Game machine

JP2025001838AInactive Publication Date: 2025-01-09SANKYO CO LTD
View PDF 4 Cites 0 Cited by

Patent Information

Application Number
JP2023101547
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-21
Publication Date
2025-01-09
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Benefits of technology

音信号)の出力によりスピーカ8L、8Rから音声や効果音を出力させること、ランプ制御基板14に対する指令(電飾信号)の出力により遊技効果ランプ9や装飾用LEDを点灯/消灯/点滅させることといった、飾り図柄の可変表示中における各種の演出制御を実行する。こうした演出制御を行った後、例えば演出制御パターンから飾り図柄の可変表示終了を示す終了コードが読み出されたこと、あるいは、主基板11から確定飾り図柄を停止表示させることを指定するコマンドを受信したことなどに対応して、飾り図柄の表示結果となる確定飾り図柄を停止表示させる。確定飾り図柄を停止表示したときには、演出プロセスフラグの値が"3"に更新され、可変表示中演出処理は終了する。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025001838000001_ABST
    Figure 2025001838000001_ABST
Patent Text Reader

Abstract

To improve a game machine capable of outputting an image.SOLUTION: A game machine includes a performance control CPU 120, an image display device 5, a hitting operation handle (operation knob) 30, speakers 8L, 8R for reproducing and outputting sound effects or the like, a lamp, and a movable body, and can display a predetermined image (well-known image or original image) already widely known in the public, or can display a performance using a new display newly created for a performance (object performance) mounted on the game machine not diverting the predetermined image on the image display device 5 when a game in the game machine is not performed or is performed.SELECTED DRAWING: Figure 58
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] The present invention relates to a gaming machine, such as a pachinko gaming machine, capable of displaying images. [Background technology]

[0002] Conventionally, gaming machines that are tied up with original manga and the like have been known. For example, cited document 1 discloses a gaming machine in which at least a part of the original illustrations of the manga tied up with the gaming machine are displayed as a performance image (FIG. 2). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2020-121156 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, there is room for improvement in gaming machines that output presentation images.

[0005] The present invention has been made against this background, and an object of the present invention is to improve the marketability of a gaming machine in which images are displayed. [Means for solving the problem]

[0006] A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The performance control means includes: It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the display for reuse, A predetermined character display (an image of character A) suggesting that the game is controlled to the advantageous state can be displayed on the display means, The predetermined character display is The first predetermined character display which is the diversion display (as shown in FIG. 69 and FIG. 70, the image of character A included in the second strong SPA image of the strong SP-A performance is a diversion display), a second predetermined character display which is a character common to the first predetermined character display and which is the new display (as shown in FIG. 80 and FIG. 81, the image of character A included in the second strong SPD image of the strong SP-D effect is a new display); A gaming machine in which the second predetermined character display is displayed more frequently than the first predetermined character (as shown in Figures 48 and 49, there are eight types of expectation-related effects including an image of a reused character A, and there are eleven types of expectation-related effects including an image of a newly displayed character A, so there are more types of expectation-related effects including an image of a newly displayed character A than expectation-related effects including an image of a reused character A).

[0007] According to this embodiment, the marketability of the gaming machine in which the image is displayed can be improved.

[0008] Furthermore, the present invention may have only the invention-specific matters described in the claims of the present invention, or may have the invention-specific matters described in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief description of the drawings]

[0009] [Figure 1] FIG. 2 is a front view of the pachinko gaming machine according to this embodiment. [Diagram 2] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Diagram 3] FIG. 13 is an explanatory diagram showing the contents of a VRAM. [Figure 4] FIG. [Diagram 5] FIG. 11 is an explanatory diagram of display priority. [Figure 6] 13A and 13B are diagrams illustrating examples of performance control commands. [Figure 7] FIG. 2 is an explanatory diagram showing each random number. [Figure 8] FIG. 13 is an explanatory diagram showing a display result determination table. [Figure 9] 1A is an explanatory diagram showing a jackpot type determination table, and FIG. 1B is an explanatory diagram showing jackpot types. [Figure 10] FIG. 13 is an explanatory diagram of a deviation fluctuation pattern. [Figure 11] This is an explanatory diagram of the jackpot fluctuation pattern. [Figure 12] An explanatory diagram showing a fluctuation pattern type determination table. [Figure 13] An explanatory diagram of a loss fluctuation pattern determination table. [Figure 14] An explanatory diagram of a loss fluctuation pattern determination table. [Figure 15] This is an explanatory diagram of the fluctuation pattern determination table for jackpots. [Figure 16] FIG. 2 is an explanatory diagram of a data retention area for game control. [Figure 17] FIG. 13 is an explanatory diagram of a performance control data storage area. [Figure 18] 13 is a flowchart showing an example of a game control main process. [Figure 19] 13 is a flowchart showing an example of a timer interrupt process for game control. [Figure 20] 13 is a flowchart showing an example of a special symbol process. [Figure 21] 13 is a flowchart showing an example of a start winning determination process. [Figure 22] 13 is a flowchart showing an example of a random number value determination process when a prize is won. [Diagram 23] 13 is a flowchart showing an example of normal special symbol processing. [Figure 24] 13 is a flowchart showing an example of a variation pattern setting process. [Diagram 25]13 is a flowchart showing an example of a special symbol stopping process. [Figure 26] A flowchart showing an example of processing during opening of a jackpot. [Figure 27] A flowchart showing an example of a jackpot end process. [Figure 28] 13 is a flowchart showing an example of a performance control main process. [Figure 29] 13 is a flowchart showing an example of a performance control process. [Diagram 30] 13 is a flowchart showing an example of a hold effect setting process. [Diagram 31] FIG. 13 is an explanatory diagram showing final display mode setting data of active display. [Diagram 32] FIG. 11 is an explanatory diagram showing change pattern setting data. [Diagram 33] FIG. 11 is an explanatory diagram showing change pattern setting data. [Diagram 34] FIG. 11 is an explanatory diagram showing change pattern setting data. [Diagram 35] FIG. 11 is an explanatory diagram showing change pattern setting data. [Diagram 36] An explanatory diagram showing whether or not to execute an active change effect and the effect type setting data. [Figure 37] 13 is a flowchart showing an example of a variable display start setting process. [Figure 38] 13 is a flowchart showing an example of a variable display start setting process. [Figure 39] (1) is an explanatory diagram showing whether or not a premiere performance will be performed and the performance mode setting data, (2) is an explanatory diagram showing whether or not a first conversation preview performance will be performed and the performance mode setting data, (3) is an explanatory diagram showing whether or not a first SU preview performance will be performed and the performance mode setting data, and (4) is an explanatory diagram showing whether or not a group preview performance will be performed and the performance mode setting data. [Diagram 40] An explanatory diagram showing whether or not a weak SP-CU effect is executed and the effect mode setting data. [Diagram 41] An explanatory diagram showing whether or not a strong SP-CU effect is executed and the effect mode setting data. [Diagram 42] An explanatory diagram showing whether or not a strong SP-CU effect is executed and the effect mode setting data. [Diagram 43] An explanatory diagram showing whether or not a strong SP-CU effect is executed and the effect mode setting data. [Diagram 44] An explanatory diagram showing whether or not a strong SP-CU effect is executed and the effect mode setting data. [Diagram 45] (7) is an explanatory diagram showing whether or not the second conversation preview performance will be executed and the performance mode setting data, and (8) is an explanatory diagram showing whether or not the second SU preview performance will be executed and the performance mode setting data. [Diagram 46] An explanatory diagram showing whether or not to execute a high SP-CU effect and the effect mode setting data. [Figure 47] An explanatory diagram showing whether or not to execute a high SP-CU effect and the effect mode setting data. [Figure 48] FIG. 11 is an explanatory diagram of main display type data. [Figure 49] FIG. 11 is an explanatory diagram of main display type data. [Figure 50] FIG. 13 is an explanatory diagram of sub-display type data. [Figure 51] This is a timing chart regarding the sub-display when the SP performance is executed in the low B state. [Figure 52] This is a timing chart regarding the sub-display when the SP performance is executed in the high B state. [Figure 53] 13 is a timing chart relating to the sub-display of the jackpot game state. [Figure 54] FIG. 11 is an explanatory diagram showing a specific example of a performance image in which the main display is composed only of reuse displays. [Figure 55] FIG. 11 is an explanatory diagram showing a specific example of a presentation image in which the main display is composed of only new displays. [Figure 56] An explanatory diagram showing a specific example of a performance image in which the main display is composed of a reused display and a new display. [Figure 57] An explanatory diagram showing a specific example of a performance image in which the main display is composed of a reused display and a new display. [Figure 58]11 is a timing chart showing the execution timing of each effect on the demo screen. [Figure 59] 11 is an explanatory diagram showing specific examples of each effect on a demo screen. FIG. [Figure 60] An explanatory diagram showing specific examples of each effect related to the effect stage in low B state. [Figure 61] An explanatory diagram showing specific examples of each eye-catching effect when the performance stage is changed. [Figure 62] This is a timing chart showing the execution timing of each effect related to the weak SP-R reach. [Figure 63] An explanatory diagram showing specific examples of each presentation related to a weak SP-R reach. [Figure 64] This is a timing chart showing the execution timing of each effect related to the weak SP-A reach. [Figure 65] An explanatory diagram showing specific examples of each effect related to a weak SP-A reach. [Figure 66] This is a timing chart showing the execution timing of each effect related to the weak SP-B reach. [Figure 67] An explanatory diagram showing specific examples of each presentation related to a weak SP-B reach. [Figure 68] This is a timing chart showing the execution timing of each effect related to the strong SP-A reach. [Figure 69] An explanatory diagram showing specific examples of each presentation related to a strong SP-A reach. [Figure 70] An explanatory diagram showing specific examples of each presentation related to a strong SP-A reach. [Figure 71] This is a timing chart showing the execution timing of each performance related to the strong SP-B reach. [Figure 72] This is an explanatory diagram showing specific examples of each presentation related to the strong SP-B reach. [Figure 73] This is an explanatory diagram showing specific examples of each presentation related to the strong SP-B reach. [Figure 74] This is an explanatory diagram showing specific examples of each presentation related to the strong SP-B reach. [Figure 75]This is a timing chart showing the execution timing of each performance related to the strong SP-C reach. [Figure 76] An explanatory diagram showing specific examples of each presentation related to a strong SP-C reach. [Figure 77] An explanatory diagram showing specific examples of each presentation related to a strong SP-C reach. [Figure 78] An explanatory diagram showing specific examples of each presentation related to a strong SP-C reach. [Figure 79] This is a timing chart showing the execution timing of each effect related to the strong SP-D reach. [Figure 80] An explanatory diagram showing specific examples of each presentation related to a strong SP-D reach. [Figure 81] An explanatory diagram showing specific examples of each presentation related to a strong SP-D reach. [Figure 82] FIG. 13 is an explanatory diagram showing specific examples of each effect related to the full rotation effect. [Figure 83] FIG. 11 is an explanatory diagram showing specific examples of each effect related to the first active change effect. [Figure 84] 11 is an explanatory diagram showing specific examples of each effect related to the second active change effect. FIG. [Figure 85] An explanatory diagram showing specific examples of each effect related to pseudo consecutive effects. [Figure 86] An explanatory diagram showing specific examples of each performance related to the first conversation preview performance. [Figure 87] An explanatory diagram showing specific examples of each performance related to the 1st SU preview performance. [Figure 88] An explanatory diagram showing specific examples of each performance related to the first transition performance. [Figure 89] An explanatory diagram showing specific examples of each performance related to the second transition performance. [Figure 90] An explanatory diagram showing specific examples of each performance related to the group preview performance. [Figure 91] FIG. 11 is an explanatory diagram showing specific examples of each effect related to the title CU effect. [Figure 92] FIG. 11 is an explanatory diagram showing specific examples of dialogue caption CU effects. [Figure 93] 11 is an explanatory diagram showing specific examples of each cut-in effect. FIG. [Figure 94] FIG. 13 is an explanatory diagram showing specific examples of each of the normal operation promotion effects. [Figure 95] 11 is an explanatory diagram showing specific examples of each of the special operation promotion effects. FIG. [Figure 96] 10 is an explanatory diagram showing specific examples of each of the premiere effects. FIG. [Figure 97] FIG. 13 is an explanatory diagram showing specific examples of each effect related to the high B state effect mode. [Figure 98] This is a timing chart showing the execution timing of each performance related to the SP-X reach. [Figure 99] This is an explanatory diagram showing specific examples of each presentation related to the SP-X reach. [Figure 100] This is an explanatory diagram showing specific examples of each presentation related to the SP-X reach. [Figure 101] This is a timing chart showing the execution timing of each effect related to the SP-Y reach. [Figure 102] This is an explanatory diagram showing specific examples of each presentation related to SP-Y reach. [Figure 103] This is an explanatory diagram showing specific examples of each presentation related to SP-Y reach. [Figure 104] This is a timing chart showing the execution timing of each performance related to the SP-Z reach. [Figure 105] This is an explanatory diagram showing specific examples of each presentation related to SP-Z reach. [Figure 106] This is an explanatory diagram showing specific examples of each presentation related to SP-Z reach. [Figure 107] An explanatory diagram showing specific examples of each performance related to the second conversation preview performance. [Figure 108] An explanatory diagram showing specific examples of each performance related to the second SU preview performance. [Fig. 109] An explanatory diagram showing specific examples of each performance related to the jackpot FF performance. [Figure 110] An explanatory diagram showing specific examples of each performance related to the jackpot RD performance. [Figure 111] An explanatory diagram showing specific examples of each performance related to the jackpot RD performance. [Figure 112] An explanatory diagram showing specific examples of each performance related to the jackpot RD performance. [Figure 113] An explanatory diagram showing specific examples of each presentation related to miss fluctuations. [Fig. 114] An explanatory diagram showing specific examples of each presentation related to miss fluctuations. [Figure 115] An explanatory diagram showing specific examples of each presentation related to miss fluctuations. [Fig. 116] This is an explanatory diagram showing specific examples of each presentation related to the fluctuation of the jackpot. [Figure 117] This is an explanatory diagram showing specific examples of each presentation related to the fluctuation of the jackpot. [Fig. 118] This is an explanatory diagram showing specific examples of each presentation related to the fluctuation of the jackpot. [Figure 119] This is an explanatory diagram showing specific examples of each presentation related to the fluctuation of the jackpot. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] [Form 1] The gaming machine of type 1 is, A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The performance control means includes: When a game is not being played, a demonstration display (demo image) can be displayed on the display means, It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the reused display, the demonstration display includes the reuse display and the new display; The diversion display is displayed for a first period in the demonstration display; the new display is displayed for a second period in the demonstration display; The first period is longer than the second period (as shown in FIG. 58, during the period in which a demo image is displayed, a reused display is displayed for 15 seconds and a new display is displayed for 7 seconds, so the period in which the demo image, which is a reused display, is displayed is longer than the period in which the demo image, which is a new display, is displayed), gaming machine.

[0011] According to this embodiment, by displaying a demonstration display made up of a reused display and a new display, it is possible to prevent a decrease in the interest of the player. Also, by making the period during which the reused display in the demonstration display is displayed longer than the period during which the new display in the demonstration display is displayed, it is possible to make the player feel nostalgic. Corresponding drawing: Figure 58

[0012] [Form 2] The gaming machine of type 2 is, A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The performance control means includes: When a game is not being played, a demonstration display (demo image) can be displayed on the display means, It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the reused display, the demonstration display includes the reuse display and a composite display including both the reuse display and the new display; The diversion display is displayed for a first period in the demonstration display; the composite display is displayed for a second period in the demonstration display; The first period is longer than the second period (as shown in FIG. 58, a demo image consisting of only a reused display is displayed for 10 seconds, and a demo image consisting of a reused display and a new display is displayed for 5 seconds).

[0013] According to this embodiment, by displaying a demonstration display made up of a reused display and a new display, it is possible to prevent a decrease in the interest of the player. In addition, by making the period during which the reused display in the demonstration display is displayed longer than the period during which the composite display including the new display in the demonstration display is displayed, it is possible to make the player feel nostalgic. Corresponding drawing: Figure 58

[0014] [Form 3] The gaming machine of type 3 is, A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The performance control means includes: When a game is not being played, a demonstration display (demo image) can be displayed on the display means, It is possible to cause the display means to display a predetermined display (SP reach effect) suggesting that the advantageous state will be controlled, It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the reused display, The diversion display includes a first diversion display and a second diversion display, The new display includes a first new display and a second new display, The demonstration display includes the first reuse display and the first new display. The ratio of the display period of the first new display to the display period of the demonstration display is a specific ratio (as shown in FIG. 58, for the main display, the display period of the series of images in the demonstration screen is 22 s, while the display period of the new display is 7 s, and the ratio is about 31%); The predetermined display includes the second reuse display and the second new display, The ratio of the display period of the second new display to the display period of the predetermined display is a predetermined ratio (as shown in FIG. 79, for the main display, the display period of a series of images in strong SP-D is 80 to 85 s, while the display period of a new display is 80 to 85 s, and the ratio is 100%), A gaming machine, wherein the predetermined percentage is higher than the specific percentage (100%>31%).

[0015] According to this embodiment, by displaying a demonstration display made up of a reused display and a new display, it is possible to prevent a decrease in the interest of the player. Also, by making the ratio of the display period of new displays in the predetermined display higher than the ratio of the display period of new displays in the demonstration display, it is possible to give the player a sense of freshness. Corresponding drawings: Figure 58, Figure 79

[0016] [Form 4] The gaming machine of type 4 is, A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The performance control means includes: When a game is not being played, a demonstration display (demo image) can be displayed on the display means, It is possible to display a predetermined display (a special button image shown in FIG. 95) on the display means, which indicates that the game is controlled in the advantageous state; It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the reused display, The predetermined display includes the new display (as shown in FIG. 95, the special button image is the new display); The demonstration display includes a special display that reuses the new display (as shown in FIG. 59, the second demo image includes a special button processed image that reuses and processes a special button image), a gaming machine.

[0017] According to this embodiment, by displaying a demonstration display including a reused display and a new display, it is possible to prevent the player's interest from declining. Furthermore, by displaying a reuse display based on a new display in the demonstration display, the player's motivation to play can be enhanced. Corresponding drawings: Figure 59, Figure 95

[0018] [Form 5] The gaming machine of form 5 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The performance control means includes: It is possible to execute a predetermined performance (SP performance) that suggests that the game will be controlled to the advantageous state, A title display (SP title image) suggesting the name of the predetermined performance can be displayed on the display means, It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the reused display, The predetermined performance includes a first predetermined performance (weak SP performance) and a second predetermined performance (strong SP performance). The title display includes a first title display corresponding to the first predetermined effect (an SP title image (Powerful Roulette) corresponding to a weak SP-R effect) and a second title display corresponding to the second predetermined effect (an SP title image (Mumu VS Bakuchu) corresponding to a strong SP-A effect), The first title display includes a first new display as the new display (the SP title image (Powerful Roulette) corresponding to the weak SP-R effect is a new display), The second title display includes a second new display as the new display (the SP title image (Mumu VS Bakuchu) corresponding to the strong SP-A performance is a new display), The performance control means includes: After the first title display is displayed, the first predetermined effect including the third new display as the new display can be executed (as shown in FIG. 63, after the SP title image (Powerful Roulette) is displayed, the second weak SPR image or the like as the new display is displayed), After the second title display is displayed, the second predetermined performance including the diversion display can be executed (as shown in FIG. 69 and FIG. 70, after the SP title image (Mumu VS Bakuchu) is displayed, the second strong SPA image, which is a diversion display, is displayed), A gaming machine in which the rate at which the advantageous state is controlled differs between when the first predetermined performance is executed and when the second predetermined performance is executed (as shown in Figures 10 to 15, the probability of winning increases in the order of weak SP < strong SP).

[0019] According to this embodiment, by displaying a title display including a new display, it is possible to give the player a sense of novelty. In addition, the rate at which the game is controlled to an advantageous state differs depending on whether a reused display or a new display is displayed after the title display in a specified performance, so that the player can be made to pay attention to the performance after the title display is displayed. Corresponding drawings: Figure 10, Figure 11, Figure 12, Figure 13, Figure 14, Figure 15, Figure 63, Figure 69, Figure 70

[0020] [Form 6] The gaming machine of form 6 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The gaming machine is a gaming machine that uses a predetermined content (content P), The performance control means includes: It is possible to execute a predetermined performance (SP performance) that suggests that the game will be controlled to the advantageous state, A title display (SP title image) suggesting the name of the predetermined performance can be displayed on the display means, The predetermined performance includes a first predetermined performance (strong SP-B performance) and a second predetermined performance (weak SP-R performance), The title display includes a first title display (SP title image of a strong SP-B effect (Episode 1: The relationship between the two)) corresponding to the first predetermined effect, and a second title display (SP title image of a weak SP-R effect (Powerful Roulette)) corresponding to the second predetermined effect, The first title display includes at least a part of a name corresponding to one of a plurality of stories related to the predetermined content (as shown in FIG. 72 to FIG. 74, the SP title image (Episode 1: The Relationship Between the Two) with the strong SP-B effect is related to the story of Episode 1 of the content P), The second title display does not include the name (as shown in FIG. 63, the SP title image (Powerful Roulette) of the weak SP-R effect is not related to the story of the content P), A gaming machine in which the probability of being controlled into the advantageous state is higher when the first predetermined performance is executed than when the second predetermined performance is executed (as shown in Figures 10 to 15, the probability of a jackpot increases in the order of Weak SP-R < Strong SP-B).

[0021] According to this embodiment, a first title display including a name corresponding to the story of the specified content is displayed, thereby drawing the player's attention to the specified presentation, while a second title display not including a name corresponding to the story of the specified content is displayed, thereby preventing the player from becoming bored. In addition, the rate at which the game is controlled to an advantageous state varies depending on whether or not the title display includes a name corresponding to the story of a specified content, thereby drawing the player's attention to the title display. Corresponding drawings: Figure 10, Figure 11, Figure 12, Figure 13, Figure 14, Figure 15, Figure 63, Figure 72, Figure 73, Figure 74

[0022] [Form 7] The seventh type of gaming machine is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The gaming machine is a gaming machine that uses a predetermined content (content P), The performance control means includes: It is possible to execute a predetermined performance (SP performance) that suggests that the game will be controlled to the advantageous state, In the predetermined performance, it is possible to display on the display means an information display (an image related to a CU performance (cut-in performance, operation prompt performance, etc.) having a higher display priority than the SP performance, as shown in Figures 93 to 95) which is displayed with priority over the predetermined performance, A title display (SP title image) suggesting the name of the predetermined performance can be displayed on the display means, The predetermined performance includes a first predetermined performance (strong SP-B performance) and a second predetermined performance (strong SP-A), The title display includes a first title display corresponding to the first predetermined performance and a second title display corresponding to the second predetermined performance, The first title display includes at least a part of a name corresponding to one of a plurality of stories related to the predetermined content (as shown in FIG. 72 to FIG. 74, the SP title image (Episode 1: The Relationship Between the Two) with the strong SP-B effect is related to the story of Episode 1 of the content P), The second title display does not include the name (as shown in FIG. 69 to FIG. 70, the SP title image (Mumu VS Bakuchu) of the strong SP-A performance is not related to the story of the content P), A gaming machine in which the percentage at which the information display is displayed in the first predetermined performance is lower than the percentage at which the information display is displayed in the second predetermined performance (as shown in Figures 42 and 43, in a strong SP-A performance, a cut-in performance is executed 100% of the time and an operation prompting performance is executed 20-30% of the time, while in a strong SP-B performance, a cut-in performance is not executed and an operation prompting performance is executed 20-25% of the time).

[0023] According to this embodiment, in the first predetermined performance in which a first title display including a name corresponding to the episode number of the predetermined content is displayed, the execution rate of the information display is made lower than that of the second predetermined performance, thereby making it possible to draw the player's attention to the content of the first predetermined performance. Corresponding drawings: Figure 42, Figure 43, Figure 69, Figure 70, Figure 72, Figure 73, Figure 74

[0024] [Form 8] The gaming machine of type 8 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The gaming machine is a gaming machine that uses a predetermined content (content P), The performance control means includes: It is possible to execute a predetermined performance (SP performance other than strong SP-D performance) that suggests that the game will be controlled to the advantageous state, It is possible to execute a specific effect (strong SP-D effect) different from the predetermined effect, A title display (SP title image) suggesting the name of the predetermined performance can be displayed on the display means, When executing the predetermined performance, a transition performance (second transition performance) that suggests executing the specific performance can be executed, The predetermined effects include a first predetermined effect (strong SP-B effect, strong SP-C effect) and a second predetermined effect (weak SP effect), When the specific performance is executed, the probability of being controlled to the advantageous state is higher than when the predetermined performance is executed (as shown in Figs. 10 to 15, in the SP performance, the strong SP-D performance has the highest jackpot expectation), The title display includes a first title display corresponding to the first predetermined performance and a second title display corresponding to the second predetermined performance, The first title display includes at least a part of a name corresponding to one of a plurality of stories related to the predetermined content (as shown in FIG. 72 to FIG. 74, the SP title image (Episode 1: The Relationship Between the Two) with the strong SP-B effect is related to the story of Episode 1 of the content P), The second title display does not include the name (as shown in FIG. 63 to FIG. 67, the SP title image of the weak SP effect is not related to the story of the content P), A gaming machine in which the transition effect is executed more frequently when the second predetermined effect is executed than when the first predetermined effect is executed (as shown in Figures 10 to 15, when a weak SP effect is executed, there is at least a possibility that it will progress to a strong SP-D, i.e., the probability that the second transition effect will be executed is at least a value greater than 0%. On the other hand, when a strong SP-B effect is executed, there is no possibility that it will progress to a strong SP-D, i.e., the probability that the second transition effect will be executed is 0%).

[0025] According to this embodiment, since the second predetermined effect is executed more frequently than the first predetermined effect, the player can expect the transition effect to be executed even when the second predetermined effect is executed in which a second title display that does not include a name corresponding to any of the multiple stories related to the specified content is displayed. Furthermore, by executing a first predetermined presentation in which a first title display including a name corresponding to one of a plurality of stories related to the predetermined content is displayed, players who are familiar with the content can feel nostalgic, thereby increasing the enjoyment of the game. Corresponding drawings: Figure 10, Figure 11, Figure 12, Figure 13, Figure 14, Figure 15, Figure 63, Figure 64, Figure 65, Figure 66, Figure 67, Figure 72, Figure 73, Figure 74

[0026] [Form 9] The gaming machine of type 9 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The gaming machine is a gaming machine that uses a predetermined content (content P), The performance control means includes: It is possible to execute a predetermined performance (SP performance) that suggests that the game will be controlled to the advantageous state, A title display (SP title image) suggesting the name of the predetermined performance can be displayed on the display means, The predetermined effects include a first predetermined effect (weak SP-A, weak SP-B) and a second predetermined effect (strong SP-B, strong SP-C), The title display includes a first title display corresponding to the first predetermined performance and a second title display corresponding to the second predetermined performance, The first title display includes at least a part of the name of the character of the predetermined content (as shown in FIG. 65, the SP title image (Boingo) of the weak SP-A effect includes the name of the character X of the content P), The second title display does not include the name of the character of the predetermined content (as shown in Figs. 72 to 74, the SP title image (Episode 1: The Relationship Between the Two) of the strong SP-B performance does not include the name of the character of the content P), The first predetermined effect is executed more frequently than the second predetermined effect (as shown in Figs. 30 to 36, the weak SP effect is executed more frequently than the strong SP effect), A gaming machine in which the probability of being controlled into the advantageous state is higher when the second predetermined performance is executed than when the first predetermined performance is executed (as shown in Figures 10 to 15, a strong SP performance has a higher expectation of a jackpot than a weak SP performance).

[0027] According to this embodiment, even if the first predetermined performance, in which a first title display including the name of a character of the specified content is displayed, is configured to be controlled to an advantageous state less frequently than the second predetermined performance, in which a second title display not including the name of a character of the specified content is displayed, the first predetermined performance is executed more frequently than the second predetermined performance, thereby increasing the opportunities for characters of the specified content to appear and improving the interest of the gaming machine in which the specified content is used. Corresponding drawings: Figure 10, Figure 11, Figure 12, Figure 13, Figure 14, Figure 15, Figure 65, Figure 72, Figure 73, Figure 74

[0028] [Form 10] The gaming machine of type 10 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The gaming machine is a gaming machine that uses a predetermined content (content P), The performance control means includes: It is possible to execute a predetermined performance (SP performance) that suggests that the game will be controlled to the advantageous state, In the predetermined performance, it is possible to display on the display means an information display (an image related to a CU performance (cut-in performance, operation prompt performance, etc.) having a higher display priority than the SP performance, as shown in Figures 93 to 95) which is displayed with priority over the predetermined performance, A title display (SP title image) suggesting the name of the predetermined performance can be displayed on the display means, The predetermined performance includes a first predetermined performance (weak SP-A performance, weak SP-B performance) and a second predetermined performance (weak SP-R performance), The title display includes a first title display corresponding to the first predetermined performance and a second title display corresponding to the second predetermined performance, The first title display includes at least a part of the name of the character of the predetermined content (as shown in FIG. 65, the SP title image (Boingo) of the weak SP-A effect includes the name of the character X of the content P), The second title display does not include the name of the character of the predetermined content (as shown in FIG. 63, the SP title image (Powerful Roulette) of the weak SP-R effect does not include the name of the character of the content P), A gaming machine in which the information display is displayed more frequently when the first predetermined effect is executed than when the second predetermined effect is executed (as shown in FIG. 40 (5C), the rate at which a cut-in effect is executed in a weak SP-A effect is 5 to 10%, while the rate at which a cut-in effect is executed in a weak SP-R effect is 0%).

[0029] According to this embodiment, the first predetermined performance in which a first title display including the name of a character of the specified content is displayed has a higher rate of displaying information display than the second predetermined performance in which a second title display not including the name of a character of the specified content is displayed, thereby increasing the opportunities for the character of the specified content to appear while enhancing interest by using information display. Corresponding drawings: Figure 40, Figure 63, Figure 65

[0030] [Form 11] The gaming machine of type 11 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The gaming machine is a gaming machine that uses a predetermined content (content P), The performance control means includes: It is possible to execute a predetermined performance (SP performance other than strong SP-D performance) that suggests that the game will be controlled to the advantageous state, It is possible to execute a specific effect (strong SP-D effect) different from the predetermined effect, A title display (SP title image) suggesting the name of the predetermined performance can be displayed on the display means, When executing the predetermined performance, a transition performance (second transition performance) that suggests executing the specific performance can be executed, The predetermined effects include a first predetermined effect (weak SP-A effect, weak SP-B effect) and a second predetermined effect (strong SP-B effect, strong SP-C effect), When the specific performance is executed, the rate of being controlled to the advantageous state is higher than when the predetermined performance is executed (as shown in Figs. 10 to 15, in the SP performance, the strong SP-D performance has the highest expectation of a jackpot), The title display includes a first title display corresponding to the first predetermined performance and a second title display corresponding to the second predetermined performance, The first title display includes at least a part of the name of the character of the predetermined content (as shown in FIG. 65, the SP title image (Boingo) of the weak SP-A effect includes the name of the character X of the content P), The second title display does not include the name of the character of the predetermined content (as shown in Figs. 72 to 74, the SP title image (Episode 1: The Relationship Between the Two) of the strong SP-B performance does not include the name of the character of the content P), A gaming machine in which the transition effect is executed more frequently when the first predetermined effect is executed than when the second predetermined effect is executed (as shown in Figures 10 to 15, when a weak SP effect is executed, there is at least a possibility that it will progress to a strong SP-D, i.e., the probability that the second transition effect will be executed is at least a value greater than 0%. On the other hand, when a strong SP-B effect is executed, there is no possibility that it will progress to a strong SP-D, i.e., the probability that the second transition effect will be executed is 0%).

[0031] According to this embodiment, the first predetermined performance in which a first title display including the name of a character of the specified content is displayed has a higher rate of execution of a transition performance than the second predetermined performance in which a second title display not including the name of a character of the specified content is displayed, thereby increasing the opportunities for the character of the specified content to appear while also increasing the opportunities for the transition performance to be executed, thereby improving interest. Corresponding drawings: Figure 10, Figure 11, Figure 12, Figure 13, Figure 14, Figure 15, Figure 65, Figure 72, Figure 73, Figure 74

[0032] [Form 12] The gaming machine of type 12 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The gaming machine is a gaming machine that uses a predetermined content (content P), The performance control means includes: It is possible to execute a predetermined performance (SP performance) that suggests that the game will be controlled to the advantageous state, A title display (SP title image) suggesting the name of the predetermined performance can be displayed on the display means, The predetermined effects include a first predetermined effect (strong SP-B effect, strong SP-C effect) and a second predetermined effect (weak SP-A effect, weak SP-B effect), The title display includes a first title display corresponding to the first predetermined performance and a second title display corresponding to the second predetermined performance, The first title display includes at least a part of a name corresponding to one of a plurality of stories related to the predetermined content (as shown in FIG. 72 to FIG. 74, the SP title image (Episode 1: The Relationship Between the Two) with the strong SP-B effect is related to the story of Episode 1 of the content P), The second title display includes at least a part of the name of the character of the predetermined content (as shown in FIG. 65, the SP title image (Boingo) of the weak SP-A effect includes the name of the character X of the content P), A gaming machine in which the second predetermined effect is executed more frequently than the first predetermined effect (as shown in Figures 10 to 15, a weak SP-A effect is executed more frequently than a strong SP-B effect).

[0033] According to this embodiment, by increasing the rate at which the second predetermined effect is executed compared to the first predetermined effect, the opportunities for executing the predetermined effect related to the characters of the predetermined content can be increased, providing an opportunity for the player to become aware of the predetermined content. Corresponding drawings: Figure 10, Figure 11, Figure 12, Figure 13, Figure 14, Figure 15, Figure 65, Figure 72, Figure 73, Figure 74

[0034] [Form 13] The gaming machine of type 13 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The performance control means includes: It is possible to execute a predetermined performance (SP performance) that notifies whether or not the advantageous state is controlled, A suggestion effect can be executed in which a suggestion display (a normal button image, a special button image) suggesting that the game will be controlled to the advantageous state is displayed on the display means, It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the reused display, The suggestion display includes a first suggestion display (normal button image) using the reused display, and a second suggestion display (special button image) using the new display, The predetermined performance includes a first part (the first part up to the SP result branch) until the result of the advantageous state is notified, and a second part (the part after the SP result branch, which is the second part of the big win pattern) in which the advantageous state is notified. The performance control means is capable of causing the display means to display either the first suggestion display or the second suggestion display before the second part of the predetermined performance is executed (as shown in FIG. 43, in the strong SP performance, an operation promotion performance (normal button image, special button image) can be executed), When the second suggestion display is displayed, the second part of the predetermined performance is executed at a higher rate than when the first suggestion display is displayed (as shown in FIG. 43, when a special button image is displayed, the expectation of a jackpot is higher than when a normal button image is displayed); The second part of the predetermined effect includes the new display (as shown in FIG. 81, the second part (victory effect) of the strong SP-D effect is a new display), gaming machine.

[0035] According to this embodiment, by displaying a new display in the second part of the specified presentation, which suggests that the presentation will be controlled to an advantageous state, the player can be made to feel the novelty of the second part of the specified presentation, thereby increasing interest. Corresponding drawings: Figure 43, Figure 81

[0036] [Form 14] The gaming machine of type 14 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The performance control means includes: It is possible to execute a predetermined performance (SP performance) that notifies whether or not the advantageous state is controlled, It is possible to execute a suggestion effect (CU effect) that suggests that the game will be controlled to the advantageous state, It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the reused display, The predetermined performance is, There is a first predetermined performance (strong SP-D performance) including the new display, and a second predetermined performance (strong SP-A performance) including the reuse display, The method includes a first part (the first part up to the SP result branch) until the result of the advantageous state is notified, and a second part (the part after the SP result branch, which is the second part of the jackpot pattern) in which the advantageous state is notified, The performance control means is capable of executing the suggestion performance in the first part of the predetermined performance, A gaming machine in which the number of suggestive effects that can be executed is greater when the first predetermined effect is executed than when the second predetermined effect is executed (as shown in Figures 41 to 44, a strong SP-D effect can execute five types of CU effects, while a strong SP-A effect can execute four types of CU effects).

[0037] According to this embodiment, by making the number of executable suggestive effects in the first predetermined effect including new display larger than the number of executable suggestive effects in the second predetermined effect including reused display, the first predetermined effect gives the player a sense of novelty, and the more suggestive effects are executed, the more interesting it becomes. Also, the second predetermined effect gives the player a sense of nostalgia, and by reducing the number of executable suggestive effects, the player can be drawn to the second predetermined effect. Corresponding drawings: Figure 41, Figure 42, Figure 43, Figure 44

[0038] [Form 15] The gaming machine of type 15 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The performance control means includes: It is possible to execute suggestive effects (SP effects, CU effects, variable notice effects, etc.) that suggest that the game will be controlled to the advantageous state, It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the reused display, The suggestive performance includes a first suggestive performance and a second suggestive performance, The first suggestion performance is a performance that uses the new display more than the reuse display (weak SP-R performance, first active change performance, etc.), The second suggestion performance is a performance that uses the reused display more than the new display (strong SP-A performance, first SU performance, etc.), A gaming machine in which the first suggestion effect has more types than the second suggestion effect (as shown in Figures 48 and 49, there are 16 types of effects that use new displays more often than reused displays, and there are 10 types of effects that use reused displays more often than new displays).

[0039] According to this embodiment, suggestive effects including reused displays and new displays are executed, making the player feel a sense of nostalgia and newness. In addition, in this gaming machine, the first suggestive performance, which includes more new displays than reused displays, has more variety than the second suggestive performance, which includes more reused displays than new displays, thereby preventing the player from becoming bored. Corresponding drawings: Figure 48, Figure 49

[0040] [Form 16] The gaming machine of type 16 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The performance control means includes: It is possible to execute suggestive effects (SP effects, CU effects, variable notice effects, etc.) that suggest that the game will be controlled to the advantageous state, It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the reused display, The suggestive performance includes a first suggestive performance and a second suggestive performance, The first suggestion performance is a performance that uses the new display more than the reuse display (as shown in FIG. 48 and FIG. 49, it is possible to execute a strong SP-D performance that uses the new display more than the reuse display), The second suggestion performance is a performance that uses more of the reused display than the new display (as shown in FIG. 48 and FIG. 49, it is possible to execute a strong SP-A performance that uses more of the reused display than the new display), A gaming machine in which the rate at which the advantageous state is controlled differs between when the first suggestive effect is executed and when the second suggestive effect is executed (as shown in Figures 10 to 15, the strong SP-D effect has a higher expectation of a jackpot than the strong SP-A effect).

[0041] According to this embodiment, suggestive effects including reused displays and new displays are executed, making the player feel a sense of nostalgia and newness. In addition, in this gaming machine, the first suggestive performance, which includes more new displays than reused displays, and the second suggestive performance, which includes more reused displays than new displays, have different rates of being controlled to an advantageous state, making it possible to draw the player's attention to the reused displays and the new displays. Corresponding drawings: Figure 10, Figure 11, Figure 12, Figure 13, Figure 14, Figure 15, Figure 48, Figure 49

[0042] [Form 17] The gaming machine of type 17 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The performance control means includes: It is possible to execute a predetermined performance (strong SP-D performance) that notifies whether or not the advantageous state is controlled, It is possible to execute a special effect (full rotation effect) that notifies the player that the game is controlled to the advantageous state, It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the reused display, The predetermined effect includes a predetermined main display (a main display during the strong SP-D effect) and a predetermined sub-display (a dialogue sub-display during the strong SP-D effect), The special effect includes a special main display (main display during the full rotation effect) and a special sub-display (a line caption of the sub-display during the full rotation effect), The predetermined sub-display has a plurality of different modes (as shown in FIG. 41, the dialogue caption during the SP performance can be displayed in three different patterns: white, red, and gold). The special sub-display has fewer types of modes than the predetermined sub-display (the dialogue caption during the full rotation effect is displayed in only one rainbow pattern), The predetermined main display is a performance that uses the new display more than the reused display (as shown in FIG. 48, the main display during the strong SP-D performance mainly uses the new display), The special main display is a presentation that makes more use of the reused display than the new display (as shown in FIG. 48, the main display during the full rotation presentation mainly uses the reused display), in this gaming machine.

[0043] According to this embodiment, the number of types of the special sub-display of the special effect is smaller than the number of types of the predetermined sub-display of the predetermined effect, so that attention can be drawn to the special main display of the special effect. Furthermore, by making the special main display of the special effect consist of many reused displays, it is possible to give the player a sense of nostalgia and to arouse his or her interest in the predetermined images. Corresponding drawings: Figure 41, Figure 48

[0044] [Form 18] The gaming machine of type 18 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; Display means (image display device 5); Sound output means (speakers 8L and 8R); The gaming machine is a gaming machine that uses a predetermined content (content P), The performance control means includes: It is possible to execute a predetermined performance (strong SP-D performance) that notifies whether or not the advantageous state is controlled, It is possible to execute a special effect (full rotation effect) that notifies the player that the game is controlled to the advantageous state, It is possible to cause the display means to display a reused display that reuses a predetermined image of the predetermined content (a well-known image of the content P), It is possible to cause the display means to display a new display different from the reused display, The predetermined performance is a display that uses the new display more than the reused display (as shown in FIG. 48, the main display during the strong SP-D performance mainly uses the new display), The special performance is a display that uses the reused display more than the new display (as shown in FIG. 48, the main display during the full rotation performance mainly uses the reused display), The sound output means includes: It is possible to output a reused sound that uses the predetermined sound of the predetermined content (the public announcement sound of the content P), It is possible to output a new voice different from the reused voice, When the new display is displayed in the predetermined performance, the new sound can be output (as shown in FIG. 80 and FIG. 81, in the strong SP-D performance, the new sound, which is a dialogue voice (character A, character B, and character C "Yume Yume Nana Jam appears!!"), is output from speakers 8L and 8R). When the reuse display is displayed during the special performance, it is possible to output the new sound instead of the reused sound (as shown in FIG. 82, during the full rotation performance, new sound, that is, dialogue sound (character A, character B, and character C "Cheers!!"), is output from speakers 8L and 8R), gaming machine.

[0045] According to this embodiment, when the reuse display is displayed, the effect of the special presentation can be improved by outputting new audio instead of outputting reuse audio based on the specified audio used in the specified content. Corresponding drawings: Figure 48, Figure 80, Figure 81, Figure 82

[0046] [Form 19] The gaming machine type 19 is A gaming machine (pachinko gaming machine 1) capable of executing a variable display of specific identification information (variable display of special symbols), and capable of controlling a player to an advantageous state (jackpot gaming state) by deriving a specific display result (jackpot) as a display result of the variable display of the specific identification information, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The performance control means includes: In one variable display, the first performance (strong SP-D performance) and the second performance (strong SP-A performance) can be executed, It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the reused display, The first performance is a performance that uses the new display more than the reused display (as shown in FIG. 48, the main display during the strong SP-D performance mainly uses the new display), The second performance is a performance that uses the reused display more than the new display (as shown in FIG. 48, the main display during the strong SP-A performance mainly uses the reused display), The performance control means is capable of causing the display means to display a fanfare display (a big win FF image) informing the player that the game is controlled to the advantageous state after a specific display result is derived as a display result of the one variable display, The fanfare display uses the new display (as shown in FIG. 109, the jackpot type notification image and the right hit notification image, which are jackpot FF images, are new displays) in this gaming machine.

[0047] According to this embodiment, the first performance, which includes many new displays, and the second performance, which includes many reused displays, give the player a sense of nostalgia and newness, and by displaying a fanfare display, which includes many new displays, after the first and second performances, the player is given a sense of newness when the game is controlled to an advantageous state, thereby increasing interest. Corresponding drawings: Figure 48, Figure 109

[0048] [Form 20] The gaming machine of type 20 is A gaming machine (pachinko gaming machine 1) capable of executing a variable display of specific identification information (variable display of special symbols), and capable of controlling a player to an advantageous state (jackpot gaming state) by deriving a specific display result (jackpot) as a display result of the variable display of the specific identification information, A performance control means (performance control CPU 120) capable of executing a performance; Display means (image display device 5); Sound output means (speakers 8L and 8R); The gaming machine is a gaming machine using a predetermined content (content P), The performance control means includes: In the variable display, before a specific display result is derived as a display result of the variable display, a suggestive effect (strong SP-D effect) that suggests that the advantageous state will be controlled can be executed, It is possible to cause the display means to display a reused display that reuses a predetermined image of the predetermined content (a well-known image of the content P), It is possible to cause the display means to display a new display different from the reused display, The sound output means is capable of outputting a new sound (a new sound) that is not a predetermined sound of the predetermined content (a public notice sound of the content P), In the suggestive performance, the new sound is output (as shown in FIG. 80 and FIG. 81, in the strong SP-D performance, the new sound, the dialogue sound (character A, character B, and character C "Yume Yume Nana Jam appears!!") is output from the speakers 8L and 8R), The performance control means can cause the display means to display a fanfare display informing the player that the game will be controlled to the advantageous state after a specific display result is derived as a display result of the variable display (as shown in FIG. 109, after “jackpot” is derived as a display result, a jackpot type notification image is displayed as a jackpot FF image), The fanfare display includes the new display corresponding to the name of the advantageous state (as shown in FIG. 109(1), the jackpot type notification image includes the name of the jackpot (Yume Yume BONUS)), The sound output means is capable of outputting the new sound associated with the new display when the new display of the fanfare display is displayed (the sound (Mumu Bonus) output in association with the jackpot type notification image is a new sound), in this gaming machine.

[0049] According to this embodiment, when the fanfare display is displayed, a new display and a new sound are output, thereby emphasizing the fanfare display when control is exercised to an advantageous state, thereby enhancing interest. Corresponding drawings: Figure 80, Figure 81, Figure 109

[0050] [Form 21] The gaming machine of type 21 is A gaming machine (pachinko gaming machine 1) capable of executing a variable display of specific identification information (variable display of special symbols), and capable of controlling a player to an advantageous state (jackpot gaming state) by deriving a specific display result (jackpot) as a display result of the variable display of the specific identification information, A performance control means (performance control CPU 120) capable of executing a performance; Display means (image display device 5); Sound output means (speakers 8L and 8R); The gaming machine is a gaming machine using a predetermined content (content P), The performance control means includes: It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the reused display, In the variable display, before a specific display result is derived as a display result of the variable display, it is possible to cause the display means to display a first character display corresponding to a predetermined character (character A (Yume-chan)) of the predetermined content (as shown in Figs. 69 and 70, in a strong SP-A performance, character A is displayed in a second strong SPA image, etc.), After a specific display result is derived as the display result of the variable display, it is possible to display a fanfare display on the display means to notify that the game will be controlled to the advantageous state (as shown in FIG. 109, after "jackpot" is derived as the display result, a jackpot FF image (jackpot type notification image, right-hit notification image) is displayed), The first character display includes the reuse display (the image of character A included in the second strong SPA image, etc. is a reuse display), The fanfare display includes the new display corresponding to the name related to the advantageous state and the second character display corresponding to the predetermined character (as shown in FIG. 109(1), the first jackpot FF image, which is a jackpot type notification image, includes an image including the characters "Yume Yume BONUS" related to the name of the jackpot, which is a new display, and an image of character A). The second character display includes the new display (the image of character A included in the first jackpot FF image is a new display), The sound output means is capable of outputting a new sound that is not a predetermined sound of the predetermined content (a public announcement sound of the content P), When the fanfare display is displayed, a sound related to the fanfare display including the new sound corresponding to the second character display is output (as shown in FIG. 109(1), based on the first jackpot FF image including character A and the letters "Yume Yume BONUS", a new sound, a jackpot type notification sound (character A "Mumu Bonus"), is output from speakers 8L and 8R), a gaming machine.

[0051] According to this embodiment, when the fanfare display is displayed, a new display and a new sound are output, so that the fanfare display can be emphasized and interest can be increased. Corresponding drawings: Figure 69, Figure 70, Figure 109

[0052] [Form 22] The gaming machine of type 22 is A gaming machine (pachinko gaming machine 1) capable of executing a variable display of specific identification information (variable display of special symbols), and capable of controlling a player to an advantageous state (jackpot gaming state) by deriving a specific display result (jackpot) as a display result of the variable display of the specific identification information, A performance control means (performance control CPU 120) capable of executing a performance; Display means (image display device 5); A variable winning means (a first special variable winning ball device 7A, a second special variable winning ball device 7B) that can be controlled to a first state (an open state) in which the game medium can easily enter and a second state (a closed state) in which the game medium cannot or has difficulty entering; A round control means (CPU 103 for controlling a big win round) capable of executing a round game multiple times, which controls the variable winning means to change from the first state to the second state when the variable winning means is controlled to the advantageous state; and a game value providing means (a CPU 103 for performing a prize ball payout process) capable of providing a game value by the game medium entering the variable winning means when the game is controlled to be in the advantageous state. The performance control means includes: It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the reused display, After a specific display result is derived as a display result of the variable display, a round game presentation can be executed in the round game (as shown in Figures 110 to 112, when a jackpot is derived, a jackpot round presentation is executed), In the round game performance, a background display (a big win RD background image corresponding to music X, music Y, and music Z) and a round-related display (a big win round number display, a total number of winning balls display) related to the round game different from the background display can be displayed on the display means. The background display includes the diversion display (as shown in FIG. 111, the jackpot RD background image of the second jackpot RD image corresponding to the music Y is a diversion display), The round-related display includes the new display (as shown in FIG. 111, the jackpot round number display and the total number of winning balls display of the second jackpot RD image corresponding to the song Y are new displays), gaming machine.

[0053] According to this embodiment, in a round of play, a background display including a reused display is displayed, which gives the player a sense of nostalgia, and a round-related display including a new display is displayed, which gives the player a sense of novelty. Corresponding drawings: Figure 110, Figure 111, Figure 112

[0054] [Form 23] The gaming machine of type 23 is A gaming machine (pachinko gaming machine 1) capable of executing a variable display of specific identification information (variable display of special symbols), and capable of controlling a player to an advantageous state (jackpot gaming state) by deriving a specific display result (jackpot) as a display result of the variable display of the specific identification information, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The advantageous state includes a first advantageous state (jackpot A) and a second advantageous state (jackpot B, jackpot C) that is more advantageous than the first advantageous state, The performance control means includes: It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the reused display, When controlled to the first advantageous state, it is possible to display a first background display on the display means (as shown in FIG. 111, when controlled to the jackpot A, it is possible to display a jackpot RD background image included in the second jackpot RD image); When controlled to the second advantageous state, it is possible to display the second background display on the display means (as shown in FIG. 112, when controlled to the jackpot B or jackpot C, it is possible to display the jackpot RD background image included in the third jackpot RD image), The first background display includes the diversion display (as shown in FIG. 111, the jackpot RD background image included in the second jackpot RD image is a diversion display), The second background display includes the new display (as shown in FIG. 112, the jackpot RD background image included in the third jackpot RD image is a new display), a gaming machine.

[0055] According to this embodiment, the degree of advantage differs depending on whether the background display during an advantageous state includes a reused display or a new display, so that the player can be directed to the background display during the advantageous state. Corresponding drawings: Figure 111, Figure 112

[0056] [Form 24] The gaming machine of type 24 is A gaming machine (pachinko gaming machine 1) capable of executing a variable display of specific identification information (variable display of special symbols), and capable of controlling a player to an advantageous state (jackpot gaming state) by deriving a specific display result (jackpot) as a display result of the variable display of the specific identification information, A performance control means (performance control CPU 120) capable of executing a performance; Display means (image display device 5); A state control means (CPU 103) is provided that can control a normal state and a special state (a time-saving state, a probability-changing state) that is more advantageous than the normal state, The performance control means includes: It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the reused display, A first effect (first expectation-related effect), a second effect (second expectation-related effect), a third effect (third expectation-related effect), and a fourth effect (fourth expectation-related effect) that suggest that the game will be controlled to the advantageous state can be executed; The first and second effects include the reuse display (as shown in FIG. 48 and FIG. 49, the first expectation-related effect and the second expectation-related effect are reuse displays), The third and fourth effects include the new display (as shown in FIG. 48 and FIG. 49, the third expectation-related effect and the fourth expectation-related effect are new displays), The first and third effects can be executed in the normal state (as shown in FIG. 48 and FIG. 49, the first expectation-related effect and the third expectation-related effect are executed in the normal state), The second and fourth effects can be executed in the special state (as shown in FIG. 48 and FIG. 49, the second expectation-related effect and the fourth expectation-related effect are executed in a time-saving state, etc.), The first effect has a larger number of types than the second effect (as shown in FIG. 48 and FIG. 49, the types of the first expectation-related effects are eight types, and the types of the second expectation-related effects are four types), A gaming machine in which the third effect has a greater number of types than the fourth effect (as shown in Figures 48 and 49, there are 14 types of the third expectation-related effect and 4 types of the fourth expectation-related effect).

[0057] According to this embodiment, effects including reused displays and new displays are executed in both the normal state and the special state, and since there are more types of effects including reused displays in the normal state than in the special state, and there are also more types of effects including new displays, the normal state and the special state can give the player a sense of novelty. Corresponding drawings: Figure 48, Figure 49

[0058] [Form 25] The gaming machine of type 25 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; Display means (image display device 5); Sound output means (speakers 8L and 8R); A state control means (CPU 103) is provided that can control a normal state and a special state (time-saving state, probability-changing state) that is more advantageous than the normal state, The gaming machine is a gaming machine that uses a predetermined content (content P), The performance control means includes: It is possible to cause the display means to display a reused display that reuses a predetermined image of the predetermined content (a well-known image of the content P), A first effect (such as a full rotation effect among the first expectation-related effects) and a second effect (such as a second SU notice effect among the second expectation-related effects) that suggest that the game will be controlled to the advantageous state can be executed; The sound output means is capable of outputting a new sound that is not a predetermined sound of the predetermined content (a public announcement sound of the content P), The first and second performances include the reuse display (as shown in FIG. 48 and FIG. 49, the full rotation performance and the second preview performance are reuse displays), The first performance can be executed in the normal state (as shown in FIG. 48 and FIG. 49, the full rotation performance is executed in the normal state), The second performance can be executed in the special state (as shown in FIG. 48 and FIG. 49, the second SU notice performance is executed in a time-saving state, etc.), The sound output means, when the reuse display is displayed, does not reuse the specified sound of the specified content, but outputs the new sound (as shown in Figures 82 and 108, when a main display, which is a reuse display, is displayed in a full rotation performance or a second SU preview performance, the sound corresponding to this main display is new sound), a gaming machine.

[0059] According to this embodiment, when an effect including a reuse display is executed in the normal state and the special state, new sound is output, which gives the player a sense of nostalgia as well as a sense of freshness. Corresponding drawings: Figure 48, Figure 49, Figure 82, Figure 108

[0060] [Form 26] The gaming machine of type 26 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; Display means (image display device 5); Sound output means (speakers 8L and 8R); A state control means (CPU 103) is provided that can control a normal state and a special state (time-saving state, probability-changing state) that is more advantageous than the normal state, The gaming machine is a gaming machine that uses a predetermined content (content P), The performance control means includes: It is possible to cause the display means to display a reused display that reuses a predetermined image of the predetermined content (a well-known image of the content P), It is possible to cause the display means to display a new display different from the display for reuse, A first performance (first conversation preview performance) and a second performance (second conversation preview performance) that suggest that the game will be controlled to the advantageous state can be executed; The sound output means is capable of outputting a new sound that is not a predetermined sound of the predetermined content (a public announcement sound of the content P), The first and second performances include the new display (as shown in FIG. 48 and FIG. 49, the first conversation preview performance and the second conversation preview performance are new displays), The first performance can be executed in the normal state (as shown in FIG. 48 and FIG. 49, the first conversation preview performance is executed in the normal state), The second performance can be executed in the special state (as shown in FIG. 48 and FIG. 49, the second conversation preview performance is executed in a time-saving state, etc.), The sound output means outputs the new sound when the new display is displayed (as shown in Figures 86 and 107, the new sound is output when a main display, which is a new display corresponding to the first conversation preview performance or the second conversation preview performance, is displayed).

[0061] According to this embodiment, when an effect including a new display is executed in the normal state and the special state, a new sound is output, thereby improving the effect of the presentation while giving the player a sense of novelty. Corresponding drawings: Figure 48, Figure 49, Figure 86, Figure 107

[0062] [Form 27] The gaming machine of type 27 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The performance control means includes: It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the display for reuse, A predetermined character display (an image of character A) suggesting that the game is controlled to the advantageous state can be displayed on the display means, The predetermined character display is The first predetermined character display which is the diversion display (as shown in FIG. 69 and FIG. 70, the image of character A included in the second strong SPA image of the strong SP-A performance is a diversion display), a second predetermined character display which is a character common to the first predetermined character display and which is the new display (as shown in FIG. 80 and FIG. 81, the image of character A included in the second strong SPD image of the strong SP-D effect is a new display); A gaming machine in which the second predetermined character display is displayed more frequently than the first predetermined character (as shown in Figures 48 and 49, there are eight types of expectation-related effects including an image of a reused character A, and there are eleven types of expectation-related effects including an image of a newly displayed character A, so there are more types of expectation-related effects including an image of a newly displayed character A than expectation-related effects including an image of a reused character A).

[0063] According to this embodiment, by displaying predetermined character displays including reused displays and new displays, the player can be given a sense of nostalgia and newness, and interest can be increased by increasing the proportion of predetermined character displays including new displays that are displayed compared to predetermined character displays including reused displays. Corresponding drawings: Figure 48, Figure 49, Figure 69, Figure 70, Figure 80, Figure 81

[0064] [Form 28] The gaming machine of type 28 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The performance control means includes: When a game is not being played, a demonstration display (demo image) can be displayed on the display means, It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the reused display, The demonstration display includes a predetermined character display corresponding to a predetermined character (as shown in FIG. 59, the first demonstration image and the second demonstration image among the demonstration images include an image of the character J), The predetermined character display is A first predetermined character display which is the reused display (an image of character J which is a reused display included in the second demo image); A second predetermined character display which is a predetermined character common to the first predetermined character display and is the new display (an image of character J which is a new display included in the first demo image), A gaming machine in which the first specified character display is displayed more frequently than the second specified character (as shown in FIG. 58, the display period of character J, which is a reused display included in the second demo image, is 10 s, and the display period of character J, which is a new display included in the first demo image, is 5 s).

[0065] According to this embodiment, by displaying predetermined character displays including reused displays and new displays, the player can be given a sense of nostalgia and newness, and interest can be increased by increasing the proportion of predetermined character displays including reused displays that are displayed compared to predetermined character displays including new displays. Corresponding drawings: Figure 58, Figure 59

[0066] [Form 29] The gaming machine type 29 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; Display means (image display device 5); A state control means (CPU 103) is provided that can control a normal state and a special state (a time-saving state, a probability-changing state) that is more advantageous than the normal state, The performance control means includes: It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the display for reuse, A predetermined character display (an image of character A) suggesting that the game is controlled to the advantageous state can be displayed on the display means, The predetermined character display is A first predetermined character display including the reuse display (an image of character A which is a reuse display); A second predetermined character display (an image of character A which is a new display) which is a common character with the first predetermined character display and is the new display; the performance control means is capable of causing the display means to display the predetermined character display in the normal state and the special state; When controlled to the normal state, the first predetermined character display is displayed at a higher rate than when controlled to the special state (as shown in Figures 48 and 49, there are five types of first expectation-related effects in which character A appears, and three types of second expectation-related effects in which character A appears, so when controlled to the low B state, there are more effects using the image of character A, which is a reused display, than when controlled to the high B state); A gaming machine in which the second specified character display is displayed more frequently when it is controlled in the normal state than when it is controlled in the special state (as shown in Figures 48 and 49, there are nine types of third expectation level related effects in which character A appears, and two types of fourth expectation level related effects in which character A appears, so when it is controlled in the low B state, there are more effects using the image of character A, which is a new display, than when it is controlled in the high B state).

[0067] According to this embodiment, by displaying predetermined character displays including reused displays and new displays, it is possible to give the player a sense of nostalgia and newness, and by having a higher proportion of the first and second predetermined character displays displayed in the normal state than in the special state, it is possible to increase the interest of the player in the normal state, which takes a longer time to play than the special state. Corresponding drawings: Figure 48, Figure 49

[0068] [Form 30] The gaming machine of type 30 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; Display means (image display device 5); A state control means (CPU 103) is provided that can control a normal state and a special state (a time-saving state, a probability-changing state) that is more advantageous than the normal state, The performance control means includes: When a game is not being played, a demonstration display (demo image) can be displayed on the display means, It is possible to execute a predetermined performance (SP performance) that suggests that the game will be controlled to the advantageous state, It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the reused display, The demonstration display includes the reuse display and a specific display corresponding to a specific scene of the predetermined performance (as shown in FIG. 59, the second demonstration image includes a reuse display, a second demonstration background image (starry sky background image), an image including character J, and a special button processing image related to a special operation promotion performance (special button image) that can be executed during the SP performance). The specific scene of the predetermined effect is a scene including the new display (as shown in FIG. 95, the special operation prompting effect that can be executed during the SP effect displays a special button image, which is a new display), in this gaming machine.

[0069] According to this embodiment, in the demonstration display, an image corresponding to a specific scene of a specified performance is displayed, so that the player can recognize the specific scene even when the specified performance is not being executed, and can be drawn to the specified performance. Corresponding drawings: Figure 59, Figure 95

[0070] [Form 31] The gaming machine of type 31 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The performance control means includes: It is possible to execute a predetermined performance (strong SP-D performance) that notifies whether or not the advantageous state is controlled, A character display (image of the character) corresponding to the character can be displayed on the display means, It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the reused display, The character representation includes a first character representation corresponding to a first character (an image of character A corresponding to character A) and a second character representation corresponding to a second character (an image of character X corresponding to character X), The first character display includes the reuse display and the new display (as shown in FIG. 69, an image of the character A in the reuse display is displayed, and as shown in FIG. 80, an image of the character A in the new display is displayed), The second character display includes the reuse display and the new display (as shown in FIG. 65, an image of character X, which is a reuse display, is displayed, and as shown in FIG. 80, an image of character X, which is a new display, is displayed), The first character display is displayed more frequently than the second character display (as shown in FIG. 48 and FIG. 49, there are 19 types of expectation-related effects including the image of character A, and there are 3 types of expectation-related effects including the image of character X, so character A appears more frequently in the expectation-related effects than character X), The predetermined effect includes the first character display which is the new display, and the second character display which is the new display (as shown in FIG. 80 and FIG. 81, includes an image of character A and an image of character X which are new displays), The presentation control means is capable of displaying on the display means a notification display notifying that the predetermined presentation will be controlled to the advantageous state (as shown in FIG. 81 (7A), in the strong SP-D presentation, a 7A strong SPD image is displayed to notify that the display result will be a "jackpot"); The notification display includes the first character display (the seventh A strong SPD image includes an image of character A which is a new display).

[0071] According to this embodiment, by displaying the first character display and the second character display in a specified presentation, the interest of the specified presentation can be increased, and by including the first character display in the notification display that notifies the player that control is being performed in an advantageous state, more attention can be drawn to the first character. Corresponding drawings: Figure 48, Figure 49, Figure 65, Figure 69, Figure 80, Figure 81

[0072] [Form 32] The gaming machine of type 32 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The performance control means includes: It is possible to execute a predetermined performance (SP performance) that suggests that the game will be controlled to the advantageous state, A character display (image of the character) corresponding to the character can be displayed on the display means, It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the reused display, The character representation includes a first character representation corresponding to a first character (an image of character A corresponding to character A) and a second character representation corresponding to a second character (an image of character X corresponding to character X), The first character display includes the reuse display and the new display (as shown in FIG. 69, an image of the character A in the reuse display is displayed, and as shown in FIG. 80, an image of the character A in the new display is displayed), The second character display includes the reuse display and the new display (as shown in FIG. 65, an image of character X, which is a reuse display, is displayed, and as shown in FIG. 80, an image of character X, which is a new display, is displayed), The first character display is displayed more frequently than the second character display (as shown in FIG. 48 and FIG. 49, there are 19 types of expectation-related effects including the image of character A, and there are 3 types of expectation-related effects including the image of character X, so character A appears more frequently in the expectation-related effects than character X), The predetermined performance includes a first predetermined performance (weak SP-B performance) and a second predetermined performance (weak SP-A performance), The first predetermined effect includes the first character display which is the new display (as shown in FIG. 67, in the weak SP-B effect, an image of character A which is the new display is displayed), The second predetermined effect includes the second character display which is the new display (as shown in FIG. 65, in the weak SP-A effect, an image of character X which is the new display is displayed), A gaming machine in which the probability of being controlled into the advantageous state is higher when the first predetermined performance is executed than when the second predetermined performance is executed (as shown in Figures 10 to 15, the probability of a jackpot is higher when a weak SP-B performance is executed than when a weak SP-A performance is executed).

[0073] According to this embodiment, by displaying a first character display, which is a new display, and a second character display, which is a new display, in a predetermined performance, the interest of the predetermined performance can be increased, and by having a higher probability of the first predetermined performance in which the first character is displayed being controlled to an advantageous state than the second predetermined performance in which the second character is displayed, more attention can be drawn to the first character, which is a new display. Corresponding drawings: Figure 10, Figure 11, Figure 12, Figure 13, Figure 14, Figure 15, Figure 48, Figure 49, Figure 65, Figure 67, Figure 69, Figure 80

[0074] [Form 33] The gaming machine of type 33 is A gaming machine (pachinko gaming machine 1) that can be controlled to an advantageous state (jackpot gaming state) that is advantageous to a player, A performance control means (performance control CPU 120) capable of executing a performance; A display means (image display device 5), The performance control means includes: It is possible to execute a predetermined performance (SP performance) that suggests that the game will be controlled to the advantageous state, A character display (image of the character) corresponding to the character can be displayed on the display means, It is possible to cause the display means to display a reused display that reuses a predetermined image (known image), It is possible to cause the display means to display a new display different from the reused display, The character representation includes a first character representation corresponding to a first character (an image of character A corresponding to character A) and a second character representation corresponding to a second character (an image of character X corresponding to character X), The first character display includes the reuse display and the new display (as shown in FIG. 69, an image of the character A in the reuse display is displayed, and as shown in FIG. 80, an image of the character A in the new display is displayed), The second character display includes the reuse display and the new display (as shown in FIG. 65, an image of character X, which is a reuse display, is displayed, and as shown in FIG. 80, an image of character X, which is a new display, is displayed), The first character display is displayed more frequently than the second character display (as shown in FIG. 48 and FIG. 49, there are 19 types of expectation-related effects including the image of character A, and there are 3 types of expectation-related effects including the image of character X, so character A appears more frequently in the expectation-related effects than character X), The predetermined performance includes a first predetermined performance (strong SP-A performance) and a second predetermined performance (weak SP-A performance), The first predetermined performance includes the first character display which is the reuse display (as shown in FIG. 69 and FIG. 70, in the strong SP-A performance, the character A which is the reuse display is displayed), The second predetermined performance includes the second character display which is the reuse display (as shown in FIG. 65, in the weak SP-A performance, the character X which is the reuse display is displayed), A gaming machine in which the probability of being controlled into the advantageous state is higher when the first predetermined performance is executed than when the second predetermined performance is executed (as shown in Figures 10 to 15, the probability of a jackpot being expected is higher when a strong SP-A performance is executed than when a weak SP-A performance is executed).

[0075] According to this embodiment, by displaying a first character display which is a reused display and a second character display which is a reused display in a predetermined performance, the interest of the predetermined performance can be increased, and by having a higher probability of the first predetermined performance in which the first character is displayed being controlled to an advantageous state than the second predetermined performance in which the second character is displayed, it is possible to draw even more attention to whether the first character which is a reused display or the second character which is a reused display is displayed. Corresponding drawings: Figure 10, Figure 11, Figure 12, Figure 13, Figure 14, Figure 15, Figure 48, Figure 49, Figure 65, Figure 69, Figure 70, Figure 80

[0076] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of a gaming machine according to the present invention will be described below with reference to the drawings.

[0077] (Configuration of Pachinko Machine 1, etc.) Fig. 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that constitutes the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls as gaming media are shot into this gaming area by a predetermined ball shooting device.

[0078] In addition, the "variable display" of the special symbol means, for example, displaying multiple types of special symbols in a variable manner (the same applies to other symbols described later). The variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. In the variation of the special symbol or the normal symbol described later, multiple types of special symbols or normal symbols are updated and displayed. In the variation of the decorative symbol described later, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. In addition, the variation also includes a mode in which a certain symbol is displayed in a flashing manner. At the end of the variable display, a predetermined special symbol is displayed stationarily (also called derived or derived display) as a display result (the same applies to the variable display of other symbols described later). In addition, the variable display may be expressed as a variable display or a variation.

[0079] In addition, the special pattern variably displayed on the first special pattern display device 4A is also called the "first special pattern", and the special pattern variably displayed on the second special pattern display device 4B is also called the "second special pattern". In addition, a special pattern game using the first special pattern is also called the "first special pattern game", and a special pattern game using the second special pattern is also called the "second special pattern game". In addition, there may be only one type of special pattern display device that variably displays the special pattern.

[0080] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may be composed of a projector and a screen. The image display device 5 displays various effect images.

[0081] For example, on the screen of the image display device 5, in synchronization with the first special game or the second special game, a plurality of types of decorative patterns (such as patterns showing numbers, etc.) different from the special pattern are variably displayed as decorative identification information. Here, in synchronization with the first special game or the second special game, decorative patterns are variably displayed (for example, scrolled up and down or updated) in each of the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R. The special game and the variable display of decorative patterns executed in synchronization are collectively referred to simply as variable display.

[0082] In addition, a display area 5S is provided in the upper left corner of the display screen (display area) of the image display device 5 for displaying a first reserved memory number (for example, the number "0"), a second reserved memory number (for example, the number "4") and a small pattern corresponding to the decorative pattern, and the small pattern is variably displayed in response to the variable display of the decorative pattern.

[0083] In addition, the first reserved memory number, the second reserved memory number, the reserved display, the small pattern, the error display (not shown) indicating an error state that has occurred in the pachinko game machine 1, the right-hit notification image that encourages the player to perform a right-hit operation, and the remaining time-saving display that shows the number of remaining times of time-saving are displayed in front of (in a higher layer) the performance images (object images) such as characters, thereby preventing the performance images from overlapping and reducing the visibility of the first reserved memory number, the second reserved memory number, the small pattern, and the error display, while the decorative patterns may be displayed behind (in a lower layer) the performance images, thereby preventing the decorative patterns from overlapping and reducing the visibility of the performance images.

[0084] The small symbol is also called the fourth symbol. The fourth symbol is displayed variably by a certain operation in a manner that is always visible on a display device such as the image display device 5 as a symbol indicating that the special symbols (first special symbol, second special symbol) are variably displayed. By variably displaying the fourth symbol, it becomes possible to recognize whether or not the decorative symbol is currently being variably displayed even if the decorative symbol is difficult to recognize, such as when a performance content including the variable display of the decorative symbol disappears from the screen for a moment, or when a performance is performed in which the movable body 32 covers all or part of the screen of the image display device 5. The performance control CPU 120 performs the variably display of the fourth symbol corresponding to the first special symbol by operating the image display device 5 based on receiving the first variable display start command. Also, the performance control CPU 120 performs the variably display of the fourth symbol corresponding to the second special symbol by operating the image display device 5 based on receiving the second variable display start command.

[0085] The lower part of the screen of the image display device 5 is provided with display areas (special symbol reserved memory display area 5U, active display area 5F) for displaying reserved displays corresponding to variable displays whose execution is reserved and active displays corresponding to variable displays that are being executed. The reserved displays and active displays are also collectively referred to as variable display-compatible displays corresponding to variable displays. In this embodiment, a special symbol reserved memory display area 5U common to the first special symbol and the second special symbol is provided, but a first special symbol reserved memory display area in which a first reserved display representing a variable display whose execution of the first special symbol is reserved is displayed, and a second special symbol reserved memory display area in which a second reserved display representing a variable display whose execution of the second special symbol is reserved may be provided separately. In this embodiment, the special symbol reserved memory display area 5U is a display area that displays a reserved display corresponding to the first special symbol when the game state is in a normal state, and is a display area that displays a reserved display corresponding to the second special symbol when the game state is in a time-saving state or a probability-changing state. Furthermore, the active display area 5F is a display area which displays an active display corresponding to the first special pattern when the game state is in the normal state, and is a display area which displays an active display corresponding to the second special pattern when the game state is in the time-saving state or the special state.

[0086] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the first hold memory number by the number of lit LEDs. The second hold indicator 25B displays the second hold memory number by the number of lit LEDs.

[0087] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.

[0088] The winning ball device 6A forms a first start winning hole that is always kept in a constant open state so that a game ball can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning hole, a predetermined number of prize balls (for example, three balls) are paid out and a first special game can be started.

[0089] The variable winning ball device 6B (normal electric device) forms a second start winning hole that changes between a closed state and an open state by a solenoid 81 (see FIG. 2). The variable winning ball device 6B is, for example, an electric device having a movable piece that can be opened and closed, and when the solenoid 81 is in the off state, the movable piece is in the upright position, so that the second start winning hole is in a closed state in which the game ball does not enter (also referred to as the second start winning hole being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable piece of the variable winning ball device 6B is in a tilted position, so that the second start winning hole is in an open state in which the game ball can enter (also referred to as the second start winning hole being in an open state). When a game ball enters the second start winning hole, a predetermined number of prize balls (for example, three) are paid out and the second special game can be started. It should be noted that the variable winning ball device 6B is not limited to the above, as long as it can be changed between a closed state and an open state.

[0090] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three positions at the lower left of the game area and one position above the variable winning ball device 6B), general winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided. In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.

[0091] Between the winning ball device 6A and the variable winning ball device 6B, a first special variable winning ball device 7A and a second special variable winning ball device 7B each having a large winning opening are provided. The first special variable winning ball device 7A has a large winning opening door driven to open and close by a solenoid 82 (see FIG. 2), and forms a first large winning opening as a specific area that changes between an open state and a closed state by the large winning opening door, and the second special variable winning ball device 7B has a large winning opening door driven to open and close by a solenoid 83 (see FIG. 2), and forms a second large winning opening as a specific area that changes between an open state and a closed state by the large winning opening door.

[0092] In the first special variable winning ball device 7A, when the solenoid 82 for the large prize opening door (for the special electric device) is in the OFF state, the large prize opening door closes the first large prize opening, and the game ball cannot enter (pass through) the first large prize opening. On the other hand, in the first special variable winning ball device 7A, when the solenoid 82 for the large prize opening door is in the ON state, the large prize opening door opens the first large prize opening, and the game ball can easily enter the first large prize opening.

[0093] Similarly, in the second special variable winning ball device 7B, when the solenoid 83 for the large prize opening door (for the special electric device) is in the OFF state, the large prize opening door closes the second large prize opening, and the game ball cannot enter (pass through) the second large prize opening. On the other hand, in the second special variable winning ball device 7B, when the solenoid 83 for the large prize opening door is in the ON state, the large prize opening door opens the second large prize opening, and the game ball can easily enter the second large prize opening.

[0094] A gaming ball that enters the first large prize opening is detected by a first count switch 23 (see FIG. 2), and a gaming ball that enters the second large prize opening is detected by a second count switch 24 (see FIG. 2). When a gaming ball is detected by the first count switch 23 or the second count switch 24, that is, when a gaming ball enters the large prize opening, a predetermined number of gaming balls (for example, 15 balls) are paid out as prize balls. When a gaming ball enters the large prize opening, more prize balls are paid out than when a gaming ball enters the first start prize opening, the second start prize opening, or the general prize opening 10, for example.

[0095] The entry of a game ball into each winning port including the general winning port 10 is also called a "winning". In particular, the winning into the start port (first start winning port, second start winning port) is also called a start winning.

[0096] A normal symbol display 20 is provided at a predetermined position on the game board 2 (the lower left of the game area in the example shown in FIG. 1). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs variable display of normal symbols as multiple types of normal identification information different from special symbols. The normal symbols are represented by numbers indicating "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.

[0097] A passing gate 41 through which the gaming ball can pass is provided to the right of the image display device 5. When the gaming ball passes through the passing gate 41, a regular game is executed.

[0098] A regular symbol reserved display 25C is provided below the regular symbol display 20. The regular symbol reserved display 25C is configured to include, for example, four LEDs, and displays the regular symbol reserved memory number, which is the number of regular symbol games that are reserved for execution, by the number of lit LEDs.

[0099] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls and numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.

[0100] In addition, the game area in this embodiment is composed of a left game area 2L which is an area formed to the left of the image display device 5, where game balls can flow down to enter the general winning port 10 and the first start winning port formed by the winning ball device 6A, and a right game area 2R which is an area formed to the right of the image display device 5, where game balls can flow down to enter the second start winning port formed by the variable winning ball device 6B and the first large winning port and second large winning port formed by the special variable winning ball device 7, and can pass through the passing gate 41.

[0101] In addition, the normal state in this embodiment is a game state in which the player mainly shoots game balls toward the left game area 2L, and the time-saving state, special probability state, and jackpot game state in this embodiment are game states in which the player shoots game balls toward the right game area 2R.

[0102] Speakers 8L, 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and side lamps 9b are provided on the left and right of the main lamp 9a so as to surround the playing area, and a button lamp 9e is provided below the gaming board 2. The main lamp 9a, side lamps 9b, and button lamps 9e provided in the gaming machine frame 3 are also referred to as "frame lamps."

[0103] A movable body 32 that operates according to the performance is provided at a predetermined position on the game board 2 (a position above the image display device 5 in FIG. 1), and a movable body lamp 9d is provided on the movable body 32. An attacca lamp 9c is provided near the special variable winning ball device 7 on the game board 2, and a decorative lamp 9f is provided on the left side of the skill board 2. The attacca lamp 9c, movable body lamp 9d, and decorative lamp 9f provided on the game board 2 are also called "board lamps." In addition, the main lamp 9a, side lamp 9b, attacca lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f may be collectively called the game effect lamp 9. In addition, the main lamp 9a, side lamp 9b, attacca lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f are configured to include LEDs. In addition, various lamps will be described later.

[0104] At the lower right position of the game machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the game area by the ball-hitting device.

[0105] At a predetermined position of the gaming machine frame 3 below the game area, a ball supply tray (upper tray) is provided to hold (store) gaming balls dispensed as prize balls or game balls lent by a predetermined ball lending machine so that they can be supplied to the ball launching device. In addition to the upper tray, the gaming machine frame 3 may be provided with a payout section (ball supply tray) from which prize balls are paid out when the upper tray is full.

[0106] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position of the gaming machine frame 3 below the playing area. The stick controller 31 is provided with a trigger button that can be pressed by a player. The operation of the stick controller 31A is detected by a controller sensor unit 35A (see FIG. 2).

[0107] A push button 31B that allows a player to perform a predetermined instruction operation by pressing it or the like is provided at a predetermined position of the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).

[0108] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.

[0109] (Outline of game progress) The game ball is launched toward the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 during the period during which the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on the passing cannot be played immediately), the normal game based on the passing is put on hold up to a predetermined upper limit number (for example, 4).

[0110] In this normal game, if a specific normal symbol (normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (normal losing symbol) is displayed as the confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second start winning port is opened).

[0111] When a game ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.

[0112] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.

[0113] Furthermore, if the game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the jackpot game state described below (if a start winning occurs but the special game based on the start winning cannot be played immediately), the execution of the special game based on that entry will be put on hold up to a specified upper limit number (for example, 4).

[0114] In special symbol games, if a specific special symbol (a jackpot symbol, for example, "7"; the actual symbol varies depending on the type of jackpot described below) is displayed as a confirmed special symbol, it is a "jackpot", and if a special symbol other than the jackpot symbol (a losing symbol, for example, "-") is displayed as a confirmed special symbol, it is a "miss".

[0115] After the display result in the special game becomes "jackpot," the game is controlled to a jackpot game state, which is an advantageous state for the player.

[0116] In the jackpot game state, the first and second large prize openings formed by the special variable prize ball device 7 are opened in a predetermined manner. The open state continues until either a predetermined period (for example, 29 seconds or 1.8 seconds) has elapsed or the number of game balls entering the large prize openings reaches a predetermined number (for example, 9), whichever comes first. The predetermined period is the upper limit period during which the large prize openings can be opened in one round, and is hereinafter also referred to as the upper limit period of opening. A cycle in which the large prize openings are opened in this way is called a round (round game). In the jackpot game state, the round can be repeated until it reaches a predetermined upper limit number of times (10 times, 6 times, etc.).

[0117] In the jackpot game state, the player can get prize balls by making the game ball enter the big prize hole. Therefore, the jackpot game state is advantageous to the player. The more rounds in the jackpot game state, and the longer the upper limit period, the more advantageous it is for the player.

[0118] In addition, a jackpot type is set for a "jackpot". For example, a plurality of types of opening modes of the jackpot entrance (number of rounds or maximum opening period) and game states after the jackpot game state (normal state, time-saving state, probability change state, etc.) are prepared, and the jackpot type is set according to these. As the jackpot type, a jackpot type in which many prize balls can be obtained, a jackpot type in which few prize balls can be obtained, or a jackpot type in which almost no prize balls can be obtained may be provided.

[0119] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.

[0120] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (period during which the special symbol fluctuates) more than in the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average regular symbol fluctuation time (period during which the regular symbol fluctuates) more than in the normal state and by improving the probability of a "regular symbol hit" in the regular symbol game more than in the normal state. The time-saving state is an advantageous state for the player because it is a state in which the fluctuation efficiency of the special symbols (especially the second special symbol) is improved.

[0121] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed to make the probability of the display result being a "jackpot" higher than in the normal state. The probability variable state is an even more advantageous state for the player, since it is a state in which the fluctuation efficiency of special symbols is improved and it is easier to get a "jackpot".

[0122] The time-saving state or the probability of winning state continues until one of the end conditions is met first, such as the execution of a specified number of special games or the start of the next big win game state. The end condition of the state in which a specified number of special games have been executed is also called the number-cut (number-cut time-saving, number-cut probability of winning, etc.).

[0123] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in the normal game will be a "normal hit" and the probability that the display result in the special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when a system reset is performed and the specified return process is not executed after the power is turned on).

[0124] The state in which the probability variable control is being executed is also called the high probability state, and the state in which the probability variable control is not being executed is also called the low probability state. The state in which the time-saving control is being executed is also called the high base state, and the state in which the time-saving control is not being executed is also called the low base state. Combining these, the time-saving state is also called the low probability high base state, the probability variable state is the high probability high base state, and the normal state is the low probability low base state. The high probability state and the low base state are also called the high probability low base state.

[0125] In this embodiment, the large prize opening that opens in a specific round (for example, the sixth round) differs depending on the type of jackpot, and in the case of a jackpot type in which the second prize opening opens in the specific round, the game ball enters the second large prize opening, that is, based on the detection by the second count switch 24, the game state is controlled to a high probability high base state after the jackpot game ends.

[0126] (Progress of the performance, etc.) In the pachinko game machine 1, various effects (effects to notify the progress of the game or to liven up the game) are executed according to the progress of the game. The effects are described below. The effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of the display, the effects may be performed as sound output from the speakers 8L and 8R, turning on or off the game effect lamp 9, operating the movable body 32, or using any effect device including some or all of these.

[0127] As an effect executed according to the progress of the game, in response to the start of the first special symbol game or the second special symbol game, the variable display of the decorative symbols is started in the "left", "center" and "right" decorative symbol display areas 5L, 5C and 5R provided in the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is stopped and displayed, the determined decorative symbol (combination of three decorative symbols) which is the display result of the variable display of the decorative symbols is also stopped and displayed (derived).

[0128] During the period from when the variable display of the decorative symbols starts to when it ends, the state of the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have been stopped and displayed form part of a jackpot combination described later.

[0129] In addition, when the reach state is reached during the variable display of the decorative symbols, a reach effect is executed. In the pachinko game machine 1, a plurality of types of reach effects are executed, each of which has a different probability (also called the probability of a big win or the probability of a big win) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "big win" according to the performance mode. The reach effects include, for example, a normal reach and a super reach, which has a higher probability of a big win than a normal reach.

[0130] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as a display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on a predetermined effective line in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.

[0131] When the display result of the special game is a "miss," the state of the variable display of the decorative pattern does not become a reach state, and a fixed decorative pattern of a non-reach combination (also called a "non-reach miss") may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative pattern becomes a reach state, a fixed decorative pattern of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "reach miss").

[0132] The effects that the pachinko game machine 1 can execute include displaying the variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative pattern. The preview effects include a preview effect that predicts the jackpot reliability in the variable display being executed, and a pre-reading preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-reading preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from the normal mode may be executed.

[0133] In addition, in the image display device 5, a pseudo consecutive performance may be executed in which a single variable display appears to be multiple variable displays by temporarily stopping the decorative pattern during the variable display and then resuming the variable display.

[0134] During the jackpot game state, a jackpot game performance is executed to notify the player of the jackpot game state. As the jackpot game performance, a performance to notify the player of the number of rounds or a promotion performance to show that the value of the jackpot game state is increasing may be executed.

[0135] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo performance is executed).

[0136] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various boards, such as a payout control board, an information terminal board, and a launch control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also installed. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on the electronic circuit board.

[0137] A power switch 91 is connected to the power supply board 17, and by operating the power supply switch 91 (turning it ON), power from an AC power source such as an external power source of AC 100V, such as a commercial power source, can be supplied from the power supply board 17 to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting AC to DC, and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).

[0138] The main board 11 is the main control board, and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special games (including reserved management), execution of regular games (including reserved management), jackpot game status, game status, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.

[0139] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, an I / O (Input / Output port) 105, and a real-time clock 106.

[0140] The CPU 103 executes the program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (variation patterns described below, performance control commands described below, data on various tables referenced when making various decisions described below, etc.) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the stored contents are saved for a predetermined period of time even if the power supply to the pachinko game machine 1 is stopped in part or in whole. Incidentally, all or part of the program stored in the ROM 101 may be expanded in the RAM 102 and executed on the RAM 102.

[0141] The random number circuit 104 counts numerical data indicating various random numbers (game random numbers) used when controlling the progress of a game in an updatable manner. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0142] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).

[0143] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and a switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), first count switch 23, second count switch 24) and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.

[0144] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, a watchdog timer built-in IC, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on in response to, for example, a pressing operation on a clear switch 92 provided on the power supply board 17.

[0145] The output circuit 111 transmits solenoid drive signals (such as signals to turn on the solenoid 81 and the solenoids 82 and 83) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoids 82 and 83 for the large prize opening door.

[0146] The pachinko game machine 1 in this embodiment is also provided with a payout control board (not shown). The payout control board is connected to a payout device that is driven to pay out a predetermined number of game balls (e.g., 3 balls, 5 balls, 10 balls, 15 balls, etc.) to a player based on receiving a payout signal, and a game ball detection sensor that is provided in a payout passage through which the game balls paid out by the payout device pass, and it is possible to stop driving the payout device depending on the state of the game ball detection signal received from the game ball detection sensor.

[0147] In addition, a handle sensor for detecting the amount of operation by the player and a touch ring (touch sensor) for detecting that the player is gripping the ball-hitting operation handle 30 are connected to the payout control board, and based on signals input from these sensors, the payout control board controls a launching device capable of launching game balls onto the game board 2. In addition, a signal indicating whether or not the touch ring has been detected and a signal indicating that the game ball has been launched by the launching device are input from the payout control board to the game control microcomputer 100 of the main board 11.

[0148] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results in the main board 11 (for example, the display results of the special game (including the type of big win), the variable pattern used when executing the special game (described in detail later)), the status of the game (for example, the start or end of the variable display, the opening status of the big win port, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.

[0149] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, notifying errors, and notifying of power outage recovery) based on the received performance control commands.

[0150] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

[0151] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing a performance (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0152] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).

[0153] The display control unit 123 includes a video display processor (VDP), a character generator ROM (CGROM), a video RAM (VRAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.

[0154] The display control unit 123 causes the image display device 5 to display a performance image by supplying a video signal corresponding to the performance to be executed to the image display device 5 based on an instruction to execute the performance from the performance control CPU 120. Also, a display process is performed to output image data in the display image creation area of ​​the VRAM area specified by the display register as a video signal. In this embodiment, the display image creation area and the drawing area are switched for each V blank. Therefore, drawing is performed in the area assigned as the drawing area in a certain V blank, and in the next V blank, it is switched to the display image creation area, so that the image data drawn in the previous V blank is displayed and output, and drawing is performed in the other area during that time.

[0155] 3, the display control unit 123 generates an image to be displayed on the image display device 5 by superimposing (compositing) a plurality of layers, so that the VRAM area is provided with a layer image drawing area for drawing and arranging the images of each layer, and a display image creation area for further superimposing (compositing) the images drawn and arranged in each layer image drawing area to generate an image to be displayed on the image display device 5. Note that each layer image drawing area has a concept of upper, middle, and lower, and the higher the layer image drawing area, the higher the display priority is set in the image display device 5, and the lower the layer image drawing area, the lower the display priority is set in the image display device 5.

[0156] As shown in FIG. 4, the VRAM area includes a layer 1 image drawing area for drawing and arranging a background image as an image of layer 1, a layer 2 image drawing area for drawing and arranging a decorative pattern as an image of layer 2, a layer 3 image drawing area for drawing and arranging an object image such as a character as an image of layer 3, a layer 4 image drawing area for drawing and arranging an enlargement effect image as an image of layer 4, which will be described later, a layer 5 image drawing area for drawing and arranging a decorative effect image as an image of layer 5, which will be described later, a layer 6 image drawing area for drawing and arranging a precursor image of cracking (glass plate image, etc.) as an image of layer 6, a glass plate image A as an image to be cracked that is displayed in place of the glass plate image, and a layer 7 image for drawing and arranging an image of a glass plate image A when the glass plate image A is cracked. Layer 7 image drawing area for drawing and placing the fragment images generated by the above-mentioned operation, Layer 8 image drawing area for drawing and placing the operation effect image described later as the image of Layer 8, Layer 9 image drawing area for drawing and placing the whiteout image 003SG303 described later as the image of Layer 9, Layer 10 image drawing area for drawing and placing the operation prompting image described later as the image of Layer 10, Layer 11 image drawing area for drawing and placing the variable display compatible display (pending display and active display) as the image of Layer 11, Layer 12 image drawing area for drawing and placing the right-hit display and left-hit display images described later as the image of Layer 12, and Layer 13 image drawing area for drawing and placing the small pattern (4th pattern) as the image of Layer 13.

[0157] In addition, the enlargement effect in this embodiment is an image that imitates (has a similar relationship to) the target image in each performance and is enlarged and displayed over time, has a higher transmittance than the target image, and the transmittance gradually increases as the image is enlarged. The decorative effect in this embodiment is an image that is different in shape from the target image in each performance and has the same transmittance (0% transmittance) as the target image at least at the start of display. In addition, the development cost of the enlargement effect is lower than that of the decorative effect. Specifically, the decorative effect is an image that requires a certain amount of time to create because it requires preparing dedicated material data and then processing the material data appropriately, whereas the enlargement effect can be created by reusing material data of a decorative pattern, and is an image that can be created in a short period of time. In other words, the enlargement effect is an image that can effectively highlight the target image that you want to draw attention to while requiring low development costs.

[0158] In this embodiment, an image to be displayed on the display screen of the image display device 5 can be generated by superimposing the images drawn and arranged in these layer 1 image drawing area to layer 13 image drawing area. Also, as shown in Figs. 4 and 5, the image drawn in the layer 1 image drawing area has the lowest display priority, the image drawn in the layer 2 image drawing area has a higher display priority than the image drawn in the layer 1 image drawing area, the image drawn in the layer 3 image drawing area has a higher display priority than the image drawn in the layer 2 image drawing area, the image drawn in the layer 4 image drawing area has a higher display priority than the image drawn in the layer 3 image drawing area, the image drawn in the layer 5 image drawing area has a higher display priority than the image drawn in the layer 4 image drawing area, the image drawn in the layer 6 image drawing area has a higher display priority than the image drawn in the layer 5 image drawing area, and the image drawn in the layer 7 image drawing area has a higher display priority than the image drawn in the layer 6 image drawing area. images drawn in the layer 8 image drawing area have a higher display priority than images drawn in the layer 7 image drawing area, images drawn in the layer 9 image drawing area have a higher display priority than images drawn in the layer 8 image drawing area, images drawn in the layer 10 image drawing area have a higher display priority than images drawn in the layer 9 image drawing area, images drawn in the layer 11 image drawing area have a higher display priority than images drawn in the layer 10 image drawing area, images drawn in the layer 11 image drawing area have a higher display priority than images drawn in the layer 10 image drawing area, images drawn in the layer 12 image drawing area have a higher display priority than images drawn in the layer 11 image drawing area, and images drawn in the layer 13 image drawing area have a higher display priority than images drawn in the layer 12 image drawing area.

[0159] That is, the image drawn in the layer 1 image drawing area is the image displayed at the lowest level in the image display device 5, the image drawn in the layer 2 image drawing area is the image displayed (priority displayed) above the image drawn in the layer 1 image drawing area in the image display device 5, the image drawn in the layer 3 image drawing area is the image displayed (priority displayed) above the image drawn in the layer 2 image drawing area in the image display device 5, the image drawn in the layer 4 image drawing area is the image displayed (priority displayed) above the image drawn in the layer 3 image drawing area in the image display device 5, the image drawn in the layer 5 image drawing area is the image displayed (priority displayed) above the image drawn in the layer 4 image drawing area in the image display device 5, the image drawn in the layer 6 image drawing area is the image displayed (priority displayed) above the image drawn in the layer 5 image drawing area in the image display device 5, and the image drawn in the layer 7 image drawing area is the image displayed (priority displayed) above the image drawn in the layer 6 image drawing area in the image display device 5. an image drawn in the layer 8 image drawing area is an image that is displayed (priority displayed) above the image drawn in the layer 7 image drawing area in the image display device 5, an image drawn in the layer 9 image drawing area is an image that is displayed (priority displayed) above the image drawn in the layer 8 image drawing area in the image display device 5, an image drawn in the layer 10 image drawing area is an image that is displayed (priority displayed) above the image drawn in the layer 9 image drawing area in the image display device 5, an image drawn in the layer 11 image drawing area is an image that is displayed (priority displayed) above the image drawn in the layer 10 image drawing area in the image display device 5, an image drawn in the layer 12 image drawing area is an image that is displayed (priority displayed) above the image drawn in the layer 11 image drawing area in the image display device 5, and an image drawn in the layer 13 image drawing area is an image that is displayed in the topmost layer in the image display device 5.

[0160] Note that the image drawing area and its layer structure are not limited to the examples shown in Figures 4 and 5. In the following, the image to be mainly drawn or placed will include information indicating whether it is a main display or a sub-display, which will be described later.

[0161] For example, with regard to the image drawing area, the VRAM area includes a layer 1 image drawing area for drawing and placing a background image (main display) as an image of layer 1, a layer 2 image drawing area for drawing and placing a decorative pattern (sub-display) as an image of layer 2, a layer 3 image drawing area for drawing and placing an object image (main display) such as a character as an image of layer 3, a layer 10 image drawing area for omitting images of layers 4 to 9 and drawing and placing an operation prompting image (main display) as an image of layer 10, a layer 11 image drawing area for drawing and placing a variable display compatible display (pending display or active display) (sub-display) as an image of layer 11, a layer 12 image drawing area for drawing and placing images of right-hit displays and left-hit displays (right-hit notification image: main display, constant right-hit image: sub-display, etc., described below) as an image of layer 12, and a layer 13 image drawing area for drawing and placing a small pattern (4th pattern) (sub-display) as an image of layer 13.

[0162] The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off mode of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the performance image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.

[0163] The audio control board 13 is equipped with various circuits for driving the speakers 8L, 8R, and drives the speakers 8L, 8R based on the sound designation signal, causing the speakers 8L, 8R to output the sound designated by the sound designation signal.

[0164] The lamp control board 14 is equipped with various circuits for driving the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signal, turning the game effect lamps 9 on and off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the on / off of the lamps.

[0165] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.

[0166] The random number circuit 124 counts numerical data indicating various random numbers (random numbers for performance) used to execute various performances in an updatable manner. The random numbers for performance may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).

[0167] The I / O 125 mounted on the performance control board 12 is composed of an input port for inputting output control commands transmitted, for example, from the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).

[0168] Sub-substrates include the performance control substrate 12, the sound control substrate 13, and the lamp control substrate 14, other than the main substrate 11. As in the pachinko game machine 1, multiple sub-substrates may be provided for different functions, or one sub-substrate may be configured to have multiple functions.

[0169] FIG. 6(A) is an explanatory diagram showing an example of the contents of a performance control command used in this embodiment. The performance control command is, for example, a two-byte configuration, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). The first bit (bit 7) of the MODE data is always set to "0", and the first bit of the EXT data is set to "0". Note that the command format shown in FIG. 6(A) is only an example, and other command formats may be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be one, or may be three or more.

[0170] In the example shown in FIG. 6(A), the command 8001H is a first variable display start command that specifies the start of variable display in a special symbol game using the first special symbol in the first special symbol display device 4A. The command 8002H is a second variable display start command that specifies the start of variable display in a special symbol game using the second special symbol in the second special symbol display device 4B. The command 81XXH is a variable pattern designation command that specifies the variable pattern (variable time (variable display time)) of the decorative symbols (also called performance symbols) that are variably displayed in the "left", "middle", and "right" decorative symbol display areas 5L, 5C, and 5R in the image display device 5 in response to the variable display of the special symbol in the special symbol game. Here, XXH indicates an unspecified hexadecimal number, and may be any value that is arbitrarily set according to the instruction contents by the performance control command. In addition, in the variable pattern designation command, different EXT data is set according to the specified variable pattern, etc.

[0171] Command 8CXXH is a variable display result designation command, which is a presentation control command that designates a variable display result such as a special pattern or a decorative pattern. In the variable display result designation command, different EXT data is set according to the determination result (predetermined result) of whether the variable display result (also called the variable display result) is a "miss" or a "jackpot", and the determination result of which of several types of jackpot types should be selected when the variable display result is a "jackpot", as shown in FIG. 6(B).

[0172] In the variable display result designation command, for example, as shown in FIG. 6(B), command 8C00H is a first variable display result designation command indicating a pre-determined result that the variable display result is "miss". Command 8C01H is a second variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "jackpot A". Command 8C02H is a third variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "jackpot B". Command 8C03H is a fourth variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "jackpot C".

[0173] The command 8F00H is a pattern determination command that specifies the stop (determination) of the variation of the decorative patterns in each of the decorative pattern display areas 5L, 5C, and 5R of the "left", "middle", and "right" in the image display device 5. The command 95XXH is a game state designation command that specifies the current game state in the pachinko game machine 1. In the game state designation command, different EXT data is set according to the current game state in the pachinko game machine 1, for example. As a specific example, the command 9500H is a first game state designation command corresponding to a game state in which neither time-saving control nor probability variable control is performed (low probability low base state, normal state), the command 9501H is a second game state designation command corresponding to a game state in which time-saving control is performed but probability variable control is not performed (low probability high base state, time-saving state), and the command 9502H is a third game state designation command corresponding to a game state in which time-saving control and probability variable control are performed (high probability high base state, probability variable state). In addition, the high probability high base state may simply be referred to as a "high probability state."

[0174] Command A0XXH is a jackpot start command (also called a "fanfare command") that specifies the display of a performance image that indicates the start of a jackpot game. Command A2XXH is a notification command during opening of the large prize opening, which notifies the player that the large prize opening is in an open state during a winning game state. Command A2XXH is a notification command after opening of the large prize opening, which notifies the player that the large prize opening has changed from an open state to a closed state during a winning game state. Command A3XXH is a command to specify the end of a winning game, which specifies the display of a performance image at the end of a winning game.

[0175] In the hit start designation command and the hit end designation command, for example, the same EXT data as the variable display result designation command may be set, so that different EXT data may be set according to the pre-determined result and the big win type determination result. Alternatively, in the hit start designation command and the hit end designation command, the correspondence between the pre-determined result and the big win type determination result and the set EXT data may be made different from the correspondence in the variable display result designation command. In the big win opening notification command and the big win opening after notification command, for example, different EXT data is set according to the number of rounds executed in the big win state (for example, "0" to "10") described later.

[0176] The command B100H is a first start port winning designation command that notifies that a first start condition for executing a special symbol game using a first special symbol in the first special symbol display device 4A has been established based on the occurrence of a start winning (first start winning) caused by a game ball passing through (entering) the first start winning port formed by the winning ball device 6A being detected by the first start port switch 22A. The command B200H is a second start port winning designation command that notifies that a second start condition for executing a special symbol game using a second special symbol in the second special symbol display device 4B has been established based on the occurrence of a start winning (second start winning) caused by a game ball passing through (entering) the second start winning port formed by the variable winning ball device 6B being detected by the second start port switch 22B. Command B300H is a large prize opening entry designation command that notifies the player that 15 prize balls will be paid out when a game ball that has passed through (entered) the first large prize opening or the second large prize opening of the special variable prize ball device 7 is detected by the first count switch 23 or the second count switch 24, resulting in a winning entry.

[0177] The command C1XXH is a first reserved memory number notification command that notifies the first reserved memory number so that the reserved memory number of special figures can be specified. The command C2XXH is a second reserved memory number notification command that notifies the second reserved memory number so that the reserved memory number of special figures can be specified. The first reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when the first start port winning designation command is transmitted based on, for example, the first start condition being established by the game ball passing (entering) the first start winning port. The second reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when the second start port winning designation command is transmitted based on, for example, the second start condition being established by the game ball passing (entering) the second start winning port. In addition, the first pending memory number notification command and the second pending memory number notification command may be transmitted in response to the start of execution of the special game when either the first start condition or the second start condition is met (when the number of pending memories decreases).

[0178] Commands C4XXH and C6XXH are presentation control commands (commands specifying the result of judgment at the time of winning) that indicate the content of the judgment result at the time of winning. Among these, command C4XXH is a design specification command that indicates the judgment result of whether the variable display result is a "jackpot" or not and the type of jackpot (probable win, non-probable win, or sudden probability win) as the judgment result at the time of winning. In addition, command C6XXH is a variation category command that indicates the judgment result of whether the random number value for judging the variation pattern is a "non-reach", "super reach", or "other (normal reach)" variation pattern as the judgment result at the time of winning.

[0179] Instead of the first pending memory number notification command or the second pending memory number notification command, a total pending memory number notification command for notifying the total pending memory number may be sent. In other words, a total pending memory number notification command for notifying an increase (or decrease) in the total pending memory number may be used.

[0180] Command D000H is a V entry notification command for notifying that a game ball has entered the second large entry port during a jackpot game, that is, that a game ball has been detected by the second count switch 24. Hereinafter, in this embodiment, the detection of a game ball by the second count switch 24 during a jackpot game may be referred to as a "V entry." In this embodiment, "V entry" refers to the execution of both time-saving control and probability variable control in a high base state after the end of the jackpot game in which the entry has occurred (control to a high probability high base state).

[0181] Command 9F00H is a customer waiting demonstration display designation command for designating the execution of a customer waiting demonstration display (customer waiting demonstration).

[0182] 6(A) are merely examples, and some of these commands may not be included, or different commands may be used instead of these commands, or different commands may be added. For example, a prize ball number notification command for specifying the number of prize balls to be paid out based on the game balls entering each winning port, a gate passage notification command for notifying that the game balls have passed through the passage gate 41, a notification command for notifying the remaining number of variable display times for which the probability variation control or time reduction control is executed, etc. may be provided.

[0183] FIG. 7 is an explanatory diagram illustrating the random number values ​​counted on the main board 11 side. As shown in FIG. 7, on the main board 11 side, the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the big win type, the random number value MR3 for determining the variation pattern type, the random number value MR4 for determining the variation pattern, the random number value MR5 for determining the normal chart display result, and the random number value MR6 for determining the initial value of the random number value MR5 are controlled so that they can be counted. In addition, in order to improve the game effect, random number values ​​other than these may be used. Such random numbers used to control the progress of the game are also called game random numbers.

[0184] The random number circuit 104 may count numerical data indicating a part or all of these random number values ​​MR1 ​​to MR6. The CPU 103 may count numerical data indicating a part of the random number values ​​MR1 ​​to MR6 by updating various numerical data by software using a random counter different from the random number circuit 104, such as a random counter provided in a game control counter setting unit (not shown).

[0185] The random number value MR1 for determining the special symbol display result is a random number value used to determine whether or not to control the variable display result of the special symbol or the like in the special symbol game to a "jackpot" game state, and takes a value in the range of, for example, "0" to "65536." The random number value MR2 for determining the jackpot type is a random number value used to determine the jackpot type to be one of "jackpot A," "jackpot B," or "jackpot C" when the variable display result is a "jackpot," and takes a value in the range of, for example, "0" to "99."

[0186] The random number value MR3 for determining the type of variation pattern is a random number value used to determine the type of variation pattern in the variable display of special patterns and decorative patterns as either "non-reach," "normal reach," or "super reach," and takes a value in the range of "0" to "4095," for example.

[0187] The random number value MR4 for determining the variation pattern is a random number value used to determine the variation pattern in the variable display of special patterns and decorative patterns to one of several types prepared in advance, and takes a value in the range of "0" to "255", for example.

[0188] The random number value MR5 for determining the normal symbol display result is a random number value used to determine whether the variable display result in a normal symbol game by the normal symbol display device 20 is a "normal symbol hit" or a "normal symbol miss", and takes a value in the range of "3" to "13", for example.

[0189] The random number value MR6 for judging the MR initial value is a random number value used to judge the initial value of the random number value MR5, and takes a value in the range of "3" to "13", for example.

[0190] 8 shows an example of the configuration of the display result determination table stored in the ROM 101. In the present embodiment, a display result determination table common to the first special chart and the second special chart is used as the display result determination table, but the present invention is not limited to this, and individual display result determination tables may be used for the first special chart and the second special chart.

[0191] The display result determination table is a table which is referenced to determine whether or not to control the variable display result to a jackpot game state as a "jackpot" before a determined special pattern which is a variable display result is derived and displayed in a special pattern game using a first special pattern by the first special pattern display device 4A or a special pattern game using a second special pattern by the second special pattern display device 4B, based on a random number value MR1 for determining the special pattern display result.

[0192] In the display result determination table, a numerical value (determination value) to be compared with the random number value MR1 for determining the special chart display result is assigned to the special chart display result of "jackpot" or "miss" depending on whether the game state of the pachinko game machine 1 is normal state or time-saving state (low probability state), or special probability state (high probability state).

[0193] In the display result judgment table, the table data indicating the judgment value to be compared with the random number value MR1 for judging the special chart display result is judgment data assigned to the decision result of whether or not to control the special chart display result to a jackpot game state as a "jackpot". In the display result judgment table, when the game state is a probability change state (high probability state), more judgment values ​​are assigned to the special chart display result of a "jackpot" than when the game state is a normal state or a time-saving state (low probability state). As a result, the probability that the special chart display result is determined to be a "jackpot" and controlled to a jackpot game state is higher (about 1 / 30 in this embodiment) than the probability that the special chart display result is determined to be a "jackpot" and controlled to a jackpot game state when the pachinko game machine 1 is in a time-saving state (low probability state) (about 1 / 300 in this embodiment). In other words, in the display result judgment table, judgment data is assigned to the decision result of whether or not to control to a jackpot game state so that when the game state in the Panko gaming machine 1 is in a special probability state (high probability state), the probability of deciding to control to a jackpot game state is higher than when it is in a normal state or a time-saving state.

[0194] FIG. 9(A) shows an example of the configuration of a jackpot type determination table stored in the ROM 101. The jackpot type determination table in this embodiment is a table that is referenced to determine the jackpot type as one of a plurality of types based on the random number value MR2 for jackpot type determination when it is determined that the special symbol display result is a "jackpot" and the jackpot game state is controlled. In the jackpot type determination table, a number (determination value) to be compared with the random number value MR2 for jackpot type determination is assigned to a plurality of types of jackpot types such as "jackpot A", "jackpot B", and "jackpot C" depending on whether the special symbol that is variably displayed (variably displayed) in the special symbol game is the first special symbol (special symbol game by the first special symbol display device 4A) or the second special symbol (special symbol game by the second special symbol display device 4B).

[0195] Here, the jackpot type in this embodiment will be explained with reference to Fig. 9(B). In this embodiment, the jackpot types are jackpot A, jackpot B, and jackpot C, for which time-saving control is executed for a maximum of 100 variable displays after the end of the jackpot game state. In addition, these jackpots A, B, and C are also jackpots for which probability variable control is executed for a maximum of 100 variable displays after the end of the jackpot game by the game ball entering the second large winning hole (so-called V winning) in the sixth round of the jackpot game state.

[0196] The jackpot game state due to "Jackpot A" is a jackpot (6 rounds and jackpot where V cannot be won) game state in which a round in which the first large prize entry port is changed to an open state advantageous to the player in the 1st to 6th rounds is repeated 6 times; the jackpot game state due to "Jackpot B" is a jackpot (6 lands and jackpot where V can be won) game state in which the first large prize entry port is changed to an open state advantageous to the player in the 1st to 5th rounds, while the second large prize entry port is changed to an open state advantageous to the player in the 6th round; and the jackpot game state due to "Jackpot C" is a jackpot (10 lands and jackpot where V can be won) game state in which the first large prize entry port is changed to an open state advantageous to the player in the 1st to 5th rounds and the 7th to 10th rounds, while the second large prize entry port is changed to an open state advantageous to the player in the 6th round.

[0197] In this embodiment, at least the time-saving control is executed after the jackpot gaming state ends, and if a jackpot occurs while the time-saving control is being executed, the time-saving control (and the special bonus control) is executed again after the jackpot gaming state ends, resulting in a so-called consecutive jackpot state in which the jackpot gaming state occurs continuously without going through the normal state.

[0198] In this embodiment, an example is shown in which three types of jackpots, jackpot A to jackpot C, are provided, but the present invention is not limited to this, and two or more types of jackpots may be provided, or four or more types of jackpots may be provided.

[0199] Also, as shown in Fig. 9(A), in the jackpot type determination table, the allocation of the determination value for the jackpot type of "jackpot A", "jackpot B", and "jackpot C" differs depending on whether the variably displayed special chart is the first special chart or the second special chart. That is, when the variably displayed special chart is the first special chart, a predetermined range of determination values ​​(values ​​in the range of "0" to "49") are assigned to the jackpot types of "jackpot A" and "jackpot B" with fewer rounds, while when the variably displayed special chart is the second special chart, no determination value is assigned to the jackpot types of "jackpot A" and "jackpot B". By such a setting, the ratio of determining the jackpot type to "jackpot A" or "jackpot B" with a small number of rounds can be made different between the case where the jackpot type is determined to be one of a plurality of types in the special chart game using the first special chart by the first special chart display device 4A and the case where the jackpot type is determined to be one of a plurality of types in the special chart game using the second special chart by the second special chart display device 4B. In particular, since the jackpot type is not determined to be "jackpot A" or "jackpot B" and controlled to a jackpot state with a small number of rounds in the special chart game using the second special chart, for example, in a game state where the game ball is likely to enter the second start winning hole formed by the variable winning ball device 6B due to the high opening control accompanying the time reduction control, it is possible to prevent the frequent occurrence of a jackpot state with a small number of winning balls and a decrease in the interest in the game.

[0200] [Fluctuation pattern] 10 and 11 are explanatory diagrams showing specific examples of the variation patterns in this embodiment. The variation patterns in this embodiment are roughly divided into a loss variation pattern in which the variable display result is a loss and a big win variation pattern in which the variable display result is a big win.

[0201] [Deviation fluctuation pattern] As shown in FIG. 10, the miss fluctuation patterns are roughly classified into a non-reach miss fluctuation pattern (fluctuation pattern type is non-reach fluctuation pattern) in which none of the reach effects are executed and it becomes a miss, a normal reach fluctuation pattern (fluctuation pattern type is normal reach fluctuation pattern) in which the reach effect of the normal reach is executed and it becomes a miss, a reach effect of low base weak super reach R (low B / weak SP-R) and a reach effect of low base weak super reach A (low B / weak S) in the normal state (low base state). P-A), or the fluctuation pattern of a low base weak super reach in which the reach performance of a low base weak super reach B (low B / weak SP-B) is executed and it ends up being a miss (fluctuation pattern type is a low base weak super reach (low B / weak SP) fluctuation pattern), the fluctuation pattern of a low base strong super reach A in which the reach performance of a low base strong super reach A (low B / strong SP-A) is executed and it ends up being a miss in the normal state (low base state) (fluctuation pattern type is a low base strong super reach A fluctuation pattern), normal state (low base state) the fluctuation pattern of low base strong Super Reach B (fluctuation pattern type is low base strong Super Reach B fluctuation pattern) in which the reach performance of low base strong Super Reach B (low B / strong SP-B) is finally executed and it is a miss, in the normal state (low base state) the fluctuation pattern of low base strong Super Reach C (fluctuation pattern type is low base strong Super Reach C fluctuation pattern) in which the reach performance of low base strong Super Reach C (low B / strong SP-C) is finally executed and it is a miss, in the normal state (low base state) the fluctuation pattern of low base strong Super Reach D (fluctuation pattern type is low base strong Super Reach D fluctuation pattern) in which the reach performance of low base strong Super Reach D (low B / strong SP-D) is finally executed and it is a miss, in the time-saving state or the probability change state (high base state) the fluctuation pattern of high base Super Reach X (fluctuation pattern type is high base Super Reach X fluctuation pattern),In the time-saving state or the probability variable state (high base state), a high base Super Reach Y fluctuation pattern (fluctuation pattern type is a high base Super Reach Y fluctuation pattern) is provided in which the reach performance of the high base Super Reach Y (high B / SP-Y) is finally executed and a miss is obtained, and in the time-saving state or the probability variable state (high base state), a high base Super Reach Z fluctuation pattern (fluctuation pattern type is a high base Super Reach Z fluctuation pattern) is provided in which the reach performance of the high base Super Reach Z (high B / SP-Z) is finally executed and a miss is obtained.

[0202] (Non-reach) The four types of non-reach fluctuation patterns are PA1-1, in which the special chart fluctuation time is 12000 ms and no reach performance is executed when the number of reserved memories of the variable display target special chart is two or less in the normal state; PA1-2, in which the special chart fluctuation time is 5000 ms and no reach performance is executed when the number of reserved memories of the variable display target special chart is three in the normal state; PA1-3, in which the special chart fluctuation time is 2000 ms and no reach performance is executed during time-saving control (time-saving state or special probability state); and PA1-4, in which the special chart fluctuation time is 8000 ms and no reach performance is executed during time-saving control (time-saving state or special probability state).

[0203] (Normal reach) There are three types of fluctuation patterns for the normal reach fluctuation pattern type: PA2-1A, where the special chart fluctuation time is 20,000 ms, and a normal reach reach performance is executed resulting in a miss; PA2-1B, where the special chart fluctuation time is 35,000 ms, and a pseudo consecutive performance is executed once, followed by a normal reach reach performance, resulting in a miss; and PA2-1C, where the special chart fluctuation time is 50,000 ms, and a pseudo consecutive performance is executed twice, followed by a normal reach reach performance, resulting in a miss.

[0204] (Weak SP: Weak SP-R, Weak SP-A, Weak SP-B) The fluctuation pattern type of low base weak super reach (low B / weak SP) has three types of fluctuation patterns: PA2-2, in which the special chart fluctuation time is 73,000 ms, and after two pseudo consecutive performances, a normal reach reach performance and a low base weak super reach R reach performance (hereinafter referred to as a "weak SP-R performance" or the like as appropriate) are executed, resulting in a miss; PA2-3, in which the special chart fluctuation time is 83,000 ms, and after two pseudo consecutive performances, a normal reach reach performance and a low base weak super reach A reach performance (hereinafter referred to as a "weak SP-A performance" or the like as appropriate) are executed, resulting in a miss; and PA2-4, in which the special chart fluctuation time is 83,000 ms, and after two pseudo consecutive performances, a normal reach reach performance and a low base weak super reach B reach performance (hereinafter referred to as a "weak SP-B performance" or the like as appropriate) are executed, resulting in a miss.

[0205] (Strong SP-A) The fluctuation pattern type of low base strong super reach A is PA2-5, where the special chart fluctuation time is 133,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach R reach performance are executed, a low base strong super reach A reach performance (hereinafter referred to as "strong SP-A performance" as appropriate) is executed and a miss is obtained; the special chart fluctuation time is 143,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, a low base strong super reach A reach performance is executed. There are four types of fluctuation patterns: PA2-6, in which a reach effect (strong SP-A effect) is executed and a miss is obtained; PA2-7, in which a special chart fluctuation time is 143,000 ms, after which two pseudo-consecutive effects, a normal reach effect, and a low base weak super reach B reach effect are executed, followed by a low base strong super reach A reach effect (strong SP-A effect), resulting in a miss; and PA2-8, in which a special chart fluctuation time is 80,000 ms, after which a normal reach effect is executed, followed by a low base strong super reach A reach effect (strong SP-A effect), resulting in a miss.

[0206] (Strong SP-B) The fluctuation pattern type of low base strong super reach B is PA2-9, where the special chart fluctuation time is 143,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach R reach performance are executed, a low base strong super reach B reach performance (hereinafter referred to as "strong SP-B performance" as appropriate) is executed and a miss is obtained; PA2-9, where the special chart fluctuation time is 153,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, a low base strong super reach B reach performance is executed. There are four types of fluctuation patterns: PA2-10, in which a pseudo-consecutive effect (strong SP-B effect) is executed and a miss is obtained; PA2-11, in which a special chart fluctuation time is 153,000 ms, after which two pseudo-consecutive effects, a normal reach reach effect, and a low base weak super reach B reach effect are executed, followed by a low base strong super reach B reach effect (strong SP-B effect), resulting in a miss; and PA2-12, in which a special chart fluctuation time is 90,000 ms, after which a normal reach reach effect is executed, followed by a low base strong super reach B reach effect (strong SP-B effect), resulting in a miss.

[0207] (Strong SP-C) The fluctuation pattern type of low base strong super reach C is PA2-13, where the special chart fluctuation time is 143,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach R reach performance are executed, a low base strong super reach C reach performance (hereinafter referred to as "strong SP-C performance" as appropriate) is executed and a miss is obtained; the special chart fluctuation time is 153,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, a low base strong super reach C reach performance is executed. There are four types of fluctuation patterns: PA2-14, in which a pseudo-consecutive effect (strong SP-C effect) is executed and a miss is obtained; PA2-15, in which a special chart fluctuation time is 153,000 ms, two pseudo-consecutive effects, a normal reach effect, and a low base weak super reach B effect are executed, followed by a low base strong super reach C reach effect (strong SP-C effect) and a miss is obtained; and PA2-16, in which a special chart fluctuation time is 90,000 ms, and a normal reach effect is executed, followed by a low base strong super reach C reach effect (strong SP-C effect) and a miss is obtained.

[0208] (Strong SP-D) The fluctuation pattern type of low base strong super reach D is PA2-17, where the special chart fluctuation time is 163,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach R reach performance are executed, the low base strong super reach D reach performance (hereinafter referred to as "strong SP-D performance") is executed and a miss is obtained; the special chart fluctuation time is 173,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, the low base strong super reach D reach performance is executed. There are four types of fluctuation patterns: PA2-18, in which a win (strong SP-D effect) is executed and a miss is obtained; PA2-19, in which the special chart fluctuation time is 173,000 ms, after which two pseudo-consecutive effects, a normal reach reach effect, and a low base weak super reach B reach effect are executed, a low base strong super reach D reach effect (strong SP-D effect) is executed and a miss is obtained; and PA2-20, in which the special chart fluctuation time is 110,000 ms, after which a normal reach reach effect is executed, a low base strong super reach D reach effect (strong SP-D effect) is executed and a miss is obtained.

[0209] In addition, although the details will be described later, in a variation pattern accompanied by a strong SP reach, when the strong SP reach is executed, a transition effect that notifies the player that the strong SP reach will develop may be executed. As an example, the execution timing of the transition effect may include the following. -Timing before the Strong SP Reach performance is executed -Timing when the Strong SP Reach performance begins Timing after the Strong SP Reach performance begins

[0210] In this embodiment, the first transition performance and the second transition performance may be provided as the transition performance. When the strong SP reach develops into either strong SP-A, strong SP-B, or strong SP-C, the first transition performance may be executed, and when the strong SP reach develops into strong SP-D, the second transition performance may be executed. The performance modes of the first transition performance and the second transition performance will be described later in FIG. 88 and FIG. 89.

[0211] (High B / SP: SP-X, SP-Y, SP-Z) For the high base super reach X type of fluctuation pattern, there is one type of fluctuation pattern PA2-21, in which the special chart fluctuation time is 50,000 ms, and after the normal reach reach performance is executed, the high base super reach X reach performance (hereinafter referred to as "SP-X performance") is executed and results in a miss. The fluctuation pattern type of high base super reach Y is a fluctuation pattern of one type PA2-22, in which the special chart fluctuation time is 60,000 ms, and after a normal reach reach performance is executed, a high base super reach Y reach performance (hereinafter referred to as "SP-Y performance" as appropriate) is executed, resulting in a miss. The fluctuation pattern type of high base super reach Z is a fluctuation pattern of one type PA2-23, in which the special chart fluctuation time is 70,000 ms, and after a normal reach reach performance is executed, a high base super reach Z reach performance (hereinafter referred to as "SP-Z performance" as appropriate) is executed, resulting in a miss.

[0212] [Jackpot fluctuation pattern] Also, as shown in FIG. 11, as jackpot fluctuation patterns, similar to miss fluctuation patterns, there are provided fluctuation patterns of low base weak super reach A, low base weak super reach A, low base strong super reach A, low base strong super reach B, low base strong super reach C, low base super reach D, high base super reach X, high base super reach Y, high base super reach Z, and a fluctuation pattern of low base full rotation fluctuation pattern type.

[0213] (Weak SP: Weak SP-A, Weak SP-B) As shown in Figure 11, the fluctuation pattern type of low base weak super reach A has one type of fluctuation pattern PB2-3, in which the special chart fluctuation time is 88,000 ms, and after two pseudo consecutive performances and a normal reach reach performance are executed, a low base weak super reach A reach performance (weak SP-A performance) is executed, resulting in a jackpot. The fluctuation pattern type of low base weak super reach B is a special chart fluctuation time of 88,000 ms, and after two pseudo consecutive performances and a normal reach reach performance are executed, a low base weak super reach B reach performance (weak SP-B performance) is executed, resulting in a jackpot, and one type of fluctuation pattern PB2-4 is provided.

[0214] (Strong SP-A) The fluctuation pattern type of low base strong super reach A is the special chart fluctuation time of 138000ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach R reach performance are executed, a low base strong super reach A reach performance (strong SP-A performance) is executed to win the jackpot. PB2-5, the special chart fluctuation time is 148000ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, a low base strong super reach A reach performance (strong SP There are four types of fluctuation patterns: PB2-6, in which a pseudo consecutive performance, a normal reach reach performance, and a low base weak super reach B reach performance are executed, followed by a low base strong super reach A reach performance (strong SP-A performance) to result in a jackpot; PB2-7, in which the special chart fluctuation time is 148,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach B reach performance are executed, followed by a low base strong super reach A reach performance (strong SP-A performance) to result in a jackpot; and PB2-9, in which the special chart fluctuation time is 85,000 ms, and after a normal reach reach performance is executed, a low base strong super reach A reach performance (strong SP-A performance) to result in a jackpot.

[0215] (Strong SP-B) The fluctuation pattern type of low base strong super reach B is the special chart fluctuation time of 148000ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach R reach performance are executed, a low base strong super reach B reach performance (strong SP-B performance) is executed to win the jackpot. PB2-9, the special chart fluctuation time is 158000ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, a low base strong super reach B reach performance (strong SP-B There are four types of fluctuation patterns: PB2-10, in which a pseudo consecutive effect, a normal reach effect, and a low base weak super reach B reach effect are executed, followed by a low base strong super reach B reach effect (strong SP-B effect) to result in a jackpot; PB2-11, in which the special chart fluctuation time is 158,000 ms, and after two pseudo consecutive effects, a normal reach reach effect, and a low base weak super reach B reach effect are executed, followed by a low base strong super reach B reach effect (strong SP-B effect) to result in a jackpot; and PB2-12, in which the special chart fluctuation time is 95,000 ms, and after a normal reach reach effect is executed, a low base strong super reach B reach effect (strong SP-B effect) to result in a jackpot.

[0216] (Strong SP-C) The fluctuation pattern type of low base strong super reach C is PB2-13, where the special chart fluctuation time is 148000ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach R reach performance are executed, a low base strong super reach C reach performance (strong SP-C performance) is executed to result in a jackpot, and the special chart fluctuation time is 158000ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, a low base strong super reach C reach performance (strong SP- There are four types of fluctuation patterns: PB2-14, in which a special chart fluctuation time of 158,000 ms is executed and a jackpot is reached when a low base strong super reach C reach performance (strong SP-C performance) is executed after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach B reach performance are executed, followed by a low base strong super reach C reach performance (strong SP-C performance) to result in a jackpot; PB2-15, in which a special chart fluctuation time of 95,000 ms is executed and a normal reach reach performance is executed before a low base strong super reach C reach performance (strong SP-C performance) is executed to result in a jackpot.

[0217] (Strong SP-D) The fluctuation pattern type of low base strong super reach D is the special chart fluctuation time of 168000ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach R reach performance are executed, a low base strong super reach D reach performance (strong SP-D performance) is executed and a jackpot is won. PB2-17, the special chart fluctuation time is 178000ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach A reach performance are executed, a low base strong super reach D reach performance (strong SP-D There are four types of fluctuation patterns: PB2-18, in which a pseudo consecutive performance, a normal reach performance, and a low base weak super reach B reach performance are executed, followed by a low base strong super reach D reach performance (strong SP-D performance) to result in a jackpot; PB2-19, in which the special chart fluctuation time is 178,000 ms, and after two pseudo consecutive performances, a normal reach reach performance, and a low base weak super reach B reach performance are executed, followed by a low base strong super reach D reach performance (strong SP-D performance) to result in a jackpot; and PB2-20, in which the special chart fluctuation time is 115,000 ms, and after a normal reach reach performance is executed, a low base strong super reach D reach performance (strong SP-D performance) to result in a jackpot.

[0218] (High B / SP: SP-X, SP-Y, SP-Z) The fluctuation pattern type of the high base super reach X is a fluctuation pattern of PB2-21, in which the special chart fluctuation time is 53000 ms, and after the normal reach reach performance is executed, the high base super reach X reach performance (SP-X performance) is executed to result in a jackpot. The fluctuation pattern type of high base super reach Y is a fluctuation pattern of one type PB2-21, in which the special chart fluctuation time is 63,000 ms, and after the normal reach reach performance is executed, the high base super reach Y reach performance (SP-Y performance) is executed to result in a jackpot. The fluctuation pattern type of high base super reach Z is PB2-22, in which the special chart fluctuation time is 73,000 ms, and after the normal reach reach performance is executed, the high base super reach Z reach performance (SP-Z performance) is executed, resulting in a jackpot.

[0219] As a variation pattern of the low base full rotation type, there is one type of variation pattern PB2-0, in which the special chart variation time is 200000 ms, and when the variation display starts, the full rotation performance is immediately executed and a jackpot is won. The full rotation performance will be explained in FIG. 82 later.

[0220] [Fluctuation pattern type determination table] The judgment table stored in ROM101 includes a plurality of fluctuation pattern type judgment tables for determining a fluctuation pattern type according to a game state and a variable display result, and a plurality of fluctuation pattern type judgment tables for determining a fluctuation pattern according to the fluctuation pattern determined in the fluctuation pattern type judgment table, the game state, the variable display result, and the number of reserved memories of special patterns that execute the variable display (number of reserved memories subject to variable display).

[0221] In this embodiment, a variation pattern type determination table according to the game state or the variable display result is selected. Next, the selected variation pattern type determination table is compared with the read random number value MR3 to determine the variation pattern type.

[0222] ([Normal state] Variation pattern type determination table A for deviation) For example, when the game state is normal and the variable display result is "miss," the miss variation pattern type determination table A shown in FIG. 12 (A1) is selected, and the miss variation pattern type determination table A is compared with the value of the random number value MR3 to determine the variation pattern type.

[0223] If the value of the random number value MR3 is in the range of 0 to 3299, the fluctuation pattern type is determined to be "non-reach", if the value of the random number value MR3 is in the range of 3300 to 4053, the fluctuation pattern type is determined to be "normal reach", if the value of the random number value MR3 is in the range of 4054 to 4063, the fluctuation pattern type is determined to be "low base weak super reach R (low B / weak SP-R)", if the value of the random number value MR3 is in the range of 4064 to 4070, the fluctuation pattern type is determined to be "low base weak super reach A (low B / weak SP-A)", if the value of the random number value MR3 is in the range of 4071 to 4073, the fluctuation pattern type is determined to be "low base weak super reach B If the value of the random number value MR3 is in the range of 4074 to 4081, the fluctuation pattern type is determined to be "low base strong super reach A (low B / strong SP-A)", if the value of the random number value MR3 is in the range of 4082 to 4088, the fluctuation pattern type is determined to be "low base strong super reach B (low B / strong SP-B)", if the value of the random number value MR3 is in the range of 4089 to 4094, the fluctuation pattern type is determined to be "low base strong super reach C (low B / strong SP-C)", and if the value of the random number value MR3 is in the range of 4095, the fluctuation pattern type is determined to be "low base strong super reach D (low B / strong SP-D)".

[0224] ([Time-saving state and probability-changing state] Variation pattern type determination table B for misses) In addition, when the game state is a time-saving state or a probability-change state and the variable display result is a "miss," the miss fluctuation pattern type determination table B shown in FIG. 12 (B1) is selected, and the miss fluctuation pattern type determination table B is compared with the value of the random number value MR3 to determine the fluctuation pattern type.

[0225] If the value of the random number value MR3 is in the range of 0 to 3849, the fluctuation pattern type is determined to be "non-reach", if the value of the random number value MR3 is in the range of 3850 to 4048, the fluctuation pattern type is determined to be "normal reach", if the value of the random number value MR3 is in the range of 4049 to 4066, the fluctuation pattern type is determined to be "high base super reach X", if the value of the random number value MR3 is in the range of 4067 to 4083, the fluctuation pattern type is determined to be "high base super reach Y", and if the value of the random number value MR3 is in the range of 4084 to 4095, the fluctuation pattern type is determined to be "high base super reach Z".

[0226] ([Normal state] Big hit fluctuation pattern type determination table A) In addition, when the game state is normal and the variable display result is "jackpot," the jackpot fluctuation pattern type determination table A shown in Figure 12 (A2) is selected, and the fluctuation pattern type is determined by comparing the jackpot fluctuation pattern type determination table A with the value of the random number value MR3.

[0227] If the value of the random number value MR3 is 0, the fluctuation pattern type is determined to be "low base weak super reach A (low B / weak SP-A)". If the value of the random number value MR3 is 1, the fluctuation pattern type is determined to be "low base weak super reach B (low B / weak SP-B)". If the value of the random number value MR3 is in the range of 2 to 975, the fluctuation pattern type is determined to be "low base strong super reach A (low B / strong SP-A)". If the value of the random number value MR3 is in the range of 976 to 2075, the fluctuation pattern type is determined to be "low base strong super reach A (low B / strong SP-A)". If the value of the random number value MR3 is in the range of 2076 to 3380, the fluctuation pattern type is determined to be "low base strong super reach B (low B / strong SP-B)", if the value of the random number value MR3 is in the range of 2076 to 3380, the fluctuation pattern type is determined to be "low base strong super reach C (low B / strong SP-C)", if the value of the random number value MR3 is in the range of 3381 to 4094, the fluctuation pattern type is determined to be "low base strong super reach D (low B / strong SP-D)", and if the value of the random number value MR3 is in the range of 4095, the fluctuation pattern type is determined to be "full rotation".

[0228] ([Time-saving state and probability-changing state] Big hit fluctuation pattern type judgment table B) In addition, when the game state is a time-saving state or a sure-win state and the variable display result is a jackpot, the jackpot fluctuation pattern type determination table B shown in Figure 12 (B2) is selected, and the fluctuation pattern type is determined by comparing the jackpot fluctuation pattern type determination table B with the value of the random number value MR3.

[0229] If the value of the random number value MR3 is in the range of 0 to 975, the fluctuation pattern type is determined to be "high base super reach X", if the value of the random number value MR3 is in the range of 976 to 2275, the fluctuation pattern type is determined to be "high base super reach Y", and if the value of the random number value MR3 is in the range of 2276 to 4095, the fluctuation pattern type is determined to be "high base super reach C".

[0230] [Fluctuation pattern determination table] After the type of variation pattern is determined as described above, one of the variation pattern determination tables shown in Figures 13 to 15 is selected according to the game status, the variable display result, and the reserved memory number of special symbols that execute the variable display (reserved number of objects for variable display), and the selected variation pattern determination table is compared with the read random number value MR4 to determine the variation pattern.

[0231] ([Normal state / 0-2 reserved items] Missing fluctuation pattern judgment table A) If the variable display result is "miss", the game status is normal, and the number of reserved memories for variable display is 0 to 2, the loss fluctuation pattern determination table A shown in Figure 13 (A) is selected, and the loss fluctuation pattern determination table A is compared with the value of the random number value MR4 to determine the fluctuation pattern.

[0232] When the determined type of fluctuation pattern is non-reach, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA1-1. If the determined type of fluctuation pattern is normal reach, if the value of the random number value MR4 is within the range of 0 to 140, the fluctuation pattern is determined to be PA2-1A, if the value of the random number value MR4 is within the range of 141 to 220, the fluctuation pattern is determined to be PA2-1B, and if the value of the random number value MR4 is within the range of 221 to 255, the fluctuation pattern is determined to be PA2-1C. If the determined type of fluctuation pattern is low base weak super reach R, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-2. If the determined type of fluctuation pattern is low base weak super reach A, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-3. If the determined type of fluctuation pattern is low base weak super reach B, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-4.

[0233] If the determined type of fluctuation pattern is low base strong super reach A, if the value of the random number value MR4 is within the range of 0 to 89, the fluctuation pattern is determined to be PA2-5, if the value of the random number value MR4 is within the range of 90 to 169, the fluctuation pattern is determined to be PA2-6, if the value of the random number value MR4 is within the range of 170 to 239, the fluctuation pattern is determined to be PA2-7, and if the value of the random number value MR4 is within the range of 240 to 255, the fluctuation pattern is determined to be PA2-8.

[0234] If the determined type of fluctuation pattern is low base strong super reach B, if the value of the random number value MR4 is within the range of 0 to 89, the fluctuation pattern is determined to be PA2-9, if the value of the random number value MR4 is within the range of 90 to 169, the fluctuation pattern is determined to be PA2-10, if the value of the random number value MR4 is within the range of 170 to 239, the fluctuation pattern is determined to be PA2-11, and if the value of the random number value MR4 is within the range of 240 to 255, the fluctuation pattern is determined to be PA2-12.

[0235] If the determined type of fluctuation pattern is low base strong super reach C, if the value of the random number value MR4 is within the range of 0 to 89, the fluctuation pattern is determined to be PA2-13, if the value of the random number value MR4 is within the range of 90 to 169, the fluctuation pattern is determined to be PA2-14, if the value of the random number value MR4 is within the range of 170 to 239, the fluctuation pattern is determined to be PA2-15, and if the value of the random number value MR4 is within the range of 240 to 255, the fluctuation pattern is determined to be PA2-16.

[0236] If the determined type of fluctuation pattern is low base strong super reach D, if the value of the random number value MR4 is within the range of 0 to 89, the fluctuation pattern is determined to be PA2-17, if the value of the random number value MR4 is within the range of 90 to 169, the fluctuation pattern is determined to be PA2-18, if the value of the random number value MR4 is within the range of 170 to 239, the fluctuation pattern is determined to be PA2-19, and if the value of the random number value MR4 is within the range of 240 to 255, the fluctuation pattern is determined to be PA2-20.

[0237] ([Normal state / 3 or more reserved items] Missing fluctuation pattern judgment table B) If the variable display result is "miss", the game state is normal, and the number of reserved memories for variable display is three or more, the loss fluctuation pattern determination table B shown in Figure 13 (B) is selected, and the loss fluctuation pattern determination table B is compared with the value of the random number value MR4 to determine the fluctuation pattern.

[0238] When the determined type of fluctuation pattern is non-reach, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA1-2. In the following, a description of the same parts as those in FIG. 13(A) will be omitted.

[0239] ([Time-saving state and probability-changing state] Missing fluctuation pattern judgment table C) If the variable display result is "miss" and the game state is a time-saving state or a sure-win state, the miss fluctuation pattern determination table C shown in Figure 14 (C) is selected, and the loss fluctuation pattern determination table C is compared with the value of the random number value MR4 to determine the fluctuation pattern.

[0240] When the determined type of fluctuation pattern is non-reach, if the value of the random number value MR4 is within the range of 0 to 200, the fluctuation pattern is determined to be PA1-3, and if the value of the random number value MR4 is within the range of 201 to 255, the fluctuation pattern is determined to be PA1-4. When the determined type of fluctuation pattern is a normal reach, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-1A. If the determined type of fluctuation pattern is high base super reach X, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-21. If the determined type of fluctuation pattern is high base super reach Y, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-22. If the determined type of fluctuation pattern is high base super reach Z, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-23.

[0241] ([Normal state] Big hit fluctuation pattern judgment table A) If the variable display result is "jackpot" and the game status is normal, the jackpot fluctuation pattern determination table A shown in Figure 15 (D) is selected, and the fluctuation pattern is determined by comparing the jackpot fluctuation pattern determination table A with the value of the random number value MR4.

[0242] When the determined type of variation pattern is full rotation, if the value of the random number value MR4 is within the range of 0 to 255, the variation pattern is determined to be PA2-0. If the determined type of fluctuation pattern is low base weak super reach A, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-3. If the determined type of fluctuation pattern is low base weak super reach B, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-4.

[0243] If the determined type of fluctuation pattern is low base strong super reach A, if the value of the random number value MR4 is within the range of 0 to 15, the fluctuation pattern is determined to be PA2-5, if the value of the random number value MR4 is within the range of 16 to 85, the fluctuation pattern is determined to be PA2-6, if the value of the random number value MR4 is within the range of 86 to 205, the fluctuation pattern is determined to be PA2-7, and if the value of the random number value MR4 is within the range of 206 to 255, the fluctuation pattern is determined to be PA2-8.

[0244] If the determined type of fluctuation pattern is low base strong super reach B, if the value of the random number value MR4 is within the range of 0 to 15, the fluctuation pattern is determined to be PA2-9, if the value of the random number value MR4 is within the range of 16 to 85, the fluctuation pattern is determined to be PA2-10, if the value of the random number value MR4 is within the range of 86 to 205, the fluctuation pattern is determined to be PA2-11, and if the value of the random number value MR4 is within the range of 206 to 255, the fluctuation pattern is determined to be PA2-12.

[0245] If the determined type of fluctuation pattern is low base strong super reach C, if the value of the random number value MR4 is within the range of 0 to 15, the fluctuation pattern is determined to be PA2-13, if the value of the random number value MR4 is within the range of 16 to 85, the fluctuation pattern is determined to be PA2-14, if the value of the random number value MR4 is within the range of 86 to 205, the fluctuation pattern is determined to be PA2-15, and if the value of the random number value MR4 is within the range of 206 to 255, the fluctuation pattern is determined to be PA2-16.

[0246] If the determined type of fluctuation pattern is low base strong super reach D, if the value of the random number value MR4 is within the range of 0 to 15, the fluctuation pattern is determined to be PA2-17, if the value of the random number value MR4 is within the range of 16 to 85, the fluctuation pattern is determined to be PA2-18, if the value of the random number value MR4 is within the range of 86 to 205, the fluctuation pattern is determined to be PA2-19, and if the value of the random number value MR4 is within the range of 206 to 255, the fluctuation pattern is determined to be PA2-20.

[0247] ([Time-saving state and probability-changing state] Big hit fluctuation pattern judgment table C) If the variable display result is "jackpot" and the game state is a time-saving state or a sure-win state, the jackpot fluctuation pattern determination table C shown in Figure 15 (E) is selected, and the fluctuation pattern is determined by comparing the jackpot fluctuation pattern determination table C with the value of the random number value MR4.

[0248] If the determined type of fluctuation pattern is high base super reach X, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-21. If the determined type of fluctuation pattern is high base super reach Y, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-22. If the determined type of fluctuation pattern is high base super reach Z, if the value of the random number value MR4 is within the range of 0 to 255, the fluctuation pattern is determined to be PA2-23.

[0249] As shown in Figures 12 (A1) and (A2), when the fluctuation pattern type is "weak SP-R", when the display result is "miss", the value of the random number value MR3 is "9" (4054 to 4063), and when the display result is "jackpot", the value of the random number value MR3 is "0" (-). In addition, when the fluctuation pattern type is "Weak SP-A", when the display result is "Miss", the value of the random number value MR3 is "7" (4064 to 4070), and when the display result is "Jackpot", the value of the random number value MR3 is "1" (0). In addition, when the fluctuation pattern type is "Weak SP-B", when the display result is "Miss", the value of the random number value MR3 is "3" (4071 to 4073), and when the display result is "Jackpot", the value of the random number value MR3 is "1" (1).

[0250] Therefore, when comparing the ratio of the display results of the number of values ​​of random number value MR3 (= number of values ​​of random number value MR3 when a jackpot is reached / (number of values ​​of random number value MR3 when a miss is reached + number of values ​​of random number value MR3 when a jackpot is reached)), if the fluctuation pattern type is determined to be one of the "low base super reaches," the order of the expected jackpot probability increases as Weak SP-R < Weak SP-A < Weak SP-B.

[0251] Similarly, as shown in Figures 12 (A1) and (A2), when the fluctuation pattern type is "Strong SP-A", when the display result is "Miss", the number of values ​​of the random number value MR3 is "9" (4074 to 4081), and when the display result is "Jackpot", the number of values ​​of the random number value MR3 is "974" (2 to 975). In addition, when the fluctuation pattern type is "Strong SP-B", when the display result is "Miss", the value of the random number value MR3 is "7" (4082 to 4088), and when the display result is "Jackpot", the value of the random number value MR3 is "1100" (976 to 2075). In addition, when the fluctuation pattern type is "Strong SP-C", when the display result is "Miss", the value of the random number value MR3 is "6" (4089 to 4094), and when the display result is "Jackpot", the value of the random number value MR3 is "1305" (2076 to 3380). In addition, when the fluctuation pattern type is "Strong SP-D", when the display result is "Miss", the value of the random number value MR3 is "1" (4095), and when the display result is "Jackpot", the value of the random number value MR3 is "714" (3381 to 4094).

[0252] Therefore, when comparing the percentages of the display results of the number of values ​​of random number value MR3, if the fluctuation pattern type is determined to be one of the "low base strong super reach", the probability of a jackpot increases in the following order: Strong SP-A < Strong SP-B < Strong SP-C < Strong SP-D.

[0253] Furthermore, based on the above, when comparing the percentages of the display results of the number of values ​​of the random number value MR3, if the fluctuation pattern type is determined to be one of the "low base super reach", the probability of a jackpot increases in the order of weak SP < strong SP.

[0254] Similarly, as shown in FIGS. 12(B1) and (B2), when the variation pattern type is "strong SP-X", when the display result is "miss", the number of values of the random number value MR3 is "18" (4049 - 4066), and when the display result is "big win", the number of values of the random number value MR3 is "976" (0 - 975). Also, when the variation pattern type is "SP-Y", when the display result is "miss", the number of values of the random number value MR3 is "17" (4067 - 4083), and when the display result is "big win", the number of values of the random number value MR3 is "1300" (976 - 2275). Also, when the variation pattern type is "SP-Z", when the display result is "miss", the number of values of the random number value MR3 is "12" (4084 - 4095), and when the display result is "big win", the number of values of the random number value MR3 is "1820" (2276 - 4095).

[0255] Therefore, when comparing the ratio of the display result of the number of values of the random number value MR3, when the variation pattern type is determined to be "high base super reach", the big win expectancy increases in the order of SP-X < SP-Y < SP-Z.

[0256] As shown in FIGS. 13 to 15, by calculating the ratio of the display result of the number of values of the random number value MR4 by the above-described calculation method, when the variation pattern type is "low base strong super reach", the expectancy of developing into low base strong super reach increases in the order of weak SP-R < weak SP-A < weak SP-B.

[0257] Therefore, in the present embodiment, in the variation pattern with super reach, the big win expectancy increases in the order of weak SP-R < weak SP-A < weak SP-B << strong SP-A < strong SP-B < strong SP-C < strong SP-D. Note that the variation pattern with full rotation is determined only when the display result is "big win", so the full rotation effect is an effect that notifies the player that the big win is determined.

[0258] The RAM 102 provided in the game control microcomputer 100 shown in FIG. 2 may be a backup RAM, part or all of which is backed up by a backup power source created in a predetermined power supply board. In other words, even if the power supply to the pachinko game machine 1 is stopped, part or all of the contents of the RAM 102 are stored for a predetermined period (until the capacitor serving as the backup power source discharges and the backup power source is unable to supply power). In particular, at least the data corresponding to the game state, i.e., the control state of the game control means (such as a special chart process flag) and the data indicating the number of unpaid winning balls may be stored in the backup RAM. The data corresponding to the control state of the game control means is data necessary to restore the control state to before the occurrence of a power outage, etc., based on the data, when the power is restored after a power outage, etc. occurs. In addition, the data corresponding to the control state and the data indicating the number of unpaid winning balls are defined as data indicating the progress state of the game.

[0259] In such a RAM 102, as an area for storing various data used to control the progress of the game in the pachinko game machine 1, for example, a game control data storage area 003SG150 as shown in Fig. 16 is provided. The game control data storage area 003SG150 shown in Fig. 16 includes a first special symbol reservation memory section 003SG151A, a second special symbol reservation memory section 003SG151B, a normal symbol reservation memory section 003SG151C, a game control flag setting section 003SG152, a game control timer setting section 003SG153, a game control counter setting section 003SG154, and a game control buffer setting section 003SG155.

[0260] The first special symbol reserve memory unit 003SG151A stores the reserved data of a special symbol game (a special symbol game using the first special symbol in the first special pattern display device 4A) in order of winning, in which a start winning (first start winning) has occurred when a game ball has passed (entered) the first start winning port formed by the winning ball device 6A.

[0261] The second special symbol reserve memory unit 003SG151B stores the reserved data of a special symbol game (a special symbol game using the second special symbol in the second special pattern display device 4B) in order of winning, in which a start winning (second start winning) has occurred when a game ball has passed (entered) the second start winning port formed by the variable winning ball device 6B.

[0262] As an example, the first special chart reserve memory unit 003SG151A associates the reserved number with the order of winning (the order of detection of the game ball) into the first start winning port, and stores numerical data indicating a random number value MR1 for determining the variable display result, a random number value MR2 for determining the type of win, a random number value MR3 for determining the type of fluctuation pattern, and a random number value MR4 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104 etc. based on the establishment of the first start condition when the game ball passes (enters) as reserved data until the number of memories reaches a predetermined upper limit value (for example, "4"). In addition, the second special chart reserve memory unit 003SG151B associates the reserved number with the order of winning (the order of detection of the game ball) into the second start winning port, and stores numerical data indicating a random number value MR1 for determining the variable display result, a random number value MR2 for determining the type of win, a random number value MR3 for determining the type of fluctuation pattern, and a random number value MR4 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc. based on the establishment of the first start condition when the game ball passes (enters) as reserved data until the number of stored data reaches a predetermined upper limit value (for example, "4").

[0263] In this way, the reserved data stored in the first special chart reserved memory unit 003SG151A and the second special chart reserved memory unit 003SG151B indicates that the execution of a special chart game using the first special chart or a special chart game using the second special chart is reserved, and becomes reserved information that makes it possible to determine whether or not a jackpot will be reached based on the variable display result (special chart display result) in these special chart games.

[0264] In this embodiment, when the pending information (first pending information) based on the establishment of the first start condition by the game ball passing through (entering) the first start winning port and the pending information (second pending information) based on the establishment of the second start winning condition by the game ball passing through (entering) the second start winning port are stored in separate pending memory units in correspondence with the pending numbers, the variable display based on the second pending memory information is executed in priority over the variable display based on the first pending information.

[0265] The regular symbol reservation memory unit 003SG151C stores reservation information for regular symbol games that have not yet been started by the regular symbol display device 20, even though the game ball has been detected by the gate switch 21. For example, the regular symbol reservation memory unit 003SG151C associates the game ball with a reservation number in the order in which it is detected by the gate switch 21, and stores, as reservation data, numerical data indicating a random number value MR5 for determining the regular symbol display result extracted by the CPU 103 from the random number circuit 104, etc. based on the passage of the game ball, until the number reaches a predetermined upper limit value (for example, "4").

[0266] The game control flag setting unit 003SG152 is provided with a plurality of types of flags whose states can be updated according to the progress of a game in the pachinko game machine 1. For example, the game control flag setting unit 003SG152 stores data indicating the value of the flag and data indicating the ON or OFF state for each of the plurality of types of flags.

[0267] The game control timer setting unit 003SG153 is provided with various timers used to control the progress of a game in the pachinko game machine 1. For example, the game control timer setting unit 003SG153 stores data indicating timer values ​​of each of a plurality of types of timers.

[0268] The game control counter setting unit 003SG154 is provided with multiple types of counters for counting count values ​​used to control the progress of a game in the pachinko game machine 1. For example, the game control counter setting unit 003SG154 stores data indicating the count values ​​of each of the multiple types of counters. Here, the game control counter setting unit 003SG154 may be provided with a random counter for counting part or all of the game random numbers in a manner that allows the CPU 103 to update them by software.

[0269] In the random counter of the game control counter setting unit 003SG154, random numbers not generated by the random number circuit 104, for example, numerical data indicating random numbers MR1 ​​to MR5, are stored as random count values, and the numerical data indicating each random number value is updated periodically or irregularly according to the execution of software by the CPU 103. The software executed by the CPU 103 to update the random count value may be for updating the random count value separately from the updating operation of the numerical data in the random number circuit 104, or may be for updating the random count value by performing a predetermined process such as a scramble process or an arithmetic process on all or a part of the numerical data extracted from the random number circuit 104.

[0270] The game control buffer setting unit 003SG155 is provided with various buffers that temporarily store data used to control the progress of a game in the pachinko game machine 1. For example, the game control buffer setting unit 003SG155 stores data indicating buffer values ​​in each of a plurality of types of buffers.

[0271] In addition to the performance control program, the ROM 121 mounted on the performance control board 12 shown in Fig. 2 stores various data tables used to control performance operations. For example, the ROM 121 stores table data constituting a plurality of judgment tables prepared for the performance control CPU 120 to make various judgments, decisions, and settings, pattern data constituting various performance control patterns, and the like.

[0272] As an example, the ROM 121 stores a performance control pattern table that stores a plurality of performance control patterns that the performance control CPU 120 uses to control performance operations by various performance devices (for example, the image display device 5, speakers 8L, 8R, game effect lamp 9, decorative LEDs, performance models, etc.). The performance control patterns correspond to various performance operations executed according to the progress of the game in the pachinko game machine 1 and are composed of data indicating the control contents. The performance control pattern table may store, for example, a performance control pattern for when a special chart is displayed variably, a notice performance control pattern, various performance control patterns, etc.

[0273] The RAM 122 mounted on the performance control board 12 shown in Fig. 2 is provided with a performance control data holding area 003SG190 as shown in Fig. 17(A) as an area for holding various data used to control performance operations. The performance control data holding area 003SG190 shown in Fig. 17(A) includes a performance control flag setting unit 003SG191, a performance control timer setting unit 003SG192, a performance control counter setting unit 003SG193, and a performance control buffer setting unit 003SG194.

[0274] The performance control flag setting unit 003SG191 is provided with a plurality of types of flags whose states can be updated according to a performance operation state, such as the display state of a performance image on the screen of the image display device 5, and a performance control command transmitted from the main board 11. For example, the performance control flag setting unit 003SG191 stores data indicating the value of the flag and data indicating the on or off state for each of the plurality of types of flags.

[0275] The performance control timer setting unit 003SG192 is provided with a plurality of types of timers used to control the progress of various performance operations, such as the display operation of a performance image on the screen of the image display device 5. For example, the performance control timer setting unit 003SG192 stores data indicating timer values ​​of each of the plurality of types of timers.

[0276] The performance control counter setting unit 003SG193 is provided with a plurality of types of counters used to control the progress of various performance operations. For example, the performance control counter setting unit 003SG193 stores data indicating the count values ​​of the respective types of counters.

[0277] The performance control buffer setting unit 003SG194 is provided with various buffers for temporarily storing data used to control the progress of various performance operations. For example, the performance control buffer setting unit 003SG194 stores data indicating buffer values ​​in each of a plurality of types of buffers.

[0278] In this embodiment, data constituting the start winning time receiving command buffer 003SG194A as shown in Fig. 17(B) is stored in a predetermined area of ​​the performance control buffer setting unit 003SG194. The start winning time receiving command buffer 003SG194A has a storage area (area corresponding to buffer numbers "1-1" to "1-4") corresponding to the maximum value of the total reserved memory number of the first special symbol reserved memory (for example, "4") and a storage area (area corresponding to buffer number "1-0") corresponding to the first special symbol being variably displayed. In addition, the start winning time receiving command buffer 003SG194A has a storage area (area corresponding to buffer numbers "2-1" to "2-4") corresponding to the maximum value of the total reserved memory number of the second special symbol reserved memory (for example, "4") and a storage area (area corresponding to buffer number "2-0") corresponding to the second special symbol being variably displayed. When a start winning occurs in the first start winning port or the second start winning port, a set of four commands, namely, a start winning port winning designation command (first start winning port winning designation command or second start winning port winning designation command), a reserved memory number notification command (first reserved memory number notification command or second reserved memory number notification command), a pattern designation command, and a variable category command, are transmitted from the main board 11 to the performance control board 12. The storage area corresponding to the first special pattern reserved memory and the storage area corresponding to the second special pattern reserved memory in the start winning reception command buffer 003SG194A are provided with storage areas (entries) for storing these start winning port winning designation command, reserved memory number notification command, pattern designation command, and variable category command separately in the first special pattern reserved memory and the second special pattern reserved memory.

[0279] The contents of these storage areas (entries) are shifted up one by one as described below when the start condition is met and variable display of the top-level reserved memory (buffer number "1-1" or buffer number "2-1") is started, and the contents of buffer number "1-0" or buffer number "2-0", which stores the contents of the reserved memory for which the start condition is met, are cleared in the special chart hit waiting process executed when the variable display is ended.

[0280] Furthermore, in this embodiment, the start winning time receiving command buffer 003SG194A has a memory area reserved for each storage area (entry) so that a pending display flag in which a flag value corresponding to the display pattern (display mode) of the pending memory display is set, a pending display final mode flag in which a flag value corresponding to the final display pattern of the pending memory display is set, and a pending display change timing flag in which a flag value corresponding to the timing at which the display pattern of the pending memory display changes to the final display pattern can be stored in correspondence with each buffer number corresponding to the first special chart pending memory and the second special chart pending memory.

[0281] If the execution of a hold display effect is not decided in the hold display effect setting process described below, the hold display final mode flag is set to "0", which corresponds to the normal hold display display pattern, and if the execution of a hold display effect is decided, a "1" (square (◇)) or "2" (star (☆)) is set, which corresponds to a hold memory display display pattern that is a special mode different from the normal display mode (for example, a square (◇) or star (☆)). After the hold display effect decision process is executed, the hold display update process described below is further executed, so that the active display and hold display are displayed in a mode corresponding to each hold display flag (for example, a white circle (○) if the hold display flag value is "0", a square (◇) if the hold display flag value is "1", and a star (☆) if the hold display flag value is "2").

[0282] In addition, the hold display flag is set to "0", which corresponds to the normal hold display display pattern, and when it is decided to execute the hold display performance, the value of the hold display final mode flag is set according to the timing based on the value of the hold display change timing flag.

[0283] In addition, in this embodiment, the value of the hold display change timing flag indicates the timing at which each hold memory shifts as a hold memory for each buffer number, and the performance control CPU 120 executes a process to set the value of the hold display final mode flag as the value of the hold display flag at the timing at which each hold memory shifts as a hold memory for the buffer number corresponding to the value of the hold display change timing flag.

[0284] When a start winning is made to the first start winning port, the CPU 120 for controlling the performance stores the command from the top (the entry with the smallest buffer number) of the free entry corresponding to the first special symbol reserved memory of the start winning receiving command buffer 003SG194A, and when a start winning is made to the second start winning port, the CPU 120 stores the command from the top (the entry with the smallest buffer number) of the free entry corresponding to the second special symbol reserved memory of the start winning receiving command buffer 003SG194A. When a start winning is made, the start winning port designation command, the reserved memory number notification command, the pattern designation command, and the variable category command are transmitted in sequence. Therefore, when the command is received, the start winning port designation command, the reserved memory number notification command, the pattern designation command, and the variable category command are stored in sequence in the storage areas corresponding to the end "0" to "4" of the buffer numbers corresponding to the first special symbol reserved memory or the second special symbol reserved memory.

[0285] As for the commands stored in the start winning reception command buffer 003SG194A shown in FIG. 17(B), each time the variable display of the decorative pattern is started, the ones stored in the entry (entry of buffer number "1-0" or "2-0") corresponding to the reserved memory of the variable display that has just ended are deleted, and the ones stored in the entry (entry corresponding to buffer number "1-1" or "2-1") corresponding to the reserved memory of the variable display that is to start and the memory contents of the entry after the reserved memory of the variable display that is to start are shifted. For example, when the variable display of the decorative pattern of the first special pattern reserved memory is ended in the storage state shown in FIG. 17(B), each command stored in the buffer number "0" is deleted, each command stored in the buffer number "0" is shifted to the buffer number "0", each command stored in the area corresponding to the buffer number "2" is shifted to the area corresponding to the buffer number "0", and each command stored in the area corresponding to the buffer number "3" and "4" is shifted to the area corresponding to the buffer number "2" and "3". Therefore, buffer number "0" becomes an area (entry) for storing each command related to the reserved memory that is variably displayed at that time.

[0286] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.

[0287] (Main operations of main board 11) First, a description will be given of the main operations of the main board 11. When power supply to the pachinko game machine 1 is started, the game control microcomputer 100 is started, and the game control main process is executed by the CPU 103. Fig. 18 is a flowchart showing the game control main process executed by the CPU 103 in the main board 11.

[0288] In the game control main process shown in Fig. 18, the CPU 103 first sets interrupts to be prohibited (step S1). Then, necessary initial settings are performed (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output ports, etc.), and setting the RAM 102 to be accessible.

[0289] Next, it is determined whether the recovery condition is satisfied (step S3). The recovery condition can be satisfied when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When the power supply to the pachinko game machine 1 is started, if the clear switch provided on the power supply board 17 is pressed, for example, a clear signal in the ON state is input to the game control microcomputer 100. If such a clear signal in the ON state is input, it is sufficient to determine in step S3 that the recovery condition is not satisfied. The backup data may be stored in the RAM 102, which is the backup RAM for game control. In step S3, it is sufficient to check or inspect the presence or absence of backup data, the presence or absence of data errors, and the like, and determine whether the recovery condition can be satisfied.

[0290] If the recovery condition is met (step S3; Yes), recovery processing (step S4) is executed, followed by random number circuit setting processing (step S8). The recovery processing in step S4 sets a working area based on the contents stored in RAM 102. By setting the working area using the backup data stored in RAM 102, the game state when the power supply was stopped is restored, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the stoppage.

[0291] If the recovery condition is not satisfied (step S3; No), the initialization process (step S6) is executed, and then the random number circuit setting process (step S8) is executed. The initialization process in step S6 includes a clearing process for clearing flags, counters, and buffers stored in the RAM 102, and the execution of the clearing process sets initial values ​​in the working area.

[0292] After the random number circuit setting process (step S8) is executed, the CPU 103 sets the register of the CTC built in the game control microcomputer 100 so that a timer interrupt is generated periodically at a predetermined time (for example, 2 ms) (step S9), and permits the interrupt (step S10). After that, the process enters into a loop process. After that, an interrupt request signal is sent from the CTC to the CPU 103 at a predetermined time (for example, 2 ms), and the CPU 103 can execute the timer interrupt process periodically.

[0293] When the CPU 103 that has executed such a game control main process receives an interrupt request signal from the CTC and accepts the interrupt request, it executes a game control timer interrupt process shown in the flowchart of Fig. 19. When the game control timer interrupt process shown in Fig. 19 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, the first count switch 23, and the second count switch 24 via the switch circuit 110 (step S21). Next, by executing a predetermined main side error process, it performs an abnormality diagnosis of the pachinko game machine 1, and can issue a warning if necessary according to the diagnosis result (step S22). After this, by executing a predetermined information output process, data such as jackpot information (information indicating the number of jackpots that have occurred, etc.), start information (information indicating the number of start winnings, etc.), and probability fluctuation information (information indicating the number of times the special state has been entered, etc.) are output, which are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).

[0294] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). The CPU 103 executes the special symbol process process at each timer interruption, thereby realizing the execution and reservation management of the special symbol game, the control of the big win game state, the control of the game state, and the like.

[0295] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process at each timer interruption, enabling the execution and reservation management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passing gate 41), and the opening control of the variable winning ball device 6B based on the "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of reserved normal symbols is displayed by lighting the normal symbol reservation display 25C.

[0296] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes a command control processing (step S27). The CPU 103 may set a performance control command for transmission in each of the above processes. In the command control processing of step S27, a process is performed to transmit the performance control command set for transmission to a sub-side control board such as the performance control board 12. After the command control processing is executed, the interrupt is permitted and then the game control timer interrupt processing is terminated.

[0297] (Special pattern processing) Fig. 20 is a flow chart showing an example of the special symbol process executed in step S25 shown in Fig. 19. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).

[0298] In the start winning judgment process, a process is executed to detect the occurrence of a start winning, store reserved information in a predetermined area of ​​the RAM 102, and update the reserved memory number. When a start winning occurs, a random number value for determining the display result (including the type of big win) and the variation pattern is extracted and stored as reserved information. In addition, a process for predicting and judging the display result and the variation pattern based on the extracted random number value may be executed. After the reserved information and the reserved memory number are stored, a transmission setting is performed to transmit a performance control command for specifying the judgment result such as the occurrence of a start winning, the reserved memory number, and the predictive judgment to the performance control board 12. The performance control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the performance control board 12, for example, after the special pattern process is completed, by executing the command control process of step S27 shown in FIG. 19.

[0299] After executing the start winning judgment process in step S101, the CPU 103 selects and executes one of the processes in steps S110 to S117 according to the value of the special symbol process flag provided in the RAM 102. In each process (steps S110 to S117) of the special symbol process, a transmission setting is performed to transmit a performance control command corresponding to each process to the performance control board 12.

[0300] The special symbol normal processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this special symbol normal processing, a judgment is made as to whether or not to start the first special symbol game or the second special symbol game based on the presence or absence of reserved information. In addition, in the special symbol normal processing, based on a random number value for determining the display result, whether or not the display result of the special symbol or the decorative symbol is to be a "jackpot" and the type of jackpot if it is a "jackpot" are determined (pre-determined) before the display result is derived and displayed. Furthermore, in the special symbol normal processing, a determined special symbol (either a jackpot symbol or a losing symbol) to be stopped and displayed in the special symbol game is set in response to the determined display result. After that, the value of the special symbol process flag is updated to "1", and the special symbol normal processing is terminated. In this embodiment, the special symbol game using the second special symbol is executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be established in the order in which the balls enter the first start winning port (also called "winning order consumption").

[0301] When making various decisions based on random numbers, various tables (tables in which decision values ​​compared with random numbers are assigned to decision results) stored in ROM 101 are referenced. The same is true for other decisions in main board 11 and various decisions in performance control board 12. In performance control board 12, various tables are stored in ROM 121.

[0302] The variation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This variation pattern setting process includes a process of determining the variation pattern to one of multiple types using a random number value for determining the variation pattern based on a pre-determined result of whether the display result is a "jackpot" or not. In the variation pattern setting process, when the variation pattern is determined, the value of the special chart process flag is updated to "2", and the variation pattern setting process ends.

[0303] The variation pattern specifies the execution time of the special chart game (special chart variation time) (which is also the execution time of the variable display of the decorative patterns), the manner of the variable display of the decorative patterns (presence or absence of a reach, etc.), and the content of the presentation during the variable display of the decorative patterns (type of reach presentation, etc.), and is also called the variable display pattern.

[0304] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol started to vary. In addition, a determination is made as to whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. Then, when the elapsed time since the special symbol started to vary has reached the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process ends.

[0305] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to stop the variation of the special symbol and to stop displaying (deriving) the confirmed special symbol that is the display result of the special symbol. If the display result is a "jackpot", the value of the special symbol process flag is updated to "4". If the display result is a "miss", when the time-saving state or the probability variable state is controlled and the end of the number-cutting is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.

[0306] The pre-opening process of step S114 is executed when the value of the special pattern process flag is "4". This pre-opening process of the jackpot includes a process for setting the large prize opening to an open state by starting the execution of a round in the jackpot game state based on the display result being "jackpot". When the large prize opening is opened, a process for supplying a solenoid drive signal to the solenoids 82 and 83 for the large prize opening door is executed. At this time, for example, depending on the type of jackpot, the open upper limit period for opening the large prize opening, the large prize opening to be opened, and the upper limit execution number of rounds are set. When these settings are completed, the value of the special pattern process flag is updated to "5" and the pre-opening process of the jackpot is completed.

[0307] The jackpot opening process in step S115 is executed when the value of the special pattern process flag is "5". This jackpot opening process includes a process of measuring the time that has elapsed since the jackpot opening was opened, and a process of determining whether or not it is time to return the jackpot opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switches 23 and 24. When returning the jackpot opening to the closed state, a process of stopping the supply of a solenoid drive signal to the solenoid 82 for the jackpot opening door is executed, and then the value of the special pattern process flag is updated to "6", and the jackpot opening process is terminated.

[0308] The post-opening process of step S116 is executed when the value of the special pattern process flag is "6". This post-opening process of the jackpot includes a process for determining whether the number of times the round in which the jackpot opening port is opened has reached the set upper limit number of times, and a process for setting to end the jackpot game state when the upper limit number of times has been reached. When the number of times the round has been executed has not reached the upper limit number of times, the value of the special pattern process flag is updated to "5", while when the number of times the round has been executed has reached the upper limit number of times, the value of the special pattern process flag is updated to "7". When the value of the special pattern process flag is updated, the post-opening process of the jackpot ends.

[0309] The jackpot end process of step S117 is executed when the value of the special chart process flag is "7". This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending performance is executed as a performance operation that notifies the end of the jackpot game state has elapsed, and a process of making various settings for starting the probability change control or time-saving control in response to the end of the jackpot game state. When such settings are made, the value of the special chart process flag is updated to "0", and the jackpot end process is terminated.

[0310] (Start winning judgment process) FIG. 21 is a flow chart showing the start winning judgment process (S101) shown in FIG. 20. In the start winning judgment process, the CPU 103 first judges whether the first start hole switch 22A provided corresponding to the first start winning hole formed by the winning ball device 6A is on or not (003SGS101). At this time, if the first start hole switch 22A is on (003SGS101; Y), it judges whether the first special symbol reserved memory number, which is the reserved memory number of the special symbol game using the first special symbol, is a predetermined upper limit value (for example, "4" as the upper limit memory number) or not (003SGS102). The CPU 103 may specify the first special symbol reserved memory number by reading the first reserved memory number count value, which is the stored value of the first reserved memory number counter provided in the game control counter setting unit 003SG154, for example. When the number of reserved first special charts in 003SGS102 is not the upper limit (003SGS102;N), for example, the storage value of the start port buffer provided in the game control buffer setting unit 003SG155 is set to "0" (003SGS103).

[0311] When the first start port switch 22A is off in 003SGS101 (003SGS101; N) or when the first special symbol reserved memory number has reached the upper limit in 003SGS102 (003SGS102; Y), the second start port switch 22B is determined to be on or not (003SGS104) based on a detection signal from the second start port switch 22B provided corresponding to the second start winning port formed by the variable winning ball device 6B. At this time, if the second start port switch 22B is on (003SGS104; Y), it is determined whether the second special symbol reserved memory number, which is the reserved memory number of the special symbol game using the second special symbol, has reached a predetermined upper limit (for example, "4" as the upper limit memory number) (003SGS105). The CPU 103 may specify the number of reserved second special figures by reading the second reserved memory count value, which is the stored value of the second reserved memory counter provided in the game control counter setting unit 003SG154. When the second reserved memory count is not the upper limit value in 003SGS105 (003SGS105;N), for example, the storage value of the start port buffer provided in the game control buffer setting unit 003SG155 is set to "2" (003SGS106).

[0312] After executing any of the processes of 003SGS103 and 003SGS106, the number of reserved memories corresponding to the start port buffer value, which is the stored value of the start port buffer, is updated to add 1 (003SGS107). For example, when the start port buffer value is "0", the first reserved memory count value is added by 1, while when the start port buffer value is "2", the second reserved memory count value is added by 1. Thus, the first reserved memory count value is updated to increase by 1 when the game ball passes (enters) the first start winning port and the first start condition corresponding to the special game using the first special game is established. Also, the second reserved memory count value is updated to increase by 1 when the game ball passes (enters) the second start winning port and the second start condition corresponding to the special game using the second special game is established. At this time, the total reserved memory number is also updated to add 1 (003SGS108). For example, the total reserved memory count value, which is the stored value of the total reserved memory count counter provided in the game control counter setting unit 003SG154, may be updated to add 1.

[0313] After executing the process of 003SGS108, the CPU 103 extracts the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the big win type, the random number value MR3 for determining the variation pattern type, and the random number value MR4 for determining the variation pattern from the numerical data updated by the random number circuit 104 and the random counter of the game control counter setting unit 003SG154 (003SGS109). The numerical data indicating each random number value thus extracted and the starting port buffer value are stored by being set as reservation information at the top of the empty entry in the special chart reservation memory unit (003SGS110).

[0314] The numerical data indicating the random number value MR1 for determining the special symbol display result and the random number value MR2 for determining the type of jackpot are used to determine whether the variable display result of the special symbol or decorative symbol is a "jackpot" or not, and further, to determine the type of jackpot when the variable display result is a "jackpot". The random number value MR3 for determining the variation pattern is used to determine the variation pattern including the variable display time of the special symbol or decorative symbol. The CPU 103 executes the process of 003SGS109 to extract numerical data indicating all of the random number values ​​used to determine the variable display mode including the variable display result and the variable display time of the special symbol or decorative symbol.

[0315] Following the processing of 003SGS110, the sending setting of the start port winning designation command according to the start port buffer value is performed (003SGS111). For example, when the start port buffer value is "0", the storage address of the first start port winning designation command table in ROM 101 is stored in the buffer area specified by the transmission command pointer in the transmission command buffer, and the like, to perform the setting for sending the first start port winning designation command to the performance control board 12. On the other hand, when the start port buffer value is "2", the storage address of the second start port winning designation command table in ROM 101 is stored in the buffer area of ​​the transmission command buffer, and the like, to perform the setting for sending the second start port winning designation command to the performance control board 12. The start port winning designation command thus set is transmitted from the main board 11 to the performance control board 12, for example, by executing the command control processing of S27 shown in FIG. 19 after the special symbol process processing is completed.

[0316] Following the process of 003SGS111, the CPU 103 executes a winning random number value determination process (step 003SGS112), and then performs settings for sending a reserved memory number notification command to the performance control board 12, for example by storing the storage address of the reserved memory number notification command table in the ROM 101 in a buffer area specified by a transmission command pointer in the transmission command buffer (003SGS113). The reserved memory number notification command thus set is transmitted from the main board 11 to the performance control board 12, for example by executing the command control process of S27 shown in FIG. 19 after the special symbol process process is completed.

[0317] After executing the process of 003SGS113, it is determined whether the start port buffer value is "0" or not (003SGS114). At this time, if the start port buffer value is "0" (Y in 003SGS114), the start port buffer is cleared and its stored value is initialized to "0" (003SGS115), and then the process of 2390SGS104 is started. In contrast, if the start port buffer value is "2" (N in 003SGS114), the start port buffer is cleared and its stored value is initialized to "0" (003SGS116), and then the start winning process is terminated. As a result, even if both the first start port switch 22A and the second start port switch 22B simultaneously detect the start winning of a valid game ball, the process based on the detection of both valid start winnings can be completed reliably.

[0318] (Random value determination process when winning) FIG. 22(A) is a flow chart showing an example of the process executed in step 003SGS112 of FIG. 21 as the winning random number value determination process. In this embodiment, when the variable display of the special symbol or the decorative symbol is started, a determination is made by the special symbol normal process described later as to whether or not the special symbol display result (the variable display result of the special symbol) is controlled to a jackpot game state as a "jackpot". In addition, in the variable pattern setting process described later, a determination is made of a variable pattern that specifically specifies the variable display mode of the decorative symbol. On the other hand, apart from these determinations, at the timing when the game ball is detected at the start winning hole (the first start winning hole or the second start winning hole), the CPU 103 executes the winning random number value determination process of step 003SGS112 to determine whether or not it is determined that the jackpot symbol is stopped and displayed as the special symbol display result, and whether or not the variable display mode of the decorative symbol becomes a predetermined display mode accompanied by a super reach. As a result, before the variable display of special patterns and decorative patterns based on the detection of a gaming ball entering the starting winning hole begins, in other words, before it is decided whether or not a jackpot will be reached at the start of the variable display, it is determined that the special pattern display result will be a "jackpot" and which category of variable display mode the variable display mode of the decorative pattern will be, and based on the result of this determination, the performance control CPU 120, etc., will execute preview performances such as pre-reading preview performances, as will be described later.

[0319] In the winning random number value determination process shown in Fig. 22(A), the CPU 103 first identifies the current game state of the pachinko game machine 1 by, for example, checking the state of the time-saving flag and the probability variable flag provided in the game control flag setting unit 003SG152 or the like (step 003SGS121). When the probability variable flag is on, the CPU 103 identifies the probability variable state (high probability, high base state), when the probability variable flag is off and the time-saving flag is on, the time-saving state (low probability, high base state), and when both the probability variable flag and the time-saving flag are off, the normal state (low probability, low base state).

[0320] Following the processing of step 003SGS121, the display result judgment table shown in FIG. 8 is selected and set (step 003SGS122). Then, it is judged whether the numerical data indicating the random number value MR1 for special chart display result judgment extracted in step 003SGS109 of FIG. 17 is within a predetermined jackpot judgment range (step 003SGS123). In the jackpot judgment range, individual judgment values ​​assigned to the special chart display result of "jackpot" in the special chart display result judgment table selected by the processing of step 003SGS122 are set, and the CPU103 can judge the presence or absence of a judgment value that matches the random number value MR1 by comparing the random number value MR1 with each judgment value one by one. Alternatively, it is sufficient to set numerical values ​​indicating the minimum value (lower limit value) and maximum value (upper limit value) of the judgment value included in the jackpot judgment range, and to judge whether the random number value MR1 is within the jackpot judgment range by comparing the random number value MR1 with the minimum value and maximum value of the jackpot judgment range. At this time, by determining that the random number value MR1 is within the jackpot determination range, it can be determined that the variable display result based on the reserved data including the random number value MR1 is determined to be a "jackpot".

[0321] If it is determined in step 003SGS123 that the result is not within the jackpot determination range, that is, if it is determined that the variable display does not result in a jackpot (step 003SGS123; N), the transmission setting of the first symbol designation command, which is a symbol designation command corresponding to the variable display result being a "miss" is executed (step 003SGS128), and a miss variation pattern type determination table corresponding to the game state is selected (step 003SGS130). For example, if the game state is a normal state, the miss variation pattern type determination table A shown in FIG. 12(A) may be selected, and if the game state is a time-saving state or a probability variable state, the miss variation pattern type determination table B shown in FIG. 12(B) may be selected.

[0322] Also, if it is determined in step 003SGS123 that the value is within the jackpot determination range, that is, if it is determined that a jackpot will occur during variable display (step 003SGS123; Y), as shown in FIG. 9(A), the jackpot type is determined based on the random number value MR2 for jackpot type determination (step 003SGS132). At this time, the CPU103 selects table data for jackpot type determination from the table data constituting the jackpot type determination table according to the variable special chart (the "first special chart" corresponding to "1" or the "second special chart" corresponding to "2") specified in response to the start port buffer value. Then, by referring to the selected table data for jackpot type determination, it is determined which of the multiple types the jackpot type is determined to be.

[0323] In addition, the transmission setting of the symbol designation command according to the determined jackpot type, that is, the second symbol designation command in the case of jackpot A, the third symbol designation command in the case of jackpot B, and the fourth symbol designation command in the case of jackpot C, is executed (step 003SGS133), and the jackpot variation pattern determination table is selected and set according to the game state as a table for determining the jackpot variation pattern (step 003SGS135). In addition, in the processing of step 003SGS135, if the game state is a normal state (low probability low base state), the jackpot variation pattern determination table A is selected, and if the game state is a time-saving state or a probability variation state (low probability high base state or high probability high base state), the jackpot variation pattern determination table B is set.

[0324] After executing steps 003SGS130 and 003SGS135, the CPU 103 uses each of the variation pattern type determination tables set in each step and the numerical data indicating the random number value MR3 for determining the variation pattern type to determine the variation category according to the range of the determination value that includes the random number value MR3 (step 003SGS138). In this embodiment, as shown in FIG. 22(B), at least when the variable display result is "miss", a variable category that is a variable display mode of "non-reach" in common regardless of the total reserved memory number, a variable category that is a variable display mode of "super reach", and a variable category of "other" that is a variable display mode other than "non-reach" and "super reach" (for example, normal reach) are provided, and it is sufficient to determine whether such a variable category is determined based on the random number value MR3.

[0325] Thereafter, a variable category designation command corresponding to the result of the determination made by the process of step 003SGS138 is set to be sent to the performance control board 12 (step 003SGS139), and the winning random number determination process is terminated.

[0326] (Special pattern normal processing) Fig. 23 is a flow chart showing an example of the process executed in S110 of Fig. 20 as the normal special symbol process. In the normal special symbol process shown in Fig. 23, the CPU 103 first judges whether the second special symbol reserved memory number is "0" or not (step 003SGS141). The second special symbol reserved memory number is the reserved memory number of the special symbol game using the second special symbol by the second special symbol display device 4B. For example, in the process of step 003SGS141, it is sufficient to read the second reserved memory number count value stored in the game control counter setting unit and judge whether the read value is "0" or not.

[0327] When the second special chart reserved memory number is other than "0" in step 003SGS141 (step 003SGS141; N), the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the big win type, the random number value MR3 for determining the fluctuation pattern type, and the random number value MR4 for determining the fluctuation pattern are read out as reserved data stored in the second special chart reserved memory unit corresponding to the reserved number "0" (step 003SGS142). The numerical data read out at this time may be temporarily stored, for example, in a fluctuation random number buffer.

[0328] Following the processing of step 003SGS142, the second special chart reserved memory count value and the total reserved memory count value are updated by subtracting 1 from each other, and the second special chart reserved memory count and the total reserved memory count are updated by subtracting 1 from each other, and the data in the second special chart reserved memory section is updated. Specifically, the reserved data indicating the random number values ​​MR1 ​​to MR3 stored in the entries lower than the reserved number "0" in the second special chart reserved memory section (for example, the entries corresponding to reserved numbers "2" to "4") are shifted to the upper level by one entry (step 003SGS143).

[0329] Thereafter, the variable special chart designation buffer value, which is the stored value of the variable special chart designation buffer, is updated to "2" (step 003SGS144), and then the process proceeds to step 003SGS149.

[0330] On the other hand, when the second special symbol reserved memory number is "0" in step 003SGS141 (step 003SGS141; Y), it is determined whether the first special symbol reserved memory number is "0" (step 003SGS145). The first special symbol reserved memory number is the reserved memory number of the special symbol game using the first special symbol by the first special symbol display device 4A. For example, in the process of step 003SGS145, the game control counter setting unit reads the first reserved memory number count value stored in the first reserved memory number counter, and determines whether the read value is "0". In this way, the process of step 003SGS145 is executed when it is determined in step 003SGS141 that the second special symbol reserved memory number is "0", and it is determined whether the first special symbol reserved memory number is "0". As a result, the special symbol game using the second special symbol is started in priority to the special symbol game using the first special symbol.

[0331] In addition, the special game using the second special symbol is not limited to being executed with priority over the special game using the first special symbol, and for example, the special game may be started in the order in which the game ball enters (passes) the first start winning port or the second start winning port and the start winning occurs. In this case, a table may be provided that stores data that can specify the order in which the start winning occurs, and it may be possible to determine whether to start the special game using the first special symbol or the second special symbol from the stored data.

[0332] When the first special chart reserved memory number is other than "0" in step 003SGS145 (step 003SGS145; N), the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the big win type, the random number value MR3 for determining the fluctuation pattern type, and the random number value MR4 for determining the fluctuation pattern are read out as reserved data stored in the first special chart reserved memory unit corresponding to the reserved number "0" (step 003SGS146). The numerical data read out at this time may be temporarily stored, for example, in a fluctuation random number buffer.

[0333] Following the process of step 003SGS146, the first special chart reserved memory count value and the total reserved memory count value are updated by subtracting 1 from each other, and the first special chart reserved memory count and the total reserved memory count are updated by subtracting 1 from each other, and the data in the first special chart reserved memory section is updated. Specifically, the reserved data indicating the random number values ​​MR1 ​​to MR3 stored in entries lower than the reserved number "0" in the first special chart reserved memory section (for example, entries corresponding to reserved numbers "2" to "4") are shifted to higher entries by one entry (step 003SGS147).

[0334] Thereafter, the variable special chart designation buffer value, which is the stored value of the variable special chart designation buffer, is updated to "0" (step 003SGS148), and then the process proceeds to step 003SGS149.

[0335] In step 003SGS149, the display result determination table shown in FIG. 8 is selected and set as a table to be used for determining whether the special pattern display result, which is the variable display result of the special pattern, is a "jackpot" or a "miss". Next, the numerical data indicating the random number value MR1 for determining the special pattern display result stored in the variable random number buffer is compared with the determination value assigned to each special pattern display result of "jackpot" or "miss" to determine whether the special pattern display result is a "jackpot" or a "miss" (step 003SGS150). In addition, in this step 003SGS150, if the game state at that time is a high probability state (high probability state) in which the high probability flag is on, if the random number value MR1 for determining the special pattern display result falls within the range of 10000 to 12180 corresponding to the high probability state (high probability state), it is determined to be a "jackpot", and if it does not fall within the range, it is determined to be a "miss". In addition, if the probability of a hit is low and the probability flag is off (in this embodiment, the probability of a hit is low and the probability of a hit is high), then if the random number value MR1 for determining the result of the special chart display falls within the range of 0 to 218, it is judged as a "jackpot," and if it does not fall within the range, it is judged as a "miss."

[0336] In this way, in the display result judgment table selected in step 003SGS149, different judgment values ​​are assigned to a "jackpot" corresponding to the game state at that time (high probability, low probability), and therefore, in the processing of step 003SGS150, whether or not to set the special chart display result as a "jackpot" is determined using different judgment data (judgment values) depending on whether or not the game state when the variable display of a special chart game or the like is started is a high probability state, so that when the game state is a high probability state, a "jackpot" is judged (determined) with a higher probability than when the game state is a low probability state.

[0337] If it is determined in step 003SGS150 that it is a "jackpot" (step 003SGS150; Y), the jackpot flag is set to ON (step 003SGS152). At this time, the jackpot type determination table shown in FIG. 9(A) is selected and set as the table to be used for determining the jackpot type as one of the multiple types (step 003SGS153). By referring to the jackpot type determination table thus set, it is determined which of the multiple types of jackpot type the jackpot type should be, depending on whether the numerical data indicating the random number value MR2 for jackpot type determination stored in the variable random number buffer matches with the determination value assigned to each jackpot type of "jackpot A", "jackpot B", or "jackpot C" in the jackpot type determination table (step 003SGS154).

[0338] By determining the jackpot type in the process of step 003SGS154, it is determined before the derivation of the fixed special symbol as the variable display result whether the game state after the end of the jackpot game state is controlled to a time-saving state (low probability high base state) or a probability-changing state (high probability high base state) which is more advantageous to the player than the time-saving state. In response to the jackpot type thus determined, for example, the jackpot type buffer value, which is the stored value of the jackpot type buffer provided in the game control buffer setting unit, is set (step 003SGS155), and the determined jackpot type is stored. As an example, if the jackpot type is jackpot A, it may be set to "0", if it is jackpot B, it may be set to "2", and if it is jackpot C, it may be set to "3". After the process of step 003SGS155, the process proceeds to step 003SGS156.

[0339] Moreover, if it is determined in step 003SGS150 that the result is a "miss" (step 003SGS150; N), the process of step 003SGS156 is executed without executing the processes of steps 003SGS152 to 003SGS155.

[0340] In step 003SGS156, the CPU 103 sets a fixed special symbol in response to the pre-determined result of whether or not to control to a jackpot game state (whether or not the jackpot flag is turned on) and the determined result of the jackpot type in the jackpot game state. As an example, in response to the pre-determined result of the special symbol display result being "miss", a special symbol showing the symbol "-", which is a miss symbol, is set as the fixed special symbol. Also, when it is determined in step 003SGS150 that the special symbol display result is "jackpot", if the jackpot type in step 003SGS154 is "jackpot A", a special symbol showing the number "2" is set as the fixed special symbol. Also, if the jackpot type is "jackpot B", a special symbol showing the number "5" is set as the fixed special symbol. Also, if the jackpot type is "jackpot C", a special symbol showing the number "7" is set as the fixed special symbol. In addition, these fixed special symbols are merely examples, and fixed special symbols other than these may be set, or multiple types of symbols may be set as fixed special symbols.

[0341] After the confirmed special symbol is set in step 003SGS156, the value of the special symbol process flag is updated to "1", which is the value corresponding to the variable pattern setting process (step 003SGS157), and then the normal special symbol processing is terminated.

[0342] If the number of reserved memories for the special symbol game using the first special symbol is "0" in step 003SGS145 (step 003SGS145; Y), a predetermined demo display setting is performed (step 003SGS158), and then the normal special symbol processing is terminated. In this demo display setting, it is determined whether or not a performance control command (customer waiting demo designation command) that designates a demonstration display (demo screen display) by displaying a predetermined performance image on the image display device 5, for example, has been transmitted from the main board 11 to the performance control board 12. At this time, if the customer waiting demo designation command has already been transmitted, the demo display setting is terminated as is. On the other hand, if it has not been transmitted, settings are performed to transmit the customer waiting demo designation command, and then the demo display setting is terminated.

[0343] (Variation pattern setting process) FIG. 24 is a flow chart showing an example of the process executed in step S111 of FIG. 20 as the variation pattern setting process. In the variation pattern setting process shown in FIG. 24, the CPU 103 selects a variation pattern type determination table according to the state (step 003SGS160a). For example, when the variable display result is a miss, if the game state is a normal state, the loss variation pattern type determination table A shown in FIG. 12(A) is selected, while if the game state is a time-saving state or a probability variable state, the loss variation pattern type determination table B shown in FIG. 12(B) is selected. Also, when the variable display result is a jackpot, if the game state is a normal state, the jackpot variation pattern type determination table A shown in FIG. 12(C) is selected, while if the game state is a time-saving state or a probability variable state, the jackpot variation pattern type determination table B shown in FIG. 12(D) is selected.

[0344] Then, based on, for example, numerical data indicating a random number value MR3 for determining the fluctuation pattern type stored in a fluctuation random number buffer, the fluctuation pattern type is determined to be one of multiple types by referring to the selected (set) fluctuation pattern type determination table (step 003SGS160b).

[0345] Further, the CPU 103 selects a variation pattern determination table according to the state (step 003SGS161). For example, when the variable display result is a miss, if the game state is a normal state and the reserved memory number of the special symbol that executes the variable display is 0 to 2, the loss variation pattern determination table A shown in FIG. 13(A) is selected, if the game state is a normal state and the reserved memory number of the special symbol that executes the variable display is 3, the loss variation pattern determination table B shown in FIG. 13(B) is selected, and if the game state is a time-saving state or a probability-changing state, the loss variation pattern determination table C shown in FIG. 14 is selected. Also, when the variable display re...

Claims

[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A performance control means capable of executing a performance; A display means, The performance control means includes: A reuse display using a predetermined image can be displayed on the display means, It is possible to cause the display means to display a new display different from the display for reuse, A predetermined character display suggesting that the game is controlled to be in the advantageous state can be displayed on the display means, The predetermined character display is A first predetermined character display which is the reuse display; a second predetermined character representation which is a common character with the first predetermined character representation and which is the new representation; A gaming machine in which the second predetermined character display is displayed at a higher rate than the first predetermined character display.

Citation Information

Patent Citations

  • Game machine

    JP2016150202A

  • Game machine

    JP2018166669A

  • Game machine

    JP2018166952A

  • Game machine

    JP2020121156A