Game machine

The gaming machine's game control mechanism addresses the confusion of determining small wins in different easy-to-enter states by distinguishing between them, ensuring clear post-jackpot game settings and improved player experience.

JP2024176917APending Publication Date: 2024-12-19SANSEI R&D KK
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Patent Information

Application Number
JP2023095790
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-09
Publication Date
2024-12-19

AI Technical Summary

Technical Problem

Existing gaming machines struggle to accurately determine whether a small win has been won in the first or second easy-to-enter state, leading to confusion about game settings after a jackpot game, as they transition to a normal gaming state without distinguishing between these states.

Method used

The gaming machine includes a game control mechanism that determines whether a small win occurs in the first or second easy-to-enter state, allowing for different game settings post-jackpot game based on this information, enabling clear differentiation between the states and appropriate setting changes.

Benefits of technology

This solution allows for accurate determination of game settings post-jackpot game, ensuring players know if they won a small prize in the first or second easy-to-enter state, enhancing player experience and clarity.

✦ Generated by Eureka AI based on patent content.

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Abstract

To make game settings after a jackpot game different in a situation in which a small win is earned in a first easy ball entry state and in a situation in which a small win is earned in a second easy ball entry state.SOLUTION: A Pachinko game machine 1 is a type 1 and type 2 mixed machine, and can be controlled to a lower level time-shortening state or a special time-shortening state. When a special symbol 2_minor wining pattern a is determined in the lower-level time-shortening state, and the game state is controlled to a normal game state when a V passage is made, the number of times of time-shortening set in the lower level time-shortening state after a type 2 jackpot game is set for 200 times on the basis of time-shortening type data indicating that the game state is controlled to the lower-level time-shortening state and the special symbol 2_minor wining pattern a. Meanwhile, when the special symbol 2_minor wining pattern a is determined in the special time-shortening state, and the game state is controlled to the normal game state when a V-passage is made, the number of times of time-shortening set in the lower level time-shortening state after the type 2 jackpot game is set for 90 times on the basis of time-shortening type data indicating that the game state is controlled to the special time-shortening state and the special symbol 2_minor wining pattern a.SELECTED DRAWING: Figure 63
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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] Among gaming machines, there are some that are configured as so-called type 1 / type 2 mixed machines, as described in, for example, the following Patent Document 1. That is, the gaming control means (gaming control microcomputer) can execute a process of determining whether it is a small win or a big win, and when the determination process determines that it is a small win, a small win game that can open a special ball entry port (big prize entry port) can be executed. Then, when a gaming ball that has entered the special ball entry port passes through a specific area (V area), a big win game (type 2 big win game) is executed. In addition, the gaming control means can be controlled to a normal gaming state or a ball entry easy state (time-saving state) in which it is easier for a gaming ball to enter a variable ball entry port (electric chute) than in the normal gaming state. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-089289 A Summary of the Invention [Problem to be solved by the invention]

[0004] Incidentally, in recent gaming machines, there are known ones that are controlled to the normal gaming state when a small win is judged in the judgment process in the easy-to-score state. There are also known ones that are controlled to a plurality of easy-to-score states with different starting conditions. That is, when a first starting condition is satisfied, the easy-to-score state may transition to the first easy-to-score state, and when a second starting condition is satisfied, the easy-to-score state may transition to the second easy-to-score state. In this way, in a one-type two-type mixed machine, if it is configured to be controlled to the normal gaming state when a small win is judged in the judgment process in the first easy-to-score state or the second easy-to-score state with different starting conditions, the following problems arise.

[0005] That is, when the game control means is controlled to the normal game state when the judgment process judges that a small win has occurred while the game control means is controlled to the first or second easy ball entry state, when the game ball passes through the specific area during the small win game, the game control means is controlled to the normal game state at that time, so it cannot tell whether the small win has been won in the first easy ball entry state or the second easy ball entry state. As a result, there is a problem that the game control means cannot change the game setting after the big win game in either the situation where the small win has been won in the first easy ball entry state or the situation where the small win has been won in the second easy ball entry state.

[0006] The present invention has been made in consideration of the above circumstances. That is, the object of the present invention is to provide a gaming machine that can change the game settings after a big win in a situation where a small win is won in a first easy-to-score state or in a situation where a small win is won in a second easy-to-score state. [Means for solving the problem]

[0007] The gaming machine according to the present invention comprises: A game control means is provided for executing a process for determining whether or not a small win has occurred, The game control means includes: When a game ball that enters the special ball entrance passes through a specific area, a jackpot game can be executed. When a small win is determined in the determination process, a small win game that can open the special ball entrance can be executed. It is possible to control the state to a normal game state or a ball-entry easy state in which the game ball is easier to enter the variable ball entry port than in the normal game state, The easy-to-score state can be controlled to a first easy-to-score state that is transitioned to when a first start condition is satisfied, or a second easy-to-score state that is transitioned to when a second start condition is satisfied, In the first easy-to-score state or the second easy-to-score state, when a small win is determined in the determination process, the state can be controlled to the normal game state, When the game ball is controlled to the first easy-to-enter state and a small win is determined in the determination process, and the game ball is controlled to the normal game state when the game ball enters the specific area, the game setting after the big win is set to a first game setting based on information indicating that the game ball was controlled to the first easy-to-enter state and information indicating a small win; This gaming machine is characterized in that if the judgment process judges a small win when the game ball is controlled to the second easy ball entry state and the game state is controlled to the normal game state when the game ball enters the specific area, the game setting after the big win is set to the second game setting based on information indicating that the game was controlled to the second easy ball entry state and information indicating a small win. Effect of the Invention

[0008] According to the present invention, it is possible to change the game settings after a big win when a small win is won in the first easy ball winning state or when a small win is won in the second easy ball winning state. [Brief description of the drawings]

[0009] [Figure 1] 1 is a front view of a gaming machine according to one embodiment of the present invention. [Diagram 2] 13 is a schematic front view showing the second large prize device and other components equipped on the gaming machine. FIG. [Diagram 3] 2 is an enlarged view of part A shown in FIG. 1, showing displays provided on the gaming machine. FIG. [Figure 4] A block diagram showing the electrical configuration of the main control board of the gaming machine. [Diagram 5] A block diagram showing the electrical configuration of the sub-control board of the gaming machine. [Figure 6] 13 is a table showing various random numbers acquired by the game control microcomputer. [Figure 7] (A) A big win determination table. (B) A big win symbol type determination table. (C) A small win symbol type determination table. (D) A losing symbol type determination table. (E) A reach determination table. [Figure 8] This is a determination table for the big win symbol type and the small win symbol type, and is a table explaining the types of big wins and small wins. [Figure 9] 1 is a game state determination table. [Figure 10] FIG. [Figure 11] (A) A table for determining whether a normal symbol is hit. (B) A table for determining whether a normal symbol changes. (C) A table for determining whether an electric chute is opened. [Figure 12] (A) A special chart fluctuation pattern determination table for a non-time-saving state. (B) A special chart fluctuation pattern determination table for a normal time-saving state. [Figure 13] (A) A special chart fluctuation pattern determination table for the micro-time-saving state A. (B) A special chart fluctuation pattern determination table for the micro-time-saving state B. (C) A special chart fluctuation pattern determination table for the micro-time-saving state C. [Figure 14] This is a start winning command identification table. [Figure 15] 4 is a flowchart of a main control process. [Figure 16] 13 is a flowchart of a main-side timer interrupt process. [Figure 17] 13 is a flowchart of a sensor detection process. [Figure 18] 13 is a flowchart of a gate passing process. [Figure 19] 13 is a flowchart of a normal operation process. [Figure 20] 13 is a flowchart of a special action process. [Figure 21] 13 is a flowchart of a special symbol waiting process. [Figure 22] 13 is a flowchart of a jackpot determination process. [Figure 23] 13 is a flowchart of a variation pattern selection process. [Figure 24] 13 is a flowchart of a variation pattern selection process. [Diagram 25] This is a flowchart of processing during special pattern change. [Figure 26] 13 is a flowchart of a special symbol determination process. [Figure 27] 13 is a flowchart of a game status management process. [Figure 28] 13 is a flowchart of special electric device processing 1 (jackpot game). [Figure 29] 13 is a flowchart of a game status setting process. [Diagram 30] This is a flowchart of special electric device processing 2 (small win game). [Diagram 31] This is a flowchart of special electric device processing 2 (small win game). [Diagram 32] 13 is a flowchart of a distribution member control process. [Diagram 33] 13 is a flowchart of a specific area sensor detection process. [Diagram 34] 13 is a flowchart of a sub-control main process. [Diagram 35] 13 is a flowchart of a 1 ms timer interrupt process. [Diagram 36] 13 is a flowchart of a 10 ms timer interrupt process. [Figure 37] 13 is a flowchart of a received command analysis process. [Figure 38] 13 is a timing chart showing the opening pattern of the second large prize opening and the operation pattern of the distribution member during a small prize game. [Figure 39] 13A is a diagram showing a display screen in normal presentation mode, FIG. 13B is a diagram showing a display screen in pseudo normal mode, and FIG. 13C is a diagram showing a display screen in RUSH presentation mode. [Diagram 40] A figure showing a case where a low-fever mode promotion effect is executed. [Diagram 41] FIG. 13 is a diagram showing a case where the super hot mode promotion effect is executed. [Diagram 42] A figure showing a case where a scorching mode promotion effect is executed. [Diagram 43] 13 is a game state determination table in a first modified example of the first embodiment. [Diagram 44]13 is a game state determination table in a second modified example of the first embodiment. [Diagram 45] 13 is a game state determination table in a third modified example of the first embodiment. [Diagram 46] 13 is a game state determination table in the second mode. [Figure 47] FIG. 13 is a diagram showing a game flow in the second mode. [Figure 48] FIG. 13 is a diagram showing a game flow in the second mode. [Figure 49] 13 is a game state determination table in the third mode. [Figure 50] FIG. 13 is a diagram showing a game flow in the third mode. [Figure 51] FIG. 13 is a diagram showing a game flow in the third mode. [Figure 52] In the third mode, (A) is a diagram showing a display screen in the heaven presentation mode, (B) is a diagram showing a display screen in the small luck presentation mode, (C) is a diagram showing a display screen in the medium luck presentation mode, and (D) is a diagram showing a display screen in the large luck presentation mode. [Diagram 53] A figure showing a case where a heaven mode teasing effect is executed in the third form. [Figure 54] 11 is a game state determination table for explaining the conventional art. [Figure 55] 13 is a game state determination table in the fourth mode. [Figure 56] 13 is a game state determination table in the fifth mode. [Figure 57] A figure showing a case where a dialogue preview performance is executed in the sixth form. [Figure 58] A figure showing a case in which a slight time-saving transition suggestion effect is executed after a false dialogue preview effect in the sixth form. [Figure 59] A diagram showing the game flow in the seventh mode. [Figure 60] 13 is a game state determination table in the seventh mode. [Figure 61]In the seventh mode, (A) is a normal symbol winning determination table, (B) is a normal symbol variation pattern determination table, and (C) is an electric chute opening pattern determination table. [Figure 62] A figure showing the game state when passing through V in the seventh mode. [Figure 63] A diagram showing a method of determining the number of time-saving times in the seventh form. [Figure 64] This is a table for determining the number of time-saving times in the seventh form. [Figure 65] This is a table for determining the number of time-saving times in the eighth form. [Figure 66] FIG. 13 is a diagram showing a method of determining a game state in the ninth mode. [Figure 67] 13 is a game status determination table in the ninth mode. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] 1. Structure of the gaming machine A pachinko game machine according to one embodiment of the present invention will be described with reference to the drawings. As shown in FIG. 1, the pachinko game machine 1 according to the embodiment includes a game machine frame 50 and a game board 2 attached within the game machine frame 50. The front frame 51 of the game machine frame 50 is provided with a handle 60 for launching game balls with a launch strength according to the rotation angle, a ball supply tray (upper tray) 61 for storing game balls, and a surplus ball receiving tray (lower tray) 62 for storing game balls that cannot be accommodated in the ball supply tray 61. The front frame 51 is also provided with a performance button 63 and a select button 64 (see the plan view within the dashed line in FIG. 1) that can be operated by the player during performances that are executed as the game progresses. The front frame 51 is also provided with a decorative frame lamp 66 and a speaker 67.

[0011] A game area 3, in which game balls released by operating a handle 60 flow down, is formed on the game board 2 and is surrounded by a rail member 4. The game board 2 is also provided with a decorative board lamp 5 (see FIG. 5). A number of game pegs (not shown) for guiding the game balls are protruded from the game area 3.

[0012] In addition, an image display device 7 (predetermined display means) which is a liquid crystal display device is provided near the center of the game area 3. The display screen 7a (display section) of the image display device 7 has a performance pattern display area which displays the varying performance patterns (decorative patterns) 8L, 8C, and 8R in synchronization with the varying display (variable display) of the first special pattern and the second special pattern described below. The performance pattern display area is composed of three display areas, for example, "left", "middle", and "right". The left display area displays the left performance pattern 8L, the middle display area displays the middle performance pattern 8C, and the right display area displays the right performance pattern 8R. Each performance pattern is composed of a plurality of patterns representing, for example, numbers from "1" to "9". The image display device 7 clearly displays the results of the varying display of the first special pattern and the second special pattern (i.e., the result of the jackpot lottery) displayed on the first special pattern display device 41a and the second special pattern display device 41b (see Figure 3) described below by using a combination of left, center, and right performance patterns.

[0013] For example, when a big win is won, the performance symbols are displayed as a repeat number such as "777". When a small win is won, the performance symbols are displayed as a predetermined chance number such as "246". When a loss (normal loss) occurs, the performance symbols are displayed as a random number such as "263". This makes it easier for the player to grasp the progress of the game. In other words, the player generally does not grasp the result of the big win lottery using the first special pattern display device 41a or the second special pattern display device 41b, but rather uses the image display device 7 to grasp it. The positions of the display areas of the performance symbols 8L, 8C, and 8R do not have to be fixed. In addition, the variable display of the performance symbols can be, for example, scrolled up and down. In addition, the combination of performance symbols to be displayed as a random number according to each lottery result can be arbitrarily changed, and the performance symbols may be displayed as a random number when a small win is won.

[0014] The image display device 7 displays on the display screen 7a not only the effect pattern change effect using the effect patterns as described above (also called "decorative pattern change effect" or simply "change effect"), but also the big win effect performed in parallel with the big win game, and the demo effect for waiting for customers. In the effect pattern change effect, in addition to the effect patterns such as numbers, effect images other than the effect patterns such as background images and character images are also displayed.

[0015] The display screen 7a of the image display device 7 has a first effect pending display area that displays effect pending 9A according to the number of stored first special pattern pendings described below, and a second effect pending display area that displays effect pending 9B according to the number of stored second special pattern pendings described below. By displaying the effect pending, it is possible to clearly show the number of stored first special pattern pendings displayed on the first special pattern pending display 43a described below and the number of stored second special pattern pendings displayed on the second special pattern pending display 43b (see FIG. 3) to the player.

[0016] A center decorative body 10 is disposed near the center of the game area 3 and in front of the image display device 7. A stage section 11 capable of guiding game balls rolling on the upper surface to a first starting opening 20 described below is formed at the bottom of the center decorative body 10. A warp section 12 is provided at the left side of the center decorative body 10, which allows game balls to flow in from an entrance and out to the stage section 11 from an exit. Furthermore, a decorative member 13 depicting letters, figures, etc. is disposed at the top of the center decorative body 10.

[0017] Below the image display device 7 in the game area 3, a fixed winning device 19 is provided that has a first starting hole 20 that does not change the ease with which a game ball can enter. The first starting hole 20 is also called the first starting winning hole, fixed starting hole, fixed ball entry hole, or first ball entry hole. The entry of a game ball into the first starting hole 20 triggers a lottery for a first special symbol (a big win lottery, i.e., the acquisition and determination of a big win random number, etc.).

[0018] In addition, a normal variable winning device (so-called electric chute) 22 equipped with a second starting hole 21 is provided to the upper right of the first starting hole 20. The second starting hole 21 is also called the second starting winning hole, variable starting hole, variable ball entry hole, or second ball entry hole. The entry of a game ball into the second starting hole 21 triggers the drawing of a second special symbol (a big win drawing, i.e., the acquisition and determination of a big win random number, etc.).

[0019] The electric chute 22 is provided with a movable member (ball entry opening / closing member) 23 that can move back and forth, and the second starting opening 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (see FIG. 4). The second starting opening 21 allows game balls to enter only when the movable member 23 is open (i.e., when the movable member 23 is in an open state). In other words, the game ball cannot enter the second starting opening 21 when the movable member 23 is closed (i.e., when the movable member 23 is in a closed state). Note that the second starting opening 21 does not have to be completely unable to enter when the movable member 23 is closed, so long as it is more difficult for the game ball to enter the opening when the movable member 23 is closed than when the movable member 23 is open.

[0020] In addition, below the first starting hole 20 in the game area 3, a first large prize device 31 having a first large prize hole 30 is provided. The first large prize device 31 is also called a first special variable prize device or other special prize means, and the first large prize hole 30 is also called other special prize hole. The first large prize device 31 has an opening / closing member (other special prize hole opening / closing member) 32 that can be opened and closed, and opens and closes the first large prize hole 30 by operating the opening / closing member 32. The opening / closing member 32 is driven by a first large prize hole solenoid 33 (see FIG. 4). The first large prize hole 30 allows game balls to enter only when the opening / closing member 32 is open (i.e., when in the open state).

[0021] In addition, a second large prize winning device 36 equipped with a second large prize winning port 35 (special ball winning port) is provided to the right of the first large prize winning port 30 in the game area 3. The second large prize winning device 36 is also called a second special variable prize winning device or a special prize winning means, and the second large prize winning port 35 is also called a special prize winning port. The second large prize winning device 36 is equipped with an opening / closing member (special prize winning port opening / closing member) 37 that can be opened and closed, and the second large prize winning port 35 is opened and closed by the operation of the opening / closing member 37. The opening / closing member 37 is of an opening / closing type that moves back and forth, and is driven by a second large prize winning port solenoid 38 (see FIG. 4). The second large prize winning port 35 can receive game balls only when the opening / closing member 37 is open (i.e., when it is in the open state).

[0022] More specifically, as shown in FIG. 2, inside the second large prize winning device 36, a specific area (V area) 39 and a non-specific area 70 through which the game ball that has passed through the second large prize winning opening 35 can pass are formed. In the second large prize winning device 36, a second large prize winning opening sensor 35a that detects the winning of the game ball into the second large prize winning opening 35 is disposed upstream of the specific area 39 and the non-specific area 70. In addition, in the specific area 39, a specific area sensor 39a that detects the passage of the game ball into the specific area 39 is disposed. In addition, in the non-specific area 70, a non-specific area sensor 70a that detects the passage of the game ball into the non-specific area 70 is disposed. In addition, the second large prize winning device 36 includes a distribution member 71 that distributes the game ball that has passed through the second large prize winning opening 35 to either the specific area 39 or the non-specific area 70, and a distribution member solenoid 73 that drives the distribution member 71. When the distribution member solenoid 73 is energized, the distribution member 71 takes a first state (passage-permitting state) in which it distributes the game ball to a specific area 39, and when the distribution member solenoid 73 is not energized, the distribution member 71 takes a second state (passage-blocking state) in which it distributes the game ball to a non-specific area 70.

[0023] 2, when the sorting member solenoid 73 is energized, the sorting member 71 is in a passing-permitting state that allows the game ball to pass through to the specific area 39. When the sorting member 71 is in the passing-permitting state, a game ball that has entered the second large prize opening 35 passes through the second large prize opening sensor 35a and then passes through the specific area 39. This route of the game ball is called the first route.

[0024] 2, when the sorting member solenoid 73 is not energized, the sorting member 71 is in a passage-blocking state in which it prevents the passage of game balls to the specific area 39. When the sorting member 71 is in the passage-blocking state, a game ball that has entered the second large prize opening 35 passes through the second large prize opening sensor 35a, then rolls on the sorting member 71 and passes through the non-specific area 70. This route of the game ball is called the second route.

[0025] In this pachinko game machine 1, the passage of the game ball into the specific area 39 is a trigger for the execution of the jackpot game described below. In other words, in this embodiment, the jackpot lottery is also performed depending on whether the game ball passes through the specific area 39. A jackpot won by the lottery of the first special symbol or the lottery of the second special symbol described above is called a type 1 jackpot, and a jackpot won by the passage of the game ball into the specific area 39 is called a type 2 jackpot. A jackpot game that is executed by winning a type 1 jackpot is called a type 1 jackpot game, and a jackpot game that is executed by winning a type 2 jackpot is called a type 2 jackpot game. A type 1 jackpot is also called a direct hit jackpot. A game state in which a jackpot game (type 1 jackpot game, type 2 jackpot game) is being executed is a "special game state."

[0026] 1, a gate 28 through which the gaming ball can pass is provided above the second starting opening 21 in the gaming area 3. The passage of the gaming ball through the gate 28 triggers the execution of a normal symbol lottery (i.e., acquisition and determination of a normal symbol random number (winning random number)) that determines whether or not the electric chute 22 is opened.

[0027] Furthermore, a normal winning hole 27 is provided at the lower left of the game area 3. Also, at the bottom of the game area 3, an outlet 6 is provided for discharging game balls that have been shot into the game area 3 but have not won in any of the winning holes.

[0028] The game area 3 in which various winning holes and the like are arranged has a left game area (first game area) 3A on the left side of the center in the left-right direction, and a right game area (second game area) 3B on the right side. A hitting method in which the game ball is shot so that it flows down the left game area 3A is called a left hit. On the other hand, a hitting method in which the game ball is shot so that it flows down the right game area 3B is called a right hit. In this form of pachinko game machine 1, the flow path through which the game ball flows down when playing with a left hit is called a first flow path R1, and the flow path through which the game ball flows down when playing with a right hit is called a second flow path R2.

[0029] On the first flow path R1, a first start port 20, a first big winning device 31, and an outlet 6 are provided. A player aims to win at the first start port 20 by hitting a game ball so that it flows down the first flow path R1.

[0030] Meanwhile, on the second flow path R2, there are provided a gate 28, an electric chute 22, a second large prize device 36, a first large prize device 31, and an outlet 6. The player aims to pass the game ball through the gate 28, or to win in the second start port 21 related to the electric chute 22, the first large prize port 30, or the second large prize port 35 by hitting the game ball so that it flows down the second flow path R2.

[0031] In this embodiment, the gate 28, the electric chute 22, and the second large prize device 36 are united and can be attached to and detached from the game board 2 as a single structure. Also, the fixed prize device 19 and the first large prize device 31 are united and can be attached to and detached from the game board 2 as a single structure.

[0032] As shown in Figs. 1 and 3, the display devices 40 are arranged at the lower right of the game board 2. The display devices 40 include a first special pattern display 41a that variably displays a first special pattern (special pattern 1, an example of a discrimination pattern), a second special pattern display 41b that variably displays a second special pattern (special pattern 2, an example of a discrimination pattern), and a normal pattern display 42 that variably displays a normal pattern. The display devices 40 also include a first special pattern reserve display 43a that displays the number of reserved activations (first special pattern reserves) of the first special pattern display 41a, and a second special pattern reserve display 43b that displays the number of reserved activations (second special pattern reserves) of the second special pattern display 41b. The first special pattern reserve is also called special pattern 1 reserve, and the second special pattern reserve is also called special pattern 2 reserve.

[0033] The variable display of the first special symbol is triggered by the entry of a game ball into the first starting hole 20. The variable display of the second special symbol is triggered by the entry of a game ball into the second starting hole 21. In the following description, the first special symbol and the second special symbol may be collectively referred to as special symbols (special symbols). Also, the first special symbol display device 41a and the second special symbol display device 41b may be collectively referred to as the special symbol display device 41. Also, the first special symbol reserve display device 43a and the second special symbol reserve display device 43b may be collectively referred to as the special symbol reserve display device 43.

[0034] The special symbol display 41 notifies the result of a lottery (special symbol lottery, big win lottery) based on winning at the first start port 20 or the second start port 21 by displaying a special symbol (identification information) in a variable manner (variable display) and then displaying it in a stopped state. The special symbol (stopped symbol, special symbol derived and displayed as a display result of the variable display) is one special symbol selected from a plurality of types of special symbols by a special symbol lottery. When the stopped symbol is a special symbol (big win symbol) of a predetermined big win stop mode, a big win game is performed in which the first big win port 30 is opened in an opening pattern corresponding to the type of the stopped and displayed big win symbol (i.e., the type of the won big win). When the stopped symbol is a special symbol (small win symbol) of a predetermined small win stop mode, a small win game is performed in which the second big win port 35 is opened in an opening pattern corresponding to the type of the stopped and displayed small win symbol (i.e., the type of the won small win). The opening patterns of the large prize openings (first large prize opening 30 and second large prize opening 35) in the large prize game and the small prize game will be described later.

[0035] Specifically, the special symbol display 41 is composed of, for example, eight LEDs arranged side by side, and displays a special symbol according to the result of the big win lottery by the lighting state of the LEDs. For example, when a big win (one of the multiple types of big wins described later) is won, the big win symbol is displayed with the 1st, 2nd, 5th, and 6th LEDs from the left lit, such as "○○●●○○●●" (○: lit, ●: unlit). When a small win (one of the multiple types of small wins described later) is won, the small win symbol is displayed with the 5th and 6th LEDs from the left lit, such as "●●●●○○●●". When a loss (one of the multiple types of loss described later) is won, the losing symbol is displayed with only the rightmost LED lit, such as "●●●●●●●○". It is also possible to adopt a mode in which all LEDs are turned off as one of the losing symbols. In addition, before the special symbol is displayed in a stationary state, the special symbol is displayed in a variable manner (variable display, symbol variation) for a predetermined period of time, and the manner of the variable display is, for example, that each LED lights up so that light flows repeatedly from left to right. Note that the manner of the variable display can be changed as appropriate, such as all LEDs flashing at once if each LED is not displayed in a stationary state (lighting display in a specific manner).

[0036] In this pachinko game machine 1, when a game ball enters the first start hole 20 or the second start hole 21, the values ​​(judgment information) of various random numbers such as a jackpot random number acquired for the entry are temporarily stored in the special chart reservation memory unit 85 (see FIG. 4). In detail, if the entry is in the first start hole 20, it is stored in the first special chart reservation memory unit 85a (see FIG. 4) as the first special chart reservation, and if the entry is in the second start hole 21, it is stored in the second special chart reservation memory unit 85b (see FIG. 4) as the second special chart reservation. There is an upper limit to the number of special chart reservations that can be stored in each special chart reservation memory unit 85, and the upper limit value (upper limit memory number, upper limit reservation number) in this embodiment is "4" for the first special chart reservation memory unit 85a and "4" for the second special chart reservation memory unit 85b.

[0037] The reserved special symbols stored in the reserved special symbols memory unit 85 are consumed when the variable display of the special symbols based on the reserved special symbols becomes possible. The consumption of reserved special symbols means that the jackpot random number corresponding to the reserved special symbols is determined, and the variable display of the special symbols is executed to show the result of the determination. Therefore, in this pachinko game machine 1, even if the variable display of the special symbols based on the winning of the game ball into the first start hole 20 or the second start hole 21 cannot be executed immediately after the winning, that is, even if the winning occurs during the variable display of the special symbols or during the special game (jackpot game or small jackpot game), the right to the jackpot lottery for the winning can be reserved up to a predetermined number. In other words, this form of pachinko game machine 1 is equipped with a holding means capable of holding the execution of a jackpot determination process (predetermined determination process) based on a ball entering the first start hole 20 (fixed start hole), and a holding means capable of holding the execution of a jackpot determination process (predetermined determination process) based on a ball entering the second start hole 21 (variable start hole).

[0038] The number of reserved special drawings is displayed on the reserved special drawing display 43. Specifically, the first reserved special drawing display 43a and the second reserved special drawing display 43b are composed of four LEDs. Each reserved special drawing display 43 displays the number of reserved special drawings by lighting up the LEDs corresponding to the number of reserved special drawings.

[0039] The variable display of the normal symbol is triggered by the passage of the gaming ball through the gate 28. The normal symbol display device 42 notifies the result of the normal symbol lottery based on the passage of the gaming ball through the gate 28 by displaying the normal symbol as a stopped symbol after variably displaying (variably displaying) the normal symbol. The stopped normal symbol (normal stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from a plurality of normal symbols by the normal symbol lottery. If the stopped normal symbol is a predetermined specific normal symbol (normal winning symbol), an auxiliary game is played in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.

[0040] Specifically, the normal symbol display 42 is composed of, for example, two LEDs (see FIG. 3), and displays a normal symbol according to the result of the normal symbol lottery by the way they are lit. For example, if the lottery result is a win, a normal winning symbol with both LEDs lit is displayed, such as "○○" (○: lit, ●: off). If the lottery result is a loss, a normal loss symbol with only the right LED lit is displayed, such as "●○". A mode in which all LEDs are turned off may be adopted as a normal loss symbol. Before the normal symbol is displayed in a stopped state, a variable display (variable display) of the normal symbol is performed for a predetermined variable time, and the variable display mode is, for example, a mode in which both LEDs are alternately lit. The variable display mode can be appropriately changed, such as all LEDs flashing at once unless each LED is displayed in a stopped state (a light-on display in a specific mode).

[0041] In addition, in the present pachinko game machine 1, when the variable display of the normal symbol based on the passage of the game ball through the gate 28 cannot be performed immediately after the passage, that is, when the gate 28 is passed during the execution of the variable display of the normal symbol or during the execution of the auxiliary game, the normal symbol random number based on the passage is not acquired. In other words, the configuration is such that the operation reservation (normal symbol reservation) of the normal symbol display device 42 is not stored. In addition, the normal symbol reservation may be configured to be able to be stored up to a predetermined upper limit number (for example, "4") in a predetermined storage area in the RAM 84 (see FIG. 4). In this case, the normal symbol reservation stored in the RAM 84 is consumed when the variable display of the normal symbol based on the normal symbol reservation becomes possible. The consumption of the normal symbol reservation means that the normal symbol random number corresponding to the normal symbol reservation is determined and the variable display of the normal symbol is performed to show the result of the determination. In this case, it is also preferable to provide a normal symbol reservation indicator that displays the number of stored normal symbol reservations.

[0042] 2. Electrical configuration of the gaming machine Next, the electrical configuration of the pachinko game machine 1 will be described with reference to Figures 4 and 5. As shown in Figures 4 and 5, the pachinko game machine 1 includes a main control board (game control board) 80 that controls game profits such as big win lottery and transition of game states, a sub-control board (performance control board) 90 that controls performances executed as the game progresses, and a payout control board 110 that controls payout of game balls. The main control board 80 constitutes a main control unit, and the sub-control board 90 constitutes a sub-control unit 99 together with an image control board 100, a lamp control board 107, and a sound control board 106, which will be described later. The sub-control unit 99 only needs to include at least the sub-control board 90 and be capable of controlling various performances using performance means (such as the image display device 7, the board lamp 5, the frame lamp 66, the speaker 67, and the board movable body 15).

[0043] The pachinko game machine 1 also includes a power supply board 150. The power supply board 150 supplies power to the main control board 80, the sub-control board 90, and the payout control board 110, and also supplies necessary power to other devices via these boards. The power supply board 150 is provided with a backup power circuit 151. When power is not supplied to the pachinko game machine 1, the backup power circuit 151 supplies power to the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90, which will be described later. Therefore, information stored in the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90 is retained even when the power to the pachinko game machine 1 is cut off. In addition, a power switch 155 is connected to the power supply board 150. The power supply is turned on and off by turning the power switch 155 on and off. In addition, a backup power supply circuit for the RAM 84 of the main control board 80 may be provided on the main control board 80, and a backup power supply circuit for the RAM 94 of the sub-control board 90 may be provided on the sub-control board 90.

[0044] The power supply board 150 is also provided with a RAM clear switch (RAM clear operation means) 152 for causing the CPU 82 to clear information stored in the RAM 84 of the game control microcomputer 81, which will be described later. The RAM clear switch 152 is provided on the power supply board 150 arranged on the back side of the present pachinko game machine 1. Therefore, only an employee of the game parlor who can open the game machine frame 50 can operate the RAM clear switch 152. In other words, the RAM clear switch 152 can be said to be an operation means that cannot be operated by a player. The RAM clear switch 152 is a tactile switch, and when the RAM clear switch 152 is pressed, a detection signal indicating that the RAM clear switch 152 is ON is input to the game control microcomputer 81. The state in which the RAM clear switch 152 is pressed is referred to as the ON state of the RAM clear switch 152, and the state in which the RAM clear switch 152 is not pressed is referred to as the OFF state of the RAM clear switch 152.

[0045] As shown in FIG. 4, a one-chip microcomputer for game control (hereinafter, "microcomputer for game control") 81 for controlling the progress of the game of the pachinko game machine 1 according to a program is mounted on the main control board 80. The microcomputer for game control 81 includes a ROM 83 storing a program for controlling the progress of the game, a RAM 84 used as a work memory, a CPU 82 for executing the program stored in the ROM 83, and an I / O port section (input / output circuit) 87 for inputting and outputting data and signals. The ROM 83 may be external. The RAM 84 is provided with the above-mentioned special chart reservation storage section 85 (first special chart reservation storage section 85a and second special chart reservation storage section 85b).

[0046] 4, various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input from each sensor to the main control board 80, and signals are output from the main control board 80 to each solenoid. Specifically, the sensors connected include the first start hole sensor 20a, the second start hole sensor 21a, the gate sensor 28a, the first large prize hole sensor 30a, the second large prize hole sensor 35a, the specific area sensor 39a, the non-specific area sensor 70a, and the normal prize hole sensor 27a.

[0047] The first start hole sensor 20a is provided in the first start hole 20 and detects a game ball that has entered the first start hole 20. The second start hole sensor 21a is provided in the second start hole 21 and detects a game ball that has entered the second start hole 21. The gate sensor 28a is provided in the gate 28 and detects a game ball that has passed through the gate 28. The first large prize hole sensor 30a is provided in the first large prize hole 30 and detects a game ball that has entered the first large prize hole 30. The second large prize hole sensor 35a is provided in the second large prize hole 35 and detects a game ball that has entered the second large prize hole 35. The specific area sensor 39a is provided in a specific area 39 in the second large prize hole 35 and detects a game ball that has passed through the specific area 39. The non-specific area sensor 70a is provided in the non-specific area 70 in the second large prize opening 35 and detects game balls that have passed through the non-specific area 70. The regular prize opening sensors 27a are provided in the regular prize openings 27 and detect game balls that have won in the regular prize openings 27.

[0048] Also connected as solenoids are the electric chute solenoid 24, the first large prize opening solenoid 33, the second large prize opening solenoid 38, and the distribution member solenoid 73. The electric chute solenoid 24 drives the movable member 23 of the electric chute 22. The first large prize opening solenoid 33 drives the opening / closing member 32 of the first large prize device 31. The second large prize opening solenoid 38 drives the opening / closing member 37 of the second large prize device 36. The distribution member solenoid 73 drives the distribution member 71 of the second large prize device 36.

[0049] Furthermore, the first special symbol display 41a, the second special symbol display 41b, the normal symbol display 42, the first special symbol reserve display 43a, and the second special symbol reserve display 43b are connected to the main control board 80. That is, the display control of these displays 40 is performed by the game control microcomputer 81.

[0050] The main control board 80 also transmits various commands to the payout control board 110, and receives signals from the payout control board 110 to monitor payout. The payout control board 110 is connected to the prize ball payout device 120 and the card unit 135 (installed adjacent to the pachinko game machine 1, enabling ball lending based on information on an inserted prepaid card, etc.), and is also connected to the launching device 112 via a launch control circuit 111. The launching device 112 includes a handle 60 (see FIG. 1).

[0051] The payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 to pay out prize balls or pay out loan balls based on a signal from the game control microcomputer 81 or a signal from the card unit 135 connected to the pachinko game machine 1. The paid out prize balls and loan balls are detected by the prize ball sensor 122 for counting. When the player operates the handle 60 (see FIG. 1) of the launching device 112, the touch switch 114 detects the contact with the handle 60, and the launch volume 115 detects the amount of rotation of the handle 60. Then, the launching motor 113 is driven so that the game ball is launched with a strength according to the magnitude of the detection signal of the launch volume 115. In this pachinko game machine 1, one game ball is launched in about 0.6 seconds.

[0052] Furthermore, the main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that only enables transmission of signals from the main control board 80 to the sub-control board 90. That is, a unidirectional circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restricting means.

[0053] As shown in Fig. 5, a one-chip microcomputer for performance control (hereinafter referred to as "microcomputer for performance control") 91 that controls the performance of the pachinko game machine 1 according to a program is mounted on the sub-control board 90. The microcomputer for performance control 91 includes a ROM 93 that stores programs for controlling the performance as the game progresses, a RAM 94 used as a work memory, a CPU 92 that executes the programs stored in the ROM 93, and an I / O port section (input / output circuit) 97 for inputting and outputting data and signals. The ROM 93 may be external.

[0054] As shown in FIG. 5, the sub-control board 90 is connected to the image control board 100, the sound control board 106, and the lamp control board 107. The performance control microcomputer 91 of the sub-control board 90 causes the CPU 102 of the image control board 100 to control the display of the image display device 7 based on a command received from the main control board 80. The RAM 104 of the image control board 100 is a memory for expanding image data. The ROM 103 of the image control board 100 stores still image data and video data to be displayed on the image display device 7, specifically image data of characters, items, figures, letters, numbers, symbols, etc. (including performance patterns) and background images. The CPU 102 of the image control board 100 reads image data from the ROM 103 based on a command from the performance control microcomputer 91. Then, the CPU 102 executes display control based on the read image data.

[0055] Furthermore, the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the voice control board 106 based on commands received from the main control board 80. Sound data such as voice output from the speaker 67 is stored in the ROM 93 of the sub-control board 90. A CPU may be implemented in the voice control board 106, and in this case, the CPU may be made to execute the voice control. Furthermore, in this case, a ROM may be implemented in the voice control board 106, and the sound data may be stored in the ROM. Furthermore, the speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may be made to execute the voice control. Furthermore, in this case, the sound data may be stored in the ROM 103 of the image control board 100.

[0056] The performance control microcomputer 91 also controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 via the lamp control board 107 based on commands received from the main control board 80. In detail, the performance control microcomputer 91 creates light emission data (data that determines on / off, light emission color, etc., also called lamp data) that determines the light emission mode of lamps such as the frame lamp 66 and the board lamp 5, and controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 in accordance with the light emission data. Note that data stored in ROM 93 of the sub-control board 90 is used to create the light emission data.

[0057] Furthermore, the performance control microcomputer 91 operates the board movable body 15 connected to the lamp control board 107 via the relay board 108 based on the command received from the main control board 80. The board movable body 15 is a so-called movable gimmick provided on the center decorative body 10, although it is not shown in FIG. 1. In detail, the performance control microcomputer 91 creates operation pattern data (also called drive data) that determines the operation mode of the board movable body 15, and controls the operation of the board movable body 15 according to the operation pattern data. The data stored in the ROM 93 of the sub-control board 90 is used to create the operation pattern data. A CPU may be implemented on the lamp control board 107, and in this case, the CPU may be made to execute the lighting control of the lamp and the operation control of the board movable body 15. Furthermore, in this case, a ROM may be implemented on the lamp control board 107, and data regarding the light emission pattern and the operation pattern may be stored in the ROM.

[0058] In addition, a performance button detection switch (SW) 63a and a select button detection switch 64a are connected to the sub-control board 90. The performance button detection switch 63a detects that the performance button 63 (see FIG. 1) has been pressed. When the performance button 63 is pressed, a detection signal is output from the performance button detection switch 63a to the sub-control board 90. In addition, the select button detection switch 64a detects that the select button 64 (see FIG. 1) has been pressed. When the select button 64 is pressed, a detection signal is output from the select button detection switch 64a to the sub-control board 90.

[0059] 4 and 5 are merely functional block diagrams for explaining the electrical configuration of the pachinko game machine 1, and are not limited to the boards shown in Fig. 4 and 5. Except for the main control board 80, any of the boards shown in Fig. 4 and 5 may be configured as one board, and the one board shown in Fig. 4 and 5 may be configured as multiple boards.

[0060] 3. Main games played on gaming machines Next, the main games played by the pachinko gaming machine 1 will be described. The pachinko gaming machine 1 acquires special pattern related random numbers based on winning at the first start port 20 or the second start port 21. The special pattern related random numbers include jackpot random numbers, pattern type random numbers, reach random numbers, and variation pattern random numbers, as shown in FIG. 6(A). The jackpot random numbers are used to determine whether or not a jackpot has been won or not, and whether or not a small win has been won or not. The jackpot random numbers take values ​​in the range of 0 to 65535. The pattern type random numbers are used to determine the type of jackpot pattern, the type of small win pattern, and the type of losing pattern. The pattern type random numbers take values ​​in the range of 0 to 9999.

[0061] The reach random number is a random number that determines whether or not a reach occurs in the variable presentation that shows the result when the result of the hit / miss judgment is a miss (usually a miss). A reach is a state in which there is only one variable presentation pattern remaining among multiple presentation patterns, and depending on which of the variable presentation patterns is stopped and displayed, a combination of presentation patterns that shows a big win (for example, a "7↓7" state) may be formed. Note that the presentation pattern that is stopped and displayed in the reach state may be displayed as if it is shaking slightly on the display screen 7a, or may be displayed as if it is repeatedly expanding and contracting. The reach random number has a value in the range of 0 to 255.

[0062] The fluctuation pattern random number is a random number for determining a fluctuation pattern including a fluctuation time. The fluctuation pattern random number has a value in the range of 0 to 99. The random number is also called judgment information.

[0063] In addition, the pachinko game machine 1 obtains a normal symbol random number (a winning random number) shown in Fig. 6(B) based on the passage of the game ball through the gate 28. The normal symbol random number is a random number for a lottery (normal symbol lottery) to determine whether or not to play an auxiliary game that opens the electric chute 22. The normal symbol random number has a value in the range of 0 to 65535.

[0064] The pachinko game machine 1 determines whether or not the game has a big win and whether or not it has a small win by judging the big win random number obtained based on winning the first start port 20 or the second start port 21 according to the big win judgment table shown in FIG. 7(A). As shown in FIG. 7(A), the winning probability of the big win is the same in the drawing of the first special pattern (special pattern 1) based on winning the first start port 20 and the drawing of the second special pattern (special pattern 2) based on winning the second start port 21, but the winning probability of the small win is different. The winning probability of the small win in the drawing of the special pattern 1 is zero, and the winning probability of the small win in the drawing of the special pattern 2 is about 1 / 100. In other words, it can be said that the drawing of the special pattern 2 is easier to win a small win than the drawing of the special pattern 1. It is also possible to configure the drawing of the special pattern 1 so that a small win can be won. In this case, it is desirable to set the probability of winning the small prize in the drawing for special chart 1 lower than the probability of winning the small prize in the drawing for special chart 2.

[0065] When the pachinko game machine 1 determines that a jackpot has been won, it determines the type of the jackpot pattern by determining the pattern type random number according to the jackpot pattern type determination table shown in FIG. 7(B). In the drawing of the special pattern 1, the "special pattern 1_jackpot pattern A" is determined at a rate of 10%, the "special pattern 1_jackpot pattern B" is determined at a rate of 40%, and the "special pattern 1_jackpot pattern C" is determined at a rate of 50%. On the other hand, in the drawing of the special pattern 2, the "special pattern 2_jackpot pattern D" is determined at a rate of 20%, and the "special pattern 2_jackpot pattern E" is determined at a rate of 80%. If the type of the winning jackpot pattern is different, the opening pattern of the big prize opening in the first type jackpot game and the settings related to the game state after the jackpot game are different (see FIG. 8). This point will be described later.

[0066] When the pachinko game machine 1 determines that a small win has been won, it determines the type of the small win symbol by determining the symbol type random number according to the small win symbol type determination table shown in FIG. 7(C). Specifically, in the lottery for the special symbol 2, the "special symbol 2_small win symbol a" is determined 20% of the time, the "special symbol 2_small win symbol b" is determined 60% of the time, and the "special symbol 2_small win symbol c" is determined 20% of the time. If the type of the winning small win symbol is different, the opening pattern of the large prize opening in the small win game and the two-type large win game, and the settings related to the game state after the large win game are different (see FIG. 8). This point will be described later.

[0067] Also, when the pachinko game machine 1 determines that neither the big win nor the small win has been won (i.e., when it determines that the winning symbol has been lost), it determines the type of the losing symbol by judging the symbol type random number according to the losing symbol type judgment table shown in FIG. 7(D). In the drawing of the special symbol 1, the symbol is determined to be "Special symbol 1_losing symbol D" with a probability of about 98.5%, and is determined to be one of "Special symbol 1_losing symbol A", "Special symbol 1_losing symbol B", and "Special symbol 1_losing symbol C" with a probability of about 1 / 100, "Special symbol 1_losing symbol B" with a probability of about 1 / 300, and "Special symbol 1_losing symbol C" with a probability of about 1 / 500%. On the other hand, in the lottery for special symbol 2, the "Special symbol 2_Losing symbol E" is determined with a 100% probability (proportion). The difference in the type of the losing symbol affects the settings regarding the game state after the losing symbol is stopped and displayed (see Figure 9). This point will be described later.

[0068] Also, when the pachinko game machine 1 judges a miss (a normal miss, described later), it judges the reach random number according to the reach judgment table shown in FIG. 7(E) to determine whether or not the performance symbols 8L, 8C, and 8R are reach in the variable performance. The probability of judging that there is a reach differs depending on whether or not the game state is in the time-saving state, described later. The probability of judging that there is a reach is higher when there is no time-saving state than when there is a time-saving state.

[0069] Next, the types of big wins, small wins, and misses will be described in detail with reference to FIG. 8 and FIG. 9. As described above, the results of the special pattern lottery (lottery for special pattern 1 or lottery for special pattern 2) include "big win", "small win", and "miss". In the case of a "big win", a "big win pattern" is displayed on the special pattern display 41. The big win patterns include "special pattern 1_big win pattern A", "special pattern 1_big win pattern B", "special pattern 1_big win pattern C", "special pattern 2_big win pattern D", and "special pattern 2_big win pattern E". In the case of a "small win", a "small win pattern" is displayed on the special pattern display 41. The small win patterns include "special pattern 2_small win pattern a", "special pattern 2_small win pattern b", and "special pattern 2_small win pattern c". In the case of a "miss", a "miss pattern" is displayed on the special pattern display 41. The losing patterns include "Special chart 1_losing pattern A", "Special chart 1_losing pattern B", "Special chart 1_losing pattern C", "Special chart 1_losing pattern D", and "Special chart 2_losing pattern E".

[0070] When a jackpot is won in the special pattern lottery, a "jackpot game" is executed in which the first large prize opening 30 is opened in an opening pattern corresponding to the type of the jackpot pattern stopped and displayed. When a small prize is won, a "small prize game" is executed in which the second large prize opening 35 is opened in an opening pattern corresponding to the type of the small prize pattern stopped and displayed. Then, when a game ball enters a specific area 39 in the second large prize opening 35 during the execution of the small prize game, a "jackpot game" is executed in which the first large prize opening 30 is opened in an opening pattern corresponding to the type of the small prize pattern that has been won. A jackpot game executed based on the result of the special pattern lottery being a jackpot win is called a type 1 jackpot game, and a jackpot game executed based on the passage to the specific area 39 is called a type 2 jackpot game.

[0071] In this embodiment, the jackpot game includes multiple round games (unit opening games), an opening (also written as OP) before the first round game starts, and an ending (also written as ED) after the final round game ends. Each round game starts with the end of the OP or the end of the previous round game, and ends with the start of the next round game or the start of the ED. The time (interval time) for closing the jackpot opening between round games is included in the open round game before the closure.

[0072] In this embodiment, the small win game includes a small win opening game that opens the second large winning port 35, an opening (pre-opening interval) before the small win opening game starts, and an ending (post-closing interval) after the small win opening game ends.

[0073] If the player wins a jackpot (i.e., if the player wins a jackpot as a result of the special symbol lottery), a jackpot game (a jackpot game of a jackpot type 1) is executed to open the first big prize winning port 30. In this embodiment, as shown in FIG. 8, there are three types of jackpot symbols (jackpot symbols stopped and displayed on the first special symbol display 41a) that can be won in the lottery of the first special symbol (special symbol 1), and there are two types of jackpot symbols (jackpot symbols stopped and displayed on the second special symbol display 41b) that can be won in the lottery of the second special symbol (special symbol 2). Specifically, in the lottery of the special symbol 1, there is a possibility of winning "special symbol 1_jackpot symbol A", "special symbol 1_jackpot symbol B", and "special symbol 1_jackpot symbol C". In addition, in the lottery of the special symbol 2, there is a possibility of winning "special symbol 2_jackpot symbol D" and "special symbol 2_jackpot symbol E".

[0074] As shown in FIG. 8, "Special 1_jackpot pattern A", "Special 1_jackpot pattern B", and "Special 1_jackpot pattern C" are 10R (round) jackpots, and the first winning slot 30 is opened once per 1R, and the maximum opening time is 29.5 seconds. The game state after the jackpot game when "jackpot pattern A" is won is "normal time-saving state", the game state after the jackpot game when "jackpot pattern B" is won is "normal time-saving state", and the game state after the jackpot game when "jackpot pattern C" is won is "normal time-saving state". The normal time-saving state will be described later in detail. In the normal time-saving state based on "jackpot pattern A", the time-saving number is set to 10,000 times, in the normal time-saving state based on "jackpot pattern B", the time-saving number is set to 165 times, and in the normal time-saving state based on "jackpot pattern C", the time-saving number is set to 100 times. The time-saving count is the upper limit of the number of times that the special symbol can be displayed in the time-saving state. Various time-saving counts are examples of the "specific number of times." Details of the game state will be described later.

[0075] In addition, "Special chart 2_jackpot pattern D" and "Special chart 2_jackpot pattern E" are 10R (round) jackpots, and the first big prize slot 30 opens once per round, with a maximum opening time of 29.5 seconds. When "jackpot pattern D" is won, the game state after the jackpot game is "normal time-saving state," and when "jackpot pattern E" is won, the game state after the jackpot game is "normal time-saving state."

[0076] Also, if a small prize is won as a result of the special pattern lottery, a small prize game is executed in which the second large prize opening 35 is opened once. If a game ball enters the second large prize opening 35 opened by the small prize game and the game ball passes through the specific area 39 in the second large prize device 36, a big prize is won, and a big prize game (a type 2 big prize game) in which the first large prize opening 30 is opened is executed. When this big prize game (a big prize game triggered by passing through the specific area 39) is executed, the opening of the second large prize opening 35 as a small prize game corresponds to the first round. Note that if the game ball does not pass through the specific area 39 in the small prize game, the big prize game is not executed. In this specification, the big prize game and the small prize game may be referred to as special games. Note that in the special game, there may be a round in which the big prize opening is opened multiple times during one round.

[0077] In this embodiment, as shown in Fig. 8, there are three types of small prize patterns (small prize patterns stopped and displayed on the second special pattern display 41b) that can be won in the lottery of special pattern 2. Specifically, in the lottery of special pattern 2, there is a possibility of winning "Special pattern 2_small prize pattern a", "Special pattern 2_small prize pattern b", and "Special pattern 2_small prize pattern c".

[0078] "Small win pattern a", "small win pattern b", and "small win pattern c" are all small wins that can always pass (also called V pass) to the specific area 39 as long as they are played correctly. In other words, in this form, winning a small win based on the lottery of special chart 2 has the same meaning as winning a big win.

[0079] In a small prize game based on each type of small prize symbol, the second large prize opening 35 is opened once for 1.6 seconds. The opening time in each small prize game is 0.008 seconds. In a large prize game (type 2 large prize game) executed based on the passage of a game ball into a specific area 39, the first large prize opening 30 is opened once per round from the 2nd round to the 10th round with a maximum opening time of 29.5 seconds when either the "small prize symbol a", the "small prize symbol b", or the "small prize symbol c" is won. In other words, a type 2 large prize game of 9 rounds is essentially executed.

[0080] The game state after the 2nd type jackpot game when the "small jackpot pattern a" is won is the "normal time-saving state", the game state after the 2nd type jackpot game when the "small jackpot pattern b" is won is the "normal time-saving state", and the game state after the 2nd type jackpot game when the "small jackpot pattern c" is won is the "normal game state". In addition, in the normal time-saving state after the 2nd type jackpot game when the "small jackpot pattern a" is won, the number of time-saving times is set to 10,000. On the other hand, in the normal time-saving state after the 2nd type jackpot game when the "small jackpot pattern b" is won, the number of time-saving times is set to 165. As will be described later, when the game is controlled to the normal time-saving state, the game proceeds by drawing the special chart 2, whereas when the game is controlled to the normal game state, the game proceeds by drawing the special chart 1. In this form, the probability of winning the small jackpot in the lottery for Special Chart 2 is approximately 1 / 100, so when the game is controlled to the normal time-saving state with 10,000 time-saving cycles, the execution of the next big jackpot game is essentially confirmed (guaranteed).

[0081] In addition, when the result of the special pattern lottery is determined to be a loss, the type of the loss pattern is determined. As shown in FIG. 7(D), there are four types of loss patterns (loss patterns stopped and displayed on the first special pattern display 41a) determined by the lottery of special pattern 1, and there is one type of loss pattern (loss patterns stopped and displayed on the second special pattern display 41b) determined by the lottery of special pattern 2. Specifically, in the lottery of special pattern 1, it is determined to be one of "Special pattern 1_loss pattern A (first specific result)", "Special pattern 1_loss pattern B (second specific result)", "Special pattern 1_loss pattern C (third specific result)", and "Special pattern 1_loss pattern D". In the lottery of special pattern 2, it is determined to be "Special pattern 2_loss pattern E".

[0082] "Special chart 1_missing pattern D" and "Special chart 2_missing pattern E" are normal misses. In other words, even if "Special chart 1_missing pattern D" and "Special chart 2_missing pattern E" are stopped and displayed, the game state does not change. In contrast, "Special chart 1_missing pattern A", "Special chart 1_missing pattern B", and "Special chart 1_missing pattern C" are special misses (one example of a specific judgment result). A special miss (specific result) is a miss that triggers a transition to the micro-time-saving state A, or the micro-time-saving state B, or the micro-time-saving state C, which will be described later. However, as will be described later, the game state to which the game transitions based on a special miss is determined by the game state at the time of winning (when a special miss occurs) and the type of special miss.

[0083] As shown in FIG. 9, in the micro-time-saving state A based on the "missing symbol A", the number of time-saving times is set to 1140 times. In this micro-time-saving state A, when the number of times the variable display of the special symbol is executed reaches 1140 times, the game is controlled to the normal game state. In the micro-time-saving state B based on the "missing symbol B", the number of time-saving times is set to 1140 times. In this micro-time-saving state B, when the number of times the variable display of the special symbol is executed reaches 1140 times, the game is controlled to the normal game state. In the micro-time-saving state C based on the "missing symbol C", the number of time-saving times is set to 1140 times. In this micro-time-saving state C, when the number of times the variable display of the special symbol is executed reaches 1140 times, the game is controlled to the normal game state. The special miss is also called a time-saving miss.

[0084] Here, the gaming states of the pachinko gaming machine 1 of this embodiment will be explained. In this embodiment, there are a non-time-shortening state and a time-shortening state as gaming states. The non-time-shortening state is also called a normal gaming state. When playing the pachinko gaming machine 1 for the first time, the gaming state after powering on is the non-time-shortening state (normal gaming state). The time-shortening state is a gaming state in which it is easier for a gaming ball to enter the electric chute 22 (an easy-to-enter state) compared to the non-time-shortening state.

[0085] There are four types of time-saving states: normal time-saving state, slight time-saving state A, slight time-saving state B, and slight time-saving state C. As described above, the normal time-saving state (advantageous game state, special game state) is a time-saving state to which the player enters after the end of a jackpot game (Type 1 jackpot game or Type 2 jackpot game) (see FIG. 8) (see FIG. 9). On the other hand, slight time-saving state A, slight time-saving state B, and slight time-saving state C are time-saving states to which the player enters when a special miss occurs and "Special chart 1_missing pattern A", "Special chart 1_missing pattern B", or "Special chart 1_missing pattern C" is stopped and displayed (see FIG. 9). That is, the pachinko game machine 1 can be controlled to a micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C) without executing a jackpot game, not only when a big win symbol or a small win symbol is won, but also when a specific losing symbol (losing symbol A, losing symbol B, losing symbol C) is stopped and displayed, depending on the lapse of the stop time. The micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C) corresponds to a "specific game state", the micro-time-saving state A corresponds to a "first specific game state", the micro-time-saving state B corresponds to a "second specific game state", and the micro-time-saving state C corresponds to a "third specific game state".

[0086] In this embodiment, even if a big win or small win is won and a big win game is executed, the game will not be controlled to the micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C) after the big win game. Also, even if a special loss is won and a specific loss symbol (loss symbol A, loss symbol B, loss symbol C) is stopped and displayed, the game will not be controlled to the normal time-saving state.

[0087] When the type of time-saving state is different, the settings of various parameters related to the ease of winning on the electric chute 22, such as the variation pattern of the normal symbol and the opening pattern of the electric chute 22, are different. In detail, in this embodiment, as shown in FIG. 11(A), the winning probability of the normal symbol lottery in the time-saving state (slight time-saving state A, slight time-saving state B, slight time-saving state C, normal time-saving state) is the same as the winning probability of the normal symbol in the non-time-saving state. Specifically, in this embodiment, in any of the game states of the non-time-saving state, the time-saving state A, slight time-saving state B, slight time-saving state C, and normal time-saving state, the probability of being determined as a win in the normal symbol lottery is set to 65535 / 65536. In other words, in any game state, the normal symbol lottery is almost determined as a win. Note that the winning probability of the normal symbol lottery may be higher in the time-saving state than in the non-time-saving state (in other words, the probability variation function of the normal symbol display 42 is activated in the time-saving state).

[0088] Also, in the time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C, normal time-saving state), as shown in FIG. 11(B), the fluctuation time of the normal symbol is shorter than that in the non-time-saving state. Specifically, in this embodiment, the fluctuation time of the normal symbol is 60,000 ms in the non-time-saving state, but is 59,000 ms in the micro-time-saving state A, 58,000 ms in the micro-time-saving state B, 57,000 ms in the micro-time-saving state C, and 1,000 ms (1 second) in the normal time-saving state. That is, in the time-saving state, the fluctuation time shortening function of the normal symbol display 42 is activated. The stop time of the normal symbol is 500 ms (0.5 seconds) in any game state.

[0089] In addition, in the time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C, normal time-saving state), the opening time of the electric chute 22 in the auxiliary game is longer than in the non-time-saving state, as shown in Fig. 11(C). Specifically, in this embodiment, the opening time of the electric chute 22 is 0.05 seconds per time in the non-time-saving state, but is 0.1 seconds per time in the micro-time-saving state A, micro-time-saving state B, and micro-time-saving state C, and is 2.5 seconds per time in the normal time-saving state. In other words, in the time-saving state, the opening time extension function of the electric chute 22 is activated.

[0090] In addition, in the time-saving state, the number of times the electric chute 22 opens in the auxiliary game may be greater than in the non-time-saving state, as shown in Fig. 11(C). Specifically, in this embodiment, the number of times the electric chute 22 opens is once in the non-time-saving state and the slight time-saving state (slight time-saving state A, slight time-saving state B, slight time-saving state C), but twice in the normal time-saving state. In other words, the function of increasing the number of times the electric chute 22 opens is activated only in the normal time-saving state.

[0091] Here, in the non-time-saving state, if the normal symbol lottery is executed, it will almost always be a win, but the normal symbol fluctuation time is long at 60,000 ms (60 seconds), and the electric chute 22 opens only once for 0.05 seconds in the auxiliary game, which is an extremely short time. Therefore, in the non-time-saving state, even if you play by hitting to the right (a hitting method that allows the game ball to pass through the gate 28), you can hardly expect to win on the electric chute 22.

[0092] In contrast, in the normal time-saving state, if a normal symbol lottery is executed, it almost always results in a win, the normal symbol variation time is short at 1000 ms (1 second), and the electric chute 22 opens twice in 2.5 seconds during auxiliary play, which is sufficiently long. Therefore, in the normal time-saving state, playing with a right-handed hit can frequently result in winning on the electric chute 22. In other words, the normal time-saving state can be said to be a game state (easy-to-score state) in which it is easier to score on the electric chute 22 than in the non-time-saving state (non-easy-to-score state).

[0093] On the other hand, in the short time-saving states (short time-saving state A, short time-saving state B, short time-saving state C), if the normal symbol lottery is executed, it will almost always be a win, but the normal symbol fluctuation time is long at 59000 ms (59 seconds), 58000 ms (58 seconds), and 57000 ms (57 seconds), and the electric chute 22 opens only once for 0.1 seconds in the auxiliary play. Therefore, in the short time-saving states (short time-saving state A, short time-saving state B, short time-saving state C), various parameters related to the ease of winning on the electric chute 22 (probability of winning the normal symbol lottery, fluctuation time and stop time of the normal symbol, opening pattern of the electric chute 22) are set to make it easier to win on the electric chute 22 compared to the non-time-saving state, but winning on the electric chute 22 is almost impossible even if you play by hitting the right side.

[0094] In this way, in the non-time-saving state, since hitting from the right is unlikely to result in a win on the electric chute 22, the player proceeds with the game by hitting from the left (see FIG. 10). On the other hand, in the normal game state, hitting from the right frequently results in a win on the electric chute 22, so the player proceeds with the game by hitting from the right and by drawing the special chart 2 (see FIG. 10). In this pachinko game machine 1, the game is played by hitting from the right even during a jackpot game.

[0095] The micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C) can be said to be a game state in which it is easier to win on the electric chute 22 than in the non-time-saving state, as in the normal time-saving state, but it is a game state in which it is more difficult to win on the electric chute 22 than in the normal time-saving state. In the micro-time-saving state, since it is not possible to win on the electric chute 22, it is a game state with a nature closer to the non-time-saving state than the normal time-saving state, and the player progresses the game by hitting the left hand and drawing the special chart 1 (see FIG. 10). The non-time-saving state corresponds to the normal game state or the non-specific game state, and the time-saving state corresponds to the specific game state. The micro-time-saving state A corresponds to the first easy-to-score state or the first specific game state, the micro-time-saving state B corresponds to the second easy-to-score state or the second specific game state, and the micro-time-saving state C corresponds to the third easy-to-score state or the third specific game state.

[0096] Incidentally, in the normal time-saving state, the base, which is the ratio of the number of winning balls to the number of shot balls, is higher than in the non-time-saving state. Therefore, the normal time-saving state is also called the "high base state," and the non-time-saving state is also called the "low base state." In the high base state, you can aim for a big win without significantly reducing the number of game balls you have. The high base state is a state in which so-called electric support control (control that supports the entry of a winning ball into the second starting hole 21 by the electric chute 22) is being executed. Therefore, the high base state is also called the electric support control state. The low base state is also called the non-electric support control state. The base in the slight time-saving state (slight time-saving state A, slight time-saving state B, slight time-saving state C) is only slightly higher than the non-time-saving state, and is almost the same as the non-time-saving state.

[0097] In addition, the time-saving state may be such that the activation of one or more of the following functions makes it easier for the game ball to enter the second starting hole 21 associated with the electric chute 22 than when the function is not activated: the probability fluctuation function of the normal pattern display 42, the fluctuation time shortening function of the normal pattern display 42, the opening time extension function of the electric chute 22, and the opening count increase function of the electric chute 22; and it is not necessary for all of these functions to be activated.

[0098] Next, the determination of the variation pattern of the special symbol (special symbol variation pattern) will be explained. The pachinko game machine 1 determines the special symbol variation pattern according to the special symbol variation pattern determination table that is different between the non-time-saving state and the time-saving state (normal time-saving state, minute time-saving state A, minute time-saving state B, minute time-saving state C) (see Fig. 12 and Fig. 13). The special symbol variation pattern determination table in the time-saving state (see Fig. 12(B), Fig. 13(A)(B)(C)) is a table in which a variation pattern with a short variation time is more likely to be selected than the special symbol variation pattern determination table in the non-time-saving state (see Fig. 12(A)). In this embodiment, the special symbol variation pattern is determined according to the different special symbol variation pattern determination tables between the normal time-saving state, minute time-saving state A, minute time-saving state B, and minute time-saving state C (see Fig. 12(B), Fig. 13(A)(B)(C)).

[0099] Specifically, in the normal time-saving state, the special chart 2 is mainly selected by hitting the right button, and the special chart fluctuation pattern determination table for the normal time-saving state shown in Fig. 12(B) is used. In the special chart fluctuation pattern determination table for the normal time-saving state (see Fig. 12(B)), one of the fluctuation patterns P31 to P36 is determined as the fluctuation pattern of the special chart 2.

[0100] In the non-time-saving state (normal game state), the special chart 1 is mainly selected by hitting the left button, and the special chart fluctuation pattern determination table for the non-time-saving state shown in Fig. 12(A) is used. In the special chart fluctuation pattern determination table for the non-time-saving state (see Fig. 12(A)), one of fluctuation patterns P1 to P7 is determined as the fluctuation pattern for the special chart 1. When these fluctuation patterns are selected, a fluctuation performance accompanied by a normal reach or SP reach may be executed using the fluctuation time.

[0101] In the micro-time-saving state A, the special symbol 1 is mainly drawn by hitting from the left, and the special symbol variation pattern determination table for the micro-time-saving state A shown in FIG. 13(A) is used. In the special symbol variation pattern determination table for the micro-time-saving state A (see FIG. 13(A)), one of the variation patterns P41 to P47 is determined as the variation pattern of the special symbol 1. When these variation patterns are selected, a variation performance accompanied by a normal reach or SP reach may be executed using the variation time. Here, the variation patterns P41 to P47 determined based on the special symbol variation pattern determination table for the micro-time-saving state A are substantially the same as the variation patterns P1 to P7 determined based on the special symbol variation pattern determination table for the non-time-saving state in terms of the length of the variation time. Therefore, in the normal game state (non-time-saving state) and the micro-time-saving state A, it is not possible to distinguish which game state is controlled by the length of the variation time of the special symbol.

[0102] In the micro-time-saving state B, the special symbol 1 is mainly drawn by hitting the left hand, and the special symbol variation pattern determination table for the micro-time-saving state B shown in FIG. 13(B) is used. In the special symbol variation pattern determination table for the micro-time-saving state B (see FIG. 13(B)), one of the variation patterns P61 to P67 is determined as the variation pattern of the special symbol 1. When these variation patterns are selected, a variation performance accompanied by a normal reach or SP reach may be executed using the variation time. Here, the variation patterns P61 to P67 determined based on the special symbol variation pattern determination table for the micro-time-saving state B are substantially the same as the variation patterns P1 to P7 determined based on the special symbol variation pattern determination table for the non-time-saving state in terms of the length of the variation time. Therefore, in the normal game state (non-time-saving state) and the micro-time-saving state B, it is not possible to distinguish which game state is controlled by the length of the variation time of the special symbol.

[0103] In the micro-time-saving state C, the special symbol 1 is mainly drawn by hitting from the left, and the special symbol variation pattern determination table for the micro-time-saving state C shown in FIG. 13(C) is used. In the special symbol variation pattern determination table for the micro-time-saving state C (see FIG. 13(C)), one of the variation patterns P81 to P87 is determined as the variation pattern of the special symbol 1. When these variation patterns are selected, a variation performance accompanied by a normal reach or SP reach may be executed using the variation time. Here, the variation patterns P81 to P87 determined based on the special symbol variation pattern determination table for the micro-time-saving state C are substantially the same as the variation patterns P1 to P7 determined based on the special symbol variation pattern determination table for the non-time-saving state in terms of the length of the variation time. Therefore, in the normal game state (non-time-saving state) and the micro-time-saving state C, it is not possible to distinguish which game state is controlled by the length of the variation time of the special symbol.

[0104] In this embodiment, the game state to which the game moves based on the special miss is determined by the game state at the time of winning (when the special miss occurs) and the type of the special miss (missing symbols A to C), and will be described in detail with reference to FIG. 9. As shown in FIG. 9, in the normal game state, when the result of the special symbol lottery is "special symbol 1_missing symbol A", the game control microcomputer 81 controls the game state after the stop display of the missing symbol A to the micro-time-saving state A. In the micro-time-saving state A controlled at this time, the number of time-saving times is set to 1140 times. Therefore, although it is very rare, when the number of time-saving times, 1140 times, is consumed in the micro-time-saving state A, the game moves to the normal game state.

[0105] On the other hand, as shown in FIG. 9, in the normal game state, when the result of the special symbol lottery is "special symbol 1_missing symbol B", the game control microcomputer 81 does not change the game state after the stop display of the missing symbol B by controlling it to the micro-time-saving state B (maintaining the normal game state). In other words, even if the special symbol 1_missing symbol B is drawn in the normal game state, it is treated as a normal miss and the game state does not change. Similarly, in the normal game state, when the result of the special symbol lottery is "special symbol 1_missing symbol C", the game control microcomputer 81 does not change the game state after the stop display of the missing symbol C by controlling it to the micro-time-saving state C (maintaining the normal game state). In other words, even if the special symbol 1_missing symbol C is drawn in the normal game state, it is treated as a normal miss and the game state does not change.

[0106] Also, as shown in Fig. 9, in the micro-time-saving state A, if the result of the special symbol lottery is "Special symbol 1_Losing symbol B", the game control microcomputer 81 controls the game state after the stop display of the losing symbol B to the micro-time-saving state B. In the micro-time-saving state B controlled at this time, the number of time-saving times is set to 1140. Therefore, although it is very rare, when the number of time-saving times, 1140, is consumed in the micro-time-saving state B, the game state transitions to the normal game state.

[0107] On the other hand, as shown in FIG. 9, in the micro-time-saving state A, if the result of the special symbol lottery is "special symbol 1_missing symbol A", the game control microcomputer 81 does not control the game state after the stop display of the missing symbol A to a new micro-time-saving state A (micro-time-saving state A in which the number of time-savings is set to 1140). In other words, even if special symbol 1_missing symbol A is drawn in the micro-time-saving state A, it is treated as a normal miss. Also, in the micro-time-saving state A, if the result of the special symbol lottery is "special symbol 1_missing symbol C", the game control microcomputer 81 does not change the game state after the stop display of the missing symbol C by controlling it to the micro-time-saving state C (maintaining the normal game state). In other words, even if special symbol 1_missing symbol C is drawn in the micro-time-saving state A, it is treated as a normal miss and the game state does not change. As a variant example, when Special Chart 1_Missing Pattern A is drawn in the micro-time-saving state A, the state may be controlled to a new micro-time-saving state A (micro-time-saving state A in which the number of time-saving times is set to 1140).

[0108] Also, as shown in Fig. 9, in the micro-time-saving state B, if the result of the special symbol lottery is "Special symbol 1_Losing symbol C", the game control microcomputer 81 controls the game state after the stop display of the losing symbol C to the micro-time-saving state C. In the micro-time-saving state C controlled at this time, the number of time-saving times is set to 1140. Therefore, although it is very rare, when the number of time-saving times, 1140, is consumed in the micro-time-saving state C, the game state transitions to the normal game state.

[0109] On the other hand, as shown in FIG. 9, in the micro-time-saving state B, if the result of the special symbol lottery is "special symbol 1_missing symbol A", the game control microcomputer 81 does not change the game state after the stop display of the missing symbol A by controlling it to the micro-time-saving state A (maintains the micro-time-saving state A). In other words, even if special symbol 1_missing symbol A is drawn in the micro-time-saving state A, it is treated as a normal miss and the game state does not change. Also, in the micro-time-saving state B, if the result of the special symbol lottery is "special symbol 1_missing symbol B", the game control microcomputer 81 does not control the game state after the stop display of the missing symbol B to a new micro-time-saving state B (micro-time-saving state B in which the number of time-saving times is set to 1140). In other words, even if special symbol 1_missing symbol B is drawn in the micro-time-saving state B, it is treated as a normal miss. As a variant example, when Special Chart 1_Missing Pattern B is drawn in the micro-time-saving state B, the state may be controlled to a new micro-time-saving state B (micro-time-saving state B in which the number of time-saving times is set to 1140).

[0110] As shown in FIG. 9, in the micro-time-saving state C, even if the result of the special symbol lottery is "Special symbol 1_missing symbol A", "Special symbol 1_missing symbol B", or "Special symbol 1_missing symbol C", the game control microcomputer 81 treats it as a normal miss and maintains the micro-time-saving state C. In other words, in the micro-time-saving state C, unlike the micro-time-saving state A and the micro-time-saving state B, the special miss is not activated at all. As a modified example, when the special symbol 1_missing symbol C is drawn in the micro-time-saving state C, it may be controlled to enter a new micro-time-saving state C (micro-time-saving state C in which the number of time-saving times is set to 1140).

[0111] In this embodiment, in the normal game mode or the micro-time-saving mode (micro-time-saving mode A, micro-time-saving mode B, micro-time-saving mode C), the player aims to win the jackpot by hitting the left button to select special chart 1. However, the bonus given to the player differs depending on which game state the jackpot is won in among the normal game state, the micro-time-saving state A, the micro-time-saving state B, and the micro-time-saving state C. Specifically, the number of time-saving times set in the normal time-saving state to which the player transitions differs depending on the game state (normal game state, micro-time-saving state A, micro-time-saving state B, and micro-time-saving state C) when the jackpot is won in the lottery of special chart 1.

[0112] That is, as shown in FIG. 9, when "Special Figure 1_Big Winning Pattern A" is won in the normal game state, the game transitions to the normal time-saving state in which the number of time-saving times is set to 10,000 after the big win game. When the number of time-saving times is controlled to the normal time-saving state in which the number of time-saving times is set to 10,000, the probability of winning a small jackpot in the lottery of Special Figure 2 is about 1 / 100, so the execution of the two-type big win game is essentially guaranteed. Also, when "Special Figure 1_Big Winning Pattern B" is won in the normal game state, the game transitions to the normal time-saving state in which the number of time-saving times is set to 165 after the big win game. When the number of time-saving times is controlled to the normal time-saving state in which the number of time-saving times is set to 165, the probability of winning a small jackpot in the lottery of Special Figure 2 is about 1 / 100, so the possibility (continuation rate) of winning a small jackpot before the number of time-saving times, which is 165, is consumed is about 81%. Also, if "Special Figure 1_Big Winning Figure C" is won in the normal game state, after the big win, the game will transition to the normal time-saving state where the number of time-saving times is set to 100. When the game is controlled to the normal time-saving state where the number of time-saving times is set to 100, the probability of winning a small prize in the lottery for Special Figure 2 is about 1 / 100, so the possibility (continuation rate) of winning a small prize before the 100 time-saving times are consumed is about 63%.

[0113] In contrast, if "Special chart 1_Big win pattern A" is won in the micro time-saving state A, the time-saving number of times is set to 10,000 times after the big win game. Therefore, in either the normal game state or the micro time-saving state A, if the special chart 1_Big win pattern A is won, the time-saving number of times (10,000 times) set in the normal time-saving state to which the game is transferred remains unchanged. Also, if "Special chart 1_Big win pattern B" is won in the normal game state, the time-saving number of times is set to 165 times after the big win game. Therefore, in either the normal game state or the micro time-saving state A, if the special chart 1_Big win pattern B is won, the time-saving number of times (165 times) set in the normal time-saving state to which the game is transferred remains unchanged. However, if "Special chart 1_Big win pattern C" is won in the normal game state, the time-saving number of times is set to 50 times after the big win game. When the number of time-saving times is set to 50 times in the normal time-saving state, the probability of winning a small prize in the lottery of special chart 2 is about 1 / 100, so the possibility (continuation rate) of winning a small prize before the 50 time-saving times are consumed is about 40%. Thus, if you win special chart 1_big prize pattern C in the small time-saving state A, it is disadvantageous to the player in that the number of time-saving times set in the normal time-saving state is less than when you win special chart 1_big prize pattern C in the normal game state.

[0114] Here, if "Special chart 1_Big win pattern A" is won in the micro time-saving state B, the game will transition to the normal time-saving state in which the number of time-saving times is set to 10,000 times after the big win. Therefore, whether in the normal game state, the micro time-saving state A, or the micro time-saving state B, if the special chart 1_Big win pattern A is won, the number of time-saving times (10,000 times) set in the normal time-saving state to which the game will transition will not change. However, if "Special chart 1_Big win pattern B" is won in the micro time-saving state B, the game will transition to the normal time-saving state in which the number of time-saving times is set to 10,000 times after the big win. In this way, if the special chart 1_Big win pattern B is won in the micro time-saving state B, the player will be more advantageous in that the number of time-saving times set in the normal time-saving state will be greater than if the special chart 1_Big win pattern B was won in the normal game state or the micro time-saving state A. Also, if the "Special 1_Big Winning Pattern C" is won in the micro-time-saving state B, after the big win, the game will transition to the normal time-saving state where the number of time-saving times is set to 100. Thus, if the special 1_Big Winning Pattern C is won in the micro-time-saving state B, it is advantageous for the player in that the number of time-saving times set in the normal time-saving state will be greater than if the special 1_Big Winning Pattern C was won in the micro-time-saving state A. Note that the number of time-saving times set in the normal time-saving state is the same, 100 times, in both the case of winning the special 1_Big Winning Pattern C in the micro-time-saving state B and the case of winning the special 1_Big Winning Pattern C in the normal game state.

[0115] In addition, if "Special chart 1_jackpot pattern A" is won in the micro-time-saving state C, after the jackpot game, the game will transition to the normal time-saving state in which the number of time-saving times is set to 10,000 times. Therefore, whether in the normal game state or the micro-time-saving state A, the micro-time-saving state B, or the micro-time-saving state C, if the special chart 1_jackpot pattern A is won, the number of time-saving times (10,000 times) set in the normal time-saving state to which the game transitions will not change. In addition, if "Special chart 1_jackpot pattern B" is won in the micro-time-saving state C, the game will transition to the normal time-saving state in which the number of time-saving times is set to 10,000 times after the jackpot game. Therefore, in the micro-time-saving state B or the micro-time-saving state C, if the special chart 1_jackpot pattern B is won, the number of time-saving times (10,000 times) set in the normal time-saving state to which the game transitions will not change. However, if the "Special Figure 1_Big Winning Pattern C" is won in the micro time-saving state C, after the big win game, the game will transition to the normal time-saving state in which the number of time-saving times is set to 10,000. In this way, if the Special Figure 1_Big Winning Pattern C is won in the micro time-saving state C, the player will have an advantage in that the number of time-saving times set in the normal time-saving state will be greater than if the Special Figure 1_Big Winning Pattern C was won in the normal game state, the micro time-saving state A, or the micro time-saving state C.

[0116] In particular, in the micro-time-saving state C, regardless of whether the jackpot pattern is the special 1_jackpot pattern A, the special 1_jackpot pattern B, or the special 1_jackpot pattern C, the game moves to the normal time-saving state in which the number of time-saving times is set to 10,000. Therefore, if a jackpot is won in the micro-time-saving state C, the next jackpot is guaranteed to be won in the normal time-saving state to which the game moves, so the micro-time-saving state C can be said to be an extremely advantageous game state. As described above, in this form, the number of time-saving times in the normal time-saving state to which the game moves differs depending on which game state the jackpot is won in among the normal game state, the micro-time-saving state A, the micro-time-saving state B, and the micro-time-saving state C. From this point of view, the order of the micro-time-saving state C>micro-time-saving state B>normal game state>micro-time-saving state A is set to be advantageous to the player.

[0117] 4. About the start winning command The pachinko game machine 1 of this embodiment can execute a so-called pre-reading performance. The pre-reading performance is a performance that suggests the expected probability of winning the start winning before the win / loss judgment immediately before the start of the special pattern variation (variation display of the special pattern) based on the start winning, by using the start winning command specified based on the judgment information (random number such as a random number for a jackpot) acquired by the start winning.

[0118] As shown in Fig. 14, the start winning command generated in this embodiment includes lottery result information, such as whether it is a big win, a small win, a normal miss, or a special miss (time-saving miss). Also, the start winning command in this embodiment includes start port information, such as whether the first start port 20 or the second start port 21 was used for the win. Note that the start winning command only needs to include the lottery result information, and the type of information to be included in the start winning command other than the lottery result information can be changed as appropriate.

[0119] 5. Game flow Next, the game flow, which is a feature of this embodiment, will be described with reference to Fig. 10. As shown in Fig. 10, in this pachinko game machine 1, the game state includes a normal game state (non-time-shortened state), a minute time-shortened state A, a minute time-shortened state B, a minute time-shortened state C, and a normal time-shortened state, except for a big win game state (special game state) and a small win game state. In Fig. 10, the transition when the special chart 1_big win pattern A is won is shown by a solid line, the transition when the special chart 1_big win pattern B is won is shown by a dotted line, and the transition when the special chart 1_big win pattern C is won is shown by a dashed line.

[0120] In the normal game state, the game progresses by the lottery of the special figure 1 by hitting the left side. At this time, the player aims to win the jackpot with a probability of about 1 / 320 (see Figure 7 (A)). Then, as shown in Figure 10, if the "Special Figure 1_Jackpot Pattern A" is won, the game moves to the normal time-saving state in which the number of time-saving times is set to 10,000 after the jackpot game, if the "Special Figure 1_Jackpot Pattern B" is won, the game moves to the normal time-saving state in which the number of time-saving times is set to 165 after the jackpot game, and if the "Special Figure 1_Jackpot Pattern C" is won, the game moves to the normal time-saving state in which the number of time-saving times is set to 100 after the jackpot game.

[0121] On the other hand, as a special miss, there is a probability of about 1 / 100 when you draw Special Chart 1_Missing Pattern A, a probability of about 1 / 300 when you draw Special Chart 1_Missing Pattern B, and a probability of about 1 / 500 when you draw Special Chart 1_Missing Pattern C. However, in the normal game state, even if you draw Special Chart 1_Missing Pattern B or Special Chart 1_Missing Pattern C, it is treated as a normal miss. Therefore, in the normal game state, only if you draw Special Chart 1_Missing Pattern A, will you transition to the micro-time-saving state A. And there is no transition from the normal game state to the micro-time-saving state B, and no transition from the normal game state to the micro-time-saving state C.

[0122] In the micro time-saving state A, the game progresses by the lottery of the special figure 1 by hitting the left side. In this case, too, the player basically aims to win the jackpot with a probability of about 1 / 320 (see FIG. 7(A)). In the micro time-saving state A, as shown in FIG. 10, if the "special figure 1_jackpot pattern A" is won, the game moves to the normal time-saving state in which the number of time-saving times is set to 10,000 times after the jackpot game, if the "special figure 1_jackpot pattern B" is won, the game moves to the normal time-saving state in which the number of time-saving times is set to 165 times after the jackpot game, and if the "special figure 1_jackpot pattern C" is won, the game moves to the normal time-saving state in which the number of time-saving times is set to 50 times after the jackpot game. In this way, if the special figure 1_jackpot pattern C is won in the micro time-saving state A, the number of time-saving times set when the game moves to the normal time-saving state is less than when the special figure 1_jackpot pattern C is won in the normal game state, which is disadvantageous to the player.

[0123] Even in the micro-time-saving state A, there is a chance of drawing Special 1_Missing pattern A as a special miss with a probability of about 1 / 100, Special 1_Missing pattern B as a special miss with a probability of about 1 / 300, and Special 1_Missing pattern C as a special miss with a probability of about 1 / 500. However, in the micro-time-saving state A, even if you draw Special 1_Missing pattern A or Special 1_Missing pattern C, it is treated as a normal miss. Therefore, in the micro-time-saving state A, you will only move to the micro-time-saving state B if you draw Special 1_Missing pattern B. And you will never move from the micro-time-saving state A to the micro-time-saving state C.

[0124] In the micro time-saving state B, the game progresses with the lottery of special symbol 1 by hitting the left side. In this case, too, the player basically aims to win the jackpot with a probability of about 1 / 320 (see FIG. 7(A)). In the micro time-saving state B, as shown in FIG. 10, if the "special symbol 1_jackpot symbol A" is won, the game moves to the normal time-saving state in which the number of time-saving times is set to 10,000 after the jackpot game, if the "special symbol 1_jackpot symbol B" is won, the game moves to the normal time-saving state in which the number of time-saving times is set to 10,000 after the jackpot game, and if the "special symbol 1_jackpot symbol C" is won, the game moves to the normal time-saving state in which the number of time-saving times is set to 100 after the jackpot game. In this way, when the special chart 1_jackpot pattern B is won in the micro-time-saving state B, the number of time-saving times set when transitioning to the normal time-saving state is greater than when the special chart 1_jackpot pattern B is won in the normal game state or when the special chart 1_jackpot pattern B is won in the micro-time-saving state A, which is advantageous for the player.

[0125] In particular, when a jackpot is won in the minute time-saving state B, a transition is made to the normal time-saving state (where the number of time-saving times is set to 10,000) in which the next jackpot game is guaranteed to be played at a 50% allocation rate (see FIG. 9), whereas when a jackpot is won in the normal game state or the minute time-saving state A, a transition is made to the normal time-saving state in which the next jackpot game is guaranteed to be played at a 10% allocation rate (see FIG. 9). Therefore, when a jackpot is won in the minute time-saving state B, it can be said that it is much more advantageous for the player than when a jackpot is won in the normal game state or the minute time-saving state A.

[0126] Even in the micro-time-saving state B, there is a chance of drawing Special Chart 1_Missing Pattern A as a special miss with a probability of about 1 / 100, Special Chart 1_Missing Pattern B with a probability of about 1 / 300, and Special Chart 1_Missing Pattern C with a probability of about 1 / 500. However, in the micro-time-saving state B, even if you draw Special Chart 1_Missing Pattern A or Special Chart 1_Missing Pattern B, it is treated as a normal miss. Therefore, in the micro-time-saving state B, you will only transition to the micro-time-saving state C if you draw Special Chart 1_Missing Pattern C. And there is no transition from the micro-time-saving state B to the micro-time-saving state A.

[0127] In the micro time-saving state C, the game progresses with the lottery of special symbol 1 by hitting the left side. In this case, too, the player aims to win the jackpot with a probability of about 1 / 320 (see FIG. 7(A)). In the micro time-saving state C, as shown in FIG. 10, if the "special symbol 1_jackpot symbol A" is won, the game moves to the normal time-saving state in which the number of time-saving times is set to 10,000 after the jackpot game, if the "special symbol 1_jackpot symbol B" is won, the game moves to the normal time-saving state in which the number of time-saving times is set to 10,000 after the jackpot game, and if the "special symbol 1_jackpot symbol C" is won, the game moves to the normal time-saving state in which the number of time-saving times is set to 10,000 after the jackpot game. In this way, when the special symbol 1_jackpot pattern C is won in the micro-time-saving state C, it is advantageous for the player because the number of time-saving times set when transitioning to the normal time-saving state is greater than when the special symbol 1_jackpot pattern C is won in the normal game state, or when the special symbol 1_jackpot pattern C is won in the micro-time-saving state A, or when the special symbol 1_jackpot pattern C is won in the micro-time-saving state B.

[0128] In particular, when a jackpot is won in the minute time-saving state C, the player is transferred to the normal time-saving state (where the number of time-saving times is set to 10,000) in which the next jackpot game is guaranteed to be played at a 100% allocation rate (see FIG. 9), whereas when a jackpot is won in the minute time-saving state B, the player is transferred to the normal time-saving state in which the next jackpot game is guaranteed to be played at a 50% allocation rate (see FIG. 9). Therefore, when a jackpot is won in the minute time-saving state C, it can be said that it is much more advantageous for the player than when a jackpot is won in the normal game state, the minute time-saving state A, or the minute time-saving state B.

[0129] Even in the micro-time-saving state C, there is a chance of drawing Special Chart 1_Missing Pattern A as a special miss with a probability of about 1 / 100, a chance of drawing Special Chart 1_Missing Pattern B with a probability of about 1 / 300, and a chance of drawing Special Chart 1_Missing Pattern C with a probability of about 1 / 500. However, in the micro-time-saving state C, whether you draw Special Chart 1_Missing Pattern A, Special Chart 1_Missing Pattern B, or Special Chart 1_Missing Pattern C, it is treated as a normal miss. Therefore, there is no transition from Micro-Time-Saving State C to Micro-Time-Saving State B, and there is no transition from Micro-Time-Saving State C to Micro-Time-Saving State A.

[0130] As described above, in this embodiment, if the game proceeds from the normal game state and the player does not win a jackpot, the game may shift in the order of normal game state ⇒ micro-time-saving state A ⇒ micro-time-saving state B ⇒ micro-time-saving state C. In other words, the more the player gets stuck without winning a jackpot from the normal game state, the higher the possibility of being controlled in the micro-time-saving state A than the possibility of being controlled in the normal game state, and the more the player gets stuck without winning a jackpot, the higher the possibility of being controlled in the micro-time-saving state B than the possibility of being controlled in the micro-time-saving state A, and the more the player gets stuck without winning a jackpot, the higher the possibility of being controlled in the micro-time-saving state C than the possibility of being controlled in the micro-time-saving state B. And, if the player wins a jackpot in the micro-time-saving state, the game is set so that the number of time-saving times in the normal time-saving state to be shifted to tends to increase in the order of micro-time-saving state A ⇒ micro-time-saving state B ⇒ micro-time-saving state C. In this way, it is possible to provide a novel game property in which the more you get stuck in the normal game state without hitting a jackpot, the more likely it is that the number of time-saving times will increase when you hit a jackpot.

[0131] In this form, in the micro-time-saving state (micro-time-saving state A, micro-time-saving state B), depending on the type of special miss drawn, the current micro-time-saving state may be maintained or may transition to another micro-time-saving state. That is, in the micro-time-saving state A (first specific game state), even if you draw special chart 1_missing pattern A (first specific result) or special chart 1_missing pattern C, the micro-time-saving state A is maintained. On the other hand, in the micro-time-saving state A, if you draw special chart 2_missing pattern B (second specific result), you are controlled to the micro-time-saving state B. Also, in the micro-time-saving state B, even if you draw special chart 1_missing pattern A or special chart 1_missing pattern B, the micro-time-saving state B is maintained. On the other hand, in the micro-time-saving state B, if you draw special chart 2_missing pattern C, you are controlled to the micro-time-saving state C. In this way, when in a micro-time-saving state (micro-time-saving state A, micro-time-saving state B), even if a special miss (Special chart 1_missing pattern A, Special chart 1_missing pattern B) that triggers a transition to the current micro-time-saving state is drawn, the current micro-time-saving state is maintained, whereas if a special miss that triggers a transition to a different micro-time-saving state is drawn, a transition to a different micro-time-saving state can be made, providing an innovative gameplay.

[0132] In the normal time-saving state, the game progresses with the lottery of the special chart 2 by hitting the right button. At this time, the player aims to win a small prize with a probability of about 1 / 100 (see FIG. 7(A)). That is, the player aims to play a type 2 big prize game based on the winning of a small prize with a probability of about 1 / 100 before the number of time-saving times is consumed. Here, in the normal time-saving state, the possibility of winning a small prize (continuation rate) before the number of time-saving times is consumed varies depending on the number of time-saving times. In other words, in the normal time-saving state where the number of time-saving times is set to 10,000, the continuation rate is about 100%, in the normal time-saving state where the number of time-saving times is set to 165, the continuation rate is about 81%, in the normal time-saving state where the number of time-saving times is set to 100, the continuation rate is about 63%, and in the normal time-saving state where the number of time-saving times is set to 50, the continuation rate is about 40%.

[0133] Thus, in the normal time-saving state, if you do not win a small prize in the lottery of Special Chart 2 or do not win a big prize in the lottery of Special Chart 2 before the number of time-saving times is consumed, you will transition (fall) to the normal game state. However, even if you win a small prize in the normal time-saving state, if you win the Special Chart 2_small prize pattern a, you will transition to the normal time-saving state where the number of time-saving times is set to 10,000 after the 2nd type jackpot game, and if you win the Special Chart 2_small prize pattern b, you will transition to the normal time-saving state where the number of time-saving times is set to 165 after the 2nd type jackpot game, but if you win the Special Chart 2_small prize pattern c, you will transition (fall) to the normal game state after the 2nd type jackpot game (see Figures 8 and 10). In addition, if a jackpot is won during normal time-saving mode, if the jackpot is won on Special Chart 2_Jackpot Pattern D, the game will transition to normal time-saving mode with the number of time-saving times set to 10,000 after the jackpot is played, and if the jackpot is won on Special Chart 2_Jackpot Pattern E, the game will transition to normal time-saving mode with the number of time-saving times set to 165 after the jackpot is played.

[0134] 6. Production Mode Next, the presentation mode will be described with reference to Fig. 39. The presentation mode is a form of presentation using the image display device 7, the speaker 67, the board lamp 5, the frame lamp 66, etc., and when the presentation mode is different, for example, the characters, items, background images, etc. displayed on the image display device 7 are different, and the variable presentation using the presentation patterns 8L, 8C, 8R is also executed in a form corresponding to the presentation mode.

[0135] The presentation modes of this embodiment include a normal presentation mode in which a daytime background image Ha shown in Figure 39(A) is displayed, a pseudo-normal mode in which a daytime background image Ha shown in Figure 39(B) is displayed, and a RUSH presentation mode in which a nighttime background image Hc shown in Figure 39(C) is displayed.

[0136] The normal presentation mode (see FIG. 39(A)) is a presentation mode when the game is controlled in a normal game state (non-time-saving state). In other words, it is a presentation mode that is set when the game is progressing in a lottery of special chart 1 by hitting from the left. The pseudo-normal mode (see FIG. 39(B)) is a presentation mode when the game is controlled in a micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C). In other words, it is a presentation mode that is set when the game is progressing in a lottery of special chart 1 by hitting from the left. As can be seen from a comparison between the normal presentation mode shown in FIG. 39(A) and the pseudo-normal mode shown in FIG. 39(B), the presentation mode is exactly the same. Therefore, the appearance of the normal presentation mode and the pseudo-normal mode makes it impossible to know whether the game is controlled in the normal game state, the micro-time-saving state A, the micro-time-saving state B, or the micro-time-saving state C.

[0137] Also, when the game is controlled in the normal game mode (non-time-saving mode), if a special miss (special miss pattern A, special miss pattern B, or special miss pattern C) is drawn in the lottery of special pattern 1, a variation pattern P7 with a variation time of 13,000 ms is selected (see FIG. 12(A)). At this time, if special miss pattern B or special miss pattern C is drawn, it is treated as a normal miss, and the performance control microcomputer 91 displays the performance patterns 8L, 8C, and 8R in a variable display and stops them in a do-miss mode (with scattered eyes) while displaying the daytime background image Ha on the display screen 7a as a variable performance. In addition, when the special symbol 1_missing symbol A, which is the trigger for transition to the micro-time-saving state A, is drawn, the daytime background image Ha is displayed on the display screen 7a as the transition effect, and the effect symbols 8L, 8C, and 8R are displayed in a variable manner, and then stopped in a do-miss mode (varied pattern). In other words, no effect suggesting a transition to the micro-time-saving state A is executed. Thus, in the normal game state, the transition effect when the special miss (special symbol 1_missing symbol A, special symbol 1_missing symbol B, special symbol 1_missing symbol C) is drawn is the same as the transition effect when the transition pattern P5 (see FIG. 12(A)), which is a do-miss (normal miss D), is selected. Therefore, in the variable presentation when a special miss (Special chart 1_missing pattern A, Special chart 1_missing pattern B, Special chart 1_missing pattern C) is drawn during normal gameplay, the player is prevented from discerning that he or she has drawn a special miss.

[0138] Also, when the micro-time-saving state A is controlled, if the special chart 1_missing pattern B, which is the trigger for transition to the micro-time-saving state B, is drawn in the lottery of the special chart 1, the variation pattern P47 with a variation time of 13,000 ms is selected (see FIG. 13(A)). At this time, the daytime background image Ha is displayed on the display screen 7a as a variation performance, and the performance patterns 8L, 8C, and 8R are displayed after undergoing a variation display and stopped in a do-miss mode (a scattered pattern). Thus, in the micro-time-saving state A, the variation performance when the special chart 1_missing pattern B, which is the trigger for transition to the micro-time-saving state B, is drawn, is the same as the variation performance when the variation patterns P15 and P45 (see FIG. 12(A) and FIG. 13(A)), which are do-miss (normal miss D), are selected. Therefore, in the variable presentation when the special symbol 1_missing symbol B, which is the trigger for the transition to the short-time-saving state B, is drawn in the short-time-saving state A, the player cannot tell that he or she has drawn the special symbol 1_missing symbol B, which is the trigger for the transition to the short-time-saving state B. In other words, no presentation suggesting a transition to the short-time-saving state B is executed. The variable presentation when the special symbol 1_missing symbol A or the special symbol 1_missing symbol C, which are usually treated as misses, is drawn in the short-time-saving state A, will be described later.

[0139] Also, when the micro-time-saving state B is controlled, if the special chart 1_missing pattern C, which is a transition trigger to the micro-time-saving state C, is drawn in the lottery of the special chart 1, the variation pattern P67 with a variation time of 13,000 ms is selected (see FIG. 13(B)). At this time, the daytime background image Ha is displayed on the display screen 7a as a variation performance, and the performance patterns 8L, 8C, and 8R are displayed in a do-miss mode (scattered pattern) after a variation display. Thus, in the micro-time-saving state B, the variation performance when the special chart 1_missing pattern C, which is a transition trigger to the micro-time-saving state C, is drawn is the same as the variation performance when the variation patterns P15, P45, and P65, which are do-miss (normal miss D) (see FIG. 12(A), FIG. 13(A), and FIG. 13(B)), which are do-miss (normal miss D), are selected. Therefore, in the variable presentation when the special symbol 1_missing symbol C, which is the trigger for the transition to the short-time-saving state C, is drawn in the short-time-saving state B, the player is prevented from discerning that he has drawn the special symbol 1_missing symbol C, which is the trigger for the transition to the short-time-saving state C. In other words, no presentation that suggests a transition to the short-time-saving state C is executed. Note that the variable presentation when the special symbol 1_missing symbol A or the special symbol 1_missing symbol B, which are normally treated as misses, are drawn in the short-time-saving state B, will be described later. Note that the variable presentation when the special miss (special symbol 1_missing symbol A, special symbol 1_missing symbol B, special symbol 1_missing symbol C), which are normally treated as misses, are drawn in the short-time-saving state C, will be described later.

[0140] As described above, in the change effect when the special symbol 1_missing symbol A is drawn in the normal game state, the change effect showing a miss when controlled in the micro-time-saving state A, the change effect when the special symbol 1_missing symbol B is drawn in the micro-time-saving state A, the change effect showing a miss when controlled in the micro-time-saving state B, the change effect when the special symbol 1_missing symbol C is drawn in the micro-time-saving state B, and the change effect showing a miss when controlled in the micro-time-saving state C, the daytime background image Ha is basically displayed as shown in FIG. 39(B). Therefore, the player is made to think that he is always controlled in the normal game state, and is unable to distinguish which game state he is controlled in. Therefore, the effect in which the daytime background image Ha is displayed in the micro-time-saving state A, the micro-time-saving state B, and the micro-time-saving state C corresponds to the "indistinguishable effect".

[0141] As described above, in this embodiment, the game progresses from the normal game state, and unless the player wins a jackpot, the player is basically not able to grasp which game state the game is being controlled to. Therefore, even if the game is controlled to the normal game state or the micro-time-saving state A, the player can be made to think that the game may be controlled to the advantageous micro-time-saving state B or micro-time-saving state C. In other words, the more the player gets stuck in the normal game state without winning a jackpot, the more the player can be made to think that the game state is moving from the normal game state to the micro-time-saving state A to the micro-time-saving state B to the micro-time-saving state C, which can increase the player's motivation to play.

[0142] The RUSH presentation mode (see FIG. 39(C)) is a presentation mode when the game is controlled to the normal time-saving state. In other words, it is a presentation mode that is set when the game is progressing with the lottery of special chart 2 by hitting the right. When set to the RUSH presentation mode, the presentation control microcomputer 91 displays a right-hit notification image RI in the upper right corner of the display screen 7a, which notifies the player that the game should be played by hitting the right. The right-hit notification image RI becomes invisible when the normal time-saving state ends. In this embodiment, the RUSH presentation mode does not indicate the remaining number of times the time-saving is to be performed, but a remaining number display showing the remaining number of times the time-saving is to be performed may be executed on the display screen 7a.

[0143] Incidentally, if it is not possible to completely understand which game state the game is being controlled to when the game is controlled to the short time-saving state (short time-saving state A, short time-saving state B, short time-saving state C), the player may feel bored. Therefore, in this embodiment, the performance based on Figs. 40 to 42 may allow the player to understand that the game is being controlled to the short time-saving state (short time-saving state A, short time-saving state B, short time-saving state C).

[0144] Fig. 40 is a diagram showing a case where the low-grade fever mode promotion effect is executed. When the low-grade fever mode promotion effect is executed, as shown in Fig. 40(A), in the display screen 7a, the left performance pattern 8L and the right performance pattern 8R are each temporarily stopped, and the middle performance pattern 8C showing the word "low-grade fever" moves toward the center of the display screen 7a while gradually slowing down. In this way, the player is made to expect the middle performance pattern 8C showing the word "low-grade fever" to stop and be displayed in the center of the display screen 7a.

[0145] After that, the process branches into a case where the low-fever mode notification success performance shown in FIG. 40(B-1) is executed, and a case where the low-fever mode notification failure performance shown in FIG. 40(B-2) is executed. As shown in FIG. 40(B-1), when the low-fever mode notification success performance (state suggestion performance) is executed, the middle performance pattern 8C showing the characters "low-fever" stops in the center of the display screen 7a, and the performance patterns 8L, 8C, and 8R are definitely stopped and displayed. At this time, a low-fever zone image BN showing a swaying low-fever flame and the characters "low-fever zone" is displayed against the edge of the display screen 7a. In this way, the low-fever mode notification success performance is executed, and it is notified that the device is controlled to the low-time shortening state A.

[0146] As shown in FIG. 40(B-1), after the middle performance symbol 8C showing the word "mild fever" stops in the center of the display screen 7a and the performance symbols 8L, 8C, and 8R are definitely stopped and displayed, the slight fever zone image BN continues to be displayed even when the next variable performance starts, as shown in FIG. 40(C-1). This slight fever zone image BN continues to be displayed until the number of times the special symbols change is executed a predetermined number of times (for example, 10 times). As a modified example, for example, when the next variable performance starts, the slight fever zone image BN may be made invisible. Alternatively, the slight fever zone image BN may be made to continue to be displayed as long as the game is controlled to the slight time-saving state A, and the slight fever zone image BN may be made invisible when the game is changed from the slight time-saving state A to a different game state.

[0147] On the other hand, as shown in Fig. 40(B-2), when the low-fever mode notification failure performance is executed, the middle performance symbol 8C showing the word "low-fever" passes below the display screen 7a, and the performance symbols 8L, 8C, and 8R are definitely displayed stopped in a miss mode ("583"). In this way, the low-fever mode notification failure performance is executed, and it is notified that the game is not controlled to the low-time-saving state A. Then, as shown in Fig. 40(C-1), the next variable performance will start.

[0148] In this embodiment, the conditions for executing the low-temperature mode notification success performance are as follows. That is, the low-temperature mode notification success performance is executed only when the game is controlled to the low-temperature time-saving state A and the special chart 1_missing pattern A or the special chart 1_missing pattern C is drawn in the special chart 1 lottery. In other words, when the game is controlled to the low-temperature time-saving state A, if the special chart 1_missing pattern A or the special chart 1_missing pattern C is drawn in the special chart 1 lottery, it is treated as a normal miss. In this case, it is cruel to the player that there is no privilege for the player.

[0149] Therefore, in this embodiment, when the game is controlled to the micro-time-saving state A, if the player draws the special chart 1_missing pattern A or the special chart 1_missing pattern C, which is usually treated as a miss in the lottery of the special chart 1, the micro-fever mode promotion effect is started and the micro-fever mode notification success effect is executed. This micro-fever mode notification success effect allows the player to understand that the game is controlled to the micro-time-saving state A as a special privilege.

[0150] In this embodiment, if the player wins a jackpot in the micro-time-saving state A, it is more disadvantageous to the player than if the player wins a jackpot in the normal game state, but the micro-time-saving state A is more advantageous to the player in that it is closer to the micro-time-saving state B than the normal game state. If a normal miss is drawn in the lottery for special chart 1 when controlled in the normal game state, or if a normal miss is drawn in the lottery for special chart 1 when controlled in the micro-time-saving state A, the performance control microcomputer 91 determines by lottery whether to execute the low-fever mode promotion performance and the low-fever mode notification failure performance.

[0151] FIG. 41 is a diagram showing a case where the super hot mode promotion performance is executed. When the super hot mode promotion performance is executed, as shown in FIG. 41(A), in the display screen 7a, the left performance pattern 8L and the right performance pattern 8R are each temporarily stopped and displayed, and the middle performance pattern 8C showing the word "super hot" moves toward the center of the display screen 7a while gradually decelerating. In this way, the player is made to expect the middle performance pattern 8C showing the word "super hot" to be stopped and displayed in the center of the display screen 7a.

[0152] After that, the process branches into a case where the super hot mode notification success performance shown in FIG. 41(B-1) is executed, and a case where the super hot mode notification failure performance shown in FIG. 41(B-2) is executed. As shown in FIG. 41(B-1), when the super hot mode notification success performance is executed, the middle performance pattern 8C showing the characters "super hot" stops at the center of the display screen 7a, and the performance patterns 8L, 8C, and 8R are definitely stopped and displayed. At this time, a super hot zone image GN showing a super hot flame moving largely against the edge of the display screen 7a and the characters "super hot zone" is displayed. In this way, the super hot mode notification success performance is executed, and it is notified that the control is performed in the slight time-saving state B.

[0153] As shown in FIG. 41(B-1), after the middle performance pattern 8C showing the word "super hot" stops at the center of the display screen 7a and the performance patterns 8L, 8C, and 8R are definitely stopped and displayed, the super hot zone image GN continues to be displayed even when the next variable performance starts, as shown in FIG. 41(C-1). This super hot zone image GN continues to be displayed until the number of times that the special pattern changes is executed a predetermined number of times (for example, 10 times). As a modified example, for example, when the next variable performance starts, the super hot zone image GN may be made invisible. Alternatively, as long as the game is controlled to the micro-time-saving state B, the super hot zone image GN may be made invisible when the game is shifted from the micro-time-saving state B.

[0154] On the other hand, as shown in FIG. 41(B-2), when the super hot mode notification failure performance is executed, the middle performance pattern 8C showing the word "super hot" passes downward from the display screen 7a, and the performance patterns 8L, 8C, and 8R are definitely stopped and displayed in a miss mode ("583"). In this way, the super hot mode notification failure performance is executed, and it is notified that the game is not controlled to the micro time-saving state B. Then, as shown in FIG. 41(C-1), the next variable performance will start.

[0155] In this embodiment, the conditions for executing the super hot mode notification success performance are as follows. That is, the super hot mode notification success performance is executed only when the game is controlled to the micro time-saving state B and the special chart 1_missing pattern A or the special chart 1_missing pattern B is drawn in the special chart 1 lottery. In other words, when the game is controlled to the micro time-saving state B and the special chart 1_missing pattern A or the special chart 1_missing pattern B is drawn in the special chart 1 lottery, it is treated as a normal miss. In this case, it is cruel to the player that there is no privilege for the player.

[0156] Therefore, in this embodiment, when the game is controlled to the micro-time-saving state B, if the player draws the special chart 1_missing pattern A or the special chart 1_missing pattern B, which are usually treated as misses in the lottery of the special chart 1, the super hot mode promotion effect is started and the super hot mode notification success effect is executed. This super hot mode notification success effect allows the player to understand that the game is controlled to the micro-time-saving state B as a special privilege.

[0157] In addition, if a normal miss is drawn in the lottery for special chart 1 when controlled in the normal game state, or if a normal miss is drawn in the lottery for special chart 1 when controlled in the micro-time-saving state A, or if a normal miss is drawn in the lottery for special chart 1 when controlled in the micro-time-saving state B, the presentation control microcomputer 91 decides by lottery whether to execute the super hot mode stimulation presentation and the super hot mode notification failure presentation.

[0158] FIG. 42 is a diagram showing a case where the scorching mode promotion effect is executed. When the scorching mode promotion effect is executed, as shown in FIG. 42(A), in the display screen 7a, the left performance pattern 8L and the right performance pattern 8R are each temporarily stopped and displayed, and the middle performance pattern 8C showing the word "scorching" moves toward the center of the display screen 7a while gradually decelerating. In this way, the player is made to expect the middle performance pattern 8C showing the word "scorching" to be stopped and displayed in the center of the display screen 7a.

[0159] After that, the process branches into a case where the scorching mode notification success performance shown in FIG. 42(B-1) is executed, and a case where the scorching mode notification failure performance shown in FIG. 42(B-2) is executed. As shown in FIG. 42(B-1), when the scorching mode notification success performance is executed, the middle performance pattern 8C showing the word "scorching" stops at the center of the display screen 7a, and the performance patterns 8L, 8C, and 8R are definitely stopped and displayed. At this time, a scorching zone image SN showing a scorching flame moving violently around the edge of the display screen 7a and the word "scorching zone" is displayed. In this way, the scorching mode notification success performance is executed, and it is notified that the game is controlled to the minute time-saving state C.

[0160] As shown in FIG. 42(B-1), after the middle performance symbol 8C showing the word "scorching" stops at the center of the display screen 7a and the performance symbols 8L, 8C, and 8R are definitely stopped and displayed, the scorching zone image SN continues to be displayed even when the next variable performance starts, as shown in FIG. 42(C-1). This scorching zone image SN continues to be displayed until the number of times that the special symbols change is executed a predetermined number of times (for example, 10 times). As a modified example, for example, when the next variable performance starts, the scorching zone image SN may be made invisible. Alternatively, as long as the game is controlled to the micro-time-saving state C, the scorching zone image SN may continue to be displayed, and when the game is moved from the micro-time-saving state C to a different game state, the scorching zone image SN may be made invisible.

[0161] On the other hand, as shown in FIG. 42(B-2), when the scorching mode notification failure performance is executed, the middle performance pattern 8C showing the word "scorching" passes downward from the display screen 7a, and the performance patterns 8L, 8C, and 8R are definitely stopped and displayed in a miss mode ("583"). In this way, the scorching mode notification failure performance is executed, and it is notified that the micro-time-saving state C is not being controlled. Then, as shown in FIG. 42(C-1), the next variable performance will start.

[0162] In this embodiment, the conditions for executing the scorching mode notification success performance are as follows. That is, when the game is controlled to the micro-time-saving state C and the special chart 1_missing pattern A, the special chart 1_missing pattern B, or the special chart 1_missing pattern C is drawn in the special chart 1 lottery, the scorching mode notification success performance is executed. In other words, when the game is controlled to the micro-time-saving state C and the special chart 1_missing pattern A, the special chart 1_missing pattern B, or the special chart 1_missing pattern C is drawn in the special chart 1 lottery, it is treated as a normal miss. In this case, it is cruel to the player that there is no privilege for the player.

[0163] Therefore, in this embodiment, when the game is controlled to the micro-time-saving state C, if the player draws the special chart 1_missing pattern A, the special chart 1_missing pattern B, or the special chart 1_missing pattern C, which are usually treated as misses in the lottery of the special chart 1, the scorching mode promotion effect is started and the scorching mode notification success effect is executed. This scorching mode notification success effect allows the player to understand that the game is controlled to the micro-time-saving state C as a special privilege.

[0164] In addition, if a normal miss is drawn in the drawing for special chart 1 when controlled in the normal game state, or if a normal miss is drawn in the drawing for special chart 1 when controlled in the micro-time-saving state A, or if a normal miss is drawn in the drawing for special chart 1 when controlled in the micro-time-saving state B, or if a normal miss is drawn in the drawing for special chart 1 when controlled in the micro-time-saving state C, the presentation control microcomputer 91 decides by lottery whether to execute the super hot mode stimulation presentation and the super hot mode notification failure presentation.

[0165] 7. Operation of the gaming control microcomputer 81 [Main control main processing] Next, the operation of the game control microcomputer 81 will be described with reference to Figs. 15 to 33. The counter, timer, flag, status, buffer, etc., which appear in the operation description of the game control microcomputer 81, are provided in the RAM 84. When the power supply of the pachinko game machine 1 is turned on, the game control microcomputer 81 provided in the main control board 80 reads out the program of the main control main processing shown in Fig. 15 from the ROM 83 and executes it. As shown in the figure, in the main control main processing, initial settings are first performed (step S001). In the initial settings, for example, stack settings, constant settings, interrupt time settings, CPU 82 settings, SIO, PIO, CTC (circuit for managing interrupt time), various flags, statuses, counters, etc. are reset. The initial value of the flag is "0", that is, "OFF", the initial value of the status is "1", and the initial value of the counter is "0". The initial settings (S001) are performed only once after the power supply is turned on, and are not performed thereafter.

[0166] Following the initial setting (S001), interrupts are prohibited (S002), and the normal and special symbol main random number update process (S003) is executed. In this normal and special symbol main random number update process (S003), the various random number counter values ​​shown in FIG. 6 are updated by incrementing them by 1. When each random number counter value reaches its upper limit, it returns to "0" and is incremented again. Note that the period initial value of each random number counter may be a value other than "0" and may be changed randomly. Each random number may also be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.

[0167] When the normal and special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main side timer interrupt process (S005) can be executed. The main side timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the CPU 82, for example, at a 4 msec cycle. That is, it is executed at a 4 msec cycle, for example. Then, from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005), the update process of various counter values ​​by the normal and special symbol main random number update process (S003) is repeatedly executed. Note that, if an interrupt pulse is input to the CPU 82 when the interrupt is prohibited, the main side timer interrupt process (S005) is not started immediately, but is started after the interrupt is permitted (S004).

[0168] [Main timer interrupt processing] Next, the main timer interrupt processing (S005) will be described. As shown in Fig. 16, in the main timer interrupt processing (S005), output processing (S101) is executed first. In the output processing (S101), commands and the like set in the output buffer provided in the RAM 84 of the main control board 80 in each processing described below are output to the sub control board 90, the payout control board 110, and the like.

[0169] In the input process (S102) performed following the output process (S101), the detection signals detected by various sensors (the first start hole sensor 20a, the second start hole sensor 21a, the first large prize hole sensor 30a, the second large prize hole sensor 35a, the normal prize hole sensor 27a, etc. (see FIG. 4)) attached to the pachinko game machine 1 are read and stored in the output buffer of the RAM 84 as prize ball information. In addition, a detection signal from a lower tray full switch that detects the fullness of the lower tray 62 is also taken in and stored in the output buffer of the RAM 84 as lower tray full data. The number of prize balls corresponding to the winning of each winning hole is set to a predetermined value, for example, 2 balls for the second start hole 21. However, the number of prize balls corresponding to the winning of each winning hole can be changed as appropriate.

[0170] The normal and special symbol main random number update process (S103) that is performed next is the same as the normal and special symbol main random number update process (S003) that is performed in the main control main process of Fig. 15. That is, the update process of the various random number counter values ​​(including the normal symbol random number counter value) shown in Fig. 6 is performed both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005)).

[0171] Following the normal pattern / special pattern main random number update process (S103), the sensor detection process (S104), normal operation process (S105), special operation process (S106), distribution member control process (S107), and specific area sensor detection process (S108) are executed. After that, other processes (S109) are executed, and the main side timer interrupt process (S005) is terminated. As the other processes (S109), the second special pattern reserved indicator 43b is controlled to a display mode showing the number based on the number of reserved balls of the special pattern 2 described later, and the first special pattern reserved indicator 43a is controlled to a display mode showing the number based on the number of reserved balls of the special pattern 1 described later. Then, the processes of steps S002 to S004 of the main control main process are repeatedly executed (see FIG. 15) until the next interrupt pulse is input to the CPU 82, and when the interrupt pulse is input (after about 4 msec), the main side timer interrupt process (S005) is executed again. In the output process (S101) of the main side timer interrupt process (S005) executed again, the commands etc. set in the output buffer of the RAM 84 in the previous main side timer interrupt process (S005) are output.

[0172] [Sensor detection process] As shown in Fig. 17, in the sensor detection process (S104), first, it is determined whether or not the gaming ball has passed through the gate 28, i.e., whether or not the gaming ball has been detected by the gate sensor 28a (S201). If the gaming ball has passed through the gate 28 (YES in S201), a gate passing process (S202) described below is performed. On the other hand, if the gaming ball has not passed through the gate 28 (NO in S201), the gate passing process (S202) is skipped and the process proceeds to step S203.

[0173] In step S203, it is determined whether or not a game ball has entered the second starting hole 21, that is, whether or not a game ball has been detected by the second starting hole sensor 21a (S203). If a game ball has not entered the second starting hole 21 (NO in S203), the process proceeds to step S209. If a game ball has entered the second starting hole 21 (YES in S203), it is determined whether or not the number of reserved balls for special chart 2 (the number of reserved balls for second chart, specifically, the value of the counter for counting the number of reserved balls for second chart provided in RAM 84) has reached "4" (upper limit memory number) (S204). If the number of reserved balls for special chart 2 has reached "4" (YES in S204), the process proceeds to step S209. If the number of reserved balls for special chart 2 is less than "4" (NO in S204), 1 is added to the number of reserved balls for special chart 2 (S205).

[0174] Next, a special chart 2 related random number acquisition process (S206) is performed. In the special chart 2 related random number acquisition process (S206), the jackpot random number counter value (label-TRND-A), the pattern type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the fluctuation pattern random number counter value (label-TRND-T1) are acquired (i.e., the random number group shown in FIG. 6(A) is acquired), and the acquired random number values ​​are stored in the memory area of ​​the second special chart reservation memory unit 85b (FIG. 4) corresponding to the current number of reserved balls for the special chart 2.

[0175] Next, a second start winning command specification process (S207) is performed. In the second start winning command specification process (S207), a second start winning command (one example of winning information) is specified using a start winning command specification table shown in FIG. 14 based on the random number group stored in step S206. Specifically, in a normal game state, if the jackpot random number is "1" and the symbol type random number is "1", the second start opening in the start winning command specification table in FIG. 14 is referenced to specify a command "E2H02H" as the second start winning command. The command is made up of 2 bytes of information (1 byte of upper command (e.g. E2H) and 1 byte of lower command (e.g. 01H)).

[0176] The classification of the jackpot random numbers in the table shown in FIG. 15 corresponds to the classification in the jackpot determination table (see FIG. 7(A)). In detail, if the jackpot random number is 65330 to 65535, it is determined to be a jackpot, and the second start winning command (the lower value of the lower command is "1") indicating that (i.e., the acquired determination information is jackpot winning information that is to be determined as a jackpot winning) is specified. Also, if the jackpot random number is 0 to 654, it is determined to be a small win, and the second start winning command (the lower value of the lower command is "2") indicating that (i.e., the acquired determination information is small win information that is to be determined as a small win) is specified. Also, if the jackpot random number is 655 to 655329, it is determined to be a normal miss, and the second start winning command (the lower value of the lower command is "3") indicating that (i.e., the acquired determination information is normal miss information that is to be determined as a normal miss) is specified.

[0177] In the start winning command of this embodiment, the upper digit of the two-digit hexadecimal upper command is information specifying the type of command (that it is a start winning command). The lower digit of the upper command is start port information specifying the type of start port (whether it is a win at the first start port 20 or the second start port 21). The lower digit of the two-digit hexadecimal lower command is lottery result information. Note that these rules regarding the generation of start winning commands are merely examples and can be changed as desired.

[0178] Next, the game control microcomputer 81 sets the second start winning command identified in step S207 in the output buffer of the RAM 84 (S208).

[0179] Next, in the sensor detection process (S104), it is determined whether or not a game ball has entered the first starting hole 20, that is, whether or not a game ball has been detected by the first starting hole sensor 20a (S209). If a game ball has not entered the first starting hole 20 (NO in S209), the process is terminated. However, if a game ball has entered the first starting hole 20 (YES in S209), it is determined whether or not the number of reserved balls in the special chart 1 (the number of reserved first special charts, specifically, the value of a counter that counts the number of reserved first special charts provided in the RAM 84) has reached "4" (S210). Then, if the number of reserved balls in the special chart 1 has reached "4" (YES in S210), the process is terminated. However, if the number of reserved balls in the special chart 1 is less than "4" (NO in S210), "1" is added to the number of reserved balls in the special chart 1 (S211).

[0180] Next, a special chart 1 related random number acquisition process (S212) is performed. In the special chart 1 related random number acquisition process (S212), as in the special chart 2 related random number acquisition process (S206), the jackpot random number counter value (label-TRND-A), the pattern type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the fluctuation pattern random number counter value (label-TRND-T1) are acquired (i.e., the random number group shown in FIG. 6(A) is acquired), and the acquired random number values ​​are stored in the memory area of ​​the first special chart reservation memory unit 85a (FIG. 4) corresponding to the current number of reserved balls for special chart 1.

[0181] Next, a first start winning command specification process (S213) is performed. In the first start winning command specification process (S213), a first start winning command (one example of winning information) is specified using a start winning command specification table shown in FIG. 14 based on the random number group stored in step S212. Specifically, in a normal game state, if the jackpot random number is "65535" and the symbol type random number is "1", the first start hole in the start winning command specification table in FIG. 15 is referenced to specify a command "E1H01H" as the first start winning command. The specified first start winning command includes lottery result information.

[0182] As in the case of the second start winning command, the classification of the jackpot random number in the table shown in FIG. 15 corresponds to the classification in the jackpot judgment table (see FIG. 7(A)). In addition, the classification of the random number by pattern type is made to be able to distinguish whether it is a special miss (time-saving miss) or not (see FIG. 7(D)). In detail, if the jackpot random number value is 65330 to 65535, it is judged as a jackpot, so the first start winning command (the value of the lower command is 01H) indicating that (i.e., the acquired judgment information is jackpot winning information that is to be judged as a jackpot win) is specified. In addition, if the jackpot random number value is 0 to 65329 and the pattern type random number value is 153 to 9999, it is judged as a normal miss, so the first start winning command (the value of the lower command is 03H) indicating that (i.e., the acquired judgment information is normal miss information that is to be judged as a normal miss) is specified. Also, if the jackpot random number is 0-65329 and the pattern type random number is 0-152, it is determined to be a special miss, and the first start winning command (the lower value of the lower command is "4") indicating that (i.e., the acquired judgment information is special miss information that is expected to be determined as a special miss) is specified. In particular, if the jackpot random number is 0-65329 and the pattern type random number is 0-99, it means that the special chart 1_missing pattern A has been drawn, and the value of the lower command is 04H. Also, if the jackpot random number is 0-65329 and the pattern type random number is 100-132, it means that the special chart 1_missing pattern B has been drawn, and the value of the lower command is 14H. Also, if the jackpot random number is 0-65329 and the pattern type random number is 133-152, it means that the special chart 1_missing pattern C has been drawn, and the value of the lower command is 24H.

[0183] Next, the game control microcomputer 81 sets the first start winning command identified in step S213 in the output buffer of the RAM 84 (S214), and ends the process.

[0184] [Gate Passing Process] As shown in FIG. 18, in the gate passing process (S202), first, it is determined whether or not the normal symbol is waiting to change (S221). Waiting for the normal symbol to change means that the normal symbol is not being displayed to change and the auxiliary game is not being played. If the normal symbol is not waiting to change (NO in S221), this process is immediately terminated, but if the normal symbol is waiting to change (YES in S221), the normal symbol random number acquisition process (S222) is performed. In the normal symbol random number acquisition process (S222), the normal symbol random number counter value (value of label-TRND-H, FIG. 6(B)) is acquired, and the acquired random number value is stored in a predetermined storage area of ​​the RAM84.

[0185] [Normal operation processing] After the sensor detection processing (S104), the game control microcomputer 81 performs the normal operation processing (S105) shown in FIG. 19. In the normal operation processing (S105), first, it is determined whether the electric chute 22 is in operation (S301). If the electric chute is not in operation (NO in S301), it is then determined whether the normal pattern is being displayed (from the start to the end of the normal pattern stop time) (S302). If the normal pattern is not being displayed (NO in S302), it is then determined whether the normal pattern is being displayed in a variable manner (S303). If the normal pattern is not being displayed in a variable manner (NO in S303), it is then determined whether the normal pattern random number before the hit judgment obtained in the above-mentioned step S222 is stored (S304). If the normal pattern random number is not stored (NO in S304), this processing is terminated.

[0186] If the normal symbol random number is stored in step S304 (YES in S304), a hit determination process (S305) is performed. In the hit determination process (S305), if the time is not shortened, a hit is determined based on the normal symbol hit determination table for the non-time-shortened state (see the non-time-shortened state column in the table shown in FIG. 11(A)), if the time is slightly shortened (slightly shortened state A, slightly shortened state B, slightly shortened state C), a hit is determined based on the normal symbol hit determination table for the slightly shortened state (see the slightly shortened state column in the table shown in FIG. 12(A)), and if the time is normally shortened, a hit is determined based on the normal symbol hit determination table for the normal time-shortened state (see the normal time-shortened state column in the table shown in FIG. 12(A)). Then, a symbol determination process is performed to set normal stop symbol data according to the result of the hit determination process in a predetermined memory area of ​​the RAM 84 (S306). That is, in the pattern determination process (S306), if it is a "miss", data corresponding to the "normal miss pattern" is set, and if it is a "win", data corresponding to the "normal win pattern" is set. In this embodiment, the probability of winning the normal pattern lottery is the same whether it is in a non-time-saving state or a time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C, or normal time-saving state).

[0187] Next, the game control microcomputer 81 performs a normal pattern change time determination process (S307). In the normal pattern change time determination process (S307), by referring to the normal pattern change pattern determination table shown in FIG. 11(B), if the game state is a non-time-saving state, a normal pattern change pattern with a normal pattern change time of 60000 ms is selected. On the other hand, if the game state is a minute time-saving state A, a normal pattern change pattern with a normal pattern change time of 59000 ms is selected, if the game state is a minute time-saving state B, a normal pattern change pattern with a normal pattern change time of 58000 ms is selected, if the game state is a minute time-saving state C, a normal pattern change pattern with a normal pattern change time of 58000 ms is selected. Also, if the game state is a normal time-saving state, a normal pattern change pattern with a normal pattern change time of 1000 ms is selected.

[0188] After that, the game control microcomputer 81 starts displaying the normal symbol variation in the normal symbol variation pattern selected in step S307 (S310). In addition, in order to inform the sub-control board 90 of the start of the normal symbol variation, a normal symbol variation start command is set.

[0189] If the normal symbol is being displayed in a variable manner in step S303 (YES in S303), it is then determined whether the normal symbol variation time has elapsed (S311), and if not, the process is terminated. On the other hand, if the time has elapsed (YES in S311), the normal symbol variation display is stopped with the display result (normal winning symbol or normal losing symbol) according to the determination result of the normal symbol random number (S312). Then, a normal symbol variation stop command is set to inform the sub-control board 90 that the normal symbol variation has stopped (S313), and the normal symbol stop time (500 ms in this embodiment, see FIG. 11(B)) is set (S314), and the process is terminated.

[0190] Also, if the normal symbol is being displayed in the above-mentioned step S302 (YES in S302), it is then determined whether the stop time of the normal symbol set in step S314 has elapsed (S315), and if it has not elapsed, the process is terminated. On the other hand, if it has elapsed (YES in S315), it is determined whether the normal symbol stop symbol data of the normal winning symbol has been set (S316), and if it is not the data of the normal winning symbol (i.e., if it is not a win (NO in S316)), the process is terminated. On the other hand, if it is the data of the normal winning symbol (i.e., if it is a win (YES in S316)), the opening pattern of the electric chute 22 is set (S317). In detail, if it is in a non-time-saving state, the opening pattern for the non-time-saving state (see electric chute opening TBL1 in FIG. 11(C)) is set as the opening pattern of the electric chute 22. On the other hand, if the game is in a very short time-saving state (time-saving state A, very short time-saving state B, very short time-saving state C), the opening pattern for the very short time-saving state (see electric chute opening TBL2 in FIG. 11(C)) is set as the opening pattern of the electric chute 22. If the game is in a normal time-saving state, the opening pattern for the normal time-saving state (see electric chute opening TBL3 in FIG. 11(C)) is set as the opening pattern of the electric chute 22. Then, the electric chute 22 is operated according to the opening pattern set in step S317 (S318).

[0191] If the electric chute 22 is in operation in step S301 (YES in S301), it is then determined whether the operation time of the electric chute 22 has elapsed (S319), and if not, the process ends. On the other hand, if the time has elapsed (YES in S319), the operation of the electric chute 22 is ended (S320).

[0192] [Special Action Processing] After the normal action processing (S105), the game control microcomputer 81 performs the special action processing (S106) shown in Fig. 20. In the special action processing (S106), the processing related to the special symbol display device 41 and the big prize device (first big prize device 31 and second big prize device 36) is divided into five stages, and "special action status 1, 2, 3, 4, 5" is assigned to each stage. If the "special operation status" is "1" (YES in S901), a special symbol waiting process (S902) is performed; if the "special operation status" is "2" (NO in S901, YES in S903), a special symbol changing process (S904) is performed; if the "special operation status" is "3" (NO in S901, S903, YES in S905), a special symbol determination process (S906) is performed; if the "special operation status" is "4" (NO in S901, S903, S905, YES in S907), a special electric device process 1 for a big win game (S908) is performed; if the "special operation status" is "5" (NO in S901, S903, S905, S907), a special electric device process 2 for a small win game (S909) is performed. The special operation status is initially set to "1".

[0193] [Special symbol waiting process] As shown in Fig. 21, in the special symbol waiting process (S902), first, it is determined whether the number of reserved balls in the second starting hole 21 (i.e., the number of reserved balls in the special symbol 2) is "0" (S1001). If the number of reserved balls in the special symbol 2 is "0" (YES in S1001), that is, if there is no memory of the random number counter value group acquired due to winning in the second starting hole 21, it is determined whether the number of reserved balls in the first starting hole 20 (i.e., the number of reserved balls in the special symbol 1) is "0" (S1007). If the number of reserved balls in the special drawing 1 is also "0" (YES in S1007), that is, if there is no memory of the random number counter value group acquired due to winning in the first starting hole 20, it is determined whether the display screen 7a of the image display device 7 has already been set to the standby screen (demo screen for waiting for customers) (S1013), and if so (YES in S1013), the process is terminated, and if not (NO in S1013), the standby screen setting process (S1014) is performed. In the standby screen setting process (S1014), a customer waiting standby command is set to display the standby screen after a predetermined standby time has elapsed.

[0194] In step S1001, if the number of reserved balls for the special chart 2 is not "0" (NO in S1001), that is, if there is a memory of a random number counter value group acquired due to winning in the second starting hole 21 (reserved information for the special chart 2), the special chart 2 big win determination process (S1002) and the special chart 2 variation pattern selection process (S1003) described later are performed. After that, the game control microcomputer 81 decrements the number of reserved balls for the special chart 2 by 1 (S1004). Then, the storage location (storage area) of various counter values ​​in the second special chart reservation memory unit 85b is shifted from the current position to the side to be read, and the memory area corresponding to the fourth reserved ball in the second special chart reservation memory unit 85b (the memory area farthest from the side to be read) is cleared (S1005). In this way, the second special chart reservation is consumed in the order in which it was reserved. Next, the game control microcomputer 81 executes the special chart 2 variation start process (S1006). In the special symbol 2 variation start process (S1006), the special operation status is set to "2" and the variation start command is set in the output buffer of the RAM 84 to start the variation display of the second special symbol. The variation start command (also called the special symbol 2 variation start command) set in the special symbol 2 variation start process (S1006) includes information on the special symbol stop symbol data set in the special symbol 2 big win determination process (S1002) and information on the variation pattern set in the special symbol 2 variation pattern selection process (S1003) (information including information on the variation time).

[0195] In addition, if the number of reserved balls for special chart 2 is "0" but the number of reserved balls for special chart 1 is not "0" (YES in S1001 and NO in S1007), that is, if there is no reserved information for special chart 2 but there is one or more random number counter value groups acquired due to winning in the first starting hole 20 (reserved information for special chart 1), the special chart 1 big win determination process (S1008) and the special chart 1 variation pattern selection process (S1009) described later are performed. After that, the game control microcomputer 81 decrements the number of reserved balls for special chart 1 by 1 (S1010). Then, the storage location (storage area) of various counter values ​​in the first special chart reservation memory unit 85a is shifted by one from the current position to the side to be read, and the memory area corresponding to the fourth reserved ball in the first special chart reservation memory unit 85a (the memory area farthest from the side to be read) is cleared (S1011). In this way, the first special chart reservations are consumed in the order in which they were reserved. Next, the game control microcomputer 81 executes the special symbol 1 variation start process (S1012). In the special symbol 1 variation start process (S1012), the special operation status is set to "2" and a variation start command is set in the output buffer of the RAM 84 to start the variation display of the first special symbol. The variation start command (also called the special symbol 1 variation start command) set in the special symbol 1 variation start process (S1012) includes information on the special symbol stop symbol data set in the special symbol 1 big win determination process (S1008) and information on the variation pattern set in the special symbol 1 variation pattern selection process (S1009) (information including information on the variation time).

[0196] As described above, in this embodiment, the display of the special pattern based on the first reserved special pattern is performed only when the second reserved special pattern is "0" (YES in S1001). In other words, the consumption of the second reserved special pattern is executed in priority to the consumption of the first reserved special pattern. And in this embodiment, if a small prize is won in the lottery based on the second reserved special pattern, the small prize game can always pass through the specific area 39. This point will be described in detail later.

[0197] [Special chart 2 big win determination process (special chart 1 big win determination process)] The special chart 2 big win determination process (S1002) and the special chart 1 big win determination process (S1008) have the same process flow, so they will be described together based on FIG. 22. As shown in FIG. 22, in the special chart 2 big win determination process (S1002) or the special chart 1 big win determination process (S1008), first, the big win random number counter value (the value of the label-TRND-A) is read as a determination value (S1101). In detail, in the special chart 2 big win determination process (S1002), the big win random number counter value stored in the second special chart reservation memory unit 85b (more specifically, the memory area corresponding to the first of the second special chart reservations) of the RAM 84 is read. Also, in the special chart 1 big win determination process (S1008), the big win random number counter value stored in the first special chart reservation memory unit 85a (more specifically, the memory area corresponding to the first of the first special chart reservations) of the RAM 84 is read.

[0198] Next, the jackpot determination table (FIG. 7(A)) is set (S1102). Then, it is determined whether or not there is a jackpot based on the set jackpot determination table (S1103). That is, it is determined whether or not the jackpot random number counter value (label-TRND-A) matches any of the jackpot determination values ​​"65330" to "65535" (see FIG. 7(A)). If the result of the jackpot determination (S1103) is "jackpot", the jackpot flag is turned ON (S1104), and the symbol type random number counter value (value of label-TRND-AS) is read out to determine the jackpot symbol type (type of jackpot) based on the jackpot symbol type determination table shown in FIG. 7(B) (S1105). After determining the type of the jackpot symbol (S1105), the special symbol stop symbol data (see FIG. 7(B)) corresponding to the type of the jackpot symbol is set in the special symbol type buffer provided in the RAM 84 (S1106), and the process is completed.

[0199] On the other hand, if the result of the jackpot determination (S1103) is not a "jackpot," it is determined whether or not it is a small jackpot (S1107). In detail, in the special chart 2 jackpot determination process (S1002), it is determined whether or not the jackpot random number counter value matches any of the small jackpot determination values ​​"0" to "654" (see the special chart 2 column in FIG. 7(A)). In addition, in the special chart 1 jackpot determination process (S1008), it is determined that it is not a small jackpot (see the special chart 1 column in FIG. 7(A)). The probability of winning a small jackpot is higher in the special chart 2 lottery than in the special chart 1 lottery. In more detail, while the probability of winning a small jackpot in the special chart 1 lottery is "zero," the probability of winning a small jackpot in the special chart 2 lottery is approximately 1 / 100.

[0200] If the result of the small win determination (S1107) is a "small win", the small win flag is turned ON (S1108), and the symbol type random number counter value (value of label-TRND-AS) is read out, and the small win symbol type (type of small win) is determined based on the small win symbol type determination table shown in FIG. 7(C) (S1109). After determining the small win symbol type (S1109), the special symbol stop symbol data (see FIG. 7(C)) corresponding to the small win symbol type is set in the special symbol type buffer provided in RAM 84 (S1110), and the process ends. The random number that determines whether or not there is a small win may be provided separately from the big win random number.

[0201] Also, if it is not a big win (NO in S1103) or a small win (NO in S1107), it is a "lose", so the symbol type random number counter value (value of label-TRND-AS) is read out and the losing symbol type (type of loss) is determined based on the losing symbol type determination table shown in Fig. 7(D) (S1112). After determining the losing symbol type (S1112), the special symbol stop symbol data (see Fig. 7(D)) corresponding to the losing symbol type is set in the special symbol type buffer provided in RAM 84 (S1113) and the process is completed.

[0202] [Special chart 2 variation pattern selection process (special chart 1 variation pattern selection process)] The special chart 2 variation pattern selection process (S1003) and the special chart 1 variation pattern selection process (S1009) have the same processing flow, so they will be explained together based on Figures 23 and 24. As shown in Figure 23, in the special chart 2 variation pattern selection process (S1003) or the special chart 1 variation pattern selection process (S1009), first, it is determined whether the game state is a non-time-saving state (whether the time-saving flag is OFF or not) (S1301).

[0203] If the game is in a non-time-saving state (YES in S1301), it is then determined whether the jackpot flag is ON (S1302). If it is ON (YES in S1302), the game refers to the table for jackpots during non-time-saving states (the portion of the table shown in FIG. 12(A) that corresponds to the jackpot) and selects a fluctuation pattern based on the fluctuation pattern random number counter value (the value of label-TRND-T1) (S1303). As shown in FIG. 12(A), once the fluctuation pattern is determined, the fluctuation time is also determined.

[0204] In addition, a variation performance is associated with the variation pattern, and when the variation pattern is determined, a variation performance according to the variation pattern is executed. Specifically, for example, in the variation performance based on the variation pattern P1, an SP reach is executed, and in the variation performance based on the variation pattern P2, a normal reach (N reach) is executed (see the remarks column of the table shown in FIG. 12(A)). Here, the SP reach (super reach) is a reach with a longer variation time after the reach than the normal reach, and the distribution rate of the table is set so that the winning expectation rate (expectation rate for winning the jackpot) is higher than that of the normal reach. In this embodiment, the super reach is executed in a developed manner after the normal reach.

[0205] Also, in step S1302, if the big win flag is not ON (NO in S1302), it is determined whether the small win flag is ON (S1304). If it is ON (YES in S1304), a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to the table for non-time-saving state medium and small wins (the portion of the table shown in FIG. 12(A) that corresponds to the small win).

[0206] Also, in step S1304, if the small win flag is not ON (NO in S1304), it is determined whether the type of the losing symbol is "losing symbol A to C" (S1306). If the type of the losing symbol is "losing symbol A to C" (YES in S1306), a variable pattern is selected based on the variable pattern random number counter value (value of label-TRND-T1) by referring to the table for losing symbols A to C during non-time-saving state (the portion of the table shown in FIG. 12(A) that corresponds to losing symbols A to C) (S1307). In this embodiment, if the losing symbol is A to C, the variable pattern is determined to be P7.

[0207] Also, in step S1306, if it is not "missing symbols A to C" (NO in S1306), it is a normal miss (missing symbol A or missing symbol E, see FIG. 9), so next, it is determined whether the reach random number counter value (value of label-TRND-RC) is a reach establishment random number value (S1310). As shown in FIG. 7(E), the reach establishment random number value is "0" to "11" in the time-saving state, and "0" to "27" in the non-time-saving state. In other words, the time-saving state makes it more difficult to reach when it is a normal miss than the non-time-saving state. This is to speed up the consumption of special reserved symbols by selecting more non-reach misses with short fluctuation times in the time-saving state. If the reach random number counter value is a reach establishment random number value (YES in S1310), that is, if there is a reach but a miss, a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to a table for reach but a miss during non-time-saving state (the portion of the table shown in Figure 12 (A) that corresponds to reach but a miss) (S1311).

[0208] On the other hand, if the reach random number counter value is not a reach establishment random number value (NO in S1310), i.e., if there is a miss without a reach, a table for misses without a reach during non-time-saving state (the portion of the table shown in Figure 12 (A) that corresponds to misses without a reach) is referenced to select a fluctuation pattern based on the fluctuation pattern random number counter value (S1312).

[0209] In addition, when there is no reach and miss in the special pattern 1 variation pattern selection process (S1009), the function of shortening the variation according to the number of reserved balls is activated. In other words, when the number of reserved balls of the special pattern is "3" or "4", a variation pattern with a shorter variation time is selected compared to when the number of reserved balls of the special pattern is "0" to "2".

[0210] Also, in step S1301, when it is determined that the game state is not in a non-time-saving state (NO in S1301), that is, when it is determined that the game state is in a time-saving state, as shown in FIG. 24, if the type of the time-saving state is "normal time-saving state" (YES in S1313), a variation pattern is selected according to the special chart variation pattern determination table for normal time-saving state shown in FIG. 12 (B) (S1314). Also, if the type of the time-saving state is "slight time-saving state" (NO in S1313), a variation pattern is selected according to the special chart variation pattern determination table for the slight time-saving state A to C (S1315). At this time, if it is the slight time-saving state A, a variation pattern is selected according to the special chart variation pattern determination table for the slight time-saving state A shown in FIG. 13 (A), if it is the slight time-saving state B, a variation pattern is selected according to the special chart variation pattern determination table for the slight time-saving state B shown in FIG. 13 (B), and if it is the slight time-saving state C, a variation pattern is selected according to the special chart variation pattern determination table for the slight time-saving state C shown in FIG. 13 (C). In this embodiment, the type of time-saving state (normal time-saving state, slight time-saving state A, slight time-saving state B, slight time-saving state C) is determined by referring to the value of the game state flag described later (see the table in FIG. 27).

[0211] When selecting a fluctuation pattern in the time-saving state, processing is performed in the same manner as in the non-time-saving state, except that the special chart fluctuation pattern determination table to be referenced is the table corresponding to each time-saving state (see Figure 12 (B) and Figures 13 (A) to (C)).

[0212] In addition, in the special chart fluctuation pattern determination table during the normal time-saving state related to special chart 1 (see FIG. 12(B)), the function of shortening fluctuation according to the number of reserved balls when there is no reach and miss works when the number of reserved balls is "2" to "4". In other words, shortening fluctuation is more likely to be selected than during the non-time-saving state. Also, the probability that a fluctuation pattern with a long fluctuation time is selected when a jackpot is won is lower than during the non-time-saving state. In other words, a fluctuation pattern with a short fluctuation time is more likely to be selected than during the non-time-saving state. In other words, the fluctuation pattern determination table during the normal time-saving state is a table in which the fluctuation time is shorter than the fluctuation pattern determination table during the non-time-saving state.

[0213] In addition, in the micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C), the lottery for special chart 1 is mainly performed. The fluctuation pattern of special chart 1 in the micro-time-saving state is almost the same as the fluctuation pattern of special chart 1 in the non-time-saving state (see Fig. 12 (A) and Fig. 13 (A) to (C)). However, in the fluctuation patterns P41, P61, and P81 of special chart 1 when it is determined that a jackpot has been reached in the micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C) (see Fig. 13 (A) to (C)), the fluctuation time is slightly shorter than the fluctuation pattern P1 of special chart 1 when it is determined that a jackpot has been reached in the non-time-saving state (see Fig. 12 (A)).

[0214] After selecting the variation pattern as described above, the selected variation pattern is set (S1320) as shown in Fig. 23, and this process ends. The information on the variation pattern set in step S1320 is included in the variation start command set in step S1006 or S1012 in the special symbol waiting process (S902).

[0215] [Special symbol variation processing] As shown in Fig. 25, in the special symbol variation processing (S904), first, it is determined whether the special symbol variation time (variation time determined according to the variation pattern selected in step S1003 or S1009, see Fig. 13 and Fig. 14) has elapsed (S1501). If it has not elapsed (NO in S1501), this processing is immediately ended. This allows the variation display of the special symbol to continue.

[0216] On the other hand, if the variation time has elapsed (YES in S1501), a variation stop command is set (S1502) and the special operation status is set to "3" (S1503). Then, other processing such as stopping the special symbol variation display at a symbol (big win symbol, small win symbol, or losing symbol) according to the set special symbol stop symbol data (see Figs. 7(B)-(D)) is performed (S1504), and this processing ends.

[0217] [Special symbol determination process] As shown in Fig. 26, in the special symbol determination process (S906), first, it is determined whether the stop time of the special symbol (see Figs. 12 and 13) has elapsed (S1601). If it has not elapsed (NO in S1601), this process is immediately terminated. On the other hand, if the stop time has elapsed (YES in S1601), the game status management process described later is performed (S1602).

[0218] Next, it is determined whether the big win flag is ON (S1603). If the big win flag is ON (YES in S1603), the special operation status is set to "4" (S1604). Then, the game control microcomputer 81 determines whether the time-saving flag is ON (S1605), and if it is not ON, proceeds to step S1607, but if it is ON, the time-saving flag is turned OFF (S1606) and proceeds to step S1607. As a result, the game is controlled to a non-time-saving state (low base state) during the execution of the big win game. Note that the low base state in this embodiment is a low base state in the sense that there is no winning support due to the electric chute 22 being frequently opened, and does not take into account the base-up based on the operation of the big win device.

[0219] In step S1607, the game control microcomputer 81 sets a jackpot opening command (see FIG. 8) to start the jackpot game, and starts the opening of the jackpot game (S1608). Following step S1608, the game control microcomputer 81 sets an opening pattern (see FIG. 8 for details) according to the type of the jackpot symbol that has been won (S1609). At this time, the value of the jackpot opening counter that counts the number of times the jackpot opening has been opened during the special game is set to a value according to the type of the jackpot symbol that has been won. The setting of the opening pattern (setting of data according to the opening pattern) may be performed for each round.

[0220] On the other hand, if the big win flag is not ON in step S1603 (NO in S1603), it is then determined whether the small win flag is ON or not (S1610). If the small win flag is ON (YES in S1610), the special action status is set to "5" (S1611). Note that if the small win flag is ON, the time-saving flag is not turned OFF even if it is ON. After that, in order to start the small win game, the opening command for the small win (see FIG. 8) is set (S1612), and the opening of the small win game is started (S1613).

[0221] Following step S1613, the game control microcomputer 81 sets an opening pattern (see FIG. 8 for details) according to the type of the small win symbol that was won (S1614). At this time, the value of the large prize opening counter is set to a value according to the type of the small win symbol that was won. After that, the game control microcomputer 81 turns on the distribution member operation flag (S1615) and ends this process. The distribution member operation flag is a flag that indicates that it is the period during which the distribution member 71 is to be operated. That is, in this embodiment, the operation of the distribution member 71 begins with the opening of the small win game. The operation pattern of the distribution member will be described in detail later.

[0222] If the small win flag is not ON in step S1610 (NO in S1610), neither the big win game nor the small win game will start, so the special operation status is set to "1" (S1616) and this process ends.

[0223] [Game Status Management Process] As shown in Fig. 27, in the game status management process (S1602), first, it is determined whether the time-saving flag is ON (S1701), and if it is not ON, it proceeds to step S1710, and if it is ON, it decrements the value of the time-saving counter that counts the number of special symbol variations (variable display of special symbols) performed during the time-saving state by 1 (S1702), and it is determined whether the value of the time-saving counter is "0" (S1703). If it is not "0", it proceeds to step S1710, and if it is "0", it turns off the time-saving flag (S1704), and it performs game status flag update process (S1705), and it proceeds to step S1710.

[0224] In the game status flag update process (S1705), the value of the game status flag is set to a value corresponding to the current game status. As shown in the table in FIG. 27, the value of the game status flag is set to "1" if it is in a non-time-saving state, set to "2" if it is in a normal time-saving state, set to "3" if it is in a slight time-saving state A, set to "4" if it is in a slight time-saving state B, and set to "5" if it is in a slight time-saving state C. In this game status flag update process (S1705), since the time-saving flag has just been turned OFF, the value of the game status flag is set to "1" corresponding to the non-time-saving state.

[0225] In step S1710, it is determined whether the value of the gaming status flag is "2". If the value of the gaming status flag is "2" (YES in S1710), the game is in the normal time-saving state, and the program proceeds to step S1730. On the other hand, if the value of the gaming status flag is not "2" (NO in S1710), it is next determined whether the special symbol displayed in a stopped state is a "miss symbol A to C" (S1711). In other words, it is determined whether it is a special miss. Then, if it is not a special miss (miss symbol A to C) that transitions to the slight time-saving state, the program proceeds to step S1730, but if it is a special miss, the time-saving flag is turned ON.

[0226] However, in this embodiment, even if the "missing symbols A to C" are displayed, they may be judged as normal misses depending on the game state. That is, in the processing of step S1711, if the missing symbol A is displayed in the normal game state, the game moves to the micro-time-saving state A, so the game proceeds to the processing of step S1712. On the other hand, if the missing symbol B or the missing symbol C is displayed in the normal game state, the game moves to the micro-time-saving state B, so the game proceeds to the processing of step S1730. Also, in the processing of step S1711, if the missing symbol B is displayed in the micro-time-saving state A, the game moves to the micro-time-saving state B, so the game proceeds to the processing of step S1712. On the other hand, if the missing symbol A or the missing symbol C is displayed in the micro-time-saving state A, the game moves to the micro-time-saving state B, so the game proceeds to the processing of step S1730.

[0227] Also, in the processing of step S1711, if the losing symbol C is displayed in the short-time-saving state B, the process proceeds to step S1712 in order to transition to the short-time-saving state C. On the other hand, if the losing symbol A or the losing symbol B is displayed in the short-time-saving state B, it is treated as a normal loss, so the process proceeds to step S1730. In the processing of step S1711, if the losing symbol A, the losing symbol B, or the losing symbol C is displayed in the short-time-saving state C, it is treated as a normal loss, so the process proceeds to step S1730.

[0228] When proceeding to step S1712, the time-saving flag is turned ON, and the number of time-saving times (1140 times, see FIG. 9) according to the type of the losing symbol is set in the time-saving counter (S1713). Then, a game status flag update process (S1714) is performed, and the process proceeds to step S1730. In this game status flag update process (S1714), the time-saving flag is turned ON based on the special losing. Therefore, if the value of the game status flag is set to "3" by the special symbol 1_losing symbol A, the game status flag is controlled to the slight time-saving state A, if the value of the game status flag is set to "4" by the special symbol 1_losing symbol B, the game status flag is controlled to the slight time-saving state B, and if the value of the game status flag is set to "5" by the special symbol 1_losing symbol C, the game status flag is controlled to the slight time-saving state C. In addition, the micro-time-saving state (micro-time-saving state A, micro-time-saving state B, or micro-time-saving state C) ends when the special chart changes by a predetermined upper limit execution number (time-saving number) or the next big win game is executed. In this way, in this form, even when a win occurs, the micro-time-saving state (micro-time-saving state A, micro-time-saving state B, or micro-time-saving state C) may be controlled.

[0229] In step S1730, the game control microcomputer 81 sets a game state designation command including game state flag information (i.e., information on the current game state) in the output buffer of the RAM 84 (S1730). By outputting this command, the sub-control board 90 is notified of information on the current game state.

[0230] [Special electric accessory processing 1 (jackpot game)] Special electric accessory processing 1 is processing for executing jackpot games such as type 1 jackpot games and type 2 jackpot games. As shown in FIG. 28, in special electric accessory processing 1 (S908), first, it is determined whether or not the jackpot end flag is ON (S2001). The jackpot end flag is a flag indicating that the opening of all the first big prize winning devices 31 has ended in the jackpot game in which the winning has been won.

[0231] If the big win end flag is not ON (NO in S2001), it is determined whether the first large prize opening 30 is currently open (i.e., whether the first large prize device 31 is currently open) (S2002). If it is not currently open (NO in S2002), it is determined whether the time has come to open the first large prize opening 30, i.e., whether the opening time for the big win has elapsed and it is time to start opening the first large prize opening 30, or whether the interval time between openings has elapsed and it is time to start the next opening (S2003).

[0232] If the result of the determination in step S2003 is NO, the process ends. On the other hand, if the result of the determination in step S2003 is YES, the first large prize opening 30 is opened according to the set opening pattern (S2004).

[0233] If the first major prize opening 30 is open in step S2002 (YES in S2002), it is determined whether the number of winnings into the first major prize opening 30 in that unit opening game has reached the specified maximum number of winnings (10 in this embodiment) (S2005). If the specified number of winnings has not been reached (NO in S2005), it is determined whether it is time to close the first major prize opening 30 (i.e., whether a specified opening time (see FIG. 8) has elapsed since the first major prize opening 30 was opened) (S2006). Then, if the opening time of the first major prize opening 30 has not elapsed (NO in S2006), this process ends.

[0234] On the other hand, if the specified number of winnings has been reached (YES in S2005) or the opening time of the first large prize opening 30 has elapsed (YES in S2006), that is, if either of the two opening end conditions is met, the first large prize opening 30 is closed (blocked) (S2007). Then, the value of the large prize opening counter is decremented by 1 (S2008), and it is determined whether the value of the large prize opening counter is "0" or not (S2009). If it is not "0" (NO in S2009), the process ends as is to start the next opening.

[0235] On the other hand, if it is "0" (YES in S2009), the jackpot ending command (see FIG. 8) is set to end the jackpot game (S2010), and the jackpot ending is started (S2011). Then, the jackpot end flag is set and the process ends (S2012).

[0236] Also, if the jackpot end flag is ON in step S2001 (YES in S2001), all openings of the first major winning port 30 in the jackpot game have been completed, so it is determined whether the jackpot ending time has elapsed (S2013), and if the ending time has not elapsed (NO in S2013), the process ends. On the other hand, if the ending time has elapsed (YES in S2013), the jackpot end flag is turned OFF (S2014) and the jackpot flag is turned OFF (S2015). Then, after setting the special operation status to "1" (S2016), the game status setting process (S2017) described below is performed, and this process ends.

[0237] [Game Status Setting Process] As shown in FIG. 29, in the game status setting process (S2017), first, it is determined whether or not the winning symbol (jackpot symbol or small winning symbol) that triggered the execution of the current jackpot game is a symbol (see FIG. 8) that triggers control to the time-saving state (S2101). If the result of this determination is NO, the process proceeds to step S2104, but if the result of the determination is YES, the time-saving flag is turned ON (S2102), and the number of time-saving times (see FIG. 8 and FIG. 9) corresponding to the type of winning symbol is set in the time-saving counter (S2103), and the process proceeds to step S2104. By executing steps S2102 and S2103, the game status after the current jackpot game becomes a time-saving state (normal time-saving state or non-time-saving state). This normal time-saving state ends when one of the ending conditions is met: a special symbol change of a predetermined upper limit execution number (time-saving number) is performed, or the next jackpot game is performed.

[0238] In step S2104, the game control microcomputer 81 performs a game status flag update process (S2104). In the game status flag update process (S2104), the value of the game status flag is set to a value corresponding to the current game status. Specifically, in this game status flag update process (S2104), if the special chart 1_big win pattern A, the special chart 1_big win pattern B, the special chart 1_big win pattern C, the special chart 2_big win pattern D, the special chart 2_big win pattern E, the special chart 2_small win pattern a, or the special chart 2_small win pattern b is won (see FIG. 8), the value of the game status flag is set to a value "2" corresponding to the normal time-saving state (see the table in FIG. 27). Also, if the special chart 2_small win pattern c is won (see FIG. 8), the value of the game status flag is set to a value "1" corresponding to the non-time-saving state (see the table in FIG. 27).

[0239] Next, the game control microcomputer 81 sets a game state designation command including information on the game state flag (i.e., information on the current game state) in the output buffer of the RAM 84 (S2105), and ends this process. Note that the game state designation command also includes information on the number of time-saving times that have been set. By outputting this command, the sub-control board 90 is notified of information on the current game state.

[0240] [Special Electric Device Processing 2 (Small Win Game)] Special electric device processing 2 is processing for executing a small win game in which the second large winning device 36 equipped with a specific area 39 is opened. As shown in Fig. 30 and Fig. 31, in the special electric device processing 2 (S909), first, it is determined whether or not the small win end flag is ON (S2301). The small win end flag is a flag indicating that the opening of the second large winning device 36 has ended in the small win game.

[0241] If the small win end flag is not ON (NO in S2301), it is determined whether the second large prize opening 35 is being opened (i.e., whether the second large prize device 36 is being opened) (S2302). If it is not being opened (NO in S2302), it is determined whether the time has come to open the second large prize opening 35, that is, whether the time for starting to open the second large prize opening 35 has come after the predetermined pre-opening interval (small win opening) has elapsed (S2303).

[0242] If the result of the determination in step S2303 is NO, the process ends. On the other hand, if the result of the determination in step S2303 is YES, the second large prize opening 35 is opened according to the opening pattern (see FIG. 8) corresponding to the type of the small prize symbol that has been won (S2304).

[0243] If the second large prize opening 35 is open in step S2302 (YES in S2302), it is determined whether the number of prizes won through the second large prize opening 35 has reached the specified maximum number of prizes (10 in this embodiment) (S2305). If the specified number of prizes has not been reached (NO in S2305), it is determined whether the time has come to close the second large prize opening 35 (i.e., whether a specified opening time (1.6 seconds in this embodiment as shown in FIG. 8) has elapsed since the second large prize opening 35 was opened) (S2306). Then, if the opening time of the second large prize opening 35 has not elapsed (NO in S2306), this process ends.

[0244] On the other hand, if the specified number of winnings has been reached (YES in S2305) or the opening time of the second large prize opening 35 has elapsed (YES in S2306), that is, if either of the two opening end conditions is satisfied, the second large prize opening 35 is closed (blocked) (S2307). Then, the value of the large prize opening counter is decremented by 1 (S2308), and the small prize end flag is set (S2309), and this process ends.

[0245] Also, if the small win end flag is ON in step S2301 (YES in S2301), as shown in FIG. 31, it is determined whether or not a predetermined time (post-closing interval) has elapsed since the second large winning port 35 was closed during the small win game (S2310), and if the post-closing interval has not elapsed (NO in S2310), the process ends. The post-closing interval for the small win game will be described later. On the other hand, if the post-closing interval has elapsed (YES in S2310), the small win end flag is turned OFF (S2311), and the small win flag is turned OFF (S2312), and the process proceeds to step S2313.

[0246] In step S2313, it is determined whether or not the V flag is ON. The V flag is a flag indicating that the game ball has passed through the specific area 39 during the execution of the small win game, and is a flag that is turned ON in step S2603 (see FIG. 33) described later. If this V flag is not ON (NO in S2313), the type 2 big win game is not executed, so the value of the big prize opening counter is cleared to "0" (S2314), and the special operation status is set to "1" (S2315), and the process ends.

[0247] On the other hand, if the V flag is ON (YES in S2313), the game control microcomputer 81 turns the V flag OFF (S2317), turns the jackpot flag ON (S2318), and sets the special operation status to "4" (S2319) in order to execute a type 2 jackpot game. Next, if the time-saving flag is ON (YES in S2320), the time-saving flag is turned OFF (S2321). After that, the game control microcomputer 81 sets the jackpot opening command (see FIG. 8) (S2322) and starts the jackpot opening (S2323). This causes a transition from a small jackpot game in which the second large winning port 35 is opened for a short time to a type 2 jackpot game.

[0248] [Distribution member control process] The game control microcomputer 81 performs distribution member control process (S107) following special action process (S106) (see FIG. 16). In distribution member control process (S107), as shown in FIG. 32, first, it is determined whether or not the distribution member operation flag is ON (S2501). If the distribution member operation flag is not ON, this process ends. On the other hand, if the distribution member operation flag is ON, the opening of the small win game has started (see FIG. 26), so distribution member operation process (S2502) is performed to operate the distribution member 71 in a predetermined operation pattern, and V effective period setting process (S2503) is also performed.

[0249] In the distribution member operation process (S2502), a timer is set to measure the operation time of the distribution member 71, and based on the timing using the timer, the distribution member solenoid 73 is turned ON when it is time to open the distribution member 71, and the distribution member solenoid 73 is turned OFF when it is time to close the distribution member 71. As a result, the distribution member 71 moves in a constant manner from the start of the opening of the small win game.

[0250] Specifically, as shown in Figure 38 (c), the distribution member 71 is first controlled to a passage-blocking state (the state shown by the dashed line in Figure 2) for 8 ms from the start of the opening of the small win game. This is called the pre-opening interval. Next, it is controlled to a passage-permitting state (the state shown by the two-dot chain line in Figure 2) for 4600 ms. This is called V opening. Next, it is controlled to a passage-blocking state for 3000 ms. This is called the post-closing interval. This series of operations consisting of "pre-opening interval ⇒ V opening ⇒ post-closing interval" is the constant operation of the distribution member 71.

[0251] In addition, in the V effective period setting process (S2503), a V effective period is set for a certain operation of the sorting member 71 as described above. The V effective period is a period during which, when a detection is made by the specific area sensor 39a, the detection is regarded as valid and the V flag is turned ON. As shown in FIG. 38(d), the V effective period is from the start of opening of the specific area 39 (the point in time when the sorting member 71 is controlled to be in a passing-permitting state) until a predetermined time has elapsed. The predetermined time is set to a time longer than the opening time of the specific area 39 (the time during which the sorting member 71 is controlled to be in a passing-permitting state). This is in consideration of the time lag until the game ball that has passed the arrangement position of the sorting member 71 reaches the specific area 39.

[0252] Specifically, in the V valid period setting process (S2503), a timer for measuring the V valid period is set, and based on the timing using the timer, the V valid flag is turned ON when it is time to enable the specific area 39, and the V valid flag is turned OFF when it is time to disable the specific area 39. Note that in step S2602 of the specific area sensor detection process (S108) described later, it is determined whether or not the V valid period is in progress by determining whether or not this V valid flag is ON.

[0253] Following the V valid period setting process (S2503), the game control microcomputer 81 judges whether or not the operation of the distribution member 71 has ended (S2504). Specifically, based on the timer for measuring the operation time of the distribution member 71 set in step S2502, it judges whether or not the total operation time (7608 ms (see FIG. 38(c))) from when the distribution member 71 starts a certain operation to when it ends has elapsed. Then, if the operation of the distribution member 71 has not ended, this process ends as it is. On the other hand, if the operation of the distribution member 71 has ended, the distribution member operation flag is turned OFF (S2505) and then this process ends.

[0254] Here, the relationship between the constant operation of the distribution member 71 as described above and the opening pattern of the second large prize opening 35 (opening / closing member 37) in the small prize game will be described with reference to Fig. 38. In this embodiment, the opening pattern of the second large prize opening 35 in the small prize game is the opening pattern shown in Fig. 38(b). Note that Fig. 38(a) shows the timing of the variable display and the stop display of the special symbol in order to make it easier to understand the timing of the start of the small prize game.

[0255] The opening pattern shown in FIG. 38(b) is an opening pattern that is selected when a small prize is won in the lottery of the special drawing 2. In other words, it is an opening pattern that is selected when the "Special drawing 2_small prize pattern a", "Special drawing 2_small prize pattern b", or "Special drawing 2_small prize pattern c" (see FIG. 8) is won. This opening pattern is a passing opening pattern that allows passage to the specific area 39.

[0256] More specifically, this passing opening pattern is an opening pattern in which the second large prize opening 35 is closed for 8 ms, then opened for 1600 ms, and then closed for 6000 ms. In other words, the small prize game executed in this opening pattern includes an opening in which the second large prize opening 35 is closed for 8 ms, a small prize opening game in which the second large prize opening 35 is opened for 1600 ms, and a post-closing interval in which the second large prize opening 35 is closed for 6000 ms.

[0257] When the second large prize opening 35 is opened in such an opening pattern, during the opening period of the second large prize opening 35 of 1600 ms and during the period of 3000 ms after the second large prize opening 35 is closed, the distribution member 71 is in a state of allowing passage when the distribution member 71 is opened in a V shape (see Fig. 38(b) and (c)). Therefore, no matter what timing the game ball enters the second large prize opening 35, the game ball can pass through the specific area 39. In this embodiment, if the game ball is continuously shot by hitting from the right, each device such as the second large prize device 36 is arranged so that the game ball always enters the second large prize opening 35 during the opening period of 1.6 seconds. In addition, the time required for the game ball that has passed through the second large prize opening 35 to reach the arrangement position of the distribution member 71 is shorter than 3000 ms. In other words, in this embodiment, the small win essentially functions as a big win. In this specification, a small win based on the lottery of Special Chart 2 may be referred to as a Special 2V passing small win.

[0258] In this embodiment, during a small win game, the number of game balls that enter the second large winning device 36 is counted based on detection by the second large winning opening sensor 35a, and the number of game balls that are discharged outside the second large winning device 36 is counted based on detection by the specific area sensor 39a or the non-specific area sensor 70a. That is, in this embodiment, the specific area sensor 39a and the non-specific area sensor 70a also function as outlet sensors that count the number of game balls that are discharged outside the second large winning device 36. When the two count values ​​do not match at the end of a certain operation of the distribution member 71, an error is notified. Note that the operation of the distribution member 71 may be stopped when the two count values ​​match after the second large winning opening 35 is closed. In this way, it is possible to smoothly start the variable display of the special pattern after the second large winning opening 35 is closed.

[0259] [Specific Area Sensor Detection Processing] Returning to the explanation of the operation of the gaming control microcomputer 81, the gaming control microcomputer 81 performs the specific area sensor detection processing (S108) following the distribution member control processing (S107) (see FIG. 16). In the specific area sensor detection processing (S108), as shown in FIG. 33, first, it is determined whether or not a gaming ball has been detected by the specific area sensor 39a (S2601). If there is no detection (NO in S2601), the processing is terminated, but if there is detection (YES in S2601), it is determined whether or not it is within the V effective period (S2602). The V effective period is a period set by the V effective period setting processing (S2503) in the distribution member control processing (FIG. 32) described above. Specifically, the V effective period is a period shown in FIG. 38(d).

[0260] If it is determined in step S2602 that the V is in the valid V period (YES in S2602), the V flag is turned ON (S2603), a V passing command is set (S2604), and the process ends. On the other hand, if it is determined in step S2602 that the V is not in the valid V period (NO in S2602), the specific area sensor detection process ends without performing the processes of steps S2603 and S2604. The V passing command is a command for causing the sub-control board 90 to notify of V passing (passing through the specific area 39).

[0261] 8. Operation of the performance control microcomputer 91 Next, the operation of the performance control microcomputer 91 will be described with reference to Figures 34 to 37. Note that counters, timers, flags, buffers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the RAM 94.

[0262] [Sub-control main processing] When the power of the pachinko gaming machine 1 is turned on, the performance control microcomputer 91 reads out from the ROM 93 the program of the sub-control main processing shown in Fig. 34 and executes it. As shown in the figure, the sub-control main processing first performs power-on processing in response to power-on (S4001). In the power-on processing, for example, the settings of the CPU 92, SIO, PIO, CTC (circuit for managing interrupt time), etc. are performed.

[0263] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values ​​of various random number counters for determining various effects are updated to make decisions regarding various effects. As an example, a method for updating the random number counters for determining various effects can be the same as the random number update process performed by the main control board 80 described above. When updating, the random number values ​​may be added by 2 instead of by 1. This is also the case with the random number update process performed by the main control board 80 described above.

[0264] When the random number update process is completed, a command transmission process is executed (S4004). In the command transmission process (S4004), various commands stored in the output buffer in the RAM 94 of the sub-control board 90 are transmitted to the image control board 100. The image control board 100 that receives the command displays an image on the display screen 7a (display unit) according to the received command (executes various effects using images). In addition to the various effects performed by the image control board 100, the sub-control board 90 outputs sound from the speaker 67 via the sound control board 106 (executes various sound effects using sound), causes the board lamp 5 and the frame lamp 66 to emit light via the lamp control board 107 (executes various light emission effects using light), and operates the board movable body 15 (executes various movable body effects using motion). In this way, various effects (variable effects, hold effects, movable body effects, operation effects, pre-reading effects, other advance notice effects, opening effects associated with special games, open game effects, ending effects, customer waiting effects, control of effect modes, etc.) are realized.

[0265] The performance control microcomputer 91 then permits interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While the interrupts are permitted, the reception interrupt process (S4010), the 1 ms timer interrupt process (S4011), and the 10 ms timer interrupt process (S4012) can be executed.

[0266] The reception interrupt process (S4010) is executed each time various commands sent from the main control board 80 are input to the performance control microcomputer 91. In the reception interrupt process (S4010), the performance control microcomputer 91 stores the various commands sent and received by the output process (S101) of the main control board 80 in a reception buffer of the RAM 94. This reception interrupt process is executed with priority over other interrupt processes (S4011, S4012).

[0267] [1 ms timer interrupt processing] The 1 ms timer interrupt processing (S4011) is executed each time an interrupt pulse with a 1 msec period is input to the sub-control board 90. In the 1 ms timer interrupt processing (S4011), as shown in Fig. 35, input processing (S4101), light emission data output processing (S4102), movable body control processing (S4103), and watchdog timer processing (S4104) are performed in that order.

[0268] In the input process (S4101), operations on player-operable operation sections such as the effect button detection switch 63a and the select button detection switch 64a are detected, and commands are set or effect data is created according to the detection results.

[0269] In the light emission data output process (S4102), light emission data (lamp data) is output to the lamp control board 107 to light lamps such as the frame lamp 66 and the board lamp 5 at timings that match the image-based performance, based on the performance data created in the input process and the performance data creation process described later. In other words, the performance control microcomputer 91 causes the frame lamp 66, the board lamp 5, and the like to light up in a predetermined light emission mode according to the light emission data.

[0270] In the movable body control process (S4103), drive data is output to perform a movable body performance in which movable bodies such as the board movable body 15 are operated at a predetermined timing based on performance data created in the input process (S4101) and the performance data creation process described later. In other words, the performance control microcomputer 91 performs a movable body performance in which the board movable body 15 and the like are operated in a predetermined operating mode according to the drive data. In the watchdog timer process, a reset setting of the watchdog timer is performed.

[0271] [10 ms timer interrupt processing] The 10 ms timer interrupt processing (S4012) is executed each time an interrupt pulse with a 10 msec period is input to the sub-control board 90. As shown in Fig. 36, the 10 ms timer interrupt processing (S4012) sequentially executes received command analysis processing (S4201), performance timer update processing (S4202), audio control processing (S4203), and performance data creation processing (S4204), which will be described later.

[0272] In the received command analysis process (S4201), the command stored in the receive buffer of RAM 94 by the receive interrupt process (S4010) is analyzed, and processing according to the command (for example, selection of a performance, setting of a performance mode, setting of a command, etc.) is performed. In the performance timer update process (S4202), a timer for measuring the time related to each performance is updated. For example, in the performance timer update process, the start timing and end timing of the effective operation period of an operation part such as the performance button 63 and the select button 64 are measured.

[0273] In the audio control process (S4203), audio data (data for controlling the audio output from the speaker 67) is created and output to the audio control board 106 based on the results of the input process (S4101) and the received command analysis process (S4201). In the performance data creation process (S4204), performance data is created based on the results of the received command analysis process (S4201).

[0274] Here, an example of processing when the performance control microcomputer 91 receives a command from the game control microcomputer 81 will be described. The command received by the performance control microcomputer 91 is a fluctuation start command (special chart 1 fluctuation start command or special chart 2 fluctuation start command). When the performance control microcomputer 91 determines in the received command analysis process (S4201) that it has received a fluctuation start command, it selects a performance pattern (sub-fluctuation pattern) of the fluctuation performance based on the special chart fluctuation pattern indicated by the command, sets information on the sub-fluctuation pattern, and sets a fluctuation performance start command including information on the sub-fluctuation pattern in the output buffer as a processing at the time of receiving the fluctuation start command. For example, when the special chart fluctuation pattern indicated by the fluctuation start command is SP fluctuation (fluctuation pattern associated with SP reach), it selects a sub-fluctuation pattern for performing SP reach, and sets a fluctuation performance start command corresponding to the sub-fluctuation pattern in the output buffer. Thereafter, various processes (such as command transmission process (S4004), light emission data output process (S4102), movable body control process (S4103), and voice control process (S4203)) are executed to realize a variation effect corresponding to the selected sub-variation pattern. The flow of processes for realizing such effects is basically the same for other effects such as effects associated with special games, customer waiting effects, pre-reading effects, so-called advance notice effects associated with the corresponding variations, and control of the presentation mode.

[0275] [Received command analysis process] Next, the received command analysis process (S4201) will be described in detail with reference to Fig. 37. In the received command analysis process (S4201), first, as shown in Fig. 37, the performance control microcomputer 91 judges whether or not a start winning command has been received from the main control board 80 (S4401), and if so, performs a look-ahead performance judgment process (S4402). In the look-ahead performance judgment process (S4402), the start winning command is analyzed, and a lottery is performed for a look-ahead performance such as a so-called hold change notice or a continuous notice based on the analysis result, and a look-ahead performance start command according to the lottery result is set in the output buffer of the RAM 94.

[0276] Next, the microcomputer 91 for controlling the presentation judges whether or not a game state designation command has been received (S4403), and if so, performs a presentation mode update process (S4404). In the presentation mode update process (S4404), the game state designation command is analyzed, and a presentation mode is selected based on the analysis result, and a presentation mode setting command for setting the presentation mode according to the selection is set in the output buffer of the RAM 94.

[0277] Next, the performance control microcomputer 91 judges whether or not a change start command has been received from the main control board 80 (S4405), and if so, performs a change performance start process (S4406). In the change performance start process (S4406), the change start command is analyzed, and a change performance pattern (contents) is selected based on the analysis result. Then, the change performance start command for starting the change performance with the selected change performance pattern is set in the output buffer of the RAM 94.

[0278] Next, the performance control microcomputer 91 judges whether or not a change stop command has been received from the main control board 80 (S4407), and if so, performs a change performance end process (S4408). In the change performance end process (S4408), the change stop command is analyzed, and a change performance end command for definitively stopping and displaying the performance patterns 8L, 8C, and 8R is set in the output buffer of the RAM 94 based on the analysis result.

[0279] Next, the performance control microcomputer 91 determines whether an opening command has been received from the main control board 80 (S4409), and if so, performs an opening performance selection process (S4410). In the opening performance selection process (S4410), the opening command is analyzed, and a pattern (content) of the opening performance to be executed during the opening of the special game is selected based on the analysis result. Then, an opening performance start command for starting the opening performance with the selected opening performance pattern is set in the output buffer of the RAM 94.

[0280] Next, the performance control microcomputer 91 judges whether an ending command has been received from the main control board 80 (S4411), and if so, performs an ending performance selection process (S4412). In the ending performance selection process (S4412), the ending command is analyzed, and a pattern (content) of the ending performance to be executed during the ending of the big win game is selected based on the analysis result. Then, an ending performance start command for starting the ending performance with the selected ending performance pattern is set in the output buffer of the RAM 94.

[0281] Next, the microcomputer 91 for effect control judges whether or not a V passage command has been received from the main control board 80 (S4413), and if so, performs V passage notification effect start processing (S4414). In the V passage notification effect start processing (S4414), a V passage notification effect start command for starting the V passage notification effect is set in the output buffer of the RAM 94. The V passage notification effect is an effect for notifying the player that there has been a V passage (passage to the specific area 39). In this embodiment, it is an effect for displaying a predetermined V passage notification image (for example, a character image showing the character "V") on the display screen 7a. In this pachinko game machine 1 that executes a type 2 jackpot game based on the passage to the specific area 39, the display of the character image "V" as this V passage notification effect also has a meaning as a notification of a jackpot win. The V passage notification effect may be another form, such as outputting a special sound effect from the speaker 67.

[0282] Next, as other processing (S4415), processing based on received commands other than the above commands is carried out, and the received command analysis processing ends.

[0283] 9.Effects of this Form As described above in detail, according to the pachinko game machine 1 of this embodiment, when the result of the jackpot determination process is a special miss, the game machine is controlled to a micro-time-shortened state in which the game ball is more likely to enter the second starting hole 21 than in the normal game state, without going through the jackpot game state. The micro-time-shortened state includes a micro-time-shortened state A and a micro-time-shortened state B, and when a jackpot is determined in the micro-time-shortened state B, the state is set to be more advantageous to the player than when a jackpot is determined in the micro-time-shortened state A. Specifically, the normal time-shortened state, which is entered based on a jackpot determination in the micro-time-shortened state B, is set to be more likely to have a greater number of time-shortened states than the normal time-shortened state, which is entered based on a jackpot determination in the micro-time-shortened state A (see FIG. 9). In addition, when the number of times the special symbol changes from the normal game state without being judged as a jackpot is small (for example, 100 times), the possibility of being controlled to the micro-time-saving state A is set to be higher than the possibility of being controlled to the micro-time-saving state B, while when the number of times the special symbol changes from the normal game state without being judged as a jackpot is large (for example, 500 times), the possibility of being controlled to the micro-time-saving state B is set to be higher than the possibility of being controlled to the micro-time-saving state A. In other words, the more you get stuck without winning a jackpot from the normal game state, the more likely you are to be controlled to the micro-time-saving state B than the micro-time-saving state A. In this way, it is possible to provide a novel game property in which the more you get stuck without winning a jackpot from the normal game state, the more advantageous it is for the player when you win a jackpot, specifically, the more likely the number of time-saving times set in the normal time-saving state is to be. In other words, even if you start playing from the normal game state and do not win a jackpot for a long time, and the number of times the special symbol changes increases, it is possible to increase the player's desire to play.

[0284] According to the pachinko game machine 1 of this embodiment, if the result of the jackpot determination process in the normal game state is special symbol 1_missing symbol A, the machine is controlled to the micro-time-saving state A without going through the jackpot game state, and if the result of the jackpot determination process in the micro-time-saving state A is special symbol 1_missing symbol B, the machine is controlled to the micro-time-saving state B (see FIG. 9). However, even if the result of the jackpot determination process in the normal game state is special symbol 1_missing symbol B, the machine does not transition to the micro-time-saving state B (see FIG. 9 and FIG. 10). In this way, the more you get stuck in the normal game state without hitting a jackpot, the easier it is to make the transition from the normal game state to the micro-time-saving state A to the micro-time-saving state B.

[0285] In addition, according to the pachinko game machine 1 of this embodiment, even if the result of the jackpot determination process in the micro-time-saving state B is special pattern 1_missing pattern A, the game does not transition to the micro-time-saving state A. In other words, the game does not transition from the micro-time-saving state B to the micro-time-saving state A. Therefore, the more you get stuck in the normal game state without hitting a jackpot, the easier it is to transition from the normal game state to the micro-time-saving state A to the micro-time-saving state B.

[0286] According to the pachinko game machine 1 of this embodiment, if the special symbol 1_missing symbol A is drawn, the game may be controlled to the micro-time-saving state A without passing through the big win game state. Also, if the special symbol 1_missing symbol B is drawn, the game may be controlled to the micro-time-saving state B without passing through the big win game state. However, if the special symbol 1_missing symbol A, which is the trigger for the transition to the micro-time-saving state A, is drawn in the micro-time-saving state A, it is treated as a normal miss, and the micro-time-saving state A is maintained. On the other hand, if the special symbol 1_missing symbol B is drawn in the micro-time-saving state A, the game is controlled to the micro-time-saving state B. In this way, if the special symbol 1_missing symbol A is drawn in the micro-time-saving state A, the game state does not change, but if the special symbol 1_missing symbol B is drawn in the micro-time-saving state A, it is possible to provide a novel game property in which the game state can be transitioned to the micro-time-saving state B.

[0287] In addition, according to the pachinko game machine 1 of this embodiment, the advantage to the player is set to be different between the case where a jackpot is determined by the drawing of the special chart 1 in the micro-time-saving state A and the case where a jackpot is determined by the drawing of the special chart 1 in the micro-time-saving state B. Specifically, when a jackpot is determined by the drawing of the special chart 1 in the micro-time-saving state B, the number of time-saving times in the normal time-saving state to which the game transitions after the jackpot game is likely to be greater than the case where a jackpot is determined by the drawing of the special chart 1 in the micro-time-saving state A (see Figs. 9 and 10). Therefore, it is possible to draw the player's attention to whether the game is controlled in the micro-time-saving state A or the micro-time-saving state B.

[0288] According to the pachinko game machine 1 of this embodiment, even if the special chart 1_missing pattern A, which is a transition trigger to the micro-time-saving state A, is drawn in the normal game state, the daytime background image Ha is displayed on the display screen 7a and a variable performance indicating a miss is executed. That is, even if the variable performance is when the special chart 1_missing pattern A, which is a transition trigger to the micro-time-saving state A, is drawn, a performance suggesting a transition to the micro-time-saving state A is not executed. Then, in the micro-time-saving state A, as in the normal game state, the variable performance is executed on the display screen 7a while the daytime background image Ha is displayed (see FIG. 39(A)(B)). Thus, in the micro-time-saving state A, it is impossible to tell that the micro-time-saving state A is being controlled. However, if the special chart 1_missing pattern A is drawn when the micro-time-saving state A is being controlled, the micro-fever mode notification success performance shown in FIG. 40(B-1) is executed after the micro-fever mode promotion performance shown in FIG. 40(A). In this way, it is possible for the player to understand that although the micro-time-saving state A is maintained, the player is being controlled to the micro-time-saving state A as a bonus for drawing the special pattern 1_missing pattern.

[0289] 10.Example of changes The following describes modified examples. In the description of the modified examples, the same components as those in the pachinko gaming machine 1 of the above embodiment (first embodiment) are given the same reference numerals and the description thereof is omitted. Of course, the components in the modified examples may be appropriately combined. Furthermore, technical features in the above embodiment and the following modified examples may be appropriately deleted unless they are described as essential in this specification.

[0290] In the above form (first form), there are three micro-time-saving states, namely, micro-time-saving state A, micro-time-saving state B, and micro-time-saving state C. However, as in the first modified example shown in FIG. 43, there may be only two micro-time-saving states, namely, micro-time-saving state A (first specific game state) and micro-time-saving state B (second specific game state). The first modified example shown in FIG. 43 will be described below.

[0291] As shown in FIG. 43, in the first modified example, unlike the above form (first form), when a special symbol 1_missing symbol B is drawn in the normal game state, the game is controlled to a micro-time-saving state B in which the number of time-saving times is set to 1140 times without passing through a jackpot game state. Note that in the first modified example, similarly to the above form, when a special symbol 1_missing symbol A is drawn in the normal game state, the game is controlled to a micro-time-saving state A in which the number of time-saving times is set to 1140 times without passing through a jackpot game state. In this way, the game may transition from the normal game state to the micro-time-saving state A or the micro-time-saving state B.

[0292] However, when in the micro-time-saving state B, as in the above form (first form), even if special chart 1_missing pattern A is drawn, it is treated as a normal miss and there is no transition to micro-time-saving state A. Therefore, there is no transition from micro-time-saving state B to micro-time-saving state A. And in the first modified example, as in the above form, the probability of drawing special chart 1_missing pattern A in the drawing of special chart 1 is about 1 / 100, while the probability of drawing special chart 1_missing pattern B in the drawing of special chart 1 is about 1 / 300.

[0293] From the above, in the first modified example, as in the above form (first form), when the number of times the special symbol changes from the normal game state without being determined as a jackpot is small (for example, 100 times), the possibility of being controlled to the micro-time-shortening state A is set to be higher than the possibility of being controlled to the micro-time-shortening state B. On the other hand, when the number of times the special symbol changes from the normal game state without being determined as a jackpot is large (for example, 500 times), the possibility of being controlled to the micro-time-shortening state B is set to be higher than the possibility of being controlled to the micro-time-shortening state A. Therefore, in the first modified example, the more a player gets stuck without winning a jackpot from the normal game state, the more advantageous it becomes for the player when he or she wins a jackpot, specifically, the more likely it is that the number of time-shortening times set in the normal time-shortening state will be increased, making it possible to provide a novel game property.

[0294] In the above-mentioned form (first form), there is no transition from the very short time-saving state B to the very short time-saving state A. In contrast, in the second modified example shown in FIG. 44, there is a transition from the very short time-saving state B to the very short time-saving state A. The second modified example shown in FIG. 44 will be described below.

[0295] As shown in FIG. 44, in the second modified example, unlike the above form (first form), the probability of drawing special chart 1_missing pattern A in the drawing of special chart 1 is about 1 / 300, whereas the probability of drawing special chart 1_missing pattern B in the drawing of special chart 1 is about 1 / 100. In other words, it is easier to draw special chart 1_missing pattern B, which is the transition trigger to the micro-time-saving state B, than special chart 1_missing pattern A, which is the transition trigger to the micro-time-saving state A.

[0296] However, in the second modified example, as in the above form (first form), even if special chart 1_missing pattern B is drawn in the normal game state, it is treated as a normal miss and does not transition to the micro-time-saving state B. In other words, in the lottery for special chart 1, it is easier to draw special chart 1_missing pattern B than special chart 1_missing pattern A, but there is no sudden transition from the normal game state to the micro-time-saving state B. And in the micro-time-saving state A, if special chart 1_missing pattern A is drawn, it is again controlled to the micro-time-saving state A where the number of time-saving times is set to 1140 times, while if special chart 1_missing pattern B is drawn, it is controlled to the micro-time-saving state B where the number of time-saving times is set to 1140 times. At this time (when in micro-time-saving state A), it is easier to draw Special Chart 1_Missing Pattern B than Special Chart 1_Missing Pattern A, so the more times the special patterns change without drawing a jackpot, the higher the chance of transitioning to micro-time-saving state B.

[0297] As a result, in the second modified example, as in the above form (first form), when the number of times the special symbol changes from the normal game state without being determined to be a jackpot is small (for example, 100 times), the possibility of being controlled to the micro-time-shortening state A is set to be higher than the possibility of being controlled to the micro-time-shortening state B. On the other hand, when the number of times the special symbol changes from the normal game state without being determined to be a jackpot is large (for example, 500 times), the possibility of being controlled to the micro-time-shortening state B is set to be higher than the possibility of being controlled to the micro-time-shortening state A. Therefore, in the second modified example, the more you get stuck without hitting a jackpot from the normal game state, the more advantageous it becomes for the player when you hit a jackpot, specifically, it is possible to provide a novel game property in which the number of time-shortening times set in the normal time-shortening state tends to increase.

[0298] In the above form (first form), the more the number of times the special symbol changes from the normal game state without being judged as a jackpot, the more advantageous it is for the player when it is judged as a jackpot (the more likely the number of times the time is reduced in the normal time-saving state). In contrast, in the third modified example shown in FIG. 45, the more the number of times the special symbol changes from the normal game state without being judged as a jackpot, the more disadvantageous it is for the player when it is judged as a jackpot (the more likely the number of times the time is reduced in the normal time-saving state). The third modified example shown in FIG. 45 will be described below.

[0299] As shown in FIG. 45, in the third modified example, in the same manner as in the above form (first form), in the normal game state, if the special chart 1_jackpot pattern A is won, the time-saving number is controlled to the normal time-saving state in which the number of times is set to 10,000, if the special chart 1_jackpot pattern B is won, the time-saving number is controlled to the normal time-saving state in which the number of times is set to 165, and if the special chart 1_jackpot pattern C is won, the time-saving number is controlled to the normal time-saving state in which the number of times is set to 100. And, in the minute time-saving state A, if the special chart 1_jackpot pattern A is won, the time-saving number is controlled to the normal time-saving state in which the number of times is set to 10,000, if the special chart 1_jackpot pattern B is won, the time-saving number is controlled to the normal time-saving state in which the number of times is set to 165, and if the special chart 1_jackpot pattern C is won, the time-saving number is controlled to the normal time-saving state in which the number of times is set to 50.

[0300] However, in the third modified example, unlike the above form (first form), in the micro time-saving state B, if the special chart 1_jackpot pattern A is won, the time-saving number is controlled to a normal time-saving state in which the number of times is set to 10,000 times, if the special chart 1_jackpot pattern B is won, the time-saving number is controlled to a normal time-saving state in which the number of times is set to 50 times, and if the special chart 1_jackpot pattern C is won, the time-saving number is controlled to a normal time-saving state in which the number of times is set to 50 times. And, in the micro time-saving state C, if the special chart 1_jackpot pattern A is won, the time-saving number is controlled to a normal time-saving state in which the number of times is set to 50 times, if the special chart 1_jackpot pattern B is won, the time-saving number is controlled to a normal time-saving state in which the number of times is set to 50 times, and if the special chart 1_jackpot pattern C is won, the time-saving number is controlled to a normal time-saving state in which the number of times is set to 50 times.

[0301] Thus, in the third modified example, the number of time-saving times tends to increase in the normal time-saving state to which the game is transferred when a jackpot is won, in the order of normal game state>slight time-saving state A>slight time-saving state B>slight time-saving state C. And, as explained in the above embodiment, if the game proceeds from the normal game state and the jackpot is not won, the game may transition in the order of normal game state ⇒slight time-saving state A ⇒slight time-saving state B ⇒slight time-saving state C. Therefore, the more you get stuck without winning a jackpot from the normal game state, the less the number of time-saving times tends to decrease when you win a jackpot, which is a novel game characteristic. In other words, it is possible to provide a novel game characteristic in which the number of time-saving times tends to increase as soon as you start playing from the normal game state and win a jackpot as soon as possible.

[0302] <Second form> In the first form, if a special miss (special chart 1_missing pattern A, special chart 1_missing pattern B, special chart 1_missing pattern C) was drawn in the normal game state, a transition was possible only to the micro-time-saving state A (see Figs. 9 and 10). In contrast, in the second form, as shown in Figs. 46 and 48, if a special miss (special chart 1_missing pattern A, special chart 1_missing pattern B, special chart 1_missing pattern C) was drawn in the normal game state, a transition was possible to any of the micro-time-saving state A, the micro-time-saving state B, or the micro-time-saving state C. Below, the differences from the first form will be mainly explained.

[0303] As shown in FIG. 46, if you draw special symbol 1_missing symbol A in the normal game state, when the stop time of the special symbol has elapsed, the game is controlled to a micro-time-saving state A in which the number of time-saving times is set to 1140 times. Also, if you draw special symbol 1_missing symbol B in the normal game state, when the stop time of the special symbol has elapsed, the game is controlled to a micro-time-saving state B in which the number of time-saving times is set to 1140 times. Also, if you draw special symbol 1_missing symbol C in the normal game state, when the stop time of the special symbol has elapsed, the game is controlled to a micro-time-saving state C in which the number of time-saving times is set to 1140 times. Thus, as shown in FIG. 48, if you draw a special miss (special symbol 1_missing symbol A, special symbol 1_missing symbol B, special symbol 1_missing symbol C) in the normal game state, it is not treated as a normal miss, and always transitions to a micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C).

[0304] Also, if you draw special 1_missing pattern B in the short time-saving state A, when the stop time of the special pattern has elapsed, the time-saving state B is controlled to be set to 1140 times. Also, if you draw special 1_missing pattern C in the short time-saving state A, when the stop time of the special pattern has elapsed, the time-saving state C is controlled to be set to 1140 times. However, if you draw special 1_missing pattern A in the short time-saving state A, it is treated as a normal miss, and the short time-saving state A is maintained even if the stop time of the special pattern has elapsed. Thus, as shown in Figure 48, in the short time-saving state A, if you draw a special miss (special 1_missing pattern B, special 1_missing pattern C) other than the special 1_missing pattern A that triggered the transition to the short time-saving state A, the short time-saving state other than the short time-saving state A will be transitioned to (short time-saving state B, short time-saving state C).

[0305] Also, if you draw special 1_missing pattern C in the short time saving state B, when the stop time of the special pattern has elapsed, the time saving state is controlled to be in the short time saving state C, where the number of time saving times is set to 1140 times. Also, if you draw special 1_missing pattern A in the short time saving state B, when the stop time of the special pattern has elapsed, the time saving state is controlled to be in the short time saving state A, where the number of time saving times is set to 1140 times. However, if you draw special 1_missing pattern B in the short time saving state B, it is treated as a normal miss, and the short time saving state B is maintained even if the stop time of the special pattern has elapsed. Thus, as shown in FIG. 48, in the short time saving state B, if you draw a special miss (special 1_missing pattern C, special 1_missing pattern A) other than the special 1_missing pattern B that triggered the transition to the short time saving state B, the time saving state is transitioned to a short time saving state other than the short time saving state B (short time saving state C, short time saving state A).

[0306] Also, if you draw special 1_missing pattern A in the short time-saving state C, when the stop time of the special pattern has elapsed, the time-saving state A is controlled to have the number of times set to 1140. Also, if you draw special 1_missing pattern B in the short time-saving state C, when the stop time of the special pattern has elapsed, the time-saving state B is controlled to have the number of times set to 1140. However, if you draw special 1_missing pattern C in the short time-saving state C, it is treated as a normal miss, and the short time-saving state C is maintained even if the stop time of the special pattern has elapsed. Thus, as shown in FIG. 48, in the short time-saving state C, if you draw a special miss (special 1_missing pattern A, special 1_missing pattern B) other than the special 1_missing pattern C that triggered the transition to the short time-saving state C, the time-saving state will transition to a short time-saving state other than the short time-saving state C (short time-saving state A, short time-saving state B).

[0307] In the second form, as shown in Fig. 47, in the normal game state and the slight time-saving state (slight time-saving state A, slight time-saving state B, slight time-saving state C), the number of times each time-saving state is changed to when the player wins the jackpot (special chart 1_jackpot pattern A, special chart 1_jackpot pattern B, special chart 1_jackpot pattern C) in the lottery of special chart 1 is the same as in the first form (see Fig. 10). Therefore, in the slight time-saving state, the game state that is advantageous to the player is in the order of slight time-saving state C>slight time-saving state B>slight time-saving state A, as in the first form.

[0308] In the second form, as shown in Fig. 48, after the normal game state has shifted to the micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C), if the player does not win a big win but gets a special miss, the game state shifts between the micro-time-saving states (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C). However, as explained in the first form, the player is basically made to think that he is being controlled to the normal game state, and even if he is being controlled to the micro-time-saving state, he is unable to tell which micro-time-saving state he is being controlled to.

[0309] On this premise, when the player is controlled to the micro-time-saving state A, if the player draws the special pattern 1_missing pattern A, which triggers the transition to the micro-time-saving state A, the slight fever mode notification success performance shown in FIG. 40(B-1) is executed after the slight fever mode promotion performance shown in FIG. 40(A) as the change performance. In addition, even if the player draws the special pattern 1_missing pattern B or the special pattern 1_missing pattern C when the player is controlled to the micro-time-saving state A, the change performance is that the performance patterns 8L, 8C, and 8R are displayed in a stop state (scattered pattern) after the change display, and no performance suggesting a transition to the micro-time-saving state (micro-time-saving state B, micro-time-saving state C) is executed. In this way, when the player is controlled to the micro-time-saving state A, the player is notified that the player is controlled to the micro-time-saving state A only when the player draws the special pattern 1_missing pattern A, which triggers the transition to the micro-time-saving state A. This allows the player to understand that he or she is being controlled into the micro-time-saving state A as a bonus for drawing special pattern 1_missing pattern A.

[0310] In addition, when the game is controlled to the micro-time-saving state B, if the player draws the special pattern 1_missing pattern B, which triggers the transition to the micro-time-saving state B, the variation effect is the super-hot mode promotion effect shown in FIG. 41(A), and then the super-hot mode notification success effect shown in FIG. 41(B-1) is executed. In addition, even if the game is controlled to the micro-time-saving state B and the special pattern 1_missing pattern C or the special pattern 1_missing pattern A is drawn, the variation effect is that the performance patterns 8L, 8C, and 8R are displayed in a stop state (a scattered pattern) after the variation display, and no effect is executed that suggests a transition to the micro-time-saving state (micro-time-saving state C, micro-time-saving state A). In this way, when the game is controlled to the micro-time-saving state B, the player is notified that the game is controlled to the micro-time-saving state B only when the player draws the special pattern 1_missing pattern B, which triggers the transition to the micro-time-saving state B. This makes it possible for the player to have a great sense of elation at being controlled in the slight time-saving state B as a bonus for drawing the special pattern 1_missing pattern B.

[0311] In addition, when the game is controlled to the micro-time-saving state C, if the player draws the special pattern 1_missing pattern C that triggered the transition to the micro-time-saving state C, the variation effect is the scorching mode teasing effect shown in FIG. 42(A), followed by the scorching mode notification success effect shown in FIG. 42(B-1). In addition, even if the game is controlled to the micro-time-saving state C and the player draws the special pattern 1_missing pattern A or the special pattern 1_missing pattern B, the variation effect is that the performance patterns 8L, 8C, and 8R are displayed in a stop state (a scattered pattern) after the variation display, and no effect is executed that suggests a transition to the micro-time-saving state (micro-time-saving state A, micro-time-saving state B). In this way, when the game is controlled to the micro-time-saving state C, the player is notified that the game is controlled to the micro-time-saving state C only when the player draws the special pattern 1_missing pattern C that triggered the transition to the micro-time-saving state C. This allows the player to feel a great sense of elation that the player is in the micro-time-saving state C as a special privilege for drawing the special pattern 1_missing pattern C. The contents (configuration, action and effect) other than the above are the same as those of the first form, so the explanation will be omitted.

[0312] <3rd form> In the first form, as shown in FIG. 9, the normal game state is disadvantageous in that the number of times of each time-saving in the normal time-saving state to which the player enters when the player wins a jackpot (special chart 1_jackpot pattern A, special chart 1_jackpot pattern B, special chart 1_jackpot pattern C) in the lottery of special chart 1 tends to be smaller than the small time-saving state B and small time-saving state C. In contrast, in the third form, as shown in FIG. 49, the normal game state is advantageous in that the number of times of each time-saving in the normal time-saving state to which the player enters when the player wins a jackpot (special chart 1_jackpot pattern A, special chart 1_jackpot pattern B, special chart 1_jackpot pattern C) in the lottery of special chart 1 tends to be larger than the small time-saving state (small time-saving state A, small time-saving state B, small time-saving state C). Below, the differences from the first form will be mainly explained.

[0313] As shown in FIG. 49 and FIG. 50, if the player wins "Special Figure 1_Big Winning Pattern A" in the normal game state, the game will transition to a normal time-saving state in which the number of time-saving times is set to 10,000 after the big win. If the player wins "Special Figure 1_Big Winning Pattern B" in the normal game state, the game will transition to a normal time-saving state in which the number of time-saving times is set to 10,000 after the big win. If the player wins "Special Figure 1_Big Winning Pattern C" in the normal game state, the game will transition to a normal time-saving state in which the number of time-saving times is set to 10,000 after the big win. In this way, in the normal game state, if the player wins a big win in the lottery for Special Figure 1, the player is guaranteed to win the next big win in the normal time-saving state to which the player has transitioned. Therefore, the normal game state is an extremely advantageous game state.

[0314] In addition, if "Special chart 1_jackpot pattern A" is won in the micro-time-saving state A, after the jackpot game, the game will transition to the normal time-saving state where the number of time-saving times is set to 10,000. In addition, if "Special chart 1_jackpot pattern B" is won in the micro-time-saving state A, after the jackpot game, the game will transition to the normal time-saving state where the number of time-saving times is set to 165. In addition, if "Special chart 1_jackpot pattern C" is won in the micro-time-saving state A, after the jackpot game, the game will transition to the normal time-saving state where the number of time-saving times is set to 50. Thus, the micro-time-saving state A is a very disadvantageous game state compared to the normal game state in that the number of time-saving times in the time-saving state to which the game transitions when the jackpot (Special chart 1_jackpot pattern A, Special chart 1_jackpot pattern B, Special chart 1_jackpot pattern C) is won in the lottery of Special chart 1 is likely to be small.

[0315] Also, if "Special chart 1_jackpot pattern A" is won in the micro-time-saving state B, after the jackpot game, the game will transition to the normal time-saving state where the number of time-saving times is set to 10,000. Also, if "Special chart 1_jackpot pattern B" is won in the micro-time-saving state B, after the jackpot game, the game will transition to the normal time-saving state where the number of time-saving times is set to 165. Also, if "Special chart 1_jackpot pattern C" is won in the micro-time-saving state B, after the jackpot game, the game will transition to the normal time-saving state where the number of time-saving times is set to 100. Thus, although the micro-time-saving state B is a disadvantageous game state compared to the normal game state, it is an advantageous game state compared to the micro-time-saving state A in that the number of time-saving times in the time-saving state to which the game transitions when the jackpot (Special chart 1_jackpot pattern A, Special chart 1_jackpot pattern B, Special chart 1_jackpot pattern C) is won in the lottery of Special chart 1 is more likely to be increased.

[0316] Also, if "Special chart 1_jackpot pattern A" is won in the micro-time-saving state C, after the jackpot game, the game will transition to the normal time-saving state where the number of time-saving times is set to 10,000. Also, if "Special chart 1_jackpot pattern B" is won in the micro-time-saving state C, after the jackpot game, the game will transition to the normal time-saving state where the number of time-saving times is set to 165. Also, if "Special chart 1_jackpot pattern C" is won in the micro-time-saving state C, after the jackpot game, the game will transition to the normal time-saving state where the number of time-saving times is set to 165. Thus, although the micro-time-saving state C is a disadvantageous game state compared to the normal game state, it is an advantageous game state compared to the micro-time-saving state A and the micro-time-saving state B in that the number of time-saving times in the time-saving state to which the game transitions when the jackpot (Special chart 1_jackpot pattern A, Special chart 1_jackpot pattern B, Special chart 1_jackpot pattern C) is won in the lottery of Special chart 1 is likely to be large. From the above, in the third mode, the game states advantageous to the player can be said to be in the following order: normal game state>micro-time-saving state C>micro-time-saving state B>micro-time-saving state A.

[0317] Also, in the third form, as shown in Figures 49 and 51, if a special miss (Special chart 1_missing pattern A, Special chart 1_missing pattern B, Special chart 1_missing pattern C) is drawn in the normal game state, it will not be treated as a normal miss, and the player will transition to the respective micro-time-saving state (Micro-time-saving state A, Micro-time-saving state B, Micro-time-saving state C).

[0318] Also, if you draw special symbol 1_missing symbol B in the short time saving state A, when the stop time of the special symbol has elapsed, the time saving number is controlled to 1140 times in the short time saving state B, and if you draw special symbol 1_missing symbol C in the short time saving state A, when the stop time of the special symbol has elapsed, the time saving number is controlled to 1140 times in the short time saving state C. Also, if you draw special symbol 1_missing symbol C in the short time saving state B, when the stop time of the special symbol has elapsed, the time saving number is controlled to 1140 times in the short time saving state C, and if you draw special symbol 1_missing symbol A in the short time saving state B, when the stop time of the special symbol has elapsed, the time saving number is controlled to 1140 times in the short time saving state A. In addition, if special chart 1_missing pattern A is drawn in the short-time-saving state C, when the stop time of the special pattern has elapsed, the state will be controlled to short-time-saving state A in which the number of time-saving times is set to 1140 times, and if special chart 1_missing pattern B is drawn in the short-time-saving state B, when the stop time of the special pattern has elapsed, the state will be controlled to short-time-saving state B in which the number of time-saving times is set to 1140 times.

[0319] In the third form, when the player is in the short-time-saving state A and draws again the special symbol 1_missing symbol A that triggered the transition to the short-time-saving state A, when the player is in the short-time-saving state B and draws again the special symbol 1_missing symbol B that triggered the transition to the short-time-saving state B, and when the player is in the short-time-saving state C and draws again the special symbol 1_missing symbol C that triggered the transition to the short-time-saving state C, a large bonus is awarded in each case.

[0320] Specifically, as shown in FIG. 49 and FIG. 51, when in the micro-time-saving state A, if the player draws the special pattern 1_missing pattern A which triggers the transition to the micro-time-saving state A, the player is not treated as a normal miss (the number of time-saving times is not simply consumed once), but is controlled to the micro-time-saving state A where the number of time-saving times is set to one. Also, when in the micro-time-saving state B, if the player draws the special pattern 1_missing pattern B which triggers the transition to the micro-time-saving state B, the player is not treated as a normal miss (the number of time-saving times is not simply consumed once), but is controlled to the micro-time-saving state B where the number of time-saving times is set to one. Also, when in the micro-time-saving state C, if the player draws the special pattern 1_missing pattern C which triggers the transition to the micro-time-saving state C, the player is not treated as a normal miss (the number of time-saving times is not simply consumed once), but is controlled to the micro-time-saving state C where the number of time-saving times is set to one.

[0321] In this way, when the game is controlled to a micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C) in which the number of time-saving times is set to one, if the special symbol variable display is performed once in the micro-time-saving state (if the number of time-saving times, which is one, is consumed), the game will transition to an extremely advantageous normal game state. Therefore, in each micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C), if the special miss (special symbol 1_miss symbol A, special symbol 1_miss symbol B, special symbol 1_miss symbol C) that triggered the transition to the micro-time-saving state is drawn again, a novel game property can be provided in which the game can immediately transition to an extremely advantageous normal game state. In other words, even if the game has transitioned to a micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C) that is less favorable than the normal game state, by drawing a special miss that triggered the control to the currently controlled micro-time-saving state, it is possible to receive a great bonus of suddenly reducing the number of time-saving times to one.

[0322] Next, the presentation modes when controlled in the normal game state and the micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C) in the third form will be described. In the third form, when controlled in the normal game state, it is set to the heaven mode, when controlled in the micro-time-saving state A, it is set to the small luck mode, when controlled in the micro-time-saving state B, it is set to the medium luck mode, and when controlled in the micro-time-saving state C, it is set to the great luck mode.

[0323] As shown in FIG. 52(A), in the heaven mode, a daytime background image Ha is displayed, and a heaven mode suggestion image EM1 showing the characters "heaven" is displayed in the upper left corner of the display screen 7a. Therefore, by looking at the heaven mode suggestion image EM1, the player can understand that the game is being controlled to the normal game state. Also, as shown in FIG. 52(B), in the small fortune mode, a daytime background image Ha is displayed, and a small fortune mode suggestion image EM2 showing the characters "small fortune" is displayed in the upper left corner of the display screen 7a. Therefore, by looking at the small fortune mode suggestion image EM2, the player can understand that the game is being controlled to the micro-time-saving state A.

[0324] As shown in FIG. 52(C), in the medium luck mode, a daytime background image Ha is displayed, and a medium luck mode suggestion image EM3 showing the characters "medium luck" is displayed at the upper left of the display screen 7a. Therefore, the player can understand that the game is controlled to the micro-time-saving state B by looking at the medium luck mode suggestion image EM3. As shown in FIG. 52(D), in the large luck mode, a daytime background image Ha is displayed, and a large luck mode suggestion image EM4 showing the characters "large luck" is displayed at the upper left of the display screen 7a. Therefore, the player can understand that the game is controlled to the micro-time-saving state C by looking at the large luck mode suggestion image EM4. As described above, in the third form, when the game is controlled to the normal game state or the micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C), the player can understand the current game state.

[0325] Next, a case where the heaven mode teasing effect is executed when the player is controlled to the micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C) will be described based on FIG. 53. A case where the heaven mode teasing effect is executed when the player is controlled to the micro-time-saving state A will be described as an example. When the heaven mode teasing effect is executed, as shown in FIG. 53(A), the left performance pattern 8L and the right performance pattern 8R are each temporarily stopped, and the left performance pattern 8L and the right performance pattern 8R are each temporarily stopped, and the middle performance pattern 8C showing the characters "heaven chance" moves toward the center of the display screen 7a while gradually decelerating. In this way, the player is made to expect the middle performance pattern 8C showing the characters "heaven chance" to be stopped and displayed in the center of the display screen 7a.

[0326] After that, it branches into a case where the heaven mode transition possible effect shown in Fig. 53 (B-1) is executed, and a case where the heaven mode transition impossible effect shown in Fig. 53 (B-2) is executed. In the third form, when the micro-time-saving state A is controlled, if the special chart 1_missing pattern A that triggered the transition to the micro-time-saving state A is drawn, the heaven mode teasing effect and the heaven mode transition possible effect are executed. Also, when the micro-time-saving state A is controlled, if the normal miss (special chart 1_missing pattern D) is drawn, the heaven mode teasing effect and the heaven mode transition impossible effect may be executed by lottery.

[0327] As shown in FIG. 53(B-1), when the heaven mode transition possible effect is executed, the medium effect pattern 8C showing the characters "heaven chance" stops in the center of the display screen 7a, and the effect patterns 8L, 8C, and 8R are definitely stopped and displayed. This makes it possible for the player to understand that it is possible to transition to the heaven mode, that is, to transition to the normal game state. After that, as shown in FIG. 53(C-1), the display screen 50a displays the small fortune mode suggestion image EM2 and the remaining number of changes image NC showing "one time left until heaven" and the change effect starts. The remaining number of changes image NC is an image showing the number of changes of the special pattern required to transition to the normal game state (heaven mode). In this way, it is possible for the player who sees the remaining number of changes image NC to understand that if the special pattern change display is executed once, it is possible to transition to the normal game state (heaven mode). In the situation shown in FIG. 53(C-1), if the jackpot is not won and the player misses, the game will transition to the normal game state (heaven mode) after the stopping time of the special symbols has elapsed.

[0328] On the other hand, as shown in FIG. 53(B-2), when the heaven mode transition impossible effect is executed, the medium effect pattern 8C showing the characters "heaven chance" passes downward from the display screen 7a, and the effect patterns 8L, 8C, and 8R are definitely stopped and displayed in a losing state ("583"). In this way, the heaven mode transition impossible effect is executed, and it is notified that it is not possible to immediately transition to the normal game state (heaven mode). Then, as shown in FIG. 53(C-1), the next variable effect will start.

[0329] In the above, the case where the heaven mode teasing performance is executed when controlled to the micro-time-saving state A was described using Fig. 53, but the same applies to the case where the heaven mode teasing performance is executed when controlled to the micro-time-saving state B or the micro-time-saving state C. That is, when controlled to the micro-time-saving state B, if the special chart 1_missing pattern B that triggers the transition to the micro-time-saving state B is drawn, the heaven mode teasing performance and the heaven mode transition possible performance are executed (see Fig. 53 (A) (B-1)), and if a normal miss (special chart 1_missing pattern D) is drawn, the heaven mode teasing performance and the heaven mode transition impossible performance may be executed by lottery. In addition, when the player is in the micro-time-saving state C, if the player draws the special chart 1_missing pattern C, which triggers the transition to the micro-time-saving state C, a heaven mode teasing effect and a heaven mode transition possible effect will be executed (see Figure 53 (A) (B-1)), and if the player draws a normal miss (special chart 1_missing pattern D), a heaven mode teasing effect and a heaven mode transition impossible effect may be executed by lottery.

[0330] As described above, in the third form, when the game is controlled in the micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C), if the heaven mode teasing effect (see FIG. 53(A)) is executed, it is possible to give the player a great sense of expectation that the game may soon move to the advantageous normal game state (heaven mode). And, when the heaven mode transition possible effect (see FIG. 53(B-1)) is executed, it is possible to give the player a great sense of elation that the game will soon move to the advantageous normal game state (heaven mode). In other words, when the heaven mode transition possible effect (see FIG. 53(B-1)) is executed, it is possible to make the player understand that the number of time-saving times will suddenly be one (see FIG. 53(C-1)), and to provide a way of showing that the game is suddenly approaching the advantageous normal game state (heaven mode).

[0331] As described above, according to the third form of pachinko game machine PY1, as shown in FIG. 49, if a special miss (special chart 1_miss pattern A, special chart 1_miss pattern B, special chart 1_miss pattern C) is drawn in the normal game state, the machine is controlled to the micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C) without passing through the big win game state. Also, if a special miss that triggers a transition to the micro-time-saving state is drawn in the micro-time-saving state, the machine is controlled to the micro-time-saving state again. However, in the micro-time-saving state controlled when a special miss (special chart 1_miss pattern A, special chart 1_miss pattern B, special chart 1_miss pattern C) is drawn in the normal game state, the number of time-saving times is set to 1140. On the other hand, in the micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C), the number of time-savings is set to 1 in the micro-time-saving state that is controlled when a special miss that triggers a transition to the micro-time-saving state is drawn. In this way, when a special miss (special chart 1_miss pattern A, special chart 1_miss pattern B, special chart 1_miss pattern C) is drawn in the normal game state and when a special miss that triggers a transition to the micro-time-saving state is drawn in the micro-time-saving state, it is possible to provide a novel gameplay in which the end conditions of each micro-time-saving state are different even if the state is controlled to the same micro-time-saving state.

[0332] Also, according to the third form of pachinko game machine PY1, as shown in FIG. 49, the normal game state is set more advantageously than the micro time-saving state (special chart 1_missing pattern A, special chart 1_missing pattern B, special chart 1_missing pattern C) in that the number of time-saving times set in the normal time-saving state to which the player transitions is likely to be large when the player wins the jackpot in the lottery for special chart 1. In addition, in the micro time-saving state controlled when a special miss (special chart 1_missing pattern A, special chart 1_missing pattern B, special chart 1_missing pattern C) is drawn in the normal game state, the number of time-saving times is set to 1140. In contrast, in the micro time-saving state (micro time-saving state A, micro time-saving state B, micro time-saving state C), the number of time-saving times is set to an extremely small number of times, 1, in the micro time-saving state controlled when a special miss that triggered the transition to the micro time-saving state is drawn. This allows the player to immediately transition from the short-time-saving state to the advantageous normal game state if the player draws the special miss that triggered the transition to the short-time-saving state again in the short-time-saving state. In other words, it is possible to grant the player the privilege of immediately transitioning to the advantageous normal game state if the player draws the special miss that triggered the transition to the short-time-saving state again in the short-time-saving state.

[0333] <4th form> Before explaining the fourth mode, the problems with the conventional configuration will be explained. The game control microcomputer 81 is adapted to set the variable status after a big win game. The variable status is information for determining which special chart variable pattern determination table to use when selecting a variable pattern in the game state after a big win game (particularly in the fourth mode, the normal time-saving state).

[0334] In the fourth form, when the special symbol 1_jackpot symbol A is won in the normal game state, the game is controlled to the normal time-saving state in which the number of time-saving times is set to 10,000 times after the jackpot game, but the game control microcomputer 81 sets the immediate win variation status in the normal time-saving state in which the number of time-saving times is set to 10,000 times based on the winning of the special symbol 1_jackpot symbol A (see FIG. 54). The immediate win variation status is information indicating the use of a special symbol variation pattern determination table (not shown) for immediate win, in which a variation pattern with a very short variation time is likely to be selected. Thus, in the normal time-saving state in which the number of time-saving times is set to 10,000 times after passing through the normal game state to the jackpot game state, the special symbol variation pattern determination table for immediate win is used, and a variation pattern with a very short variation time is likely to be selected.

[0335] Also, when the special symbol 1_jackpot symbol B is won in the normal game state, the game is controlled to the normal time-saving state in which the number of time-saving times is set to 165 times after the jackpot game, but the game control microcomputer 81 sets the high continuation variable status in the normal time-saving state in which the number of time-saving times is set to 165 times based on the winning of the special symbol 1_jackpot symbol B (see FIG. 54). The high continuation variable status is information indicating the use of a high continuation special symbol variable pattern determination table (not shown) in which a variable pattern with a relatively short variable time is likely to be selected. Thus, in the normal time-saving state in which the number of time-saving times is set to 165 times after passing through the jackpot game state from the normal game state, the high continuation special symbol variable pattern determination table is used, and a variable pattern with a relatively short variable time is likely to be selected.

[0336] Also, when the special symbol 1_jackpot symbol C is won in the normal game state, the game is controlled to the normal time-saving state in which the number of time-saving times is set to 100 after the jackpot game, but the game control microcomputer 81 sets the low continuation fluctuation status in the normal time-saving state in which the number of time-saving times is set to 100 based on the winning of the special symbol 1_jackpot symbol C (see FIG. 54). The low continuation fluctuation status is information indicating the use of a special symbol fluctuation pattern determination table (not shown) for low continuation in which a fluctuation pattern with a relatively long fluctuation time is likely to be selected. Thus, in the normal time-saving state in which the number of time-saving times is set to 100 after passing through the jackpot game state from the normal game state, the special symbol fluctuation pattern determination table for low continuation is used, and a fluctuation pattern with a relatively long fluctuation time is likely to be selected.

[0337] Here, if the game control microcomputer 81 sets the variable status after the big win game based only on the type of the winning big win pattern as described above, the following problem occurs. That is, as shown in FIG. 54, for example, when the special chart 1_big win pattern B is won in the slight time-saving state B, the game is controlled to the normal time-saving state in which the number of time-saving times is set to 10,000 times after the big win game. At this time, the game control microcomputer 81 sets the high continuation variable status based on the winning of the special chart 1_big win pattern B. However, since the high continuation variable status is a variable status set in the normal time-saving state in which the number of time-saving times is set to 165 times as described above, if it is set in the normal time-saving state in which the number of time-saving times is set to 10,000 times, the player may feel uncomfortable with the variable time of the selected variable pattern. In other words, in the normal time-saving state in which the number of time-saving times is set to 10,000, even though it is assumed that a fluctuation pattern with a very short fluctuation time is likely to be selected, a situation arises in which a fluctuation pattern with a relatively short fluctuation time is likely to be selected.

[0338] Also, for example, when the special chart 1_jackpot pattern C is won in the micro time-saving state C, the time-saving count is controlled to 10,000 times in the normal time-saving state after the jackpot game. At this time, the game control microcomputer 81 sets the low continuation variable status based on the winning of the special chart 1_jackpot pattern C. However, since the low continuation variable status is a variable status set in the normal time-saving state in which the time-saving count is set to 100 times as described above, if it is set in the normal time-saving state in which the time-saving count is set to 10,000 times, there is a risk that the player will feel uncomfortable with the variable time of the selected variable pattern. That is, in the normal time-saving state in which the time-saving count is set to 10,000 times, a situation occurs in which a variable pattern with a relatively long variable time is likely to be selected, even though it is assumed that a variable pattern with a very short variable time is likely to be selected. In addition, the above-mentioned problems can also occur with the variable status set when Special Chart 1_Big Winning Pattern C is won in the micro-time-saving state A, or with the variable status set when Special Chart 1_Big Winning Pattern B is won in the micro-time-saving state C.

[0339] Therefore, in the fourth form, in order to solve the above-mentioned problems, as shown in FIG. 55, the game control microcomputer 81 is configured to set the variation status after the big win game. Specifically, as shown in FIG. 55, when the special chart 1_big win pattern C is won in the minute time-saving state A, the game is controlled to a normal time-saving state in which the number of time-saving times is set to 50 times after the big win game. At this time, the game control microcomputer 81 sets the long variation status based on the number of time-saving times (50 times) set in the normal time-saving state, not on the special chart 1_big win pattern C that was won. The long variation status is information indicating the use of a special chart variation pattern determination table (not shown) for long, in which a variation pattern with a very long variation time is likely to be selected. In this way, when the game is controlled to a normal time-saving state in which the number of time-saving times is set to 50 times based on the win of the special chart 1_big win pattern C, the variation pattern determination table for long is used, making it possible to make it easy to select a variation pattern with a very long variation time.

[0340] Also, as shown in FIG. 55, when the special chart 1_jackpot pattern B is won in the minute time-saving state B, after the jackpot game, the state is controlled to the normal time-saving state in which the number of time-saving times is set to 10,000 times. At this time, the game control microcomputer 81 sets the status for immediate win fluctuation based on the number of time-saving times (10,000 times) set in the normal time-saving state, not on the special chart 1_jackpot pattern B that was won. As a result, even in the normal time-saving state in which the number of time-saving times is set to 10,000 times based on the winning of the special chart 1_jackpot pattern B, the fluctuation pattern determination table for immediate win is used, making it possible to make it easier to select a fluctuation pattern with a very short fluctuation time. Note that instead of the method of setting the fluctuation status based on the number of time-saving times as described above, the following method may be used. That is, as described above, when the number of time-saving times is controlled to the normal time-saving state set to 10,000 times, the game control microcomputer 81 may set the status for immediate win variation based on the winning special chart 1_jackpot pattern B and the game state at the time of the winning (micro time-saving state B).

[0341] Also, as shown in FIG. 55, when the special chart 1_jackpot pattern B is won in the minute time-saving state C, after the jackpot game, the game is controlled to the normal time-saving state in which the number of time-saving times is set to 10,000 times. At this time, the game control microcomputer 81 sets the status for immediate win fluctuation based on the number of time-saving times (10,000 times) set in the normal time-saving state, not on the winning special chart 1_jackpot pattern B. As a result, even in the normal time-saving state in which the number of time-saving times is set to 10,000 times based on the winning of the special chart 1_jackpot pattern B, the fluctuation pattern determination table for immediate win is used, and it is possible to make it easier to select a fluctuation pattern with a very short fluctuation time. In addition, instead of the above-mentioned method, when the game is controlled to the normal time-saving state in which the number of time-saving times is set to 10,000 times, the game control microcomputer 81 may set the status for immediate win fluctuation based on the winning special chart 1_jackpot pattern B and the game state at the time of winning (minute time-saving state C).

[0342] Also, as shown in FIG. 55, when the special chart 1_jackpot pattern C is won in the minute time-saving state C, after the jackpot game, the game is controlled to the normal time-saving state in which the number of time-saving times is set to 10,000 times. At this time, the game control microcomputer 81 sets the status for immediate win fluctuation based on the number of time-saving times (10,000 times) set in the normal time-saving state, not on the special chart 1_jackpot pattern C that was won. As a result, even in the normal time-saving state in which the number of time-saving times is set to 10,000 times based on the winning of the special chart 1_jackpot pattern C, the fluctuation pattern determination table for immediate win is used, and it is possible to make it easier to select a fluctuation pattern with a very short fluctuation time. In addition, instead of the above-mentioned method, when the game is controlled to the normal time-saving state in which the number of time-saving times is set to 10,000 times, the game control microcomputer 81 may set the status for immediate win fluctuation based on the winning special chart 1_jackpot pattern C and the game state at the time of winning (minute time-saving state C).

[0343] As described above, in the fourth embodiment, the game control microcomputer 81 sets the variable status to be set in the game state after the jackpot game (normal time-saving state) not only based on the type of the jackpot symbol, but also based on the number of time-saving times set in the normal time-saving state to which the game is to be transferred. Alternatively, the game control microcomputer 81 sets the variable status to be set in the game state after the jackpot game (normal time-saving state) based on the type of the jackpot symbol and the type of game state at the time of winning. This makes it possible to optimally set the variable status according to each normal time-saving state, even if the game is controlled to multiple types of normal time-saving states with different times of time-saving times due to a special miss.

[0344] <5th form> In the fourth form, the game control microcomputer 81 sets the variable status to be set in the game state after the big win (normal time-saving state) based on the number of time-saving times set in the normal time-saving state to which the game is to be transferred, or based on the type of big win symbol and the type of game state at the time of winning. However, there is a risk that the variable status cannot be set by the above-mentioned method. Therefore, in the fifth form, the following countermeasure is taken.

[0345] In the fifth form, the game control microcomputer 81 sets the variable status to be set in the game state (normal time-saving state) after the big win game based only on the type of the big win pattern, as in the conventional method. In addition, the special pattern variable pattern determination table for high continuation used in setting the variable status for high continuation and the special pattern variable pattern determination table for low continuation used in setting the variable status for low continuation are configured as follows.

[0346] That is, since the special pattern change pattern determination table for high continuation is premised on being used in the normal time-saving state where the time-saving count is set to 165 times, a change pattern can be selected when the special pattern changes 165 times. However, in the special pattern change pattern determination table for high continuation in the fifth form, as shown in FIG. 56, a change pattern can be selected when the special pattern changes more than 165 times, up to 10,000 times. In detail, in the special pattern change pattern determination table for high continuation in the fifth form, a change pattern with a relatively short change time is set to be easily selected when the special pattern changes 1 to 165 times, and a change pattern with a very short change time is set to be easily selected when the special pattern changes 166 to 10,000 times (9,835 times...

Claims

1. A game control means is provided for executing a process for determining whether or not a small win has occurred, The game control means includes: When a game ball that enters the special ball entrance passes through a specific area, a jackpot game can be executed. When a small win is determined in the determination process, a small win game that can open the special ball entrance can be executed. It is possible to control the state to a normal game state or a ball-entry easy state in which the game ball is easier to enter the variable ball entry port than in the normal game state, The easy-to-score state can be controlled to a first easy-to-score state that is transitioned to when a first start condition is satisfied, or a second easy-to-score state that is transitioned to when a second start condition is satisfied, In the first easy-to-score state or the second easy-to-score state, when a small win is determined in the determination process, the state can be controlled to the normal game state; When the game state is controlled to the first ball-entry easy state and a small win is determined in the determination process, and the game state is controlled to the normal game state when the game ball enters the specific area, the game setting after the big win game is set to a first game setting based on information indicating that the game state was controlled to the first ball-entry easy state and information indicating a small win; A gaming machine characterized in that, when a small win is determined in the judgment process while the machine is controlled to the second easy ball entry state, and the machine is controlled to the normal gaming state when the gaming ball enters the specific area, the gaming setting after the big win is set to a second gaming setting based on information indicating that the machine was controlled to the second easy ball entry state and information indicating a small win.

2. 2. The gaming machine according to claim 1, The end condition of the first easy-to-score state includes a number end condition in which the number of times the variable display of the identification pattern indicating the result of the judgment process reaches an end number, When the game is controlled to the first easy ball entry state and a small win is determined in the determination process, and the game is controlled to the normal game state when the game ball enters the specific area, the end count under the count end condition is set to a first end count as the first game setting in the first easy ball entry state controlled after the big win game based on information indicating that the game was controlled to the first easy ball entry state and information indicating a small win, A gaming machine characterized in that when the game machine is controlled to the second easy ball entry state and a small win is determined in the judgment process, and the game machine is controlled to the normal game state when the game ball enters the specific area, in the first easy ball entry state which is controlled after the big win game, the ending number under the number ending condition is set to the second ending number as the second game setting based on information indicating that the game machine was controlled to the second easy ball entry state and information indicating a small win.

3. 3. The gaming machine according to claim 2, The game control means includes: The small win determined in the determination process may be a first small win or a second small win. When the first small win is determined in the determination process while the game ball is controlled to the first easy ball entry state, and the game ball is controlled to the normal game state when it enters the specific area, the end count under the count end condition is set to a first predetermined end count in the first easy ball entry state controlled after the big win game based on information indicating that the game ball was controlled to the first easy ball entry state and information indicating the first small win, A gaming machine characterized in that when the game machine is controlled to the first easy ball entry state and the judgment process judges that a second small win has occurred, and the game machine is controlled to the normal game state when the game ball enters the specific area, the game machine is characterized in that, in the first easy ball entry state which is controlled after the big win game, the ending number under the number ending condition is set to a first specific ending number based on information indicating that the game machine was controlled to the first easy ball entry state and information indicating the second small win.

4. 3. The gaming machine according to claim 2, The game control means includes: The small win determined in the determination process may be a first small win or a second small win. When the first small win is determined in the determination process while the game ball is controlled to the second easy ball entry state, and the game ball is controlled to the normal game state when it enters the specific area, the end count under the count end condition is set to a second predetermined end count in the first easy ball entry state controlled after the big win game based on information indicating that the game ball was controlled to the second easy ball entry state and information indicating the first small win, A gaming machine characterized in that when the game machine is controlled to the second easy ball entry state and the judgment process judges that a second small win has occurred, and the game machine is controlled to the normal game state when the game ball enters the specific area, the game machine is characterized in that, in the first easy ball entry state which is controlled after the big win game, the ending number under the number ending condition is set to a second specific ending number based on information indicating that the game machine was controlled to the second easy ball entry state and information indicating the second small win.

5. 3. The gaming machine according to claim 2, The game control means includes: The small win determined in the determination process may be a first small win or a second small win. When the first small win is determined in the determination process while the game ball is controlled to the first easy ball entry state, and the game ball is controlled to the normal game state when it enters the specific area, the end count under the count end condition is set to a first predetermined end count in the first easy ball entry state controlled after the big win game based on information indicating that the game ball was controlled to the first easy ball entry state and information indicating the first small win, When the second small win is determined in the determination process while the game ball is controlled to the first easy ball entry state, and the game ball is controlled to the normal game state when it enters the specific area, the end count under the count end condition is set to a first specific end count in the first easy ball entry state controlled after the big win game based on information indicating that the game ball was controlled to the first easy ball entry state and information indicating the second small win, When the first small win is determined in the determination process while the game ball is controlled to the second easy ball entry state, and the game ball is controlled to the normal game state when it enters the specific area, the end count under the count end condition is set to a second predetermined end count in the first easy ball entry state controlled after the big win game based on information indicating that the game ball was controlled to the second easy ball entry state and information indicating the first small win, A gaming machine characterized in that when the game machine is controlled to the second easy ball entry state and the judgment process judges that a second small win has occurred, and the game machine is controlled to the normal game state when the game ball enters the specific area, the game machine is characterized in that, in the first easy ball entry state which is controlled after the big win game, the ending number under the number ending condition is set to a second specific ending number based on information indicating that the game machine was controlled to the second easy ball entry state and information indicating the second small win.

Citation Information

Patent Citations

  • Game machine

    JP2018089289A