Game machine

JP2024169807A5Pending Publication Date: 2026-04-22SAMMY CORPORATION
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SAMMY CORPORATION
Filing Date
2023-05-26
Publication Date
2026-04-22

AI Technical Summary

Technical Problem

In pachinko game machines, it is difficult to confirm if the angle of game nails has been improperly adjusted from the outside.

Method used

The gaming machine includes a gaming board with a first nail inclined at a predetermined angle and a second nail perpendicular to the board, with specific distances defined between their tips and heads to facilitate easy confirmation of the angle adjustment.

Benefits of technology

Enables easy verification of the angle adjustment of game nails, ensuring proper operation and enhancing player experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine that makes it possible to confirm that an angle of a game nail has been adjusted easily.SOLUTION: A game machine includes: a game nail 910 arranged at a position where it can come in contact with a game ball launched in a game area and a pinwheel nail 920 for supporting a pinwheel so as to rotate it freely. In a state that the game nail 910 is planted on a front face of the game machine, a distance from a perpendicular line VL1 passing through the tip of the game nail 910 and orthogonal to a board surface to the lowest end of the head 911 of the game nail 910 is a first distance DT1, and in a state that the pinwheel nail 920 is planted on the game board, a distance from a perpendicular line VL2 passing through the tip of the pinwheel nail 920 and orthogonal to the board surface to the uppermost end of the head 911 of the pinwheel nail 920 is a second distance DT2. The first distance DT1 is configured to be shorter than the second distance DT2.SELECTED DRAWING: Figure 211
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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 general, a pachinko machine obtains a random number for a lottery when a game ball enters the starting hole, and temporarily stores the random number as an activation reserved ball up to a predetermined upper limit. Each time a predetermined starting condition is satisfied, such activation reserved balls are consumed one by one, and a hit / miss determination is made as to whether or not the ball corresponds to a jackpot. If the hit / miss determination result indicates a jackpot, a decorative pattern consisting of multiple rows is displayed in a variable manner, and then the decorative pattern is displayed in a stopped state in a predetermined winning manner, thereby establishing a special game in which the jackpot hole, which is normally closed, is opened.

[0003] Among these types of pachinko gaming machines, there are known ones that are equipped with a large number of gaming nails that come into contact with the gaming balls flowing down within the gaming area and change the path of the gaming balls flowing down (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2008-67939 A Summary of the Invention [Problem to be solved by the invention]

[0005] A problem with a pachinko machine having such a configuration is that it is difficult to check from the outside if the angle of the gaming nails has been improperly adjusted.

[0006] The present invention has been made in consideration of such problems, and has an object to provide a gaming machine that allows a player to easily confirm that the angle of the gaming nails has been adjusted. [Means for solving the problem]

[0007] In order to achieve such an object, the gaming machine of the present invention comprises a gaming board on which a gaming area is formed, a first nail planted on the front side of the gaming board and positioned so as to be in contact with a gaming ball launched into the gaming area, and a second nail planted on the front side of the gaming board and rotatably supporting a windmill member, the first nail being planted at a predetermined angle upward with respect to the front surface of the gaming board, and the second nail being planted perpendicular to the front surface of the gaming board, such that when the first nail is planted on the front surface of the gaming board, a distance from a perpendicular line passing through the tip of the first nail and perpendicular to the front surface of the gaming board to the bottom end of a head of the first nail is a first distance, and when the second nail is planted on the gaming board, a distance from a perpendicular line passing through the tip of the second nail and perpendicular to the front surface of the gaming board to the top end of a head of the second nail is a second distance, and the first distance is shorter than the second distance. Effect of the Invention

[0008] According to the gaming machine of the present invention, it is possible to easily confirm that the angle of the gaming nail has been adjusted. [Brief description of the drawings]

[0009] [Figure 1] FIG. 2 is a front view of the pachinko game machine of the present embodiment. [Diagram 2] FIG. 2 is a rear view of the pachinko game machine. [Diagram 3] A control block diagram of the above-mentioned pachinko game machine. [Figure 4] This is a functional block diagram of the main control board and the performance control board of the above-mentioned pachinko game machine. [Diagram 5] A schematic diagram showing a special pattern winning / losing lottery table. [Figure 6] 1A is a schematic diagram showing a first special pattern jackpot pattern table, and FIG. 1B is a schematic diagram showing a second special pattern jackpot pattern table. [Figure 7] This is a schematic diagram showing a special pattern variation pattern table 1. [Figure 8] This is a schematic diagram showing a special pattern variation pattern table 2. [Figure 9] 13 is a schematic diagram showing a special pattern variation pattern table 3. [Figure 10] 13 is a schematic diagram showing the pattern attributes of decorative patterns. FIG. [Figure 11] This is a schematic diagram showing the correspondence between the type of jackpot, the jackpot pattern combination of decorative patterns, and the performance pattern during the jackpot. [Figure 12] This is a schematic diagram showing an overview of the Choju jackpot presentation. [Figure 13] This is a schematic diagram showing an overview of the Kotobuki jackpot A presentation. [Figure 14] This is a schematic diagram showing an overview of the Kotobuki jackpot B presentation. [Figure 15] This is a schematic diagram showing an overview of the Kidai Hit A presentation. [Figure 16] This is a schematic diagram showing an overview of the Happy Hit B performance. [Figure 17] FIG. 2 is a schematic diagram showing a basic screen during a round of play. [Figure 18] A conceptual diagram for explaining the configuration of the winning-related effects. [Figure 19] A schematic diagram showing an example of an over winning presentation. [Figure 20] A schematic diagram showing an example of a large prize slot count-up effect. [Figure 21] 13 is a schematic diagram showing an example of a bonus prize presentation. FIG. [Figure 22] A schematic diagram showing an example of a general winning slot count-up presentation. [Diagram 23] This is a time chart explaining the priority of the large prize slot count-up performance. [Figure 24] FIG. 13 is a schematic diagram for explaining an emphasis effect. [Diagram 25] FIG. 13 is a schematic diagram illustrating types of errors in a gaming machine. [Figure 26] This is a time chart to explain whether or not the over prize effect will be executed at the end of a jackpot. [Figure 27]This is a time chart to explain whether or not a bonus prize-winning performance will be executed at the end of a jackpot. [Figure 28] 13 is a time chart showing the relationship between the detection state of the touch sensor and the over winning effect and the general winning effect. [Figure 29] 11 is a time chart showing the relationship between the game state in which the game start preparation effect is executed and the game state in which the over prize effect and the bonus prize effect are executed. [Diagram 30] FIG. 13 is a schematic diagram showing a volume adjustment screen. [Diagram 31] This is a time chart explaining the overlapping execution of the over prize production and the bonus prize production. [Diagram 32] This is a time chart when over winning and bonus winning occur multiple times within a specified period. [Diagram 33] This is a time chart of the winning ball signal when a game ball enters a general winning port. [Diagram 34] This is a time chart of the prize ball signal when a game ball enters the big prize opening. [Diagram 35] 13 is a flowchart showing the main processing on the main control side. [Diagram 36] This is a flowchart showing the control processing following Figure 35 of the main processing on the main control side. [Figure 37] 13 is a flowchart showing main control side timer interrupt processing. [Figure 38] 13 is a flowchart showing a prize winning monitoring process. [Figure 39] 13 is a flowchart showing a start port monitoring control process. [Diagram 40] 13 is a flowchart showing a special pattern variation start monitoring and control process. [Diagram 41] 13 is a flowchart showing a special pattern change start monitoring process. [Diagram 42] 13 is a flowchart showing a special symbol control process. [Diagram 43] 13 is a flowchart showing a general-purpose special symbol control process. [Diagram 44]13 is a flowchart showing the special pattern variation start processing. [Diagram 45] 13 is a flowchart showing processing during special pattern variation. [Figure 46] 13 is a flowchart showing the processing performed while a special symbol stop symbol is being displayed. [Figure 47] 13 is a flowchart showing a special electric feature control process. [Figure 48] This is a flowchart showing the control processing following Figure 47 of the special electric feature control processing. [Figure 49] 13 is a flowchart showing a reset start process. [Figure 50] 13 is a flowchart showing the main processing on the performance control side. [Figure 51] 13 is a flowchart showing a command analysis process. [Figure 52] 13 is a flowchart showing a process for determining the contents of a winning presentation. [Figure 53] 13 is a flowchart showing a performance control command reception interrupt process. [Figure 54] A flowchart showing the performance control side timer interrupt processing. [Figure 55] 13 is a flowchart showing an image control command transmission interrupt process. [Figure 56] A diagram showing a schematic diagram of a special symbol winning / losing lottery table in the second embodiment. [Figure 57] FIG. 13 is a schematic diagram showing a special jackpot symbol table in the second embodiment. [Figure 58] A transition diagram of the game state and presentation mode in the second embodiment. [Figure 59] FIG. 13 is a schematic diagram showing a game status setting table of the second embodiment. [Figure 60] 13 is a comparison table of the variable time of special symbols in the second embodiment. [Figure 61] FIG. 11 is a schematic diagram for explaining the regular symbol lottery in the second embodiment. [Figure 62] FIG. 11 is a schematic diagram for explaining simultaneous fluctuation processing (fluctuation interruption processing, fluctuation forced stop processing) of the second embodiment. [Figure 63] A front view of a pachinko game machine according to a modified example of the second embodiment. [Figure 64] FIG. 13 is a front view showing the main control display device of the third embodiment. [Figure 65] FIG. 13 is a schematic diagram showing an example of an emphasis effect according to the third embodiment. [Figure 66] FIG. 13 is a schematic diagram showing an emphasis effect pattern table according to the third embodiment. [Figure 67] 13 is a time chart showing the execution timing of emphasis effects, special effect displays, and specific sound effect outputs during a jackpot game in the third embodiment. [Figure 68] A time chart showing the relationship between the execution time of the emphasis effect and the execution time of the big win end demo in the third embodiment. [Figure 69] 13 is a time chart showing the execution timing of highlighting effects, light emission effects, and character effects in the third embodiment. [Figure 70] 13A is a time chart showing the execution timing of the role presentation during fluctuation in the third embodiment, and FIG. 13B is a time chart showing the execution timing of the role presentation during a big win in the third embodiment. [Figure 71] 13A is a time chart when the execution of the emphasis effect of the third embodiment is restricted, and FIG. 13B is a time chart when the execution of the over winning effect of the third embodiment is restricted. [Figure 72] This is a time chart showing what happens when a power outage occurs while the jackpot type display is being executed in the third embodiment. [Figure 73] 13 is a time chart when a power outage occurs during execution of the round display in the third embodiment. [Figure 74] FIG. 13 is a control block diagram showing the control configuration of a gaming machine according to a fourth embodiment. [Figure 75] A functional block diagram of the main control board and the performance control board of the fourth embodiment. [Figure 76] FIG. 13 is a functional block diagram showing a power-on transition mode control unit and a performance information management unit according to a fourth embodiment. [Figure 77]FIG. 13 is a front view showing a main control board unit of the fourth embodiment. [Figure 78] FIG. 13 is a schematic diagram showing a performance display monitor according to a fourth embodiment. [Figure 79] FIG. 13 is a diagram showing basic game specifications of the fourth embodiment. [Figure 80] A schematic diagram showing a special pattern winning / losing lottery table in the fourth embodiment. [Figure 81] 13A is a schematic diagram showing a first special symbol jackpot symbol table of the fourth embodiment, and FIG. 13B is a schematic diagram showing a second special symbol jackpot symbol table of the fourth embodiment. [Figure 82] FIG. 13 is a diagram illustrating the relationship between power-on operations and transition modes in the fourth embodiment. [Figure 83] FIG. 13 is a schematic diagram showing an example of display of setting values ​​on a performance display monitor according to a fourth embodiment. [Figure 84] FIG. 13A is a diagram showing the contents of notification in a setting change mode in the fourth embodiment, and FIG. 13B is a diagram showing the contents of notification in a setting check mode in the fourth embodiment. [Figure 85] 13A is a schematic diagram showing a storage area of ​​a RAM of a main control board of the fourth embodiment, and FIG. 13B is a schematic diagram showing a performance information storage area of ​​the fourth embodiment. [Figure 86] FIG. 13 is a schematic diagram showing an example of displaying base values ​​for each section in the fourth embodiment. [Figure 87] FIG. 13 is a diagram showing display contents displayed in a discrimination segment and a ratio segment for each management section (measurement section) in the fourth embodiment. [Figure 88] This is a time chart when a first hit occurs in section A for the first time when the power is turned on in the fourth embodiment. [Figure 89] (A) is a time chart showing the initial display period when the game state when the power is restored after a power outage in the fourth embodiment is a special game state, and (B) is a time chart showing the initial display period when the game state when the power is restored after a power outage in the fourth embodiment is a normal game state. [Figure 90] This is a time chart when a winning ball error occurs during a jackpot game. [Figure 91]FIG. 13 is a front view of the game board of the fifth embodiment. [Figure 92] FIG. 13 is a schematic diagram showing a sub-control display device of the fifth embodiment. [Figure 93] FIG. 13 is a perspective view showing the effect button and cross key of the fifth embodiment. [Figure 94] FIG. 13 is a schematic diagram for explaining the flow of button effects in the fifth embodiment. [Figure 95] FIG. 13 is a schematic diagram showing types of button effects in the fifth embodiment. [Figure 96] FIG. 13 is a schematic diagram for explaining the execution timing of the button vibration effect in the fifth embodiment. [Figure 97] FIG. 13 is a schematic diagram showing an example of a first button vibration effect α in the fifth embodiment. [Figure 98] FIG. 13 is a schematic diagram showing an example of the first button vibration effect β in the fifth embodiment. [Figure 99] FIG. 13 is a schematic diagram showing an example of a second button vibration effect in the fifth embodiment. [Figure 100] FIG. 99 is a schematic diagram showing an example of the second button vibration effect in the fifth embodiment (continuation of FIG. 99). [Figure 101] FIG. 13 is a schematic diagram showing an example of a vibration effect of the third button in the fifth embodiment. [Figure 102] FIG. 101 is a schematic diagram showing an example of the vibration effect of the third button in the fifth embodiment (continuation of FIG. 101). [Figure 103] FIG. 13 is a schematic diagram showing an execution pattern table of the button vibration effect in the fifth embodiment. [Figure 104] 13 is a flowchart of an initialization operation process of a movable body according to a fifth embodiment. [Figure 105] A schematic diagram showing the flow of display screens displayed on the performance display device after the gaming machine of the fifth embodiment is powered on. [Fig. 106] 13 is a time chart for explaining the relationship between the initialization operation of the movable body and the button vibration effect in the fifth embodiment. [Figure 107] 13 is a time chart for explaining the relationship between the initialization operation of the movable body and the first button performance in the fifth embodiment. [Figure 108] FIG. 13 is a schematic diagram showing an example of a special effect effect (effect ensemble effect) in the fifth embodiment. [Fig. 109] 13 is a time chart showing a modified example of the relationship between the initialization operation of the movable body and the first button performance in the fifth embodiment. [Figure 110] 13 is a time chart for explaining the relationship between the initialization operation of the movable body and the second button performance in the fifth embodiment. [Figure 111] A schematic diagram showing an example of the display of a left-handed hit notification image in the fifth embodiment. [Figure 112] This is a time chart explaining the execution timing of the left hit notification effect in the fifth embodiment. [Figure 113] This is a time chart showing what happens when a power outage occurs during execution of the left-hit notification display in the fifth embodiment. [Fig. 114] This is a time chart used to explain the look-ahead performance after transitioning from a high base state to a low base state in the fifth embodiment. [Figure 115] A schematic diagram for explaining the pending image display area and the changing image display area in the fifth embodiment. [Fig. 116] (A) is a schematic diagram for explaining the pending image and the changing image in the fifth embodiment, and (B) is a schematic diagram for explaining an example of the motion display (animation display) of the pending image and the changing image in the fifth embodiment. [Figure 117] A schematic diagram showing examples of hold change suggestion effects and hold change effects in the fifth embodiment. [Figure 118] This is a time chart when variable displays A and B are executed as the variable display of the first special pattern in the fifth embodiment. [Figure 119] 13 is a time chart showing a case where the display of a sound adjustment image and the initialization operation of a movable body are executed simultaneously after the power is restored from a power outage in the gaming machine of the fifth embodiment. [Figure 120] 13 is a time chart showing the relationship between the initialization operation of the movable parts after the power is restored from a power outage in the gaming machine of the fifth embodiment and the display content of the performance display device. [Figure 121]13 is a time chart showing the relationship between the performance operation (performance of the first movable role) of the fifth embodiment and the display content of the performance display device. [Figure 122] 13 shows a first representation of an operation prompting representation in a modified example of the fifth embodiment, in which (a) is a schematic diagram showing an image before a button is operated, and (b) is a schematic diagram showing an image after the button is operated. [Figure 123] 13 shows a second operation prompting effect of a modified example of the fifth embodiment, in which (a) is a schematic diagram showing the image before freezing, and (b) is a schematic diagram showing the image after freezing. [Figure 124] 13A and 13B are schematic diagrams showing the second operation prompting effect of a modified example of the fifth embodiment, in which (a) is the image after the freeze is released, and (b) is the image after the button is operated. [Fig. 125] This shows various periods and states during the second performance of the operation promotion performance of a modified example of the fifth embodiment, in comparison with the first performance, where (a) is a timing chart of the first performance and (b) is a timing chart of the second performance. [Fig. 126] 13 shows a second operation prompting effect of a modified example of the fifth embodiment, in which (a) is a schematic diagram showing an image before a button operation at the time of reaching a target, and (b) is a schematic diagram showing an image after the button operation. [Figure 127] This shows the second effect of the operation promotion effect of a modified example of the fifth embodiment, in which (a) is a schematic diagram showing an image after freezing when a reach is reached, and (b) is a schematic diagram showing an image of a provocative effect when the reach is developed. [Figure 128] 13A and 13B are schematic diagrams showing the second operation prompting effect of a modified example of the fifth embodiment, in which (a) is the image after the freeze is released, and (b) is the image after the button is operated. [Figure 129] FIG. 13 is a schematic diagram showing an operation prompting effect pattern table according to a modified example of the fifth embodiment. [Fig. 130] A schematic diagram showing the configuration of the decorative pattern of the sixth embodiment. [Fig. 131] FIG. 23 is a schematic diagram for explaining mode presentation (stage presentation) in the sixth embodiment. [Fig. 132] FIG. 23 is a schematic diagram showing a display screen for the BGM selection effect in the sixth embodiment. [Fig. 133]FIG. 23 is a schematic diagram illustrating a variable waiting period in the sixth embodiment. [Fig. 134] A schematic diagram showing examples of standby operation presentations and standby presentations during fluctuation in the sixth embodiment. [Fig. 135] This is a schematic diagram showing an example of the standby operation presentation and the standby presentation during change in the sixth embodiment (continuation of Figure 134). [Fig. 136] This is a time chart showing the case where a game ball enters the starting hole during execution of a standby demo performance in a low base state in the sixth embodiment. [Fig. 137] This is a time chart showing the case where a game ball enters the starting hole during execution of the low base state varying action presentation in the sixth embodiment. [Figure 138] This is a time chart showing the case where a game ball enters the starting hole during execution of a standby demo performance in a high base state in the sixth embodiment. [Figure 139] This is a time chart showing what happens when a game ball enters the starting hole during execution of the high base state varying action presentation in the sixth embodiment. [Fig. 140] FIG. 23 is a schematic diagram for explaining the image transformation effect of the sixth embodiment. [Fig. 141] A schematic diagram conceptually showing the layer structure of a frame image in a variable performance (when an image action performance is not being executed) in the sixth embodiment. [Fig. 142] FIG. 23 is a schematic diagram conceptually showing the layer structure of a frame image during a variation performance (when an image transformation performance is being executed) in the sixth embodiment. [Fig. 143] FIG. 23 is a schematic diagram for explaining an overview of button effects in the sixth embodiment. [Fig. 144] A schematic diagram showing the notification mode of the performance button in the sixth embodiment. [Fig. 145] FIG. 23 is a schematic diagram showing an example of a button effect including a weak operation trigger effect (dialogue preview effect) in the sixth embodiment. [Fig. 146] FIG. 23 is a schematic diagram showing an example of a button effect including a strong operation trigger effect (cut-in advance notice effect) in the sixth embodiment. [Fig. 147]FIG. 23 is a schematic diagram showing an example of a button presentation including a specific type of operation trigger presentation in the sixth embodiment. [Fig. 148] A schematic diagram showing an example of a button effect including a specific type of operation trigger effect in the sixth embodiment (continuation of Figure 147). [Figure 149] FIG. 23 is a schematic diagram showing an example of a button effect including a weak operation trigger effect (failed decision effect) in the sixth embodiment. [Fig. 150] FIG. 149 is a schematic diagram showing an example of a button effect including a weak operation trigger effect (failed decision effect) in the sixth embodiment (continuation of FIG. 149). [Fig. 151] A schematic diagram for explaining the contents of various effect buttons in the sixth embodiment. [Fig. 152] FIG. 23 is a schematic diagram showing a button image according to the sixth embodiment. [Fig. 153] A schematic diagram showing an example of the button appearance announcement performance in the sixth embodiment. [Fig. 154] This is a time chart when the button effect is executed when the jackpot change display branches into win / lose in the sixth embodiment. [Fig. 155] A functional block diagram of the main control board and the performance control board of the seventh embodiment. [Fig. 156] A diagram showing basic game specifications of the seventh embodiment. [Fig. 157] 13A is a schematic diagram showing a first special jackpot symbol table of the seventh embodiment, and FIG. 13B is a schematic diagram showing a second special jackpot symbol table of the seventh embodiment. [Fig. 158] 13(A) is a schematic diagram showing a storage area of ​​a RAM of a main control board of the seventh embodiment, and (B) is a schematic diagram showing a suppression function information storage area of ​​the seventh embodiment. FIG. [Fig. 159] 13 is a diagram for explaining an increment number and a decrement number of the MY counter in the seventh embodiment. FIG. [Fig. 160] FIG. 23 is a diagram for explaining a method of updating a MY counter in the seventh embodiment. [Fig. 161] FIG. 23 is a diagram for explaining a method of initializing a MY counter in the seventh embodiment. [Fig. 162]23 is a time chart of a suppression function pre-activation signal and a suppression function activation signal in the seventh embodiment. [Fig. 163] A schematic diagram showing an example of an advance notification display in the seventh embodiment. [Fig. 164] A schematic diagram showing an example of a suppression notification display in the seventh embodiment. [Fig. 165] A schematic diagram showing an example of a presentation when the count value of the MY counter reaches a specified value while a jackpot game is not being executed in the seventh embodiment. [Fig. 166] This is a schematic diagram showing an example of a presentation (continuation of Figure 165) when the count value of the MY counter reaches a specified value while a jackpot game is not being executed in the seventh embodiment. [Fig. 167] A schematic diagram showing an example of a presentation in which the advance notification presentation is canceled after the count value of the MY counter in the seventh embodiment reaches a predetermined value. [Fig. 168] A schematic diagram showing an example of a presentation when the count value of the MY counter reaches a specified value during execution of a jackpot game in the seventh embodiment. [Fig. 169] This is a time chart when the suppression function activation condition is satisfied during execution of the prize ball count-up presentation in the seventh embodiment. [Fig. 170] This is a time chart when the advance notification condition is satisfied during execution of the prize ball count-up performance in the seventh embodiment. [Fig. 171] 13 is a time chart showing a case where a suppression function activation condition is satisfied during execution of an emphasis rendering in the seventh embodiment. [Fig. 172] 13 is a time chart showing a case where a pre-notification condition is satisfied during execution of an emphasis effect in the seventh embodiment. [Fig. 173] A time chart showing the relationship between the execution time of the prize ball count-up effect and the execution time of the emphasis effect in the seventh embodiment. [Fig. 174] This is a time chart when multiple game balls enter the big prize opening in succession in the seventh embodiment. [Fig. 175]FIG. 23 is a schematic diagram showing an example of a performance when a music selection performance and an emphasis performance are executed simultaneously in the seventh embodiment. [Fig. 176] 23 is a time chart showing when the music is changed in the music selection performance in the seventh embodiment. [Fig. 177] 23 is a time chart showing a case where a power outage occurs immediately before a suppression function activation condition is satisfied in the seventh embodiment. [Fig. 178] 23 is a time chart showing a case where a power outage occurs immediately before an advance notification condition is satisfied in the seventh embodiment. [Fig. 179] 23 is a time chart showing a case where a power outage occurs after a suppression function activation condition is satisfied in the seventh embodiment. [Fig. 180] 23 is a time chart showing a case where a power outage occurs after an advance notification condition is satisfied in the seventh embodiment. [Fig. 181] A schematic diagram showing a first example of the winning ball number display presentation in the eighth embodiment. [Fig. 182] A schematic diagram showing a second example of the winning ball number display presentation in the eighth embodiment. [Fig. 183] A schematic diagram showing an example of the result effect and the gimmick effect in the eighth embodiment. [Fig. 184] A schematic diagram showing an example of the result effect and the gimmick effect in the eighth embodiment. [Fig. 185] 23A to 23C are schematic diagrams showing examples of emphasis effects and volume adjustment image effects in the eighth embodiment. [Fig. 186] A schematic diagram showing an example of a prize ball count-up presentation based on an over-winning performance in the eighth embodiment. [Fig. 187] A schematic diagram showing an example of a presentation when no game ball enters the big prize opening during the execution of a big win game in the eighth embodiment. [Fig. 188] A figure provided for explaining the character display in the winning ball number display presentation in the eighth embodiment. [Fig. 189] FIG. 23 is a schematic diagram illustrating a customization setting method according to the eighth embodiment. [Fig. 190] A schematic diagram showing an example of a varying character presentation in the 9th embodiment. [Fig. 191] A schematic diagram showing an example of a varying character display in the 9th embodiment (continuation of Figure 190). [Fig. 192] A schematic diagram showing an example of the jackpot character display in the ninth embodiment. [Fig. 193] FIG. 13 is a diagram showing the relationship between error types and error displays in the ninth embodiment. [Fig. 194] A schematic diagram for explaining the relationship between the error text display and the winning ball number display display in the 9th embodiment. [Fig. 195] A figure provided for explaining the relationship between error character presentation and changing character presentation in the ninth embodiment. [Fig. 196] A figure explaining the relationship between the error character presentation and the jackpot character presentation in the ninth embodiment. [Figure 197] 13A to 13C are diagrams illustrating the relationship between character effects and image transformation effects in the ninth embodiment. [Figure 198] FIG. 13 is a schematic diagram showing an example of display of a maker pattern in the ninth embodiment. [Figure 199] This is a schematic diagram used to explain the operation of the upper movable part and the lower movable part in the 9th embodiment. [Figure 200] A schematic diagram showing an example of a role-play effect in the 9th embodiment. [Figure 201] This is a schematic diagram showing an example of the role device performance in the ninth embodiment (continuation of Figure 200). [Fig. 202] This is a schematic diagram showing an example of the role-playing effect in the ninth embodiment (continuation of Figure 201). [Fig. 203] This is a time chart showing the case where initialization operation of movable parts is performed after power is restored accompanied by RAM clear processing in the 9th embodiment. [Fig. 204] This is a time chart showing the case where initialization operation of a movable part is performed after power is restored without RAM clearing processing in the 9th embodiment. [Fig. 205]A schematic diagram for explaining the relationship between the movable parts and the return image and right-hit notification image in the 9th embodiment. [Fig. 206] A schematic diagram for explaining the relationship between the initialization operation of the movable parts and the standby demo performance in the 9th embodiment. [Fig. 207] A front view of the game board of the tenth embodiment. [Fig. 208] 10(A) is a perspective view of a panel plate of the tenth embodiment, and FIG. 10(B) is a side view of a screw of the tenth embodiment. [Fig. 209] 10(A) is a side view of the game nail of the tenth embodiment, and FIG. 10(B) is a cross-sectional view showing a schematic state in which the game nail of the tenth embodiment is set in a game board. [Fig. 210] FIG. 23 is a cross-sectional view of a wind turbine according to a tenth embodiment. [Fig. 211] FIG. 23 is a diagram for comparing the planting postures of the game nails and the windmill nails of the tenth embodiment. [Fig. 212] FIG. 23 is a perspective view of an inner rail member of the tenth embodiment. [Fig. 213] 10(A) is a front view of the outlet of the tenth embodiment, (B) is a plan cross-sectional view of the outlet of the tenth embodiment (cross-sectional view shown along the arrow XX), and (C) is a side cross-sectional view of the outlet of the tenth embodiment (cross-sectional view shown along the arrow YY). [Fig. 214] FIG. 23 is a diagram for explaining the height of a step portion at an outlet in the tenth embodiment. [Fig. 215] FIG. 23 is a diagram for explaining the width of the outlet of the tenth embodiment. [Fig. 216] FIG. 23 is a diagram for explaining the height of the outlet in the tenth embodiment. [Fig. 217] FIG. 23 is a diagram for explaining the depth of the outlet in the tenth embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings.

[0011] [First embodiment] A front view and a rear view of the pachinko gaming machine PM according to this embodiment are shown in FIG. 1 and FIG. 2. First, the overall configuration of the pachinko gaming machine PM will be outlined with reference to these figures. The pachinko game machine PM according to this embodiment is a model that combines two functions equivalent to conventional type 1 pachinko game machines, and is capable of developing a first game (first special pattern game) and a second game (second special pattern game).

[0012] <Basic structure of a pachinko machine> First, the basic structure of the front side of the pachinko game machine PM will be described with reference to Fig. 1. As shown in Fig. 1, the pachinko game machine PM (also simply called "game machine PM") has an outer frame 1, which is a vertically oriented fixed holding frame configured to an outer rectangular frame size, and a front frame 2, which is configured to a rectangular frame size to match this and forms an opening / closing mounting frame, attached to the front of the opening so that it can be opened and closed sideways and can be attached and detached by upper and lower hinge mechanisms 3 arranged on the left edge of each front, and is always held in a closed state engaged and connected to the outer frame 1 by using a locking device 4 called a double lock provided on the right edge of the front.

[0013] A square glass frame 5 that fits the upper front area of ​​the front frame 2 is attached to the front frame 2 by using upper and lower hinge mechanisms 3 so that it can be opened and closed sideways and can be attached and detached, and is normally kept in a closed state covering the front of the front frame 2 by using a locking device 4. A game board 20 is removably set and held in the front frame 2, and the game area PA in front of the game board 20 can be seen through the double-glazing of the glass frame 5 that is normally kept closed.

[0014] On the front side of the glass frame 5, there are provided a frame lamp (LED lamp) 10 that emits light according to the development status of the game, and a speaker 11 that generates sound effects according to the development status of the game. On the lower part of the glass frame 5, there are provided upper and lower ball trays (upper ball tray 8 and lower ball tray 9) that store game balls, and on the front center of the upper ball tray 8, there is provided a performance button (performance switch) 15 that is pressed by the player, and on the front right side of the lower ball tray 9, there is provided a launch handle 12 that launches the game balls. In the following, for convenience, the operation input means for performance is referred to as the "performance button 15", but the performance button 15 in this example is used as a concept including all operation input means, such as an on / off button-type switch, a cross-shaped switch (cross key, cross button) that outputs according to the direction of the operation input, a tilt-operated lever-type switch, a rotary-operated dial switch, a proximity switch that outputs when the player's hand approaches or touches it, a touch sensor, a touch panel, etc.

[0015] The game board 20 is constructed based on a substrate formed in a rectangular flat plate shape using synthetic resin materials such as acrylic resin, polycarbonate resin, ABS resin, etc. On the front surface of the game board 20, an outer rail 41 and an inner rail 42 are fixed in an arc shape to define a substantially circular game area PA in which game balls can roll. In addition, a guide passage (not shown) for guiding game balls to the game area PA is formed by the outer rail 41 and the inner rail 42, and a ball return prevention valve 43 is disposed near the exit opening for game balls in the guide passage (at the tip of the inner rail 42) to prevent game balls released from the exit opening into the game area PA from returning back to the guide passage. In this game area PA, in addition to the windmill and numerous game nails, various winning ports such as the first start port 51, the second start port 52, the operating gate 53, the big winning port 54, and the general winning ports 61, 62, 63, and 64 are provided, as well as various display devices such as the first special symbol display device 71, the second special symbol display device 72, the first special symbol reserve lamp 73, the second special symbol reserve lamp 74, the normal symbol display device 75, and the normal symbol reserve lamp 76. A center ornament 21 is disposed approximately in the center of the game area PA, and the screen of the performance display device 70 is provided so as to be visible through the central opening of this center ornament 21.

[0016] The play area PA is divided into a left area PA1, which is the area to the left of the center ornament 21 (the area of ​​the board corresponding to left-handed play), and a right area PA2, which is the area to the right of the center ornament 21 (the area of ​​the board corresponding to right-handed play), based on the center ornament 21, which is approximately in the center. A top plate portion 22 that faces the outer rail 41 in the vertical direction is integrally formed on the upper part of the center ornament 21. On the extension of the above-mentioned guide passage, a communication passage 44 through which the game balls can pass to the right area PA2 is formed between the top plate portion 22 and the outer rail 41. In this embodiment, the game balls flowing down the left area PA1 can mainly enter any one of the first start opening 51 and the general winning openings 61 to 63 arranged below the center ornament 21. On the other hand, the game balls flowing down the right area PA2 can mainly enter any one of the operation gate 53, the general winning opening 64, the second start opening 52, and the large winning opening 54 arranged to the right of the center ornament 21. At the lower end of the game area PA, an outlet 29 is provided to discharge the game balls that roll down without entering each winning opening to the back side of the game board 20. Hereinafter, each component provided on the game board 20 will be described in order.

[0017] The first start hole 51 is provided as a start winning hole corresponding to the first special symbol game, and is equipped with a first start hole switch 511 for detecting the entry of a game ball. This first start hole 51 is a winning hole that is always open and opens upward, and is mainly capable of receiving game balls (game balls hit to the left) that flow down the left side area PA1. The entry of a game ball into the first start hole 51 triggers the drawing of the first special symbol. In this embodiment, the special symbol that is displayed variably or stationarily on the first special symbol display device 71 is referred to as the "first special symbol."

[0018] The second start hole 52 is provided as a start winning hole corresponding to the second special symbol game, and is equipped with a second start hole switch 521 for detecting the entry of a game ball. This second start hole 51 is arranged in the right area PA2, which is a board area corresponding to right hitting, and is mainly capable of receiving game balls (game balls hit to the right) flowing down the right area PA2. The entry of a game ball into the second start hole 52 triggers the selection of the second special symbol. In this embodiment, the special symbol displayed as a variable or stationary display on the second special symbol display device 72 is referred to as the "second special symbol." This second start hole 52 is equipped with a normal electric role 522, generally called an electric chute, and a normal electric role solenoid 523 for driving the normal electric role 522 to open and close. The normal electric device 522 is variable between an open state where the game ball can or easily enters and a closed state where the game ball cannot or has difficulty entering the second starting hole 52. In other words, the normal electric device 522 is structured so that the game ball is difficult to enter the second starting hole 52 unless it is displaced to the open state, and when it is opened at a predetermined opportunity (opportunity to win the normal pattern lottery) described later, the game ball becomes easy to enter. This normal electric device 522 is equipped with a movable member 524 that slides back and forth to open and close the second starting hole 52. The movable member 524 is slidable in the front-rear direction (direction perpendicular to the board surface) between a closed position (protruding position) that closes the second starting hole 52 to make it impossible or difficult for the game ball to enter, and an open position (retracted position) that opens the second starting hole 52 to make it possible or easy for the game ball to enter. The upper surface of the movable member 524 has a passage width of at least about one game ball in the front-rear direction, and is formed to slope downward from the right side to the left side when viewed from the front. Therefore, when the movable member 524 is in the closed position (when the second starting port 52 is in a closed state), the game ball can flow down using the upper surface of the movable member 524 as a guide path, and flows down the guide path from the right side to the left and falls from the left end of the normal electric role object 522.

[0019] The actuation gate 53 is provided as a start winning hole corresponding to a normal symbol game, and is equipped with an actuation gate switch 531 for detecting the passage of a game ball. The passage of a game ball through the actuation gate 53 triggers a normal symbol lottery for determining whether or not the second start hole 52 is opened.

[0020] The large prize opening 54 is formed as a horizontally rectangular prize opening that opens when the result of the lottery on whether the first or second special symbol is a big win or a small win is obtained. The large prize opening 54 is equipped with a large prize opening switch 541 for detecting the entry of a game ball, a special electric device 542 generally called an attacker, and a large prize opening solenoid 543 for driving the special electric device 542 to open and close. The special electric device 542 is variable between an open state in which game balls can or easily enter, and a closed state in which game balls cannot or have difficulty entering the large prize opening 54. In this example, the large prize opening 54 is provided in the right area PA2 of the game area PA. Therefore, in special games (big win games, small win games), when shooting the game ball, it is easier to get the ball into the big win opening 54 by aiming at the right side area PA2, that is, by hitting it to the right.

[0021] The general winning openings 61-63 are disposed in the left side area PA1, which is a board area corresponding to left-handed play, and game balls that flow down the left side area PA1 can enter the general winning openings 61-63. The general winning openings 61-63 are equipped with a left general winning opening switch 611 for detecting the entry of game balls. From the viewpoint of cost reduction, etc., this left general winning opening switch 611 is configured as a common sensor (single sensor) for the three general winning openings 61-63, and can detect the entry of game balls into any of the general winning openings 61-63.

[0022] The general winning opening 64 is disposed in the right area PA2, which is a board area corresponding to right-handed play, and game balls that flow down the right area PA2 can enter the general winning opening 64. The general winning opening 64 is equipped with a right general winning opening switch 641 for detecting the entry of game balls. Note that the entry of game balls into each of the general winning openings 61 to 64 does not trigger the drawing of a lottery for a special or normal symbol, but it does trigger the acquisition of prize balls, just like the other winning openings (excluding the operating gate 53).

[0023] The first special pattern display device 71 performs a variable display and a final display of the first special pattern when the game ball enters the first starting hole 51. This first special pattern display device 71 is composed of, for example, eight LED lamps, and the variable display of the first special pattern is expressed according to the blinking pattern of the lamps, and the first special pattern is finalized and displayed when the lamps stop blinking and switch to a lit display.

[0024] The second special symbol display device 72 performs a variable display and a final display of the second special symbol when the game ball enters the second starting hole 52. This second special symbol display device 72 is composed of, for example, eight LED lamps, and the variable display of the second special symbol is expressed according to the blinking pattern of the lamps, and the second special symbol is finalized and displayed when the lamps stop blinking and switch to a lit display.

[0025] The first special symbol reserved lamp 73 and the second special symbol reserved lamp 74 are each composed of, for example, two LED lamps, and the number of activated reserved balls (maximum of four for each) of the first special symbol and the second special symbol are expressed by the lighting and blinking of the lamps. The number of activated reserved balls of the first special symbol is a number related to a random number value obtained based on a ball entering the first start hole 51 during the fluctuation of the first special symbol or the second special symbol or during the execution of a jackpot game, and indicates the number of times that the acquired random number value is reserved, that is, the number of times that the hit / miss judgment is temporarily suspended until the hit / miss judgment permission condition (the fluctuation start condition) is satisfied for the acquired random number value. Similarly, the number of activated reserved balls of the second special symbol is a number related to a random number value obtained based on a ball entering the second start hole 52 during the fluctuation of the first special symbol or the second special symbol or during the execution of a jackpot game, and indicates the number of times that the acquired random number value is reserved, that is, the number of times that the hit / miss judgment is temporarily suspended until the hit / miss judgment permission condition (the fluctuation start condition) is satisfied for the acquired random number value.

[0026] The normal symbol display device 75 is composed of, for example, two LED lamps, and displays the variation and confirmation of normal symbols. The normal symbol reserve lamp 76 is composed of, for example, four lamps, and the number of lamps lit corresponds to the number of reserved normal symbol variations (the number of normal symbol variations that have not yet been executed). In addition, on the left side of the normal symbol display device 75, a round indicator 77 is provided that displays the number of rounds (unit games) in the jackpot game (number of rounds: the number of times the special electric device 542 operates consecutively).

[0027] The performance display device 70 mainly performs a variable performance of a decorative pattern that is displayed or stopped in conjunction with the first special pattern or the second special pattern, and a notice performance that suggests or notifies the expectation of a big win in a foreshadowing manner. The display device 70 displays a performance image including the above, and displays a reserved display corresponding to the first special symbol and the second special symbol's operating reserved ball. Specifically, on the screen of the performance display device 70, there are provided a decorative symbol display area 700 in which a change display of the decorative symbol and a notice display are performed, a reserved image display area 710 in which reserved images of the first special symbol and the second special symbol are displayed in synchronization with the first special symbol reserved lamp 73 and the second special symbol reserved lamp 74, and a changing image display area 720 in which a changing image corresponding to the change display is displayed. In this embodiment, a liquid crystal display device is used as the performance display device 70. The decorative pattern display section 700 is provided with three display areas (left pattern display area Z1, middle pattern display area Z2, right pattern display area Z3) that are variable display areas of decorative patterns on a predetermined effective line (not shown), and the left pattern of the decorative pattern is displayed in a stopped state in correspondence with the left pattern display area Z1, the middle pattern of the decorative pattern is displayed in correspondence with the middle pattern display area Z2, and the right pattern of the decorative pattern is displayed in correspondence with the right pattern display area Z3. The reserved image display section 710 displays a reserved image (reserved icon) corresponding to the activated reserved ball of the first special pattern and a reserved image (reserved icon) corresponding to the activated reserved ball of the second special pattern. The reserved images are displayed in order according to the order of occurrence of the activated reserved ball of the special pattern (ball entry order), and a maximum of four reserved images of the first special pattern and a maximum of four reserved images of the second special pattern can be displayed. In addition, in the changing image display area 720, a changing image (changing icon) corresponding to the currently executed changing display is displayed.

[0028] The center ornament 21 is installed around the performance display device 70, and has functions such as a flow path for game balls, protection of the performance screen, decoration, etc. The center ornament 21 is provided with a movable role 24 that executes performance operations according to the development status of the game. The movable role 24 is configured with a motor M (e.g., a stepping motor) as a drive source. In addition, the game board 20 is provided with a board lamp (LED lamp) 25 that emits light according to the development status of the game. In the following explanation, for convenience, the frame lamp 10 and the board lamp 25 are also collectively referred to as the "performance lamp LP".

[0029] Next, the basic structure of the rear side of the pachinko game machine PM will be described with reference to Fig. 2. On the rear side of the front frame 2, a rear set board 30, which is based on a base frame formed in a rectangular frame shape somewhat smaller than the front frame 2 and has a window communicating front and rear in the center, is connected to the rear of the front frame 2 via upper and lower hinge mechanisms 3 so that it can be opened and closed sideways and can be attached and detached. A rear set cover 30C, which is a rectangular box shape with an open front, is attached detachably to this rear set board 30, and is always disposed to cover the rear side of the game board 20 attached to the front frame 2 (thereby, the main control board 100, the performance control board 200, and the image control board 300 described later are covered by the rear set cover 30C).

[0030] The various parts of the rear set board 30 include a storage tank 31 for storing a large number of game balls, a tank rail 32 extending from the storage tank 31 to the right with a gentle downward slope, a ball supply passage section 33 connecting to the right end of the tank rail 32 and extending downward, a prize ball payout unit 34 that pays out the game balls guided by the ball supply passage section 33, and a prize ball passage section 35 for guiding the game balls paid out from the prize ball payout unit 34 to the upper ball tray 6.

[0031] On the rear side of the game board 10, there are attached a main control board 100 that controls the overall operation of the pachinko game machine PM, a performance control board 200 that controls the overall performance, an image control board 300 that controls image display and sound effects according to the game development, etc. On the other hand, on the rear side of the back set board 30, there are attached a payout control board 400 that controls the launch and payout of game balls, a power supply board 500 that receives power from the game facility and supplies power to various control boards and electric / electronic components, an external information terminal board 600 (see FIG. 3) that outputs external information signals (external terminal signals) to the outside of the game machine PM, etc. Note that these control boards are arranged at predetermined positions on the rear of the game board 20 or the rear of the back set board 30 in an assembled state housed in a transparent resin board case having a crimping structure and a sealing seal structure to prevent unauthorized modification. These control boards and the various electrical and electronic components of the pachinko gaming machine PM are interconnected via harnesses (connector cables) to configure the pachinko gaming machine PM so that it can be operated.

[0032] <Control configuration of pachinko machines> Next, each control board mounted on the pachinko gaming machine PM according to this embodiment will be described with additional reference to Fig. 3. Fig. 3 is a control block diagram showing the control configuration of the pachinko gaming machine PM.

[0033] The main control board 100 is equipped with a main control microcomputer (one-chip microcomputer) 110, which is configured to include a main CPU 101 that performs various arithmetic processing related to the game, a ROM 102 that stores control programs and various data, a RAM 103 that functions as a work area and buffer memory that serves as a temporary storage area, and an I / O port circuit 104 that inputs and outputs signals between peripheral boards and each device, and is configured so that the main CPU 101 executes main control related to the progress of the game according to the control program stored in the ROM 102. In addition, although not shown in the figure, the main control board 100 is equipped with a clock circuit that divides the clock signal from a crystal oscillator to generate an internal system clock, a WDT circuit that resets the main CPU 101 when it malfunctions or goes out of control and returns it to a normal state, a CTC circuit that enables real-time interrupt generation and time measurement, and a random number generation circuit that operates as a system separate from the program processing (software random number) by the main CPU 101 to generate a predetermined random number (built-in random number), and these are connected to each other via an internal bus.

[0034] The main CPU 101 executes various processes related to the main control of the game by reading out various control programs stored in the ROM 102 and performing arithmetic processing based on detection information from each switch, etc. The RAM 103 is a backup RAM as a non-volatile storage means backed up by a backup power supply generated in the power supply board 500. In the event of a power outage, the backup area of ​​the RAM 103 is an area for storing data such as a stack pointer and each register held at the time of the power outage, and when the power is turned on (when the power is restored after the power outage), the state of the gaming machine is restored to the state before the power outage based on the information in the backup area.

[0035] The main control board 100 is also electrically connected to the first start port switch 511, the second start port switch 521, the operation gate switch 531, the big prize port switch 541, the left general prize port switch 611, the right general prize port switch 641, etc., and inputs detection signals from various switches to the main CPU 101 via the I / O port circuit 104. The main control board 100 is also electrically connected to the first special symbol display device 71, the second special symbol display device 72, the first special symbol hold lamp 73, the second special symbol hold lamp 74, the normal symbol display device 75, and the normal symbol hold lamp 76, and is also electrically connected to the normal electric role solenoid 523 and the special electric role solenoid 543, and transmits control signals from the main CPU 101 to various display means and various solenoids via the I / O port circuit 104. The main control board 100 is also electrically connected to an external information terminal board 600, and transmits game information signals from the main CPU 101 to the external terminal board 600 via the I / O port 104. This external information terminal board 600 transmits various external information signals to external devices (such as a data display device or hall computer) installed outside the gaming machine PM based on the game information signals transmitted from the main control board 100. The game information signals transmitted from the main control board 100 may be input to the external information terminal board 600 via, for example, the payout control board 300.

[0036] The main control board 100 and the performance control board 200 are connected by eight parallel signal lines and one strobe line, and are connected so that communication is possible in only one direction, from the main control board 100 to the performance control board 200, and various performance control commands are sent from the main control board 100 to the performance control board 200. Sending data from the performance control board 200 to the main control board 100 It is not possible to request the main control board 100 to transmit data.

[0037] The performance control board 200 is equipped with a performance control microcomputer (one-chip microcomputer) 210, which is configured with a sub-main CPU 201 that performs various arithmetic processing related to game performance based on a performance control command from the main control board 100, a ROM 202 that stores a performance control program and various data, a RAM 203 that functions as a work area and buffer memory that serves as a temporary storage area, and an I / O port circuit 204 that inputs and outputs signals between peripheral boards and each device, and the sub-main CPU 201 is configured to execute main control related to game performance according to the control program stored in the ROM 202. In addition, although not shown in the figure, the performance control board 200 is equipped with a clock circuit that divides the clock signal from a crystal oscillator to generate an internal system clock, a WDT circuit that resets the sub-main CPU 201 when it malfunctions or goes out of control and returns it to a normal state, a TPU circuit that outputs various signals based on the system clock, an interrupt controller that activates various interrupts such as a timer interrupt based on a signal from the TPU circuit, a serial communication circuit for inputting and outputting serial data, and the like, which are connected to each other via an internal bus.

[0038] The performance control board 200 generates image control commands that instruct the image control board 300 on images and sounds, lamp control signals (lamp data) for controlling the lamp connection board 91, drive control signals (drive data) for controlling the motor driver 92, and the like, in a performance control process based on the performance control commands from the main control board 100. The performance control board 200 is connected to the image control board 300 so that two-way communication is possible, and image control commands related to images and sounds are transmitted from the performance control board 200 to the image control board 300, while in response, a response command (ACK command) indicating that the image control command was normally received is transmitted from the image control board 300 to the performance control board 200.

[0039] The performance control board 200 is also electrically connected to a lamp connection board 91 equipped with multiple LED drivers, and transmits a lamp control signal (lamp data) for controlling the lamp connection board 91 via a serial communication circuit. In this example, the performance control board 200 and the lamp connection board 91 use clock-synchronized serial communication, and the lamp control signal is transmitted bit by bit via a signal line (clock line) separate from the data line for transmitting lamp data, in synchronization with a clock signal. The lamp connection board 91 has a built-in LED driver that functions by receiving a lamp control signal for driving LEDs transmitted from the performance control board 200, and controls the lighting or extinguishing of the performance lamp LP by switching on / off a switch in the circuit based on this lamp control signal to supply or cut off a driving current to the performance lamp LP.

[0040] Furthermore, the performance control board 200 is electrically connected to a plurality of motor drivers 92, and transmits drive control signals (drive data) for controlling the motor drivers 92 to the motor drivers 92 via an I / O port circuit 204. The motor drivers 92 supply or cut off drive current to the stepping motors of the movable props 24 by switching on / off switches in the circuit based on the drive control signals for prop driving transmitted from the performance control board 200, thereby controlling the operation of each movable prop 24. Note that a parallel communication method is used for transmitting data to the motor drivers 92.

[0041] The image control board 300 is equipped with an image control microcomputer (one-chip microcomputer) 310, which is configured with a sub-sub CPU 301 that performs various arithmetic processing related to image performance based on image control commands from the performance control board 200, a ROM 302 that stores image control programs and various data, a RAM 303 that functions as a work area and buffer memory that serves as a temporary storage area, and an I / O port circuit 304 that inputs and outputs signals between peripheral boards and each device. The sub-sub CPU 301 is configured to execute main control related to image performance according to the control program stored in the ROM 302. In addition, the image control board 300 is equipped with a VDP that generates image data according to the performance content based on a control signal obtained from the sub-sub CPU 301, and a sound source IC that generates sound data according to the performance content based on a control signal obtained from the sub-sub CPU 301, although not shown in the figure. The VDP is a so-called image processor, and reads image data stored in the image ROM in response to an instruction from the sub-sub CPU 301, processes the image data, and transmits the generated video signal (image data) to the performance display device. A high-speed VRAM used for expanding and processing the image data read from the image ROM is connected to this VDP. The sound source IC reads sound data stored in the sound ROM in response to an instruction from the sub-sub CPU 301, synthesizes the sound data, and outputs the generated sound data to the speaker 11 via an amplifier (digital amplifier).

[0042] The payout control board 400 is mainly composed of a payout CPU 401, a ROM 402, and a RAM 403. The payout control board 400 is connected to the main control board 100 so as to be capable of two-way communication, and executes control for driving the prize ball payout unit 34 to pay out prize balls based on a payout control command from the main control board 100, and executes control for firing game balls by synchronously driving the ball feed mechanism 13 and the firing mechanism 14 based on the amount of operation of the firing handle 12.

[0043] The power supply board 500, although not shown in detail, is configured to include a normal power supply circuit for generating a normal power supply used by each control board based on a primary power supply supplied from the power supply equipment of the game island, a backup power supply circuit for generating a backup power supply, and a power interruption monitoring circuit for monitoring a power interruption due to a voltage drop, and supplies the power required for each control board, electronic and electrical components of the game equipment, etc. A power switch for starting the power supply circuit is connected to the power supply board 500, and assuming that a primary power supply is supplied from the power supply device of the game island, when the power switch is turned on, a predetermined power supply is supplied from the normal power supply circuit of the power supply board 500 to each control board, etc. The power supply board 500 is configured to be able to detect that the power supply from the power supply device of the game island has been interrupted, and when a power interruption is detected, a power interruption signal (NMI signal) notifying the fact is transmitted to the main control board 100, the performance control board 200, and the payout control board 400. The backup power supply circuit is configured to be charged when power is supplied to the pachinko game machine PM from the power supply device of the game island. Also, a RAM clear switch (not shown) is connected to the power supply board 500 for temporarily erasing the temporary storage contents of the RAM 103 of the main control board 100 and setting the initial value when the power supply of the pachinko game machine PM is turned on. The RAM clear switch may be configured to be connected to the main control board 100, for example, instead of the power supply board 500.

[0044] The external information terminal board 600 outputs an external information signal (outer end signal) to the outside of the gaming machine PM based on the gaming information signal from the main control board 100. The external information signal output by the external information terminal board 600 to an external device outside the machine as external information includes, for example, a big win signal, a winning streak signal, a symbol determination signal, a prize ball signal (also called a prize ball information signal), a door frame opening signal, a security signal (also called a security information signal), a magnetic sensor abnormality signal, a disconnection / short circuit power supply abnormality signal, an abnormal sensor detection (ball entry time abnormality, etc.) signal, and the like. In addition, the external device installed outside the gaming machine PM includes a data display and a hall computer. The data display is a device installed on the top of the gaming machine PM and displays data (game information) related to the operating state of the gaming machine PM based on the external information signal output from the gaming machine PM. The game information displayed on the data display is useful information for a player to use in selecting a gaming machine. The hall computer is a device that collects the operating status of each gaming machine (including this gaming machine PM) based on external information signals output from each gaming machine installed in the hall of the gaming parlor, and manages the operating status of each gaming machine. This hall computer may be electrically connected to the gaming machine PM via a data display, but it may also be electrically connected to the gaming machine PM without going through the data display. It may be continued.

[0045] <Basic operation of pachinko machines> The pachinko game machine PM configured as above is provided for play with the outer frame 1 fixedly installed on the game island of the game facility, and the front frame 2, glass frame 5, etc., closed and locked. The game is started by storing game balls in the upper ball tray 8 and rotating the launch handle 12. When the launch handle 12 is rotated, the game balls stored in the upper ball tray 8 are sent one by one to the launch mechanism 14 by the ball sending mechanism 13 arranged on the back side of the glass frame 5, and are shot out by the launch mechanism 14 into the game area PA. At this time, when the launch handle 12 is operated by less than a predetermined amount, the game balls do not reach the right area PA2 and flow down the left area PA1. A left flow path is formed in this left area PA1 to allow the game balls to flow down toward the first start opening 51 and the general winning openings 61 to 63. On the other hand, when the launch handle 12 is operated by a predetermined amount or more, the game ball reaches the right area PA2 and flows down the right area PA2. In this right area PA2, a right flow path is formed for causing the game ball to flow down toward the actuation gate 53, the general winning hole 64, the second start hole 52, and the big winning hole 54. In this way, the game ball flowing down the left area PA1 or the right area PA2 can enter any one of the first start hole 51, the second start hole 52, the actuation gate 53, the big winning hole 54, and the general winning holes 61 to 64 according to the path allocated in the left area PA1 or the right area PA1, while if the ball does not enter any of the winning holes, it flows down to the out hole 29.

[0046] When a game ball flowing down the game area PA enters any of the first start opening 51, the second start opening 52, the big prize opening 54, and the general prize openings 61-63, the prize ball according to the type of the winning opening is paid out to the upper ball tray 8 or the lower ball tray 9 by the prize ball payout unit 34. In this embodiment, the number of prize balls paid out when one game ball enters each winning opening (referred to as the "unit prize ball number") is set as "4 balls" for the first start opening 51, "1 ball" for the second start opening 52, "3 balls" for the general prize openings 61-64, and "15 balls" for the big prize opening 54. Note that the unit prize ball number for each winning opening is not limited to the number exemplified in this embodiment, and other unit prize ball numbers may be applied. For example, the unit prize ball number for the first start opening 51 may be "1 ball" instead of "4 balls". Also, the number of the second starting openings 52 may be "3" instead of "1". Also, the number of the general winning openings 61-64 may be "5" instead of "3". Also, the number of the large winning openings may be "10" instead of "15".

[0047] When a game ball enters the first start hole 51 or the second start hole 52, a random number value of a special symbol is obtained, and the random number value is temporarily stored as an activation reserved ball of the special symbol up to a predetermined upper limit. Then, when a predetermined start condition (a condition for starting the variation of a special symbol described later) is established, a hit / miss judgment of the special symbol, a pattern judgment, and a variation pattern judgment are performed for the random number value of the first activation reserved ball, and the special symbol is displayed in a variable manner on the first special symbol display device 71 or the second special symbol display device 72, and the decorative symbol is displayed in a variable manner on the performance display device 70 in a variable manner. The variable display of the special symbol and the decorative symbol is stopped and displayed synchronously after the variation time corresponding to the selected variation pattern has elapsed.

[0048] When the first special symbol or the second special symbol is displayed in a fixed manner indicating a jackpot, the game proceeds to a special game (jackpot game) which is more advantageous to the player than the normal game. In each round game (unit game) of the jackpot game, an opening and closing operation is performed to change the jackpot winning hole 54 to an open state only once or multiple times. When a specified number of game balls enter the jackpot winning hole 54 or the opening time of the jackpot winning hole 54 reaches the opening limit time, the currently executed round game ends. Here, the stopping mode of the decorative symbol indicating a jackpot is, for example, a mode in which the types of three symbols match. In this embodiment, when the special symbol and the decorative symbol are displayed in a fixed manner indicating a jackpot, multiple round games (unit games) are executed as the jackpot game.

[0049] In this embodiment, when a predetermined jackpot is won, the probability variation function of the special symbol may be activated from the end of the jackpot game until the number of times the special symbol changes reaches a predetermined final number. When the probability variation function of the special symbol is activated, the jackpot probability of the special symbol lottery transitions from a normal low probability state to a high probability state, so that a new jackpot (jackpot game) occurs relatively quickly. The probability variation function of the special symbol may be continued until the next jackpot occurs. In addition, the predetermined final number may be set to "10,000 times", which is substantially equivalent to the number of times the display changes until the next jackpot occurs.

[0050] In addition, after the big win game is over, a special symbol fluctuation time shortening function may be activated in conjunction with or independently of the special symbol probability fluctuation function. When the special symbol fluctuation time shortening function is activated, the average fluctuation time of the special symbols and decorative symbols tends to be shorter than usual, and the number of special symbol lottery draws per unit time increases (the ease of winning a big win per unit time can be increased).

[0051] Furthermore, after the big win game is over, the electric chute support function (also simply called "electric support") may be activated in conjunction with or independently of the special symbol variation time shortening function. The electric chute support function is a state in which the ease of scoring into the second starting hole 52 is increased (also called the "electric support state" or "easy scoring state") by activating the normal symbol probability variation function, normal symbol variation time shortening function, and normal electric role 522 opening extension function. When the normal symbol probability variation function is activated, the normal symbol win probability is higher than in the normal state. When the normal symbol variation time shortening function is activated, the normal symbol variation time is shortened. When the normal electric role 522 opening extension function is activated, the normal electric role 522 opening time is extended more than in the normal state. In this easy-to-enter state, the number of times the normal symbols change per certain time period is more likely to increase than usual, and the ease of entering the second starting hole 52 also increases, so the possibility of an increase in the number of balls entering the second starting hole 52 also increases. Therefore, by activating the electric chute support function, the chances of winning a prize ball by entering the second starting hole 52 during that period increase, making it possible to continue playing without losing much of the balls you have. In other words, the "base," which is the ratio of the number of prize balls to the number of game balls fired, becomes higher. Hereinafter, the state in which the electric chute support function is activated is also referred to as the "high base state," and the state in which the electric chute support function is not activated is also referred to as the "low base state."

[0052] <Major functional configuration of pachinko machines> Next, various functions of the pachinko game machine PM (mainly the main control board 100 / performance control board 200) according to this embodiment will be described with additional reference to Fig. 4. Fig. 4 is a functional block diagram of the game machine PM (mainly the main control board 100 / performance control board 200).

[0053] 4, the main control board 100 includes a ball entry determination means 110, a game lottery random number generation means 120, a reserve control means 130, a pre-determination means 135, a special symbol lottery processing means 140, a normal symbol lottery processing means 145, a special game control means 150, a symbol display control means 155, an electric role control means 160, a game state control means 165, an error monitoring control means 170, a main information storage means 180, and a command transmission / reception means 190. Each of the above-mentioned means in the main control board 100 is a functional representation of the main CPU 101, ROM 102, RAM 103, electronic circuits, and other hardware provided on the main control board 100, and software such as a control program stored in the ROM 102, etc.

[0054] The ball entry determination means 110 determines whether a game ball has entered each winning port based on detection signals from the first start port switch 511, the second start port switch 521, the operation gate switch 531, the special prize port switch 541, the general prize port switches 611, 641, etc. When the ball entry determination means 110 detects a game ball entering the first start port switch 511, it generates a performance control command indicating this (referred to as a "first start port entry command") and activates the second start port switch 52. If the entry of a game ball is detected by operation gate switch 531, a presentation control command indicating this is generated (referred to as the "second start gate entry command"), if the passage of a game ball is detected by operation gate switch 531, a presentation control command indicating this is generated (referred to as the "operation gate entry command"), if the entry of a game ball is detected by large prize gate switch 541, a presentation control command indicating this is generated (referred to as the "large prize gate entry command"), if the entry of a game ball is detected by left general prize gate switch 611, a presentation control command indicating this is generated (referred to as the "left general prize gate entry command"), and if the entry of a game ball is detected by right general prize gate switch 611, a presentation control command indicating this is generated (referred to as the "right general prize gate entry command"), and these are temporarily stored in the command storage area of ​​main information storage means 180.

[0055] The game lottery random number generating means 120 takes in the built-in random numbers generated by the random number generating circuit of the main control microcomputer 110 by software, and generates a random number for a special symbol used in the lottery to determine whether or not a special symbol will be won by adding a software random number for a special symbol, which will be described later, to the built-in random numbers. The game lottery random number generating means 120 also includes a random number counter for generating various software random numbers by program processing of the main CPU 101. These random number counters serve as a random number generating means for generating random numbers by software. These software random numbers include soft random numbers per special pattern which are added to the aforementioned built-in random number to generate winning random numbers, soft initial value random numbers per special pattern which determine the initial value for a new update after one cycle of updating the soft random numbers per special pattern is completed, special pattern stopping pattern random numbers used to determine the winning pattern (the combination of patterns that will activate the condition device) as the stopping pattern for the special pattern, special pattern stopping pattern initial value random numbers which determine the initial value for a new update after one cycle of updating the special pattern stopping pattern random numbers is completed, special pattern changing pattern random numbers which are used to select the changing pattern of the special pattern, random numbers per normal pattern which are used to draw the winning or losing results of normal patterns, initial value random numbers per normal pattern which determine the initial value for a new update after one cycle of updating the random numbers per normal pattern is completed, and normal pattern changing pattern random numbers which are used to select the changing pattern of the normal pattern. These software random numbers are updated once each time a timer interrupt process occurs (increment, decrement, add prime numbers, etc.), and the initial value random numbers are updated using the remaining time of the interrupt period even when the timer interrupt process is not being executed (during loop processing).

[0056] The reservation control means 130 includes a special symbol reservation control means 131 and a normal symbol reservation control means 132.

[0057] The special symbol reservation control means 131 acquires the random number values ​​for the special symbol game, such as the random number value for the special symbol, the random number value for the symbol, and the random number value for the special symbol variation pattern, when a game ball enters the first start hole 51 or the second start hole 52, and manages the random number values ​​as the operation reserved ball information of the first special symbol or the second special symbol. The special symbol reservation control means 131 temporarily stores the operation reserved ball information of the first special symbol or the second special symbol up to a predetermined upper limit number (4 pieces) in the first special symbol reservation storage area or the second special symbol reservation storage area of ​​the main information storage means 180 in a form combined with the entry order of the reserved balls.

[0058] The first special symbol reserved storage area and the second special symbol reserved storage area are respectively provided with a reserved 1 memory area (first reserved memory area), a reserved 2 memory area (second reserved memory area), a reserved 3 memory area (third reserved memory area), and a reserved 4 memory area (fourth reserved memory area) in the order of balls entering the starting ports 51, 52. Each reserved memory area can store a set of random numbers per special symbol, symbol random numbers per special symbol, and special symbol variation pattern random numbers as operating reserved ball information. The operating reserved ball information is stored in the order of the reserved 1 memory area, the reserved 2 memory area, the reserved 3 memory area, and the reserved 4 memory area, while it is consumed in the order of the reserved 1 memory area, the reserved 2 memory area, the reserved 3 memory area, and the reserved 4 memory area (first in, first out principle). Also, when the reserved ball information in the reserved 1 memory area is consumed, the reserved 2 memory area, the reserved 3 memory area, and the reserved 4 memory area are consumed. The reserved ball information stored in the reserved ball area is shifted to the lower numbered memory area, and the contents of the reserved ball 4 memory area are cleared to zero.

[0059] The special symbol reserved control means 131 also has a first special symbol reserved ball number counter for counting the number of activated reserved balls of the first special symbol, and a second special symbol reserved ball number counter for counting the number of activated reserved balls of the second special symbol. As an update process of the number of activated reserved balls of the special symbol, the special symbol reserved control means 131 adds 1 to the corresponding counter every time an activated reserved ball of the special symbol is acquired, and subtracts 1 from the corresponding counter every time an activated reserved ball of the special symbol is consumed.

[0060] In addition, when the special symbol reservation control means 131 updates (adds or subtracts) the number of activated reserved balls of the first special symbol or the second special symbol, it generates a performance control command (referred to as a "symbol memory number command") including the update information of the number of reserved balls, and temporarily stores this in the command storage area of ​​the main information storage means 180. This one command includes information on both the number of activated reserved balls of the first special symbol and the number of activated reserved balls of the second special symbol. In principle, the activated reserved balls of each special symbol are consumed in the order in which they entered, but in this embodiment, a so-called priority consumption is adopted in which the variable display of the second special symbol is given priority over the first special symbol, so that while an activated reserved ball related to the second special symbol game exists, the activated reserved ball related to the second special symbol game is preferentially consumed regardless of the existence of an activated reserved ball related to the first special symbol game. In addition, under this priority consumption, if an activated ball with a second special pattern is present, the consumption of the activated ball with the first special pattern will be put on hold even if an activated ball with a first special pattern is also present.

[0061] The normal symbol reservation control means 132 acquires the random numbers for the normal symbol game, such as the random number for the normal symbol, the random number for the symbol for the normal symbol, and the random number for the normal symbol variation pattern, when a game ball enters the activation gate 53, and manages the random numbers as activation reserved ball information for the normal symbol. The normal symbol reservation control means 132 temporarily stores the activation reserved ball information for the normal symbol up to a predetermined upper limit number (4 pieces) in the normal symbol reservation storage area of ​​the main information storage means 180 in a form combined with the entry order of the reserved balls. The normal symbol reservation control means 132 also has a normal symbol reserved ball number counter for counting the number of activation reserved balls for the normal symbol. As an update process of the reserved ball number for the activation normal symbol, the normal symbol reservation control means 132 adds 1 to the corresponding counter every time an activation reserved ball for the normal symbol is acquired, and subtracts 1 from the corresponding counter every time an activation reserved ball for the normal symbol is consumed.

[0062] When the pre-judgment means 135 acquires an activated reserved ball of a special symbol at a predetermined pre-judgment timing, it executes a pre-judgment for a pre-reading notice on the activated reserved ball. An example of the above pre-judgment timing is when any of the following conditions is satisfied: (1) when an activated reserved ball of a first special symbol is acquired while waiting for a win and the electric chute support function is not in operation, (2) when an activated reserved ball of a second special symbol is acquired while waiting for a win and the electric chute support function is in operation, and (3) when an activated reserved ball of a second special symbol is acquired during a big win or a small win. Note that the above pre-judgment timing is an example, and the pre-judgment timing may be changed according to the specifications of the gaming machine (for example, in a machine that has a starting port for a second special symbol that does not have a normal electric role and can accumulate eight reserved symbols during normal times, the above (1) may be applied to not only the first special symbol but also the second special symbol, etc.), or a specification that performs a pre-judgment at any time without setting a pre-judgment timing may be adopted. Also, only the activated reserved ball of the special symbol that is the main player in each game state may be subject to the pre-judgment. For example, it is preferable to make only the activated reserved ball of the first special symbol the subject of pre-judgment in the normal game state, and to make only the activated reserved ball of the second special symbol the subject of pre-judgment in the time-saving game state, the latent high probability game state, and the high probability game state. Specifically, the pre-judgment means 135 stores a random number value corresponding to the activated reserved ball acquired this time in the first special symbol reserved storage area or the second special symbol reserved storage area of ​​the main information storage means 180. The data is read from the table 100 and a pre-determination of the winning / losing (winning / losing pre-determination), a pre-determination of the pattern (pattern pre-determination), and a pre-determination of the variation pattern (variation pattern pre-determination) are sequentially performed. Although the pre-determination tables used in each pre-determination are not shown, the winning / losing pre-determination table, the pattern pre-determination table, and the variation pattern pre-determination table are each divided into a plurality of regions corresponding to the total number of random numbers, and a lottery ID (a number indicating the result of the pre-determination (also called a "pre-determination number")) is assigned to each of these regions (determination number). Therefore, the result of this pre-determination is equivalent to the result of the main lottery by the special pattern lottery processing means 140 described later (the result of the winning / losing determination, the result of the pattern determination, and the result of the variation pattern determination). The winning / losing pre-determination table and the pattern pre-determination table may be the same as the winning / losing lottery table and the pattern lottery table used in the lottery when the variation actually starts. Here, since the game situation at the start of the fluctuation (whether or not there is a probability change, whether or not there is a time reduction, whether or not there is a limited frequency period in which the special table is referred to, the number of reserved balls, etc.) may change, it is preferable to determine which of the multiple areas the fluctuation pattern pre-determination table is included in, as described above. Also, as a modified example, it may be configured to pre-determine a random number value of a register or the like on the main CPU 101 that is temporarily stored before being stored in the first special symbol reserved storage area or the second special symbol reserved storage area. Then, the pre-determination means 135 sequentially generates performance control commands (referred to as "pre-determination commands") that include information on the results of the pre-determination (pre-determination numbers), and stores them in the command storage area of ​​the main information storage means 180.

[0063] The special symbol lottery processing means 140 includes a special symbol hit / miss judgment means 141, a special symbol stop symbol judgment means 412, and a special symbol change pattern judgment means 143. When the first special symbol or second special symbol change start condition is established, the special symbol lottery processing means 140 reads out the special symbol hit random number value, the special symbol hit pattern random number value, and the special symbol change pattern random number value stored in the most advanced memory area (reservation 1 memory area) of the special symbol reserved storage area in the main information storage means 180, and stores them in the special symbol hit / miss judgment area, the special symbol pattern judgment area, and the special symbol change pattern judgment area of ​​the main information storage means 180. Here, "the first special symbol change start condition is established" means that all of the following conditions are satisfied: (A1) a jackpot is not being hit, (A2) the first special symbol and the second special symbol are waiting to change, and (A3) an operating reserved ball for the first special symbol exists. In addition, "the condition for starting the change of the second special symbol is met" means that all of the following conditions are met: (B1) the jackpot is not being won, (B2) the first special symbol and the second special symbol are waiting to change, and (B3) the operation reserved ball for the second special symbol is present. When the condition for starting the change of the first special symbol and the condition for starting the change of the second special symbol are met at the same time, the condition for starting the change of the second special symbol is processed with priority under the above-mentioned priority digestion.

[0064] The special symbol hit / miss judgment means 141 reads out the special symbol hit random number value from the special symbol hit / miss judgment area of ​​the main information storage means 180, executes hit / miss judgment, and determines whether the judgment result corresponds to a big hit, a small hit, or a miss. The result of this hit / miss judgment is temporarily stored in the special symbol judgment flag of the main information storage means 180 (for example, big hit data "55H", small hit data "33H", miss data "00H"), and is used in subsequent processing, and then cleared when the special symbol stops varying. The special symbol hit / miss judgment means 141 holds a special symbol hit / miss lottery table that is referenced when this hit / miss judgment is made.

[0065] Here, FIG. 5 is a diagram showing a schematic diagram of the special symbol hit / miss lottery table. FIG. 5(A) is referred to in a game state (low probability state) in which the probability fluctuation function of the special symbol is not operating, and FIG. 5(B) is referred to in a game state (high probability state) in which the probability fluctuation function of the special symbol is operating. In the special symbol hit / miss lottery table, the random number range of the random number value for the hit of the special symbol is associated with the result of the hit / miss judgment of the special symbol (jackpot, miss). As shown in FIG. 5, in the hit / miss judgment of the special symbol, in a game state (low probability state) in which the probability fluctuation function of the special symbol is not operating, if the random number value for the hit of the special symbol falls within the range of "0 to 204", a jackpot is awarded, and if the random number value for the hit of the special symbol falls within the range of "0 to 204", a miss is awarded. In a game state where the probability variation function of the pattern is activated (high probability state), a jackpot occurs when the random number value of the special pattern falls within the range of "0 to 1506". In other words, when the probability variation function of the special pattern is activated, the probability of winning the jackpot changes from the low probability of "1 / 319.69" to the high probability of "1 / 43.49". In this way, the probability of winning the jackpot changes depending on the game state, but the probability of winning the jackpot is set to be equal between the hit / miss judgment of the first special pattern and the hit / miss judgment of the second special pattern. In this embodiment, a "small hit" is not set as a result of the hit / miss judgment of the special pattern, but a "small hit" may be set as a result of the hit / miss judgment of the special pattern. The probability of winning the small hit is set to the same probability regardless of the game state (low probability state, high probability state).

[0066] The special symbol stop symbol determination means 142 determines the stop symbol of the first special symbol or the second special symbol based on the result of the winning / losing lottery for the first special symbol or the second special symbol. As shown in FIG. 6, the special symbol stop symbol determination means 142 has a first special symbol jackpot symbol table and a second special symbol jackpot symbol table that are referenced when determining the jackpot symbol (jackpot type) of the first special symbol and the second special symbol. In this embodiment, the "specific jackpot" means a jackpot (variable jackpot) that triggers the activation of the probability fluctuation function of the special symbol after the end of the jackpot game, and the "normal jackpot" means a jackpot (non-variable jackpot) that does not trigger the activation of the probability fluctuation function of the special symbol after the end of the jackpot game.

[0067] In this embodiment, a normal game state, a time-saving game state, and a probability-changing game state are set as multiple types of game states. As the types of game states, (1) a game state in which the probability-changing function of the special symbol, the time-saving function of the special symbol, and the electric chute support function are activated is called a "probability-changing state" or a "probability-changing game state", (2) a game state in which the probability-changing function of the special symbol is not activated and the time-saving function of the special symbol and the electric chute support function are activated is called a "time-saving state" or a "time-saving game state", and (3) a state in which all functions are not activated is called a "normal state" or a "normal game state". Here, it can be said that the "probability-changing game state" and the "time-saving game state" are game states that are more advantageous for the player than the "normal game state". Therefore, in the following, the probability-changing game state and the time-saving game state are also called "advantageous game states" as game states that are more advantageous for the player than the normal game state.

[0068] In addition, each game state can be expressed as (1) a high probability high base state for a high probability game state, (2) a time-saving game state as a low probability high base state, and (3) a normal game state as a low probability low base state, depending on the combination of the operation state of the probability fluctuation function of the special pattern (high probability state / low probability state) and the operation state of the electric chute support function (high base state / low base state). In addition, a game state in which the operation state of the probability fluctuation function is a high probability state while the operation state of the electric chute support function is a low base state (one of the game states that is more advantageous to the player than the "normal game state") may be provided, and such a game state may be called a potential probability game state, and this potential probability game state may be expressed as a "high probability low base state". This potential probability game state ("high probability low base state") is a game state that is suitable for playing games mainly based on small wins, and details will be described later. Unless otherwise specified, these states (combinations of low probability / high probability and low base / high base) refer to the game state (states where hit / miss judgment and variable display are possible) when not in a big win or small win, but during a big win, it is a low probability low base state, and during a small win, it is the same game state as when a small win is won. At this time, the special symbol fluctuation time reduction function means that the fluctuation time of at least the special symbol that is the main focus of the game in that game state, between the first special symbol and the second special symbol, is reduced. In other words, in this embodiment, when the special pattern change time shortening function is activated, in a game state (normal game state) in which the change display of the first special pattern is the main focus of the game, at least the change time (average change time) of the first special pattern is shortened, and in a game state (high probability game state, potential probability game state, time-saving game state) in which the change display of the second special pattern is the main focus of the game, at least the change time (average change time) of the second special pattern is shortened.

[0069] In this embodiment, if the result of the special symbol hit / miss judgment is a jackpot, the game state after the jackpot game ends is determined according to (1) the type of jackpot (type of symbol group) and (2) the game state at the time of winning the jackpot. The number of times each game state continues (the number of times the special symbol changes) is set according to the number of times the probability change function of the special symbol is activated (referred to as the "probability change number"), the number of times the change time shortening function of the special symbol is activated (referred to as the "change time shortening number"), and the number of times the electric chute support function is activated (referred to as the "electric support number"). In this embodiment, the change time shortening function of the special symbol and the electric chute support function start and end their operations at the same time, so the "change time shortening number of times" and the "electric support number of times" are the same number (for this reason, in FIG. 6, the "change time shortening number of times" and the "electric support operation number" are written in the same column).

[0070] FIG. 6(A) is a diagram showing the first special symbol jackpot symbol table. In this first special symbol jackpot symbol table, the symbol group, jackpot type, probability fluctuation number, fluctuation time shortening number (electric support number), prescribed number of rounds of jackpot game, and opening time (maximum opening time) of the jackpot hole 54 in each round are respectively associated with the special symbol winning symbol random number value (in this example, for convenience, the description of the stop symbol is omitted). In the first special symbol jackpot table, two types of jackpot types are set corresponding to each symbol group. Specifically, the two types of jackpot types (symbol groups) are divided into 4R specific jackpot (symbol group A) and 4R normal jackpot (symbol group B).

[0071] (4R specific jackpot: pattern group A) When the first special symbol "4R specific jackpot (symbol group A)" is won, the probability fluctuation count "10000 times", the fluctuation time shortening count "10000 times", and the electric support count "10000 times" are set, and the probability variable game state is set as the game state after the end of the jackpot game. This probability variable game state is set to a huge number of times "10000 times" as the continuation count (probability fluctuation count, fluctuation time shortening count, electric support count), and it is statistically impossible (about 1 / 44 win) not to win a jackpot until the continuation count is reached, so it will continue until the next jackpot occurs. In addition, when the first special symbol "4R specific jackpot (symbol group A)" is won, the specified number of rounds of the jackpot game is "4 rounds", and the maximum opening time of the jackpot entry port 54 in one round game is "29 seconds".

[0072] (4R normal jackpot: pattern group B) If the first special symbol wins the "4R normal jackpot (symbol group B)", the probability fluctuation count is set to "0", the fluctuation time reduction count is set to "100", and the electric support count is set to "100", and the time-saving game state is set as the game state after the end of the jackpot game. This time-saving game state continues until the number of times the special symbol fluctuation display reaches 100, or until the next jackpot occurs within these 100 times. If the time-saving game state ends when the number of times the special symbol fluctuation display reaches 100, the game transitions to the normal game state from the next special symbol fluctuation display. In addition, if the first special symbol wins the "4R normal jackpot (symbol group B)", the specified number of rounds of the jackpot game is "4 rounds", and the maximum opening time of the big prize entrance 54 in one round game is "29 seconds".

[0073] FIG. 6(B) is a diagram showing the second special symbol jackpot symbol table. In this second special symbol jackpot symbol table, the symbol group, jackpot type, probability fluctuation number, fluctuation time shortening number (electric support number), prescribed number of rounds of jackpot game, and opening time (maximum opening time) of the jackpot entrance 54 in each round are respectively associated with the special symbol winning symbol random number value (in this example, for convenience, the description of the stop symbol is omitted). In the second special symbol jackpot table, three types of jackpot types are set corresponding to each symbol group. Specifically, the three types of jackpot types (symbol groups) are divided into 16R specific jackpot (symbol group C), 4R specific jackpot (symbol group D), and 4R normal jackpot (symbol group E).

[0074] (16R specific jackpot: pattern group C) If the second special symbol "16R specific jackpot (symbol group C)" is won, the probability fluctuation count is set to "10,000 times", the fluctuation time reduction count is set to "10,000 times", and the electric support count is set to "10,000 times", and the game state after the jackpot game ends is set to a probability variable game state. As mentioned above, this probability variable game state is set to a huge number of times of "10,000 times" as the continuation count, and will essentially continue until the next jackpot occurs. In addition, if the second special symbol "16R specific jackpot (symbol group C)" is won, the specified number of rounds of the jackpot game is "4 rounds", and the maximum opening time of the large prize winning port 54 in one round game is "29 seconds". In addition, this 16R special jackpot may also be designed to be won by the first special symbol, in which case it is preferable to make it harder to win than the second special symbol (for example, 5% of all jackpot symbols, and for the first special symbol, 16R special jackpots are 5%, 4R special jackpots are 60%, and 4R regular jackpots are 35%).

[0075] (4R specific jackpot: pattern group D) If the second special symbol "4R specific jackpot (symbol group D)" is won, the probability fluctuation count is set to "10,000 times", the fluctuation time reduction count is set to "10,000 times", and the electric support count is set to "10,000 times", and the game state after the jackpot game ends is set to a probability variable game state. As mentioned above, this probability variable game state is set to a huge number of times of "10,000 times" as the continuation count, and will essentially continue until the next jackpot occurs. In addition, if the second special symbol "4R specific jackpot (symbol group D)" is won, the specified number of rounds of the jackpot game is "4 rounds", and the maximum opening time of the large prize winning port 54 in one round game is "29 seconds".

[0076] (4R normal jackpot: pattern group E) If the second special symbol "4R normal jackpot (symbol group E)" is won, the probability fluctuation count is set to "0 times", the fluctuation time shortening count is set to "100 times", and the electric support count is set to "100 times", and the time-saving game state is set as the game state after the end of the jackpot game. This time-saving game state continues until the number of times the special symbol fluctuation display reaches 100 times, or until the next jackpot occurs within these 100 times. If the time-saving game state ends when the number of times the special symbol fluctuation display reaches 100 times, the game transitions to the normal game state from the next special symbol fluctuation display. In addition, if the second special symbol "4R normal jackpot (symbol group E)" is won, the specified number of rounds of the jackpot game is "4 rounds", and the maximum opening time of the large prize winning port 54 in one round game is "29 seconds".

[0077] Here, in this embodiment, three types of jackpots are provided: 16R specific jackpot (symbol group C), 4R specific jackpot (symbol group A, D), and 4R normal jackpot (symbol group B, E). The expected value of winning balls in the special game (referred to as the "expected value of winning balls") is 16R specific jackpot > 4R specific jackpot = 4R normal jackpot. Here, the actual number of rounds of the special game when the first special symbol wins a jackpot is "4 rounds", whereas the actual number of rounds of the special game when the second special symbol wins a jackpot is "16 rounds". Therefore, when the second special symbol wins a jackpot, the player is more likely to move to a special game with a larger number of rounds than when the first special symbol wins a jackpot, which is advantageous for the player in that more balls can be won. The actual number of rounds of this special game corresponds to the number of times the "long open round game" set for that special game is performed. In this embodiment, the maximum opening time of each round of the jackpot game is a fixed time of 29 seconds (all rounds are considered "long opening round games"), but a "short opening round game" may be provided in which the maximum opening time of the large prize winning port 54 is shortened to 2 seconds in a specified round or all rounds during the same jackpot game, so that even if the number of rounds of the jackpot game is the same, a configuration may be adopted in which there are jackpots with different numbers of rounds in which balls can be effectively won (jackpots with different effective numbers of rounds). Note that in the long opening round game, the opening time (maximum opening) of the large prize winning port 54 is set to 2 seconds. The short-open round game is a round game in which the opening time (maximum opening time) of the large prize opening 54 is set so that a specified count number (full count = 10 balls) of game balls can or can be easily placed into the large prize opening 54. The short-open round game is a round game in which the opening time (maximum opening time) of the large prize opening 54 is set so that a specified count number (full count = 10 balls) of game balls cannot or can be difficult to place into the large prize opening 54.

[0078] The special symbol variation pattern determination means 143 determines the variation pattern of the special symbol based on the special symbol variation pattern random number value. Here, the special symbol variation pattern determination means 143 holds a plurality of variation pattern tables to be referred to when selecting the variation pattern of the special symbol. The special symbol variation pattern determination means 143 selects one of the plurality of variation pattern tables based on the current variation pattern selection state. The relationship between the variation pattern selection state and the variation pattern table will be described later. A plurality of variation patterns are defined in each variation pattern table. In each figure, for convenience of explanation, the "selection rate" is written, but in reality, a judgment value (range of random number value) for determining the variation pattern is set according to the special symbol variation pattern random number value, and the variation pattern is determined based on which judgment value the variation pattern random number value belongs to. For each variation pattern, a variation time is associated with each variation pattern as the end condition of the variation display of the special symbol, and it is assumed that the variation display of the decorative symbol is also executed at that variation time.

[0079] Here, the variation pattern selection state will be explained. The variation pattern selection state is one of the selection conditions referred to when selecting a variation pattern (variation pattern table). In this example, a "normal selection state", a "time-saving selection state", and a "probable variation selection state" are set as a plurality of types of variation pattern selection states. The normal selection state is a variation pattern selection state set corresponding to a game state (normal game state) in which the probability variation function of the special pattern, the variation time shortening function, and the electric chute support function are not operating. The time-saving selection state is a variation pattern selection state set corresponding to a game state (time-saving game state) in which the probability variation function of the special pattern is not operating, but the variation time shortening function of the special pattern and the electric chute support function are operating. The probable variation selection state is a variation pattern selection state set corresponding to a game state (probable variation game state) in which the probability variation function of the special pattern, the variation time shortening function, and the electric chute support function are all operating.

[0080] As shown in Figs. 7 to 9, the special symbol variation pattern table has different columns for the first special symbol and the second special symbol, so that different variation patterns can be selected even if the same special symbol variation pattern random number value is obtained. Here, the number of operation reserved balls described in each figure ("0 reserved", "1-2 reserved", "3 reserved") means the number of operation reserved balls of the first special symbol (the number of operation reserved balls after the reserved balls are consumed) in the case of the first special symbol variation pattern lottery, and means the number of operation reserved balls of the second special symbol (the number of operation reserved balls after the reserved balls are consumed) in the case of the second special symbol variation pattern lottery. This number of operation reserved balls is the number of operation reserved balls that exist at the time of the variation pattern lottery (at the start of the variation display / after the reserved balls are consumed) (not including the operation reserved balls consumed by the variation display). As a modified example, the total number of operation reserved balls of the first special symbol and the second special symbol may be used.

[0081] The decorative pattern change presentation that is performed in conjunction with the special pattern change display is determined based on the type of special pattern change pattern (change time), etc. For reference, Figs. 7 to 9 also show the content of the change presentation that is set corresponding to each change pattern (change time). In the figures, "ultra-shortened change", "shortened change", and "normal change" are presentations in which three rows of decorative patterns change and do not go through a reach state even once, resulting in a so-called "miss" with a spread. Below, ultra-shortened change, shortened change, and normal change are collectively referred to as "non-reach miss". This non-reach miss type is determined by the fact that shortened change appears in a shorter time than normal change, and ultra-shortened change appears in a shorter time than shortened change. The fluctuation patterns are different from each other in terms of where the indication stops.

[0082] An "N Reach (Normal Reach)" is a state in which the same decorative pattern stops in two of the three rows (usually the left and right rows) (reach state), and if a different decorative pattern stops in the remaining row (usually the middle row), it is a "miss", and if the same decorative pattern stops in the remaining row (usually the middle row), it is a "jackpot".

[0083] "SP Reach (Super Reach)" is a reach effect with a relatively higher jackpot expectation than the above-mentioned N Reach, and is an effect that develops from N Reach after the reach is established, and displays still images and videos such as animation and live action. In this embodiment, multiple types of SP Reach A to C are prepared as the types of SP Reach. SP Reach A is a reach effect that is executed when the currently executed game state is a normal state. SP Reach B is a reach effect that is executed when the currently executed game state is a time-saving game state. SP Reach C is a reach effect that is executed when the currently executed game state is a probability variable game state. In the variation pattern type of this embodiment, the order of "non-reach" < "N Reach" < "SP Reach" is set so that the jackpot expectation increases. As a modified example, the content of the SP reach effect may be the same (SP reach A) in the normal state and the time-saving game state, and a different SP reach (SP reach C) may be used in the probability variable game state. As another modified example, a variation pattern including a pseudo-sequence may be prepared. A pseudo-sequence is a presentation (pseudo-sequence presentation, pseudo-variation presentation, pseudo-continuous variation presentation, re-variation presentation) that makes it look as if the variation display has been performed multiple times by temporarily stopping (pseudo-stop, temporary stop) and re-variation displaying the decorative pattern during one variation display of the decorative pattern. In other words, a pseudo-sequence is a presentation that executes multiple pseudo variations in which all three rows of decorative patterns start to vary or vary again and then temporarily or definitively stop. The more the number of pseudo-sequences (number of pseudo-variations) is, the higher the possibility of developing into an SP reach with a high expectation of a jackpot.

[0084] (Fluctuation pattern table 1) FIG. 7 is a schematic diagram showing the fluctuation pattern table 1. The fluctuation pattern table 1 is a fluctuation pattern table that is set when the current fluctuation pattern selection state is the normal selection state. The fluctuation pattern table 1 has different table contents depending on the result of the hit / miss judgment of the special pattern (jackpot, miss).

[0085] In the variation pattern table 1 for misses, the variation patterns PH1-1 (shortened variation), PH1-2 (normal variation), PH1-3 (N reach), and PH1-4 (SP reach A) are set. Here, if the result of the hit / miss judgment of the first special symbol is "miss," one of the variation patterns PH1-1 (shortened variation), PH1-2 (normal variation), PH1-3 (N reach), and PH1-4 (SP reach A) is selected. In this embodiment, if the result of the hit / miss judgment of the first special symbol is "miss," the contents of the reference table are set to be different according to the number of balls reserved for operation of the first special symbol (0 / 1-2 / 3), so that different variation patterns can be selected even if the acquired special symbol variation pattern random number value is the same. Specifically, the more the number of reserved balls for the first special symbol is, the more likely it is that a pattern in which the time for the first special symbol is set to be relatively short is selected, and the fewer the number of reserved balls for the first special symbol is, the more likely it is that a pattern in which the time for the first special symbol is set to be relatively long is selected. On the other hand, if the result of the hit / miss judgment of the second special symbol is "miss", the pattern PH1-1 (shortened change) or PH1-2 (normal change) in which the time for the change is set to be relatively short is selected, regardless of the number of reserved balls for the second special symbol (0 / 1-2 / 3). As a modified example, if the result of the hit / miss judgment of the second special symbol is "miss", only the main pattern PH1-2 of the shortened change is selected, or the pattern PH1-2 of the shortened change is most likely to be selected, regardless of the number of reserved balls for the second special symbol (preferably the same selection ratio is selected regardless of the number of reserved balls for the second special symbol).

[0086] In the fluctuation pattern table 1 for the jackpot, the fluctuation patterns PA1-1 (N reach) and PA1-2 (SP reach A) are set. Here, if the result of the hit / miss judgment of the first special pattern is a jackpot, the fluctuation pattern PA1-1 (N reach) or PA1-2 (SP reach A) is selected regardless of the jackpot type. Similarly, if the result of the hit / miss judgment of the second special pattern is a jackpot, the fluctuation pattern PA1-1 (N reach) or PA1-2 (SP reach A) is selected regardless of the jackpot type.

[0087] (Fluctuation pattern table 2) Fig. 8 is a schematic diagram showing the fluctuation pattern table 2. The fluctuation pattern table 2 is a fluctuation pattern table that is set when the current fluctuation pattern selection state is the time-saving selection state. The fluctuation pattern table 2 has different table contents depending on the result of the hit / miss judgment of the special pattern (jackpot, miss).

[0088] In the variation pattern table 2 for misses, the variation patterns PH2-1 (super shortened variation), PH2-2 (normal variation), PH2-3 (N reach), and PH2-4 (SP reach B) are set. Here, if the result of the hit / miss judgment of the first special symbol is a miss, one of the variation patterns PH2-2 (normal variation), PH2-3 (N reach), and PH2-4 (SP reach A) is selected regardless of the number of operation reserved balls of the first special symbol (0 / 1-2 / 3). In other words, if the result of the hit / miss judgment of the first special symbol is a miss, the variation pattern PH2-1 (super shortened variation) is not selected regardless of how many operation reserved balls of the first special symbol exist. On the other hand, if the result of the hit / miss judgment of the second special symbol is "miss", one of the fluctuation patterns PH2-1 (super shortened fluctuation), PH2-2 (normal fluctuation), PH2-3 (N reach), and PH2-4 (SP reach B) is selected. In this embodiment, if the result of the hit / miss judgment of the second special symbol is "miss", the reference table contents are set to be different depending on the number of operation reserved balls of the second special symbol (0 / 1-2 / 3), so that even if the acquired special symbol fluctuation pattern random number value is the same, a different fluctuation pattern can be selected. Specifically, if there is no operation reserved ball of the second special symbol, the fluctuation pattern PH2-1 (super shortened fluctuation) is not selected, and if there is an operation reserved ball of the second special symbol, the more the number of operation reserved balls of the second special symbol, the more likely the fluctuation pattern PH2-1 (super shortened fluctuation) is to be selected.

[0089] In the fluctuation pattern table 2 for the jackpot, the fluctuation patterns PA2-1 (N reach) and PA2-2 (SP reach B) are set. Here, if the result of the hit / miss judgment of the first special pattern is a jackpot, the fluctuation pattern PA2-1 (N reach) or PA2-2 (SP reach B) is selected regardless of the jackpot type. Similarly, if the result of the hit / miss judgment of the second special pattern is a jackpot, the fluctuation pattern PA2-1 (N reach) or PA2-2 (SP reach B) is selected regardless of the jackpot type.

[0090] (Fluctuation pattern table 3) 9 is a schematic diagram showing the fluctuation pattern table 3. The fluctuation pattern table 3 is a fluctuation pattern table that is set when the current fluctuation pattern selection state is the probability selection state. The fluctuation pattern table 3 is designed so that the table contents differ depending on the result of the hit / miss judgment of the special pattern (jackpot, miss).

[0091] In the fluctuation pattern table 3 for misses, the fluctuation patterns PH3-1 (super shortened fluctuation), PH3-2 (normal fluctuation), and PH3-3 (SP reach C) are set. Here, if the result of the hit / miss judgment of the first special symbol is "miss," the fluctuation pattern PH3-2 (normal fluctuation) or PH3-3 (SP reach C) is selected regardless of the number of balls in reserve for the first special symbol (0 / 1-2 / 3). In other words, if the result of the hit / miss judgment of the first special symbol is miss, In this case, no matter how many activation reserved balls of the first special pattern are present, the variation pattern PH3-1 (ultra-shortened variation) will not be selected. On the other hand, if the result of the hit / miss judgment of the second special pattern is a miss, one of the variation patterns PH3-1 (ultra-shortened variation), PH3-2 (normal variation), or PH3-3 (SP reach C) will be selected. At this time, if the result of the hit / miss judgment of the second special pattern is a miss, the contents of the reference table are set to be different depending on the number of activation reserved balls of the second special pattern (more specifically, depending on the presence or absence of activation reserved balls of the second special pattern), so that even if the obtained special pattern variation pattern random number value is the same, a different variation pattern can be selected. Specifically, if an activation pending ball for the second special pattern is not present, the fluctuation pattern PH3-1 (ultra-shortened fluctuation) will not be selected, and fluctuation pattern PH3-1 (ultra-shortened fluctuation) can be selected only when an activation pending ball for the second special pattern is present, so a fluctuation pattern with a relatively short fluctuation time tends to be selected more easily when an activation pending ball for the second special pattern is present than when an activation pending ball for the second special pattern is not present.

[0092] In the variation pattern table 3 for the jackpot, the variation pattern PA3-1 (SP reach C) is set. Here, if the result of the hit / miss judgment of the first special pattern is a jackpot, the variation pattern PA3-1 (SP reach C) is selected regardless of the jackpot type (4R specific jackpot, 4R normal jackpot). Similarly, if the result of the hit / miss judgment of the second special pattern is a jackpot, the variation pattern PA3-1 (SP reach C) is selected regardless of the jackpot type (16R specific jackpot, 4R specific jackpot, 4R normal jackpot).

[0093] As described above, the variation time of the special symbol is specified for each variation pattern in the variation pattern tables 1 to 3, but no matter which variation pattern is selected, the fixed stop time (fixed display time) of the special symbol is set to "0.5 seconds". The fixed stop time (fixed display time) of the special symbol is the time when the special symbol is fixedly displayed (the time when the completely stopped state is maintained). In this embodiment, the variable time and fixed stop time of the decorative symbol are also set corresponding to the variable time and fixed stop time of the special symbol. In addition, in the variation pattern tables 1 to 3, the performance content and the variable time can be the same as those in the case of a big win and a loss, but it is preferable to make the final performance content different between the case of a big win and a loss. In other words, even if it is the same N reach, the decorative pattern will be a repeat number (e.g., "7·7·7") when it is a jackpot, but the decorative pattern will be a reach-miss number (e.g., "7·8·7") when it is a miss, or even if it is the same SP reach A to C, the final performance content will be a performance content indicating success and the decorative pattern will be a repeat number (e.g., the friendly character wins against the enemy character, and then "7·7·7" is displayed), while the final performance content will be a performance content indicating failure and the decorative pattern will be a reach-miss number (e.g., the friendly character loses to the enemy character, and then "7·8·7" is displayed). Also, it is preferable that the change time (performance time) is longer when it is a jackpot compared to when it is a miss, even if the performance content is the same (when it develops into the same SP reach), and for example, it is preferable that the change time (performance time) of SP reach A to C when it is a jackpot is 10 seconds longer than that of SP reach A to C when it is a miss.

[0094] After selecting the variation pattern of the special pattern, the special pattern variation pattern determination means 143 generates a presentation control command (communication test command) for checking whether communication with the presentation control board 200 is normal, a presentation control command (variation additional information designation command) including a variation additional pattern of the special pattern (information for adding or subtracting variation time), a presentation control command (variation pattern designation command) including information on the variation pattern of the special pattern, a presentation control command (pattern designation command) including information on the character performance number (pattern group and game state), etc. (hereinafter, these commands are collectively referred to as "variation start commands") in order to instruct the presentation control board 200 to start varying the decorative pattern, and stores these in the command storage area of ​​the main information storage means 180.

[0095] The normal symbol lottery processing means 145 has a normal symbol hit / miss determination means 146, a normal symbol stop symbol determination means 147, and a normal symbol change pattern determination means 148. When the normal symbol change start condition is satisfied, the normal symbol lottery processing means 145 reads out the normal symbol hit random number value and the normal symbol change pattern random number value stored in the most recent memory area in the normal symbol reservation storage area, and stores them in the normal symbol hit / miss determination area and the normal symbol change pattern determination area of ​​the main information storage means 180, respectively. Here, the "normal symbol change start condition" is (1) that the normal symbol is waiting to change, and (2) that an operating reserved ball for the normal symbol exists. When all of these conditions are satisfied, it is determined that the normal symbol is in a state where it can start changing (a state in which the change start condition is satisfied).

[0096] The normal symbol hit / miss determination means 146 reads out the normal symbol hit random number value from the normal symbol hit / miss determination area of ​​the main information storage means 180, executes a hit / miss determination for the normal symbol, and determines whether the determination result corresponds to "hit" or "miss." The result of this hit / miss determination for the normal symbol is temporarily stored in the normal symbol determination flag of the main information storage means 180, and is cleared when the normal symbol stops changing after being used in subsequent processing. The normal symbol hit / miss determination means 146 holds a normal symbol hit / miss lottery table (not shown) that is referenced when determining whether the normal symbol is hit or miss. The hit probability of the normal symbol is set to "1 / 3001" when the electric chute support function (normal symbol probability fluctuation function) is not activated, and is set to "2999 / 3001" when the electric chute support function (normal symbol probability fluctuation function) is activated.

[0097] The normal symbol stop symbol determination means 147 refers to a normal symbol stop symbol table (not shown), and selects a predetermined winning symbol (a stopping symbol that triggers the operation of the normal electric role 522) when the result of the normal symbol hit / miss determination is a hit, and selects a predetermined losing symbol (a stopping symbol that does not trigger the operation of the normal electric role 522) when the result of the normal symbol hit / miss determination is a miss. In this embodiment, the symbol A and the symbol B are assigned as the winning symbols of the normal symbol, and the symbol C is assigned as the losing symbol of the normal symbol.

[0098] The normal symbol variation pattern determination means 148 reads out the normal symbol variation pattern random number value from the normal symbol variation pattern determination area of ​​the main information storage means 180, and determines the normal symbol variation pattern (variation time) by referring to a normal symbol variation pattern table (not shown). The normal symbol variation time is set to "0.6 seconds" when the electric chute support function (function to shorten the normal symbol variation time) is not activated, and is set to "0.2 seconds" when the electric chute support function (function to shorten the normal symbol variation time) is activated. Regardless of which normal symbol variation pattern is selected, the fixed stop time (fixed display time) of the normal symbol is set to "0.1 seconds". The fixed stop time (fixed display time) of the normal symbol is the time during which the normal symbol is fixedly displayed as stopped (the time during which the completely stopped state is maintained). In addition, in controlling the normal symbols, in order to reduce the processing load on the main control board 100, it is also possible to adopt a specification in which the probability of a win for determining whether a normal symbol is a hit or not is set to "0" when the electric chute support function is not operating, and the fluctuation time of the normal symbols is made constant.

[0099] In addition, the normal symbol lottery processing means 145 determines the opening pattern (opening time) of the normal electric role 522 depending on the result of the normal symbol hit / miss judgment, etc. The normal symbol lottery processing means 145 holds a normal electric role opening pattern table that is referred to when determining the opening pattern (opening time) of the normal electric role 522. The opening pattern (opening time) of the normal electric role 522 is set to "0.2 seconds" when the electric chute support function (opening extension function) is not activated, and is set to "5.8 seconds" when the electric chute support function (opening extension function) is activated. The opening pattern of the normal electric role 522 may be different depending on the type of winning symbol of the normal symbol. For example, as the opening pattern of the normal electric role 522, when the electric chute support function (opening extension function) is activated, the winning symbol of the normal symbol is pattern A. In that case, the rule is "3 second opening x 1 time → 2.8 second opening x 1 time (total opening time 5.8 seconds)", and if the winning normal pattern is pattern B, the rule is "2.8 second opening x 1 time → 3 second opening x 1 time (total opening time 5.8 seconds)".

[0100] When the result of the special symbol hit / miss judgment is a hit, the special game control means 150 determines the execution time (demo time) of the hit start demo and the hit end demo, and the execution time (round time) of the round game according to the hit type (symbol group) determined. Then, the special game control means 150 generates a performance control command (referred to as a "hit start demo command") that instructs the performance control board 200 to execute a hit start demo performance, and a performance control command (referred to as a "hit end demo command") that instructs the performance control board 200 to execute a hit end demo performance, and stores this in the command storage area of ​​the main information storage means 180. The hit start demo command also serves as a trigger for determining the contents of a series of hit during performances (hit start demo performance, round performance, hit end demo performance) that are developed during a hit game on the performance control board 200 side. In addition, the special game control means 150 generates a performance control command (referred to as a "round performance designation command") for instructing the start of a round performance corresponding to each round game during each round game during a jackpot game, and stores this in a command storage area of ​​the main information storage means 180. This round performance designation command includes information on the current round number and information on the opening and closing of the jackpot winning port 54. As will be described later in FIG. 11, in this embodiment, the execution time of the jackpot start demo is set to 5 seconds and the execution time of the jackpot end demo is set to 20 seconds, but the execution time (demo time) of the jackpot start demo and the jackpot end demo may be different even for the same jackpot type (symbol group) depending on the game state at the time of winning the jackpot, not only on the jackpot type (symbol group).For example, assuming that the 16R specific jackpot is won even with the first special symbol, and for a 4R normal jackpot, if the jackpot is won in a low probability low base state, the execution time of the jackpot start demo is 5 seconds (executing the effect A-1, which displays "normal jackpot start" as the jackpot start demo effect), and the execution time of the jackpot end demo is 15 seconds (executing the effect B-1, which displays "entering time-saving mode" as the jackpot end demo effect, and the effect C, which alerts the player about forgetting to take out the prepaid card (a storage medium that stores information about the amount of money required to borrow game balls for playing), as the jackpot end demo effect). On the other hand, if the jackpot is won in a high probability high base state or a low probability high base state, the execution time of the jackpot start demo is 5 seconds (executing the effect A-1 as the jackpot start demo effect), and the execution time of the jackpot end demo is 10 seconds (executing the effect B-2, which displays "entering time-saving mode" as the jackpot end demo effect). As for the end demo performance, performance B-1 is executed, and performance C is not executed), and for a 16R specific jackpot and a 4R specific jackpot, if a jackpot occurs in a low probability low base state, the execution time of the jackpot start demo is 5 seconds (performance A-2, which displays "Start of special jackpot", is executed as the jackpot start demo performance), and the execution time of the jackpot end demo is 20 seconds (performances B-2 and C, which display "Entering special jackpot mode", are executed as the jackpot end demo performance), whereas, if a jackpot occurs in a high probability high base state or a low probability high base state, the execution time of the jackpot start demo is 5 seconds (performance A-2 is executed as the jackpot start demo performance), and the execution time of the jackpot end demo is 10 seconds (performance B-3, which displays "Continues in special jackpot mode", is executed as the jackpot end demo performance, and performance C is not executed).In addition, assuming that the 16R special jackpot is won even with the first special symbol, if the jackpot is won with the first special symbol, regardless of the game state at the time of the jackpot, the execution time of the jackpot start demo is 5 seconds (5 seconds for all 16R special jackpot, 4R special jackpot, and 4R normal jackpot, and the jackpot start demo performance is A-1 or A-2), and the execution time of the jackpot end demo is 30 seconds (30 seconds for 16R special jackpot and 4R special jackpot, and the jackpot end demo performance is A-2). For a 4R regular jackpot, the execution time for the jackpot start demo is 5 seconds (for a 16R specific jackpot, 4R specific jackpot, or 4R regular jackpot, the execution time for the jackpot start demo is 5 seconds, and effect B-2 and effect C are executed, however, for a 4R regular jackpot, the execution time for the jackpot end demo is 15 seconds, and effect B-1 and effect C are executed as the jackpot end demo effect), and the execution time for the jackpot end demo is 2. 0 seconds (20 seconds for 16R specific jackpots and 4R specific jackpots, and as a jackpot end demo performance, performance B-3 is executed and performance C is not executed, but for 4R normal jackpots, it may be 10 seconds, and as a jackpot end demo performance, performance B-1 is executed and performance C is not executed). This relationship of time values ​​is one example, and as long as the relationship of the magnitude of each demo time in each situation is the same as above, it is not limited to this time value. Also, in any of the above specifications, if a jackpot occurs in a high probability high base state or a low probability high base state, performance C does not occur, but if a power outage occurs during the fluctuation related to the jackpot or during jackpot play (during special play) and the power outage is restored during the fluctuation or jackpot play, performance C may be generated as an exception.

[0101] The symbol display control means 155 includes a special symbol display control means 156 and a normal symbol display control means 157. The special symbol display control means 156 causes the first special symbol to be displayed variably on the first special symbol display device 71 according to the variation pattern (variation time) of the first special symbol, and causes the first special symbol to be displayed as a fixed symbol after the variation display. The special symbol display control means 156 also causes the second special symbol to be displayed variably on the second special symbol display device 72 according to the variation pattern (variation time) of the second special symbol, and causes the second special symbol to be displayed as a fixed symbol after the variation display. The special symbol display control means 156 has a special symbol game timer for managing the time (variation time, fixed display time) related to the display of the first special symbol and the second special symbol. The operation states of the first special symbol display device 71 and the second special symbol display device 72 are monitored based on the special symbol game status of the main information storage means 180. The special symbol display control means 156 generates a performance control command (referred to as a "variation stop command") for requesting the performance control board 200 to display the decorative symbol when the special symbol stops varying (i.e., when the value of the special symbol game timer becomes "0"). The normal symbol display control means 157 causes the normal symbol display device 75 to display the normal symbol in a varying manner according to the normal symbol variation pattern (variation time), and causes the normal symbol to be displayed in a determined manner after the variation display. The normal symbol display control means 157 has a normal symbol game timer for managing the time (variation time, determined display time) related to the display of the normal symbol. The operating state of the normal symbol display device 75 is monitored based on the normal symbol game status of the main information storage means 180.

[0102] Furthermore, when the game interruption state continues for a predetermined time or more, the special symbol display control means 156 generates an effect control command (called a "standby demo command") that triggers the execution of a standby demo effect (a demo effect waiting for customers), and stores this in a command storage area of ​​the main information storage means 180. "The game interruption state continues for a predetermined time or more" means that there is no special symbol activation reserved ball, and the period during which the special symbol variable display is not performed continues for a predetermined time or more. Note that the game interruption state may continue for a predetermined time or more when the period during which no game balls are shot continues for a predetermined time or more, or when the period during which no game balls enter all the winning slots continues for a predetermined time or more.

[0103] When the result of the special symbol hit / miss judgment is a big hit, the electric device control means 160 outputs a control signal to the special electric device solenoid 543 as a big hit game process after the special symbol is confirmed and displayed, and controls the special electric device 542 to open and close according to a predetermined operation pattern. In the big hit game, one opening and closing operation of the special electric device 542 is one round game (unit game), and the round game is continuously executed for a specified number of rounds. The electric device control means 160 holds a big win opening opening counter for storing the number of times the special electric device 542 is operated (i.e., the number of rounds being executed). Here, the operation end condition of the special electric device 542 in the big hit game (end condition of the unit game) is that a specified count number of game balls ("10" in this embodiment) enter the big win opening 54, or the opening time of the big win opening 54 reaches the maximum opening time ("29 seconds" in this embodiment).

[0104] In addition, when the result of the hit / miss judgment of the normal pattern corresponds to a hit, the electric role control means 160 A control signal is output to the normal electric role solenoid 523 to control the opening and closing of the normal electric role 522 (second start hole 52) for a predetermined opening time. Here, as described above, the electric role control means 160 opens the normal electric role 522 for 0.2 seconds in the low base state in which the electric chute support function (open extension function) is not activated, whereas it opens the normal electric role 522 for 5.8 seconds in the high base state in which the electric chute support function (open extension function) is activated. Here, the operation end condition of the normal electric role 522 is that a predetermined number of game balls (in this embodiment, "10 balls") have entered the second start hole 52, or the opening time of the second start hole 52 has reached the maximum opening time (in this embodiment, "0.2 seconds" or "5.8 seconds").

[0105] When the result of the hit / miss judgment of the first special symbol or the second special symbol is a hit, the game state control means 165 determines the game state after the end of the hit game based on the hit type (type of symbol group) and the game state at the time of the hit, and switches the game state after the end of the hit game. In this embodiment, as described above, a normal game state (low probability low base state), a time-saving game state (low probability low base state), and a probability-change game state (high probability high base state) are set as multiple types of game states, and one of the multiple types of game states is set alternatively. Note that each game state has already been described in detail, so a duplicated description will be omitted here.

[0106] In addition, when a jackpot game is executed, the game state control means 165 determines the variation pattern selection state after the jackpot game ends based on the jackpot type (type of symbol group), and switches the variation pattern selection state after the jackpot game ends. In this embodiment, a normal selection state, a time-saving selection state, and a probability variation selection state are set as multiple types of variation pattern selection states, and one of the multiple types of variation pattern selection states is alternatively set according to the determined game state, jackpot type, and the number of times the special symbol is displayed. Note that each variation pattern selection state has already been described in detail, so a duplicated description will be omitted here.

[0107] In addition, the game state control means 165 generates a presentation control command (referred to as a “game state designation command”) that includes the current game state information and the variation pattern selection state information, and stores this in a command storage area of ​​the main information storage means 180.

[0108] The error monitoring control means 170 monitors the input information of the I / O port circuit 104, and checks the magnetic detection signal by the magnetic sensor, the disconnection / short circuit power supply abnormality signal, the radio wave detection signal by the radio wave sensor, the door / frame opening signal, etc. to determine whether the gaming machine is in an error state. If it is in an error state, it requests a performance control command ("error performance designation command") including the error information to instruct the performance control board 200 to perform an error state performance. Although not shown in FIG. 4 etc., the door opening switch is a detection means for detecting whether the glass frame 5 is open, the frame opening switch is a detection means for detecting whether the front frame 2 is open, and the back set opening switch is a detection means for detecting whether the back set board 30 is open. The magnetic sensor and the radio wave sensor are detection means for discovering so-called illegal gaming activities.

[0109] The main information storage means 180 is configured to temporarily store random number value information obtained in special pattern games and normal pattern games, information on the operation reserved balls for special patterns and normal patterns, information on the game status (probability fluctuation function, fluctuation time reduction function, electric chute support function) related to special pattern games and normal pattern games, information on the fluctuation pattern selection status, information on the result of the hit / miss judgment for special patterns and normal patterns (jackpot, miss), information on the stopping patterns (including pattern groups) related to special patterns and normal patterns, information on the fluctuation patterns (including additional variable patterns) of special patterns and normal patterns, information on the jackpot game (number of rounds, opening time, opening mode (number of times opened per round of play), etc.), status information indicating the operating status of the special pattern display devices 71, 72, status information indicating the operating status of the special electric device 542, information on performance control command data, etc., and is provided with a specified memory area for storing each information.

[0110] The command transmission / reception means 190 is configured to transmit various performance control command data stored in the command storage area of ​​the main information storage means 180 to the performance control board 200 by a parallel transmission method when a command transmission request is made. Each performance control command is a two-byte configuration including one byte of MODE data and one byte of EVENT data, and in order to distinguish between MODE and EVENT, Bit 7 of the MODE data is set to "1" and Bit 7 of the EVENT data is set to "0". When this information is transmitted as valid, a strobe signal is output at the transmission timing of each of the MODE and EVENT. In principle, the performance control commands generated in each process are transmitted one command per interrupt period according to the order set in the command storage area of ​​the main information storage means 180.

[0111] 4, the performance control board 200 includes a performance lottery random number generating means 210, a performance generalizing means 220, a lamp control means 230, a role control means 240, an error performance control means 250, a sub-main information storage means 260, and a command transmission / reception means 270. Each of the above-mentioned means in the performance control board 200 is a functional representation of hardware such as a sub-main CPU 201, a ROM 202, a RAM 203, and electronic circuits arranged on the performance control board 200, and software such as a control program stored in the ROM 202.

[0112] The performance selection random number generating means 210 includes a random number counter for generating various software random numbers (performance selection random numbers) by the program processing of the sub-main CPU 201. These random number counters play a role as random number generating means for generating random numbers in a software manner. These software random numbers include pre-reading selection random numbers used for selection of pre-reading performances, decoration pattern random numbers used for selection of decoration pattern stop patterns, variable performance pattern random numbers used for selection of variable performance patterns of decoration patterns, notice selection random numbers used for selection of pre-notification performances, big win performance pattern random numbers used for selection of big win performance patterns, and stage selection random numbers used for selection of performance stage transitions. The update timing of these random numbers is to update them by utilizing the remaining time when command analysis is not performed in the performance control main processing described later (when no performance control command is received from the main control board 100).

[0113] The performance control means 220 includes a performance mode control means 221, a pending information display control means 222, a look-ahead notice control means 223, a variable performance control means 224, a decorative pattern control means 225, a notice performance control means 226, and a special game performance control means 227.

[0114] The presentation mode control means 221 controls the presentation mode (also called "game presentation mode") in a manner consistent with the game state and the variation pattern selection state managed by the main control board 100 based on a game state designation command from the main control board 100. In this embodiment, a "normal presentation mode", a "time-saving presentation mode", and a "probability variation presentation mode" are set as a plurality of presentation modes, and one of the plurality of presentation modes is selectively set according to the game state (or the variation pattern selection state) managed by the main control board 100 and the number of times the special pattern is displayed, and a variation presentation according to the set presentation mode is executed. In this embodiment, when the game state is a normal game state, the "normal presentation mode" is set, when the game state is a time-saving game state, the "time-saving presentation mode" is set, and when the game state is a probability variation game state, the "probability variation presentation mode" is set. When any of the presentation modes is set, a background image (background image behind the decorative pattern) dedicated to that presentation mode is displayed on the screen as a presentation (variable presentation) indicating that the presentation mode is in effect, and BGM dedicated to that presentation mode is output from the speaker 11. In this way, the background image and BGM are set to be different for each presentation mode, so that the player can recognize which presentation mode they are currently in from the type of background image or BGM. It has become like this.

[0115] The reserved information display control means 222 has a first reserved ball number counter for counting the number of activated reserved balls of the first special pattern, and a second reserved ball number counter for counting the number of activated reserved balls of the second special pattern. When the reserved information display control means 222 receives a pattern memory number command from the main control board 100, it updates (adds) the value of the corresponding counter based on the information on the number of activated reserved balls included in this command. On the other hand, when the reserved information display control means 222 receives a fluctuation start command from the main control board 100, that is, when the activated reserved balls are consumed, it updates (subtracts) the value of the corresponding counter. In addition, the reserved information display control means 222 controls the display of reserved images of the number corresponding to the number of activated reserved balls of the first special pattern and reserved images of the number corresponding to the number of activated reserved balls of the second special pattern on the reserved image display unit 710 of the performance display device 70 based on the values ​​of the first reserved ball number counter and the second reserved ball number counter. Furthermore, the pending information display control means 222 controls the display of a changing image in the changing image display area 720 of the performance display device 70, which is switched to a pending image corresponding to the activated pending ball when the activated pending ball (first activated pending ball) of the first special pattern or the second special pattern is consumed. In this embodiment, unless explicitly stated, the reserved image of the first special pattern and the reserved image of the second special pattern may be referred to simply as "reserved image" without distinction, and the changing image of the first special pattern and the changing image of the second special pattern may be referred to simply as "changing image" without distinction.

[0116] The pre-reading notice control means 223 executes a pre-reading judgment (referred to as a "pre-reading lottery") for the activated reserved ball that is the target of the pre-reading notice performance. The pre-reading notice performance is generated as one aspect of the so-called continuous notice performance that predicts the possibility of a big win or a high expectation performance (for example, a reach performance) occurring over one or more variable displays before the activated reserved ball that is the target of the pre-reading is consumed. At this time, the pre-reading lottery is performed based on the information of the pre-determination result included in the pre-determination command from the main control board 100. Here, when the pre-reading notice control means 223 receives the pre-determination command from the main control board 100, it distinguishes between the information of the pre-determination result of the first special pattern and the information of the pre-determination result of the second special pattern, and temporarily stores up to a predetermined upper limit number (4 pieces) of each in the pre-reading information storage area of ​​the sub-main information storage means 260 in a form combined with the ball entry order of the activated reserved ball. This pre-reading information storage area has the same configuration as the reserved memory area of ​​the main control board 100, and is provided with reserved 1 memory area (first reserved memory area), reserved 2 memory area (second reserved memory area), reserved 3 memory area (third reserved memory area), and reserved 4 memory area (fourth reserved memory area) in the order of balls entering each starting port 51, 52. Each reserved memory area can store information on the result of the preliminary judgment of winning or losing, information on the result of the preliminary judgment of the pattern, and information on the result of the preliminary judgment of the variation pattern as one set. The information on the preliminary judgment result is stored in the order of the reserved 1 memory area, the reserved 2 memory area, the reserved 3 memory area, and the reserved 4 memory area, while it is consumed in the order of the reserved 1 memory area, the reserved 2 memory area, the reserved 3 memory area, and the reserved 4 memory area (first in, first out principle). In addition, when the information on the preliminary judgment result in the reserved 1 memory area is consumed, the information on the preliminary judgment result stored in the reserved 2 memory area, the reserved 3 memory area, and the reserved 4 memory area is shifted to the memory area with the lower number, and the contents of the reserved 4 memory area are cleared to zero.

[0117] The variable performance control means 224 determines by lottery a variable performance pattern that specifies the variable process (performance process) from the start of the variable display of the decorative symbols to the stop of the variable display, based on information (variation pattern information, variable additional information, etc.) included in the variable start command from the main control board 100. The variable performance control means 224 holds a plurality of variable performance pattern tables that are referenced when selecting the variable performance pattern of the decorative symbols, and from among these plurality of variable performance pattern tables, a variable performance pattern table that corresponds to the variable pattern (variation time) of the special symbols is selected. Here, while the main control board 100 determines the main variable pattern of the special symbols (for example, "SP reach A" or "SP reach B"), the performance control board 200 determines in detail the scenario of the performance display process based on the main variable pattern. The sub-variation pattern of the specified decorative symbol (for example, "SP reach A1, A2..." or "SP reach A2, A3...") is determined. The decorative symbol variation presentation pattern defines the variation display mode of the decorative symbol, that is, the scenario of a series of presentation display processes from the start of the decorative symbol's variation to its end, and the timing of generating the preview presentation at each stage in the display process is also specified as a time schedule. Furthermore, for this decorative symbol variation presentation pattern, even if the special symbol variation pattern is the same (even if the variation start command with the same information is received), if the current presentation mode is different, a variation presentation pattern with different presentation contents can be selected. In other words, a variation presentation pattern table is prepared for each current presentation mode.

[0118] In addition, when the variable performance control means 224 receives a standby demo command from the main control board 100, it executes a standby demo performance (customer waiting demo performance) in which, for example, a demonstration video is played during the customer waiting period from when the standby demo command is received until the variable display of the special pattern begins (until the next variable start command is received).

[0119] The decorative symbol control means 225 determines the final combination of decorative symbols (left, middle, and right symbols) by drawing lots based on the information (stop symbol information, game state information) included in the variable start command from the main control board 100 and the variable performance pattern determined by the variable performance control means 224. In this example, three symbol rows including multiple types of decorative symbols are configured, and the decorative symbols are formed by identification elements such as numbers. In addition, the decorative symbol control means 225 holds multiple types of stop symbol pattern tables that are referenced when determining the combination of decorative symbols (also called "stop symbol patterns") by drawing lots. The multiple types of tables include a stop symbol pattern table for a big win, a stop symbol pattern table for a close miss, and a stop symbol pattern table for a non-close miss. The decorative symbols are formed as a combination of three symbols, and include "a stop symbol indicating a jackpot (a jackpot symbol)" and "a stop symbol indicating a miss (a miss symbol)". A jackpot symbol indicating a specific jackpot (a chance jackpot) is a combination of three symbols of the same odd numbers (for example, "7·7·7"). A jackpot symbol indicating a normal jackpot (a non- chance jackpot) is a combination of three symbols of the same even numbers (for example, "2·2·2"). A miss symbol is a combination of three symbols where at least one of the three symbols is a number different from the other numbers (for example, "1·3·8"). Here, a miss symbol is a reach miss symbol where the left symbol and the right symbol match, and only the center symbol is shifted forward or backward by several frames (for example, "3·1·3"). In addition, in the case of small winning symbols or jackpot symbols that are 2R winning symbols, the combination of predetermined stop patterns, such as "3·5·7", may be selected. In addition, if the lottery result is not a reach miss, a specific result called a "chance number" (for example, "1·2·3" or "5·6·7" as a regular number, or "2·2·3" or "5·5·6" as a deviation number) may be selected. Furthermore, in the pseudo consecutive performance described above, when a performance is performed in which a provisional stop display and a re-changing display are performed before the final stop pattern is displayed, a special pattern (pseudo consecutive pattern) is selected as a provisional stop pattern that suggests the occurrence of a pseudo consecutive.When displaying a provisional stop pattern suggesting the occurrence of a pseudo consecutive pattern, at least one of the stop patterns (typically the middle pattern) of the three rows of decorative patterns may be replaced with a special pattern (pseudo consecutive pattern) that displays the word "NEXT" or the like (for example, "2·NEXT·3"). The stop order for stopping the decorative patterns is predetermined for each of the following variation performance patterns, and in this embodiment, the order is left pattern → right pattern → middle pattern as a rule. However, in the case of a shortened variation performance pattern in which the variation time is set to be extremely short, the left pattern, middle pattern, and right pattern are stopped almost simultaneously, and in the case of a special variation performance pattern, the order can be right pattern → middle pattern → left pattern, in which case the expectation of a big win tends to be relatively high. In addition, regardless of the stop order, it is desirable for the left pattern, right pattern, and middle pattern to start varying simultaneously at the start of the variation. However, this is also a special variation performance pattern, so the left pattern, right pattern, and left pattern are stopped almost simultaneously. The variation may start in the order of pattern and middle pattern.

[0120] Here, FIG. 10 is a schematic diagram showing the pattern attribute of the decorative pattern in this embodiment. The decorative pattern is formed by a combination of an identification element consisting of a number and a color (display color) attached to the identification element. In this embodiment, a total of nine types of numbers from "1" to "9" are set as the identification element (i.e., there are a total of nine types of decorative patterns). Each decorative pattern is arranged in the order of "1" to "9" according to the arrangement of the pattern row, and on the performance display device 70, it is displayed in a circular manner or scrolled in the order of "1" to "9" (or in the order of "9" to "1") in each display area Z1, Z2, Z3, and returns to "1" after "9" (or returns to "9" after "1"). This specification is similar to other embodiments. The pattern attribute of each decorative pattern is determined by the type of color attached to the identification element. In other words, even if multiple decorative patterns are composed of different identification elements, they are grouped into the same pattern attribute by being given the same color. In this example, three types of colors of the decorative symbols are set: "blue", "red", and "gold". In the drawings, the display modes of the three types of decorative symbols, "blue", "red", and "gold", are expressed by "white", "diagonal line", and "filled in". Specifically, the decorative symbols "2", "4", "6", and "8" are classified as blue symbol attributes (blue attribute), the decorative symbols "1", "3", "5", and "9" are classified as red symbol attributes (red attribute), and the decorative symbol "7" is classified as gold symbol attributes (gold attribute). In this embodiment, the expected degree of winning balls and the expected degree of transition to a certain probability increase by one step in the order of the symbol attributes of the decorative symbols, "blue" < "red" < "gold". In the following, for convenience, the decorative symbol with the blue attribute is also called "blue symbol", the decorative symbol with the red attribute is also called "red symbol", and the decorative symbol with the gold attribute is also called "gold symbol".

[0121] The notice performance control means 226 determines, by lottery, a notice performance pattern that specifies the contents of the notice performance executed at each stage of the decorative pattern change process according to the scenario of the change performance pattern determined by the change performance control means 224. The notice performance pattern includes a performance pattern that temporarily or gradually displays an image of a specific character, an animation, etc., a performance pattern that outputs a specific sound, a performance pattern that operates a movable role, etc. The notice performance is executed in parallel with the change display of the decorative pattern, and indicates in a notice manner that the pattern change stops in a jackpot state and has a high probability of a jackpot. The notice performance includes a notice performance that is executed before a reach state occurs (including when the reach occurs) in the change display process of the decorative pattern, and a notice performance that is executed after the reach state occurs. Each notice performance has a different jackpot reliability, and basically, a notice performance that is displayed after the reach occurs has a relatively higher jackpot expectation than a notice performance that is displayed before the reach occurs. The preview performance control means 226 holds a preview lottery table for each type of preview performance to be referred to when selecting a preview performance pattern, and selects a preview lottery table according to the type of preview performance that occurs according to the scenario of the variable performance pattern. Specific types of preview performance include, for example, a comment preview performance, a background preview performance, a SU (step-up) preview performance, a logo preview performance, a mini character preview performance, a group preview performance, and a role preview performance. This preview performance is basically performed by combining the display of one or more preview performances with the variable display of the decorative pattern on the performance display device 70. Therefore, even if the decorative pattern is variable displayed according to the same variable performance pattern, it is possible to generate a variety of performance modes by combining it with one or more preview performances.

[0122] The special game presentation control means 227 determines the content of the jackpot presentation (jackpot presentation pattern) that notifies the player that a jackpot game is in progress. The jackpot presentation includes a jackpot start demo presentation that notifies the player that a jackpot game is in progress, a round presentation that notifies the player that a round game is in progress, and a jackpot end demo presentation that notifies the player that a jackpot game is in progress. When the special game presentation control means 227 receives a jackpot start demo command from the main control board 100, the special game presentation control means 227 determines the content of the jackpot presentation pattern (jackpot start demo presentation) based on the jackpot type information stored in the sub-main information storage means 260, etc. The special game performance control means 227 determines the jackpot start demo performance pattern (a winning pattern, a round performance pattern, and a jackpot end demo performance pattern). In this jackpot performance pattern, a jackpot start demo performance time, a round performance time (a performance time according to the opening pattern of the big prize opening 54), and a jackpot end demo performance time are set, and a series of performance contents are set along the time axis. In addition, the special game performance control means 227 executes the jackpot start demo performance triggered by receiving a jackpot start demo command from the main control board 100, executes each round performance triggered by receiving a round performance designation command, and executes the jackpot end demo performance triggered by receiving a jackpot end demo command, according to the jackpot performance pattern. In the jackpot start demo performance, for example, the words "jackpot start" are displayed on the screen to announce the start of the jackpot game. In addition, in the round performance, for example, the number of currently executed rounds and the number of winning balls are displayed on the screen, and various images (animation images, etc.) that liven up the jackpot game are displayed. In the jackpot end demo presentation, for example, the words "jackpot end" are displayed on the screen to announce the end of the jackpot game, and then a presentation indicating the game state (mode) to which the player will transition is displayed.

[0123] As described above, the performance control means 220 generates image control commands related to images and sounds based on the determined performance content (pre-reading performance pattern, variable performance pattern, advance notice performance pattern, stopping pattern pattern, jackpot performance pattern, etc.) and stores this in the command storage area of ​​the sub-main information storage means 260.

[0124] The lamp control means 230 controls the lighting and light color of the performance lamps according to the performance contents set by the performance integration means 220. The lamp control means 230 holds multiple types of lamp data (lamp pattern data) for controlling the lighting of the performance lamps LP (frame lamp 10, board lamp 80), reads out the lamp data corresponding to the determined performance pattern, and transmits this lamp control signal (lamp data) to the lamp connection board 91.

[0125] The prop control means 240 controls the driving of each movable prop 24 according to the performance content set by the performance integration means 220. The prop control means 240 holds a plurality of types of driving data for driving and controlling the movable props 24, and transmits a driving control signal (driving data) according to the determined performance pattern to the motor driver 92.

[0126] The error presentation control means 250 is configured to determine an error presentation pattern when it receives an error presentation designation command from the main control board 100, and to notify the occurrence of an error state in the gaming machine in accordance with the error presentation pattern.

[0127] The sub-main information storage means 260 is configured to temporarily store decorative pattern information, variable performance pattern information, preview performance pattern information, control command information, etc., and is provided with a predetermined storage area for storing each piece of information. For example, the command storage area includes a performance control command buffer for storing performance control commands from the main control board 100, an image control command buffer for storing image control commands to the image control board 300, and an ACK command buffer for storing ACK commands from the image control board 300. Each command buffer is composed of a ring buffer, and can store a predetermined number of performance control commands, image control commands, and ACK commands.

[0128] The command transmission / reception means 270 is configured to receive performance control commands transmitted from the main control board 100, and store this performance control command in a performance control command buffer of the sub-main information storage means 260. The command transmission / reception means 270 generates an interrupt based on the input of the above-mentioned strobe signal from the main control board 100, executes a performance control command reception interrupt process (described in detail later), and acquires various performance control commands in this interrupt process. Note that when the command transmission / reception means 270 receives a strobe signal, it suspends this performance control command reception interrupt process from other interrupt processes (priority level, described later). This is done with priority over interrupt processing below level 7.

[0129] In addition, the command transmission / reception means 270 transmits the image control commands stored in the sub-main information storage means 260 to the image control board 300 by serial communication in order to instruct the execution of the performance contents (variable performance pattern information, advance notice performance pattern information, decorative pattern information, etc.) set by the performance supervision means 220. In principle, the image control commands are transmitted at a predetermined interval (500 μs in this example) according to the order set in the command storage area of ​​the sub-main information storage means 260. As a result, the image control board 300 analyzes various image control commands transmitted from the performance control board 200, and displays the performance images including the decorative patterns on the performance display device 70 according to the scenario of the variable performance pattern, and displays the advance notice performance in a form superimposed on the performance of the pattern variation at each stage of the variable display process. Furthermore, the command transmission / reception means 270 receives the ACK command transmitted from the image control board 300, and stores this ACK command in the ACK command buffer of the sub-main information storage means 260.

[0130] [Various performances] As described above, the pachinko game machine PA having such a configuration is configured so that various game presentations are controlled and executed by the presentation control board 200 and the image control board 300 according to the progress of the game, etc. In the following, the contents of the presentation during a big win among various game presentations will be explained. In addition, in the following, "restricting execution" or "regulating execution" is used as a concept including, for example, not executing all, not executing part, relatively lowering the priority of display or output, etc. In addition, in the following, "overlapping execution (overlapping execution)" is used as a concept including the overlapping of one execution period (or execution timing) with the other execution period (or execution timing), and includes the case where the entire execution period (or execution timing) of both overlap and the case where a part of the execution period (or execution timing) of both overlap.

[0131] [Performance during big win] As described above, the performance during the jackpot includes a jackpot start demo performance, a round performance, and a jackpot end demo performance. FIG. 11 is a schematic diagram showing the correspondence between the jackpot type (type of symbol group), the jackpot symbol combination (combination of decorative symbols at the time of the jackpot occurrence), and the performance pattern during the jackpot. (A) in the figure is referred to when the game state at the time of the jackpot winning is a normal game state, and (B) in the figure is referred to when the game state at the time of the jackpot winning is a time-saving game state or a probability change game state. As shown in FIG. 11, the type of the jackpot symbol combination and the type of the performance pattern during the jackpot are determined according to the jackpot type (symbol group) selected in the lottery process of the special symbol. In this embodiment, even if the jackpot type is the same, the type of the jackpot symbol combination and the type of the performance pattern during the jackpot are configured to be different depending on the game state at the time of the jackpot winning.

[0132] The jackpot symbol combination is composed of the "*·*·*" combination of three decorative symbols with the same number (identification element) (*: decorative symbol of any number). The jackpot symbol combination is divided into odd number symbol combinations (red symbol combinations, gold symbol combinations) that indicate a "specific jackpot" such as "1·1·1", "3·3·3", "5·5·5", "7·7·7", and "9·9·9" and even number symbol combinations (blue symbol combinations) that indicate a "specific jackpot" or a "normal jackpot" such as "2·2·2", "4·4·4", "6·6·6", and "8·8·8". In other words, odd-numbered symbol combinations (gold symbol combinations, red symbol combinations) are jackpot symbol combinations that confirm a "specific jackpot", while even-numbered symbol combinations (blue symbol combinations) are jackpot symbol combinations where it is uncertain whether they will result in a "specific jackpot" or a "normal jackpot".

[0133] The gold symbol combination has a real number of rounds of 16 rounds and a chance to enter a special game mode. The gold symbol combination is a jackpot symbol combination that notifies the player that a "special jackpot" that triggers a transition is won. In other words, the gold symbol combination is a jackpot symbol combination that definitely notifies the player that a most advantageous jackpot (16R special jackpot) has been won among the multiple types of jackpots. The red symbol combination is a jackpot symbol combination that notifies the player that a "special jackpot" that triggers a transition to a high probability game state is won, although it is uncertain whether the actual number of rounds is "16 rounds" or "4 rounds". The blue symbol combination is a jackpot symbol combination that notifies the player that a "special jackpot" that triggers a transition to a high probability game state is won, although it is uncertain whether the actual number of rounds is "4 rounds", or a "normal jackpot" that triggers a transition to a "time-saving game state". Here, even if it is a blue symbol combination, the actual number of rounds may be "16 rounds" (that is, even if it is a "16 round" jackpot, the blue symbol combination may be selected), but it is preferable that the actual number of rounds is more likely to be "16 rounds" with a red symbol combination. In this case, as one of the "happy jackpot performances" described later, a "happy jackpot C performance" that is a promotion to a jackpot and a round promotion may be provided.

[0134] In this embodiment, "Super Longevity jackpot performance", "Longevity jackpot A performance", "Longevity jackpot B performance", "Happy jackpot A performance", and "Happy jackpot B performance" are set as multiple types of performance patterns during a jackpot. The Super Longevity jackpot performance is a performance pattern type during a jackpot set in response to the jackpot symbol combination being a "gold symbol combination". The Longevity jackpot A performance and the Longevity jackpot B performance are performance pattern types during a jackpot set in response to the jackpot symbol combination being a "red symbol combination". The Happy jackpot performance A and the Happy jackpot B performance are performance pattern types during a jackpot set in response to the jackpot symbol combination being a "blue symbol combination". In other words, the performance pattern type during a jackpot is set according to the symbol attribute (gold symbol, red symbol, blue symbol) of the jackpot symbol combination.

[0135] Here, referring to FIG. 11(A), the jackpot symbol combination and the jackpot performance pattern selected when the game state at the time of winning the jackpot is the normal game state will be described. First, when the "4R specific jackpot" of the first special symbol is won, the "red symbol combination" or the "blue symbol combination" is selected as the jackpot symbol combination. For example, the red symbol combination is selected as the jackpot symbol combination with an 80% probability, and the blue symbol combination is selected with a 20% probability. At this time, when the "red symbol combination" is selected as the jackpot symbol combination, the "ju jackpot A performance" is selected as the corresponding jackpot performance pattern, and when the "blue symbol combination" is selected as the jackpot symbol combination, the "joy jackpot B performance" is selected as the corresponding jackpot performance pattern. In addition, if the first special symbol is a "4R normal jackpot", the "blue symbol combination" is selected as the jackpot symbol, and the "Ki jackpot A performance" is selected as the corresponding jackpot performance pattern. In addition, if the second special symbol is a "16R specific jackpot", the "gold symbol combination" is selected as the jackpot symbol, and the "choju jackpot performance" is selected as the corresponding jackpot performance pattern. In addition, if the second special symbol is a "4R specific jackpot", the "red symbol combination" is selected as the jackpot symbol combination, and the "ju jackpot A performance" is selected as the corresponding jackpot performance pattern. In addition, if the second special symbol is a "4R normal jackpot", the "blue symbol combination" is selected as the jackpot symbol, and the "Ki jackpot A performance" is selected as the corresponding jackpot performance pattern.

[0136] Next, referring to FIG. 11(B), the jackpot symbol combination and the jackpot presentation pattern that are selected when the game state at the time of winning is the time-saving game state or the probability change game state will be explained. When the "4R specific jackpot" of the first special symbol is won, the "red symbol combination" is selected as the jackpot symbol combination, and the "Juju jackpot A presentation" is selected as the corresponding jackpot presentation pattern. Also, when the "4R normal jackpot" of the first special symbol is won, the "blue symbol combination" is selected as the jackpot symbol combination, and the " "Ki Daihit A performance" is selected. Also, if the "16R specific jackpot" of the second special pattern is won, "gold pattern combination" or "red pattern combination" is selected as the jackpot pattern combination. For example, as the jackpot pattern combination, the gold pattern combination is selected with a probability of 80%, and the red pattern combination is selected with a probability of 20%. At this time, if the "gold pattern combination" is selected as the jackpot pattern combination, "Choju jackpot performance" is selected as the corresponding jackpot pattern during performance, and if the "red pattern combination" is selected as the jackpot pattern combination, "Juju jackpot B performance" is selected as the corresponding jackpot pattern during performance. If the "4R specific jackpot" of the second special pattern is won, "red pattern combination" or "blue pattern combination" is selected as the jackpot pattern combination. For example, as the jackpot pattern combination, the red pattern combination is selected with a probability of 80%, and the blue pattern combination is selected with a probability of 20%. At this time, if the "red pattern combination" is selected as the jackpot pattern combination, the "ju jackpot A performance" is selected as the corresponding jackpot pattern, and if the "blue pattern combination" is selected as the jackpot pattern combination, the "joy jackpot B performance" is selected as the corresponding jackpot pattern. Also, if the "4R normal jackpot" of the second special pattern is won, the "blue pattern combination" is selected as the jackpot pattern, and the "joy jackpot A performance" is selected as the corresponding jackpot pattern.

[0137] The Choju jackpot presentation is a jackpot presentation pattern that definitely notifies the player that he or she has won the most advantageous jackpot (16R specific jackpot) among multiple jackpot types.

[0138] The Kotobuki jackpot A and Kotobuki jackpot B effects are determined to have won the "specific jackpot" type, which is the trigger for transition to the probability change game state, but until the specified number of rounds (4 rounds) is reached, it is unclear whether the actual number of rounds is "16 rounds" or "4 rounds", and the effects progress during the jackpot. Here, even if the Kotobuki jackpot A effect reaches the specified number of rounds (4 rounds), the promotion effect (round promotion effect) is not performed, and the specified number of rounds for this jackpot game is determined to be "4 rounds". On the other hand, when the Kotobuki jackpot B effect reaches the specified number of rounds (4 rounds), the promotion effect (round promotion effect) occurs, and it is determined that the specified number of rounds for this jackpot game is "16 rounds" (the specified number of rounds has been promoted to "16 rounds").

[0139] The Ki-dai-hit A and Ki-dai-hit B performances are determined to have a real number of rounds of "4 rounds", but until the jackpot end demo is reached, it is unclear whether the player has won a "specific jackpot" that triggers a transition to a certain probability game state, or a "normal jackpot" that triggers a transition to a time-limited game state. In this case, even if the Ki-dai-hit A performance reaches the jackpot end demo, the promotion performance (probability promotion performance) is not performed, and it is determined that the current jackpot type is a "normal jackpot" (the game will transition to a time-limited game state after the current jackpot game ends). On the other hand, when the Ki-dai-hit B performance reaches the jackpot end demo, a promotion performance (probability promotion performance) occurs, and it is determined that the current jackpot type is a "specific jackpot" (the game will transition to a certain probability game state after the current jackpot game ends). In addition, in FIG. 11, the correspondence between the jackpot type and the performance pattern during the jackpot is different depending on the game state at the time of winning the jackpot, but regardless of the game state at the time of winning the jackpot, the correspondence as shown in FIG. 11(B) may be used. In addition, the first special symbol may also be provided with a 16R specific jackpot, and in that case, even when the first special symbol is a jackpot, the super longevity jackpot performance or the longevity jackpot B performance may be executed. The details of the promotion performance (round promotion performance, probability change promotion performance) will be described later.

[0140] Next, the contents of each big win performance pattern will be explained. Figures 12 to 16 are schematic diagrams showing the contents of the big win performance patterns. In the diagrams, the correspondence between the type of individual performance that occurs during a big win game and the occurrence timing is determined for each big win performance pattern. In the figure, the opening mode of the large prize opening 54 is added for ease of understanding. However, in this embodiment, only a "long opening" is prepared as the opening mode of the large prize opening 54, in which the opening time (maximum opening time) of the large prize opening 54 is set to an opening time that allows or makes it easy to insert game balls of a specified count number (full count), but this is not limited to this configuration, and a "short opening" may be prepared, in which the opening time (maximum opening time) of the large prize opening 54 is set to an opening time that does not allow or makes it difficult to insert game balls of a specified count number (full count).

[0141] First, during the execution of the jackpot start demo, a screen is displayed suggesting the type of jackpot performance (choju jackpot performance, juju jackpot performance, ki jackpot performance), and the player is suggested which jackpot performance will start. In this embodiment, the execution time of the jackpot start demo is set to "5 seconds" in common for all jackpots.

[0142] During each round play, a round performance screen corresponding to the type of performance during the jackpot (choju jackpot performance, ju jackpot performance, ki jackpot performance) is displayed. That is, if the performance pattern during the jackpot is a choju jackpot performance, a choju jackpot round screen is displayed, if the performance pattern during the jackpot is a ju jackpot performance A or a ju jackpot B performance, a ki jackpot round screen is displayed, if the performance pattern during the jackpot is a ki jackpot A or a ki jackpot B performance, a ki jackpot round screen is displayed. However, if a round promotion performance described later occurs during a specified round play, the type of the performance during the jackpot is promoted, and the round performance screen of a lower rank type is switched to a round performance screen of a higher rank type.

[0143] After each round game ends, an interval period is set, which is a pause time (the closing time of the big prize opening 54) from when the end of each round game is set until the next round game or the setting of the big win end demo is started. Therefore, the special game is developed in the following order: "Big win start demo" → "round game" → "interval period" → "round game" → "interval period" → "round game" → "interval period" → "Big win end demo". In this embodiment, the interval time (interval period) is set to "2 seconds" in common for all big wins. Details of this interval time will be described later.

[0144] During the execution of the jackpot end demo, the contents of the performance mode (game state) to be transferred to after the end of the currently executed jackpot game are suggested, and the player is suggested which performance mode will be entered or continued. In addition, during this jackpot end demo period, the later-described probability change promotion performance or reserved consecutive suggestion performance may be performed. Note that the reserved consecutive suggestion performance performed during this jackpot end demo period does not include the reserved consecutive suggestion performance (the performance combined with the over winning performance or the bonus winning performance) that is performed in response to the occurrence of the over winning or the bonus winning in the modified example described later. In other words, the reserved consecutive suggestion performance related to the modified example described later is not a performance performed during the jackpot end demo period, but a performance performed during the interval period. Note that the details of the probability change promotion performance and reserved consecutive suggestion performance of this embodiment will be described later. In this embodiment, the execution time of the jackpot end demo is set to "20 seconds" in common to all jackpots. As described above, the jackpot start demo and jackpot end demo may be configured so that each demo time differs depending on whether it is a first jackpot game (i.e., a jackpot from a low probability, low base state) or a jackpot game during a winning streak (i.e., a jackpot from a high probability, high base state or a low probability, high base state). Specifically, in the case of a jackpot game during a winning streak, each demo time may be set to a relatively short time in order to proceed with the processing of the game before and after the jackpot more quickly (to proceed with the game during the winning streak more quickly) than in the case of a first jackpot game. Also, as described above, when a performance is performed to call attention to the fact that the prepaid card has been forgotten in a jackpot game during a winning streak, it is preferable to perform the performance within the jackpot end demo period set to a relatively long time, and when a performance is performed to call attention to the fact that the prepaid card has been forgotten in a jackpot game during a winning streak, it is preferable to perform the performance within the round time period, not within the jackpot end demo period set to a relatively short time. It is preferable to perform the reserved consecutive suggestion performance during the execution period of the reserved consecutive play. In addition, in the case of the first jackpot game (i.e., a jackpot from a low probability low base state), it is preferable not to perform or to lower the execution probability even if there is a jackpot reserved in the reserved, and in the case of the jackpot game during the consecutive win (i.e., a jackpot from a high probability high base state or a low probability high base state), it is preferable not to perform or to increase the execution probability even if there is a jackpot reserved in the reserved. Furthermore, it is preferable that the reserved consecutive suggestion performance is performed during the execution of the special game corresponding to the 16R specific jackpot, and it is preferable to perform it when the jackpot reserved in the reserved is a jackpot reserved corresponding to the 16R specific jackpot (in other words, it is preferable that the jackpot for which the reserved consecutive suggestion performance is displayed and the reserved jackpot reserved in the reserved that is the trigger for the execution of the reserved consecutive suggestion performance are only for the 16R specific jackpot, and not for the 4R specific / normal jackpot).

[0145] Here, Fig. 17 is a schematic diagram showing a basic screen (round performance screen) during a round game. Although not shown, in the central area of ​​the screen, various images (animation images, etc.) according to the type of performance pattern during the jackpot are displayed to liven up the jackpot game.

[0146] The round display area 730 of the screen displays the round number (the third round in the illustrated example) indicating which round game is currently being played. For example, if the currently played round game is the first round game (first round), "ROUND1" is displayed in the round display area, if the currently played round game is the second round game (second round), "ROUND2" is displayed in the round display area, and even thereafter, "ROUND3", "ROUND4", etc. are displayed in the round display area each time a round game is played.

[0147] In the right-hit display area 731 of the screen, a right-hit image (also called a "hit instruction" effect) is displayed, which prompts the player to hit the game ball toward the right-side area PA2 (hit to the right). In addition, even if the situation is such that the game ball should be hit to the right (during a big win), if the game ball flows down the left-side area PA1 and enters the general winning holes 61-63, or enters the first starting hole 51, that is, if the game ball is shot toward the left-side area PA1, an effect (attention notification effect) may be executed to alert the player not to hit to the left. In the attention notification effect, a message instructing the player to hit to the right is displayed on the screen, or the effect lamp LP is lit in a special light-emitting manner (for example, flashes quickly or momentarily with high brightness), thereby notifying the player that the game ball should be shot toward the right-side area PA2 (hit to the right). In addition, as the attention notification effect, for example, a sound (right-hit instruction sound) saying "Please hit to the right" may be output from the speaker 11. It is preferable that this warning effect is in a conspicuous position (for example, in the central display area) and of a size (for example, occupying most of the display area of ​​the effect display device 70) so that it can be clearly seen by the player, and it is preferable to configure it so that it can be displayed even in a situation where the right hit image, the display contents in the prize ball acquisition display area 732 described later, the display contents in the cumulative prize ball count display area 733, the emphasis effect, and the display contents in the round display area 730 are displayed. However, since the right hit image is also information that should be clearly conveyed to the player (information about an appropriate launch position), it is appropriate to display the right hit image and the warning effect in different display areas so that they are not displayed overlapping. On the other hand, it is preferable to configure it so that the visibility of the warning effect is not hindered (that is, while it can be displayed overlapping, in that case, the warning effect is displayed in front) so that it is configured. This launch instruction effect is displayed when the ball enters one of the general winning holes 61 to 63 during a jackpot, or when the ball enters the first starting hole 51, and the display time is set to 10 seconds.However, if the display conditions are met again before the 10-second display time has elapsed, another 10 seconds will be set as the display time (i.e., the display time will be extended). Also, the right-hit image and warning effects are not only displayed during a jackpot, but also on a high probability basis. It is preferable to display it even in high base states such as a low probability high base state or a low probability high base state, and it is desirable to configure the right-hit image to continue to be displayed from during a jackpot through the high base state, and if the warning display is displayed less than 10 seconds until the end of the jackpot (for example, 5 seconds before the end of the jackpot end demo), it is desirable to configure it to continue to be displayed from during a jackpot through the high base state.

[0148] In the prize ball acquisition display area 732 of the screen, when a predetermined winning (over winning or bonus winning described later) occurs, the number of prize balls (unit prize ball number) awarded based on the winning is displayed to notify the occurrence of the winning. This prize ball acquisition display area 732 includes a first prize ball acquisition display area 732A in which the number of prize balls acquired by the over winning (unit prize ball number acquired when one game ball enters the large winning port 54) is displayed when the over winning occurs, and a second prize ball acquisition display area 732B in which the number of prize balls acquired by the bonus winning (unit prize ball number acquired when one game ball enters the general winning port 64) is displayed when the bonus winning occurs. For example, when an over winning occurs, "+15pt" corresponding to the unit prize ball number (15 balls) of the large winning port 54 is displayed, and when a bonus winning occurs, "+3pt" corresponding to the unit prize ball number (3 balls) of the general winning port 64 is displayed. As a modified example, the first prize ball acquisition display area 732A and the second prize ball acquisition display area 732B may be positioned apart from each other.

[0149] The cumulative number of prize balls display area 733 of the screen displays the cumulative number of prize balls acquired up to the present time based on the balls entering the large prize opening 54 or the general prize opening 64 during consecutive jackpot games (referred to as the "cumulative number of prize balls"). "Consecutive jackpots" refers to a state in which the specific game state continues without returning to the non-specific game state after the occurrence of the first jackpot, which is the trigger for transition from the non-specific game state to the specific game state (a state in which jackpots occur consecutively in the specific game state starting from the first jackpot). Also, the "specific game state" refers to a game state in which the probability of transitioning to the special game is higher than in the normal game state (low probability low base state), and at least one of the functions of the probability variation function of the special symbol, the variation time reduction function of the special symbol, and the electric chute support function is activated (at least one of the high probability high base state, the low probability high base state, and the high probability low base state). In this embodiment, the game state (high base state) in which at least the electric chute support function is activated corresponds to the "specific game state". The cumulative number of prize balls includes the number of prize balls acquired by the entry of game balls into the large prize winning port 54 or the general prize winning port 64 in the special game when the first win occurs. The cumulative number of prize balls may include the number of prize balls awarded by the over prize winning described below, or may not include the number of prize balls awarded by the over prize winning. The cumulative number of prize balls may include the number of prize balls awarded by the bonus prize winning described below, or may not include the number of prize balls awarded by the bonus prize winning. The over prize winning performance described below is executed only during a jackpot (it can be executed because the large prize winning port 54 is openable and balls can be entered), but the general prize winning port 64 can be entered regardless of whether or not a jackpot is being won. However, the bonus prize winning performance described below is also configured to be executed only during a jackpot.Regarding bonus winning, if there is a jackpot, a bonus winning effect is executed, but if the state is in a low probability, low base state, a special effect different from the bonus winning effect is executed (for example, a special effect in which the dialogue "Don't put it in here now!" and a sound are displayed, however, this may also be executed when three balls are entered within a specified time (for example, within five seconds) rather than just one ball is entered), and if the state is in a high probability, high base state or a low probability, high base state, neither the bonus winning effect nor the special effect is executed (in that case, it is not necessary to execute anything, but as another effect, an effect such as a red flame appearing for a moment around the frame of the effect display device 70 may be executed).

[0150] In addition to this cumulative number of prize balls, or instead of the cumulative number of prize balls, the cumulative number of prize balls acquired up to the present time based on game balls entering the large prize slot 54 or the general prize slot 64 in one currently active jackpot game (referred to as the "number of prize balls during a jackpot") may be displayed. The number of prize balls during a jackpot is the number of prize balls that the player could actually acquire during one jackpot game, and is therefore basically the number of acquirable prize balls (theoretical expected number of prize balls) set according to the type of jackpot. The number of winning balls may be less than the number of balls that can be won, but it will not exceed the number of winning balls that can be won. However, if an over-winning occurs, as described below, the number of winning balls during the jackpot may exceed the number of winning balls that can be won (theoretical expected number of winning balls) that is set according to the type of jackpot.

[0151] Also, although not shown in the drawings, during consecutive wins, the number of consecutive wins, which is the number of consecutive jackpot occurrences in a specific gaming state, or the number of times including the first jackpot in that number (the number added by 1), may be displayed. As an example, if there are 3 consecutive jackpots in a specific gaming state after the first jackpot, a display such as "3rd consecutive win" or "4th consecutive win" may be made during the jackpot. Also, in each round of the special game, a pseudo-decoration symbol (hereinafter referred to as "pseudo-decoration symbol") may be variably displayed and stopped (temporarily stopped display, confirmed stop display). This pseudo-decoration symbol preferably has a different symbol pattern (a symbol dedicated to during the jackpot) from the normal decoration symbol variably displayed during non-special games. Specifically, if the decoration symbol variably displayed during non-special games is composed of a picture (character) and numbers, during the special game, it becomes a decoration symbol of only numbers, and its size is also reduced, or if the decoration symbol variably displayed during non-special games is composed of only numbers, during the special game, it is a decoration symbol of only the same numbers but its size is reduced. Further, when a triple such as "7·7·7" appears during the jackpot, as long as it can be recognized which decoration symbol the jackpot occurred with, "7·7·7" is not displayed during the special game, and only "7" (not a combination of 3 decoration symbols but only 1 decoration symbol) may be displayed. Also, during the execution of the jackpot game (round game), a "winning-related effect" which is a characteristic effect of this embodiment is executed.

[0152] [Winning-related effect] Next, the winning-related effect of this embodiment will be described. FIG. 18 is a conceptual diagram for explaining the configuration of the winning-related effect of this embodiment. The winning-related effect is an effect executed based on a game ball entering a specific winning port (big winning port 54 or general winning port 64) during the execution of the jackpot game. This winning-related effect includes (A) a big winning port winning effect and (B) a general winning port winning effect.

[0153] <A. Big winning port winning effect> The large prize opening winning effect is an effect that is executed when a game ball enters the large prize opening 54 during the execution of a special game. The large prize opening winning effect includes a large prize opening normal winning effect, a large prize opening over winning effect, and a large prize opening count up effect. In the following, except in special cases, (a) a game ball entering the large prize opening 54, (b) a game ball entering the large prize opening 54, (c) a game ball being detected by the large prize opening switch 541, and (d) receiving a large prize opening winning command from the main control board 100 are used as synonyms.

[0154] ≪A-1. Regular winning performance at the big prize entrance≫ The large prize opening normal winning performance is a performance that notifies the player that a game ball has won the large prize opening 54, with the target being the winning of game balls within a specified count number into the large prize opening 54. In other words, the large prize opening normal winning performance is a performance that is performed every time a game ball wins into the large prize opening 54 until the number of game balls winning into the large prize opening 54 in one round of play reaches the specified count number. In this embodiment, a specific example of the large prize opening normal winning performance is not specifically shown, but the large prize opening normal winning performance is performed using at least one of a plurality of performance means such as the performance display device 70, the speaker 11, the performance lamp LP, and the movable role 24. As an example, (1) an effect on the effect display device 70 in which an object corresponding to a specified count number in one unit game is displayed (for example, a treasure chest display is displayed for a specified count number in one unit game), and the object is deleted each time a game ball enters the large prize opening 54; (2) an effect on the speaker 11 in which a "clink" sound is output each time a game ball enters the large prize opening 54; (3) an effect on the effect lamp LP in which the lamp flashes twice each time a game ball enters the large prize opening 54. As a modified example of this embodiment, the normal large prize winning performance may not be provided, and only the large prize winning performance described below may be performed for the winning of game balls into the large prize winning port 54 up to a specified count number.

[0155] ≪A-2. Winning over the main prize gate≫ The large prize opening over-entry effect (also referred to as "over-entry effect") is an effect that suggests or notifies that a game ball has entered the large prize opening 54, targeting the entry of a game ball that exceeds the specified count number into the large prize opening 54 (over-entry). "Over-entry" refers to the detection by the large prize opening switch 541 of a game ball that exceeds the specified count number during the execution of one round of play (in this embodiment, the 11th or subsequent game balls). In this embodiment, the effective detection period of the big prize opening switch 541 is the detection grace period after each round of play ends (this will be described later in detail). In this embodiment, this period is the same as the interval period, but the interval period and the detection grace period may be different periods. As an example, when the interval period, which is the waiting time set between each round of play or between the final round of play and the big prize end demo, during which the big prize opening 54 is kept closed from the start of the closing operation, is set to 2 seconds, the detection grace period is set to 2 seconds. The detection grace period is a period set between each round of play or between the final round of play and the jackpot end demo, and is a period during which it is possible to detect the entry of game balls after the large prize opening 54 has started its closing operation (such as the entry of game balls that have exceeded a specified count number).The detection grace period overlaps at least partially with the interval period, and is set to extend from the start of the closing operation of the large prize opening 54 until the elapse of 1 second or 3 seconds), and an over-entry can occur within this interval period (within the detection grace period). As an example of an over-entry, if the game ball on the 10th count enters the large prize opening 54 and is detected by the large prize opening switch 541, initiating the closing operation of the large prize opening 54, and a subsequent game ball (a game ball on the 11th count or later) enters the large prize opening 54 before the large prize opening 54 is closed, then an over-entry will occur when this subsequent game ball (a game ball on the 11th count or later) is detected by the large prize opening switch 541 within the interval period (within the detection grace period).

[0156] The types of over prize winning effects include an over prize winning image display effect and an over prize winning sound output effect. FIG. 19 is a schematic diagram showing an example of the over prize winning effect of this embodiment. It is preferable that the over prize winning effect has a different effect from the effect of the large prize winning port normal prize winning effect described above. As a modified example, the effect related to the over prize winning may be equipped with only an over prize winning image (without an over prize winning sound), or may be equipped with only an over prize winning sound (without an over prize winning image).

[0157] The over-winning image display effect is an effect that displays an image (called an "over-winning image") that suggests that an over-winning has occurred. In this embodiment, as shown in FIG. 19, an over-winning image with the characters "+15pt" is displayed in the winning ball acquisition display area 732 of the screen as an over-winning image, suggesting that "15" prize balls have been acquired based on the occurrence of an over-winning. This allows the player to intuitively understand that an over-winning has occurred.

[0158] The over-winning sound output effect is an effect in which a sound ("over-winning sound") suggesting that an over-winning has occurred is output from the speaker 11. In this embodiment, as shown in Fig. 19, the occurrence of an over-winning is suggested by outputting a sound effect (character voice) saying "Good job!" from the speaker 11.

[0159] As a modification of this embodiment, a plurality of performance patterns for the over winning effect may be provided. In other words, a plurality of types of over winning images or a plurality of types of over winning sounds may be prepared. It may be configured to select one of the over winning images and over winning sounds by a performance lottery when a bar win occurs. In that case, depending on the type of over winning image or over winning sound, it may be possible to perform a hold consecutive suggestion, a probability variable suggestion, a round number suggestion, etc. As an example, while there is only one type of over winning image, "+15pt", there are over winning sounds such as "Nice", "Keep it up", and "Congratulations" in addition to "Yay", and among them, when the over winning sound "Congratulations" occurs, (1) the performance may also serve as a hold consecutive suggestion, (2) the performance may also serve as a role of suggesting that the currently executed jackpot is a probability variable jackpot, or (3) the performance may also serve as a role of suggesting that the currently executed jackpot is a 16R jackpot rather than a 4R jackpot.

[0160] More specifically, as a modified example of this embodiment, a configuration may be adopted in which multiple types of over winning sounds are set, and in addition to the occurrence of an over winning, a configuration may be adopted in which a possibility of a consecutive winning in the reserved ball is suggested according to the type of over winning sound (i.e., the over winning effect and the reserved ball consecutive suggestion effect are used together). Here, "consecutive winning in the reserved ball" refers to a case in which, when the result of the hit / miss judgment of the special symbol performed by the consumption of a certain preceding activated reserved ball is a jackpot, an activated reserved ball (also called a "jackpot reserved") that is expected to be a jackpot is included in one or more subsequent activated reserved balls that exist at a predetermined timing from the time when the hit / miss judgment of the special symbol related to the preceding activated reserved ball is permitted to the time when the special game that is executed as a result of the jackpot is ended. In this modified example, as multiple types of over winning sounds, an over winning sound A (a sound saying "You did it") and an over winning sound B (a sound saying "Congratulations") are prepared. And, when there is no reserved jackpot when the over win occurs (when consecutive wins in the reserved jackpot are not established), the selection rate of the over win sound A is "100%", and the selection rate of the over win sound B is "0%". On the other hand, when there is a reserved jackpot when the over win occurs (when consecutive wins in the reserved jackpot are established), the selection rate of the over win sound A is "0%", and the selection rate of the over win sound B is "100%". In other words, the over win sound A is a normal sound that suggests that an over win has occurred and consecutive wins in the reserved jackpot have not been established. The over win sound B is a special sound that suggests that an over win has occurred and consecutive wins in the reserved jackpot have been established. The selection rates of the over win sounds A and B may be set appropriately. For example, when there is a reserved jackpot when the over win occurs (when consecutive wins in the reserved jackpot are established), the selection rate of the over win sound A may be "80%", and the selection rate of the over win sound B may be "20%". In addition, in the above modified example, an example was given of the case where the reserved consecutive win suggestion effect is applied to the over winning sound output effect, but the reserved consecutive win suggestion effect may also be applied to the over winning image display effect (for example, if "+15pt" is displayed in black letters as the over winning image display effect, it may be possible that the reserved consecutive win has not occurred or is unlikely to have occurred, but if it is displayed in gold letters, it may be possible that the reserved consecutive win has occurred or is likely to have occurred).In addition, the above modified example has been described as the over winning sound B as a hold consecutive indication, but the over winning sound B may be specified to have the role of a probability variable indication or a round number indication. In that case, depending on whether the currently executed jackpot is a normal jackpot or a specific jackpot (probability variable jackpot), the selection rate of the over winning sound A and the over winning sound B is set to "100%" for a normal jackpot, and "0%" for the over winning sound B, while in the case of a specific jackpot (probability variable jackpot), the selection rate of the over winning sound A is set to "0%" and the selection rate of the over winning sound B is set to "10%". The selection rates of over winning sounds A and B may be "100%" or the selection rate of over winning sound A may be "80%" and the selection rate of over winning sound B may be "20%". Depending on whether the currently executing jackpot is a 4R jackpot or a 16R jackpot, the selection rate of over winning sound A and B may be "100%" and the selection rate of over winning sound B may be "0%" in the case of a 4R jackpot, while in the case of a 16R jackpot, the selection rate of over winning sound A may be "0%" and the selection rate of over winning sound B may be "100%", or the selection rate of over winning sound A may be "80%" and the selection rate of over winning sound B may be "20%".

[0161] In this embodiment, the activation reserved ball of the second special symbol is more likely to be activated than the activation reserved ball of the first special symbol. The "special pattern 2 priority consumption method" is adopted, and only the activated reserved ball of the second special pattern may be targeted as the activated reserved ball that is the target of consecutive wins in the reserved ball. In addition, when the game state at the time of the occurrence of the jackpot that triggers the execution of the special game is a specific game state (high base state), and the game state after the end of the special game is also a specific game state (high base state), the reserved consecutive win suggestion performance may be executed in response to an over win that occurs during the execution of the special game. In addition, assuming that the preceding activated reserved ball is a high-profit jackpot (16R jackpot), when a specific reserve that is a high-profit jackpot (16R jackpot) is included in the subsequent activated reserved ball as the first specific reserve, the reserved consecutive win suggestion performance may be executed in response to an over win that occurs during the execution of the special game. In other words, even if there is a jackpot reservation in the subsequent operation reservation, if the jackpot type related to the jackpot reservation (the first jackpot reservation in the case of multiple jackpot reservations) is a low-profit jackpot, the reserved lottery suggestion performance may not be executed. In other words, if a reserved lottery consecutive suggestion performance occurs during the execution of a special game, it is certain that the reserved lottery will be consecutive with a high-profit jackpot (16R jackpot).

[0162] As a modified example of this embodiment, the over winning effect may suggest the possibility of winning a special jackpot in addition to the occurrence of an over winning. In other words, the over winning effect and the special jackpot suggestion effect may be used together. The special jackpot suggestion effect is an effect that suggests that the type of jackpot that triggered the execution of the currently executed special game is a specific jackpot (special jackpot), that is, that the game will transition to a special jackpot state after the special game ends. In this modified example, for example, multiple types of over winning sounds A to C are set, and when the type of jackpot won this time is a normal jackpot, the selection rate of the over winning sound A is "70%", the selection rate of the over winning sound B is "30%, and the selection rate of the over winning sound C is "0%". When the type of jackpot won this time is a special jackpot, the selection rate of the over winning sound A is "10%, the selection rate of the over winning sound B is "30%, and the selection rate of the over winning sound C is "60%". In other words, the probability of winning (the probability of transition to the probability of winning game state) increases by one step in the order of "Over Winning Sound A" < "Over Winning Sound B" < "Over Winning Sound C". As a further modification, the over winning sound may be configured to indicate the number of electric supports to be given after the special game ends, rather than the probability of winning.

[0163] ≪A-3. Count-up performance of the big prize entrance≫ The large prize opening count-up effect is an effect in which, when a game ball enters the large prize opening 54 during the execution of a special game during a consecutive win, the value of the cumulative prize ball count displayed in the cumulative prize ball count display area 733 is added to the value of the cumulative prize ball count displayed in the cumulative prize ball count display area 733, and the value of the prize ball count (unit prize ball count) paid out based on the game ball entering the large prize opening. In this embodiment, since the specification is such that "15" prize balls are paid out when one game ball enters the large prize opening 54 (the unit prize ball count of the large prize opening 54 is 15), when a game ball enters the large prize opening 54, the value of the cumulative prize ball count displayed in the cumulative prize ball count display area 733 is updated in units of "15". The special game effect control means 227 is also provided with an accumulated prize ball counter for counting the accumulated number of prize balls, and each time a game ball enters the large prize opening 54 (each time a large prize opening entry command is received from the main control board 100), the count value of the accumulated prize ball counter is increased by "15", which is the unit prize ball number for the large prize opening 54, and accordingly, a large prize opening count-up effect is performed in which "15" is added to the value of the accumulated prize ball number displayed in the accumulated prize ball number display area 733. This large prize opening count-up effect is an effect that is executed regardless of whether the game balls entering the large prize opening 54 are within the specified count number or exceed the specified count number.

[0164] FIG. 20 is a schematic diagram showing an example of the successive appearance of the large prize opening count-up effect. As shown in FIG. 20, the large prize opening count-up effect is an effect in which, when a gaming ball enters the large prize opening 54, the cumulative prize ball count displayed in the cumulative prize ball count display area 733 is incremented by "1" in a count-up manner when the gaming ball enters the large prize opening 54. In the illustrated example, the cumulative prize ball count goes from "7000" → "7001" → ... → "7014 "→"7015". FIG. 20 shows the flow of the large prize winning port count-up performance when an over-winning occurs, and after the over-winning performance is performed at (A) in the figure, the large prize winning port count-up performance is performed at (B) to (E) in the figure. FIG. 20 shows the large prize winning port count-up performance when an over-winning performance is performed, but the large prize winning port count-up performance is performed not only when an over-winning performance is performed, but also when a game ball enters within a specified count number. In addition, when an over-winning occurs while a large prize winning port count-up performance corresponding to a game ball entering within a specified count number (especially a large prize winning port count-up performance corresponding to the 10th count, which is the specified count number) is being performed and the count-up of 15 balls has not yet been completed, it is desirable to configure the large prize winning port count-up performance corresponding to the over-winning to start after all the count-ups of the large prize winning port count-up performances that have not yet completed the count-up of 15 balls have been completed (after the count-up of 15 balls has been completed). Here, if the over-entry is detected just before the end of the interval period (detection grace period), the large prize entry port count-up performance corresponding to the over-entry will overlap with the execution period of the next round (the next round that starts after the interval period has elapsed). However, even if a ball enters large prize entry port 54 during the execution of the large prize entry port count-up performance corresponding to the over-entry that is executed during the execution of the next round (the next round that starts after the interval period has elapsed), if the timing of the ball entry is while the large prize entry port count-up performance corresponding to the over-entry is being executed and the count-up of 15 balls has not yet been completed, it is desirable to configure the large prize entry port count-up performance corresponding to a prize entry at large prize entry port 54 in the next round to start after the count-up of the large prize entry port count-up performance that has not yet completed the count-up of 15 balls has been completed (after the count-up of 15 balls has been completed).

[0165] As a modified example of this embodiment, when an over-winning occurs during the execution of a special game, the over-winning effect may be executed, but the number of prize balls awarded based on the over-winning may not be added to the cumulative number of prize balls. In other words, the cumulative number of prize balls may be configured to include the number of prize balls awarded based on game balls entering the large prize opening 54 within a specified count number, but not include the number of prize balls awarded based on game balls entering the large prize opening 54 exceeding the specified count number.

[0166] Also, as a modification of this embodiment, during the execution of a special game that is performed when a jackpot occurs (when the result of the winning or losing determination of the first special symbol is a jackpot in the normal game state), even if an over-win exceeding the specified count number occurs, the over-win effect may not be executed. Also, as types of special games, there are a high-profit special game (e.g., 16R special game) and a low-profit special game (e.g., 4R special game). During the execution of the high-profit special game, when an over-win exceeding the specified count number occurs, the over-win effect is executed, and during the execution of the low-profit special game, even if an over-win exceeding the specified count number occurs, the over-win effect may not be executed. Also, as types of round games, there are a long-open round game in which the maximum opening time of the big winning port 54 is set to an opening time (e.g., 29 seconds) at which a game ball can enter or easily enter within the specified count number (full count), and a short-open round game in which the maximum opening time of the big winning port 54 is set to an opening time (e.g., 2 seconds) at which a game ball can enter or easily enter within the specified count number (full count). During the execution of the long-open round game, when an over-win exceeding the specified count number occurs, the over-win effect is executed, and during the execution of the short-open round game, even if an over-win exceeding the specified count number occurs, the over-win effect may not be executed. Also, during the execution of a special game that is performed when winning a specific jackpot (certain-variable jackpot), when an over-win exceeding the specified count number occurs, the over-win effect is executed, and during the execution of a special game that is performed when winning a normal jackpot (non-certain-variable jackpot), even if an over-win exceeding the specified count number occurs, the over-win effect may not be executed.

[0167] <B. General winning port winning effect> The general winning port winning effect is an effect executed when a game ball wins in the general winning port 64. The general winning port winning effect includes a general winning port normal winning effect and a general winning port count-up effect.

[0168] ≪B-1. General winning port normal winning effect≫ The normal winning effect for the general winning port (also referred to as the "bonus winning effect") is an effect that suggests or notifies that a gaming ball has won the general winning port 64. In the following, the winning of a gaming ball in the general winning port 64 during the execution of a special game is also referred to as the "bonus winning", but the winning of a gaming ball in the general winning port 64 other than during the execution of a special game (non-special game state) may also be referred to as the "bonus winning".

[0169] The types of bonus winning effects include a bonus winning image display effect and a bonus winning sound output effect. FIG. 21 is a schematic diagram showing an example of the bonus winning effect of this embodiment. In addition, as a modified example, the bonus winning effect may be only a bonus winning image (without a bonus winning sound), or only a bonus winning sound (without a bonus winning image). This bonus winning effect is configured to be executed even during the execution of a round game or while the big winning hole 54 is closed during a big win (during an interval period), and is configured to be executed simultaneously with the over winning effect if the big winning hole 54 is closed during a big win (during an interval period).

[0170] The bonus winning image display effect is an effect that displays an image (called a "bonus winning image") that suggests that a bonus winning has occurred. In this embodiment, as shown in FIG. 21, a bonus winning image with the characters "+3pt" is displayed in the winning ball display area 732 on the screen as a bonus winning image, suggesting that "3" prize balls have been won based on the occurrence of the bonus winning. This allows the player to intuitively understand that a bonus winning has occurred.

[0171] The bonus winning sound output effect is an effect in which a sound ("bonus winning sound") indicating that a bonus winning has occurred is output from the speaker 11. In this embodiment, as shown in FIG. 21, the occurrence of a bonus winning is indicated by outputting a "beep" sound effect from the speaker 11.

[0172] As a modification of this embodiment, multiple patterns of bonus winning effects may be provided. That is, multiple types of bonus winning images or multiple types of bonus winning sounds may be prepared, and one of the bonus winning images and bonus winning sounds may be selected by a lottery when a bonus win occurs. In that case, depending on the type of bonus winning image or bonus winning sound, a reserve consecutive suggestion, a probability variation suggestion, a round number suggestion, etc. may be performed. As an example, while there is only one type of bonus winning image, "+3pt," the bonus winning sounds include "Piccon," "Gachan," "Ching," and "Bokan." Among these, when the bonus winning sound "Bokan" occurs, (1) the effect may also serve as an indication of a series of pending wins, (2) it may also serve as an indication that the currently executing jackpot is a sure-win jackpot, or (3) it may also serve as an indication that the currently executing jackpot is a 16R jackpot rather than a 4R jackpot.

[0173] More specifically, as a modified example of this embodiment, a configuration may be adopted in which multiple types of bonus winning sounds are set, and in addition to indicating the occurrence of a bonus winning, a configuration may be adopted in which the occurrence of consecutive wins in the reserved lottery is suggested depending on the type of bonus winning sound (i.e., the bonus winning effect is used both as a bonus winning effect and a reserved lottery suggestion effect). In this modified example, a bonus winning sound A (a "beep" sound effect) and a bonus winning sound B (a "boom" sound effect) are prepared as the multiple types of bonus winning sounds. And If there is no reserved jackpot when the bonus win occurs (if consecutive wins in the reserved jackpot are not established), the selection rate of the bonus winning sound A is "100%" and the selection rate of the bonus winning sound B is "0%". On the other hand, if there is a reserved jackpot when the bonus win occurs (if consecutive wins in the reserved jackpot are established), the selection rate of the bonus winning sound A is "0%" and the selection rate of the bonus winning sound B is "100%". In other words, the bonus winning sound A is a normal sound that suggests that the bonus win has occurred and consecutive wins in the reserved jackpot have not been established. The bonus winning sound B is a special sound that suggests that the bonus win has occurred and consecutive wins in the reserved jackpot have been established. In addition, if there is a reserved jackpot when the bonus win occurs (if consecutive wins in the reserved jackpot are established), the selection rate of the bonus winning sound A may be "80%" and the selection rate of the bonus winning sound B may be "20%". In the modified example, an example was given of the case where the reserved consecutive win suggestion effect is applied to the bonus winning sound output effect, but the reserved consecutive win suggestion effect may also be applied to the bonus winning image display effect (for example, if "+3pt" is displayed in black letters as the bonus winning image display effect, it may indicate that the reserved consecutive win has not occurred or is unlikely to have occurred, but if it is displayed in gold letters, it may indicate that the reserved consecutive win has occurred or is likely to have occurred).In addition, the above modified example has been described with respect to the bonus winning sound B as a hold consecutive indication, but the bonus winning sound B may be specified to have the role of a probability variation indication or a round number indication. In that case, depending on whether the currently executed jackpot is a normal jackpot or a specific jackpot (probability variation jackpot), the selection rate of the bonus winning sounds A and B is set as follows: in the case of a normal jackpot, the selection rate of the bonus winning sound A is "100%" and the selection rate of the bonus winning sound B is "0%", while in the case of a specific jackpot (probability variation jackpot), the selection rate of the bonus winning sound A is "0%" and the selection rate of the bonus winning sound B is "100%". The selection rates of bonus winning sounds A and B may be "100%", or the selection rate of bonus winning sound A may be "80%" and the selection rate of bonus winning sound B may be "20%". Depending on whether the currently executing jackpot is a 4R jackpot or a 16R jackpot, the selection rate of bonus winning sound A and B may be "100%" and "0%" in the case of a 4R jackpot, while in the case of a 16R jackpot, the selection rate of bonus winning sound A may be "0%" and the selection rate of bonus winning sound B may be "100%," or the selection rate of bonus winning sound A may be "80%" and the selection rate of bonus winning sound B may be "20%".

[0174] In addition, in this embodiment, a "special symbol 2 priority consumption method" is adopted in which the activated reserved ball of the second special symbol is consumed preferentially over the activated reserved ball of the first special symbol, and only the activated reserved ball of the second special symbol may be targeted as the activated reserved ball for consecutive wins in the reserved ball. In addition, when the game state at the time of the occurrence of a jackpot that triggers the execution of a special game is a specific game state (high base state), and the game state after the end of the special game is also a specific game state (high base state), a reserved consecutive win suggestion performance may be executed in response to a bonus winning that occurred during the execution of the special game. In addition, assuming that the preceding activated reserved ball is a high-profit jackpot (16R jackpot), when a specific reserve that is a high-profit jackpot (16R jackpot) is included in the subsequent activated reserved ball as the first specific reserve, a reserved consecutive win suggestion performance may be executed in response to a bonus winning that occurred during the execution of the special game. In other words, even if there is a jackpot reservation in the subsequent operation reservation, if the jackpot type related to the jackpot reservation (the first jackpot reservation in the case of multiple jackpot reservations) is a low-profit jackpot, the reserved lottery suggestion performance may not be executed. In other words, if a reserved lottery consecutive suggestion performance occurs during the execution of a special game, it is certain that the reserved lottery will be consecutive with a high-profit jackpot (16R jackpot).

[0175] As a modified example of this embodiment, the bonus winning effect may suggest the possibility of winning a special jackpot in addition to the occurrence of a bonus winning. In other words, the bonus winning effect and the special jackpot suggestion effect may be used together. The special jackpot suggestion effect is an effect that suggests that the type of jackpot that triggered the execution of the currently active special game is a specific jackpot (special jackpot), in other words, that the game will transition to a special jackpot state after the special game ends. In this modified example, for example, multiple types of bonus winning sounds A to C are set, and if the type of jackpot won this time is a normal jackpot, the selection rate of the bonus winning sound A is "70%", the selection rate of the bonus winning sound B is "30%, and the selection rate of the bonus winning sound C is "0%". In addition, if the type of jackpot won this time is a specific jackpot, In this case, the selection rate of bonus winning sound A is "10%", the selection rate of bonus winning sound B is "30%, and the selection rate of bonus winning sound C is "60%". In other words, the probability of probability change (probability of transition to the probability change game state) increases by one step in the order of "bonus winning sound A" < "bonus winning sound B" < "bonus winning sound C". As a further modification, the bonus winning sound may be configured to indicate the number of electric supports to be granted after the end of the special game, rather than the probability of probability change.

[0176] <General prize entry count-up performance> The general winning port count-up effect is an effect in which, when a game ball enters the general winning port 64 during the execution of a special game during a consecutive win, the cumulative number of prize balls displayed in the cumulative prize ball number display area 733 is added with the number of prize balls (unit number of prize balls) paid out based on the game ball entering the general winning port 64. In this embodiment, since the specification is such that "3" prize balls are paid out when one game ball enters the general winning port 64 (the unit number of prize balls for the general winning port 64 is 3), when a game ball enters the general winning port 64, the cumulative number of prize balls displayed in the cumulative prize ball number display area 733 is updated in units of "3". In addition, the special game presentation control means 227, as described above, is equipped with a cumulative prize ball counter for counting the cumulative number of prize balls, and each time a game ball enters the general prize opening 64 (each time a general prize opening entry command is received from the main control board 100), "3", which corresponds to the unit prize ball number of the general prize opening 64, is added to the count value of the cumulative prize ball counter, and accordingly, a general prize opening count-up presentation is performed in which "3" is added to the value of the cumulative prize balls displayed in the cumulative prize ball display area 733.

[0177] Here, Fig. 22 is a schematic diagram showing an example of the consecutive appearance of the general winning port count-up effect. As shown in Fig. 22, the general winning port count-up effect is an effect in which, when a game ball enters the general winning port 54, the value of the unit prize ball number awarded based on the game ball entering the general winning port 64 is added in a count-up format by "1" to the current value of the cumulative prize ball number displayed in the cumulative prize ball number display area 733. In the illustrated example, the value of the cumulative prize ball number is counted up one by one, such as "8000" → "8001" → "8002" → "8003".

[0178] In addition, the general winning port winning performance (bonus winning performance, general winning port count-up performance) is performed for the entry of a game ball into the general winning port 64 provided in the right area PA2 among the multiple general winning ports 61-64 during the execution of a special game. Therefore, even if a game ball enters the general winning port 61-63 provided in the left area PA1 among the multiple general winning ports 61-64 during the execution of a special game, the general winning port winning performance is not performed. However, when a game ball enters one of the general winning ports 61-64 during the execution of a special game, the prize balls (3 balls) based on the entry of the game ball into the general winning port 61-64 are paid out regardless of the type of the general winning port 61-64 (regardless of whether the general winning port winning performance is executed or not).

[0179] In this embodiment, each time a bonus win occurs, the number of prize balls (unit prize balls) awarded by that bonus win is added to the cumulative prize ball count, but this is not limited to this configuration. The number of prize balls based on all bonus wins that occur during the execution of one round of play (unit prize balls x number of bonus wins during one round of play) may be configured to be added to the cumulative prize ball count collectively at the end of that round of play, or the number of prize balls based on all bonus wins that occur during the execution of one special game (unit prize balls x number of bonus wins during one special game) may be configured to be added to the cumulative prize ball count collectively at the end of the final round of play or at the end of that special game.

[0180] In addition, in this embodiment, a board configuration is adopted in which the general winning opening 64 is located upstream of the second starting opening 51, but this is not limited to this configuration, and a board configuration in which the general winning opening 64 is located downstream of the second starting opening 51 may be adopted. In that case, 4 may be disposed upstream of the large prize opening 54, or the general prize opening 64 may be disposed downstream of the large prize opening 54.

[0181] As a modified example of this embodiment, the general winning opening 64 may also be used as an operating opening (operating gate 53) that triggers the execution of a normal symbol lottery. In other words, when a game ball enters the general winning opening 64, a normal symbol lottery is performed to determine whether or not the second starting opening 52 is opened, and a predetermined number of prize balls (for example, 1 or 2) may be paid out.

[0182] In addition, as described above, the general prize winning performance (bonus prize winning performance, general prize winning performance count-up performance) is a performance triggered by a game ball entering the general prize winning performance 64 when the currently executed game state is a special game state, so that the general prize winning performance (bonus prize winning performance, general prize winning performance count-up performance) is not performed even if a game ball enters the general prize winning performance 64 when the currently executed game state is a non-special game state. In other words, even if the currently executed game state is a game state in which the game is mainly based on the variable display of the first special symbol (non-electric support state) or the currently executed game state is a game state in which the game is mainly based on the variable display of the second special symbol (electric support state), the general prize winning performance (bonus prize winning performance, general prize winning performance count-up performance) is not performed in response to a game ball entering the general prize winning performance 64. In addition, when the currently executed game state is a game state (electric support state) in which the variable display of the second special symbol is the main part of the game, the cumulative number of prize balls acquired in the special game during the consecutive win (the cumulative number of prize balls at the end of the most recent special game) is displayed in the cumulative prize ball number display area 733 on the screen, assuming that the consecutive win state is still continuing. However, in this electric support state, only the cumulative number of prize balls acquired in the special game during the consecutive win is displayed, and even if a game ball enters the general winning hole 64, the number of prize balls is not added to the cumulative number of prize balls (the general winning hole count-up performance is not performed), and the value of the cumulative number of prize balls does not change (the cumulative number of prize balls at the end of the most recent special game is maintained).

[0183] Also, during the execution of a special game that is executed when the first hit occurs (the result of the hit / miss judgment of the first special symbol in the normal game state is a big hit), the bonus winning performance may not be executed even if a game ball enters the general winning port 64. Also, the types of special games include a high-profit special game (e.g., 16R special game) and a low-profit special game (e.g., 4R special game), and during the execution of a high-profit special game, the bonus winning performance may be executed when a game ball enters the general winning port 64, and during the execution of a low-profit special game, the bonus winning performance may not be executed even if a game ball enters the general winning port 64. In addition, the types of round games include a long-opening round game in which the maximum opening time of the large prize opening 54 is set to an opening time (e.g., 29 seconds) at which a specified count number (full count) of game balls can enter or is easy to enter, and a short-opening round game in which the maximum opening time of the large prize opening 54 is set to an opening time (e.g., 2 seconds) at which a specified count number (full count) of game balls can enter or is easy to enter, and the game may be configured such that a bonus prize winning performance is executed when a game ball enters the general prize opening 64 during the long-opening round game, and a bonus prize winning performance is not executed even if a game ball enters the general prize opening 64 during the short-opening round game. In addition, during the execution of a special game that is played when a specific jackpot (a special jackpot) is won, a bonus winning performance is executed by a game ball entering the general winning port 64, and during the execution of a special game that is played when a normal jackpot (a non-special jackpot) is won, the bonus winning performance may not be executed even if a game ball enters the general winning port 64.

[0184] <Other features of the prize-winning performance> Next, other features of the large prize winning slot winning performance and the general prize winning slot winning performance of this embodiment will be described. Note that since the large prize winning slot count-up performance and the general prize winning slot count-up performance are performances for the same display object (the cumulative number of prize balls displayed in the cumulative number of prize balls display area 733), hereinafter, the large prize winning slot count-up performance and the general prize winning slot count-up performance may be collectively referred to simply as "count-up performance."

[0185] ≪Count-up performance time≫ In this embodiment, the time required to count up one prize ball (the time required to count up from "N" to "N+1") is set to "0.03 seconds". In other words, the value of the cumulative number of prize balls displayed in the cumulative number of prize balls display area 733 is counted up in increments of "0.03 seconds". Therefore, the execution time of the large prize opening count-up performance is derived by multiplying the time value required to count up one prize ball by the value of the number of prize balls (unit number of prize balls) awarded when one game ball enters the large prize opening 54, and the execution time of the large prize opening count-up performance is "15 (unit number of prize balls) x 0.03 seconds (count-up interval) = 0.45 seconds". Similarly, the general winning port count-up effect is derived by multiplying the time value required to count up one prize ball by the value of the number of prize balls (unit number of prize balls) awarded when one game ball enters the general winning port 64, and the execution time of the general winning port count-up effect is "3 (unit number of prize balls) x 0.03 seconds (count-up interval) = 0.09 seconds." For convenience, the execution time of the special winning port count-up effect (the time value from the start to the end of one special winning port count-up effect) will be abbreviated below as "count-up effect time A," and the execution time of the general winning port count-up effect (the time value from the start to the end of one general winning port count-up effect) will be abbreviated below as "count-up effect time B." Here, the regular big prize winning performance, the over prize winning performance, and the bonus prize winning performance are configured not to be executed during the big prize start demo and the big prize end demo even when a special game is being played, and therefore, the big prize winning performance and the regular prize winning performance are also configured not to be executed during the big prize start demo and the big prize end demo even when a special game is being played.

[0186] (Count-up performance time A relationship 1) The count-up performance time A is set shorter than the interval time (also called the "interval period") set after the end of each round game. The interval time is a waiting time set between each round game or between the final round game and the big win end demo, and is a round game waiting time (unit game waiting time) or end demo waiting time, which is a period during which the big prize opening 54 is kept closed from the start of the closing operation. In this embodiment, the interval time is set to "2 seconds" in common for all round games. In this embodiment, the count-up performance time A (0.45 seconds) is configured to be shorter than the interval time (2 seconds), so that even if a big prize opening count-up performance is performed based on a game ball entering the big prize opening 54 just before the end of a certain round game, the big prize opening count-up performance will be completed within the interval time after the end of the round game. This makes it possible to reduce the possibility that the big prize entry port count-up performance will extend beyond the interval period and continue until the next round of play or the big prize end demo (if an over-winning occurs, there is a possibility that the interval period will be exceeded), and it is possible to clearly define the division between each round of play or the division between the final round of play and the big prize end demo.

[0187] (Count-up performance time A relationship 2) The count-up presentation time A is set to be shorter than the execution time of the jackpot end demo. As described above, the count-up presentation time A is set to "0.45 seconds", and the execution time of the jackpot end demo is set to "20 seconds" for all jackpot types (jackpot duration presentations). The execution time of the jackpot end demo is the waiting time from when the interval time after the end of the final round play in the special game has elapsed until the special game ends. In other words, the execution time of the jackpot end demo does not include the interval time set after the end of the final round play. In other words, the interval time after the end of the final round play is the time during which the entry of a game ball into the big winning opening 54 may be effectively detected (i.e., detected as a target for winning ball payout, not determined as an illegal entry) of the round play. The remaining time (grace time) of the big win end demo is set, but the execution time of the big win end demo is set as a preparation time for the game (presentation mode) after the end of the special game separated from the round game, during which there is no possibility of validly detecting the entry of a game ball into the big win opening 54. In this embodiment, the count-up presentation time A (0.45 seconds) is configured to be shorter than the execution time (20 seconds) of the big win end demo, so that even if the big win opening count-up presentation is performed based on the game ball entering the big win opening 54 just before the end of the final round game, or even if an over-entry occurs in the final round game, or even after the closing of the big win opening 54 after the final round game (even during the big win end demo period), if the big win opening count-up presentation is performed, the big win opening count-up presentation will be completed within the big win end demo period. Therefore, the big prize opening count-up performance is not performed beyond the big prize end demo period and before the variable display after the special game ends, and the division between the end of the special game and the start of the variable display of the first rotation can be made clear. As a modified example, the entry of a game ball into the big prize opening 54 may be effectively detected during at least a part of the execution time of the big prize end demo.

[0188] (Count-up performance time A relationship 3) In this embodiment, when a specified number of game balls enter the big prize opening 54 in one round of play, the total time of the count-up performance time A for the specified number of game balls in this one round of play (the big prize opening count-up performance for the number of prize balls that can be obtained in one round of play) is configured to be shorter than the execution time of the big prize end demo. Specifically, the total time of the count-up performance time A for the specified number of game balls is "0.45 seconds (count-up performance time A) x 10 balls (specified count number) = 4.5 seconds." On the other hand, the execution time of the big prize end demo is set to "20 seconds" in common to all big prize types (performance during big prize) as described above. In this embodiment, the total time (4.5 seconds) of the count-up performance time A for the specified count number is configured to be shorter than the execution time (20 seconds) of the big win end demo, so that even if a large number of big win port count-up performances are performed consecutively based on a large number of game balls entering the big win port 54 in succession just before the end of the final round of play, or even after the big win port 54 is closed after the final round of play (even during the big win end demo period), if the big win port count-up performance is performed, the big win port count-up performance will be completed within the big win end demo period. Therefore, the big win port count-up performance will not be performed across the big win end demo period and before the variable display after the special game ends, and the division between the end of the special game and the start of the variable display for the first rotation can be clearly defined.

[0189] In addition, even when the game balls enter the large prize opening 54 in excess of the specified count number in one round game (when an over-winning occurs), it is preferable that the total time of the count-up performance time A for the cumulative count number (specified count number + over-winning number) in this one round game is set shorter than the execution time of the large prize end demo. In other words, by setting the total time of the count-up performance time A for the specified count number in one round game plus the total time of the count-up performance time A for the over-winning number to be shorter than the execution time of the large prize end demo after the end of the round game, even after the closing of the large prize opening 54 after the final round game (even during the large prize end demo period), it is preferable to end the large prize opening count-up performance within the execution time of the large prize end demo even if an over-winning occurs, and to clearly separate the end of the special game and the start of the variable display. In addition, the number of over winnings is indefinite because it depends on the progress of the game (the launch status of the game balls and the flow status of the game balls). However, even if it is assumed that there are 10 balls, which is the same number as the specified count number, it is desirable to satisfy the above relationship (in that case, the total time of the count-up performance time A for the specified count number in one round of play plus the total time of the count-up performance time A for the over winning number is 4.5 seconds + 4.5 seconds, which is 9 seconds, and the end of the jackpot This is shorter than the 20 seconds the demo takes to run.

[0190] (Count-up performance time A relationship 4) As a modified example of this embodiment, when a specified number of game balls enter the big prize opening 54 in one round game, the total time of the count-up performance time A for the specified number of game balls in this one round game may be configured to be shorter than the interval time after the end of the round game. In this modified example, the total time of the count-up performance time A for the specified number of game balls is "0.45 seconds (count-up performance time A) x 10 balls (specified number of game balls) = 4.5 seconds." Meanwhile, the interval time after the end of each round game is longer than the interval time (2 seconds) in the above embodiment, and is set to "6 seconds" in common to all round games. In this modified example, the total time (4.5 seconds) of the count-up performance time A for the specified count number is configured to be shorter than the interval time (6 seconds), so that even if multiple game balls enter the big prize 54 in succession just before the end of a certain round game, causing multiple big prize port count-up performances to be performed in succession, the big prize port count-up performance will be completed within the interval time after the end of the round game. Therefore, the big prize port count-up performance will not be performed beyond the interval period and will straddle the next round game or the big prize end demo, making it possible to clearly indicate the division between each round game or the division between the final round game and the big prize end demo.

[0191] In addition, even when the number of game balls entering the large prize opening 54 exceeds the specified count number in one round game (when only one over-winning ball occurs), it is preferable that the total time of the count-up performance time A for the cumulative count number (specified count number + 1 over-winning ball) in this one round game is set shorter than the interval time after the end of the round game. In other words, the total time of the count-up performance time A for the specified count number in one round game plus the count-up performance time A for one over-winning ball (4.5 seconds + 0.45 seconds = 4.95 seconds) is set shorter than the interval time after the end of the round game (6 seconds), so that even when an over-winning ball occurs, the large prize opening count-up performance is ended within the interval period, and the division between round games is made clear.

[0192] (Relationship between count-up performance time A and 5) As a modified example of this embodiment, when game balls enter the large prize opening 54 by a specified count number (full count) in all round games of one special game, the total time of the count-up performance time A for the full count number (specified round number x specified count number) occurring during the execution of this special game may be configured to be shorter than the execution time of the large prize opening end demo. In this modified example, when the specified number of rounds of one special game is the maximum number of rounds (16 rounds), if game balls enter the large prize opening by the specified count number (10 balls) in all round games, a total of 160 large prize opening count-up performances are executed. Therefore, the total time of the count-up performance time A for the total count number is "0.45 seconds (count-up performance time A) x 10 balls (specified count number) x 16 rounds (specified round number) = 72 seconds". On the other hand, in this modified example, the execution time of the large prize ending demo is set to "120 seconds" in common to all large prize types (performance during large prize). In this modified example, the total time (72 seconds) of the count-up performance time A for all counts in one special game is configured to be shorter than the execution time (120 seconds) of the jackpot end demo. Therefore, if the large prize entry port count-up performance is performed even after the large prize entry port 54 is closed after the final round of play (even during the jackpot end demo period), even if the execution of the large prize entry port count-up performance is delayed during the round play or interval period due to consecutive entries of game balls into the large prize entry port 54, it is guaranteed that all large prize entry port count-up performances will be completed at least by the end of the jackpot end demo, making it possible to smoothly proceed with the performance during the jackpot.

[0193] <Priority of the first and second big prize slot count-up performance> FIG. 23 is a time chart for explaining the priority of the large prize opening count-up performance. As shown in FIG. 23, when a plurality of game balls (two game balls in the illustrated example) enter the large prize opening 54 consecutively during the execution of a certain round game, two large prize opening count-up performances based on the consecutive winnings are executed. Specifically, when the execution condition of the large prize opening count-up performance is established by the first game ball entering the large prize opening 54, the previous large prize opening count-up performance is executed. Similarly, when the execution condition of the large prize opening count-up performance is established by the second game ball entering the large prize opening 54, the subsequent large prize opening count-up performance is executed. The execution condition of the large prize opening count-up performance is a condition for starting the execution of the large prize opening count-up performance, and is established when a game ball enters the large prize opening 54 during the execution of a special game (entry of a game ball is detected by the large prize opening switch 541). At this time, if the execution condition of the later large prize winning port count-up performance is satisfied during the execution of the earlier large prize winning port count-up performance, the execution of the later large prize winning port count-up performance is started after the execution of the earlier large prize winning port count-up performance is completed, without interrupting the execution of the earlier large prize winning port count-up performance. That is, in this embodiment, the priority of the earlier large prize winning port count-up performance is set higher than the priority of the later large prize winning port count-up performance among the two large prize winning port count-up performances, and the execution of the later large prize winning port count-up performance is not started before the execution of the earlier large prize winning port count-up performance is completed, and the execution of the later large prize winning port count-up performance is started after the execution of the earlier large prize winning port count-up performance is completed. Note that, when the execution of the later large prize winning port count-up performance is started after the execution of the earlier large prize winning port count-up performance is completed, it is preferable to continuously (seamlessly) connect the earlier large prize winning port count-up performance and the later large prize winning port count-up performance to perform two large prize winning port count-ups continuously.However, as a modified example, after the execution of the first large prize winning port count-up performance is completed, the execution of the later large prize winning port count-up performance may be started after a predetermined time (infinite time) has elapsed, so that a clear division is made between the first large prize winning port count-up performance and the later large prize winning port count-up performance. Here, the large prize winning port count-up performance has been described, but the general prize winning port count-up performance may have the same specifications, and if the execution condition of the later general prize winning port count-up performance is satisfied during the execution of the first general prize winning port count-up performance, it is preferable to configure the execution of the later general prize winning port count-up performance to be started after the execution of the first general prize winning port count-up performance is completed, without terminating the execution of the first general prize winning port count-up performance. Also, if the execution condition of the later general prize winning port count-up performance is satisfied during the execution of the first large prize winning port count-up performance, it is preferable to configure the execution of the later general prize winning port count-up performance to be started after the execution of the first large prize winning port count-up performance is completed, without terminating the execution of the first large prize winning port count-up performance. Furthermore, if the conditions for executing the subsequent large prize slot count-up performance are met during the execution of the previous general prize slot count-up performance, it is preferable to configure the execution of the subsequent large prize slot count-up performance to begin after the execution of the previous general prize slot count-up performance has finished, without interrupting the execution of the previous general prize slot count-up performance.

[0194] As a modified example of this embodiment, if the execution conditions for the later large prize slot count-up performance are satisfied during the execution of the earlier large prize slot count-up performance, the execution of the earlier large prize slot count-up performance may be interrupted and the execution of the next large prize slot count-up performance may be started. In other words, the priority of the later large prize slot count-up performance is set higher than the priority of the earlier large prize slot count-up performance. In that case, it is preferable to forcibly switch the count value to the final value of the earlier large prize slot count-up performance or the initial value of the later large prize slot count-up performance at the point in time when the execution of the earlier large prize slot count-up performance is interrupted, and start the later large prize slot count-up performance from that point on. In this modified example, the large prize slot count-up performance has been described, but the general prize slot count-up performance may also have the same specifications. , during the execution of the previous general winning port count-up performance, if the execution conditions of the later general winning port count-up performance are satisfied, the execution of the previous general winning port count-up performance may be interrupted, and the execution of the next general winning port count-up performance may be started. Also, during the execution of the previous special winning port count-up performance, if the execution conditions of the later general winning port count-up performance are satisfied, the execution of the previous special winning port count-up performance may be interrupted, and the execution of the next general winning port count-up performance may be started. Also, during the execution of the previous general winning port count-up performance, if the execution conditions of the later special winning port count-up performance are satisfied, the execution of the previous general winning port count-up performance may be interrupted, and the execution of the next special winning port count-up performance may be started.

[0195] (Emphasis on cumulative winning balls) FIG. 24 is a schematic diagram for explaining the highlighting effect of this embodiment. (A) in the figure shows a case where an over winning effect is executed during the execution of the highlighting effect, and (B) in the figure shows a case where a bonus winning effect is executed during the execution of the highlighting effect. In this embodiment, when the value of the cumulative number of winning balls during a consecutive win reaches a predetermined specific value, triggered by a game ball entering the large winning port 54 or the general winning port 64 during the execution of a special game, a highlighting effect is executed to notify that the cumulative number of winning balls has reached the specific value. Note that the specific value is a multiple value of the predetermined number of winning balls (10,000). In other words, each time the current value of the cumulative number of winning balls reaches a multiple value of the predetermined number of winning balls (10,000, 20,000, 30,000, ...), the highlighting effect is executed. Therefore, the highlighting effect may be called a specific value reaching effect, and the highlighting display may be called a specific value corresponding display. In this embodiment, even if the cumulative number of winning balls reaches a specific value as a result of an over winning or bonus winning, an emphasis effect is executed, and in that case, the emphasis effect and the over winning effect or bonus winning effect are executed in conjunction with each other.

[0196] The types of highlight effects include an emphasis display effect in which a specific value reached by the cumulative number of winning balls (in the illustrated example, "20,000 points") is enlarged and displayed in an emphasis display area 735 in the center of the screen, as shown in FIG. 24, and an emphasis sound output effect in which a special sound (in the illustrated example, the sound "In top form") is output from the speaker 11.

[0197] The highlighting of the specific value continues for a predetermined time (for example, 5 seconds), and even if the cumulative prize ball count display is updated (added) during that time due to the entry of a game ball into the big prize opening 54 or the general prize opening 64, the highlighting is not updated (added). At this time, the display priority of each layer is higher in the order of "cumulative prize ball count display" < "highlighting" < "round display". "Layer" means each layer of a hierarchical structure that specifies the display priority of each image that composes the entire image. The higher the display priority of each layer, the higher the layer is placed (the forward side as seen by the player), and the lower the display priority of each layer, the lower the layer is placed (the rear side as seen by the player). In FIG. 24, the highlighting and the cumulative prize ball count display are shown without being superimposed, but the display area may be enlarged and superimposed to further emphasize the highlighting, and in that case, the highlighting may be configured to be displayed in front of the cumulative prize ball count display according to the above priority (the highlighting is displayed covering part or all of the cumulative prize ball count display).

[0198] Also, as shown in FIG. 24, the prize ball acquisition display area 732 and the highlight display area 735 are provided as separate and independent display areas, and if an over prize or bonus prize occurs while the highlight display is being executed, the highlight image and the over prize image or bonus prize image are displayed simultaneously in parallel. When the highlight image and the over prize image or bonus prize image are displayed simultaneously, the display priority of the highlight image may be higher than that of the over prize image or bonus prize image, or the display priority of the over prize image or bonus prize image may be higher than that of the highlight image. In FIG. 24, the highlight display and the over prize image / bonus prize image are shown without being superimposed, but the display area may be enlarged and superimposed to further emphasize the highlight display, in which case the highlight display is displayed in front of the over prize image / bonus prize image according to the above priority. The over prize image / bonus prize image may be configured to be displayed (highlighted so as to cover a part or all of the over prize image / bonus prize image).

[0199] In addition, if an over-winning occurs while a special sound is being output, the over-winning sound or bonus winning sound is output in overlap with the special sound. When a special sound and an over-winning sound or bonus winning sound overlap, the volume of the over-winning sound or bonus winning sound may be set to a lower volume than the volume of the special sound with a higher priority, and conversely, the volume of the special sound may be set to a lower volume than the volume of the over-winning sound or bonus winning sound with a higher priority. In this case, the volume of the sound with the lower priority (the lower volume) may be set to substantially "0".

[0200] <Over-winning effect / bonus winning effect when an error occurs> In this embodiment, when various errors occur in the gaming machine, the possibility of executing the over winning effect and the bonus winning effect is controlled according to the type of error. FIG. 25 is a schematic diagram for explaining the types of errors in the gaming machine. In this embodiment, the types of errors that occur in the gaming machine are set as "door / frame open error", "magnetic sensor error", "radio wave sensor error", "disconnection / short circuit power supply error", "excessive winning error", "payout error", etc. Note that the above error types are only examples, and various error types may be provided according to the specifications of the gaming machine.

[0201] The door / frame open error occurs when the glass frame 5, front frame 2, or back set board 30 is open relative to the outer frame 1, and there is a disconnection or malfunction in the door open switch that detects the opening of the glass frame 5, the frame open switch that detects the opening of the front frame 2, or the back set open switch that detects the opening of the back set board 30. This door / frame open error is cleared by checking whether there are any abnormalities in the gaming machine and closing the glass frame 5, front frame 2, and back set board 30.

[0202] A magnetic sensor error and a radio wave sensor error occur when a magnetic sensor detects a magnetism, when a radio wave sensor detects a radio wave, or when a magnetic sensor or a radio wave sensor is disconnected, short-circuited, or broken. Magnetic sensor errors and radio wave sensor errors are cleared by checking whether there are any abnormalities in the gaming machine and turning the power back on.

[0203] The power supply error occurs when the radio wave sensor and the various switches on the game board are broken, short-circuited, or broken. The power supply error is cleared by checking whether there is anything wrong with the game machine and turning the power back on.

[0204] The excessive winning error is an error that occurs when an excessive number of game balls enter each winning port. The excessive winning error is cleared by checking whether there is any abnormality in the gaming machine and turning the power back on. Here, the excessive winning error includes an excessive winning error in the large winning port 54 (also called "large winning port excessive winning error") and an excessive winning error in the general winning ports 61 to 64 (also called "general winning port excessive winning error"). For example, the excessive winning error in the large winning port is an error that occurs when a predetermined number of game balls (for example, 30 balls) enter the large winning port 54 during the execution of one round of play. The general prize opening excessive winning error is an error that occurs when a predetermined number of game balls (e.g., 30 balls) enter the general prize openings 61-63 per unit time (e.g., 30 seconds), or when a specific number of game balls (e.g., 60 balls) enter the general prize opening 64 per unit time (e.g., 30 seconds). The general prize opening 64 is arranged in a way that makes it easier for game balls to enter than the general prize openings 61-63, so the error determination value (the number of game balls that is determined to be an error) based on the number of balls that enter per unit time for the general prize opening 64 is a more generous value. In this embodiment, when a special prize opening excessive winning error occurs, or when a ball enters the special prize opening 54 when the special prize opening 54 is not open (during a non-special game), that is, when an abnormal winning is detected in relation to the special prize opening 54 (determined to be an abnormal winning), the error determination value is set to a value that is greater than the value of the error determination value. In this case, the external information terminal board 600 outputs an external information signal (security signal) indicating that an error has occurred. On the other hand, when an excessive general winning port error occurs, that is, when an abnormal winning is detected in relation to the general winning ports 61 to 64 (when it is determined to be an abnormal winning), the external information terminal board 600 does not output an external information signal (security signal) indicating that an error has occurred. The external information signal (outer end signal) output by the external information terminal board 600 will be described later.

[0205] A payout error is an error that occurs when there is a problem with the payout of prize balls. The payout errors include a full tank error in which the lower ball tray 9 is full of game balls (full tank switch is on), a ball jamming / ball jam error in the prize ball payout unit 34, and a no-ball error in which game balls are not replenished from the game island. When a full tank error occurs, the notification level is divided into two stages. Notification level 1 is a level in which the full tank switch is turned on and the on state continues for 30 seconds. In notification level 1, only a voice notification of "Please remove the balls" is executed. In this notification level 1, even if a ball enters the large prize opening 54 or the general prize openings 61 to 64, the payout of prize balls is not restricted (the payout of prize balls is not stopped). If the on state exceeds 30 seconds, the notification level changes to 2, and not only is a voice notification of "please remove the balls," but also an image notification of "an image encouraging the removal of the balls from the lower ball tray" is displayed on the performance display device 70, and even if a ball enters the large prize winning opening 54 or the general prize winning openings 61 to 64, the prize ball payout is restricted (the prize ball payout is stopped). As a variation, only an image notification may be displayed at the notification level 1, and both an image notification and an audio notification may be displayed at the notification level 2. For a ball jamming / ball jamming error of the prize ball payout unit 34 and a ball shortage error where game balls cannot be replenished from the game island, the prize ball payout is restricted (the prize ball payout is stopped) even if a ball enters the large prize winning opening 54 or the general prize winning openings 61 to 64.

[0206] As shown in FIG. 25, the various errors are classified into "first error", "second error", and "third error" according to the priority (importance) of the error. The first error is an error type in which the priority (importance) of the error that prohibits or makes it difficult to continue playing is set to a medium level. The first error includes a "door / frame open error". The second error is an error type in which the priority (importance) of the error that prohibits or makes it difficult to continue playing is set to a high level. The second error includes a "magnetic sensor error", a "radio wave sensor error", a "disconnection / short circuit power supply error", and an "excessive winning error". The third error is an error type in which the priority (importance) of the error that prohibits or makes it difficult to continue playing is set to a low level. The third error includes a "payout error".

[0207] Here, when the above-mentioned error occurs in the gaming machine, various kinds of error notification such as image effects and sound effects are performed, specifically, the contents of the error are displayed on the screen of the effect display device 70, and an error notification sound is output from the speaker 11 at an error volume. Note that, as a modified example of the error notification, the effect lamp LP may be configured to flash at an error brightness.

[0208] In this embodiment, when the gaming machine has a first error (door / frame open error), even if an over win or bonus win occurs, a part of the over win effect or a part of the bonus win effect is not performed. That is, when the first error occurs in the gaming machine, among the over win effect and bonus win effect, the over win image display effect and the bonus win image display effect are allowed to be executed, but the over win sound output effect and the bonus win sound output effect are restricted to be executed. Even if an over win or bonus win occurs during the first error, the over win effect and the bonus win effect are not executed, so that the fact that the gaming machine is in the first error state is not overlooked. In this case, the execution of the count-up effect (the large win port count-up effect and the general win port count-up effect) is allowed. Specifically, when the first error occurs, the first error and To notify the player that a first error has occurred, an error image indicating this is the case is displayed, but it is not displayed on the entire screen, but rather uses only a portion of the display area. The error image has a higher display priority than the over winning image or bonus winning image, but these can all be displayed simultaneously, and the count-up effect can also be displayed at the same time. However, while the error notification sound is being output to notify the player that a first error has occurred, the over winning sound or bonus winning sound is not output (or is low in volume). Note that if an over winning or bonus winning occurs when the gaming machine is in the first error state, prize balls will be paid out based on this over winning or bonus winning.

[0209] In addition, when the gaming machine has a second error (magnetic sensor error, radio wave sensor error, disconnection short circuit power supply error, excess winning error), even if an over win or bonus win occurs, none of the over win or bonus win effects are performed. That is, when the gaming machine has a second error, the execution of both the over win image display effect and the over win sound output effect as the over win effect is restricted, and the execution of both the bonus win image display effect and the bonus win sound output effect as the bonus win effect is restricted. Even if an over win or the like occurs during the second error, none of the over win effects are performed, so that the gaming machine does not miss the second error state. In this case, the execution of the count-up effects (the large win port count-up effect and the general win port count-up effect) is also restricted. Specifically, when a second error occurs, an error image indicating the second error is displayed on the full screen to notify the player that a second error has occurred, and the over winning image, bonus winning image, and count-up effect are not displayed. Also, while the error notification sound is being output to notify the player that a second error has occurred, the over winning sound and bonus winning sound are not output. Note that when the gaming machine is in the second error state and an over winning or bonus winning occurs, the payout of prize balls based on the over winning or bonus winning is performed.

[0210] In addition, even if the gaming machine is in a state where it is unable to pay out prize balls due to a third error (payout error), if an over-winning or bonus winning performance occurs, the over-winning or bonus winning performance is executed. In other words, if a payout error occurs in the gaming machine, there is no risk of any particular hindrance to continuing the game, and there is no risk of the player suffering any disadvantage, so if the over-winning or bonus winning performance is restricted by an error notification, there is a possibility that the interest in the game will be reduced. In this case, the count-up performance (the large winning port count-up performance and the general winning port count-up performance) is also executed. However, if an over-winning or bonus winning occurs when the gaming machine is in the third error state, the payout of prize balls based on the over-winning or bonus winning is not executed.

[0211] In this embodiment, when an over winning or bonus winning occurs while the gaming machine is in a "specific error", a part or all of the over winning presentation is restricted according to the type of error that has occurred, and a part or all of the bonus winning presentation is restricted. That is, when the first error among the specific errors occurs, the execution of one or a part of the element presentations (over winning sound output presentation) among the over winning presentations is restricted, and when the second error occurs, the execution of multiple or all of the element presentations (over winning sound output presentation, over winning image display presentation, etc.) among the over winning presentations is restricted. This is ...

Claims

[Claim 1] A game board in which the game area is formed, The game pins planted in the aforementioned game board, A game board member attached to the aforementioned game area by screws, The aforementioned game area is provided with an entry point into which game balls can be entered, An outlet is provided in the game area below the prize-winning opening and is formed to penetrate through the front and back of the game board, It includes a rail section provided directly in front of the aforementioned outlet opening, which guides the game balls to the aforementioned outlet opening. The screw has a screw head and a threaded portion, The rotating parts are fixed to the game area by the game pins, In the case of a game nail that does not have the rotating part fixed, the axis of the game nail is pointed upward compared to the game nail that has the rotating part fixed. The aforementioned outlet has a bottom portion provided within the outlet that discharges the game balls that have entered the outlet to the rear side of the game board. A stepped portion is provided between the rail portion and the bottom portion, in front of the rear surface of the game board, forming a step in the front-to-back direction so that the bottom portion is lower than the rail portion. The gaming machine is characterized in that the height obtained by adding the radius of the game ball to the height of the stepped portion is configured to be higher than the diameter of the screw head.