duration of the second specific effect is five seconds, so the second specific effect ends five seconds after the start of the second specific effect. Specifically, for example, as shown in FIG. 52(E), the second specific effect image G52 disappears, the entire display unit 50a turns white, the N reach ends, and then the effect develops (switches) to an L reach or an SP reach.

[0447] The third specific effect (L) begins at timing U in the L reach. Therefore, for example, as shown in FIG. 53(A), an L reach background image G114 is displayed on the display unit 50a, and when a predetermined story related to the L reach background image G114 progresses to the scene related to timing U, a third specific effect image G53 is cut in across the entire display unit 50a, as shown in FIG. 53(B). The third specific effect lasts for three seconds, so the third specific effect ends three seconds after it starts. Specifically, for example, as shown in FIG. 53(C), the third specific effect image G53 disappears and the L reach background image G114 is displayed across the entire display unit 50a. Note that while the third specific effect image G53 is displayed, display control of the L reach background image G114 is being performed within the image control board 140. Therefore, when returning to the L reach background image G114, the video related to the L reach background image G114 will have progressed for the duration of the third specific effect.

[0448] The third specific effect (SP) begins at timing V in the SP reach. Therefore, for example, as shown in FIG. 54(A), an SP reach background image G115 is displayed on the display unit 50a, and when a predetermined story related to the SP reach background image G115 progresses to the scene related to timing V, a third specific effect image G53 is cut in across the entire display unit 50a, as shown in FIG. 54(B). The third specific effect lasts for three seconds, so the third specific effect ends three seconds after it starts. Specifically, for example, as shown in FIG. 54(C), the third specific effect image G53 disappears and the SP reach background image G115 is displayed across the entire display unit 50a. Note that while the third specific effect image G53 is displayed, display control of the SP reach background image G115 is being performed within the image control board 140. Therefore, when returning to the SP reach background image G115, the video (specific story) related to the SP reach background image G115 will have progressed for the duration of the third specific effect.

[0449] The SPSP reach (L) begins at timing W in the L reach (the point at which the L reach SPSP develops). Therefore, for example, as shown in FIG. 55(A), when an L reach background image G114 is displayed on the display unit 50a and a predetermined story related to the L reach background image G114 progresses to the scene related to timing W, first, as shown in FIG. 55(B), the entire display unit 50a whites out, and then, as shown in FIG. 55(C), the SPSP reach background image G116 is displayed on the entire display unit 50a. The SPSP reach background image G116 is composed of a moving image of a specific story, and thereafter, as shown in FIG. 55(D), the specific story unfolds across the entire display unit 50a.

[0450] An SPSP reach (SP) begins at timing X in the SP reach (the point at which the SP reach develops into SPSP). Therefore, for example, as shown in FIG. 56(A), when an SP reach background image G115 is displayed on the display unit 50a and a predetermined story related to the SP reach background image G115 progresses to a scene related to timing X, first, as shown in FIG. 56(B), the entire display unit 50a whites out, and then, as shown in FIG. 56(C), an SPSP reach background image G116 is displayed on the entire display unit 50a. Since the SPSP reach background image G116 is composed of a moving image consisting of a specific story, the specific story then unfolds across the entire display unit 50a, as shown in FIG. 56(D).

[0451] In the first embodiment, the special symbol variation effect related to the SPSP reach variation ends when the SPSP reach is executed to the end. That is, when the SPSP reach is started, a specific story progresses in the SPSP reach background image G116, and as described above, a win / lose branch point is reached in the final stage. Then, in the case of a special symbol variation effect related to an SPSP jackpot variation, a jackpot suggestion effect (not shown) is executed from the win / lose branch point, and finally, the display of the effect symbols EZ1 to EZ3 in a manner indicating a jackpot is performed. On the other hand, in the case of a special symbol variation effect related to an SPSP miss variation, a miss suggestion effect (not shown) is executed from the win / lose branch point, and finally, the display of the effect symbols EZ1 to EZ3 in a manner indicating a miss is performed.

[0452] 51 to 56 show specific examples of when various director effects are executed, but in all cases, the various director effects are executed without being executed at the director effect-corresponding premonition timing. When a director effect is executed after a premonition effect is executed at the director effect-corresponding premonition timing of the various director effects, the various director effects will start just as the premonition effect ends. However, as shown in FIG. 50(B), the situation in which the premonition effect image G50 is displayed on the display unit 50a will transition to the start of the various director effects shown in FIGS. 51(B), 52(B), 53(B), 54(B), 55(B), and 56(B). In other words, the premonition effect and the various director effects will be executed continuously and integrally on the display unit 50a.

[0453] Next, an example of the control content related to the director's effects and the premonition effects will be described. Note that the control content described below is an example of the control content related to the director's effects and the premonition effects, and therefore the control content is not limited to the following content and may be changed as appropriate.

[0454] For example, in step S4306, when the game is in normal play mode and normal presentation mode, the presentation control microcomputer 121 checks the special chart 1 variation pattern.

[0455] When the special chart 1 variation pattern is a long SPSP jackpot variation or a long SPSP miss variation, the performance control microcomputer 121 sets a special chart variation start command indicating the performance content in which the SPSP reach starts from the time of the SP reach SPSP development and the special chart variation performance ends with the SPSP reach in the output buffer of the performance RAM 124. Also, when the special chart 1 variation pattern is a short SPSP jackpot variation or a short SPSP miss variation, the performance control microcomputer 121 sets a special chart variation start command indicating the performance content in which the SPSP reach starts from the time of the L reach SPSP development and the special chart variation performance ends with the SPSP reach in the output buffer of the performance RAM 124.

[0456] In addition, the performance control microcomputer 121 sets the special chart change start command and special chart change performance data related to the L reach variation, SP reach variation, and SPSP reach variation in the performance RAM 124, and then performs a specific performance judgment to determine whether or not a specific performance can be executed, and the type of performance if a specific performance is executed.

[0457] The specific effect determination is performed by referring to a specific effect determination table. An example of the configuration of the specific effect determination table is shown in Figure 57. As shown in Figure 57, the specific effect determination table is associated with a special chart variation pattern. Specifically, the specific effect determination tables include a specific effect determination table for long SPSP jackpot variations, a specific effect determination table for short SPSP jackpot variations, a spe...

Claims

[Claim 1] A game execution means that may put a player into an advantageous game state that is advantageous to the player; A gaming machine equipped with a performance execution means capable of executing a performance, The game execution means is capable of executing a determination as to whether or not to enter the advantageous game state, and may enter the advantageous game state when it is determined that the advantageous game state should be entered in the determination, The performance execution means A hold icon corresponding to the occurrence of the right to execute the judgment can be displayed in a predetermined display area on the display unit, The hold icon displayed in the predetermined display area can be moved to a first display area different from the predetermined display area, The hold icon can be moved to the first display area with at least one of a change in size and a rotational movement, The effect execution means may display a hold icon in a second display area different from the first display area, When the hold icon is displayed in the second display area, the possibility of entering the advantageous gaming state is higher than when the hold icon is displayed in the first display area, In the first display area, the hold icon is sometimes displayed in a first display color and sometimes displayed in a second display color which suggests that the probability of the advantageous game state being reached is higher than that of the first display color, and in the second display area, the hold icon is sometimes displayed in the first display color and sometimes displayed in the second display color, A gaming machine characterized in that a hold icon displayed in the second display area is more likely to be displayed in the second display color than a hold icon displayed in the first display area.