Game machine

JP2024179411A5Pending Publication Date: 2026-06-18SANSEI R&D KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2023-06-15
Publication Date
2026-06-18

AI Technical Summary

Technical Problem

Existing gaming machines lack effective mechanisms to enhance player interest through dynamic and engaging gaming states, particularly during variable displays of identification information.

Method used

The gaming machine incorporates mechanisms for controlling gaming states based on variable displays, including suggestion performances, operation instruction performances, and period effects, with varying execution rates and timing to enhance player engagement.

Benefits of technology

This approach significantly improves player interest by creating dynamic and engaging gaming experiences, increasing the excitement and anticipation during variable displays.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of increasing interest of a game.SOLUTION: When a variation start notice (first suggestion performance) is executed during the execution of a timer performance and a ready-to-win satisfaction notice (second suggestion performance) is executed after the time displayed in the timer performance, the expectation in one of the variation start notice and the ready-to-win satisfaction notice may be higher than the expectation in the other. In addition, the rates at which a game state is controlled to a high-probability state (second game state) are different between cases in which identification information is stopped and displayed in a specific mode after a first operation instruction performance is executed at a winning / losing branch timing of a variation display and in which identification information is stopped and displayed in a specific mode after a second operation instruction performance is executed at a winning / losing branch timing. As a result, by attracting a player's interest to each of the timer performance, the variation start notice during the timer performance, the ready-to-win satisfaction notice and the operation instruction performance after the timer performance, interest of a game can be increased.SELECTED DRAWING: Figure 56
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Description

[Technical Field]

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

[0002] Conventionally, there is known a gaming machine that performs a variable display of identification information (for example, a special symbol) and can be controlled to a special gaming state (for example, a jackpot gaming state) that is advantageous to the player when the identification information is displayed in a specific mode (for example, a jackpot mode). In this type of gaming machine, there is a gaming machine that executes various effects, such as an effect that suggests the expectation of being controlled to the special gaming state, during the variable display of the identification information (for example, see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-000417 Summary of the Invention [Problem to be solved by the invention]

[0004] The effects executed during the variable display of the identification information play an important role in increasing the interest in the game, but there is still room for improvement in increasing the interest in the game.

[0005] The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a gaming machine that can increase the enjoyment of the game. [Means for solving the problem]

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

[0007] The gaming machine of means 1 is A gaming machine that can be controlled to a special game state advantageous to a player when the identification information is displayed in a specific manner by performing a variable display of the identification information, A game state control means capable of controlling the game state in which the variable display can be executed to at least a first game state or a second game state that is more advantageous than the first game state; In the variable display, a first suggestion effect execution means capable of executing a first suggestion effect that suggests an expectation level controlled by the special game state; In the variable display, a second suggestion effect execution means capable of executing a second suggestion effect that suggests the expectation level controlled by the special game state; A first operation instruction performance execution means capable of executing a first operation instruction performance that instructs a player to perform a first predetermined operation in the variable display; A second operation instruction performance execution means capable of executing a second operation instruction performance that instructs a player to perform a second predetermined operation in the variable display; a period effect execution means capable of executing a period effect that displays the passage of a predetermined period; The first suggestion effect execution means is capable of executing the first suggestion effect at different rates when the period effect is being executed and when it is not being executed, The second suggestion effect execution means is capable of executing the second suggestion effect after a predetermined period displayed in the period effect has elapsed, The ratio of control to the second game state is configured to be different between a case where the identification information is displayed in the specific manner after the first operation instruction presentation is executed on the variable display and a case where the identification information is displayed in the specific manner after the second operation instruction presentation is executed on the variable display. The gist of this is as follows. [Effects of the Invention]

[0008] According to the present invention described above, it is possible to increase interest in games. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] FIG. 2 is a rear view of the gaming machine according to the embodiment of the present invention. [Figure 3] 1 is a front view showing the configuration of a game board according to an embodiment of the present invention. [Figure 4] FIG. 4 is an enlarged view of the main display shown in FIG. 3, showing the displays provided in the gaming machine. [Figure 5] FIG. 2 is a block diagram showing the electrical configuration of the gaming machine. [Figure 6] This is a table showing the correspondence between the type of jackpot and the opening pattern of the jackpot opening. [Figure 7] 10 is a table showing various random numbers acquired by a game control microcomputer. [Figure 8] (A) is a jackpot determination table, (B) is a jackpot type determination table, (C) is a normal pattern hit determination table, and (D) is a normal pattern change pattern selection table. [Figure 9A] This is a fluctuation pattern table for non-time-saving states. [Figure 9B] This is a fluctuation pattern table for time-saving mode. [Figure 10] 10 is a flowchart of a main control process. [Figure 11] 10 is a flowchart of a main interrupt process. [Figure 12] 10 is a flowchart of a start port sensor detection process. [Figure 13] This is a flowchart of the processing when the starting ball is scored. [Figure 14] 10 is a flowchart of a general operation process. [Figure 15] 10 is a flowchart of normal symbol standby processing. [Figure 16] This is a flowchart of the normal pattern correctness determination process. [Figure 17] This is a flowchart of the normal pattern random number shift process. [Figure 18] This is a flowchart of processing during normal pattern change. [Figure 19] 10 is a flowchart of the normal symbol determination process. [Figure 20] This is a flowchart of normal electric accessory processing. [Figure 21] 10 is a flowchart of special chart operation processing. [Figure 22] 10 is a flowchart of a special symbol waiting process. [Figure 23] This is a flowchart of the process for determining whether or not Special Chart 2 is correct. [Figure 24] This is a flowchart of the special chart 2 variation pattern selection process. [Figure 25] This is a flowchart of the special chart 2 variation pattern selection process. [Figure 26] Special Figure 2 is a flowchart of random number shift processing. [Figure 27] This is a flowchart of the special diagram 1 pass / fail determination process. [Figure 28] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 29] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 30] Special Figure 1 is a flowchart of random number shift processing. [Figure 31] This is a flowchart of processing during special pattern change. [Figure 32] 10 is a flowchart of a special symbol determination process. [Figure 33] This is a flowchart of special electric device processing (jackpot game). [Figure 34] 10 is a flowchart of a game status setting process. [Figure 35] This is a flowchart of the reserved ball number processing. [Figure 36] 10 is a flowchart of a power interruption monitoring process. [Figure 37] 10 is a flowchart of a sub-control main process. [Figure 38] 10 is a flowchart of a reception interrupt process. [Figure 39] 10 is a flowchart of a 2 ms timer interrupt process. [Figure 40] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 41] 10 is a flowchart of a received command analysis process. [Figure 42] 10 is a flowchart of the variable effect start processing. [Figure 43] 10 is a flowchart of the pending icon notification process. [Figure 44] 10 is a flowchart of a timer effect process. [Figure 45] 10 is a flowchart of the notification process at the start of fluctuations. [Figure 46] 10 is a flowchart of a notification process when a reach is achieved. [Figure 47] 10 is a flowchart of the SP development notification process. [Figure 48] 10 is an operation instruction performance determination table. [Figure 49] This is a table for determining pending icon notice. [Figure 50] (1) is timer effect execution determination table A, (2) is timer effect execution determination table B, (3) is timer effect execution determination table C, (4) is timer effect execution pattern determination table, and (5) is timer effect display pattern determination table. [Figure 51] This is table A for determining the notice at the start of fluctuation. [Figure 52] This is table B for determining the notice at the start of fluctuation. [Figure 53] (1) is the notice determination table A when a reach is established, (2) is the notice determination table B when a reach is established, and (3) is the notice determination table C when a reach is established. [Figure 54] (1) is SP development notice decision table A, (2) is SP development notice decision table B, and (3) is SP development notice decision table C. [Figure 55] FIG. 10 is a diagram showing an example of a display mode of a hold icon. [Figure 56] An explanatory diagram showing the flow of the presentation display when the SP reach presentation is executed. [Figure 57]An explanatory diagram showing the flow of the presentation display when the timer presentation starts to be executed in conjunction with the start of the variable presentation due to the expiration of the timer reserve. [Figure 58] This is an explanatory diagram showing the flow of the effect display when the timer effect starts to be executed when the first stop pattern stops in a variable effect caused by the expiration of the timer hold. [Figure 59] An explanatory diagram showing the flow of the effect display when the timer effect is started with the realization of a reach in the variable effect due to the consumption of the timer reserve. [Figure 60] These are figures showing an example of a step-up notice, where (1) is a figure showing an example of the display of the performance image (stage image) for step 1, (2) is a figure showing an example of the display of the performance image (stage image) for step 2, and (3) is a figure showing an example of the display of the performance image (stage image) for step 3. [Figure 61] FIG. 10 is a diagram showing an example of a dialogue preview. [Figure 62] The following figures show an example of a button preview, where (1) shows an example of the display when an operation instruction image is displayed and the effect button is operated, and (2) shows the types of effect images (suggestion images) that are displayed based on the operation of the effect button. [Figure 63] These are figures showing examples of predictions when a reach is achieved, where (1) is a figure showing an example of the display of a first character prediction, (2) is a figure showing an example of the display of a second character prediction, and (3) is a figure showing an example of the display of a group prediction. [Figure 64] FIG. 10 is an explanatory diagram showing the flow of the presentation display when a title preview is executed. [Figure 65] This is an explanatory diagram showing the flow of the presentation display when a timer presentation, a notification at the start of the change, and a notification at the time of the reach being established are executed from the start of the change to the establishment of the reach. [Figure 66] FIG. 10A is a diagram showing the movable effect member in a non-operating state (standby state), and FIG. 10B is a diagram showing the movable effect member in an operating state. [Figure 67] A diagram showing the configuration of the performance hold information storage area. DETAILED DESCRIPTION OF THE INVENTION

[0010] Next, an embodiment of the present invention will be described using an example. In the following, an example will be described in which the present invention is applied to a pachinko game machine (a pinball game machine) in which the game medium used in the game is a game ball and the game can be progressed by shooting the game ball toward the game board (a game area).

[0011] In the following description, the term "front" simply refers to the front side (near side) of the gaming machine when viewed from the front, and refers to the side where the player is positioned during play. The term "rear" simply refers to the back side (rear side) of the gaming machine when viewed from the front. Furthermore, the terms "upper side," "lower side," "left side," and "right side" simply refer to the up, down, left, and right directions of the gaming machine when viewed from the front, and refer to the up, down, left, and right directions in Figures 1 and 3, for example. [Example]

[0012] The pachinko gaming machine 1 of this embodiment is a so-called "digital pachinko type" pachinko gaming machine that displays a variable special pattern based on the entry of a gaming ball into the starting hole (also called "starting ball entry"), and when the variable display results in the special pattern being displayed (stopped) in a pattern combination corresponding to a jackpot (jackpot pattern), a jackpot game (special game) in which a predetermined game value (for example, prize balls) is awarded to the player can be executed. Note that a game in which a variable special pattern is displayed is also called a "pattern variable game" or "variable game."

[0013] [Basic configuration of Pachinko machine 1] As shown in Figures 1 to 3, a pachinko gaming machine 1 includes a gaming machine frame 50 and a gaming board 2 attached to the gaming machine frame 50. The gaming board 2 is configured to be detachable from the gaming machine frame 50. Figure 3 shows the gaming board 2 removed from the gaming machine frame 50.

[0014] The gaming machine frame 50 is configured to have a front frame 51 with a decorative surface, a main frame 52 to which the gaming board 2 and the like are attached, and an outer frame 53 for attaching the pachinko gaming machine 1 to the island equipment of the hall. The front frame 51, main frame 52, and outer frame 53 are pivotally supported at one side end and are each configured to be openable and closable.

[0015] The front frame 51 is provided with a launch handle 60 for launching game balls with a launch strength according to the amount of operation (rotation angle) by the player, a ball supply tray (upper tray) 61 that can store game balls and supply the stored game balls to the launching device, and a surplus ball receiving tray (lower tray) 62 that can store game balls that cannot be accommodated in the ball supply tray 61.

[0016] The front frame 51 is also provided with a first effect button 63a and a second effect button 63b that can be operated by the player during the execution of game effects that are executed as the game progresses, a decorative frame lamp 66 that can emit various lights depending on the game situation, and a speaker 67 that can output (produce) various sounds depending on the game situation. Either or both of the first effect button 63a and the second effect button 63b are also referred to as the "effect button 63."

[0017] The pachinko gaming machine 1 is equipped with speakers 67, an upper left speaker 67L provided at the upper left of the front frame 51, and an upper right speaker 67R provided at the upper right of the front frame 51. The pair of left and right speakers 67L, 67R can output stereo sound. Of course, it is also possible to output monaural sound in addition to stereo sound.

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

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

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

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

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

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

[0024] An image display device 7 having a display screen 7a (display unit) capable of displaying various images (display objects) is provided near the center (within the play area) of the play board 2. The image display device 7 is equipped with a liquid crystal display (liquid crystal display), and is provided on the back side of the play board 2 so that the display screen 7a (display unit) can be seen from the front through an opening provided in approximately the center of the play board 2 (play area 3).

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

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

[0027] The effect patterns 8L, 8C, and 8R in this embodiment are each made up of number patterns (identification information types, pattern types) from "1" to "9," and these number patterns are displayed in order. Specifically, the variable display of the effect pattern 8 is performed by scrolling the effect patterns in the order of "1" → "2" ... "8" → "9" (ascending order), and when it reaches "9," it returns to "1," and the scrolling display is repeated until the variable ends (stop display).

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

[0029] The combination of left, center, and right effect symbols (stop display mode) displayed (stop display) in effect symbol display area 7b displays the results of the variable display of the first special symbol displayed on first special symbol display 41a (also referred to as the "first special symbol display unit") (described below) and the results of the variable display of the second special symbol displayed on second special symbol display 41b (also referred to as the "second special symbol display unit"), that is, the results of the special symbol hit / miss judgment (also simply referred to as the "hit / miss judgment"), in a way that is easy for the player to recognize. In this embodiment, the order in which the three variable display effect symbols 8L, 8C, and 8R are stopped and displayed (stop order) is, in principle, "left → right → center." That is, the first stop symbol in the stop order is the left effect symbol 8L, the second stop symbol in the stop order is the right effect symbol 8R, and the third (last) stop symbol in the stop order is the center effect symbol 8C. The first stop pattern in the stopping order is also called the "first stop pattern," the second stop pattern in the stopping order is also called the "second stop pattern," and the third stop pattern in the stopping order is also called the "third stop pattern" or "final stop pattern."

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

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

[0032] The display mode of the effect symbol 8 can be determined as follows. For example, if the result of the special symbol hit / miss judgment is a jackpot, the effect symbol 8 can be displayed as a three-digit identical pattern (so-called "double numbers"), such as "222" or "777." If the result of the special symbol hit / miss judgment is a miss, the effect symbol 8 can be displayed as a three-digit identical pattern (so-called "variant patterns"), such as "637" or "373," in which at least one of the three patterns is different from the others. A three-digit identical pattern (double numbers) is also called a "winning pattern arrangement," and a pattern arrangement in which at least one pattern is different from the others (variant patterns) is also called a "missing pattern arrangement." There are multiple types of pattern arrangements (display modes) for both winning and missing pattern arrangements. Furthermore, if the result of the special symbol hit / miss judgment is a jackpot, the effect symbol 8 can be displayed as a double number or a non-double number depending on the type of jackpot.

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

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

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

[0036] In addition, during demo effects, a display setting screen (not shown) can be displayed. The display setting screen allows the player to configure settings related to the effects of the gaming machine, such as the volume of the sound output from the speaker 67, the brightness of the display screen 7a, the brightness of the illumination components such as the board lamp 5, the frame lamp 66, and the movable lamp 15, the background display, and the conditions for executing preview effects. While waiting for customers to play the demo effects, the player can operate the effect buttons or other operating means (e.g., the control lever, cross key, rotary knob, etc.) to display the effect setting screen on the display screen 7a. By operating the effect buttons, etc. according to the contents of the effect setting screen, the player can freely configure various settings related to the effects (so-called "customization"). Note that effects may also be customizable during variable play or special play (i.e., during play). In this case, the effect setting screen can be displayed in a portion of the display screen 7a so as not to interfere with the game (effect) currently in progress, allowing customization during play.

[0037] The display screen 7a is provided with a judgment symbol display area 7c (see FIG. 3) that displays a judgment symbol 8s that indicates (notifies) the result of the special symbol judgment, separate from the performance symbol 8. In this embodiment, the judgment symbol display area 7c is provided to the upper right of the performance symbol display area 7b (the upper right part of the display screen 7a) (see FIG. 3). The size of the judgment symbol display area 7c is smaller than the performance symbol display area 7b, and therefore the size of the judgment symbol 8s is also smaller than the performance symbol 8. The judgment symbol 8s is also called a "small symbol" or "small identification information."

[0038] The determination symbol 8s, like the performance symbol 8, is composed of three symbols: a left determination symbol 8sL, a middle determination symbol 8sC, and a right determination symbol 8sR, and changes and displays in synchronization with the changing display of the special symbol described below, and stops and displays in synchronization with the stopping display of the special symbol. The changing display of the determination symbol 8s can be, for example, a scrolling display in the up / down or left / right direction, or a rotating display in the up / down or left / right direction. Any or all of the left determination symbol 8sL, middle determination symbol 8sC, and right determination symbol 8sR are also simply referred to as the "determination symbol 8s."

[0039] In the determination symbol display area 7c, the result of the special symbol hit / miss judgment is also displayed according to the combination (stop display mode) of the left, center, and right determination symbols 8s. In other words, the determination symbol 8s is displayed variably and stopped based on the result of the special symbol hit / miss judgment. In this embodiment, the determination symbol 8s is displayed in the same stop display mode (pattern arrangement) as the stop display mode (pattern arrangement, confirmed stop pattern) of the effect symbol 8 displayed in the effect symbol display area 7b. However, there is no set stop order like the effect symbol 8, and the three determination symbols 8sL, 8sC, and 8sR are configured to start displaying variably all at once when the special symbol starts to change and to stop and display all at once when the special symbol stops.

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

[0041] The reason for displaying the determination symbol 8s (providing the determination symbol display area 7c) is that, for example, during the execution of a variable effect, when effect images that stimulate the player's anticipation for a jackpot, such as the preview effect or super reach effect described below, are displayed on substantially the entire display screen 7a, the effect symbol 8 may become invisible, such as being hidden by the effect image or being made invisible (erased). In other words, even if the effect symbol 8 becomes invisible (not displayed), it is possible to know through the determination symbol 8s that the special symbol is being displayed in a variable manner or has stopped (confirmed stopped). For this reason, the determination symbol 8 is always displayed in a game state (also called a "variable game state") in which variable play (variable display of identification information) is executable.

[0042] In this embodiment, the determination symbol 8s is not distinguished by color like the effect symbol 8, but is displayed in the same color regardless of the number (symbol type). In this embodiment, the color (display color) of the determination symbol 8s is a single color, gray, which is an intermediate color between white and black. The determination symbol 8s is a relatively inconspicuous gray (neutral color) because the determination symbol 8s does not function as a symbol that the player primarily looks at to understand the result of the special symbol judgment (i.e., a symbol that notifies the player of the result of the special symbol judgment), but rather functions as a symbol that primarily indicates the fluctuation status of the special symbol, and does not need to be made to stand out like the effect symbol 8. Furthermore, by making the color (display color) of the determination symbol 8s a single color, it is possible to improve the efficiency and simplification of symbol display control. However, the determination symbol 8s may also contain color information like the effect symbol 8, and may be color-coded similarly to the effect symbol 8 or differently.

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

[0044] Here, the first effect hold 9a displayed in the first effect hold display area 9c is also referred to as the "first hold icon" or "first memory display," the second effect hold 9b displayed in the second effect hold display area 9d is also referred to as the "second hold icon" or "second memory display," and either or both of the first effect hold 9a and the second effect hold 9b are also referred to as the "hold icon" or "memory display." Also, the first effect hold display area 9c is also referred to as the "first hold icon display unit," "first memory display unit," or "first memory display means," the second effect hold display area 9d is also referred to as the "second hold icon display unit," "second memory display unit," or "second memory display means," and either or both of the first effect hold display area 9c and the second effect hold display area 9d are also referred to as the "hold icon display unit," "memory display unit," or "memory display means."

[0045] 3, the display screen 7a is provided with a variable hold display area 9e that displays the effect hold corresponding to the currently variable-displayed special symbol (first special symbol or second special symbol), that is, the effect hold corresponding to the consumed special symbol hold (first effect hold 9a or second effect hold 9b) (see FIG. 3). In this embodiment, the variable hold display area 9e is provided on the left side of the first effect hold display area 9c and the second effect hold display area 9d.

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

[0047] Here, the variable hold display area 9e can also be referred to as a "hold icon display section," a "memory display section," or a "memory display means," and the effect hold displayed in the variable hold display area 9e can also be referred to as a "hold icon" or a "memory display." The effect hold displayed in the variable hold display area 9e is also referred to as a "variable memory display," a "variable hold icon," or an "active hold icon," and the effect hold (hold icon) displayed in the effect hold display areas 9c and 9d and the effect hold (active hold icon) displayed in the variable hold display area 9e are collectively referred to as a "memory display" or a "hold icon." In addition, either or both of the effect hold display areas 9c and 9d and the variable hold display area 9e, which can display the effect holds 9a and 9b, are also referred to as a "effect hold display area," a "effect hold display section," or a "effect hold display means."

[0048] As described above, the display screen 7a (image display device 7) capable of displaying various effect displays and effect images (also referred to as "display objects") is also referred to as the "effect display unit" or "effect display means," or simply as the "display unit." In addition, effects (effects performed on the display screen) that are performed by displaying on the display screen 7a, such as game effects (effect symbol game effects, notification effects, and variable effects) using the effect symbols 8, jackpot game effects, demo effects, and preview effects described below, are also referred to as "display effects."

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

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

[0051] A movable performance member 14 (also called a "movable body") that can be operated in a predetermined operating mode is provided at the top of the center decorative body 10, to the left of the decorative member 13. In this embodiment, the movable performance member 14 (movable body) is a circular movable body with a sawtooth outer periphery, as shown in Figure 3, and is arranged so that it is always visible to the player. Normally (when not in operation), the movable performance member 14 is located in a standby position (initial position) on the upper left side (top left) of the center decorative body 10, so that it does not cover the display screen 7a of the image display device 7 (see Figure 66 (A)).

[0052] When the conditions for moving the movable performance member 14 from the standby position to the operating position (also referred to as "operation conditions") are met, the movable performance member 14 begins to operate and moves from the standby position toward a predetermined operating position. Specifically, the movable performance member 14 moves diagonally downward to the right from the standby position and stops at a position (operation position) that covers approximately the center of the display screen 7a (see Figure 66(B)). When the movable performance member 14 is in the operating position, the movable performance member 14 is located in front of the display screen 7a and covers a portion of the display screen 7a (in this embodiment, a portion of the performance symbol display area 7b). From this state, when the conditions for moving the movable performance member 14 from the operating position to the standby position (also referred to as "return conditions") are met, the movable performance member 14 begins to operate and moves from the operating position toward the standby position. Specifically, the movable performance member 14 moves diagonally upward to the left from the operating position and stops at a standby position in the upper left of the display screen 7a (see Figure 66(A)). In this way, the movable performance member 14 is capable of moving (actuating) (being displaceable) between the standby position and the operating position.

[0053] The movable performance member 14 (movable body) is provided with a movable body lamp 15 (also called "movable body illumination") consisting of multiple LEDs, and the movable body lamp 15 can emit light together with or separately from the movable performance. In other words, the movable performance member 14 in this embodiment is configured to include the movable body lamp 15. Furthermore, when the movable performance member 14 is moved to the operating position (in front of the display screen 7a), it can rotate around an axis (not shown) perpendicular to the display screen 7a (see Figure 66 (B)).

[0054] In this embodiment, the effect of operating the movable effect member 14 (also referred to as "moving effect") can be performed as a preview effect during the variable display of the effect symbol 8 or as part of a reach effect. By executing such a moving effect, it is possible to increase (increase) the player's expectations for a big win. When the end condition of the moving effect is met, the movable effect member 14 moves (returns) to its original standby position.

[0055] Here, the movable performance member 14 corresponds to a so-called "gimmick," and the performance (moving performance) that operates the movable performance member 14 corresponds to a "gimmick performance." The movable performance member 14 (movable body) is also called a "moving part" or "movable performance means." In other words, the movable performance member 14 functions as a moving part (moving performance part) for performance.

[0056] In this embodiment, one movable effect member 14 is provided at the top of the center decorative body 10, but the location of the movable effect member and the number of movable effect members are not limited to this. For example, a movable effect member may be provided on either or both of the left and right sides of the central opening (display screen 7a) of the center decorative body 10, or a movable effect member may be provided below (on the stage section 11 side) the central opening (display screen 7a) of the center decorative body 10. A movable effect member may also be provided on the front frame 51. In this case, two patterns can be provided: one in which a movable effect is executed by activating the movable effect member on the game board side (also referred to as a "board-side movable effect" or "first movable effect"), and another in which a movable effect is executed by activating the movable effect member on the frame side (also referred to as a "frame-side movable effect" or "second movable effect"). The movable effect member on the game board side is also referred to as a "board-side movable effect member" or "board-side movable body," and the movable effect member on the frame side is also referred to as a "frame-side movable effect member" or "frame-side movable body." In this way, increasing the variety of movable effects can enhance the excitement of the game. In addition to the movable effect member 14, for example, when the effect button 63 vibrates, the effect (gimmick effect) that activates the effect button 63 can also be called a "movable effect," and the effect button 63 can also be called a "movable part" or "movable effect means."

[0057] Furthermore, the effect of generating (outputting) various sounds (sound effects) from the speaker 67 is also referred to as a sound effect, and the speaker 67 is also referred to as a "sound effect means." The effect of illuminating the board surface lamps 5, the frame lamps 66, the decorative members 13, the movable body lamps 15, etc. is also referred to as a "light-emitting effect" or "light effect," and the board surface lamps 5, the frame lamps 66, the decorative members 13, the movable body lamps 15, etc. are also referred to as a "light-emitting unit" or "light-emitting effect means." In addition to the board lamps 5, etc., for example, when the effect button 63 or the launch handle 60 has an LED or other built-in electric lighting component that lights up or flashes, the effect of illuminating the effect button 63 or the launch handle 60 can be referred to as a "light-emitting effect," and the electric lighting component built into the effect button 63 or the launch handle 60 can be referred to as a "light-emitting unit" or "light-emitting effect means." The "display effect means," "movable effect means," "sound effect means," and "light-emitting effect means" are collectively referred to as a "effect means."

[0058] Below the image display device 7 in the game area 3 (below the stage section 11), there is provided a fixed winning device 19 equipped with a non-variable first starting hole 20 (also called a "non-variable starting hole" or "fixed starting hole") in which the ease with which the game ball can enter (the probability of entering) does not change. A random number or the like for determining whether the special symbol has been entered is obtained based on the entry of the game ball into the first starting hole 20, and when a predetermined condition is met, a determination of whether the first special symbol has been entered (first special symbol determination) is made, and the variable display and stationary display of the first special symbol are executed based on the result of the determination of whether the first special symbol has been entered.

[0059] Below the first starting hole 20, there is provided a variable winning device 22 equipped with a variable second starting hole 21 (also called a "variable starting hole") that changes the ease with which the game ball can enter (the possibility of entering). The variable winning device 22 (second starting hole 21) is normally provided as an electric device.

[0060] A random number or the like for determining whether the special pattern is a hit or not is obtained based on the entry of the game ball into the second starting hole 21, and when a predetermined condition is met, a determination of whether the second special pattern is a hit or not (second special pattern hit or not determination) is made, and based on the result of the hit or not determination, the variable display of the second special pattern and are executed and shown.

[0061] The variable winning device 22 includes a movable member 23, which opens and closes the second starting hole 21 by operating the movable member 23. This opening and closing operation allows the second starting hole 21 to change between a first state (closed state) and a second state (open state) in which a gaming ball is more likely to enter than the first state. In other words, the movable member 23 changes the likelihood of a gaming ball entering the second starting hole 21 by performing a predetermined operation (opening and closing operation). The movable member 23 is driven by a second starting hole solenoid 24 (see FIG. 5). In this embodiment, the second starting hole 21 allows a gaming ball to enter only when the movable member 23 is in the open state, and prevents a gaming ball from entering when the movable member 23 is in the closed state. The second starting hole 21 does not have to completely prevent a gaming ball from entering when the movable member 23 is in the closed state, as long as it is more difficult for a gaming ball to enter when the movable member 23 is in the closed state than when the movable member 23 is in the open state.

[0062] A big prize device 31 equipped with a big prize opening 30 (also called a "special prize opening" or a "variable prize opening") is provided to the right of the first starting opening 20 in the game area 3. This big prize device 31 (big prize opening 30) is provided as a special electric device.

[0063] The special prize device 31 is equipped with an opening / closing member 32, and opens and closes the special prize opening 30 by operating the opening / closing member 32. The opening / closing member 32 is driven by a special prize opening solenoid 33 (see FIG. 5). Game balls can enter the special prize opening 30 only when the opening / closing member 32 is in the open state. In other words, the special prize device 31 can be changed by the opening and closing operation of the opening / closing member 32 between a ball-entry-disabled state (closed state) in which game balls cannot enter, and a ball-entry-enabled state (open state) in which game balls can enter.

[0064] A gate 28 (passing opening) through which gaming balls can pass is provided in the right area of ​​the gaming area 3. Random numbers for determining whether a normal symbol has been hit or not are acquired based on the passing of a gaming ball through the gate 28, and when a predetermined condition is met, a normal symbol hit or not determination is made to determine whether the second starting opening 21 should be opened or not, and the normal symbol is displayed in a variable manner and is displayed as a stopped symbol based on the result of the normal symbol hit or not determination. When a winning normal symbol is displayed as a stopped symbol, the second starting opening 21 is opened.

[0065] A plurality of general prize openings 27 are provided in the lower area of ​​the gaming area 3. The first start opening 20, the second start opening 21, the large prize opening 30, and the general prize opening 27 are each openings that trigger the payout of prize balls, and when a gaming ball enters each opening, a predetermined number of gaming balls (prize balls) is paid out to each opening. For example, the number of prize balls for the first start opening 20 is "3," the number of prize balls for the second start opening 21 is "1," the number of prize balls for the large prize opening 30 is "15," and the number of prize balls for the general prize opening 27 is "10."

[0066] The game area 3, which is thus arranged with multiple ball entry ports (first start port 20, second start port 21, big prize port 30, general prize port 27, and gate 28), can be divided into a left game area 3A (first area) on the left side of the center in the horizontal direction, and a right game area 3B (second area) on the right side. Firing a game ball so that it flows down through the left game area 3A is also called a "left hit," and firing a game ball so that it flows down through the right game area 3B is also called a "right hit."

[0067] Of the multiple ball entry ports, the first start port 20 and the left general entry port 27 are provided so that game balls flowing down the left game area 3A of the game area 3 can enter, and the second start port 21, the special entry port 30, the right general entry port 27, and the gate 28 are provided so that game balls flowing down the right game area 3B of the game area 3 can enter. For this reason, in the pachinko game machine 1, when starting play, the player generally hits the ball from the left to aim for it to enter the first start port 20. On the other hand, when a jackpot is determined based on the ball entering the first start port 20 and the game state changes to a special game state or the like, the player generally hits the ball from the right to aim for it to enter the gate 28, the second start port 21, and the special entry port 30. The number of starting gates, big prize gates, general prize gates and gates is not limited to that in this embodiment, and the number of each can be any number, such as three starting gates, two big prize gates, four general prize gates or two gates.

[0068] As shown in Figures 3 and 4, a main display 40 is provided outside the game area 3 (outside the game area) and at the lower right of the game board 2. The main display 40 includes a first special symbol display 41a (first special symbol display section) that displays the first special symbol as a variable and stationary symbol, a second special symbol display 41b (second special symbol display section) that displays the second special symbol as a variable and stationary symbol, a regular symbol display 42 (regular symbol display section) that displays the regular symbol as a variable and stationary symbol, a first special symbol reserve display 43a that displays the number of stored hit / miss judgment information related to the first special symbol (first special symbol reserve), a second special symbol reserve display 43b that displays the number of stored hit / miss judgment information related to the second special symbol (second special symbol reserve), and a regular symbol display 43b. It includes a normal symbol hold indicator 44 that displays the number of memories with symbol display 42 in operation hold (normal symbol hold), a round indicator 45 that shows the number of rounds of jackpot game that will be executed if the result of the first special symbol hit / miss / miss or second special symbol hit / miss / miss determination is a jackpot, a game status indicator 46 that indicates that the probability fluctuation function is activated, a launch direction indicator 47 that shows the direction in which the game ball will be launched (whether it should be hit left or right), and a win indicator 48 that indicates that the result of the first special symbol hit / miss / miss determination or the second special symbol hit / miss / miss determination is a win (see Figure 4). The display of these various indicators included in the main display 40 is controlled by a main control unit 80, which will be described later.

[0069] The first special pattern and the second special pattern are sometimes collectively referred to as the special patterns, the first special pattern display 41a and the second special pattern display 41b are sometimes collectively referred to as the "special pattern display" or "special pattern display unit", and the first special pattern reserve display 43a and the second special pattern reserve display 43b are sometimes collectively referred to as the "special pattern reserve display" or "special pattern reserve display unit".

[0070] The special symbol display unit displays a special symbol (identification information) in a variable manner for a predetermined period of time and then displays it in a static manner, and the statically displayed special symbol (stop symbol) notifies the result of the lottery (special symbol hit / miss judgment, jackpot lottery) based on the ball entering the first start hole 20 or the second start hole 21. In other words, the variable display of the first special symbol is performed based on the game ball entering the first start hole 20, and the variable display of the second special symbol is performed based on the game ball entering the second start hole 21. The statically displayed special symbol (stop symbol) is one stop symbol selected from a plurality of stop symbols according to the result of the special symbol hit / miss judgment. If the stopped symbol is a predetermined jackpot symbol (specific special symbol, specific identification information), that is, if the stopped display mode of the special symbol (the display result of the variable display of the special symbol) is a specific mode (specific display result) that indicates a jackpot, the game will transition to a jackpot game state (special game state) in which a jackpot game (special game) can be executed in which the jackpot hole 30 is opened in an opening pattern according to the type of jackpot symbol that has stopped and been displayed. The opening patterns of the jackpot hole in the jackpot game will be described later.

[0071] The special symbol remains stationary until a predetermined display time (determined display time) has elapsed. If the displayed special symbol is a losing symbol (missing, non-specific), and a reserved special symbol is stored at the time of the display, the oldest (earliest) reserved special symbol in the stored order is consumed after the display time has elapsed, thereby initiating the variable display of the next special symbol. If the displayed special symbol is a losing symbol and no reserved special symbol is stored at the time of the display, the special symbol remains stationary even after the display time has elapsed. On the other hand, if the displayed special symbol is a jackpot symbol, the game transitions to the opening period of the jackpot game (described below) after the display time has elapsed, and the first round of the jackpot game begins after the opening period.

[0072] The stop display time of the special symbol is generally set to "0.5 to 1.0 seconds," and in this embodiment, it is set to "0.6 seconds." The stop display time when the stopped special symbol is a losing symbol (non-specific mode) (missing stop display time) may be different from the stop display time when the stopped special symbol is a jackpot symbol (specific mode) (jackpot stop display time). In this case, the jackpot stop display time can be made longer than the losing stop display time, or the losing stop display time can be made longer than the jackpot stop display time. The stop display time may also be different depending on the game state, such as a low base state or a high base state, as described below. The losing stop display time is also called the "non-specific stop display time," and the jackpot stop display time is also called the "specific stop display time."

[0073] As shown in Fig. 4, the first special symbol display 41a is composed of eight LEDs indicated by "i to p" and displays special symbols according to the result of the first special symbol hit / miss judgment. In this embodiment, seven types of jackpots are provided as a result of the first special symbol hit / miss judgment: "10R first jackpot," "10R second jackpot," "10R third jackpot," "10R fourth jackpot," "10R fifth jackpot," "5R sixth jackpot," and "5R seventh jackpot" (see Figs. 6 and 8), and the LEDs of the first special symbol display 41a are capable of displaying display modes (specific modes, specific display results) according to each of these seven types of jackpots. For example, if the result of the first special symbol hit / miss judgment is a 10R first jackpot, two "ij" LEDs are lit and the rest are turned off (10R first jackpot symbol), if it is a 10R second jackpot, two "in" LEDs are lit and the rest are turned off (10R second jackpot symbol), if it is a 10R third jackpot, two "im" LEDs are lit and the rest are turned off (10R third jackpot symbol), etc., various jackpot symbols (specific modes, specific display results) are displayed by combining the lighting and extinguishing of the multiple LEDs that make up the first special symbol display 41a. Also, if the result of the first special symbol hit / miss judgment is a miss, one "p" LED is lit and the rest are turned off (miss symbol).

[0074] On the other hand, the second special symbol display 41b is composed of eight LEDs indicated by "a to h" and displays special symbols according to the result of the second special symbol hit / miss judgment. In this embodiment, two types of jackpots, "10R 8th jackpot" and "10R 9th jackpot", are provided as the result of the second special symbol hit / miss judgment (see Figures 6 and 8), and the LEDs of the second special symbol display 41b can adopt display modes (specific modes, specific display results) according to each of the two types of jackpots. For example, if the result of the second special symbol hit / miss judgment is a 10R 8th jackpot, three "abd" LEDs are lit and the rest are turned off (10R 8th jackpot symbol), and if it is a 10R 9th jackpot, three "abg" LEDs are lit and the rest are turned off (10R 9th jackpot symbol), etc., various jackpot symbols (specific modes, specific display results) are displayed by combining the lighting and turning off of multiple LEDs that make up the second special symbol display 41b. Also, if it is a miss, one "h" LED is lit and the rest are turned off (miss symbol).

[0075] In addition, the stopping display mode of the special pattern (stopping pattern) and the type of jackpot (type of number of rounds, number of jackpots, etc.) are not limited to these and can be set arbitrarily.

[0076] Before the special symbol is displayed statically, the special symbol is displayed dynamically for a predetermined period of time. The special symbol's variable display can be, for example, a display in which each LED lights up so that light flows repeatedly in a predetermined order, such as a clockwise or counterclockwise direction. Furthermore, the first special symbol displayed statically on the first special symbol display 41a maintains its static display mode until the aforementioned static display time has elapsed, at which point the next variable display begins. Similarly, the second special symbol displayed statically on the second special symbol display 41b maintains its static display mode until the aforementioned static display time has elapsed, at which point the next variable display begins. If the next variable display does not begin, the static display mode is maintained even after the static display time has elapsed.

[0077] In the pachinko gaming machine 1, when a gaming ball enters the first starting hole 20 or the second starting hole 21, various information (also referred to as "acquired information"), such as a random number for determining whether a special symbol has been drawn, is acquired based on the ball (acquisition means), and the acquired information can be stored as a special symbol reserve (also referred to as "reserved information") in a special symbol reserve memory unit (not shown) formed in the RAM of the main control unit 80 (reserved memory means). Specifically, if the ball enters the first starting hole 20, it is stored as a first special symbol reserve (also referred to as "first reserved information") in the first special symbol reserve memory unit (not shown), and if the ball enters the second starting hole 21, it is stored as a second special symbol reserve (also referred to as "second reserved information") in the second special symbol reserve memory unit (not shown). An upper limit is set for the number of special symbol reserves (acquired information) that can be stored in each special symbol reserve memory unit, and in this embodiment, the upper limit is "4."

[0078] Here, the "special chart reservation memory unit" is also referred to as the "acquisition information memory means" or "reservation memory means," the first special chart reservation memory unit is also referred to as the "first acquisition information memory means" or "first reservation memory means," and the second special chart reservation memory unit is also referred to as the "second acquisition information memory means" or "second reservation memory means." In addition, either or both of the first special chart reservation memory unit and the second special chart reservation memory unit are also referred to as the "special chart reservation memory unit," "acquisition information memory means," or "reservation memory means," or simply referred to as the "storage means."

[0079] The reserved special symbols stored in the reserved special symbol storage unit are consumed when the display of the special symbol variations based on the reserved special symbols begins (is executed). In other words, the consumption of reserved special symbols means determining the random number or the like for determining whether the special symbol corresponds to the reserved special symbol and executing the display of the special symbol variations to show the result of the determination. Therefore, in the pachinko gaming machine 1, even if the display of the special symbol variations based on the ball entering the first starting hole 20 or the second starting hole 21 cannot be executed immediately upon the ball entering, i.e., even if the display of the special symbol variations is being executed or a special game is being executed, it is possible to reserve the right to determine whether the ball is a special symbol, up to a predetermined number ("4" in this embodiment).

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

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

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

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

[0084] As shown in FIG. 4, the normal symbol display 42 is composed of two "st" LEDs, and the lighting state of these LEDs can display a normal symbol corresponding to the result of the normal symbol win / loss judgment. For example, if the judgment result is a win, both LEDs are lit, as in "s■t■" (e.g., ■ is lit, □ is off), indicating a winning normal symbol. If the judgment result is a miss, a missing normal symbol (a non-specific normal symbol) is displayed, as in "s□t■" with only the "t" LED lit. Before the normal symbol is displayed, a variable display of the normal symbol is executed for a predetermined variable time. The variable display mode is, for example, a mode in which both LEDs alternately light up and go out. Furthermore, the normal symbol displayed on the normal symbol display 42 remains in that fixed display mode until the fixed display time has elapsed, at which point the next variable display begins. If the next variable display does not begin, the fixed display mode remains in place even after the fixed display time has elapsed.

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

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

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

[0088] [Electrical configuration of pachinko gaming machine 1] Next, the electrical configuration of the pachinko gaming machine 1 will be described with reference to Figures 2 and 5. The pachinko gaming machine 1 of this embodiment is equipped with a main control board (also referred to as a "main control unit" or "game control unit") 80 that controls the progress of the game and game profits, such as determining whether a special symbol has been won or not, determining whether a normal symbol has been won or not, and transitioning between game states, a sub-control board (also referred to as a "sub-control unit" or "performance control unit") 90 that controls the performance executed as the game progresses, an image control board (also referred to as an "image control unit") 100 that controls the display of the image display device 7, an audio control board 106 that controls the output of sound effects by the speaker 67, a lamp control board 107 that controls the drive of the board lamps 5 and frame lamps 66, etc., a payout control board (also referred to as a "payout control unit") 110 that controls the payout of game balls, etc.

[0089] As shown in Fig. 2, a main control board storage case that stores the main control board 80 is provided in the approximate center of the rear side (back surface side) of the pachinko gaming machine 1, an image control board storage case that stores the sound control board 106, the lamp control board 107, and the image control board 100 is provided above the main control board case, and a sub-control board storage case that stores the sub-control board 90 is provided above the image control board storage case. Also, a payout control board case that stores the payout control board 110 is provided below and to the left of the main control board case, and a power supply board case that stores the power supply board 109 is provided to the right of the payout control board case. The power supply board 109 supplies power (power supply means) necessary to drive (operate) the various boards provided in the pachinko gaming machine 1 and the various electrical components connected to the boards.

[0090] 5, a game control one-chip microcomputer (also called a "game control microcomputer") 81 that controls the progress of the game in accordance with a program on the main control board 80 is mounted on the main control board 80. The game control microcomputer 81 includes a ROM that stores programs for controlling the progress of the game, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM.

[0091] The game control microcomputer 81 transmits and receives data (information) to and from other boards, etc., via an input / output circuit 87 (I / O port section). The input / output circuit 87 may be built into the game control microcomputer 81. The ROM may also be external. The ROM of the main control board 80 (game control microcomputer 81) stores various data necessary to control the progress of the game, such as tables used for various judgments and decisions (selections) related to the progress of the game, variation patterns of special and normal symbols, and opening patterns of the second start slot 21 and the big prize slot 30. The variation pattern specifies the time required from the start to the end of the variation display (variation time) and the content of the presentation (variation presentation) to be executed in accordance with the variation time.

[0092] The RAM of the game control microcomputer 81 is provided with the above-mentioned special symbol reservation memory section (first special symbol reservation memory section and second special symbol reservation memory section), normal symbol reservation memory section, etc. Also, at a predetermined address in the RAM (main control RAM) of the main control board 80 (game control microcomputer 81), a memory area is secured for use in various flags and various counting counters.

[0093] Various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input from each sensor to the main control board 80, and signals are output from the main control board 80 to each solenoid. Specifically, the first start hole sensor 20a, the second start hole sensor 21a, the gate sensor 28a, the special prize hole sensor 30a, and the general prize hole sensor 27a are connected as sensors capable of detecting game balls.

[0094] The first start opening sensor 20a is provided in the first start opening 20 and detects game balls that have entered the first start opening 20. The second start opening sensor 21a is provided in the second start opening 21 and detects game balls that have entered the second start opening 21. The gate sensor 28a is provided in the gate 28 and detects game balls that have passed through the gate 28. The special prize opening sensor 30a is provided in the special prize opening 30 and detects game balls that have entered the special prize opening 30. The general prize opening sensor 27a is provided in each general prize opening 27 and detects game balls that have entered the general prize opening 27. Sensors that can detect these game balls are also called "ball detection sensors" or "game ball detection means."

[0095] The solenoids connected include a second start port solenoid 24 and a special prize port solenoid 33. The second start port solenoid 24 drives the movable member 23 of the variable prize device 22. The special prize port solenoid 33 drives the opening / closing member 32 of the special prize device 31.

[0096] In addition to the ball detection sensor, the sensors connected to the main control board 80 via the relay board 88 include a radio wave sensor 71 that can detect radio waves output from a radio wave output device and a magnetic sensor 72 that can detect magnetism emitted from a magnet.

[0097] The radio wave sensor 71 detects radio waves when they are output from a radio wave output device on the front side of the gaming board 2, for example. This radio wave sensor 71 is provided mainly to detect fraudulent behavior (so-called "radio wave cheating") that causes the ball detection sensor to falsely detect a ball by using radio waves (illegible radio waves), and one or more radio wave sensors 71 are provided depending on the number and positions of ball entrances (ball detection sensors) that are the target of radio wave cheating countermeasures, the radio wave detection range (detection performance), etc. Specifically, for example, the radio wave sensor 71 can be provided for the first start entrance 20 (first start entrance sensor 20a) or the second start entrance 21 (second start entrance sensor 21a), which are the triggers for executing the determination of whether the special symbol has been won or not.

[0098] The detection signal of the radio wave sensor 71 (also called the "radio wave detection signal" or "radio wave sensor signal") input to the main control board 80 is, for example, OFF (non-detection state) when the radio wave sensor 71 does not detect radio waves (unauthorized radio waves), and is ON (detection state) when the radio wave sensor 71 detects radio waves (unauthorized radio waves).

[0099] The magnetic sensor 72 detects the magnetism of a magnet when the magnet is brought close to the surface of the window (viewing window) of the front frame 51, for example. This magnetic sensor 72 is provided mainly to detect fraudulent behavior (so-called "magnet goof") that uses a magnet to forcibly guide game balls to a start hole, a general winning hole, a specific area (V area), etc., and one or more magnetic sensors 72 are provided depending on the number and positions of ball entry holes (ball detection sensors) that are the target of magnetic goof countermeasures, the magnetic detection range (detection performance), etc. Specifically, for example, a magnetic sensor 72 can be provided for the first start hole 20, which triggers the execution of a special symbol win / loss determination, or the general winning hole 27, which triggers the payout of prize balls.

[0100] The detection signal of the magnetic sensor 72 (also called the "magnetic detection signal" or "magnetic sensor signal") input to the main control board 80 is, for example, OFF (non-detection state) when the magnetic sensor 72 does not detect magnetism, and is ON (detection state) when the magnetic sensor 72 detects magnetism.

[0101] The radio wave sensor 71 and the magnetic sensor 72, which can detect fraudulent behavior such as radio wave interference or magnetic interference, are also referred to as "fraud detection sensors" or "fraud detection means." A vibration sensor capable of detecting vibrations applied to the gaming machine can also be provided as the fraud detection sensor (fraud detection means). The vibration sensor is primarily provided to detect fraudulent behavior (so-called "banging") in which the gaming machine is struck to apply vibrations (impacts) to the gaming board (gaming area) and direct the gaming ball toward a specific area (V area) that triggers the awarding of a gaming benefit or a lottery area (e.g., a starting hole) that triggers the execution of a lottery for awarding a gaming benefit. Examples of gaming benefits include transitioning to a gaming state that is advantageous to the player, such as a jackpot gaming state or a probability variable gaming state.

[0102] Also connected to the main control board 80 are a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reserve display 43a, a second special symbol reserve display 43b, a normal symbol reserve display 44, a round display 45, a game status display 46, a launch direction display 47, and a win display 48. The display control of these main displays 40 is performed by a game control microcomputer 81.

[0103] The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 to monitor payouts. The payout control board 110 is connected to a payout device 120 that pays out prize balls and loan balls, and a card unit 135 (which is installed adjacent to the pachinko gaming machine 1 and enables ball lending based on information stored on an inserted prepaid card (game value storage medium) or the like), as well as to a launching device 112 via a launching control board (also referred to as a "launching control unit") 111. The launching device 112 includes a launching handle 60 (see FIG. 1).

[0104] The payout control board 110 is equipped with a payout control one-chip microcomputer (also called a "payout control microcomputer") 116 that controls the payout of game balls according to a predetermined program. The payout control microcomputer 116 includes a ROM that stores programs for controlling the payout of game balls, a RAM used as work memory, and a CPU that executes the programs stored in the ROM.

[0105] The payout control microcomputer 116 drives the payout motor 121 of the payout device 120 to pay out prize balls and loan balls based on signals from the game control microcomputer 81 and signals from the card unit 135 connected to the pachinko gaming machine 1 via the input / output circuit 117. Payout balls are detected by payout sensors 122 and 123 for counting. When the launch handle 60 of the launcher 112 is operated, the touch switch 114 detects the operator's (player's) contact with the launch handle 60, and the launch volume 115 detects the amount of rotation of the launch handle 60. The launch motor 113 is then controlled to launch game balls with a strength (launch intensity) corresponding to the magnitude of the detection signal from the launch volume 115. In this embodiment, the launcher 112 can continuously launch approximately 100 game balls per minute by driving the launch motor 113.

[0106] A frame open detection switch 70 capable of detecting when the front frame 51 is open is connected to the payout control board 110. The frame open detection switch 70 is also referred to as "open detection means." The frame open detection switch 70 is provided, for example, on the front frame 51 or the main frame 52, and is configured to switch on and off in response to a state change when the front frame 51 changes from a closed state (closed state) to an open state (open state) or from an open state to a closed state. In other words, the frame open detection switch 70 is also an open / close detection switch that detects the opening and closing of the front frame 51. The open / close detection switch is also referred to as "open / close detection means." The front frame 51 is opened and closed by operation (external operation) by a gaming parlor staff member or the like, for example, when performing maintenance work on the gaming board 2 or clearing ball jams (so-called "grapes") in the gaming area 3.

[0107] The detection signal of the frame open detection switch 70 (also referred to as the "frame open detection signal") input to the dispensing control board 110 is, for example, OFF (non-detection state) when the front frame 51 is in a closed state, and ON (detection state) when the front frame 51 is in an open state. In other words, when the frame open detection switch 70 detects the opening of the front frame 51 (a change of the front frame 51 from a closed state to an open state), the detection signal of the frame open detection switch 70 turns ON. Also, when the frame open detection switch 70 detects the closing of the front frame 51 (a change of the front frame 51 from an open state to a closed state), the detection signal of the frame open detection switch 70 turns OFF.

[0108] The frame open detection signal input to the payout control board 110 is input to the main control board 80. In other words, the detection signal of the frame open detection switch 70 is input to the main control board 80 via the payout control board 110. The game control microcomputer 81 is able to detect the state (open or closed) of the front frame 51 based on the state of the input frame open detection signal. In addition, the game control microcomputer 81 is able to detect radio wave cheating and magnetic cheating fraud based on the state of the aforementioned radio wave detection signal and magnetic detection signal input to the main control board 80.

[0109] If the front frame 51 opens or fraudulent activity occurs, it becomes difficult (impossible) to play normally, and the state of the pachinko gaming machine 1 becomes unsuitable for play. The occurrence of such an unsuitable state for play (in this embodiment, a state in which the front frame 51 is open or a state in which fraudulent activity has occurred) can be detected based on the state of the frame open detection signal, radio wave detection signal, and magnetic detection signal.

[0110] 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 one-way communication connection that only allows signals to be transmitted from the main control board 80 to the sub-control board 90. In other words, a one-way circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.

[0111] 5, a one-chip microcomputer for effect control (also called "effect control microcomputer") 91 that controls the effects of the pachinko gaming machine 1 according to a predetermined program is mounted on the sub-control board 90. The effect control microcomputer 91 includes a ROM that stores programs for controlling the effects that are performed as the game progresses, a RAM used as work memory, and a CPU that executes the programs stored in the ROM.

[0112] The performance control microcomputer 91 transmits and receives data to and from other boards, etc., via an input / output circuit 95. The input / output circuit 95 may be built into the performance control microcomputer 91, and the ROM may be external. The ROM of the sub-control board 90 (performance control microcomputer 91) stores various data necessary for controlling the performance, such as tables used for various judgments and decisions (selections) related to game performance, and performance patterns such as variable performances and preview performances. In addition, memory areas are reserved at predetermined addresses in the RAM (performance control RAM) of the sub-control board 90 (performance control microcomputer 91) for use with various flags and various counting counters.

[0113] The sub-control board 90 is connected to an image control board 100, an audio control board 106, a lamp control board 107, and the like. The sub-control board 90 (effect control microcomputer 91) cooperates with the image control board 100, the audio control board 106, and the lamp control board 107 depending on the game situation to cause corresponding effect devices, components, etc. (effect control means) to execute various effects such as display effects, sound effects, and lamp effects (light-emitting effects). This sub-control board 90 (effect control microcomputer 91) functions as effect execution means (also referred to as "effect control means") that can execute various effects depending on the game situation. Note that at least one of the image control board 100, the audio control board 106, and the lamp control board 107 can also be considered to function as effect execution means (effect control means) together with the sub-control board 90.

[0114] Based on commands received from the main control board 80, the sub-control board 90 (performance control microcomputer 91) causes the CPU of the image control one-chip microcomputer (also called the ``image control microcomputer'') 101 of the image control board 100 to control the display of the image display device 7.

[0115] The RAM of the image control board 100 is a memory for expanding image data. The ROM of the image control board 100 stores various image data such as still image data and video data to be displayed on the image display device 7, specifically, characters, items, figures, letters, numbers, symbols, etc. (including effect patterns, reserved patterns, etc.), and background images. The image control microcomputer 101 reads image data from the ROM based on a command from the effect control microcomputer 91. Then, it executes display control based on the read image data. Note that a VDP (Video Display Processor) may be provided instead of or in addition to the image control one-chip microcomputer 101 of the image control board 100.

[0116] The sub-control board 90 (effect control microcomputer 91) outputs various sounds from the speaker 67 via the audio control board 106 based on commands received from the main control board 80. The sounds output from the speaker 67 can be composed of music (BGM), voice, electronic sounds, etc., and the data for these sounds (sound data) is stored in the ROM of the sub-control board 90. In this embodiment, effect sounds (sound effects), notification sounds, and confirmation sounds are provided as sounds that can be output by the pachinko gaming machine 1 (sounds that can be output from the speaker 67).

[0117] Examples of the effect sounds include normal changing BGM (normal changing sound) output in conjunction with the changing display of the effect pattern 8 (changing effect), reach BGM (reach effect sound) output in conjunction with the reach effect, pattern stop sound output in conjunction with the stop display of the effect pattern 8 (temporary stop and / or confirmed stop), warning sound output in conjunction with the warning effect, winning sound output in conjunction with the game ball entering a specific winning port such as the start port, general winning port or big winning port, and jackpot BGM (jackpot effect sound) output in conjunction with the jackpot game effect.

[0118] The alarm sounds include, for example, a frame open sound that alerts the player that the frame open detection switch 70 has detected the opening of the front frame 51 (i.e., that the front frame 51 is open), a radio wave detection sound that alerts the player that the radio wave sensor 71 has detected radio waves, a magnetic detection sound that alerts the player that the magnetic sensor 72 has detected magnetism, a left-hit instruction sound that instructs the player to hit to the left, and a lower tray full sound that alerts the player that the lower tray 62 is full.

[0119] The confirmation sound is, for example, a volume confirmation sound that shows (notifies) the player of the volume (volume setting content) after setting (adjusting) the volume when the volume is set (adjusted) by a specified volume adjustment operation, or a light intensity confirmation sound that shows (notifies) the player of the light intensity (light intensity setting content) after setting (adjusting) the light intensity when the light intensity is set (adjusted) based on a specified light intensity adjustment operation.

[0120] A CPU may be mounted on audio control board 106, in which case audio control may be performed by the CPU. In this case, a ROM may be mounted on audio control board 106, in which case audio data may be stored in the ROM. Speaker 67 may also be connected to image control board 100, and image control microcomputer 101 may be made to perform audio control. In this case, audio data may be stored in the ROM of image control board 100.

[0121] Based on commands received from the main control board 80, the sub-control board 90 (performance control microcomputer 91) determines, from data stored in ROM, light pattern data (data that determines on / off, light color, etc., and is also called "lamp data") that determines the light emission mode of lamps such as the frame lamp 66, panel lamp 5, and movable body lamp 15, and controls the lighting of lamps (LEDs) such as the frame lamp 66, panel lamp 5, and movable body lamp 15 via the lamp control board 107.

[0122] The sub-control board 90 (performance control microcomputer 91) operates the movable performance member 14 (movable body) connected to the lamp control board 107 via the relay board 108 based on commands received from the main control board 80. The movable performance member 14 is operated by an electric drive source (also called "drive means") such as a motor (not shown). The performance control microcomputer 91 determines (selects) data (also called "drive data") for operating the movable performance member 14 in a predetermined operating mode from a plurality of operation pattern data stored (memorized) in advance in the ROM of the sub-control board 90, and controls the operation of the movable performance member 14 (movable performance) based on the determined operation pattern data. The movable performance device is made up of the movable performance member 14 and the drive means for operating it.

[0123] A CPU may be mounted on the lamp control board 107, in which case the CPU may be made to control the lighting of the lamps and the operation of the movable performance member 14. Furthermore, in this case, a ROM may be mounted on the lamp control board 107, and data relating to the light emission pattern and operation pattern may be stored in the ROM.

[0124] A position detection sensor 17 capable of detecting the position of the movable performance member 14 is connected to the sub-control board 90. In this embodiment, the position detection sensors 17 include a standby position detection sensor 17a (also referred to as a "first position detection sensor" or "first position detection means") that is in a detecting state (e.g., "ON") when the movable performance member 14 is in the standby position (initial position) and in a non-detecting state (e.g., "OFF") when the movable performance member 14 is not in the standby position, and an actuation position detection sensor 17b (also referred to as a "second position detection sensor" or "second position detection means") that is in a detecting state (e.g., "ON") when the movable performance member 14 is in the actuation position and in a non-detecting state (e.g., "OFF") when the movable performance member 14 is not in the actuation position. The position detection sensors 17 (standby position detection sensor 17a, actuation position detection sensor 17b) are, for example, configured by a photointerrupter equipped with a light-emitting unit and a light-receiving unit.

[0125] A signal indicating the detection state of standby position detection sensor 17a (also referred to as the "standby position detection signal") and a signal indicating the detection state of operating position detection sensor 17b (also referred to as the "operating position detection signal") are each input to sub-control board 90. Based on the input signal, performance control microcomputer 91 is configured to be able to determine whether movable performance member 14 is in the standby position or the operating position, i.e., the position (state) of movable performance member 14, and to detect any abnormalities in movable performance member 14.

[0126] For example, when the pachinko gaming machine 1 is in operation (when the power is ON), the standby position detection signal may be OFF (the standby position detection sensor 17a is in a non-detecting state) when the movable performance member 14 is not in operation before it is activated (when the movable performance is not being executed) or when it starts to activate (when the movable performance starts), or the activation position signal may not be ON (the activation position detection sensor 17b is in a detecting state) even though a predetermined time (for example, the time required for the movable performance member 14 to move from the standby position to the activation position) has elapsed since the condition for moving the movable performance member 14 from the standby position to the activation position (the activation condition of the movable performance member 14) was met, or the standby position detection signal may not be ON (the standby position detection sensor 17a is in a detecting state). When the operating status of the movable performance member 14 and the position detection signal (detection state of the position detection sensor 17) do not match, such as when the standby position detection signal remains ON (standby position detection sensor 17a is in a detection state) or when the operating position detection signal remains ON (operating position detection sensor 17b is in a detection state) even though a predetermined time (for example, the time required for the movable performance member 14 to move from the operating position to the standby position) has elapsed since the condition for moving the movable performance member 14 from the operating position to the standby position (return condition of the movable performance member 14) was met, it can be determined that an abnormality has occurred in the movable performance member 14 (abnormality in the moving part).

[0127] The position detection sensor 17 (either or both of the standby position detection sensor 17a and the operating position detection sensor 17b) is also called the "position detection means," the performance control microcomputer 91 capable of detecting abnormalities in the movable performance member 14 is also called the "abnormality detection means," and either or both of the standby position detection signal and the operating position detection signal are also called the "position detection signal."

[0128] A first effect button detection switch 63c and a second effect button detection switch 63d are connected to the sub-control board 90, and detect when the first effect button 63a or the second effect button 63b (see FIG. 1) is operated (pushed, rotated, pulled, etc.). When a player performs a predetermined input operation on the first effect button 63a or the second effect button 63b, a signal from the corresponding effect button detection switch is input to the sub-control board 90. The first effect button detection switch 63c is also referred to as the "first operation detection means," and the second effect button detection switch 63d is also referred to as the "second operation detection means." In addition, either or both of the first effect button detection switch 63c and the second effect button detection switch 63d are also referred to as the "effect button detection switch" or "operation detection means."

[0129] [Winning summary] Next, an overview of the win of the pachinko gaming machine 1 will be explained. In this embodiment, there are "jackpot" and "miss" as a result of the special symbol hit / miss determination. As mentioned above, in the event of a "jackpot", a "jackpot symbol" is displayed statically in the special symbol display section, and in the event of a "miss", a "miss symbol" is displayed statically in the special symbol display section. In other words, depending on the result of the special symbol hit / miss determination (jackpot or miss), the special symbol (identification information) is displayed as a jackpot symbol (specific mode) or a miss symbol (non-specific mode).

[0130] If the special symbol hit determination determines that a jackpot has occurred, a "special game" is executed in which the jackpot opening 30 is opened in an opening pattern according to the type (jackpot type) of the special symbol (jackpot symbol) that has stopped and been displayed. The special game that is executed when a jackpot has occurred is also called a "jackpot game," and the game state in which the special game can be played is also called a "special game state," and the game state in which the jackpot game can be played is also called a "jackpot game state."

[0131] The pachinko gaming machine 1 of this embodiment is provided with a plurality of jackpots. Specifically, as shown in Fig. 6, a total of nine types of jackpots are provided: "10R (round) 1st jackpot," "10R 2nd jackpot," "10R 3rd jackpot," "10R 4th jackpot," "10R 5th jackpot," "5R 6th jackpot," "5R 7th jackpot," "10R 8th jackpot," and "10R 9th jackpot." Of these jackpots, "10R 1st jackpot," "10R 2nd jackpot," "10R 3rd jackpot," "10R 4th jackpot," "10R 5th jackpot," "5R 6th jackpot," and "5R 7th jackpot" are jackpots related to the first special symbol, and "10R 8th jackpot" and "10R 9th jackpot" are jackpots related to the second special symbol. The special symbol display section displays the jackpot symbols corresponding to the jackpot type. In this specification, round may be abbreviated as "R."

[0132] The 10R 1st jackpot, 10R 8th jackpot, and 10R 9th jackpot are all jackpots with a round count of "10", the opening of the large prize slot 30 "once" for each of the 1R to 10R rounds, and the opening time of the large prize slot 30 "25 seconds" for each of the 1R to 10R rounds. An opening time of "25 seconds" is also called a "long opening".

[0133] The 5R 6th jackpot and the 5R 7th jackpot are both jackpots with a round count of "5", the large prize slot 30 opening "once" for each round from 1R to 5R, and the large prize slot 30 opening time of "25 seconds" for each round from 1R to 5R.

[0134] The 10R second jackpot is a jackpot in which the number of rounds is "10", the number of times the large prize slot 30 opens is "once" for each round from 1R to 10R, and the opening time of the large prize slot 30 is "25 seconds" for each round from 1R to 10R.

[0135] The 10R third jackpot is a jackpot where the number of rounds is "10," the large prize slot 30 opens "once" for each of the 1R to 10R rounds, and the large prize slot 30 opens for "25 seconds" for each of the 1R to 7R rounds and "0.1 seconds" for each of the 8R to 10R rounds. An opening time of "0.1 seconds" is also called a "short opening." Of the jackpot games related to the 10R third jackpot (also called "10R third jackpot games"), the opening time of the large prize slot 30 per round from 8R to 10R is an extremely short time of "0.1 seconds," making the possibility of a game ball entering the large prize slot 30 extremely low (virtually zero). For this reason, in the 10R third jackpot game, the possibility of the game ball entering the large prize opening 30 increases in 1R to 7R, where the opening time per round is "25 seconds", and it becomes possible to easily make the game ball enter the large prize opening 30. Therefore, the 10R third jackpot is essentially a "7R jackpot", and the 10R third jackpot game is essentially a "7R jackpot game".

[0136] The 10R 4th jackpot is a jackpot with 10 rounds, the number of times the large prize entry port 30 opens is "1" for each of the 1R through 10R rounds, and the opening time of the large prize entry port 30 is "25 seconds" for each of the 1R through 5R rounds and "0.1 seconds" for each of the 6R through 10R rounds. In the jackpot game related to the 10R 4th jackpot (also referred to as the "10R 4th jackpot game"), the opening time of the large prize entry port 30 per round is extremely short, at "0.1 seconds," from the 6R through the 10R rounds, making the possibility of a game ball entering the large prize entry port 30 extremely low (virtually zero). Therefore, in the 10R 4th jackpot game, the possibility of a game ball entering the large prize entry port 30 increases in the 1R through 5R rounds, where the opening time per round is "25 seconds," making it easier to enter the game ball into the large prize entry port 30. Therefore, a 10R 4th jackpot is essentially a "5R jackpot", and a 10R 4th jackpot game is essentially a "5R jackpot game".

[0137] The 10R 5th jackpot is a jackpot with 10 rounds, the number of times the large prize entry port 30 opens is "1" for each of the 1R to 10R rounds, and the opening time of the large prize entry port 30 is "25 seconds" for each of the 1R to 3R rounds and "0.1 seconds" for each of the 4R to 10R rounds. Among the jackpot games related to the 10R 5th jackpot (also referred to as "10R 5th jackpot games"), the opening time of the large prize entry port 30 per round is extremely short, at "0.1 seconds," from the 4R to the 10R rounds, making the possibility of a game ball entering the large prize entry port 30 extremely low (virtually zero). Therefore, in the 10R 4th jackpot game, the possibility of a game ball entering the large prize entry port 30 increases in the 1R to 3R rounds, where the opening time per round is "25 seconds," making it possible to easily enter the game ball into the large prize entry port 30. Therefore, a 10R 5th jackpot is essentially a "3R jackpot", and a 10R 5th jackpot game is essentially a "3R jackpot game".

[0138] Of these nine types of jackpots, the 10R 1st jackpot, 5R 6th jackpot, 5R 7th jackpot, 10R 8th jackpot, and 10R 9th jackpot have a fixed interval time (for example, about 0.5 seconds to 1 second) set between each round (between rounds), and each round from the first round to the final round is consumed with the same (fixed) interval time in between. The 10R 1st jackpot, 5R 6th jackpot, 5R 7th jackpot, 10R 8th jackpot, and 10R 9th jackpot, which have rounds consumed in this way, can be said to be general jackpots.

[0139] In contrast, for the 10R second jackpot and the 10R third jackpot (effectively a 7R jackpot), the interval time is different between the rounds when the 3rd, 5th, and 7th rounds are completed and between the rounds when the other rounds (1R, 2R, 4R, 6R, 8R, 9R) are completed, with the former having a longer interval time than the latter. For example, the interval time between the rounds when the 3rd, 5th, and 7th rounds are completed is "approximately 3 to 5 seconds," and the interval time between the rounds when the other rounds (1R, 2R, 4R, 6R, 8R, 9R) are completed is "approximately 0.5 to 1 second."

[0140] For the 10R fourth jackpot (effectively a 5R jackpot), the interval time between the rounds when the 3rd and 5th rounds are completed is different from the interval time between the rounds when the other rounds (1R, 2R, 4R, 6R, 7R, 8R, 9R) are completed, with the former having a longer interval time than the latter. For example, the interval time between the rounds when the 3rd and 5th rounds are completed is "approximately 3 to 5 seconds," and the interval time between the rounds when the other rounds (1R, 2R, 4R, 6R, 8R, 9R) are completed (also called the "second interval time") is "approximately 0.5 to 1 second."

[0141] For the 10R fifth jackpot (effectively a 3R jackpot), the interval time is different between the rounds when 3 rounds are completed and the rounds when other rounds (1R, 2R, 4R, 5R, 6R, 7R, 8R, 9R) are completed, with the former having a longer interval time than the latter. For example, the interval time between rounds when 3 rounds are completed is "approximately 3 to 5 seconds," and the interval time between rounds when other rounds (1R, 2R, 4R, 5R, 6R, 7R, 8R, 9R) are completed is "approximately 0.5 to 1 second."

[0142] In the 2nd to 5th jackpots of 10R, the relatively long interval time (for example, about 3 to 5 seconds) is also called the "first interval time," and the relatively short interval time (for example, about 0.5 to 1 second) is also called the "second interval time."

[0143] Between rounds (also called "interval period") when the first interval time is set, an effect is executed using the image display device 7 (display screen 7a) or the like, which indicates whether the large prize slot 30 will be long-opened in the next round as well, i.e., whether a long-open round will be executed (continued). The period between rounds when the first interval time is set is also called "round branching timing," and the effect executed at the round branching timing is also called "round branching effect."

[0144] For example, between rounds (round branching timing) when the third round of the 10R 5th jackpot game ends, a round branching effect is executed which suggests that the long opening round will not be executed (continued) from the next round onwards (for example, a long opening round end effect or a jackpot end effect), and between rounds (round branching timing) when the third round of the 10R 2nd to 4th jackpot game ends, a round branching effect is executed which suggests that the long opening round will be executed (continued) from the next round onwards (for example, a long opening round continuation effect).

[0145] In addition, between rounds (round branching timing) when the 5th round of the 10R 4th jackpot game ends, a round branching effect is executed which suggests that the long opening round will not be executed (continued) from the next round onwards (for example, a long opening round end effect or a jackpot end effect), and between rounds (round branching timing) when the 5th round of the 10R 2nd and 3rd jackpot game ends, a round branching effect is executed which suggests that the long opening round will be executed (continued) from the next round onwards (for example, a long opening round continuation effect).

[0146] In addition, between rounds (round branching timing) when the 7th round of the 10R third jackpot game ends, a round branching effect is executed which suggests that the long opening round will not be executed (continued) from the next round onwards (for example, a long opening round end effect or a jackpot end effect), and between rounds (round branching timing) when the 7th round of the 10R second jackpot game ends, a round branching effect is executed which suggests that the long opening round will be executed (continued) from the next round onwards (for example, a long opening round continuation effect).

[0147] In this way, for the 10R 2nd to 5th jackpots, a longer interval time (first interval time) is set between the rounds that are the branching points (round branching timing) between whether the long open round will continue or not, compared to the other rounds, and the round branching effect is executed using this interval time. In this way, the jackpot game related to the 10R 2nd to 5th jackpots, in which the round branching effect is executed at the round branching timing, is called a "rank up bonus", and is a special jackpot with different gameplay from general jackpots such as the 10R 1st jackpot. Hereinafter, the rank up bonus may be referred to as "RUB".

[0148] Here, a round is also called a "round game," and round games are also called "large prize opening / closing games," "variable ball entry games," or "special ball entry games." In addition, the 5R 6th jackpot and the 5R 7th jackpot are collectively called "5R jackpots," and the 10R 1st to 5th jackpots and the 10R 8th and 9th jackpots are collectively called "10R jackpots." Furthermore, the 2nd to 5th jackpots of the 10R are also called "special jackpots," and jackpots other than the 2nd to 5th jackpots of the 10R (special jackpots) (10R 1st, 8th, and 9th jackpots, 5R 6th and 7th jackpots) are also called "general jackpots." The jackpot game related to the general jackpot (5R jackpot game or 10R jackpot game) is also called "first special game," and the jackpot game related to the special jackpot (rank-up bonus (RUB)) is also called "second special game." Also, when focusing on the number of rounds of the jackpot game, the 5R jackpot game can also be called the "first special game," and the 10R jackpot game can also be called the "second special game."

[0149] In this embodiment, there are two types of jackpots based on the number of rounds: a 5R jackpot and a 10R jackpot. However, various types of jackpots can be provided, such as three types: a 3R jackpot, a 6R jackpot, and a 10R jackpot, or one type: a 7R jackpot. In this embodiment, the maximum number of rounds in a jackpot game is 10R (10R jackpot), but the maximum number of rounds is not limited to this. For example, the maximum number of rounds can be more than 10R (for example, 15R), or fewer than 10R (for example, 9R).

[0150] The pachinko gaming machine 1 of this embodiment is configured to transition the game state after the end of a jackpot game to a high-probability state, time-saving state, high-base state, etc., as described below, depending on the type of jackpot that has occurred (won). That is, if the result of the special symbol hit / miss / miss determination is a jackpot and the jackpot is any of the aforementioned 10R 1st to 5th jackpots, 5R 6th jackpot, and 10R 8th jackpot, the game state after the end of the jackpot game is controlled to a "high-probability state, time-saving state, and high-base state" as described below (see FIG. 6). On the other hand, if the result of the special symbol hit / miss / miss determination is a jackpot and the jackpot is any of the aforementioned 5R 7th jackpot and 10R 9th jackpot, the game state after the end of the jackpot game is controlled to a "low-probability state, time-saving state, and high-base state" as described below (see FIG. 6). For this reason, the 10R 1st to 5th jackpots, the 5R 6th jackpot, and the 10R 8th jackpot can be considered to be "special jackpots," while the 5R 7th jackpot and the 10R 9th jackpot can be considered to be "non-special jackpots" (also called "normal jackpots" or "time-saving jackpots").

[0151] Here, with regard to the jackpot symbols (specific patterns, specific display results) of the special patterns that trigger the execution of a jackpot game, the jackpot symbols can be distinguished by the type of jackpot. For example, when distinguishing between non-variable jackpots and variable jackpots, the jackpot symbols for non-variable jackpots can be referred to as the "first specific pattern" or "first specific display result," and the jackpot symbols for variable jackpots can be referred to as the "second specific pattern" or "second specific display result." Also, when distinguishing between general jackpots and special jackpots, the jackpot symbols for general jackpots can be referred to as the "first specific pattern" or "first specific display result," and the jackpot symbols for special jackpots can be referred to as the "second specific pattern" or "second specific display result."

[0152] As shown in Figures 6 and 8(B), when a jackpot is determined based on the first special symbol (Special Symbol 1), the distribution probability of each jackpot is 5% for a 10R 1st jackpot, 5% for a 10R 2nd jackpot, 7% for a 10R 3rd jackpot, 10% for a 10R 4th jackpot, 13% for a 10R 5th jackpot, 15% for a 5R 6th jackpot, and 45% for a 5R 7th jackpot. In contrast, when a jackpot is determined based on the second special symbol (Special Symbol 2), the distribution probability of each jackpot is 55% for a 10R 8th jackpot, and 45% for a 10R 9th jackpot. That is, when a jackpot is determined based on a ball entering the second starting hole 21 (special chart 2 hit / miss determination), the occurrence rate (allocation probability) of a 10R jackpot is 100%, which is higher than when a jackpot is determined based on a ball entering the first starting hole 20 (special chart 1 hit / miss determination). In this way, the pachinko gaming machine 1 of this embodiment is configured so that a jackpot determined based on a ball entering the second starting hole 21 (special chart 2 hit / miss determination) is more likely to be advantageous for the player in terms of the amount of prize balls that can be obtained than when a jackpot is determined based on a ball entering the first starting hole 20 (special chart 1 hit / miss determination). For this reason, players play in the hope of a ball entering the second starting hole 21. This is particularly noticeable when the opening extension function described below is activated (when a high base state occurs), which increases the frequency of balls entering the second starting hole 21.

[0153] The determination of whether a jackpot is a hit or a miss is made based on the "special symbol hit / miss determination random number (also referred to as "hit / miss determination information")," and if the hit / miss determination result is a jackpot, the determination of the jackpot type is made based on the "jackpot type determination random number (also referred to as "jackpot type determination information"). In this embodiment, as shown in FIG. 7(A), the special symbol hit / miss determination random number takes a value in the range of "0 to 629," and the jackpot type determination random number takes a value in the range of "0 to 99." The special symbol hit / miss determination random number and the jackpot type determination random number are random numbers (acquired information) obtained based on the ball entering the first starting hole 20 or the second starting hole 21. As mentioned above, the jackpot type corresponds to the type of jackpot symbol (see FIG. 6). For this reason, the jackpot type determination random number is also referred to as the "symbol determination random number" or "symbol determination information." The values ​​(ranges of random numbers) of various types exemplified in this specification are merely examples, and can be set arbitrarily according to the control specifications.

[0154] The random numbers (acquired information) acquired based on the ball entering the first starting hole 20 or the second starting hole 21 include a random number for determining whether a special symbol has been hit or not and a random number for determining the type of jackpot, as well as a "random number for determining a fluctuation pattern (also called "fluctuation pattern determination information")" as shown in Figure 7(A). The random number for determining a fluctuation pattern is a random number for determining a fluctuation pattern including a fluctuation time, and in this embodiment, it takes a value in the range of "0 to 198".

[0155] 7(B) is a random number for determining whether a normal symbol has been selected, which is shown in Fig. 7(B) among the random numbers (acquired information) acquired based on the passage of the gate 28. The random number for determining whether a normal symbol has been selected is a random number for determining whether or not an auxiliary game that opens the second starting hole 21 is to be played (a normal symbol lottery), and in this embodiment, the value ranges from 0 to 240.

[0156] [Game Status] Next, we will explain the gaming states of the pachinko gaming machine 1. The pachinko gaming machine 1 has multiple gaming states depending on the combination of the probability variation function and variation time reduction function for special symbols, the probability variation function and variation time reduction function for normal symbols, and the opening extension function for normal electric devices, which are in an activated or deactivated state. The state in which the probability variation function is activated for special symbols (first special symbol and second special symbol) is also called the "high probability state" or "probability variable state," and the state in which it is not activated is also called the "low probability state," "normal state," or "non-probability variable state."

[0157] In the high probability state, the probability of a special symbol being determined to be a jackpot is higher than in the normal state (low probability state). That is, in the normal state, the jackpot determination is made using the jackpot determination table for the normal state, and in the high probability state, the jackpot determination is made using the jackpot determination table for the high probability state, in which the value of the special symbol random number that is determined to be a jackpot is higher than in the normal state (see Figure 8(A)). In other words, when the special symbol probability variation function is activated, the probability that the result of the special symbol variation display will be a jackpot (the stopped symbol will be a jackpot symbol) is higher than when it is not activated.

[0158] In addition, the state in which the time-saving function for special symbols (first and second special symbols) is activated is referred to as the "time-saving state" or "shortened-time state," while the state in which it is not activated is referred to as the "non-time-saving state" or "normal-time state." In the time-saving state, the average special symbol fluctuation time (the time from the start of the special symbol fluctuation display to its end (determined display)—also referred to as the "special symbol fluctuation time")—is shorter than the average special symbol fluctuation time in the non-time-saving state. That is, in the time-saving state, a fluctuation pattern is determined using a fluctuation pattern table that is designed to more likely select a fluctuation pattern with a shorter special symbol fluctuation time (also referred to as a "shortened-time pattern") than in the non-time-saving state (see Figures 9A and 9B). As a result, in the time-saving state, the pace of special symbol reserve consumption is accelerated, making it easier for effective balls to land in the starting slot (balls that can be stored as special symbol reserves) to occur. This allows for smooth gameplay and the aim of winning a jackpot.

[0159] The probability fluctuation function and the fluctuation time reduction function for the special symbols (first special symbol and second special symbol) may operate simultaneously, or only one of them may operate. The probability fluctuation function and the fluctuation time reduction function for the normal symbols operate in synchronization with the fluctuation time reduction function for the special symbols. In other words, the probability fluctuation function and the fluctuation time reduction function for the normal symbols operate in the time-saving mode for the special symbols and do not operate in the non-time-saving mode. Therefore, in the time-saving mode, the probability of a normal symbol win / loss determination is higher than in the non-time-saving mode. Specifically, in the time-saving mode, the normal symbol win / loss determination (normal symbol determination) is performed using a normal symbol win determination table in which the value of the normal symbol random number (win random number) determined as a win is higher than in the normal symbol win determination table used in the non-time-saving mode (see Figure 8(C)).

[0160] In the time-saving state, the normal symbol fluctuation time (the time from the start of the normal symbol fluctuation display to the end (confirmed display) of the normal symbol, also referred to as the "normal symbol fluctuation time") is shorter than in the non-time-saving state. In this embodiment, the normal symbol fluctuation time in the non-time-saving state is 30 seconds, and the normal symbol fluctuation time in the time-saving state is 1 second (see Figure 8 (D)). Also, in the time-saving state, the opening time extension function of the variable winning device 22 (second start port 21) is activated, and the opening time of the second start port 21 in the auxiliary game (game with a normal symbol hit) is longer than in the non-time-saving state. In addition, in the time-saving state, the opening count increase function of the variable winning device 22 is activated, and the number of times the second start port 21 is opened in the auxiliary game is greater than in the non-time-saving state. Specifically, when the result of the normal symbol hit / miss judgment is a hit in the non-time-saving state, the movable member 23 of the variable winning device 22 (second starting port 21) performs a single opening operation for 0.2 seconds, and when the result of the normal symbol hit / miss judgment is a hit in the time-saving state, the movable member 23 of the variable winning device 22 (second starting port 21) performs three 2.0-second opening operations.

[0161] When the probability variation function and variation time reduction function for normal symbols, as well as the opening time extension function and opening count increase function of the variable winning device 22, are activated, the second starting hole 21 opens more frequently, and the frequency with which game balls enter the second starting hole 21 increases, compared to when these functions are not activated. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, increases. Therefore, the state in which these functions are activated is also called a "high base state" or "high frequency state," and the state in which they are not activated is also called a "low base state." In a high base state, you can aim for a jackpot without significantly reducing the number of game balls you have in hand (held balls).

[0162] It should be noted that the high base state (high frequency state) does not necessarily require all of the above functions to be activated. In other words, it is sufficient that the activation of at least one of the functions of the probability fluctuation function and fluctuation time reduction function for normal symbols, and the opening time extension function and opening count increase function of the variable winning device 22 makes it easier for the second starting hole 21 to open (higher ball entry frequency) compared to when the function is not activated. Also, the high base state may be controlled independently without being associated with the time reduction state of the special symbols. The function that generates such a high base state is also called the "high base generation function."

[0163] In the pachinko gaming machine 1 of this embodiment, as described above, the game state after the jackpot game (after the special game) when any of the 10R 1st to 5th jackpots, the 5R 6th jackpot, and the 10R 8th jackpot occurs is a high probability state for the special symbol, a time-saving state for the special symbol, and a high base state (see FIG. 6). This game state is also called a "high probability, high base state." The high probability, high base state ends when a predetermined number of special symbol variations are displayed, or when a jackpot is achieved and a jackpot game is played. This high probability, high base state is what the player calls a "probability variable state."

[0164] In addition, when either the 5R 7th jackpot or the 10R 9th jackpot occurs, the game state after the jackpot game (after the special game) becomes the normal state (low probability state) of the special symbol, and also becomes the time-saving state and high base state of the special symbol (see Figure 6). This game state is also called the "low probability high base state." The low probability high base state ends when the variable display of the special symbol is executed a predetermined number of times (for example, 100 times) or when a jackpot is won and the jackpot game is executed.

[0165] In the pachinko game machine 1 of this embodiment, three game states can be set as game states in which the variable display of special patterns (identification information) can be executed: a "low probability low base state," a "low probability high base state," and a "high probability high base state." In addition to these, it may also be possible to set a "high probability low base state" in which the special pattern has a high probability, the special pattern has no time-saving state, and the base state is low.

[0166] In a high-base state, such as a low-probability high-base state or a high-probability high-base state, hitting the ball to the right to advance the game is advantageous. In a high-base state, the second starting hole 21 is more likely to open than in a low-base state, making it easier for the ball to enter the second starting hole 21 than the first starting hole 20 (the ball is more likely to enter the second starting hole 21 than the first starting hole). Therefore, a right-handed hit is performed to allow the ball to pass through the gate 28, which triggers the determination of whether the normal symbol is a hit or not, and to cause the ball to enter the second starting hole 21. This allows for more starting hits (opportunities for determining whether the special symbol is a hit or not) than when hitting the ball to the left. In this state, the launch direction indicator 47 is controlled to light in a predetermined manner, indicating that the game is in a state in which the ball should be launched toward the right playing area 3B (right-handed hit instruction notification).

[0167] In contrast, in a low base state (e.g., a low-probability low base state), it is more advantageous to hit the ball from the left to enter the left play area 3A. In a low base state, the second start hole 21 is less likely to open than in a high base state, making it easier for the ball to enter the first start hole 20 than the second start hole 21 (the first start hole is more likely to be entered than the second start hole). Therefore, a left-handed hit is performed to make the ball enter the first start hole 20. This allows for more start balls (opportunities to determine whether a special symbol has been selected) than when a right-handed hit is performed. In this state, the launch direction indicator 47 is lit (display controlled) in a predetermined manner, indicating that the game is in a state where the ball should be launched toward the left play area 3A (left-handed hit instruction notification).

[0168] The launch direction indicator 47 has two LEDs, "yz," and can indicate the launch direction by lighting the LEDs according to the game state. For example, in a low base state, it can indicate that the ball should be launched into the left game area by displaying "y□z□" (e.g., □: off, ■: on), with both LEDs turned off. In a high base state, it can indicate that the ball should be launched into the right game area by displaying "y■z■" (e.g., □: off, ■: on).

[0169] As described above, in the pachinko gaming machine 1 of this embodiment, if the low-probability low base state in which no jackpot game is being played is used as a reference, this low-probability low base state can be considered a "normal game state," and a game in which special symbols are variably displayed in this state (variable game) can be considered a "normal game." On the other hand, since the high-probability high base state and the low-probability high base state are game states that are more advantageous to the player than the low-probability low base state, these high-probability high base states and low-probability high base states can be considered "special game states," and a game in which special symbols are variably displayed in these states can be considered a "special game." Among the variable game states, the low-probability low base state is also referred to as a "first game state," and either or both of the low-probability high base state and the high-probability high base state are also referred to as a "second game state." Also, focusing on the probability of winning a jackpot, a low probability state (a low probability low base state or a low probability high base state) can be referred to as the "first gaming state," and a high probability state (a high probability low base state or a high probability high base state) can be referred to as the "second gaming state."

[0170] A jackpot game is a game that can be executed by displaying a variable special symbol and stopping the display of the jackpot symbol, and since the player can win a large number of prize balls by having a game ball enter the jackpot slot 30, a game state in which a jackpot game is played can be said to be a game state that is more advantageous to the player than a game state in which a jackpot game is not played (variable game state). For this reason, when compared to a game state in which a jackpot game is not played, a game state in which a jackpot game is played can be considered a "special game state," and a jackpot game played in that state can be considered a "special game."

[0171] In addition, low base states such as a low-probability low base state and a high-probability low base state are game states in which a game ball is caused to enter the left game area 3A by hitting the ball from the left as described above, and therefore the low base state can be regarded as a "left-hit game state." On the other hand, high base states such as a low-probability high base state and a high-probability high base state, and a state in which a jackpot game is played, aiming for a game ball to enter the big prize slot, are game states in which a game ball is caused to enter the right game area 3B by hitting the ball from the right as described above, and therefore the high base state and the jackpot game state can be regarded as a "right-hit game state." As mentioned above, in the high base state (right-hand play state), the second starting hole 21 is more likely to open than in the low base state (left-hand play state), making it easier for game balls to enter the second starting hole 21 than the first starting hole 20. Furthermore, the system is set up so that a player is more likely to win a jackpot based on a second special symbol being determined based on a game ball entering the second starting hole 21 than a jackpot based on a first special symbol being determined based on a game ball entering the first starting hole 20. For this reason, the left-hand play state can be considered a "normal play state," and a game in which special symbols are displayed in a variable manner in this state (variable play) can be considered a "normal play." Furthermore, the right-hand play state, which is a game state more advantageous to the player than the left-hand play state, can be considered a "special play state," and a game in which special symbols are displayed in a variable manner in this state (variable play) can be considered a "special play state." In this case, the left-hand hitting gaming state (low base state) is also called the "first gaming state," and the right-hand hitting gaming state is also called the "second gaming state."

[0172] Furthermore, when compared with a low-probability, low-base state, the high-probability, low-base state is identical in that both are low-base states, but in the high-probability state, the probability fluctuation function of the special symbol is activated and the probability that the result of the variable display of the special symbol will be a jackpot is higher than in the low-probability state, so the high-probability, low-base state, which is a game state that is more advantageous to the player than the low-probability, low-base state, can be considered a "special game state," and the game in which the special symbol is variably displayed in that state (variable game) can be considered a "special game." In this case, the low-probability, low-base state is also called the "first game state," and the high-probability, low-base state is also called the "second game state."

[0173] The main control board 80 (game control microcomputer 81) controls the setting and transition of the various game states described above. The main control board 80 (game control microcomputer 81), which controls the activation / deactivation of the probability variation function, functions as a probability setting means that can set the winning probability (jackpot probability) of the special symbol hit / miss determination to a low probability (first probability) or a high probability (second probability). The main control board 80 (game control microcomputer 81), which controls the activation / deactivation of the fluctuation time reduction function, also functions as a shortened fluctuation state setting means (time reduction state setting means) that can set a shortened fluctuation state (time reduction state) in which the fluctuation time of the special symbol is shorter than normal.

[0174] [Main control main processing] Next, the operation (control processing by the main control unit 80) of the game control microcomputer 81 (game control means) will be described with reference to Figures 10 to 36. Note that counters, flags, status, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the RAM of the main control board 80. Also, in this specification, "S" ("S" in the flowchart) such as S101 means a step.

[0175] When the power supply to the pachinko gaming machine 1 is turned on and power supply to the pachinko gaming machine 1 begins, the game control microcomputer 81 reads out and executes the main control main processing program shown in FIG. 10 from the ROM of the main control board 80. As shown in the figure, the main control main processing first performs initial settings (S101). The initial settings include, for example, stack settings, constant settings, interrupt time settings, CPU settings of the main control board 80, settings of SIO, PIO, and CTC (interrupt time controller), and resetting of various flags, statuses, and counters. The initial value of the flag is "0" (i.e., "OFF"), the initial value of the status is "1," and the initial value of the counter is "0." The initial settings (S101) are performed only once after the power is turned on (when the power is turned on) and are not performed thereafter.

[0176] Furthermore, if a RAM clear switch (not shown) is pressed when the pachinko gaming machine 1 is powered on, i.e., if the power is turned on with the RAM clear switch pressed, the RAM (also referred to as the "predetermined storage area") of the main control board 80 is initialized and a RAM clear command is sent to the sub-control board 90. Initializing the RAM is also referred to as "RAM clear." A power-on switch (power switch) is provided on the power supply board 109 (see FIG. 2), and the RAM clear switch is provided near the power switch. Such initialization of the RAM of the main control board 80 (RAM clear) corresponds to one aspect of "initialization processing for initializing the stored contents of the predetermined storage area," and the game control microcomputer 81 that executes the initialization (initialization processing) of the RAM of the main control board 80 corresponds to one aspect of "initialization processing execution means."

[0177] Following the initial setting (S101), interrupts are prohibited (S102), and the normal and special symbol main random number update process (S103) is executed. In the normal and special symbol main random number update process (S103), the values ​​of the various random number counters shown in FIG. 7 are updated by incrementing them by 1. When the value of each random number counter reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" or may be changed randomly. The updated random number counter values ​​(random number values) are stored sequentially in a predetermined update value storage area (not shown) in the RAM of the main control board 80.

[0178] When the normal symbol / special symbol main random number update process (S103) is completed, an interrupt is permitted (S104). While the interrupt is permitted, the interrupt process (S105) can be executed. The interrupt process (S105) is executed based on an interrupt pulse repeatedly input to the CPU of the main control board 80, for example, at a 4 ms cycle. Then, after the interrupt process (S105) is completed and before the next interrupt process (S105) is started, the update process of various counter values ​​by the normal symbol / special symbol main random number update process (S103) is repeatedly executed. Note that if an interrupt pulse is input to the CPU when the interrupt is prohibited, the interrupt process (S105) does not start immediately, but starts after the interrupt is permitted (S104).

[0179] [Interrupt handling] Next, the interrupt process (S105) will be described. As shown in FIG. 11, in the interrupt process (S105), first, the output process (S201) is executed. In the output process (S201), commands and the like set in the output buffer provided in the RAM of the main control board 80 in each process described below are output to the sub-control board 90, the dispensing control board 110, etc. A command consists of, for example, 2 bytes of information, in which case the upper byte is information related to the type of command and the lower byte is information related to the content of the command. The information contained in the commands that can be output from the main control board 80 includes, for example, information regarding the game status (also referred to as "game status information"), information regarding the result of the special pattern hit / miss judgment (also referred to as "hit / miss judgment result information"), information regarding the type of jackpot (type of jackpot pattern) (also referred to as "jackpot type information" or "jackpot pattern information"), information regarding the number of special pattern reserves stored (number of reserves) (also referred to as "storage information" or "number of reserves information"), information regarding the fluctuation pattern of the special patterns (also referred to as "fluctuation pattern information"), and information regarding the result of the preliminary judgment described below (also referred to as "preliminary judgment result information").

[0180] In the input process (S202) that follows the output process (S201), detection signals detected by various sensors (first start hole sensor 20a, second start hole sensor 21a, special prize hole sensor 30a, etc.) attached to the pachinko gaming machine 1 are read in and stored in the output buffer of the RAM as prize ball information. In addition, a detection signal from a lower tray full detection sensor (not shown) that detects whether the lower tray 62 is full is also taken in and stored in the output buffer of the RAM as lower tray full data.

[0181] The normal symbol / special symbol main random number update process (S203) that is carried out next is the same as the normal symbol / special symbol main random number update process (S103) that is carried out in the main control main process of Fig. 10. That is, the update process of the various random number counter values ​​(including the normal symbol random number counter value) shown in Fig. 7 is carried out both during the execution period of the timer interrupt process (S105) and during other periods (the period from the end of the interrupt process (S105) until the start of the next interrupt process (S105)).

[0182] Following the normal and special symbol main random number update process (S203), the following processes are executed: the start gate sensor detection process (S204), the start ball entry process (S205), the normal symbol operation process (S206), the special symbol operation process (S207), the reserved ball count process (S208), and the power interruption monitoring process (S209), which will be described later. After that, other processes not closely related to the present invention (S210) are executed, and the interrupt process (S105) is terminated. The main control main process (S102-S104) is then repeatedly executed (see FIG. 10) until the next interrupt pulse is input to the CPU of the main control board 80. When the interrupt pulse is input (approximately 4 ms later), the interrupt process (S105) is executed again. In the output process (S201) of the interrupt process (S105) that is executed again, the commands and the like set in the RAM output buffer in the previous interrupt process (S105) are output.

[0183] [Starting port sensor detection process] As shown in Fig. 12, in the start gate sensor detection process (S204), first, it is determined whether the gaming ball has passed through the gate 28, that is, whether the gaming ball has been detected by the gate sensor 28a (S301). If the gaming ball has not passed through the gate 28 (NO in S301), the process proceeds to S305, and if the gaming ball has passed through the gate 28 (YES in S301), it is determined whether the number of reserved balls for normal symbols (the number of reserved normal symbols, specifically the value of a counter that counts the number of reserved normal symbols provided in RAM) is less than 4 (S302).

[0184] If the number of reserved normal symbol balls is not less than 4 (NO in S302), the process proceeds to S305. On the other hand, if the number of reserved normal symbol balls is less than 4 (YES in S302), "1" is added to the number of reserved normal symbol balls (S303), and the normal symbol random number acquisition process (S304) is performed. In the normal symbol random number acquisition process (S304), the value of the random number counter for determining whether or not the normal symbol is correct (label -TRND-H, see Figure 7(B)) stored in the update value memory area (not shown) of the RAM is acquired, and the acquired random number value (acquired information) is stored in the address space corresponding to the current number of reserved normal symbol balls in the normal symbol reserve memory section provided in the RAM of the main control board 80.

[0185] In S305, it is determined whether a game ball has entered the second starting hole 21, i.e., whether a game ball has been detected by the second starting hole sensor 21a (S305). If a game ball has not entered the second starting hole 21 (NO in S305), the process proceeds to S309. If a game ball has entered the second starting hole 21 (YES in S305), it is determined whether the number of reserved balls for special symbol 2 (the number of reserved second symbol symbols, specifically, the value of a counter that counts the number of reserved second symbol symbols provided in the RAM of the main control unit 80) is less than 4 (upper limit) (S306). If the number of reserved balls for special symbol 2 is not less than 4 (NO in S306), the process proceeds to S309. If the number of reserved balls for special symbol 2 is less than 4 (YES in S306), 1 is added to the number of reserved balls for special symbol 2 (S307).

[0186] Next, a special symbol 2 related random number acquisition process (S308) is performed. In the special symbol 2 related random number acquisition process (S308), the value of the random number counter for determining whether or not a special symbol has been hit (label-TRND-A) (also referred to as the "random number value for determining whether or not a special symbol has been hit"), the value of the random number counter for determining the jackpot type (label-TRND-AS) (also referred to as the "random number value for determining the jackpot type"), and the value of the random number counter for determining the fluctuation pattern (label-TRND-T1) (also referred to as the "random number value for determining the fluctuation pattern") are acquired (that is, the values ​​of each random number shown in FIG. 7(A) are acquired), and these acquired random number values ​​(acquired information) are stored in the address space corresponding to the current number of special symbol 2 reserved balls in the second special symbol reserved memory unit. In other words, when the number of reserved balls for special chart 2 is less than 4 and the game ball enters the second starting hole 21, the condition (acquisition condition) for acquiring the special chart 2 related random number is met, and this triggers the acquisition of the values ​​of the special chart 2 related random number (random number value for determining whether the special pattern is a hit or not, random number value for determining the type of jackpot, random number value for determining the variation pattern) and these are stored as the second special chart reserved (reserved information).

[0187] Next, it is determined whether a game ball has entered the first starting hole 20, that is, whether a game ball has been detected by the first starting hole sensor 20a (S309). If a game ball has not entered the first starting hole 20 (NO in S309), the process is terminated. If a game ball has entered the first starting hole 20 (YES in S309), it is determined whether the number of reserved balls for special chart 1 (the number of reserved first special charts, specifically the value of a counter that counts the number of reserved first special charts provided in the RAM of the main control unit 80) is less than 4 (upper limit) (S310). If the number of reserved balls for special chart 1 is not less than 4 (NO in S310), the process is terminated. However, if the number of reserved balls for special chart 1 is less than 4 (YES in S310), "1" is added to the number of reserved balls for special chart 1 (S311).

[0188] Next, the special chart 1 related random number acquisition process (S312) is performed. In the special chart 1 related random number acquisition process (S312), similar to the special chart 2 related random number acquisition process (S308), the value of the counter for determining whether or not a special symbol has been hit (label-TRND-A) (random number value for determining whether or not a special symbol has been hit), the value of the random number counter for determining the jackpot type (label-TRND-AS) (random number value for determining the jackpot type), and the value of the random number counter for determining the fluctuation pattern (label-TRND-T1) (random number value for determining the fluctuation pattern) stored in the update value memory area (not shown) of the RAM are acquired (that is, the values ​​of each random number shown in FIG. 7(A) are acquired), and these acquired random number values ​​are stored in the address space corresponding to the current number of special chart 1 reserved balls in the first special chart reserved memory unit. In other words, when the number of reserved balls for special chart 1 is less than four and a game ball enters the first starting hole 20, the condition (acquisition condition) for acquiring a random number related to special chart 1 is met, and this triggers the values ​​of the random numbers related to special chart 1 (random number value for determining whether the special pattern is a hit or not, random number value for determining the type of jackpot, random number value for determining the variation pattern) to be acquired and stored as the first special chart reserved (reserved information).

[0189] The main control unit 80 (game control microcomputer 81) that executes the special chart 2 related random number acquisition process (S308) and the special chart 1 related random number acquisition process (S312) in the above-mentioned start port sensor detection process (S204) functions as an "acquisition means."

[0190] [Processing at the time of starting the ball] As shown in FIG. 11, the game control microcomputer 81 performs the start hole sensor detection process (S204) followed by the start ball entry process (S205). As shown in FIG. 13, in the start ball entry process (S205), first, it is determined whether the number of reserved balls in the special figure 2 has increased by "1" (S315). If it is determined that the number of reserved balls in the special figure 2 has increased by "1" (YES in S315), the process proceeds to S316. This corresponds to the case where "1" is added to the number of reserved balls in the special figure 2 in S307 of the start hole sensor detection process (S204) based on the game ball entering the second start hole. On the other hand, if it is determined that the number of reserved balls in the special figure 2 has not increased (NO in S315), the process proceeds to S319.

[0191] In S316, the latest acquired random number value (acquired information) acquired in the special symbol 2 related random number acquisition process (S308) of the immediately preceding start port sensor detection process (S204) and stored in the second special symbol reserved memory unit is read (S316). Next, the acquired random number value (random number value of the second special symbol reserved) related to the read second special symbol is determined (S317).

[0192] In S317, the random number value read out in S316 is used to determine whether the special pattern is a hit or miss, and if the result of the determination is a hit, the type of hit is determined based on the random number value used to determine the type of hit.

[0193] The judgment of success or failure by S317 corresponds to a pre-judgment (so-called "reservation pre-reading") of the success or failure judgment of the second special chart reserved that is the subject of the judgment, made prior to the special chart 2 success or failure judgment process (S1202) described later. In other words, the result of the success or failure judgment (jackpot or miss) made when the second special chart reserved is consumed is judged (pre-read) prior to the special chart 2 success or failure judgment process (S1202) described later.

[0194] The determination of the jackpot type by S317 corresponds to a pre-determination (pre-reading of reserve) made prior to the special chart 2 hit / miss determination process (S1202) described below, in which the second special chart reserve that is the subject of the determination is a hit reserve (also referred to as a "jackpot reserve"). In other words, if the result of the hit / miss determination made when the second special chart reserve is consumed is a jackpot, the type of the jackpot is determined (pre-reading) prior to the special chart 2 hit / miss determination process (S1202) described below. Note that the determination of the jackpot type by S317 is also a determination of the jackpot symbol. In other words, the jackpot symbol that will be determined when the second special chart reserve (jackpot reserve) that will result in a jackpot is consumed is determined (pre-reading) prior to the special chart 2 hit / miss determination process (S1202) described below.

[0195] In addition, in S317, the fluctuation pattern is determined based on the fluctuation pattern determination random number value among the acquired random number values ​​read in S316. The determination of the fluctuation pattern by S317 corresponds to a pre-determination (reservation pre-reading) of the selection of the fluctuation pattern for the second special chart reserved that is the subject of the determination, prior to the special chart 2 fluctuation pattern selection process (S1203) described below. In other words, the fluctuation pattern to be selected (determined) when the second special chart reserved is consumed is determined (pre-read) prior to the special chart 2 fluctuation pattern selection process (S1203) described below.

[0196] The preliminary determination of whether or not a win is made (S317) can be performed by, for example, comparing the random number value for determining whether or not a win is made for the special symbol read out in S316 with the random number value for determining whether or not a win is made (a win determination value) in the jackpot determination table shown in Fig. 8(A), that is, the jackpot determination table for a high probability state if the game state at the time of reserved consumption is a high probability state, or the jackpot determination table for a normal state if it is a normal state (low probability state). In this case, if the random number value for determining whether or not a win is made for the special symbol read out in S316 matches the jackpot determination value (jackpot determination value) among the hit determination values ​​in the jackpot determination table, the preliminary determination of whether or not a win is made is a jackpot, and if they do not match, the preliminary determination of whether or not a win is made is a miss.

[0197] The preliminary determination of the jackpot type (S317) can be performed, for example, by comparing the random number value for determining the jackpot type read out in S316 with the random number value for determining the jackpot type (jackpot type determination value) in the jackpot type determination table shown in Figure 8 (B), that is, the jackpot type determination table for the first special symbol if the special symbol reserve to be determined is the first special symbol reserve, or the jackpot type determination table for the second special symbol if the special symbol reserve is the second special symbol. In this case, the random number value for determining the jackpot type read out in S316 matches one of the jackpot type determination values ​​in the jackpot type determination table, and the jackpot type corresponding to the matching jackpot type determination value becomes the preliminary determination result of the jackpot type.

[0198] The preliminary determination of the fluctuation pattern (S317) can be performed by, for example, comparing the random number value for determining the fluctuation pattern read out in S316 with the random number value for determining the fluctuation pattern (fluctuation pattern determination value) in the fluctuation pattern table according to the preliminary determination result of whether or not the game is a win or a loss (jackpot or loss) based on the fluctuation pattern tables shown in Figures 9A and 9B, i.e., the fluctuation pattern table for the non-time-saving state (see Figure 9A) if the game state at the time of reserved consumption is a non-time-saving state, or the fluctuation pattern table for the time-saving state (see Figure 9B) if the game state is a time-saving state. In this case, the random number value for determining the fluctuation pattern read out in S316 matches one of the fluctuation pattern determination values ​​in the fluctuation pattern table according to the preliminary determination result of whether or not the game is a win or a loss (jackpot or loss). The fluctuation pattern corresponding to the matching fluctuation pattern determination value becomes the preliminary determination result of the fluctuation pattern.

[0199] Next, in S318, information (pre-determination result information) regarding the result of the preliminary determination by S317 (pre-determination of the second special chart reserve), specifically, information that can identify the result of the preliminary determination of whether or not it will be a hit (also referred to as "pre-determination result information of whether or not it will be a hit"), information that can identify the result of the preliminary determination of the jackpot type (also referred to as "pre-determination result information of the jackpot type"), and information that can identify the result of the preliminary determination of the fluctuation pattern (also referred to as "pre-determination result information of the fluctuation pattern") are generated as a special chart 2 start ball entry command, and the command is set in the output buffer of RAM (S318). Note that the special chart 2 start ball entry command may include information indicating part or all of the special chart 2 acquisition random number value read in S316 as the preliminary determination result information.

[0200] By analyzing the special chart 2 start ball entry command sent from the main control unit 80 (output by the output process (S201)) by the sub-control unit 90, it becomes possible for the sub-control unit 90 to determine whether the information is related to a jackpot, what type of jackpot it is, what the fluctuation pattern is, etc. In other words, the sub-control unit 90 can execute effects based on the pre-determination result information specified by the received special chart 2 start ball entry command. This also applies when the sub-control unit 90 receives the special chart 1 start ball entry command described below. Either or both of the special chart 1 start ball entry command and the special chart 2 start ball entry command are also referred to as "start ball entry commands." As effects based on the pre-determination result information specified by the start ball entry command (also referred to as "pre-determination effects" or "pre-reading effects"), for example, effects suggesting the possibility of a jackpot (the expectation level controlled by the special game state; hereinafter, simply referred to as "expectation level"), fluctuation patterns, etc. can be executed.

[0201] Next, in S319, similar to the processing related to Special Chart 2 described above, it is determined whether the number of reserved balls for Special Chart 1 has increased by "1" (S319). If it is determined that the number of reserved balls for Special Chart 1 has increased by "1" (YES in S319), the processing proceeds to S320. This corresponds to the case where "1" is added to the number of reserved balls for Special Chart 1 in S311 in the start port sensor detection processing (S204) based on the entry of a game ball into the first start port. On the other hand, if it is determined in S319 that the number of reserved balls for Special Chart 1 has not increased (NO in S319), the processing ends as is.

[0202] In S320, it is determined whether the time-saving flag is ON (S320), and if it is determined that the time-saving flag is ON, i.e., that the base state is high (YES in S320), this process ends without performing the processes from S321 onwards. On the other hand, if it is determined that the time-saving flag is OFF, i.e., that the base state is low (NO in S320), the process proceeds to the pre-determination processes from S321 onwards.

[0203] Here, when the time-saving flag is ON, i.e., when the current game state is in a high base state, the opening extension function, which increases the frequency of balls entering the second starting hole 21, is activated, making it easier to determine whether or not the special symbol 2 is a hit (determining whether or not the second special symbol is a hit). In this embodiment, as described below, the consumption of the second special symbol reserve (display of the second special symbol fluctuation) is executed in priority to the consumption of the first special symbol reserve (display of the first special symbol fluctuation) (a so-called special symbol 2 priority fluctuation machine). In this configuration, for example, if a pre-determination of the special symbol 1 is made and the result is notified to the player by a preview or other effect, and the result of the pre-determination is clearly indicated as a jackpot, the player can take advantage of the priority consumption of the second special symbol reserve (priority fluctuation of the second special symbol) to intentionally eliminate the second special symbol reserve (set it to "0") at any time, thereby enabling technical intervention such as intentionally generating a jackpot related to the special symbol 1 indicated by the pre-determination result. In this way, it is not desirable from the viewpoint of fairness in the game that the player can adjust the timing of the jackpot. For this reason, if the current game state is not a low base state but a high base state (YES in S320), the process related to the preliminary determination of special chart 1 from S321 onwards is not performed, and this process is terminated.

[0204] The processing of S321 to S323 is the same as the processing of S316 to S318 described above, but for special symbol 1. That is, the latest acquired random number value (acquired information) acquired in the special symbol 1 related random number acquisition processing (S312) in the start port sensor detection processing (S204) and stored in the first special symbol reserved storage unit is read (S321), and a preliminary judgment is made on the acquired random number value (random number value of the first special symbol reserved) related to the read first special symbol (S322).

[0205] In the advance judgment by S322 (advance judgment of the first special chart reserved), similar to the advance judgment by S317 (advance judgment of the second special chart reserved), advance judgment of whether it is a hit or not, advance judgment of the type of jackpot, and advance judgment of the fluctuation pattern are made. Of the advance judgments by S322, the advance judgment of whether it is a hit or not and the advance judgment of the type of jackpot are made prior to the special chart 1 hit or not judgment process (S1207) described below, and the advance judgment of the fluctuation pattern is made prior to the special chart 1 fluctuation pattern selection process (S1208) described below.

[0206] The advance judgment of whether or not a win has occurred, the advance judgment of the jackpot type, and the advance judgment of the fluctuation pattern by S322 can be performed in the same manner as the advance judgment of whether or not a win has occurred, the advance judgment of the jackpot type, and the advance judgment of the fluctuation pattern by S317 described above, based on the jackpot judgment table (see FIG. 8(A)), the jackpot type judgment table (see FIG. 8(B)), and the fluctuation pattern table (see FIG. 9A, FIG. 9B). Therefore, a detailed explanation of the advance judgment of whether or not a win has occurred, the advance judgment of the jackpot type, and the advance judgment of the fluctuation pattern by S322 will be omitted.

[0207] Then, command data including information (preliminary judgment result information) regarding the result of the preliminary judgment by S322 (preliminary judgment of the first special drawing reservation) is generated as a special drawing 1 start entry command, and the command is set in the output buffer of RAM (S323). The special drawing 1 start entry command is the same as the special drawing 2 start entry command described above. Therefore, a detailed explanation of the special drawing 1 start entry command will be omitted.

[0208] The main control unit 80 (game control microcomputer 81) that executes the processes of S317 and S322 in the above-mentioned start ball entry process (S205) functions as a "determination means." In addition, the main control unit 80 (game control microcomputer 81) that executes a preliminary determination (S322) of the special chart 1 acquisition random number value (acquired information) acquired based on the ball entering the first start hole 20 functions as a "first determination means," and the main control unit 80 (game control microcomputer 81) that executes a preliminary determination (S317) of the special chart 2 acquisition random number value (acquired information) acquired based on the ball entering the second start hole 21 functions as a "second determination means."

[0209] Here, the fluctuation pattern tables used in the preliminary determination of fluctuation patterns (S317, S322) and the fluctuation pattern selection process (S1203, S1208) described below will be described with reference to FIGS. 9A and 9B. In this embodiment, the fluctuation pattern tables include a fluctuation pattern table for a non-time-saving state (also referred to as the "first fluctuation pattern table") used when the game state when a variable game (variable display of special symbols) is executed is a non-time-saving state, and a fluctuation pattern table for a time-saving state (also referred to as the "second fluctuation pattern table") used when the game state when a variable game is executed is a time-saving state. FIG. 9A shows an example of the fluctuation pattern table for a non-time-saving state (first fluctuation pattern table), and FIG. 9B shows an example of the fluctuation pattern table for a time-saving state (second fluctuation pattern table). Note that the data structure of the fluctuation pattern table, the types (contents) of fluctuation patterns specified in the fluctuation pattern table, the number of fluctuation patterns, etc. are not limited to those shown in this embodiment and can be changed as appropriate depending on the playability and specifications of the pachinko game machine.

[0210] As described above, the pachinko gaming machine 1 of this embodiment has three gaming states in which variable play (variable display of identification information) is possible: a low-probability low base state, a low-probability high base state, and a high-probability high base state, and can be controlled to any one of these gaming states. The low base state (low-probability low base state) is a state (left-hit state) in which the game is played by hitting the ball leftward with the aim of landing the ball in the first starting hole 20. This gaming state is primarily a game in which the first special symbol is displayed in a variable manner (also referred to as "first variable play"), and is also a non-time-saving state in which the variable time-saving function is not activated. For this reason, the variable pattern table for the non-time-saving state (first variable pattern table) shown in FIG. 9A is mainly used to determine (judge) the variable display pattern of the first special symbol in the low base state. However, although the possibility is low, if a variable display of the second special pattern is executed due to a game ball entering the second starting hole 21 in a low base state, the first variable pattern table is used for the variable display of the second special pattern.

[0211] On the other hand, the high base state (low probability high base state, high probability high base state) is a state (right hit state) in which the game is played by hitting the ball to the right with the aim of landing the ball in the second starting hole 21, and the game in which the second special symbol is displayed in a variable manner (also referred to as "second variable game") is the main game. Since the high base state is also a time-saving state in which the variable time shortening function is activated, the variable pattern table for the time-saving state (second variable pattern table) shown in Figure 9B is mainly used in determining (determining) the variable pattern of the variable display of the second special symbol in the high base state. However, although the possibility is low, if the variable display of the first special symbol is executed due to a game ball entering the first starting hole 20 in the high base state, the second variable pattern table is used for the variable display of the first special symbol.

[0212] As shown in Fig. 9A, the first variation pattern table is for variation patterns P1 to P10. In the first variation pattern table, a variation pattern determination random number value (random number range) is set for each of the variation patterns P1 to P10 as a judgment value (also called "variation pattern judgment value") for determining the variation pattern of the variation display of the special symbol. Of the variation patterns P1 to P10, variation patterns P1 to P3 are jackpot variation patterns that can be selected when the result of the hit / miss judgment is a jackpot, and variation patterns P4 to P10 are miss variation patterns that can be selected when the result of the hit / miss judgment is a miss. The variation pattern judgment value is also called "judgment information".

[0213] Fluctuation patterns P1, P2, P4, and P5 are fluctuation patterns with a fluctuation time of 75,000 ms, fluctuation patterns P3 and P6 are fluctuation patterns with a fluctuation time of 45,000 ms, fluctuation pattern P7 is a fluctuation pattern with a fluctuation time of 30,000 ms, fluctuation pattern P8 is a fluctuation pattern with a fluctuation time of 12,000 ms, fluctuation pattern P9 is a fluctuation pattern with a fluctuation time of 4,000 ms, and fluctuation pattern P10 is a fluctuation pattern with a fluctuation time of 2,000 ms. The contents of each of these fluctuation patterns (the contents of the fluctuation performance executed based on each fluctuation pattern) are as shown in Figure 9A, and will be described in detail later.

[0214] The fluctuation pattern determination values ​​corresponding to each of the fluctuation patterns P1 to P3 (jackpot fluctuation patterns) are all the same regardless of the number of special reserved balls (any of 1 to 4) when the fluctuation display starts. Specifically, the fluctuation pattern determination value corresponding to the fluctuation pattern P1 is "0 to 74" regardless of the number of special reserved balls when the fluctuation display starts, the fluctuation pattern determination value corresponding to the fluctuation pattern P2 is "75 to 149" regardless of the number of special reserved balls when the fluctuation display starts, and the fluctuation pattern determination value corresponding to the fluctuation pattern P3 is "150 to 198" regardless of the number of special reserved balls when the fluctuation display starts.

[0215] The fluctuation pattern judgment value corresponding to each of the fluctuation patterns P4 to P7 (miss fluctuation pattern) may be the same regardless of the number of special chart reserved balls (1 to 4) when the fluctuation display starts, or may be different depending on the number of special chart reserved balls (1 to 4) when the fluctuation display starts.

[0216] Specifically, the fluctuation pattern determination value corresponding to the fluctuation pattern P4 is "0 to 3" regardless of the number of special reserved balls when the fluctuation display starts, and the fluctuation pattern determination value corresponding to the fluctuation pattern P5 is "4 to 7" regardless of the number of special reserved balls when the fluctuation display starts. In other words, the fluctuation pattern determination value corresponding to the fluctuation pattern P4 and the fluctuation pattern determination value corresponding to the fluctuation pattern P5 are both the same (common) regardless of the number of special reserved balls when the fluctuation display starts.

[0217] The fluctuation pattern determination value corresponding to the fluctuation pattern P6 is set to "8 to 20" when the number of special reserved balls when the fluctuation display starts is "1 or 2", and is set to "8 to 17" when the number of special reserved balls when the fluctuation display starts is "3" or "4". In other words, the fluctuation pattern determination value corresponding to the fluctuation pattern P6 is configured to include a value ("8 to 17") that corresponds to the fluctuation pattern P6 regardless of the number of special reserved balls when the fluctuation display starts, and a value ("18 to 20") that may or may not correspond to the fluctuation pattern P6 depending on the number of special reserved balls when the fluctuation display starts. Therefore, the range (random number range) of the fluctuation pattern determination value corresponding to the fluctuation pattern P6 is set to be different depending on the number of special reserved balls when the fluctuation display starts.

[0218] The fluctuation pattern determination value corresponding to the fluctuation pattern P7 is set to "21 to 38" when the number of special reserved balls when the fluctuation display starts is "1 or 2", "18 to 38" when the number of special reserved balls when the fluctuation display starts is "3", and "18 to 33" when the number of special reserved balls when the fluctuation display starts. In other words, the fluctuation pattern determination value corresponding to the fluctuation pattern P7 includes a value ("21 to 33") that corresponds to the fluctuation pattern P7 regardless of the number of special reserved balls when the fluctuation display starts, and a value ("18 to 20" and "34 to 38") that may or may not correspond to the fluctuation pattern P7 depending on the number of special reserved balls when the fluctuation display starts. Therefore, the range (random number range) of the fluctuation pattern determination value corresponding to the fluctuation pattern P7 is set to be different depending on the number of special reserved balls when the fluctuation display starts.

[0219] The fluctuation pattern determination value corresponding to each of the fluctuation patterns P8 to P10 (miss fluctuation pattern) may or may not be set depending on the number of special reserved balls (any of 1 to 4) when the fluctuation display starts.

[0220] Specifically, the fluctuation pattern determination value corresponding to fluctuation pattern P8 is set to "39 to 198" when the number of special reserved balls when the fluctuation display starts is "1 or 2", and is not set when the number of special reserved balls when the fluctuation display starts is "3" or "4". In other words, the fluctuation pattern determination value corresponding to fluctuation pattern P8 is set when the number of special reserved balls when the fluctuation display starts is "1 or 2", and is not set when the number of special reserved balls when the fluctuation display starts is "3" or "4". For this reason, for example, in a non-time-saving state, if the result of the first special pattern hit / miss determination is a miss and the number of special reserved balls for the first special pattern when the fluctuation display of the first special pattern starts is "3" or "4", fluctuation pattern P8 does not appear.

[0221] The fluctuation pattern determination value corresponding to fluctuation pattern P9 is set to "39 to 198" when the number of special reserved balls when the fluctuation display starts is "3", and is not set when the number of special reserved balls when the fluctuation display starts is "1 or 2" or "4". In other words, the fluctuation pattern determination value corresponding to fluctuation pattern P9 is set when the number of special reserved balls when the fluctuation display starts is "3", and is not set when the number of special reserved balls when the fluctuation display starts is "1 or 2" or "4". For this reason, for example, in a non-time-saving state, if the result of the first special pattern hit / miss determination is a miss and the number of special reserved balls for the first special pattern when the fluctuation display of the first special pattern starts is "1", "2", or "4", fluctuation pattern P9 does not appear.

[0222] The fluctuation pattern determination value corresponding to the fluctuation pattern P10 is set to "34 to 198" when the number of special reserved balls when the fluctuation display starts is "4", and is not set when the number of special reserved balls when the fluctuation display starts is "1 or 2" or "3". In other words, the fluctuation pattern determination value corresponding to the fluctuation pattern P10 is set when the number of special reserved balls when the fluctuation display starts is "4", and is not set when the number of special reserved balls when the fluctuation display starts is "1 or 2" or "3". For this reason, for example, in the non-time-saving state, if the result of the first special pattern hit / miss determination is a miss and the number of special reserved balls for the first special pattern when the fluctuation display of the first special pattern starts is "1", "2", or "3", fluctuation pattern P9 does not appear.

[0223] According to such a first fluctuation pattern table, for example, when a game ball enters the first start port 20 (also called "first start ball entry") in a non-time-shortening state (low probability low base state), and the number of reserved balls in special chart 1 when a preliminary determination (S322) of the fluctuation pattern related to the first start ball entry is made is different from the number of reserved balls in special chart 1 when the special chart 1 fluctuation pattern selection process (S1208) related to the first start ball entry is made (when the fluctuation display begins), there will be no inconsistency between the presentation based on the result of the preliminary determination related to the first start ball entry (special chart 1 start ball entry command) and the fluctuation pattern determined at the start of the fluctuation, for fluctuation patterns P1 to P3 (jackpot fluctuation patterns) and fluctuation patterns P4 and P5 (miss fluctuation patterns).

[0224] That is, for example, in a non-time-saving state (low probability, low base state), if the first starting ball strikes when variable play is not being performed, the number of reserved balls in Special Chart 1 changes from "0" to "1" due to the first starting ball striking, and the number of reserved balls in Special Chart 1 immediately after the first starting ball strikes is "1." The number of reserved balls in Special Chart 1 immediately after the starting ball strikes is also called the "number of reserved balls at the time of starting ball strike." After that, the variable display based on the first starting ball strike (the starting ball strike when variable play is not being performed) begins immediately, so the number of reserved balls in Special Chart 1 at the start of the variable display is "1." The number of reserved balls in Special Chart 1 at the start of the variable display is also called the "number of reserved balls at the start of the variable display." In this case, the number of reserved balls at the time of starting ball strike and the number of reserved balls at the start of the variable play are both "1," and the number of reserved balls at the time of starting ball strike and the start of the variable play are the same.

[0225] On the other hand, for example, suppose the first starting ball occurs in a non-time-saving state (low probability, low base state), and the occurrence of the first starting ball causes the number of reserved balls in Special Chart 1 to change from "1" to "2." In this case, the number of reserved balls at the time of the first starting ball is "2." The first special chart reserve corresponding to the first starting ball is called the "target reserve." If the target reserve is subsequently consumed without the first starting ball occurring before the target reserve is consumed, the number of reserved balls in Special Chart 1 will decrease in the order of "2," "1," and "0." When the number of reserved balls in Special Chart 1 changes from "1" to "0," that is, the number of reserved balls at the start of fluctuation based on the target reserve is "1" (the number of reserved balls becomes "0" when the fluctuation display begins). Furthermore, if the first starting ball occurs before the target reserve is consumed, the number of reserved balls at the start of fluctuation based on the target reserve can fluctuate between "1" and "4."

[0226] In this way, the number of reserved balls may be the same or different at the time of the start of the fluctuation and at the time of the start of the fluctuation. In this regard, according to the first fluctuation pattern table, for fluctuation patterns P1 to P3 (jackpot fluctuation patterns) and fluctuation patterns P4 and P5 (miss fluctuation patterns), the fluctuation pattern judgment value is the same regardless of the number of reserved balls in the special chart when the fluctuation display starts (see Figure 9A), so there will be no inconsistency between the performance based on the result of the advance judgment regarding the first start ball (special chart 1 start ball command) and the fluctuation pattern determined at the start of the fluctuation.

[0227] The above is an explanation of the first fluctuation pattern table (fluctuation pattern table for non-time-shortening state), but the same can be said for the second fluctuation pattern table (fluctuation pattern table for time-shortening state). That is, as shown in FIG. 9B, the second fluctuation pattern table targets fluctuation patterns P11 to P18. In the second fluctuation pattern table, a random number value (random number range) for determining a fluctuation pattern is set for each of the fluctuation patterns P11 to P18 as a fluctuation pattern determination value. Of the fluctuation patterns P11 to P18, fluctuation patterns P11 to P13 are jackpot fluctuation patterns that can be selected when the result of the hit / miss determination is a jackpot, and fluctuation patterns P14 to P18 are miss fluctuation patterns that can be selected when the result of the hit / miss determination is a miss.

[0228] Fluctuation patterns P11 and P14 are fluctuation patterns with a fluctuation time of 75,000 ms, fluctuation patterns P12 and P15 are fluctuation patterns with a fluctuation time of 45,000 ms, fluctuation patterns P13 and P16 are fluctuation patterns with a fluctuation time of 30,000 ms, fluctuation pattern P17 is a fluctuation pattern with a fluctuation time of 12,000 ms, and fluctuation pattern P18 is a fluctuation pattern with a fluctuation time of 1,000 ms. The contents of each of these fluctuation patterns (the contents of the fluctuation performance executed based on each fluctuation pattern) are as shown in Figure 9B, and will be described in detail later.

[0229] The fluctuation pattern determination value corresponding to each of the fluctuation patterns P11 to P13 (jackpot fluctuation pattern) is the same regardless of the number of special reserved balls (any of 1 to 4) when the fluctuation display starts. Specifically, the fluctuation pattern determination value corresponding to the fluctuation pattern P11 is "0 to 69" regardless of the number of special reserved balls when the fluctuation display starts, the fluctuation pattern determination value corresponding to the fluctuation pattern P12 is "70 to 139" regardless of the number of special reserved balls when the fluctuation display starts, and the fluctuation pattern determination value corresponding to the fluctuation pattern P13 is "140 to 198" regardless of the number of special reserved balls when the fluctuation display starts.

[0230] The fluctuation pattern judgment value corresponding to each of the fluctuation patterns P14 to P16 (miss fluctuation pattern) may be the same regardless of the number of special chart reserved balls (any of 1 to 4) when the fluctuation display starts, or may be different depending on the number of special chart reserved balls (any of 1 to 4) when the fluctuation display starts.

[0231] Specifically, the fluctuation pattern determination value corresponding to the fluctuation pattern P14 is set to "0 to 1" regardless of the number of special reserved balls when the fluctuation display starts. In other words, the fluctuation pattern determination value corresponding to the fluctuation pattern P14 is set to the same regardless of the number of special reserved balls when the fluctuation display starts.

[0232] The fluctuation pattern determination value corresponding to the fluctuation pattern P15 is set to "2 to 5" when the number of special reserved balls when the fluctuation display starts is "1", and is set to "2 to 3" when the number of special reserved balls when the fluctuation display starts is "2, 3, or 4". In other words, the fluctuation pattern determination value corresponding to the fluctuation pattern P15 is configured to include a value ("2 to 3") that corresponds to the fluctuation pattern P15 regardless of the number of special reserved balls when the fluctuation display starts, and a value ("4 to 5") that may or may not correspond to the fluctuation pattern P15 depending on the number of special reserved balls when the fluctuation display starts. Therefore, the range (random number range) of the fluctuation pattern determination value corresponding to the fluctuation pattern P15 is set to be different depending on the number of special reserved balls when the fluctuation display starts.

[0233] The fluctuation pattern determination value corresponding to the fluctuation pattern P16 is set to "6 to 11" when the number of special reserved balls when the fluctuation display starts is "1", and is set to "4 to 9" when the number of special reserved balls when the fluctuation display starts is "2, 3, or 4". In other words, the fluctuation pattern determination value corresponding to the fluctuation pattern P16 is configured to include a value ("6 to 9") that corresponds to the fluctuation pattern P16 regardless of the number of special reserved balls when the fluctuation display starts, and values ​​("4 to 5" and "10 to 11") that may or may not correspond to the fluctuation pattern P16 depending on the number of special reserved balls when the fluctuation display starts. Therefore, the range (random number range) of the fluctuation pattern determination value corresponding to the fluctuation pattern P16 is set to be different depending on the number of special reserved balls when the fluctuation display starts.

[0234] The fluctuation pattern determination value corresponding to each of the fluctuation patterns P17 and P18 (miss fluctuation pattern) may or may not be set depending on the number of special reserved balls (any of 1 to 4) when the fluctuation display starts.

[0235] Specifically, the fluctuation pattern determination value corresponding to the fluctuation pattern P17 is set to "12 to 198" when the number of special reserved balls when the fluctuation display starts is "1", and is not set when the number of special reserved balls when the fluctuation display starts is "2 to 4". In other words, the fluctuation pattern determination value corresponding to the fluctuation pattern P17 is set when the number of special reserved balls when the fluctuation display starts is "1", and is not set when the number of special reserved balls when the fluctuation display starts is "2 to 4". For example, in the time-saving state, if the result of the second special pattern hit / miss determination is miss and the number of special reserved balls for the second special pattern when the fluctuation display of the second special pattern starts is "2", "3", or "4", the fluctuation pattern P17 does not appear.

[0236] The fluctuation pattern determination value corresponding to the fluctuation pattern P18 is set to "10 to 198" when the number of special reserved balls when the fluctuation display starts is "2 to 4", and is not set when the number of special reserved balls when the fluctuation display starts is "1". In other words, the fluctuation pattern determination value corresponding to the fluctuation pattern P18 is set when the number of special reserved balls when the fluctuation display starts is "2 to 4", and is not set when the number of special reserved balls when the fluctuation display starts is "1". For this reason, for example, in the time-saving state, if the result of the second special pattern hit / miss determination is miss and the number of special reserved balls for the second special pattern when the fluctuation display of the second special pattern starts is "1", the fluctuation pattern P18 does not appear.

[0237] According to such a second fluctuation pattern table, for example, when a game ball enters the second start port 21 (also called "second start ball entry") in a time-saving state (low probability high base state or high probability high base state), and the number of reserved balls in the special chart 2 when the preliminary determination of the fluctuation pattern related to the second start ball entry (S317) is performed is different from the number of reserved balls in the special chart 2 when the special chart 2 fluctuation pattern selection process (S1203) related to the second start ball entry is performed (when the fluctuation display starts), for fluctuation patterns P11 to P13 (jackpot fluctuation patterns) and fluctuation pattern P14 (miss fluctuation pattern), there will be no inconsistency between the presentation based on the result of the preliminary determination of the second start ball entry (special chart 2 start ball entry command) and the fluctuation pattern determined at the start of the fluctuation. The reason for this is the same as in the case of the first fluctuation pattern table described above, so explanation will be omitted.

[0238] Here, in the fluctuation pattern table, among the fluctuation pattern judgment values ​​(judgment information) set for each of the multiple fluctuation patterns, the judgment values ​​(judgment values ​​that are considered to be the same regardless of the number of balls in reserve for the special chart when the fluctuation display starts) set for each of fluctuation patterns P1 to P3 (jackpot fluctuation patterns), fluctuation patterns P4, P5 (miss fluctuation patterns), fluctuation patterns P11 to P13 (jackpot fluctuation patterns) and fluctuation pattern P14 are also called "specific judgment information", and any or all of fluctuation patterns P1 to P3 (jackpot fluctuation patterns) and fluctuation patterns P4, P5 (miss fluctuation patterns) that correspond to specific judgment information are also called "specific fluctuation patterns", and any or all of other fluctuation patterns P6 to P10 and P15 to P18 (fluctuation patterns different from specific fluctuation patterns) are also called "non-specific fluctuation patterns".

[0239] When a pre-determination of the fluctuation pattern is made based on the first fluctuation pattern table, it is possible to determine which of fluctuation patterns P1 to P10 (multiple fluctuation patterns) the fluctuation pattern of the fluctuation display based on the special chart reservation to be determined will be, or to determine whether or not it will be fluctuation pattern P1, P2, P3, P4 or P5 (specific fluctuation pattern) among fluctuation patterns P1 to P10 (multiple fluctuation patterns), and it is possible to execute a performance (pre-determination) based on the results of these determinations.

[0240] In the preliminary determination of the fluctuation pattern based on the first fluctuation pattern table, the determination of whether the fluctuation pattern of the fluctuation display based on the special chart reserved to be determined becomes a specific fluctuation pattern can be made by determining whether the random number value for determining the fluctuation pattern (fluctuation pattern determination information) obtained based on the starting ball matches a determination value (determination information) among the fluctuation pattern determination values ​​in the first fluctuation pattern table that is considered to be the same regardless of the number of balls reserved for the special chart (if the result of the preliminary determination of whether or not it is a hit is a jackpot, it is "0 to 74," "75 to 149," or "150 to 198," and if it is a miss, it is "0 to 3" or "4 to 7").

[0241] When a pre-determination of the fluctuation pattern is made based on the second fluctuation pattern table, it is possible to determine which of fluctuation patterns P11 to P18 (multiple fluctuation patterns) the fluctuation pattern of the fluctuation display based on the special chart reservation to be determined will be, or to determine whether or not it will be fluctuation pattern P11, P12, P13 or P14 (specific fluctuation pattern) among fluctuation patterns P11 to P18 (multiple fluctuation patterns), and it is possible to execute a performance (pre-performance) based on the results of these determinations.

[0242] In the preliminary determination of the fluctuation pattern based on the second fluctuation pattern table, the determination of whether the fluctuation pattern of the fluctuation display based on the special chart reserved to be determined becomes a specific fluctuation pattern can be made by determining whether the random number value (fluctuation pattern determination information) for determining the fluctuation pattern obtained based on the starting ball matches a determination value (determination information) among the fluctuation pattern determination values ​​in the second fluctuation pattern table that is considered to be the same regardless of the number of special chart reserved balls (if the result of the preliminary determination of whether or not it is a hit is a jackpot, it is "0 to 69," "70 to 139," or "140 to 198," and if it is a miss, it is "0 to 1").

[0243] [General Action Processing] The game control microcomputer 81 performs the normal symbol operation process (S206) shown in Fig. 14 after the start ball entry process (S205). In the normal symbol operation process (S206), the process related to the normal symbol display 42 and the variable winning device 22 is divided into four stages, and each stage is assigned a normal symbol operation status "1" to "4". If the normal symbol operation status is "1" (YES in S401), a normal symbol standby process (S402) is performed; if it is "2" (NO in S401, YES in S403), a normal symbol variable process (S404) is performed; if it is "3" (NO in both S401 and S403, YES in S405), a normal symbol determination process (S406) is performed; and if it is "4" (NO in S401, S403, S405), a normal electric accessory process (S407) is performed. The default operating status is "1".

[0244] [Normal pattern standby processing] As shown in FIG. 15, in the normal symbol standby process (S402), first, it is determined whether the number of reserved balls for the normal symbol is "0" (S501). If it is "0" (YES in S501), this process ends without performing the process from S502 onwards. On the other hand, if it is not "0" (NO in S501), the normal symbol hit / miss determination process described below is performed (S502), and then the normal symbol change pattern selection process is performed (S503). In the normal symbol change pattern selection process, by referring to the normal symbol change pattern selection table shown in FIG. 8(D), if the game state is in the time-saving state, a normal symbol change pattern with a normal symbol change time of 1 second is selected. On the other hand, if the game state is not in the time-saving state, a normal symbol change pattern with a normal symbol change time of 30 seconds is selected.

[0245] Next, after performing the normal pattern random number shift process (S504) described below, the normal pattern variation start process (S505) is performed, and this process ends. In the normal pattern variation start process (S505), the normal pattern variation display is started based on the normal pattern variation pattern selected in S503, and the normal operation status is set to "2". In addition, in the normal pattern variation start process, a normal pattern variation start command is set to notify the sub-control board 90 that the normal pattern variation has started.

[0246] [Normal pattern correctness determination process] As shown in FIG. 16, in the normal symbol hit / miss determination process (S502), first, the value (label-TRND-H) of the random number counter for normal symbol hit / miss determination (oldest memory) stored in the lowest area of ​​the normal symbol reserve memory section (i.e., the RAM area corresponding to the first normal symbol reserve) is read (S601). Next, it is determined whether the time-saving flag is ON (whether the game state is in the time-saving state or not) (S602). If it is determined that the time-saving flag is ON, that is, the time-saving state (YES in S602), a high-probability normal symbol hit / miss determination is made based on the table for the time-saving state (hit determination value is "0" to "239") among the normal symbol hit determination tables shown in FIG. 8(C) (S604), and the process proceeds to S605. That is, it is determined whether the value (label-TRND-H) of the random number counter for normal symbol hit / miss determination that has been read out matches any of the hit determination values.

[0247] On the other hand, if it is determined in S602 that the time-saving flag is not ON, i.e., that the game is in a non-time-saving state (NO in S602), a low-probability normal symbol hit determination is made based on the table for the non-time-saving state (hit determination values ​​are "0" and "1") among the normal symbol hit determination tables shown in Figure 8 (C) (S603), and the process proceeds to S605.

[0248] In S605, it is determined whether the result of the normal symbol hit / miss determination (S603, S604) is a hit (normal symbol hit) or not (S605), and if it is determined that it is not a hit (miss) (NO in S605), the missing normal symbol (normal symbol miss symbol) to be displayed is determined (S606), and the processing ends. On the other hand, if it is determined that it is a hit (normal symbol hit) (YES in S605), the winning normal symbol (normal symbol hit symbol) to be displayed is determined (S607), the normal symbol hit flag is turned ON (S608), and the processing ends.

[0249] [Normal pattern random number shift processing] As shown in FIG. 17, in the normal symbol random number shift process (S504), first, the number of normal symbol reserved balls is subtracted by 1 (S701). Next, the storage location of each normal symbol reserved in the normal symbol reserved memory unit is shifted by one from the current position to the side to be read (S702). Then, the address space that is the storage location of the highest reserved memory in the normal symbol reserved memory unit is made empty ("0"), that is, the RAM area corresponding to the fourth normal symbol reserved is cleared to 0 (S703), and the process is completed. In this way, the normal symbol reserved is consumed in the reserved order.

[0250] [Normal pattern change processing] As shown in Figure 18, in the normal pattern variation processing (S404), first, it is determined whether the normal pattern variation time has elapsed (S801), and if it has not elapsed (NO in S801), this processing ends without performing the processing from S802 onwards. On the other hand, if the normal pattern variation time has elapsed (YES in S801), a normal pattern variation stop command is set (S802), and the normal pattern operation status is set to "3" (S803). Then, other processing such as stopping the normal pattern display with the display result (winning normal pattern or losing normal pattern) according to the result of the random number for determining whether the normal pattern is correct or not (ending the normal pattern variation display) is performed (S804), and this processing ends.

[0251] [Normal pattern confirmation process] As shown in FIG. 19, in the normal symbol determination process (S406), first, it is determined whether the normal symbol winning flag is ON (S901). If the normal symbol winning flag is not ON (NO in S901), the normal symbol operation status is set to "1" (S905), and this process ends. On the other hand, if the normal symbol winning flag is ON (YES in S901), it is determined whether the time-saving flag is ON, that is, whether the time-saving state is in effect (S902). Then, if the time-saving state is in effect (YES in S902), the opening pattern during the time-saving state is set as the opening pattern of the variable winning device 22 (second starting port 21) (S903). As described above, the opening pattern during the time-saving state is an opening pattern in which a 2.0-second opening is repeated three times. In response to this, in S903, the opening pattern of the second start port 21 during the time-saving state is set, and the second start port opening counter, which counts the number of times the second start port 21 is opened, is set to "3".

[0252] On the other hand, if the game is in a non-time-shortening state (NO in S902), the opening pattern for the variable winning device 22 (second starting port 21) is set to the opening pattern for the non-time-shortening state (S906). As mentioned above, the opening pattern for the non-time-shortening state is an opening pattern in which a 0.2-second opening is performed once. Corresponding to this, in S906, the opening pattern for the second starting port 21 in the non-time-shortening state is set, and the second starting port opening counter, which counts the number of times the second starting port 21 has been opened, is set to "1". Then, following the setting of the opening pattern (S903, S906), the normal operation status is set to "4" (S904), and this processing is terminated.

[0253] [Normal electric accessory processing] As shown in Fig. 20, in the normal electric accessory processing (S407), first, it is determined whether the normal winning end flag is ON (S1001). The normal winning end flag is a flag indicating that the opening of the second starting hole 21 has been completed in the auxiliary game that was executed as a winning.

[0254] If the normal hit end flag is not ON (NO in S1001), it is determined whether the second start port 21 is currently open (S1002). If it is not currently open (NO in S1002), it is determined whether the time (timing) to open the second start port 21 has arrived (S1003). If not (NO in S1003), this process is terminated. If it has arrived (YES in S1003), the second start port 21 is opened (S1004), and this process is terminated. On the other hand, if the second starting port 21 is open (YES in S1002), it is determined whether the time has come to close the second starting port 21 (i.e., whether a predetermined opening time has elapsed since the second starting port 21 was opened) (S1005); if not (NO in S1005), this processing is terminated; if the time has come (YES in S1005), the second starting port 21 is closed (S1006).

[0255] Following the closing process of the second start hole 21 (S1006), the value of the second start hole opening counter is decremented by 1 (S1007), and it is determined whether the value of the second start hole opening counter is "0" (S1008). If it is not "0" (NO in S1008), this process is terminated to open the second start hole 21 again. On the other hand, if the value of the second start hole opening counter is "0" (YES in S1008), a normal win end process is performed to end the auxiliary game (S1009), and a normal win end flag is set (S1010), and this process is terminated. Note that the second start hole opening counter becomes "0" when the second start hole 21 is opened (the opening operation of the movable member 23) three times during the time-saving state, and becomes "0" when the second start hole 21 is opened once during the non-time-saving state.

[0256] On the other hand, if it is determined in S1001 that the normal symbol winning end flag is ON (YES in S1001), the opening operation of the second starting port 21 for the number of times set in S903 or S906 has ended, so the normal symbol winning end flag is turned OFF (S1011), the normal symbol winning flag is turned OFF (S1012), the normal symbol operation status is set to "1" (S1013), and this processing is terminated. As a result, in the next interrupt processing, the normal symbol waiting processing (S402) will be executed again as the normal symbol operation processing (S206).

[0257] [Special diagram operation processing] As shown in Fig. 11, the game control microcomputer 81 performs the special symbol operation process (S207) after the normal symbol operation process (S206). As shown in Fig. 21, in the special symbol operation process (S207), the processing related to the special symbol display device 41 and the big winning device 31 is divided into four stages, and one of the special symbol operation statuses "1" to "4" is assigned to each stage.

[0258] If the "special symbol operation status" is "1" (YES in S1101), special symbol standby processing (S1102) is performed; if it is "2" (NO in S1101, YES in S1103), special symbol variation processing (S1104) is performed; if it is "3" (NO in both S1101 and S1103, YES in S1105), special symbol determination processing (S1106) is performed; and if it is "4" (NO in S1101, S1103, S1105), special electric accessory processing (S1107) is performed as a jackpot game. The special symbol operation status is initially set to "1".

[0259] [Special pattern standby process] As shown in Fig. 22, in the special symbol waiting process (S1102), first, it is determined whether the number of reserved balls in the second starting port 21 (i.e., the number of reserved balls in special symbol 2) is "0" (S1201). If the number of reserved balls in special symbol 2 is "0" (YES in S1201), that is, if there is no memory of the random number counter value (acquired random number value, acquired information) acquired due to a ball entering the second starting port 21, it is determined whether the number of reserved balls in the first starting port 20 (i.e., the number of reserved balls in special symbol 1) is "0" (S1206). If the number of reserved balls for special chart 1 is also "0" (YES in S1206), that is, if there is no memory of the random number counter value acquired due to a ball entering the first starting hole 20, it is determined whether or not the display screen 7a of the image display device 7 is currently being set to the standby screen (a demo screen for waiting customers is currently being executed) (S1211). If so (YES in S1211), this process is terminated without processing S1212, and if not (NO in S1211), a standby screen setting process is executed to display the standby screen (S1212). The standby screen includes the aforementioned performance setting screen (not shown).

[0260] In the standby screen setting process (S1212), when the number of reserved balls for special charts (number of reserved balls for special chart 1 and number of reserved balls for special chart 2) is "0" and a predetermined time (for example, 60 seconds) has elapsed in a state where variable play is not being executed, a standby screen is displayed on the display screen 7a. The state in which the standby screen is displayed, that is, the state in which the pachinko gaming machine 1 occurs (transitions) when the number of reserved balls for special charts is "0" and a state in which variable play is not being executed continues for a predetermined time (for example, 60 seconds), is also called the "standby state" or "waiting for customers state."

[0261] If S1201 determines that the number of reserved balls for special chart 2 is not "0" (NO in S1201), that is, if there is one or more memories of random number counter values ​​(acquired random number values, acquired information) obtained due to a ball entering the second starting port 21, the special chart 2 hit / miss judgment process (S1202), special chart 2 variation pattern selection process (S1203), special chart 2 random number shift process (S1204), and special chart 2 variation start process (S1205) described below are performed in this order. Furthermore, if the number of reserved balls for special chart 2 is "0" but the number of reserved balls for special chart 1 is not "0" (YES in S1201, NO in S1206), that is, if there is no memory of a random number counter value related to the second starting port 21 but there is one or more memories of random number counter values ​​(acquired random number value, acquired information) obtained due to a ball entering the first starting port 20, the special chart 1 pass / fail judgment process (S1207), special chart 1 variation pattern selection process (S1208), special chart 1 random number shift process (S1209), and special chart 1 variation start process (S1210) described below are performed in this order.

[0262] In this embodiment, the display of the first special symbol based on the first special symbol reservation is performed only when the second special symbol reservation is "0" (YES in S1201). In other words, the consumption of the second special symbol reservation (display of the second special symbol reservation) is executed in priority to the consumption of the first special symbol reservation (display of the first special symbol reservation). In this embodiment, the judgment of whether or not the winning / losing is based on the second special symbol reservation is more likely to result in a jackpot that is more profitable for the player than the judgment of whether or not the winning / losing is based on the first special symbol reservation (see Figure 8 (B)).

[0263] [Special Diagram 2 Correctness Judgment Processing] As shown in FIG. 23, in the special symbol 2 hit / miss determination process (S1202), first, the (oldest) special symbol hit / miss determination random number value (label-TRND-A) stored in the lowest area of ​​the second special symbol reserved memory section of RAM (i.e., the RAM area corresponding to the first second special symbol reserved) is read (S1301). Next, it is determined whether the probability variable flag is ON, i.e., whether the high probability state is present (S1302). If the high probability state is not present (NO in S1302), i.e., if the normal state is present, a hit / miss determination is made based on the normal state jackpot determination table (the jackpot determination values ​​are "3" and "397") in the jackpot determination table (see FIG. 8(A)) (S1303). On the other hand, if the high probability state is present (YES in S1302), a hit / miss determination is made based on the high probability state jackpot determination table in the jackpot determination table (see FIG. 8(A)) (S1304). In the jackpot determination table for high probability states, the jackpot determination values ​​are "3", "53", "113", "173", "227", "281", "337", "397", "449", and "503".

[0264] If the result of the hit / miss determination (S1303, S1304) is a "jackpot" (YES in S1305), the random number value for determining the jackpot type (label-TRND-AS) acquired (stored) together with the random number value for determining the special symbol hit / miss read out in S1301 is read out, the jackpot type is determined based on the jackpot type determination table shown in Fig. 8(B) (S1307), the jackpot symbol is determined based on the value of the random number for determining the jackpot type (S1308), the jackpot flag is turned ON (S1309), and this process ends. On the other hand, if the result of the hit / miss determination (S1303, S1304) is not a "jackpot" ("miss") (NO in S1305), the losing symbol is determined (S1306), and this process ends.

[0265] Here, when determining the type of jackpot, in the case of a hit / miss judgment related to the first special symbol (also called "special symbol 1 hit / miss judgment"), the jackpot type is determined using the jackpot type judgment table for the first special symbol, and in the case of a hit / miss judgment related to the second special symbol (also called "special symbol 2 hit / miss judgment"), the jackpot type is determined using the jackpot type judgment table for the second special symbol. Note that the hit / miss judgment for the special symbol and the jackpot type judgment may each be called "judgment," or the jackpot judgment and the determination of which jackpot symbol will result may also be called "judgment." These results may also be called "judgment results."

[0266] The main control unit 80 (game control microcomputer 81) that executes the win / loss determination for the second special symbol (S1303, S1304) functions as a "special symbol 2 win / loss determination execution means." Also, the win / loss determination for the second special symbol (S1303, S1304) corresponds to a process that determines whether or not to control the gaming state of the pachinko gaming machine 1 to a jackpot gaming state (special gaming state). Therefore, the main control unit 80 (game control microcomputer 81) that executes the win / loss determination for the second special symbol (S1303, S1304) also functions as a "special gaming determination means."

[0267] [Special Chart 2 Variation Pattern Selection Processing] As shown in Fig. 22, in the special symbol waiting process (S1102), after the special symbol 2 hit / miss determination process (S1202), the special symbol 2 variation pattern selection process (S1203) is performed. As shown in Figs. 24 and 25, in the special symbol 2 variation pattern selection process (S1203), first, it is determined whether the game state is in a time-saving state (whether the time-saving flag is ON or not) (S1401). As a result, if it is determined that the time-saving state is not in (NO in S1401), that is, if it is in a non-time-saving state, it is then determined whether the jackpot flag is ON or not (S1402).

[0268] In the non-time-saving state (low base state), the display of the first special symbol variation triggered by the ball entering the first starting hole 20 is mainly performed, and the display of the second special symbol variation is rarely performed. Therefore, the process related to the selection (setting) of the variation pattern of the second special symbol is rarely performed in the non-time-saving state. For example, if the second special symbol reservation is stored when the game state transitions from the time-saving state (high base state) to the non-time-saving state (low base state), the second special symbol reservation will be consumed in the non-time-saving state, and in this case, the process related to the selection (setting) of the variation pattern of the second special symbol is performed in the non-time-saving state.

[0269] If it is determined in S1402 that the jackpot flag is ON (YES in S1402), the random number value for determining whether or not a special symbol has been hit is read out in S1301, along with the random number value for determining the fluctuation pattern (label-TRND-T1) acquired (stored) in S308, and a fluctuation pattern is selected based on the table for non-time-saving jackpots (the part of the fluctuation pattern table for non-time-saving states shown in FIG. 9A that corresponds to the jackpot) (S1403). In S1403, one of the fluctuation patterns P1 to P3 is selected. In other words, when a jackpot fluctuation is executed in a non-time-saving state, the fluctuation pattern of the jackpot fluctuation is determined to be one of P1 to P3. Once the fluctuation pattern is determined, the fluctuation time is also determined.

[0270] On the other hand, if it is determined in S1402 that the jackpot flag is not ON (NO in S1402), it is then determined whether the reserved number of the second special symbol is "1" or "2" (S1405). The reserved number in this process is the number of memories including the information that determines the variation pattern by this process, so the number of reserved memories is set to any value from "1" to "4".

[0271] If it is determined in S1405 that the reserved number is "1" or "2" (YES in S1405), the random number value for determining the fluctuation pattern (label-TRND-T1) acquired (stored) together with the random number value for determining whether the special symbol is a hit or miss read out in the above-mentioned S1301 is read out, and a fluctuation pattern is selected based on the first table for missed reserved numbers (the part of the table for the fluctuation pattern for the non-time-saving state shown in FIG. 9A that corresponds to a miss and the reserved ball number "1, 2") (S1406). In S1406, one of the fluctuation patterns P4 to P8 is selected. In other words, when a miss fluctuation is executed in a non-time-saving state and the reserved number at the start of the fluctuation is "1" or "2", the fluctuation pattern of the miss fluctuation is determined to be one of P4 to P8.

[0272] If it is determined in S1405 that the reserved number is not "1" or "2" (NO in S1405), it is determined whether the reserved number of the second special symbol is "3" (S1407). Then, if it is determined that the reserved number is "3" (YES in S1407), the random number value for determining the fluctuation pattern (label-TRND-T1) acquired (stored) together with the random number value for determining whether the special symbol is a hit or miss read out in the above-mentioned S1301 is read out, and a fluctuation pattern is selected based on the second reserved number miss table (the part of the fluctuation pattern table for the non-time-saving state shown in FIG. 9A that corresponds to a miss and the reserved ball number "3") (S1408). In S1408, one of the fluctuation patterns P4 to P7, P9 is selected. In other words, when a miss fluctuation is executed in the non-time-saving state and the reserved number at the start of the fluctuation is "3", the fluctuation pattern of the miss fluctuation is determined to be one of P4 to P7, P9.

[0273] If it is determined in S1407 that the reserved number is not "3" (NO in S1407), that is, if the reserved number is "4", the random number value for determining the fluctuation pattern (label-TRND-T1) acquired (stored) together with the random number value for determining whether the special symbol is a hit or miss read out in the above-mentioned S1301 is read out, and a fluctuation pattern is selected based on the third reserved number miss table (the part of the fluctuation pattern table for the non-time-saving state shown in FIG. 9A that corresponds to a miss and the reserved ball number "4") (S1409). In S1409, one of the fluctuation patterns P4 to P7, P10 is selected. In other words, when a miss fluctuation is executed in the non-time-saving state and the reserved number at the start of the fluctuation is "4", the fluctuation pattern of the miss fluctuation is determined to be one of P4 to P7, P10.

[0274] Here, the variation pattern with the shortest selectable variation time (12,000 ms) in the first missed-reservation table has a longer variation time than the variation time in the second missed-reservation table (4,000 ms) and the third missed-reservation table (2,000 ms). Furthermore, the first missed-reservation table has a variation pattern selectability (appearance rate) set so that the variation time is relatively longer than the second missed-reservation table and the third missed-reservation table. Therefore, when a missing variation is executed in a non-time-saving state, the variation time is relatively long when the number of reserved balls at the start of the variation is less than "3," while the variation time is relatively short when the number of reserved balls is "3" or more, and even shorter when the number of reserved balls is "4." This makes it possible to efficiently consume missing variations while preventing the variation display (variable play) from being interrupted.

[0275] Next, we will explain the process for selecting (determining) the special symbol 2 variation pattern in the time-saving state. That is, if it is determined in S1401 that the time-saving state is active (YES in S1401), it is determined whether the jackpot flag is ON (S1410). As a result, if it is determined that the jackpot flag is ON (YES in S1410), the random number value for determining the variation pattern (label-TRND-T1) acquired (stored) together with the random number value for determining whether or not the special symbol has been hit is read out in the above-mentioned S1301, and a variation pattern is selected based on the time-saving state jackpot table (the part corresponding to the jackpot in the variation pattern table for the time-saving state shown in FIG. 9B) (S1411). In S1411, one of the variation patterns P11 to P13 is selected. In other words, when a jackpot variation is executed in the time-saving state, the variation pattern of the jackpot variation is determined to be one of P11 to P13.

[0276] On the other hand, if it is determined in S1408 that the jackpot flag is not ON (NO in S1408), it is determined whether the reserved number is "1" (S1412). The reserved number here is the same as described above, and the reserved number is set to any value from "1" to "4". If it is determined in S1412 that the reserved number is "1" (YES in S1412), the random number value for determining the fluctuation pattern (label-TRND-T1) acquired (stored) together with the random number value for determining whether the special symbol is a hit or miss read in the above-mentioned S1301 is read, and a fluctuation pattern is selected based on the third reserved number miss table (the part of the fluctuation pattern table for the time-shortened state shown in FIG. 9B that corresponds to a miss and the reserved ball number "1") (S1413). In S1413, one of the fluctuation patterns P14 to P17 is selected. In other words, when a miss variation is executed in the time-shortening state and the number of reserved times at the start of the variation is "1", the variation pattern of the miss variation is determined to be one of P14 to P17.

[0277] If it is determined in S1412 that the reserved number is not "1" (NO in S1412), that is, if the reserved number is any of "2" to "4", the random number value for determining the fluctuation pattern (label-TRND-T1) acquired (stored) together with the random number value for determining whether the special symbol is a hit or miss read out in the above-mentioned S1301 is read out, and a fluctuation pattern is selected based on the fourth table for missed reserved numbers (the part of the table for the time-saving state shown in FIG. 9B that corresponds to misses and the number of reserved balls "2 to 4") (S1414). In S1414, one of the fluctuation patterns P14 to P16, P18 is selected. In other words, if a miss fluctuation is executed in the time-saving state and the reserved number at the start of the fluctuation is any of "2" to "4", the fluctuation pattern of the miss fluctuation is determined to be one of P14 to P16, P18.

[0278] Here, the variation pattern selected in the case of a miss in the time-saving state is more likely to have a shorter variation time (1000 ms) than the variation pattern selected in the case of a miss in the non-time-saving state. This is to speed up the consumption speed of the special chart reserve (miss variation) in the time-saving state. This makes it possible to quickly progress the variable game during the time-saving state and efficiently aim for a jackpot.

[0279] After the variation pattern is selected as described above, other processing shown in Fig. 24 is performed (S1404), and this processing is terminated. In the other processing (S1404), a variation pattern designation command corresponding to the selected variation pattern is set in the output buffer of RAM, etc. The set variation pattern designation command is included in a variation start command, which will be described later, and is sent to the sub-control unit 90 by the output processing (S201).

[0280] In addition, the types and number of special pattern variation patterns (also called "special pattern variation patterns") are not limited to those shown in this embodiment (see Figures 9A and 9B), and the types and number are arbitrary, such as increasing or decreasing the number of variation patterns compared to this embodiment.

[0281] [Special Chart 2: Random Number Shift Processing] As shown in FIG. 26, in the special chart 2 random number shift process (S1204), first, the number of reserved balls for the special chart 2 is subtracted by 1 (S1501). Next, the storage location of various counter values ​​in the second special chart reserved memory unit is shifted to the lower side (for example, if the second special chart reserved memory unit consists of an address space corresponding to addresses "0000" to "0003", the address "0000" side) (S1502). Then, "0" is set in the top address space of the second special chart reserved memory unit (S1503), and this process is completed.

[0282] After executing the special symbol 2 random number shift process (S1204), the special symbol 2 variation start process (S1205) is executed as shown in Figure 22. In the special symbol 2 variation start process (S1205), the special symbol operation status is set to "2", and the variation start command is set in the output buffer of the RAM, and the variable display of the second special symbol is started.

[0283] [Special Diagram 1 Correctness Judgment Processing] As shown in FIG. 27, the special symbol 1 hit / miss determination process (S1207) is performed in the same manner as the special symbol 2 hit / miss determination process (S1202) shown in FIG. 23 (S1601-S1609). Therefore, a detailed description of this process will be omitted. However, since this process is related to the special symbol 1, in S1601, the random number value for special symbol hit / miss determination stored in the lowest area of ​​the first special symbol reserve memory section of RAM (i.e., the RAM area corresponding to the first first special symbol reserve) is read and processed. The main control unit 80 (game control microcomputer 81) that executes the hit / miss determination for the first special symbol (S1603, S1604) functions as a "special symbol 1 hit / miss determination execution means." Furthermore, the hit / miss determination for the first special symbol (S1603, S1604) corresponds to a process that determines whether or not to control the game state of the pachinko gaming machine 1 to a jackpot game state (special game state). Therefore, the main control unit 80 (game control microcomputer 81) that executes the win / loss determination (S1603, S1604) regarding the first special symbol also functions as a "special game determination means."

[0284] [Special Chart 1 Variation Pattern Selection Processing] As shown in Figures 28 and 29, in the special chart 1 variation pattern selection process (S1208), processing (S1701 to S1714) is performed in the same manner as the special chart 2 variation pattern selection process (S1203) shown in Figures 24 and 25. Therefore, detailed description of this process will be omitted.

[0285] In the time-saving state (high base state), the display of the second special symbol variation triggered by the ball entering the second starting hole 21 is mainly performed, and the display of the first special symbol variation is rarely performed. Therefore, the process related to the selection (setting) of the variation pattern of the first special symbol is rarely performed in the time-saving state. For example, in the time-saving state (high base state), if the second special symbol reservation is all consumed (number of reserved balls for special symbol 2 = "0") and the first special symbol reservation is stored, the first special symbol reservation will be consumed in the time-saving state, and in this case, the process related to the selection (setting) of the variation pattern of the first special symbol is performed in the time-saving state.

[0286] Here, in the variation pattern selection process (S1203, S1208), the variation pattern of the variation display of the special symbol is determined based on the result of the hit / miss judgment (the result of the judgment by the special game determination means), the number of reserved balls at the start of the variation (the number of reserved balls stored when the variation display starts), the random number value for determining the variation pattern obtained based on the starting ball (variation pattern determination information obtained by the acquisition means), and the variation pattern judgment value (predetermined judgment information) of the variation pattern table. The main control unit 80 (game control microcomputer 81) that executes the variation pattern selection process (S1203, S1208) functions as the "variation pattern determination means".

[0287] Then, when determining the jackpot fluctuation pattern based on the fluctuation pattern table for the non-time-saving state, if the random number value for determining the fluctuation pattern obtained based on the starting ball is "0 to 74", the fluctuation pattern is determined to be P1 regardless of the number of balls reserved for the special chart, if the random number value for determining the fluctuation pattern is "75 to 149", the fluctuation pattern is determined to be P2 regardless of the number of balls reserved for the special chart, and if the random number value for determining the fluctuation pattern is "150 to 198", the fluctuation pattern is determined to be P3 regardless of the number of balls reserved for the special chart (see Figure 9A). Therefore, in the non-time-saving state, it is possible to make the jackpot fluctuation by any of the fluctuation patterns P1 to P3 appear regardless of the number of balls reserved at the start of the fluctuation. In other words, it is possible to fix (stabilize) the appearance mode for the fluctuation patterns P1 to P3.

[0288] Furthermore, when selecting (determining) a miss variation pattern based on the variation pattern table for the non-time-saving state, if the random number value for determining the variation pattern obtained based on the starting ball is "0 to 3," the variation pattern is determined to be P4 regardless of the number of balls reserved for the special chart; if the random number value for determining the variation pattern is "4 to 7," the variation pattern is determined to be P5 regardless of the number of balls reserved for the special chart; and if the random number value for determining the variation pattern is a value other than "0 to 7" ("8 to 198"), the variation pattern is determined to be one of P6 to P10 depending on the number of balls reserved for the special chart (see Figure 9A). Therefore, in the non-time-saving state, a miss variation due to variation pattern P4 or P5 can be generated regardless of the number of balls reserved at the start of the variation, while a miss variation due to one of variation patterns P6 to P10 can be generated depending on the number of balls reserved at the start of the variation. In other words, the appearance mode of variation patterns P4 and P5 can be fixed (stabilized), and the appearance mode of variation patterns P6 to P10 can be adjusted depending on the number of balls reserved at the start of the variation.

[0289] Furthermore, when determining the jackpot fluctuation pattern based on the fluctuation pattern table for the time-saving state, if the random number value for determining the fluctuation pattern obtained based on the starting ball is "0 to 69," the fluctuation pattern is determined to be P11 regardless of the number of balls reserved for the special chart; if the random number value for determining the fluctuation pattern is "70 to 139," the fluctuation pattern is determined to be P12 regardless of the number of balls reserved for the special chart; and if the random number value for determining the fluctuation pattern is "140 to 198," the fluctuation pattern is determined to be P13 regardless of the number of balls reserved for the special chart (see Figure 9B). Therefore, in the time-saving state, it is possible to cause a jackpot fluctuation due to one of the fluctuation patterns P11 to P13 to occur regardless of the number of balls reserved at the start of the fluctuation. In other words, it is possible to fix (stabilize) the appearance mode of the fluctuation patterns P11 to P13.

[0290] Furthermore, when selecting (determining) a miss fluctuation pattern based on the fluctuation pattern table for the time-saving state, if the random number value for determining the fluctuation pattern obtained based on the starting ball is "0 to 1," the fluctuation pattern is determined to be P14 regardless of the number of balls reserved for the special chart, and if the random number value for determining the fluctuation pattern is a value other than "0 to 1" ("2 to 198"), the fluctuation pattern is determined to be one of P15 to P18 depending on the number of balls reserved for the special chart (see Figure 9B). Therefore, in the time-saving state, a miss fluctuation due to fluctuation pattern P14 can be made to appear regardless of the number of balls reserved at the start of the fluctuation, while a miss fluctuation due to one of fluctuation patterns P15 to P18 can be made to appear depending on the number of balls reserved at the start of the fluctuation. In other words, it is possible to fix (stabilize) the appearance mode for fluctuation pattern P14, and it is possible to adjust the appearance mode for fluctuation patterns P15 to P18 depending on the number of balls reserved at the start of the fluctuation.

[0291] [Special Figure 1: Random number shift processing] As shown in Figure 30, in the special chart 1 random number shift process (S1209), first, the number of reserved balls for special chart 1 is subtracted by 1 (S1801). Next, the storage location of various counter values ​​in the first special chart reserved memory unit is shifted downward by one (S2002). Then, "0" is set in the top address space of the first special chart reserved memory unit (S1803), and this process is completed.

[0292] After executing the special symbol 1 random number shift process (S1209), the special symbol 1 variation start process (S1210) is executed as shown in Figure 22. In the special symbol 1 variation start process (S1210), the special symbol operation status is set to "2", and the variation start command is set in the output buffer of the RAM, and the variation display of the first special symbol is started.

[0293] [Special pattern change processing] As shown in Figure 31, in the special symbol variation process (S1104), first, it is determined whether the variation time of the special symbol, that is, the variation time determined according to the variation pattern selected in the above-mentioned S1203 or S1208 (see Figure 9), has elapsed (S1901). If it is determined that the variation time has not elapsed (NO in S1901), this process ends without performing the processes from S1902 onwards. This allows the variable display of the special symbol to continue.

[0294] On the other hand, if it is determined that the fluctuation time has elapsed (YES in S1901), a fluctuation stop command is set (S1902). Then, it is determined whether the probability variable flag is ON (S1903), and if it is ON (YES in S1903), the probability variable counter is decremented by 1 (S1904), and it is determined whether the value of the probability variable counter is "0" (S1905). If it is determined that the probability variable counter is "0" (YES in S1905), the probability variable flag is turned OFF, and the process proceeds to S1907. The high probability state (probability variable state) ends with the process of S1906. On the other hand, if it is determined in S1903 that the probability variable flag is not ON (NO in S1903), or if it is determined in S1905 that the probability variable counter is not "0" (NO in S1905), the process proceeds to S1907.

[0295] In S1907, it is determined whether the time-saving flag is ON (S1907), and if it is determined that the time-saving flag is ON (YES in S1907), the value of the time-saving counter that counts the number of times the variable display of the special pattern is executed during the time-saving state is decremented by 1 (S1908), and it is determined whether the value of the time-saving counter is "0" (S1909). If the value of the time-saving counter is "0" (YES in S1909), the time-saving flag is turned OFF (S1910), and the process proceeds to S1911. The time-saving state (and the high base state) ends with the process of S1910. On the other hand, if it is determined in S1907 that the time-saving flag is not ON (NO in S1907), or if it is determined in S1909 that the value of the time-saving counter is not "0" (NO in S1909), the process proceeds to S1911.

[0296] In S1911, the special symbol operation status is set to "3" (S1911). Then, other processing is performed (S1912), such as stopping the special symbol with a display result according to the judgment results of the special symbol hit / miss judgment random number and the jackpot type determination random number (ending the variable display of the special symbol), and this processing ends. When stopping (ending) the variable display of the special symbol, the game control microcomputer 81 sets the stopped display time (stopped display period) of the special symbol (stopped symbol). Then, when the set stopped display time (stopped display period) has elapsed, the special symbol determination processing (S1106) is performed.

[0297] In addition, the main control unit 80 (game control microcomputer 81) that executes processes (S1906, S1910) such as turning off the special rate flag when the value of the special rate counter becomes "0" and turning off the time-saving flag when the value of the time-saving counter becomes "0" functions as a "game status control means."

[0298] [Special design confirmation process] As shown in FIG. 32, in the special symbol determination process (S1106), first, it is determined whether the jackpot flag is ON (S2001). If the jackpot flag is ON (YES in S2001), it is then determined whether the confirmed jackpot (the current jackpot) is a 10R jackpot (S2002). As a result, if it is determined to be a 10R jackpot (YES in S2002), the value of the round counter that counts the number of rounds executed during the jackpot game is set to "10" (S2003), and the process proceeds to S2009. On the other hand, if it is determined in S2002 that the jackpot is not a 10R jackpot (NO in S2002), the confirmed jackpot (the current jackpot) is a 5R jackpot, so the value of the round counter is set to "5" (S2004), and the process proceeds to S2009.

[0299] In S2009, a large prize opening pattern corresponding to the type of jackpot (jackpot type) that has been determined is set (S2009), and the process proceeds to S2010. As mentioned above, the opening pattern of the large prize opening is determined according to the type of jackpot (see Figure 6), so in S2009, a large prize opening pattern (long opening, short opening, number of openings, etc.) corresponding to the currently determined jackpot is set. Then, the opening operation of the large prize opening 30 based on the large prize opening pattern set in S2009 is executed in the jackpot game (special game).

[0300] In S2010, a jackpot opening command is set to start a jackpot game (S2010). In this embodiment, a total of six opening commands are provided: a first opening command corresponding to the 10R first jackpot, a second opening command corresponding to the 10R second to fifth jackpots, a third opening command corresponding to the 5R sixth jackpot, a fourth opening command corresponding to the 5R seventh jackpot, a fifth opening command corresponding to the 10R eighth jackpot, and a sixth opening command corresponding to the 10R ninth jackpot.

[0301] In S2010, an opening command corresponding to the type of jackpot (starting jackpot) determined this time is set. Then, the main control unit 80 (game control microcomputer 81) transmits the set opening command to the sub-control unit 90 at a predetermined timing by output processing (S201). Upon receiving the opening command, the sub-control unit 90 executes a predetermined opening effect based on the opening command. In this embodiment, the opening command corresponding to the 10R second to fifth jackpots is a common command (second opening command), and the opening effects are common (similar effect type) for the 10R second to fifth jackpots. This is because, in consideration of the gameplay of RUB, that is, the gameplay that draws the player's attention to how long the long opening round will last, it is difficult for the player to determine the type of jackpot through the effects related to the jackpot (special jackpot) such as the opening effect.

[0302] Next, the opening period of the jackpot game is started (S2011), and the special symbol operation status is set to "4" (S2012). Also, if it is determined in S2001 that the jackpot flag is not ON (NO in S2001), the special symbol operation status is set to "1" (S2013), and the process ends.

[0303] The opening period is a period that is set before the first opening operation of the large prize opening in a jackpot game begins and after the stop display time (also called the "stop display period" or "fixed stop period") of the special pattern (effect pattern) that is stopped and displayed as a jackpot pattern has elapsed, and is a period during which the variable display of the special pattern (effect pattern) cannot be executed. The opening period is also called the "start period," and the effect (opening effect) executed in the opening period (start period) is also called the "start effect." In this embodiment, the opening period is included in the special game state. Note that the opening period may not be included in the special game state.

[0304] In this embodiment, the opening period (opening time) is determined by the type of jackpot determined and the game state when the jackpot is determined (when the jackpot symbol is stopped and displayed), and the opening period can be specified by the opening command described above. Therefore, upon receiving the opening command, the sub-control unit 90 can perform an opening effect based on the jackpot type and opening period specified by the opening command. The length of the opening period (opening time) is generally set to a length sufficient to allow the player to recognize that a jackpot game has begun, and can be, for example, longer than the jackpot stop display time. The length of the opening period (opening time) may also be varied depending on the game state and type of jackpot when the jackpot occurs.

[0305] The main control unit 80 (game control microcomputer 81) that executes the above-mentioned special symbol waiting process (S1102), special symbol variable process (S1104), and special symbol determination process (S1106) functions as a "variable game execution means."

[0306] [Special electric device processing (jackpot game)] As shown in FIG. 33, in the special electric device processing (S1107), first, it is determined whether or not the probability variable flag is ON (S2101). If it is determined that the probability variable flag is ON (YES in S2101), the probability variable flag is turned OFF (S2102). Next, it is determined whether or not the time-saving flag is ON (S2103). If it is determined in S2103 that the time-saving flag is ON (YES in S2103), the time-saving flag is turned OFF (S2104), and the process proceeds to S2105. Note that if it is determined in S2101 that the probability variable flag is not ON (NO in S2101), the probability variable flag is OFF, so the process proceeds to S2103 without performing the process of S2102. Also, if it is determined in S2103 that the time-saving flag is not ON (NO in S2103), the time-saving flag is OFF, so the process proceeds to S2105 without performing the process of S2104. In other words, during the execution of a jackpot game, the game is controlled to a low probability state and a non-time-saving state. In this embodiment, since the game is always in a low base state during the non-time-saving state, the game is also controlled to a low base state during the execution of a jackpot game.

[0307] Next, it is determined whether the jackpot end flag is ON (S2105). The jackpot end flag is a flag indicating that all operation processes of the special prize winning device 31 (opening processes of the special prize opening 30) in the jackpot game have ended (the jackpot game has ended). If the jackpot end flag is not ON (NO in S2105), it is then determined whether it is time to start a round (S2106). This determination is made based on the special prize opening pattern set for each type of jackpot described above. For example, if it is before the start of the first round, it is determined whether the opening period has ended and it is time to execute the first opening process of the first round. If the first round has already started, it is determined whether the previous round has ended and a predetermined interval time has passed (the interval period has ended).

[0308] If it is determined in S2106 that it is time to start a round (YES in S2106), a round start command for the corresponding round is set (S2107), and a special prize opening process is performed (S2108). This causes the special prize opening 30 to be opened, and the specified round begins. In S2107, a round start command that can identify the round to be started is set, such as a "1R start command" for the start of the first round, or a "2R start command" for the start of the second round. The set round start command is sent to the sub-control unit 90 by the output process of S201. Furthermore, in the special prize opening process of S2108, the opening / closing member 32 is operated (opened) to open the special prize opening 30 based on a special prize opening pattern determined according to the type of jackpot to be executed, i.e., the special prize opening pattern set in S2009 described above.

[0309] If it is determined in S2106 that it is not time to start a round (NO in S2106), the process proceeds to S2112. Examples of cases where it is determined that it is not time to start a round include the opening period before the start of a round, during a round of play, and during the interval period after the end of a round of play (during the process of closing the big prize opening).

[0310] In S2112, it is determined whether or not the special prize opening operation is being executed, that is, whether or not the special prize opening opened by the processing of S2108 is still open (during a round of play) (S2112). As a result, if it is determined that the special prize opening operation is not being executed (during a round of play) (NO in S2112), the process proceeds to S2116, and if it is determined that the special prize opening operation is being executed (during a round of play) (YES in S2112), it is determined whether or not the end condition for the ongoing round of play (round end condition) has been met (S2113).

[0311] Here, the round end conditions in this embodiment are defined as follows: (1) the opening time (e.g., 25 seconds) of the special prize opening set for the ongoing round game, i.e., the execution time of the round game, has elapsed, and (2) a predetermined number of game balls (e.g., 10 balls) have entered the special prize opening during the ongoing round game. If either of the conditions is met first, the round end condition is met based on the condition that was met first. If it is determined in S2113 that the round end condition has not been met (NO in S2113), processing ends.

[0312] If it is determined in S2113 that the round end condition has been met (YES in S2113), a round end command for the corresponding round is set (S2114), and the process proceeds to S2115. In S2114, a round end command that can identify the round to end is set, such as a "1R end command" for the end of the first round, or a "2R end command" for the end of the second round. The set round end command is sent to the sub-control unit 90 by the output process of S201.

[0313] In S2115, a special prize opening closing process is performed, and the opening / closing member 32 of the special prize opening 30 is operated (closing operation) to close the special prize opening 30 (S2115). In addition, in the special prize opening closing process (S2115), a closing time for keeping the special prize opening 30 closed, i.e., an interval time, is set. As described above, in this embodiment, a first interval time (e.g., about 3 to 5 seconds) and a second interval time (e.g., about 0.5 to 1 second) are provided as interval times, and therefore the first interval time or the second interval time is set according to the type of jackpot game being executed and the number of rounds of the completed round game (S2115).

[0314] Next, in S2116, it is determined whether or not the interval time has elapsed (S2116), and if it is determined that the interval time has not elapsed (it is during the interval period) (NO in S2116), this process is terminated. On the other hand, if it is determined that the interval time has elapsed (YES in S2116), the value of the round counter is decremented by 1 (S2117), and it is determined whether or not the value of the round counter is "0" (S2118). Then, if it is determined that the value of the round counter is not "0" (NO in S2118), this process is terminated. On the other hand, if it is determined that the value of the round counter is "0" (YES in S2118), as a jackpot ending process that ends the jackpot game, a jackpot ending command is set (S2119), a jackpot ending period is started (S2120), and a jackpot ending flag is turned ON (S2121), and this process is terminated. The value of the round counter becomes "0" when all rounds of play in the jackpot game being executed have been completed.

[0315] In S2119, an ending command is selected from a plurality of predetermined ending commands according to the game state at the time of the current jackpot occurrence, the type of the current jackpot, the game state after the jackpot game, etc., and the selected command is set. The type of ending command set in this manner determines the ending period (ending time) to be executed (set). The ending period is a period set after all opening operations of the jackpot entry port 30 during jackpot game have been completed and before the variable display of special symbols (effect symbols) can be executed. The ending period is also referred to as the "end period." During the ending period (end period), the jackpot entry port 30 is in a closed state. The effects executed during the ending period (end period) are also referred to as "ending effects" or "end effects." In this embodiment, the ending period is considered to be included in the special game state. Note that the ending period may not be included in the special game state.

[0316] The main control unit 80 (game control microcomputer 81) transmits the ending command set in S2119 to the sub-control unit 90 at a predetermined timing by output processing (S201). Then, the sub-control unit 90, which has received the ending command, performs processing to execute a predetermined ending performance based on the ending command.

[0317] If it is determined in S2105 that the jackpot end flag is ON (YES in S2105), the final round of the jackpot game has ended, so it is determined whether the jackpot ending time has elapsed, i.e., whether the end timing of the ending period started in the above-mentioned S2120 process has arrived (S2122). As a result, if it is determined that the ending time has not elapsed (NO in S2122), this process ends. On the other hand, if it is determined that the ending time has elapsed (YES in S2122), the jackpot end flag is turned OFF (S2123), and the game status setting process (S2124) described below is performed. Next, the jackpot flag is turned OFF (S2125), the special symbol operation status is set to "1" (S2126), and this process ends. As a result, in the next interrupt process, the special symbol standby process (S1102) will be executed again as the special symbol operation process (S207).

[0318] The main control unit 80 (game control microcomputer 81) that executes the special electric accessory processing (S1107) functions as a "special game execution means."

[0319] [Game status setting process] As shown in FIG. 34, in the game status setting process (S2124), first, it is determined whether the jackpot game that has just ended is a variable probability jackpot (S2201). In this embodiment, as mentioned above, since the three types of variable probability jackpots are the 10R first jackpot, the 5R second jackpot, and the 10R fourth jackpot, S2201 determines whether the game falls into one of these three types. Then, if it is determined that the game that just ended is a variable probability jackpot (YES in S2201), the variable probability flag is turned ON (S2202), the variable probability counter is set to "10,000" (S2203), the time-saving flag is turned ON (S2204), and the time-saving counter is set to "10,000" (S2205), and the process ends.

[0320] Here, the value set in the probability variable counter is the number of times a high-probability special symbol hit / miss determination (in other words, the display of special symbol fluctuations) can be performed. In this embodiment, the value "10,000" (10,000 times) set is essentially equivalent to guaranteeing a high-probability state, considering the probability of a jackpot in a high-probability state, the gaming parlor's daily business hours, and the number of special symbol hit / miss determinations that can be performed during those business hours. Therefore, when the gaming state is set to a high-probability state, it can be said that the high-probability state is guaranteed until the next jackpot occurs (which is essentially the same). Furthermore, when the probability variable flag is ON, the time-saving counter is also set to "10,000," so it can be said that a time-saving state (extended open state) is also set while this high-probability state is set. In other words, when the jackpot game related to the probability variable jackpot ends, the gaming state becomes a "high-probability high-base state" (second gaming state). As in this embodiment, the value of "10,000" can be set in the special probability counter and the time-saving counter, which effectively sets a high probability, high base state until the next jackpot, or when the special probability flag and the time-saving flag are ON, control can be adopted to set a high probability, high base state until the next jackpot occurs without setting a value in the counter.

[0321] On the other hand, if S2201 determines that the jackpot is not a probability variable jackpot (NO in S2201), that is, if the jackpot game that ended this time was a non-probability variable jackpot (normal jackpot), the time-saving flag is turned ON without turning ON the probability variable flag (S2206), the time-saving counter is set to "100" (S2207), and processing ends. In this embodiment, as described above, the 5R third jackpot and the 10R fifth jackpot are two types of non-probability variable jackpots (normal jackpots), so when a jackpot game related to either of these two types ends, the game state becomes a "low probability high base state" (first game state). The low probability high base state ends when one of the following conditions is met: the special symbol variable display is performed 100 times (the special symbol hit / miss determination is performed 100 times), or the next jackpot occurs.

[0322] The time-saving counter and the probability variable counter count the total number of times the first special symbol has been displayed and the second special symbol has been displayed. The values ​​set in the time-saving counter and the probability variable counter are not limited to those in this embodiment, and can be set arbitrarily in consideration of the playability, ball output performance, specifications, etc. of the pachinko gaming machine 1. Different values ​​may also be set in each counter.

[0323] The main control unit 80 (game control microcomputer 81) that executes the above game state setting process (S2124) functions as a "game state control means."

[0324] [Pending ball processing] As shown in FIG. 11, the game control microcomputer 81 performs reserved ball count processing (S208) following special symbol operation processing (S207). As shown in FIG. 35, in the reserved ball count processing (S208), first, the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols stored in the RAM of the main control board 80 are read (S2501). Next, command data including information (storage information) indicating the read reserved ball count is generated as a reserved ball count command, and the command is set in the output buffer of the RAM (S2502). Reserved ball count commands are provided for the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols, respectively, and include a special symbol 1 reserved ball count command, a special symbol 2 reserved ball count command, and a normal symbol reserved ball count command. Either or both of the special symbol 1 reserved ball count command and the special symbol 2 reserved ball count command are also referred to as the "special symbol reserved ball count command." The reserved ball count command (memorized information) set in S2502 is output (sent to the sub-control unit 90) by the output process (S201) in the next interrupt process (S105).

[0325] The sub-control unit 90 that has received the reserved ball number command can analyze the received reserved ball number command to identify the current number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols. Then, when it determines that an increase or decrease in the number of reserved balls for special symbols has occurred based on the received reserved ball number command for special symbols, it updates the display contents of the effect reserved display area (first effect reserved display area 9c, second effect reserved display area 9d, variable reserve display area 9e) on the display screen 7a of the image display device 7 accordingly. Specifically, for example, if the number of reserved balls for special symbol 1 increases by 1 from "3" to "4", the first effect reserved 9a corresponding to the increased number of reserved balls for special symbol 1, "4", is additionally displayed in the first effect reserved display area 9c. Furthermore, when the number of reserved balls for special chart 1 decreases by one from "2" to "1" (i.e., when the first special chart reserve is consumed), the first effect reserve 9a displayed at the left end of the first effect reserve display area 9c (the location corresponding to the number of reserved balls for special chart 1 "1", see Figure 3) is moved to the variable reserve display area 9e, and accordingly the first effect reserve 9a displayed in the first effect reserve display area 9c is moved (shifted) by one position to the left (in the direction of the reserve number decrease).

[0326] When the number of reserved balls for the special chart is added by the above-mentioned S307 or S311, that is, when a starting ball is entered, the reserved ball count command for the special chart is output (sent to the sub-control unit 90) by the output process (S201) together with the special chart 1 starting ball entry command set in the above-mentioned S323 (by the same interrupt) if the reserved ball count command for the special chart 1 is a reserved ball count command (a command caused by S311), and when the reserved ball count command for the special chart 2 is a reserved ball count command (a command caused by S307), it is output (sent to the sub-control unit 90) by the output process (S201) together with the special chart 2 starting ball entry command set in the above-mentioned S318 (by the same interrupt). This allows the sub-control unit 90 to receive the reserved ball count command along with the starting ball entry command, and to link the reserved ball count (storage information) included in the reserved ball count command with the result of the preliminary determination (preliminary determination result information) included in the starting ball entry command, and process it on the sub-control unit 90 side.

[0327] Note that information indicating the number of reserved balls for the special symbol when the number of reserved balls for the special symbol is added, i.e., information indicating the number of reserved balls for the special symbol associated with the start ball entry, may be included in the start ball entry command. In this case, there is no need to provide a command for the number of reserved balls for the special symbol associated with the start ball entry, making it possible to reduce the number of commands sent from the main control unit 80 to the sub-control unit 90. Also, information indicating the number of reserved balls for the special symbol when the number of reserved balls for the special symbol is subtracted, i.e., information indicating the number of reserved balls for the special symbol associated with the start of the special symbol variation (special symbol reserved consumption), may be included in the variation start command. In this case, there is no need to provide a command for the number of reserved balls for the special symbol associated with the start of the variation, making it possible to reduce the number of commands sent from the main control unit 80 to the sub-control unit 90. The same applies to normal symbols.

[0328] [Power off monitoring process] As shown in Fig. 11, the game control microcomputer 81 performs the reserved ball count process (S208) followed by the power-off monitoring process (S209). As shown in Fig. 36, in the power-off monitoring process (S209), first, it determines whether or not a power-off signal has been input (S2601), and if there is no input (NO in S2601), the process ends. On the other hand, if there is a power-off signal input (YES in S2601), data regarding the current state of the gaming machine (whether or not it is in a special mode, whether or not it is a winning game, how many reserved balls there are, how many times the special mode / time-saving mode has remaining, etc.) is stored in RAM (S2602), the power-off flag is turned ON (S2603), and then the process loops without returning to the interrupt process (S105).

[0329] [Sub-control main processing] Next, the operation of the performance control microcomputer 91 (performance control means) (control processing by the sub-controller 90) will be described with reference to Figures 37 to 43. Note that counters, flags, statuses, buffers, timers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the RAM of the sub-controller board 90 (sub-controller).

[0330] When the power to the pachinko gaming machine 1 is turned on and power supply to the pachinko gaming machine 1 begins, the performance control microcomputer 91 reads out the sub-control main processing program shown in Fig. 37 from the ROM of the sub-control board 90 and executes it. When the power is turned on, a power-on command is sent from the main control board 80 to the sub-control board 90, and the performance control microcomputer 91 reads out the sub-control main processing program from the ROM of the sub-control board 90 based on the reception of the power-on command.

[0331] 37, in the sub-control main processing, first, CPU initialization processing is performed (S4001). In the CPU initialization processing (S4001), stack setting, constant setting, CPU 92 setting, SIO, PIO, CTC (interrupt time controller) setting, etc., various flags, status and counter resetting, etc. are performed.

[0332] Next, in S4002, it is determined whether the power-off signal is ON and the contents of the RAM of the sub-control board 90 are normal (S4002). If the result of this determination is NO (NO in S4002), the RAM (predetermined storage area) of the sub-control board 90 is initialized (S4003), and the program proceeds to S4004. On the other hand, if the result of the determination is YES (YES in S4002), the RAM of the sub-control board 90 is not initialized, and the program proceeds to S4004. That is, if the power-off signal is not ON, or if the power-off signal is ON but the contents of the RAM are not normal (NO in S4002), the RAM of the sub-control board 90 is initialized. However, if the power-off signal is ON due to a power outage or the like but the contents of the RAM are maintained normal (YES in S4002), the RAM is not initialized. When the RAM is initialized, various flags, statuses, and counter values ​​are reset.

[0333] The RAM (predetermined storage area) of the sub-control board 90 is also initialized when a RAM clear switch (not shown) is pressed when the pachinko gaming machine 1 is powered on, i.e., when the power is turned on with the RAM clear switch pressed (when a RAM clear command is received). Such initialization of the RAM of the sub-control board 90 (RAM clear) corresponds to one aspect of "initialization processing for initializing the stored contents of a predetermined storage area," and the performance control microcomputer 91 that executes the initialization of the RAM of the sub-control board 90 (RAM clear) corresponds to one aspect of "initialization processing execution means."

[0334] Note that the processing of S4001 to S4003 is executed only once after power is turned on (when power is turned on), and is not executed thereafter. That is, as described above, when power is turned on, a power-on command is sent from the main control board 80 to the sub-control board 90 (a RAM clear command is also sent if the RAM clear switch is pressed), and the performance control microcomputer 91 executes the processing of S4001 to S4003 based on receiving the power-on command (and RAM clear command). In this embodiment, the performance control microcomputer 91 also performs processing similar to the power-off monitoring processing (S209) by the game control microcomputer 81 shown in FIG. 11, and when a power-off signal is turned ON due to a power outage or the like, data related to performance control at that time is stored in the RAM of the sub-control board 90. In other words, data related to performance control is backed up in the event of a power outage or other power outage. Therefore, when the power is turned on after recovering from a power outage such as a blackout (when the power is restored), the state of the performance control by the performance control microcomputer 91 will return to the state it was in before the power outage occurred, unless the RAM of the sub-control board 90 is initialized (S4003).

[0335] In S4004, interrupts are prohibited. Next, a random number seed update process is executed (S4005). In the random number seed update process (S4005), the values ​​of various random number counters for determining effects are updated. The updated random number counter values ​​are sequentially stored in a predetermined update value memory area (not shown) in the RAM of the sub-control board 90. The random numbers for determining effects include a variable effect determination random number that determines the mode (variable effect pattern) of the effect pattern game effect to be executed, a preview effect determination random number that determines the preview effect, and a performance pattern determination random number that determines the performance pattern. The random numbers can be updated in the same way as the random number update process performed by the main control board 80 described above. When updating the random numbers, the random number values ​​may be added by 2 instead of by 1.

[0336] The random number for effect determination is acquired at a predetermined timing. This timing can be, for example, when a control signal (starting ball entry command) notifying that a starting ball has been entered is sent from the main control board 80, when a control signal (change start command) notifying the start of a change is sent from the main control board 80, or when a change effect pattern, which will be described later, is determined. The acquired random number for effect determination is stored in a predetermined random number counter value storage area (not shown) in the RAM of the sub-control board 90.

[0337] When the random number seed update process (S4005) is completed, a command transmission process is executed (S4006). In the command transmission process, various commands (control signals) stored in the output buffer (also called the "sub-output buffer") in the RAM of the sub-control board 90 are transmitted to the control board that is the corresponding command destination, among the image control board 100, the sound control board 106, and the lamp control board 107. Each control board (each control unit) that receives the command executes various effects (such as effect symbol game effects and special game effects) using various effect devices (such as the image display device 7, speaker 67, board lamp 5, frame lamp 66, and movable effect member 14) in accordance with the received command.

[0338] The effect control microcomputer 91 then permits an interrupt (S4007). Thereafter, S4004 to S4007 are looped. While the interrupt is permitted, it is possible to execute the reception interrupt process (S4008), the 2 ms timer interrupt process (S4009), and the 10 ms timer interrupt process (S4010). By executing these control processes, it is possible to control the display of images (display objects) by the image display device 7 (display screen 7a) (display effect control), control the illumination of various lamps (light-emitting effect control), control the operation of the movable effect member 14 (movement effect control), and control the sound output from the speaker 67 (sound effect control), etc., as the game progresses.

[0339] [Receive interrupt processing] 38, in the reception interrupt process (S4008), it is determined (S4101) whether the strobe signal (STB signal) is ON, that is, whether the strobe signal sent from the main control board 80 has been input to the external INT input section of the performance control microcomputer 91. Then, if it is determined in S4101 that the strobe signal is not ON (NO in S4101), the process ends.

[0340] On the other hand, if it is determined that the strobe signal is ON (YES in S4101), the various commands transmitted from the main control board 80 are stored in the RAM of the sub-control board 90 (S4102), and this processing ends. This reception interrupt processing (S4008) is executed with priority over other interrupt processing (S4009, S4010).

[0341] [2ms timer interrupt processing] The 2 ms timer interrupt process (S4009) is executed each time an interrupt pulse with a 2 ms cycle is input to the sub-control board 90. As shown in FIG. 39, the 2 ms timer interrupt process (S4009) first performs input processing to create switch data (edge ​​data and level data) based on detection signals from the effect button detection switches 63c and 63d (S4201). Next, lamp data output processing (S4202) outputs lamp data for illuminating various lamps (illumination members) such as the frame lamp 66 and the panel lamp 5, and drive data output processing (S4203) outputs drive data for operating the movable effect member 14 (driving the drive means). The lamp data and drive data are created in the 10 ms timer interrupt process described below. Finally, watchdog timer processing (S4204) is performed to reset the watchdog timer.

[0342] [10ms timer interrupt processing] The 10 ms timer interrupt process (S4010) is executed each time an interrupt pulse with a 10 ms period is input to the sub-control board 90. As shown in FIG. 40, the 10 ms timer interrupt process (S4010) first performs a received command analysis process (S4302), which will be described later. Next, a switch state acquisition process is performed (S4303), in which the switch data created in the 2 ms timer interrupt process is stored in the RAM of the sub-control board 90 as switch data for the 10 ms timer interrupt process. Then, a switch process is performed (S4304), in which the display content of the display screen 7a is set based on the stored switch data. Other processes are then performed, such as creating lamp data for illuminating the illumination members, creating drive data for operating the movable effect member 14 (driving the drive means), and updating the random number for effect determination (S4305), before terminating this process.

[0343] The drive data for the movable performance member 14 is created based on the variable performance pattern set in S4505 described later, or the operation pattern (movable performance pattern) of the movable performance member 14 included in the preview performance pattern when the preview performance pattern set in S4506 described later includes the operation (movable performance) of the movable performance member 14. In addition, the lamp data for the movable lamp 15 among the illumination members is created based on the variable performance pattern set in S4505 described later, the operation pattern (movable performance pattern) of the movable performance member 14, etc.

[0344] [Received command analysis process] As shown in Figure 41, in the received command analysis process (S4302), first it is determined whether or not a start shot command has been received from the main control board 80 (S4390). If it is determined that a start shot command has been received (YES in S4390), the processes of S4395 to S4400 are performed and the process proceeds to S4401. On the other hand, if it is determined that a start shot command has not been received (NO in S4390), the process proceeds to S4401 without performing the processes of S4395 to S4400.

[0345] The effect pending information storage process of S4395 stores information based on the start ball entry command (special chart 1 start ball entry command or special chart 2 start ball entry command) received in S4390 as effect pending information in a predetermined effect pending information storage area provided in the RAM of the sub-control board 90. The effect pending information stored in the effect pending information storage area is used to execute various effects such as variable effects, preview effects, and effect modes, which will be described later.

[0346] As shown in Figure 67, the effect pending information memory area has first memory areas 1 to 4 corresponding to the first special pattern and second memory areas 1 to 4 corresponding to the second special pattern, and each memory area has an area for storing in association with pre-determination result information (win / lose pre-determination result information, jackpot type pre-determination result information, and fluctuation pattern pre-determination result information) that can be identified based on the start ball entry command.

[0347] The first memory areas 1 to 4 are provided according to the upper limit number of reserved balls for special symbol 1 ("4" in this embodiment), and when a special symbol 1 start ball entry command is received, information (command data) based on the received special symbol 1 start ball entry command is stored in order, starting from the first memory area 1. Then, each time the variable display of the first special symbol starts (the first special symbol reservation is consumed), the information in the first memory area 1 is deleted, and at this time, if information is stored in the first memory area 2, the information is shifted to the first memory area 1, if information is stored in the first memory area 3, the information is shifted to the first memory area 2, and if information is stored in the first memory area 4, the information is shifted to the first memory area 3.

[0348] The second memory areas 1 to 4 are provided according to the upper limit number of the number of reserved balls for the special symbol 2 ("4" in this embodiment), and when a special symbol 2 start ball entry command is received, information (command data) based on the received special symbol 2 start ball entry command is stored in order, starting from the second memory area 1. Then, each time the variable display of the second special symbol starts (the consumption of the reserved second special symbol), the information in the second memory area 1 is deleted, and at this time, if information is stored in the second memory area 2, the information is shifted to the second memory area 1, if information is stored in the second memory area 3, the information is shifted to the second memory area 2, and if information is stored in the second memory area 4, the information is shifted to the second memory area 3.

[0349] When the effect control microcomputer 91 performs the effect pending information storage process (S4395), it checks whether there is an abnormality (presence or absence of an abnormality) in the storage (storage contents) of the effect pending information by this process. Specifically, it checks whether there is any storage omission of information based on the received start ball entry command (command omission), whether there is any inconsistency between the number of special reserved balls that can be specified based on the special reserved ball number command received together with the start ball entry command and the storage (storage location, number of memories) of the advance judgment result information, whether there is any omission of the special reserved ball number command, etc.

[0350] For example, if the area storing new pre-determination result information based on the received start ball entry command is the "first memory area 3," and the number of reserved balls for special chart 1 identified based on the special chart 1 reserved ball number command received along with the start ball entry command is "3," then the storage of the pre-determination result information and the number of reserved balls for special chart 1 are consistent, and it can be determined that the storage of the effect reserved information by this effect reserved information storage process (S4395) was performed normally (no abnormalities).

[0351] In contrast to this, if, for example, the number of reserved balls for special chart 1 identified based on the reserved ball number command is "3" but no pre-determination result information is stored in the first memory area 3 (the first memory area 3 is empty), or if the first memory area 3 stores hit / miss pre-determination result information but not fluctuation pattern pre-determination result information, or if it stores fluctuation pattern pre-determination result information but not hit / miss pre-determination result information, and some or all of the pre-determination result information based on the start ball entry command is not stored in the corresponding memory area, it is possible that the start ball entry command was missed or the command was garbled, and it can be determined that the storage of the effect hold information by this effect hold information storage process (S4395) was not performed normally (there is an abnormality).

[0352] Furthermore, for example, if new pre-determination result information based on the received start ball entry command is stored but the number of reserved balls for special chart 1 at the time of storage cannot be identified, or if the area where the new pre-determination result information is stored does not match the number of reserved balls for special chart 1 identified based on the received number of reserved balls command for special chart 1 (for example, if the area where the new pre-determination result information is stored is "first memory area 3" and the identified number of reserved balls for special chart 1 is "2"), it is possible that the number of reserved balls command was missed or the command was corrupted, and it can be determined that the storage of the effect reserved information by this effect reserved information storage process (S4395) was not performed normally (there is an abnormality).

[0353] Furthermore, if the effect pending information storage process (S4395) has been performed (the start ball entry command has been received), but some or all of the new pre-determination result information based on the start ball entry command is not stored in the corresponding memory area, and the number of special reserved balls cannot be identified, it is possible that both the start ball entry command and the reserved ball number command have been missed or the commands have been garbled, and it can be determined that the storage of the effect pending information by this effect pending information storage process (S4395) was not performed normally (there is an abnormality).

[0354] If the effect pending information storage process (S4395) is performed and it is confirmed that there is an abnormality in the storage (storage contents) of the effect pending information by this process (YES in S4397), that is, if there is an abnormality in at least one of the start ball entry command (preliminary judgment result information) received in S4390 and the special chart pending ball number command (storage information) received along with the start ball entry command, the advance notice effect restriction flag is turned ON (S4399) and the process proceeds to S4400. On the other hand, if it is confirmed that there is no abnormality in the information storage by the effect pending information storage process (S4395) (NO in S4397), the process proceeds to S4400 without performing the process of S4399.

[0355] Here, the preview performance restriction flag is a flag for restricting the execution of performance (preview performance, etc.) based on performance pending information stored in the performance pending information storage area, i.e., preliminary determination result information. When the preview performance restriction flag is OFF, the execution of performance based on the preliminary determination result information is permitted (performance based on the preliminary determination result information can be executed), and when it is ON, the execution of performance based on the preliminary determination result information is restricted (prohibited) (performance based on the preliminary determination result information cannot be executed).

[0356] If an effect based on the preliminary determination result information is performed under circumstances in which an abnormality is found in the information stored by the effect pending information storage process (S4395), there is a risk that an error (false information) will occur in the effect content, misleading the player. In this regard, in this embodiment, if an abnormality is found in the information stored by the effect pending information storage process (S4395), the execution of the effect based on the preliminary determination result information is restricted, making it possible to prevent an effect that misleads the player (an effect based on false information) from being performed. This makes it possible to avoid a loss of reliability in the effect and suppress a decline in interest in the game.

[0357] In this embodiment, after the notice effect restriction flag is turned ON, that state (the notice effect restriction state) is maintained until a predetermined restriction release condition is met. When the restriction release condition is met, the notice effect restriction flag is turned OFF, and the execution of the effect based on the preliminary determination result information is permitted (enabled). Specifically, after the notice effect restriction flag is turned ON, if a situation in which no abnormality is found in the storage of the effect pending information based on the reception of the start ball entry command (the storage of the effect pending information is performed normally) continues until the start ball entry command is received a predetermined number of times (e.g., 10 times) (i.e., until the variable display of the special symbol based on a new start ball entry is performed a predetermined number of times), or if the power to the pachinko gaming machine 1 is turned ON again, the restriction release condition is met and the notice effect restriction flag is turned OFF. In other words, the restriction release condition is that no abnormality is found in the storage of the effect pending information until the start ball entry command is received a predetermined number of times (e.g., 10 times), or the power to the pachinko gaming machine 1 is turned ON again. The restriction release conditions are not limited to this, and may be, for example, that all special symbol reserves stored when an abnormality is found in the storage of effect reserve information (when the preview effect restriction flag is turned ON) are consumed, or that the number of special symbol reserves stored when an abnormality is found in the storage of effect reserve information (number of special symbol reserve balls) + α (α = 1 or more) is displayed as a number of times to release the restriction.

[0358] The storage contents (performance hold information) of the performance hold information storage area are not inconsistent with the storage contents (acquired information, hold information) of the special chart hold storage units (first special chart hold storage unit, second special chart hold storage unit) of the main control board 80, and the meanings of both are the same. For this reason, the performance hold information storage area of ​​the sub-control board 90 can also be called an "acquired information storage means" or a "hold storage means."

[0359] The effect hold information is also called "pre-reading information," the special chart 1 effect hold information is also called "first pre-reading information," and the special chart 2 effect hold information is also called "second pre-reading information." In addition, the effect hold information storage area is also called "pre-reading information storage means," the special chart 1 effect hold information storage area is also called "first pre-reading information storage means," and the special chart 2 effect hold information storage area is also called "second pre-reading information storage means."

[0360] The hold icon notice processing of S4400 is processing related to the hold icon notice, which is a type of notice effect based on the hold effect information (preliminary judgment result information) stored in S4395. The hold icon notice is an effect in which the display mode of the hold effect (hold icon) displayed on the display screen 7a is displayed in a different display mode (also called the "preliminary display mode") from the normal mode, and the notice display mode suggests the possibility (expectation level) of a jackpot. The hold icon notice is also called a "hold change notice" or a "specific effect." The hold icon notice is a type of display effect performed on the display screen 7a. The hold icon notice processing (S4400) will be described later.

[0361] In S4401, it is determined whether or not a fluctuation start command has been received from the main control board 80 (S4401). If it is determined that a fluctuation start command has been received (YES in S4401), the fluctuation performance start process (S4402) described below is performed and the process proceeds to S4403, and if it is determined that a fluctuation start command has not been received (NO in S4401), the process proceeds to S4403 without performing the process of S4402.

[0362] In S4403, it is determined whether a fluctuation stop command has been received from the main control board 80 (S4403). If it is determined that a fluctuation stop command has been received (YES in S4403), a fluctuation effect end process is performed to stop the display of the effect symbols and end the fluctuation effect (S4404). In the fluctuation effect end process (...

Claims

[Claim 1] A gaming machine that displays changes in identification information based on acquired information obtained when predetermined acquisition conditions are met, and can control the game to a special game state that is advantageous to the player, The aforementioned fluctuation display includes a first suggestion effect execution means capable of executing a first suggestion effect that suggests the expected value of being controlled to the special game state, The aforementioned fluctuation display includes a second suggestion effect execution means capable of executing a second suggestion effect that indicates the expected level of control over the special game state, A period effect execution means capable of executing a period effect that displays the elapsed time of a predetermined period, A storage means capable of storing the acquired information as reserved information, A storage display means capable of displaying a storage display according to the aforementioned reserved information, The system includes a specific performance execution means capable of executing a specific performance that causes the aforementioned memory display to be displayed in a display manner different from the normal one, The first suggestion performance execution means is capable of executing any of a plurality of first suggestion performances, each with a different mode depending on the level of expectation, at a first predetermined time during the fluctuation display. The second suggestion performance execution means is capable of executing any of a plurality of second suggestion performances, each with a different mode depending on the level of expectation, at a second predetermined time after the first predetermined time during the fluctuation display. The aforementioned period performance execution means is capable of executing the period performance at a specific execution time during the variable display, When the memory display is displayed in a special display mode as a result of the execution of the specified performance, the period performance is configured to be executable in the variable display based on the held information corresponding to the memory display displayed in the special display mode. A gaming machine characterized by the following features.