Game machine

The gaming machine enhances gameplay excitement by controlling the display of identification information probabilities in pseudo-rescue games across different production modes, addressing the lack of diversity in existing pachinko machines.

JP2025015068AActive Publication Date: 2025-01-30NEWGIN KK
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Patent Information

Application Number
JP2023118169
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-20
Publication Date
2025-01-30
Estimated Expiration
2043-07-20

AI Technical Summary

Technical Problem

Existing pachinko gaming machines lack diversity and excitement in the display form of identification information across different production modes, leading to a need for enhanced gameplay experience.

Method used

The gaming machine incorporates a production mode control mechanism that adjusts the probability of stopping specific identification information in pseudo-rescue games based on lottery results, using different designs and probabilities for first and second identification information in multiple production modes, enhancing the gaming experience.

Benefits of technology

This approach improves player excitement by providing varied and dynamic gameplay through controlled probability adjustments, increasing engagement and enjoyment.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025015068000001_ABST
    Figure 2025015068000001_ABST
Patent Text Reader

Abstract

To enhance interest.SOLUTION: In a game machine, a probability of stopping and displaying first identification information in a specific row from among multiple rows when a winning lottery results in losing differs from a probability of stopping and displaying second identification information in a specific row when a winning lottery results in losing in a normal performance mode, a probability of stopping and displaying first identification information in a specific row when a winning lottery results in losing in a third chance performance mode differs from a probability of stopping and displaying first identification information in a specific row when a winning lottery results in losing in a normal performance mode, and a probability of stopping and displaying second identification information in a specific row when a winning lottery results in losing in a third chance performance mode differs from a probability of stopping and displaying second identification information in a specific row when a winning lottery results in losing in a normal performance mode.SELECTED DRAWING: Figure 13
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Description

[Technical field]

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

[0002] Conventionally, in a pachinko game machine, which is a type of game machine, multiple rows of identification information are displayed in a variable manner, and then multiple rows of identification information are displayed in a static manner, thereby enabling a variable game to be executed in which the result of a winning lottery is suggested or notified. Among such game machines, there are game machines in which the design of the identification information is changed depending on the presentation mode, such as the game machine described in Patent Document 1. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2021-154074 A Summary of the Invention [Problem to be solved by the invention]

[0004] Nowadays, in such gaming machines, it is desired to further improve the display manner of the identification information for each presentation mode. [Means for solving the problem]

[0005] A gaming machine that solves the above problem is a gaming machine that can execute a pseudo consecutive variation game consisting of one or more variation cycles based on the result of a winning lottery, and includes a presentation mode control means for controlling a presentation mode, and a variation game control means for controlling the execution of the pseudo consecutive variation game, and the identification information of the pseudo consecutive variation game includes a first identification information and a second identification information having a higher expectation of a benefit when stopped in the pseudo consecutive variation game than the first identification information, and the presentation modes include a first presentation mode and a second presentation mode having a different design from the first presentation mode for the first identification information and the second identification information, and in the first presentation mode, a probability that the first identification information is stopped and displayed in a specific column when the result of the winning lottery is a loss is different from a probability that the second identification information is stopped and displayed in the specific column when the result of the winning lottery is a loss, and the first identification information is stopped and displayed in the specific column in the pseudo consecutive variation game consisting of one variation cycle. The gist of the present invention is that the probability that the first identification information is displayed stationarily in the specific column in the pseudo-consecutive variation game constituted by a plurality of the variation cycles is different from the probability that the second identification information is displayed stationarily in the specific column in the pseudo-consecutive variation game constituted by one of the variation cycles is different from the probability that the second identification information is displayed stationarily in the specific column in the pseudo-consecutive variation game constituted by a plurality of the variation cycles. The gist of the present invention is that the probability that the first identification information is displayed stationarily in the specific column when the result of the winning lottery in the second presentation mode is a miss is different from the probability that the first identification information is displayed stationarily in the specific column when the result of the winning lottery in the first presentation mode is a miss, and the probability that the second identification information is displayed stationarily in the specific column when the result of the winning lottery in the second presentation mode is a miss is different from the probability that the second identification information is displayed stationarily in the specific column when the result of the winning lottery in the second presentation mode is a miss. Effect of the Invention

[0006] According to the present invention, it is possible to improve interest. [Brief description of the drawings]

[0007] [Figure 1] FIG. 2 is a front view of the pachinko game machine. [Diagram 2] FIG. [Diagram 3] This is a schematic diagram showing the passage inside the second large prize opening. [Figure 4] FIG. 13 is an explanatory diagram illustrating an example of a jackpot game. [Diagram 5] 2 is a block diagram showing the electrical configuration of the pachinko game machine; [Figure 6] FIG. 13 is an explanatory diagram showing an example of a trigger for transitioning to a time-saving state. [Figure 7] FIG. 13 is an explanatory diagram showing an example of an end condition of the time-saving state. [Figure 8] 11 is an explanatory diagram illustrating the transition of presentation modes and game states. FIG. [Figure 9] An explanatory diagram illustrating an example of a variation pattern that can be determined in the normal presentation mode. [Figure 10] FIG. 13 is an explanatory diagram illustrating an example of a variation pattern that can be determined in the first chance presentation mode. [Figure 11] FIG. 13 is an explanatory diagram illustrating an example of a variation pattern that can be determined in the second chance presentation mode. [Figure 12] FIG. 13 is an explanatory diagram illustrating an example of a variation pattern that can be determined in the third chance presentation mode. [Figure 13] An explanatory diagram illustrating an example of the determination ratio of the variation pattern in the normal presentation mode. [Figure 14] FIG. 13 is an explanatory diagram illustrating an example of the determination ratio of the variation pattern in the third chance presentation mode. [Figure 15] 13 is an explanatory diagram illustrating an example of the determination ratio of the variation pattern in the first chance presentation mode. FIG. [Figure 16] 13 is an explanatory diagram illustrating an example of the determination ratio of the variation pattern in the second chance presentation mode. FIG. [Figure 17] FIG. 13 is an explanatory diagram illustrating an example of the design of the presentation pattern in each presentation mode. [Figure 18] 13(a) to (d) are explanatory diagrams illustrating an example of an execution mode of a variable game in a normal presentation mode. [Figure 19] 13(a) to (e) are explanatory diagrams illustrating an example of an execution mode of a variable game in a normal presentation mode. [Figure 20] 13(a) to (f) are explanatory diagrams illustrating an example of an execution mode of a variable game in a normal presentation mode. [Figure 21] 13(a) to 13(d) are explanatory diagrams illustrating an example of an execution mode of a variable game in a first chance presentation mode. [Figure 22] 13(a) to 13(d) are explanatory diagrams illustrating an example of an execution mode of a variable game in the second chance presentation mode. [Diagram 23] 13(a) and (b) are explanatory diagrams illustrating an example of an execution mode of a variable game in a third chance presentation mode. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] An example of an embodiment of a pachinko gaming machine will be described below. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by the player.

[0009] As shown in FIG. 1, a pachinko gaming machine 10, which is an example of a gaming machine, is a non-enclosed type in which a player can touch gaming balls (held balls). In the non-enclosed type pachinko gaming machine 10, when a payout condition for a prize ball is met, the prize ball is actually paid out. The pachinko gaming machine 10 may be an enclosed type in which the gaming balls are stored and managed internally and the player cannot touch the gaming balls (held balls). In the enclosed type pachinko gaming machine 10, even if a payout condition for a prize ball is met, the number of gaming balls stored internally increases, but the gaming balls are not actually paid out. In this specification, "paying out prize balls" is not limited to actually paying out gaming balls, but is intended to include increasing the number of gaming balls stored internally.

[0010] The pachinko game machine 10 includes a frame 11 and a game board 20. The frame 11 supports the game board 20. A game area 20a is formed on the front side of the game board 20, through which game balls can flow down. The frame 11 includes an outer frame 11a, a middle frame 11b, and a front frame 11c. The middle frame 11b is supported so as to be openable and closable relative to the outer frame 11a. The front frame 11c is supported so as to be openable and closable relative to the middle frame 11b. The outer frame 11a is fixed to the island equipment using a fastener such as a nail. The middle frame 11b includes a portion to which the game board 20 is attached, and holds the game board 20 attached to that portion. An opening 11d is formed in the front frame 11c. The front frame 11c includes a transparent protective glass (not shown). The protective glass seals the opening 11d. When the game board 20 is held by the inner frame 11b, the game area 20a is aligned with the opening 11d and is visible through the protective glass via the opening 11d.

[0011] The pachinko gaming machine 10 includes an audio output device 13. As an example, the audio output device 13 is a speaker provided on the front frame 11c. The audio output device 13 can execute a performance of outputting a predetermined sound (hereinafter referred to as audio performance). For example, the predetermined sound is sound effects, dialogue, music (BGM), etc. The pachinko gaming machine 10 includes a decorative light emitting device 14. As an example, the decorative light emitting device 14 is provided on the front side of the front frame 11c and on the game board 20. The decorative light emitting device 14 can execute a performance (hereinafter referred to as light emitting performance) by turning on, blinking, and turning off a light emitting body (not shown). As an example, the light emitting body of the decorative light emitting device 14 is an LED.

[0012] The pachinko gaming machine 10 includes a launch handle 18. The launch handle 18 is configured to enable an operation to instruct the launch of a gaming ball. The launch handle 18 is provided in the lower right corner of the front frame 11c. The pachinko gaming machine 10 may include a loan button for issuing an instruction to loan a gaming ball, and an end button for issuing an instruction to end a game.

[0013] The game board 20 will now be described. As shown in Figures 1 and 2, a game area 20a that is substantially circular in front view is defined on the front surface of the game board 20. In other words, the game board 20 has the game area 20a through which game balls can flow down. A display window 20b is formed in the approximate center of the game area 20a. An inlet 20c is formed in the upper left of the game area 20a, through which game balls launched by operating the launch handle 18 flow into the game area 20a.

[0014] The pachinko game machine 10 includes a performance display device 15. As an example, the performance display device 15 has an image display device capable of displaying an image. The performance display device 15 is attached to the game board 20 so that the display area 15a of the image display device can be viewed through the display window 20b. As an example, the performance display device 15 is a liquid crystal display device. The performance display device 15 can execute a performance (hereinafter referred to as a display performance) that displays a predetermined image. For example, the predetermined image is an image such as a performance pattern, a character, a landscape, a letter, a number, and a symbol. In the following description, when the character, etc. are simply described as "displaying", it means that the character, etc. are displayed as an image. As an example, the sound output device 13, the decorative light emitting device 14, and the performance display device 15 are each a performance device capable of executing a performance, and form a performance execution device group 16 including a plurality of performance devices.

[0015] As shown in FIG. 2, the game board 20 includes a first special symbol display device 19a. The first special symbol display device 19a can execute a symbol change game (hereinafter, referred to as a first special game) in which a predetermined symbol is variably displayed and a special symbol is finally stopped and displayed. The game board 20 includes a second special symbol display device 19b. The second special symbol display device 19b can execute a symbol change game (hereinafter, referred to as a second special game) in which a predetermined symbol is variably displayed and a special symbol is finally stopped and displayed. The special symbol is a symbol for notifying the result of a special symbol winning lottery. The special symbol winning lottery is an example of an internal lottery. As an example, the special symbol is stopped and displayed for a special stop time. As an example, the special stop time is 0.5 seconds. Hereinafter, when the first special game and the second special game are not distinguished from each other, they may be collectively referred to as a "special game".

[0016] The special symbols include at least a jackpot symbol as a jackpot display result, a small jackpot symbol as a small jackpot display result, a time-saving trigger symbol as a time-saving display result, and a miss symbol as a miss display result. In the pachinko game machine 10, when a jackpot is won in the special symbol winning lottery, the jackpot symbol is stopped and displayed in the special game. After that, after the special game ends, a jackpot game advantageous to the player occurs. Details of the jackpot game will be described later. In the pachinko game machine 10, when a small jackpot is won in the special symbol winning lottery, the small jackpot symbol is stopped and displayed in the special game. After that, after the special game ends, a small jackpot game advantageous to the player occurs. Details of the small jackpot game will be described later. In the pachinko game machine 10, when a jackpot or a small jackpot is not won in the special symbol winning lottery, the time-saving trigger symbol or a miss symbol is stopped and displayed in the special game. When a time-saving trigger symbol or a losing symbol is displayed in a special game, a big win game and a small win game do not occur. Hereinafter, when there is no distinction between big win games and small win games, they may be collectively referred to as "winning games." A special game in which a big win symbol is displayed in a stopped state may be referred to as a "big win special game." A special game in which a small win symbol is displayed in a stopped state may be referred to as a "small win special game." A special game in which a time-saving trigger symbol is displayed in a stopped state may be referred to as a "time-saving trigger special game." A special game in which a losing symbol is displayed in a stopped state may be referred to as a "losing special game."

[0017] The game board 20 includes a first special reservation display device 19c. The first special reservation display device 19c displays information that can identify the number of first special games (hereinafter referred to as the first special reservation number) whose execution has been put on hold because the reservation conditions have been met but the start conditions have not been met. The first special reservation number has an upper limit. As an example, the upper limit number of the first special reservation number is 4. The game board 20 includes a second special reservation display device 19d. The second special reservation display device 19d displays information that can identify the number of second special games (hereinafter referred to as the second special reservation number) whose execution has been put on hold because the reservation conditions have been met but the start conditions have not been met. The second special reservation number has an upper limit. As an example, the upper limit number of the second special reservation number is 1.

[0018] The game board 20 includes a normal symbol display device 19e. The normal symbol display device 19e can execute a symbol variation game (hereinafter, referred to as a normal game) in which a predetermined symbol is variably displayed and a normal symbol is finally stopped and displayed. The normal symbol is a symbol for notifying the result of a winning lottery for a normal symbol. The winning lottery for a normal symbol is an example of an internal lottery. As an example, the normal symbol is displayed for a normal stop time. As an example, the normal stop time is 0.004 seconds. The normal symbols include at least a normal winning symbol and a normal losing symbol. In the pachinko game machine 10, when the winning lottery for a normal symbol is won, the normal winning symbol is stopped and displayed in the normal game. After that, after the end of the normal game, a normal winning game is generated. In the pachinko game machine 10, when the winning lottery for a normal symbol is not won, the normal losing symbol is stopped and displayed in the normal game. When a normal losing symbol is stopped and displayed in a normal game, a normal winning game does not occur. The game board 20 is equipped with a normal reserve display device 19f. The normal reserve display device 19f displays information that can identify the number of normal games whose execution is reserved because the reserve condition has been met but the start condition has not yet been met (hereinafter referred to as the normal reserve number). There is an upper limit to the normal reserve number. As an example, the upper limit to the normal reserve number is 4. The game board 20 may also be equipped with a right-hit display device that displays information instructing a right hit, which will be described later, and a round display device that notifies the upper limit number of round games, which will be described later.

[0019] The game board 20 is formed with a plurality of winning holes that open to the game area 20a. The plurality of winning holes are ball winning holes through which game balls can enter. The plurality of winning holes include at least a first start hole 22, a second start hole 23, a first large winning hole 24, a second large winning hole 25, and a normal winning hole 30. The first start hole 22 is a winning hole through which game balls enter when the payout condition for prize balls and the start condition for the first special game are satisfied. As an example, the first start hole 22 is located below the performance display device 15 and is always open so that game balls can enter. The game board 20 is provided with a first start sensor SE1 that detects game balls that have entered the first start hole 22 (see FIG. 5).

[0020] The second starting hole 23 is a winning hole through which a game ball is inserted when the payout condition of the prize ball and the start condition of the second special game are satisfied. The second starting hole 23 is located to the right of the first starting hole 22. The second starting hole 23 is provided with an opening and closing piece 23a, which is, for example, plate-shaped. The second starting hole 23 is closed and opened by the opening and closing piece 23a. That is, the opening and closing piece 23a can be in a closed state and an open state. The second starting hole 23 is opened when a normal winning game is generated. The second starting hole 23 can insert a game ball when it is open. The second starting hole 23 is closed when a normal winning game is not generated. The second starting hole 23 cannot insert a game ball when it is closed, or it is more difficult to insert a game ball when it is closed than when it is open. As an example, the second starting hole 23 is always open toward the left. As an example, the opening / closing piece 23a is buried in the game board 20 when in a closed state. As an example, the opening / closing piece 23a allows game balls to flow down its upper surface when in an open state. As an example, the opening / closing piece 23a is provided so that its upper surface is inclined downward to the right. As an example, a game ball flowing down its upper surface when the opening / closing piece 23a is in an open state is guided to the second starting hole 23. That is, when the opening / closing piece 23a is in an open state, the game ball flows down the upper surface of the opening / closing piece 23a and enters the second starting hole 23. As an example, the opening / closing piece 23a allows game balls to flow down its upper surface during at least a part of the period during which the opening / closing piece 23a changes from the open state to the closed state. Therefore, the game ball can enter the second starting hole 23 even during the period during which the opening / closing piece 23a changes from the open state to the closed state. The game board 20 is provided with a normal solenoid SL1 (see FIG. 5) as a means for opening and closing the opening / closing piece 23a of the second starting hole 23. The game board 20 is provided with a second start sensor SE2 (see FIG. 5) that detects a game ball that has entered the second starting hole 23. The opening / closing piece 23a of the second starting hole 23 is a so-called "normal electric device."

[0021] The first large prize opening 24 is an opening through which the game balls enter when the payout condition of the prize balls is established. The first large prize opening 24 is located to the right of the performance display device 15. The first large prize opening 24 is located above the second starting opening 23. The first large prize opening 24 is provided with an opening / closing piece 24a, which is, for example, teardrop-shaped. The first large prize opening 24 is closed and opened by the opening / closing piece 24a. That is, the opening / closing piece 24a can be in a closed state and an open state. The first large prize opening 24 is opened when a big win game is generated. The first large prize opening 24 can enter the game balls when it is open. The first large prize opening 24 is closed when a big win game is not generated. The first large prize opening 24 cannot enter the game balls when it is closed. As an example, the opening / closing piece 24a takes the open state by rotating about a quarter of a revolution to the left from the closed state around the lower part. In other words, when the first large prize opening 24 is open, the game ball flows down the inner wall surface (upper surface) of the opening / closing piece 24a and then enters the first large prize opening 24. The game board 20 is provided with a first special solenoid SL2 (see FIG. 5) as a means for opening and closing the opening / closing piece 24a of the first large prize opening 24 (see FIG. 5). The game board 20 is provided with a first count sensor SE3 (see FIG. 5) that detects the game ball that has entered the first large prize opening 24. The opening / closing piece 24a of the first large prize opening 24 is a so-called "special electric device."

[0022] The second large prize opening 25 is a prize opening into which a game ball enters when the payout condition of the prize ball is established. The second large prize opening 25 is located at the lower right of the performance display device 15. The second large prize opening 25 is located below the first large prize opening 24. The second large prize opening 25 is located below the second starting opening 23. The second large prize opening 25 is provided with an opening / closing piece 25a, which is, for example, plate-shaped. The second large prize opening 25 is closed and opened by the opening / closing piece 25a. That is, the opening / closing piece 25a can be in a closed state and an open state. The second large prize opening 25 is opened when a small win game is generated. The second large prize opening 25 can enter a game ball when it is open. The second large prize opening 25 is closed when a small win game is not generated. The second large prize opening 25 cannot enter a game ball when it is closed. As an example, the second large prize opening 25 opens upward when the opening / closing piece 25a is in an open state. As an example, when the opening / closing piece 25a is in a closed state, game balls can flow down the upper surface. As an example, when the opening / closing piece 25a is in an open state, the opening / closing piece 25a is buried in the game board 20. That is, when the opening / closing piece 25a is in a closed state, a game ball that flows down the upper surface of the opening / closing piece 25a enters the second large prize opening 25 when the opening / closing piece 25a is in an open state. The game board 20 is provided with a second special solenoid SL3 (see FIG. 5) as a means for opening and closing the opening / closing piece 25a of the second large prize opening 25. The game board 20 is provided with a second count sensor SE4 that detects a game ball that has entered the second large prize opening 25 (see FIG. 5). The opening / closing piece 25a of the second large prize opening 25 is a so-called "special electric device."

[0023] As shown in FIG. 3, the game board 20 has a passage 26 through which a game ball that has entered the second large prize opening 25 can pass. The passage 26 is provided so as to branch into a first passage 26a and a second passage 26b at a branching section 27. The pachinko game machine 10 has a distribution shutter 28. The distribution shutter 28 is provided at the branching section 27. The distribution shutter 28 can be in a first state and a second state. A game ball that has entered the second large prize opening 25 is distributed to the first passage 26a when the distribution shutter 28 is in the first state. A game ball that has entered the second large prize opening 25 is distributed to the second passage 26b when the distribution shutter 28 is in the second state. The game board 20 is provided with a distribution solenoid SL4 (see FIG. 5) as a means for operating the distribution shutter 28 so that it can be in a first state and a second state.

[0024] The game board 20 includes a specific sensor SE5 that detects a game ball passing through a specific area in the first passage 26a. In this embodiment, the specific area is a so-called "V area." As an example, when the second large winning opening 25 is opened by the occurrence of a small winning game, if the game ball that entered the second large winning opening 25 passes through the specific area, a big winning game is generated in response to the game ball passing through the specific area. In other words, the pachinko game machine 10 in this embodiment is a game machine (so-called "one type two type mixed machine") that has a big winning game that is generated in response to winning a big winning in a winning lottery and a big winning game that is generated in response to winning a small winning in a winning lottery.

[0025] The game board 20 includes a gate 29. The gate 29 is located in the upper right of the performance display device 15. The gate 29 is located above the second start opening 23, the first large winning opening 24, and the second large winning opening 25. As an example, the gate 29 is provided so that when a game ball that has passed through the gate 29 enters the second start opening 23, the distance that the game ball flows down is about 40 mm. Here, the flow-down distance is the length of the flow path formed by the game parts when game parts such as game nails are provided between the gate 29 and the second start opening 23. In other words, when game parts such as game nails are not provided between the gate 29 and the second start opening 23, the flow-down distance is the same as the distance between the gate 29 and the second start opening 23. The gate 29 has a gate opening 29a that is always open so that the game ball can enter. The game board 20 is equipped with a gate sensor SE6 that detects game balls entering the gate opening 29a and passing through the gate 29 (see FIG. 5). The gate 29 is an entrance through which game balls are allowed to enter when the starting conditions of a normal game are satisfied. The gate 29 is an entrance through which the conditions for paying out prize balls are not satisfied even if a game ball enters the gate 29.

[0026] The normal winning opening 30 is a winning opening through which the game balls enter when the payout condition of the prize balls is established. As an example, the normal winning opening 30 is located below the performance display device 15. As an example, the normal winning opening 30 is located below the second start opening 23, the first large winning opening 24, the second large winning opening 25, and the gate 29. The normal winning opening 30 is always open so that the game balls can enter. The game board 20 is equipped with a normal sensor SE7 that detects the game balls that have entered the normal winning opening 30 (see FIG. 5). The game board 20 is equipped with an outlet 31 at the bottom of the game area 20a for discharging game balls that have not entered any of the first start opening 22, the second start opening 23, the first large winning opening 24, the second large winning opening 25, and the normal winning opening 30 from the game area 20a.

[0027] In the pachinko game machine 10, the player can adjust the shooting strength of the game ball by operating the shooting handle 18 to hit the game ball into the left area to the left of the display window 20b or into the right area to the right of the display window 20b. For example, when the game ball is shot with the shooting strength adjusted to be strong (hereinafter, referred to as right shot), the game ball is likely to flow down into the right area. When the game ball flows down the right area, it can enter the second start opening 23, the first large prize opening 24, the second large prize opening 25, the gate 29, and the normal prize opening 30. Since the game ball needs to be shot vigorously to reach the right area, the shooting strength is adjusted to the maximum strength or a strength slightly weaker than the maximum strength when shooting from the right.

[0028] On the other hand, when the game ball is shot with a weaker shooting strength (hereinafter, referred to as a left shot), the game ball is likely to be guided down to the left region. When the game ball flows down the left region, it can enter the first starting hole 22. Since the game ball does not need to be shot as vigorously as when shot from the right, the shooting strength is adjusted so that the shot game ball does not reach the right region when shot from the left. In the pachinko game machine 10, a flow path for the game ball is formed by game parts such as game nails so that the game ball cannot enter the first starting hole 22 when shot from the right. The game parts may be arranged to restrict the ball from entering the first starting hole 22 when shot from the right, or may be arranged to make it more difficult for the ball to enter the first starting hole 22 compared to when shot from the left.

[0029] The left area is an area located to the left of the center line CL that bisects the play area 20a to the left and right when the play board 20 is viewed from the front. The right area is an area located to the right of the center line CL when the play board 20 is viewed from the front. The game ball launched by operating the launch handle 18 is guided to the inlet 20c located at the upper left of the play area 20a and flows into the play area 20a. In other words, the left area is also an area closer to the inlet 20c. And the right area is also an area farther from the inlet 20c. The game ball guided down the left area passes to the left of the performance display device 15 located at the center of the play area 20a when viewed from the front. After that, the game ball heads toward the outlet 31 located at the bottom of the play area 20a. The game ball guided down the right area passes to the right of the performance display device 15 located at the center of the play area 20a when viewed from the front. Thereafter, the game ball heads toward the outlet 31.

[0030] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko game machine 10 has a plurality of states (hereinafter referred to as ball entry rate states) with different ball entry rates into the second starting hole 23. The plurality of ball entry rate states include a low ball entry rate state and a high ball entry rate state in which the ball entry rate into the second starting hole 23 is higher than that in the low ball entry rate state. The high ball entry rate state is advantageous for the player because it is a state in which the probability of the game ball entering the second starting hole 23 is high and it becomes easy for the game ball to enter the second starting hole 23 (easy ball entry state). The high ball entry rate state can also be said to be an electric support state that supports ball entry into the second starting hole 23, which is a normal electric device.

[0031] The high ball entry rate state is realized by performing a normal symbol fluctuation time shortening control that shortens the fluctuation time of the normal game (for example, the average fluctuation time) compared to the low ball entry rate state, and an opening time extension control that lengthens the total opening time (for example, the average total opening time) of the second start port 23 in one normal winning game compared to the low ball entry rate state. As an example, the normal symbol fluctuation time shortening control can be realized by making at least a part of the fluctuation patterns that define the fluctuation time of the normal game different between the low ball entry rate state and the high ball entry rate state. As an example, the opening time extension control is at least one of a control that increases the number of openings of the second start port 23 in one normal winning game compared to the low ball entry rate state, and a control that lengthens one opening time of the second start port 23 in a normal winning game compared to the low ball entry rate state. As an example, the open time extension control can be realized by making at least some of the opening patterns in which the opening mode of the second start hole 23 in a normal winning game is determined in the low ball entry rate state and the high ball entry rate state different. As an example, the opening number of times, the opening time, and the opening timing (closing timing) of the second start hole 23 are determined in the opening pattern.

[0032] As an example, the high ball entry rate state is realized by combining the third control described below. The third control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to the low ball entry rate state. As an example, the special symbol fluctuation time shortening control can be realized by making at least some of the fluctuation patterns that define the fluctuation time of the special game different between the low ball entry rate state and the high ball entry rate state. The details of the fluctuation patterns will be described later. When the special symbol fluctuation time shortening control is performed, the high ball entry rate state becomes a special symbol fluctuation time shortening state (hereinafter referred to as the "time shortening state"), and the low ball entry rate state becomes a special symbol non-fluctuation time shortening state (hereinafter referred to as the "non-time shortening state").

[0033] Next, the types of small wins and small win games will be explained. The small win game occurs according to the type of small win. The type of small win is determined by the type of small win pattern (special pattern). In other words, the small win game occurs according to the type of special pattern. There may be one type of small win, or multiple types. Each small win pattern of the special pattern includes one type or multiple types of special patterns. As an example, there is one type of small win. In other words, there is one type of small win game. In the following explanation, for the convenience of explanation, the winning lottery for the special pattern may be simply referred to as the winning lottery.

[0034] In the small win game, a predetermined performance is first performed for a predetermined time (hereinafter, referred to as the small win opening time). For example, the predetermined performance is an opening performance that allows the start of the small win game to be recognized. In the small win game, after the small win opening time has elapsed, a round game is performed once to open the second large winning hole 25.

[0035] In a small win game, the round game ends when a number condition in which a predetermined upper limit number of game balls enters, a time condition in which a predetermined upper limit time has elapsed, or an occurrence condition in which a game ball passes through a specific area is met. As an example, the upper limit number is 10 balls. That is, in a small win game, the round game ends when the number condition is met by 10 game balls entering the ball. As an example, the upper limit time is 4.252 seconds. That is, in a small win game, the round game ends when the time condition is met by 4.252 seconds having elapsed. Note that the upper limit number may differ depending on the type of small win game. The upper limit time may differ depending on the type of small win game.

[0036] In the small win game, the second large winning opening 25 is opened in a predetermined opening manner (opening pattern) in the round game. As an example, in the small win game, the second large winning opening 25 is opened for 0.028 seconds and then closed for 0.5 seconds in the round game, which is repeated nine times, and then opened again for 4 seconds. That is, in the small win game, the second large winning opening 25 is opened ten times in the round game. In the small win game, the distribution shutter 28 operates in a predetermined distribution manner (distribution pattern) in the round game. As an example, in the small win game, the distribution shutter 28 takes the second state at the time when the round game starts. After that, the distribution shutter 28 takes the first state when a specific number of game balls enter the second large winning opening 25 in the round game. A specific number is set for each small win game. As an example, the specific number is four. As described above, the game ball that entered the second large winning opening 25 can pass through a specific area of ​​the first passage 26a when the distribution shutter 28 is in the first state. In other words, in a small win game, the occurrence condition can be established by a specific number of game balls entering the second large winning opening 25 in a round game.

[0037] In a round game, a predetermined effect is performed. For example, the predetermined effect is a round effect that allows the player to recognize that a round game of a small win game is being played. In a small win game, when a round game ends, a predetermined effect is performed for a predetermined time (hereinafter, referred to as a small win ending time). For example, the predetermined effect is an ending effect that allows the player to recognize that the small win game has ended. The small win game ends with the passage of the small win ending time. In a small win game, when a round game ends due to the establishment of an occurrence condition, a big win game occurs after the small win game ends. In other words, the occurrence condition is a condition that, when met, triggers the occurrence of a big win game.

[0038] Next, the types of jackpots and jackpot games will be explained. The jackpot game is generated according to the type of jackpot and the type of small jackpot. The type of jackpot is determined by the type of jackpot symbol (special symbol). In other words, the jackpot game is generated according to the type of special symbol.

[0039] As shown in FIG. 4, the jackpot games include a first jackpot game A, a second jackpot game B, a third jackpot game C, and a fourth jackpot game D. The first jackpot game A is a jackpot game that occurs when the first jackpot O1 is won in the winning lottery. The second jackpot game B is a jackpot game that occurs when the second jackpot O2 is won in the winning lottery. The third jackpot game C is a jackpot game that occurs when the third jackpot O3 is won in the winning lottery. The fourth jackpot game D is a jackpot game that occurs when the occurrence condition is satisfied in the small jackpot game. In other words, the fourth jackpot game D is a jackpot based on winning a small jackpot in the winning lottery. The first jackpot O1 corresponds to the first jackpot pattern Z1. The second big win O2 corresponds to the second big win pattern Z2. The third big win O3 corresponds to the third big win pattern Z3. The small win pattern Za corresponds to one type of small win.

[0040] In the jackpot game, a predetermined performance is first performed for a predetermined time (hereinafter, referred to as the jackpot opening time). For example, the predetermined performance is an opening performance that allows the start of the jackpot game to be recognized. In the jackpot game, after the opening time has elapsed, a round game in which the first big prize winning hole 24 is opened is performed up to a predetermined number of times. As an example, the upper limit number of round games for the first big prize winning game A, the second big prize winning game B, the third big prize winning game C, and the fourth big prize winning game D is all 10 times. Here, in the fourth big prize winning game D that occurs when the occurrence condition is satisfied in the small prize winning game, one round game in the small prize winning game is included in the upper limit number of times. In other words, the number of round games in which the first big prize winning hole 24 is opened in the fourth big prize winning game D is substantially 9 times. In addition, in the fourth big win game D, which occurs when the occurrence condition is satisfied in the small win game, the round game may be started without the opening time having elapsed.

[0041] In a jackpot game, one round of play ends when a number condition is met in which a predetermined upper limit number of game balls enter the reel, or when a time condition is met in which a predetermined upper limit time has elapsed. As an example, the upper limit number is 10 balls. That is, one round of play ends when the number condition is met by 10 game balls entering the reel. As an example, the upper limit time is 25 seconds. That is, one round of play ends when the time condition is met by 25 seconds having elapsed.

[0042] In the round game, the first big prize winning port 24 is opened in a predetermined opening mode (opening pattern). In the round game, a predetermined performance is performed. For example, the predetermined performance is a round performance that allows the player to recognize that a round game of a big win game is being played. In the big win game, when the final round game ends, a predetermined performance is performed for a predetermined time (hereinafter, referred to as a big win ending time). For example, the predetermined performance is an ending performance that allows the player to recognize the end of the big win game. The big win game ends with the passage of the big win ending time. In the following description, when the opening performance in the small win game and the opening performance in the big win game are distinguished, they are referred to as a small win opening performance and a big win opening performance, respectively. In addition, when the round performance in the small win game and the round performance in the big win game are distinguished, they are referred to as a small win round performance and a big win round performance, respectively. In addition, when distinguishing between the ending performance in a small hit game and the ending performance in a big hit game, they will be referred to as a small hit ending performance and a big hit ending performance, respectively.

[0043] An explanation will be given of the effects that can be executed by the pachinko gaming machine 10. An effect can be executed by one of the multiple effect execution devices that make up the effect execution device group 16, or by having multiple effect devices work together.

[0044] The display performance in the performance display device 15 includes a pattern change game (hereinafter referred to as a performance game) using a performance pattern (decorative pattern). The performance display device 15 can display a plurality of pattern rows. Each of the pattern rows is composed of a plurality of performance patterns and is also called a reel. Each of the plurality of performance patterns is composed of numbers "1" to "8" as identification information for identifying the result of a winning lottery. As an example, the performance pattern is a pattern in which Arabic numerals "1" to "8" are decorated with characters, patterns, etc., and is a pattern for diversifying the display performance. In the performance game, the performance patterns are displayed variably in each of the plurality of pattern rows, and then the performance patterns are displayed stationary in each of the plurality of pattern rows, thereby displaying a combination of performance patterns (hereinafter referred to as a pattern combination) stationary. In other words, in the performance game, the identification information of the plurality of rows is displayed variably, and then the identification information of the plurality of rows is displayed stationary. As an example, the performance game is played by varying (scrolling) the performance symbols of the left symbol row, the center symbol row, and the right symbol row in a predetermined direction.

[0045] As an example, the effect game includes a special effect game executed in response to a special game and a normal effect game executed in response to a normal game. As an example, the special effect game is started together with the special game and ended together with the special game. In the special effect game, a symbol combination corresponding to the special symbol stopped and displayed in the special game is stopped and displayed. For example, in the special effect game, when the big win symbol is stopped and displayed in the special game, the big win symbol combination is stopped and displayed. As an example, the big win symbol combination is a combination (so-called symbol matching) in which the identification information (numbers) of the effect symbols of all symbol rows are the same, such as

[0777] . For example, in the special effect game, when the small win symbol is stopped and displayed in the special game, the small win symbol combination is stopped and displayed. As an example, the small win symbol combination is a combination in which the identification information (numbers) of the effect symbols of all symbol rows are the same, such as

[0777] . For example, in a special effect game, when a time-saving trigger symbol is displayed in a special game, the time-saving trigger symbol combination is displayed in a stopped state. As an example, the time-saving trigger symbol combination is a combination in which the identification information (numbers) of the effect symbols in all symbol rows are not the same, such as

[0468] . For example, in a special effect game, when a losing symbol is displayed in a special game, a losing symbol combination is displayed in a stopped state. As an example, a losing symbol combination is a combination in which the identification information (numbers) of the effect symbols in all symbol rows are not the same, such as

[0787] and

[0468] . Special games and special effect games executed in response to the special games are examples of variable games.

[0046] As an example, the normal effect game is started together with the normal game and is ended together with the normal game. In the normal effect game, a symbol combination corresponding to the normal symbol stopped and displayed in the normal game is stopped and displayed. As an example, the normal symbols that can be stopped and displayed in the normal game are the first normal winning symbol and the second normal winning symbol. For example, in the normal effect game, when the first normal winning symbol is stopped and displayed in the normal game, the symbol combination of the first normal winning is stopped and displayed. As an example, the symbol combination of the first normal winning is a combination in which the identification information (numbers) of the performance symbols of all the symbol rows are not the same, such as

[0787] and

[0468] . For example, in the normal effect game, when the second normal winning symbol is stopped and displayed in the normal game, the symbol combination of the second normal winning is stopped and displayed. As an example, the symbol combination of the second normal winning is a combination in which the identification information (numbers) of the performance symbols of all the symbol rows are the same, such as

[0777] (so-called symbol matching). The normal game and the normal effect game executed in response to the normal game are examples of a variable game.

[0047] The presentation game may include a reach presentation. The reach presentation is a presentation that forms a reach and finally stops and displays a predetermined symbol combination. Hereinafter, the state in which a reach is formed may be referred to as a reach state. A reach is a state just before a winning symbol combination is formed, or a state just before a symbol combination for a second normal win is formed (so-called Tenpai). For example, a reach is a state in which a presentation pattern is displayed variably in an arbitrary symbol row (for example, a middle symbol row) such as [7↓7], and a presentation pattern including the same identification information (number) is displayed stationarily in a plurality of symbol rows different from the symbol row (hereinafter referred to as reach formation rows, for example, the left and right symbol rows). The reach presentation includes a normal reach presentation (hereinafter referred to as an N reach presentation), and a super reach presentation (hereinafter referred to as an SP reach presentation) that has a higher expectation of a hit in the current presentation game (hereinafter referred to as a hit expectation) than an N reach presentation.

[0048] The electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 5, the pachinko game machine 10 includes a main board 80 and a sub-board 90 on the back side (rear) of the game board 20. The main board 80 and the sub-board 90 are connected so that various control commands (control signals) can be output in one direction from the main board 80 to the sub-board 90. The main board 80 executes a predetermined process and outputs a control signal to the sub-board 90. The sub-board 90 executes a predetermined process based on the control command input from the main board 80.

[0049] The main board 80 will now be described. The main board 80 includes a main control CPU 81, a main control ROM 82, a main control RWM 83, and a random number generating circuit 84. The main control CPU 81 executes a main control program to execute processing related to the progress of the game. The main control ROM 82 stores the main control program, judgment values ​​used for various judgments and lotteries, tables, and the like. The main control ROM 82 stores a plurality of types of variation patterns. As an example, the variation patterns include a variation pattern for special symbols and a variation pattern for normal symbols. The variation pattern for special symbols is information that can specify the variation time from the start to the end of a special game. The variation pattern for special symbols is information that can specify the variation content of the special game. As an example, the variation pattern for special symbols can specify the performance time and the performance content of the special performance game. The variation pattern for normal symbols is information that can specify the variation time from the start to the end of a normal game. The variation pattern for normal symbols is information that can specify the variation content of the normal game. As an example, the variation pattern for normal symbols can specify the presentation time and presentation content of a normal presentation game.

[0050] The special symbol fluctuation patterns include a big win fluctuation pattern, a small win fluctuation pattern, a time-saving trigger fluctuation pattern, and a miss fluctuation pattern. In a special effect game based on a big win fluctuation pattern, the big win symbol combination is stopped and displayed after a reach effect. In a special effect game based on a small win fluctuation pattern, the small win symbol combination is stopped and displayed after a reach effect. In a special effect game based on a time-saving trigger fluctuation pattern, the time-saving trigger symbol combination is stopped and displayed after a reach effect. In a special effect game based on a miss fluctuation pattern, the miss symbol combination is stopped and displayed after a reach effect or without a reach effect.

[0051] The normal symbol variation pattern includes a first normal hit variation pattern and a second normal hit variation pattern. In the normal performance game based on the first normal hit variation pattern, the first normal hit symbol combination is stopped and displayed after a reach performance or without a reach performance in the normal performance game based on the miss variation pattern. In the normal performance game based on the second normal hit variation pattern, the second normal hit symbol combination is stopped and displayed after a reach performance. The main control RWM 83 stores various information that is rewritten according to the processing result of the main control CPU 81. For example, the information stored by the main control RWM 83 is a flag, a counter, a timer, etc. The random number generation circuit 84 generates hardware random numbers. The main board 80 may be configured to be able to generate software random numbers by the random number generation process by the main control CPU 81.

[0052] The main board 80 is connected to each of the sensors SE1 to SE7. The main control CPU 81 can input a detection signal output by each of the sensors SE1 to SE7 when they detect a gaming ball. The main board 80 is connected to each of the display devices 19a to 19e. The main control CPU 81 can control the display contents of each of the display devices 19a to 19e. The main board 80 is connected to each of the solenoids SL1 to SL4. The main control CPU 81 can control the opening state of the second start opening 23, the first large prize opening 24, and the second large prize opening 25 by controlling the operation of each of the solenoids SL1 to SL3. The main control CPU 81 can control the distribution state of the distribution shutter 28 by controlling the operation of the distribution solenoid SL4.

[0053] Next, the sub-substrate 90 will be described. The sub-substrate 90 includes a sub-control CPU 91, a sub-control ROM 92, and a sub-control RWM 93. The sub-control CPU 91 executes a sub-control program to perform processing related to the presentation. The sub-control CPU 91 is an example of a presentation control means that controls the presentation. The sub-control CPU 91 is an example of a notification control means that controls the notification means. The sub-control ROM 92 stores the sub-control program, a judgment value used for a predetermined lottery, and the like. The sub-control ROM 92 stores display presentation data used for the display presentation, light-emitting presentation data used for the light-emitting presentation, and sound presentation data used for the sound presentation. The sub-control RWM 93 stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the sub-control RWM 93 is a flag, a counter, a timer, and the like. The sub-substrate 90 is configured to be able to generate software random numbers by the random number generation process by the sub-control CPU 91. The sub-substrate 90 may include a random number generation circuit and be able to generate hardware random numbers.

[0054] The sub-substrate 90 is connected to the performance display device 15. The sub-control CPU 91 is capable of controlling the display contents of the performance display device 15. The sub-substrate 90 is connected to the audio output device 13. The sub-control CPU 91 is capable of controlling the output contents of the audio output device 13. The sub-substrate 90 is connected to the decorative light emitting device 14. The sub-control CPU 91 is capable of controlling the light emitting mode of the decorative light emitting device 14.

[0055] Next, various processes performed by the main control CPU 81 of the main board 80 will be described. The special input process will now be described. The main control CPU81 executes a special input process as one of timer interrupt processes performed at a predetermined control period (for example, 4 ms). In the special input process, the main control CPU81 judges whether a game ball has entered the first start hole 22 based on whether a detection signal has been input from the first start sensor SE1. When a game ball has entered the first start hole 22, the main control CPU81 judges whether the first special reserved number stored in the main control RWM83 is less than the upper limit number. When the first special reserved number is less than the upper limit number, the main control CPU81 adds 1 to the first special reserved number to update it. The main control CPU81 controls the first special reserved display device 19c to display information that can identify the updated first special reserved number. In other words, the reserved condition of the first special game is established when the first special reserved number is less than the upper limit number and the game ball is detected by the first start sensor SE1.

[0056] Next, the main control CPU81 acquires the random numbers generated by the random number generating circuit 84, and stores the first random number information based on the acquired random number in the main control RWM83. For example, the random numbers are winning random numbers used in the lottery for winning special symbols, symbol random numbers used to determine winning symbols, and variation pattern random numbers used to determine variation patterns. The first random number information is stored so that it is information for the first special game and the order of storage can be specified. The first random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. By storing the first random number information in the main control RWM83, the pachinko game machine 10 can suspend the execution of the first special game until the start condition is satisfied.

[0057] When the first random number information is stored in the main control RWM83, the main control CPU81 judges whether the game ball has entered the second start port 23 based on whether a detection signal has been input from the second start sensor SE2 when the game ball has not entered the first start port 22 and when the first special reserved number is not less than the upper limit number. When the game ball has entered the second start port 23, the main control CPU81 judges whether the second reserved number stored in the main control RWM83 is less than the upper limit number. When the second reserved number is less than the upper limit number, the main control CPU81 adds 1 to the second reserved number and updates it. The main control CPU81 controls the second reserved display device 19d to display information that can identify the second reserved number after the addition. The reserved condition of the second special game is established when the game ball is detected by the second start sensor SE2 when the second special reserved number is less than the upper limit number.

[0058] Next, the main control CPU81 acquires the random numbers generated by the random number generation circuit 84, and stores first random number information based on the acquired random numbers in the main control RWM83. The second random number information is stored so that it is possible to identify that it is information to be used in the second special game, and the order in which it is stored. The second random number information may be the acquired random number itself, or may be information obtained by processing the random number using a predetermined method. By storing the second random number information in the main control RWM83, the pachinko gaming machine 10 can suspend the execution of the second special game until the start condition is met.

[0059] The first special start process will be described. The main control CPU81 executes the first special start process as one of the timer interrupt processes. The main control CPU81 judges whether or not the start condition of the first special game is satisfied. The main control CPU81 judges that the start condition of the first special game is satisfied when the game is not a big win game and the first special game is not being executed. On the other hand, the main control CPU81 judges that the start condition of the special game is not satisfied when the game is a big win game or the first special game is being executed. When the start condition of the first special game is not satisfied, the main control CPU81 ends the first special start process. When the start condition of the first special game is satisfied, the main control CPU81 judges whether or not the first special reserved number is greater than zero. When the first special reserved number is zero, the main control CPU81 ends the first special start process.

[0060] If the first special reserved number is greater than zero, the main control CPU81 updates the first special reserved number by subtracting 1. The main control CPU81 controls the first special reserved display device 19c to display information that can identify the first special reserved number after subtraction. Next, the main control CPU81 acquires the information that was stored first from the first random number information from the main control RWM83. The main control CPU81 uses the winning random number identified from the acquired first random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won as a winning lottery for the special pattern. The main control CPU81 performs a jackpot lottery with a jackpot probability according to the current probability state.

[0061] When the player wins a jackpot, the main control CPU81 performs a jackpot variation process. In the jackpot variation process, the main control CPU81 performs a first pattern lottery using a pattern random number that can be specified from the first random number information, and determines the jackpot pattern of the special pattern to be stopped and displayed in the first special game. As an example, the jackpot patterns of the special patterns that can be stopped and displayed in the first special game are the first jackpot pattern Z1, the second jackpot pattern Z2, and the third jackpot pattern Z3. In addition, if there is only one type of jackpot pattern of the special pattern that can be stopped and displayed in the first special game, the configuration may be such that one type of jackpot pattern is determined without performing the first pattern lottery. The main control CPU81 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the first random number information, and determines the variation pattern from among a plurality of jackpot variation patterns. After that, the main control CPU81 ends the first special start process.

[0062] If the jackpot is not won, the main control CPU81 performs a loss variation process. In the loss variation process, the main control CPU81 performs a second pattern lottery using a pattern random number that can be specified from the first random number information, and determines a loss pattern of the special pattern to be stopped and displayed in the first special game. If there is only one type of loss pattern, the loss pattern may be determined without performing a second pattern lottery. The main control CPU81 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the first random number information, and determines a variation pattern from among multiple loss variation patterns with or without a reach. After that, the main control CPU81 ends the first special start process.

[0063] The second special start process will be described. The main control CPU81 executes the second special start process as one of the timer interrupt processes. The main control CPU81 judges whether or not the start condition of the second special game is satisfied. The main control CPU81 judges that the start condition of the second special game is satisfied when the game is not a big win game and the second special game is not being executed. On the other hand, the main control CPU81 judges that the start condition of the special game is not satisfied when the game is a big win game or the second special game is being executed. When the start condition of the second special game is not satisfied, the main control CPU81 ends the second special start process. When the start condition of the second special game is satisfied, the main control CPU81 judges whether or not the second special reserved number is greater than zero. When the second special reserved number is zero, the main control CPU81 ends the second special start process.

[0064] If the second special reserved number is greater than zero, the main control CPU81 updates the second special reserved number by subtracting 1. The main control CPU81 controls the second special reserved display device 19d to display information that can identify the second special reserved number after subtraction. Next, the main control CPU81 acquires the information that was stored first from the second random number information from the main control RWM83. The main control CPU81 uses the winning random number identified from the acquired second random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won as a winning lottery for the special pattern. The main control CPU81 performs a jackpot lottery with a jackpot probability according to the current probability state.

[0065] When the player wins a jackpot, the main control CPU81 performs a jackpot variation process. In the jackpot variation process, the main control CPU81 performs a third pattern lottery using a pattern random number that can be specified from the second random number information, and determines a jackpot pattern of a special pattern to be stopped and displayed in the second special game. As an example, the jackpot pattern of a special pattern that can be stopped and displayed in the second special game is the first jackpot pattern Z1. In addition, if there is only one type of jackpot pattern of a special pattern that can be stopped and displayed in the second special game, the configuration may be such that one type of jackpot pattern (the first jackpot pattern Z1) is determined without performing a third pattern lottery. The main control CPU81 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the second random number information, and determines a variation pattern from among a plurality of jackpot variation patterns. After that, the main control CPU81 ends the second special start process.

[0066] If the big win is not won, the main control CPU81 uses the winning random number specified from the acquired second random number information to perform a small win lottery (small win judgment) to determine whether or not the small win is won as a winning lottery for the special pattern. The main control CPU81 performs the small win lottery with a predetermined small win probability.

[0067] When a small win is won, the main control CPU81 performs a small win variation process. In the small win variation process, the main control CPU81 performs a fourth pattern lottery using a pattern random number that can be specified from the second random number information, and determines a small win pattern of a special pattern to be stopped and displayed in the second special game. As an example, a small win pattern of a special pattern that can be stopped and displayed in the second special game is a small win pattern Za. In addition, if there is only one type of small win pattern of a special pattern that can be stopped and displayed in the second special game, a configuration may be used in which one type of small win pattern (small win pattern Za) is determined without performing a fourth pattern lottery. The main control CPU81 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the second random number information, and determines a variation pattern from among a plurality of small win variation patterns. After that, the main control CPU81 ends the second special start process.

[0068] If the small win is not won, the main control CPU81 performs time-saving trigger variation processing. In the time-saving trigger variation processing, the main control CPU81 performs a fifth pattern lottery using a pattern random number that can be specified from the second random number information, and determines the time-saving trigger pattern of the special pattern to be stopped and displayed in the second special game. Note that, if there is only one type of time-saving trigger pattern, the time-saving trigger pattern may be determined without performing a fifth pattern lottery. The main control CPU81 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the second random number information, and determines the variation pattern from among the variation patterns of the time-saving trigger. After that, the main control CPU81 ends the second special start processing. In other words, the losing special pattern is not stopped and displayed in the second special game.

[0069] The main control CPU 81 outputs a special symbol variation start command and a special symbol command to the sub-board 90 in the big win variation process, the small win variation process, the time-saving trigger variation process, and the miss variation process. The special symbol variation start command is a control command that can specify the variation pattern determined in each variation process in the special start process and the start of the variation game. The special symbol command is a control command that can specify the special symbol (big win symbol, small win symbol, time-saving trigger symbol, or miss symbol) determined in each variation process. The special symbol variation start command and the special symbol command are control commands that are different when the first special game variation process is executed and when the second special game variation process is executed.

[0070] In this way, in the first special start process, the first jackpot O1, the second jackpot O2, and the third jackpot O3 can be won in the winning lottery. On the other hand, in the first special start process, the small jackpot is not won in the winning lottery. In the second special start process, the small jackpot and the first jackpot O1 can be won in the winning lottery. On the other hand, in the second special start process, the second jackpot O2 and the third jackpot O3 are not won in the winning lottery. Also, in the second special start process, the time-saving trigger pattern of the special pattern can be determined. On the other hand, in the first special start process, the time-saving trigger pattern of the special pattern is not determined.

[0071] When the first special start process and the second special start process are completed, the main control CPU81 executes the first special game or the second special game by a process different from the first special start process and the second special start process. Specifically, when the main control CPU81 finishes the first special start process, the main control CPU81 executes the first special game. When the main control CPU81 executes the first special game, the main control CPU81 controls the first special pattern display device 19a so as to start the variable display of a predetermined pattern. The main control CPU81 measures the variable time determined in the variable pattern. When the variable time determined in the variable pattern has elapsed, the main control CPU81 controls the first special pattern display device 19a so as to stop and display the special pattern determined in the special start process. In addition, when the variable time determined in the variable pattern has elapsed, the main control CPU81 outputs a control command (hereinafter, referred to as a variable end command for special patterns) capable of identifying the end of the variable game to the sub-substrate 90.

[0072] When the main control CPU81 ends the second special start process, it executes the second special game. When the main control CPU81 executes the second special game, it controls the second special symbol display device 19b to start the variable display of a predetermined symbol. The main control CPU81 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main control CPU81 controls the second special symbol display device 19b to stop displaying the special symbol determined in the special start process. In addition, when the variable time set in the variable pattern has elapsed, the main control CPU81 outputs a variable end command for the special symbol to the sub-board 90.

[0073] The small win game processing will be explained. The small win game process is a process for generating a small win game. The main control CPU81 generates a small win game after the special game in which the small win symbol is stopped and displayed ends. As an example, the main control CPU81 generates a small win game by operating the opening and closing piece 25a of the second large prize winning opening 25 according to a predetermined operation pattern. Specifically, the main control CPU81 specifies the type of small win game based on the small win symbol (type of small win) determined in the second special start process. The main control CPU81 generates the specified type of small win game.

[0074] First, the main control CPU81 outputs a control command (hereinafter, referred to as a small win opening command) capable of identifying the start of the small win opening time to the sub-substrate 90. When the small win opening time has elapsed, the main control CPU81 executes a round game. The main control CPU81 outputs a control command (hereinafter, referred to as a small win round command) capable of identifying the start of the round game of the small win game to the sub-substrate 90. The main control CPU81 controls the second special solenoid SL3 using the opening control data corresponding to the identified small win game, and controls the opening state of the second large winning opening 25. After the start of the round game, the main control CPU81 controls the second special solenoid SL3 so as to close the second large winning opening 25 when the number of game balls detected by the second count sensor SE4 reaches the upper limit number, when a game ball is detected by the specific sensor SE5, or when the upper limit time of the round game has elapsed. In other words, the main control CPU81 ends the round game. When the round game ends, the main control CPU 81 outputs a control command (hereinafter, referred to as a small win ending command) capable of specifying the start of the small win ending time to the sub-substrate 90. When the small win ending time has elapsed, the main control CPU 81 ends the small win game.

[0075] The big win game processing will be explained. The jackpot game process is a process for generating a jackpot game. The main control CPU81 generates a jackpot game after the end of a special game in which a jackpot symbol is stopped and displayed, or after the end of a small jackpot game in which a round game is ended due to the establishment of a generating condition. As an example, the main control CPU81 generates a jackpot game by operating the opening and closing piece 24a of the first large prize winning opening 24 according to a predetermined operating pattern. Specifically, when the main control CPU81 generates a jackpot game after the end of a special game in which a jackpot symbol is stopped and displayed, it specifies the type of jackpot game based on the jackpot symbol (type of jackpot) determined in the first special start process and the second special start process. On the other hand, when a big win game is generated after the small win game in which the round game is ended due to the establishment of the generating condition, the main control CPU 81 specifies the type of the big win game based on the small win pattern (type of small win) determined in the first special start process and the second special start process. The main control CPU 81 generates the specified type of big win game.

[0076] First, the main control CPU81 outputs a control command (hereinafter, referred to as a jackpot opening command) capable of identifying the start of the jackpot opening time to the sub-substrate 90. When the jackpot opening time has elapsed, the main control CPU81 executes a round game. Specifically, the main control CPU81 controls the first special solenoid SL2 using the opening control data corresponding to the identified jackpot game, and controls the opening state of the first large prize winning opening 24. After the start of the round game, the main control CPU81 controls the first special solenoid SL2 so as to close the first large prize winning opening 24 when the number of game balls detected by the first count sensor SE3 reaches the upper limit number or the upper limit time of the round game has elapsed. In other words, the main control CPU81 ends the round game. The main control CPU81 repeats the process of executing such a round game until the upper limit number of round games set for the jackpot game is completed. The main control CPU81 outputs a control command (hereinafter, referred to as a jackpot round command) capable of specifying the start of a round of jackpot games to the sub-board 90 each time a round of jackpot games is started. When the final round of games ends, the main control CPU81 outputs a control command (hereinafter, referred to as a jackpot ending command) capable of specifying the start of a jackpot ending time to the sub-board 90. When the jackpot ending time has elapsed, the main control CPU81 ends the jackpot games.

[0077] The game state transition process for transitioning the game state will be described. The main control CPU 81 controls the game state by storing information such as flags in the main control RWM 83.

[0078] As shown in Fig. 6, when the main control CPU81 ends a jackpot game, it controls the game state according to the type of the jackpot game. Specifically, after the first jackpot game A ends, the main control CPU81 controls the game state to the first time-saving state. After the second jackpot game B ends, the main control CPU81 controls the game state to the second time-saving state. After the third jackpot game C ends, the main control CPU81 controls the game state to the third time-saving state. After the fourth jackpot game D ends, the main control CPU81 controls the game state to the first time-saving state.

[0079] After the end of a jackpot game, the main control CPU81 updates the time-shortened state flag stored in the main control RWM83 so that the game state can be specified when controlling to a game state corresponding to the type of the jackpot game. That is, when controlling to a first time-shortened state, the main control CPU81 updates the time-shortened state flag so that the control to the first time-shortened state can be specified. When controlling to a second time-shortened state, the main control CPU81 updates the time-shortened state flag so that the control to the second time-shortened state can be specified. When controlling to a third time-shortened state, the main control CPU81 updates the time-shortened state flag so that the control to the third time-shortened state can be specified.

[0080] In addition, when the time-saving trigger symbol is stopped and displayed in a special game, the main control CPU81 controls to the third time-saving state after the special game ends. That is, the main control CPU81 controls to the third time-saving state after the time-saving trigger special game ends. When controlling to the third time-saving state after the time-saving trigger special game ends, the main control CPU81 updates the time-saving state flag so that it can be specified that the control to the third time-saving state is performed.

[0081] As shown in FIG. 7, when the main control CPU81 is controlling the time-shortening state, if an end condition corresponding to the type of the time-shortening state is satisfied, the main control CPU81 controls the time-shortening state to a non-time-shortening state. As an example, when the main control CPU81 is controlling the time-shortening state, if the number of times that the normal game is executed after the control to the first time-shortening state reaches a first upper limit number of times that is determined in advance, the main control CPU81 determines that the end condition of the first time-shortening state is satisfied when the total number of times that the first special game is executed and the second special game is executed after the control to the first time-shortening state reaches a predetermined number of times that is determined in advance. As an example, the predetermined number of times is 100 times. As an example, when the main control CPU81 is controlling the time-shortening state, if the number of times that the second special game is executed after the control to the first time-shortening state reaches a predetermined number of times that is determined in advance, the main control CPU81 determines that the end condition of the first time-shortening state is satisfied when .... As an example, the predetermined number of times is 1 time.

[0082] As an example, when the main control CPU81 is controlling the second time-shortening state, if the number of times that the normal game is executed after the control to the second time-shortening state reaches a second upper limit number of times that is set in advance, the main control CPU81 determines that the end condition of the second time-shortening state is established when the number of times that the normal game is executed after the control to the second time-shortening state reaches a second upper limit number of times that is set in advance. The second upper limit number of times may be a number that is less than the first upper limit number of times, may be the same as the first upper limit number of times, or may be a number that is greater than the first upper limit number of times. As an example, the second upper limit number of times is 100 times. As an example, when the main control CPU81 is controlling the second time-shortening state, if the total number of times that the first special game is executed after the control to the second time-shortening state reaches a predetermined specified number of times, the main control CPU81 determines that the end condition of the second time-shortening state is established when the number of times that the second special game is executed after the control to the second time-shortening state reaches a predetermined specified number of times.

[0083] As an example, when the main control CPU81 is controlling to the third time-shortening state, it determines that the end condition of the third time-shortening state is satisfied if the total number of times the first special game is executed and the second special game is executed after control to the third time-shortening state reaches a predetermined specified number. As an example, when the main control CPU81 is controlling to the third time-shortening state, it determines that the end condition of the third time-shortening state is satisfied if the total number of times the second special game is executed after control to the third time-shortening state reaches a predetermined specified number.

[0084] When the end condition of each time-shortening state is satisfied, the main control CPU81 controls the state to the non-time-shortening state and updates the time-shortening state flag stored in the main control RWM83 so that the game state after the control to the non-time-shortening state can be specified. In other words, when controlling to the non-time-shortening state, the main control CPU81 updates the time-shortening state flag so that the control to the non-time-shortening state can be specified.

[0085] As an example, when the game state transitions, the main control CPU81 stores a control command (hereinafter, referred to as a state designation command) capable of identifying the current game state in the output buffer. The state designation commands include a state designation command capable of identifying a non-time-shortening state, a state designation command capable of identifying a first time-shortening state, a state designation command capable of identifying a second time-shortening state, and a state designation command capable of identifying a third time-shortening state. As an example, when power supply is started, the main control CPU81 stores a state designation command capable of identifying the current game state in the output buffer.

[0086] In this way, the end conditions of each time-saving condition include, as a common end condition, that the number of times the second special game is executed reaches a predetermined number. Here, the main control CPU81 determines that the end condition of the time-saving state is established when the second special game is finished for the predetermined number of times. As described above, in the second special game, the time-saving trigger symbol may be displayed stationarily. As an example, when the time-saving trigger symbol is displayed stationarily in the second special game for the predetermined number of times, the main control CPU81 controls the state to a non-time-saving state when the second special game for the predetermined number of times is finished, and then controls the state to a third time-saving state when the time-saving trigger symbol is displayed stationarily in the second special game. Therefore, in each time-saving state, when the second special game is executed, when the time-saving trigger symbol is displayed stationarily in the second special game, the state is controlled to a non-time-saving state and then to a third time-saving state. As described above, in the second special game, if the winning lottery is not won, the time-saving trigger symbol will always be displayed stationary, so after being controlled to each time-saving state, when the second special game is executed, the player will be controlled to the third time-saving state until the winning lottery is won.

[0087] The normal input process will now be described. The main control CPU81 executes normal input processing as one of timer interrupt processing. When the main control CPU81 inputs a detection signal from the gate sensor SE6, it judges whether the normal reserved number stored in the main control RWM83 is less than the upper limit number. If the normal reserved number is not less than the upper limit number, the main control CPU81 ends the normal input processing. If the normal reserved number is less than the upper limit number, the main control CPU81 adds 1 to the normal reserved number to update it. Next, the main control CPU81 acquires a random number generated by the random number generating circuit 84, and stores normal random number information based on the acquired random number in the main control RWM83. For example, the random number is a normal winning random number used for the winning lottery of the normal pattern, a normal pattern random number used for determining the normal winning pattern, etc., and a normal variable pattern random number used for determining the variable pattern for the normal pattern. After that, the main control CPU81 ends the normal input processing.

[0088] The normal start process will now be described. The main control CPU81 executes a normal start process as one of the timer interrupt processes. The main control CPU81 judges whether or not the start conditions of the normal game are met. The main control CPU81 makes a positive judgment when the normal win game is not being played and the normal game is not being executed, and makes a negative judgment when the normal win game is being played or the normal game is being executed. If the start conditions of the normal game are not met, the main control CPU81 ends the normal start process. If the start conditions of the normal game are met, the main control CPU81 judges whether or not the normal reserved number is greater than zero. If the normal reserved number is zero, the main control CPU81 ends the normal start process.

[0089] If the normal reserved number is not zero, the main control CPU81 updates the normal reserved number by subtracting 1. The main control CPU81 controls the normal reserved display device 19f to display information that can identify the normal reserved number after subtraction. The main control CPU81 acquires the earliest stored information from the normal random number information from the main control RWM83. The main control CPU81 uses the normal winning random number identified from the acquired normal random number information to perform a normal winning lottery (normal winning judgment) to determine whether or not a normal winning is won as a winning lottery for a normal pattern. The main control CPU81 performs a normal winning lottery with a normal winning probability of 1 regardless of the current game state. As an example, the normal winning probability is 1 / 1. Note that if the normal winning probability is 1 / 1, the main control CPU81 does not need to perform a normal winning lottery.

[0090] Next, the main control CPU81 performs a normal pattern lottery using the normal pattern random number that can be specified from the normal random number information, and determines the normal winning pattern of the normal pattern to be stopped and displayed in the normal game. As an example, the normal winning patterns of the normal patterns that can be stopped and displayed in the normal game include a first normal winning pattern and a second normal winning pattern. As an example, the main control CPU81 performs a normal pattern lottery so as to determine the type of the normal winning pattern at a ratio according to the current game state. As an example, when the current game state is a non-time-saving state, the main control CPU81 determines the first normal winning pattern at a ratio of 1 / 1 as the normal winning pattern of the normal pattern. As an example, when the current game state is a time-saving state, the main control CPU81 determines the first normal winning pattern at a ratio of 348 / 349, 99 / 100, or zero as the normal winning pattern of the normal pattern. In other words, when the current game state is the time-saving state, the main control CPU81 determines the second normal winning symbol as the normal winning symbol of the normal symbol at a ratio of 1 / 349, 1 / 100, or 1 / 1.

[0091] As an example, the determination ratio of the normal winning symbol when the current game state is the time-saving state differs depending on the type of the time-saving state. As an example, the determination ratio of the first normal winning symbol when controlled to the first time-saving state is 99 / 100. As an example, the determination ratio of the second normal winning symbol when controlled to the first time-saving state is 1 / 100. In other words, the determination ratio of the first normal winning symbol when controlled to the time-saving state triggered by the end of the first jackpot game A is 99 / 100. Also, the determination ratio of the second normal winning symbol when controlled to the time-saving state triggered by the end of the first jackpot game A is 1 / 100. Also, the determination ratio of the first normal winning symbol when controlled to the time-saving state triggered by the end of the fourth jackpot game D is 99 / 100. In addition, when the time-saving state is entered upon the end of the fourth big win game D, the probability of the second normal winning pattern being determined is 1 / 100.

[0092] As an example, the determination ratio of the first normal winning symbol when controlled to the second time-saving state is 348 / 349. As an example, the determination ratio of the second normal winning symbol when controlled to the second time-saving state is 1 / 349. In other words, the determination ratio of the first normal winning symbol when controlled to the time-saving state with the end of the second jackpot game B as a trigger is 348 / 349. Also, the determination ratio of the second normal winning symbol when controlled to the time-saving state with the end of the second jackpot game B as a trigger is 1 / 349.

[0093] As an example, the determination ratio of the first normal winning symbol when controlled to the third time-saving state is zero. As an example, the determination ratio of the second normal winning symbol when controlled to the third time-saving state is 1 / 1. In other words, the determination ratio of the first normal winning symbol when controlled to the time-saving state triggered by the end of the third jackpot game C is zero. Also, the determination ratio of the second normal winning symbol when controlled to the time-saving state triggered by the end of the third jackpot game C is 1 / 1. Also, the determination ratio of the first normal winning symbol when controlled to the time-saving state triggered by the stop display of the time-saving trigger symbol is zero. Also, the determination ratio of the second normal winning symbol when controlled to the time-saving state triggered by the stop display of the time-saving trigger symbol is 1 / 1.

[0094] The main control CPU81 determines a normal pattern variation pattern for which a normal game variation time is set. As an example, when the main control CPU81 is in a non-time-saving state, the main control CPU81 determines a first normal variation pattern for which a first variation time is set. On the other hand, when the main control CPU81 is in a time-saving state, the main control CPU81 determines one variation pattern from a plurality of second normal variation patterns for which a second variation time shorter than the first variation time is set. As an example, the first variation time is 10 minutes. As an example, when the main control CPU81 is in a time-saving state, the main control CPU81 determines a normal pattern variation pattern according to the result of the normal pattern lottery. As an example, when the main control CPU81 determines a first normal winning pattern as a normal winning pattern as a result of the normal pattern lottery, the main control CPU81 performs a normal variation pattern determination lottery using a normal variation pattern random number that can be specified from the normal random number information, and determines a variation pattern from a plurality of second normal variation patterns for the first normal winning pattern. As an example, when the main control CPU81 determines the second normal winning symbol as the normal winning symbol as a result of the normal symbol lottery, it performs a normal variation pattern determination lottery using a normal variation pattern random number that can be specified from the normal random number information, and determines a variation pattern from among a plurality of second normal variation patterns for the second normal winning symbol. Due to the determination mode of the variation pattern according to this game state, the variation time of the normal game is shortened during the time-saving state.

[0095] When the normal symbol variation pattern is determined, the main control CPU81 causes the normal symbol display device 19e to start the normal game, and outputs a normal symbol variation start command and a normal symbol command to the sub-substrate 90. The normal symbol variation start command is a control command capable of identifying the determined normal symbol variation pattern and the start of the variation game. The normal symbol command is a control command capable of identifying the determined normal symbol (the first normal symbol or the second normal symbol). After that, the main control CPU81 stops and displays the normal symbol according to the result of the normal symbol lottery when the variation time determined for the normal symbol variation pattern has elapsed, and outputs a control command capable of identifying the end of the variation game (hereinafter, referred to as the normal symbol variation end command) to the sub-substrate 90. The main control CPU81 that executes the special start process and the normal start process is an example of a variation pattern determination means that determines a variation pattern capable of identifying the variation time of the variation game.

[0096] The normal winning game process will now be described. When a normal win is won, the main control CPU81 operates the opening / closing piece 23a of the second start opening 23 according to a predetermined operation pattern after the end of the normal game, and generates a normal win game. As an example, the main control CPU81 operates the opening / closing piece 23a of the second start opening 23 according to an operation pattern according to the type of normal win, and generates a normal win game. That is, a normal win game is generated according to the type of normal win. As an example, the type of normal win is determined by the type of normal win pattern. That is, a normal win game is generated according to the type of normal pattern. As an example, the normal win game includes a first normal win game based on a first normal win pattern and a second normal win game based on a second normal win pattern.

[0097] As an example, the main control CPU81 controls the normal solenoid SL1 so that the opening pattern is a first opening time opening followed by a first closing time closing in the first normal winning game. As an example, the first opening time is a time during which a game ball cannot enter the second start port 23 while the second start port 23 is open, or during which a game ball cannot enter the second start port 23 substantially while the second start port 23 is open. That is, during the first normal winning game, a game ball cannot enter the second start port 23 while the second start port 23 is open, or during which a game ball cannot enter the second start port 23 substantially while the second start port 23 is open. As an example, the first opening time is 0.008 seconds. As an example, the first closing time is 0.008 seconds. As an example, the main control CPU81 controls the normal solenoid SL1 so that the opening pattern is a second closing time closing followed by a second opening time opening in the second normal winning game. As an example, the second opening time is a time during which a game ball can easily enter the second starting hole 23 while the second starting hole 23 is open. In other words, in the second normal winning game, a game ball can easily enter the second starting hole 23 while the second starting hole 23 is open. As an example, the second opening time is 5.4 seconds. As an example, the second closing time is 0.008 seconds.

[0098] In this way, in the non-time-saving state, only the first normal winning pattern is determined among the first normal winning pattern and the second normal winning pattern, so that only the first normal winning game can be executed among the first normal winning game and the second normal winning game. In the first normal winning game, the game ball cannot enter the second starting hole 23 while the second starting hole 23 is open, or the game ball cannot enter the second starting hole 23 while the second starting hole 23 is open. For this reason, in the non-time-saving state, it is recommended to play with a left hit. On the other hand, in the time-saving state, the second normal winning pattern can be determined, so that the second normal winning game can be executed. In the second normal winning game, the game ball can easily enter the second starting hole 23 while the second starting hole 23 is open. For this reason, in the time-saving state, it is recommended to play with a right hit so that the game ball enters the second starting hole 23.

[0099] The transition of game states and the presentation modes in each game state will be explained. As an example, each presentation mode has different background images, background music, and types of preview presentations that can be performed.

[0100] As shown in FIG. 8, one presentation mode is associated with each game state. As an example, the non-time-saving state is associated with the normal presentation mode. As an example, the first time-saving state is associated with the first chance presentation mode. As an example, the second time-saving state is associated with the second chance presentation mode. As an example, the third time-saving state is associated with the third chance presentation mode. When the non-time-saving state, the first time-saving state, the second time-saving state, or the third time-saving state is controlled, if the occurrence condition of the jackpot game is established, the jackpot game is executed. That is, when the normal presentation mode, the first chance presentation mode, the second chance presentation mode, or the third chance presentation mode is controlled, if the occurrence condition of the jackpot game is established, the jackpot game is executed.

[0101] When the jackpot game ends, the game state is controlled according to the type of the jackpot game. After the first jackpot game A ends, the game state is controlled to the first time-saving state. In other words, after the first jackpot game A ends, the game state is controlled to the first chance presentation mode. After the second jackpot game B ends, the game state is controlled to the second time-saving state. In other words, after the second jackpot game B ends, the game state is controlled to the second chance presentation mode. After the third jackpot game C ends, the game state is controlled to the third time-saving state. In other words, after the third jackpot game C ends, the game state is controlled to the third chance presentation mode. After the fourth jackpot game D ends, the game state is controlled to the first time-saving state. In other words, after the fourth jackpot game D ends, the game state is controlled to the first chance presentation mode.

[0102] When the game is controlled to each time-saving state, the game is controlled to a non-time-saving state when the end condition is satisfied. That is, when the game is controlled to the first chance presentation mode, the second chance presentation mode, or the third chance presentation mode, the game is controlled to a normal presentation mode when the end condition of the time-saving state is satisfied. At this time, if the end condition of the time-saving state is the execution (end) of the second special game a predetermined number of times, when the time-saving trigger symbol is stopped and displayed in the second special game, the game is controlled to a third time-saving state when the time-saving trigger symbol is stopped and displayed. That is, when the game is controlled to the first chance presentation mode, the second chance presentation mode, or the third chance presentation mode, when the time-saving state is ended by the execution of the second special game a predetermined number of times, when the time-saving trigger symbol is stopped and displayed in the second special game, the game is controlled to a third chance presentation mode when the time-saving trigger symbol is stopped and displayed.

[0103] Next, the change patterns of each presentation mode will be explained. First, the variation patterns that can be determined when controlled in the normal presentation mode will be described.

[0104] As shown in FIG. 9, the variation patterns that can be determined when controlled in the normal presentation mode include a miss variation pattern and a big win variation pattern. As described above, in the normal presentation mode, left hitting is recommended, and a special presentation game is executed in response to the special game. That is, in the normal presentation mode, a special presentation game is executed in response to the first special game. And, in the first special game, the small win pattern and the time-saving trigger pattern are not stopped and displayed, so the variation patterns that can be determined when controlled in the normal presentation mode do not include the small win variation pattern and the time-saving trigger variation pattern.

[0105] As an example, the fluctuation patterns of the losing that can be determined when controlled in the normal presentation mode include fluctuation pattern HA01, fluctuation pattern HA02, fluctuation pattern HA03, fluctuation pattern HA04, fluctuation pattern HA05, fluctuation pattern HA06, fluctuation pattern HA07, fluctuation pattern HA08, fluctuation pattern HA09, and fluctuation pattern HA10. As an example, the fluctuation patterns of the winning that can be determined when controlled in the normal presentation mode include fluctuation pattern HA11, fluctuation pattern HA12, fluctuation pattern HA13, fluctuation pattern HA14, fluctuation pattern HA15, and fluctuation pattern HA16.

[0106] As an example, the fluctuation pattern HA01, the fluctuation pattern HA02, the fluctuation pattern HA03, the fluctuation pattern HA04, the fluctuation pattern HA05, the fluctuation pattern HA11, and the fluctuation pattern HA12 are fluctuation patterns associated with one fluctuation cycle. Here, the fluctuation cycle is defined as one time from when the fluctuation display of the performance pattern starts to when the performance pattern of all columns is stopped and displayed.

[0107] As an example, the fluctuation pattern HA06, the fluctuation pattern HA07, the fluctuation pattern HA08, the fluctuation pattern HA13, and the fluctuation pattern HA14 are fluctuation patterns associated with two fluctuation cycles. In other words, the fluctuation pattern HA06, the fluctuation pattern HA07, the fluctuation pattern HA08, the fluctuation pattern HA13, and the fluctuation pattern HA14 are fluctuation patterns associated with two repetitions of the performance pattern of all columns being stopped and displayed after the performance pattern starts to be displayed.

[0108] As an example, the fluctuation pattern HA09, the fluctuation pattern HA10, the fluctuation pattern HA15, and the fluctuation pattern HA16 are fluctuation patterns associated with three fluctuation cycles. In other words, the fluctuation pattern HA09, the fluctuation pattern HA10, the fluctuation pattern HA15, and the fluctuation pattern HA16 are fluctuation patterns associated with three repetitions of the stop display of the performance patterns of all columns after the performance pattern display starts.

[0109] As an example, in a variation pattern in which multiple variation cycles are associated, a pseudo consecutive performance is associated in a variation cycle before the final variation cycle. The pseudo consecutive performance is a performance that suggests or notifies whether the next variation cycle will be executed or not. As an example, the pseudo consecutive performance is a performance that suggests or notifies that the next variation cycle will be executed by displaying a pseudo consecutive pattern combination stationarily. In other words, in a variation pattern in which multiple variation cycles are associated, a pseudo consecutive pattern combination stationarily displayed in a variation cycle before the final variation cycle is associated. As an example, a pseudo consecutive pattern combination is a combination such as

[0112] in which one performance pattern of a reach formation column is the next performance pattern in the variation order of the other performance pattern of the reach formation column, and the performance pattern of the remaining pattern column (middle pattern column) is the same as one performance pattern of the reach formation column.

[0110] As an example, the performance contents in the final variation cycle are determined for the variation patterns HA01, HA02, HA03, HA04, HA05, HA06, HA07, HA08, HA09, HA10, HA11, HA12, HA13, HA14, HA15, and HA16. As an example, the performance contents in the final variation cycle are determined for the variation patterns HA01 and HA02, in which a losing symbol combination is stopped and displayed without a reach. As an example, the performance contents in the final variation cycle are determined for the variation patterns HA03 and HA06, in which a losing symbol combination is stopped and displayed after a pseudo consecutive performance. As an example, a losing pattern combination after a pseudo consecutive performance is a combination such as

[0132] , in which one performance pattern in the reach formation column is the next performance pattern in the changing order of the other performance pattern in the reach formation column, and the performance pattern of the remaining pattern column (middle pattern column) is not the same as both performance patterns in the reach formation column.

[0111] As an example, the variation patterns HA04, HA07, and HA09 are set to have a performance content in which a losing symbol combination is stopped and displayed after an NR performance as the performance content in the final variation cycle. As an example, the variation patterns HA04, HA07, and HA09 are set to have a performance content in which a losing symbol combination is stopped and displayed after an SR performance as the performance content in the final variation cycle. As an example, the variation patterns HA11, HA13, and HA15 are set to have a performance content in which a winning symbol combination is stopped and displayed after an NR performance as the performance content in the final variation cycle. As an example, the variation patterns HA12, HA14, and HA16 are set to have a performance content in which a winning symbol combination is stopped and displayed after an SR performance as the performance content in the final variation cycle. The variation pattern HA02 is an example of a first variation pattern that can be determined when the result of the winning lottery is a losing one. The fluctuation pattern HA12 is an example of a second fluctuation pattern that is different from the first fluctuation pattern.

[0112] Next, a variation pattern that can be determined when controlled in the first chance presentation mode will be described. As shown in Fig. 10, the variation patterns that can be determined when the first chance presentation mode is controlled include the first normal winning variation pattern and the second normal winning variation pattern. As described above, in the first chance presentation mode, right hitting is recommended, and the normal presentation game is executed in response to the normal game. In the normal game, either the first normal winning pattern or the second normal winning pattern is stopped and displayed, so the variation patterns that can be determined when the first chance presentation mode is controlled do not include the loss variation pattern, the small winning variation pattern, the big winning variation pattern, and the time-saving trigger variation pattern.

[0113] As an example, the first normal winning fluctuation patterns that can be determined when controlled in the first chance presentation mode include fluctuation patterns HB01, HB02, HB03, and HB04. As an example, the second normal winning fluctuation patterns that can be determined when controlled in the first chance presentation mode include fluctuation patterns HB05 and HB06. As an example, the fluctuation patterns HB01, HB02, HB03, HB04, HB05, and HB06 that can be determined when controlled in the first chance presentation mode are all fluctuation patterns associated with one fluctuation cycle. In other words, in the first chance presentation mode, a fluctuation game that includes multiple fluctuation cycles is not executed.

[0114] As an example, the performance contents in the final variation cycle are determined for the variation patterns HB01, HB02, HB03, HB04, HB05, and HB06. As an example, the performance contents in the final variation cycle are determined for the variation patterns HB01 and HB02, in which the symbol combination of the first normal winning is stopped and displayed without going through a reach. As an example, the performance contents in the final variation cycle are determined for the variation pattern HB03, in which the symbol combination of the first normal winning is stopped and displayed through an NR performance. As an example, the performance contents in the final variation cycle are determined for the variation pattern HB04, in which the symbol combination of the first normal winning is stopped and displayed through an SR performance. As an example, the performance contents in the final variation cycle are determined for the variation pattern HB05, in which the symbol combination of the second normal winning is stopped and displayed through an NR performance. As an example, in the variation pattern HB06, as the presentation content in the final variation cycle, the presentation content is set such that the symbol combination of the second normal winning is stopped and displayed after the SR presentation.

[0115] Next, a variation pattern that can be determined when the second chance presentation mode is selected will be described. As shown in Fig. 11, the variation patterns that can be determined when the second chance presentation mode is controlled include the first normal winning variation pattern and the second normal winning variation pattern. As described above, in the second chance presentation mode, right hitting is recommended, and the normal presentation game is executed in response to the normal game. In the normal game, either the first normal winning pattern or the second normal winning pattern is stopped and displayed, so the variation patterns that can be determined when the second chance presentation mode is controlled do not include the miss variation pattern, the small winning variation pattern, the big winning variation pattern, and the time-saving trigger variation pattern.

[0116] As an example, the first normal winning variation pattern that can be determined when controlled in the second chance presentation mode includes variation pattern HC01, variation pattern HC02, variation pattern HC03, and variation pattern HC04. As an example, the second normal winning variation pattern that can be determined when controlled in the second chance presentation mode includes variation pattern HC04, variation pattern HC05, and variation pattern HC06. As an example, the variation pattern HC01, variation pattern HC02, variation pattern HC03, variation pattern HC04, variation pattern HC05, and variation pattern HC06 that can be determined when controlled in the second chance presentation mode are all variation patterns associated with one variation cycle. In other words, in the second chance presentation mode, a variation game that includes multiple variation cycles is not executed.

[0117] As an example, the performance contents in the final variation cycle are determined for the variation patterns HC01, HC02, HC03, HC04, HC05, and HC06. As an example, the performance contents in the final variation cycle are determined for the variation patterns HC01 and HC02, in which the symbol combination of the first normal winning is stopped and displayed without going through a reach. As an example, the performance contents in the final variation cycle are determined for the variation pattern HC03, in which the symbol combination of the first normal winning is stopped and displayed through an NR performance. As an example, the performance contents in the final variation cycle are determined for the variation pattern HC04, in which the symbol combination of the first normal winning is stopped and displayed through an SR performance. As an example, the performance contents in the final variation cycle are determined for the variation pattern HC05, in which the symbol combination of the second normal winning is stopped and displayed through an NR performance. As an example, in the variation pattern HC06, as the presentation content in the final variation cycle, the presentation content in which the symbol combination of the second normal winning is stopped and displayed after the SR presentation is determined.

[0118] Next, a variation pattern that can be determined when the third chance presentation mode is selected will be described. As shown in FIG. 12, the variation patterns that can be determined when the third chance presentation mode is controlled include a time-saving trigger variation pattern, a small win variation pattern, and a big win variation pattern. As described above, in the third chance presentation mode, right hitting is recommended, and a special presentation game is executed corresponding to the special game. Therefore, in the third chance presentation mode, a special presentation game corresponding to the second special game is executed. And, in the second special game, a losing symbol is not stopped and displayed, so the variation patterns that can be determined when the third chance presentation mode is controlled do not include a losing variation pattern.

[0119] As an example, the variation pattern of the time-saving trigger that can be determined when controlled in the third chance presentation mode is the variation pattern HD01. As an example, the variation pattern of the small win that can be determined when controlled in the third chance presentation mode is the variation pattern HD02. As an example, the variation pattern of the big win that can be determined when controlled in the third chance presentation mode is the variation pattern HD03. As an example, the variation pattern HD01, the variation pattern HD02, and the variation pattern HD03 that can be determined when controlled in the third chance presentation mode are all variation patterns associated with one variation cycle.

[0120] As an example, the performance contents in the final variation cycle are determined for the variation pattern HD01, the variation pattern HD02, and the variation pattern HD03. As an example, the performance contents in the final variation cycle are determined for the variation pattern HD01, in which the time-saving trigger symbol combination is stopped and displayed without a reach. As an example, the performance contents in the final variation cycle are determined for the variation pattern HD02, in which the small win symbol combination is stopped and displayed without a reach. As an example, the performance contents in the final variation cycle are determined for the variation pattern HD03, in which the big win symbol combination is stopped and displayed without a reach.

[0121] Various processes executed by the sub-control CPU 91 of the sub-board 90 will be described. The sub-control CPU 91 controls the performance execution device group 16 so as to execute predetermined performances and predetermined notifications based on various control commands input from the main board 80.

[0122] The big win effect processing for executing the big win effect will be described. The jackpot performance processing is processing for executing a performance during a jackpot game (hereinafter referred to as a jackpot performance). When an opening command is input, the sub-control CPU 91 controls the performance execution device group 16 to execute an opening performance. When a round command is input, the sub-control CPU 91 controls the performance execution device group 16 to execute a round performance. When an ending start command is input, the sub-control CPU 91 controls the performance execution device group 16 to execute an ending performance. When an ending end command is input, the sub-control CPU 91 controls the performance execution device group 16 to end the ending performance.

[0123] Next, a presentation mode process for controlling the presentation mode will be described. As an example, the sub-control CPU91 executes a presentation mode process when it inputs a state designation command. As an example, in the presentation mode process, the sub-control CPU91, when it inputs a state designation command, identifies the current game state from the state designation command. When the sub-control CPU91 identifies a non-time-shortened state from the state designation command, it controls to a normal presentation mode. When the sub-control CPU91 identifies a first time-shortened state from the state designation command, it controls to a first chance presentation mode. When the sub-control CPU91 identifies a second time-shortened state from the state designation command, it controls to a second chance presentation mode. When the sub-control CPU91 identifies a third time-shortened state from the state designation command, it controls to a third chance presentation mode. The sub-control CPU91 that executes the presentation mode process is an example of a presentation mode control means that controls the presentation mode.

[0124] The process for executing the performance game will now be described. First, a special effect symbol determination process for determining a symbol combination to be stopped and displayed in a special effect game will be described.

[0125] When the sub-control CPU91 is controlled in the normal presentation mode or the third chance presentation mode and inputs a variation start command for a special symbol and a special symbol command, it determines a symbol combination to be stopped and displayed in the special presentation game based on the variation pattern that can be specified from the variation start command for the special symbol and the special symbol that can be specified from the special symbol command.

[0126] As shown in FIG. 13 and FIG. 14, when the sub-control CPU91 inputs the special symbol variation start command and the special symbol command, it determines the effect symbol to be stopped and displayed first in the special effect game based on the variation pattern that can be specified from the special symbol variation start command and the special symbol that can be specified from the special symbol command. As an example, the symbol row in which the effect symbol is stopped and displayed first in the special effect game differs depending on the variation pattern. As an example, in the variation pattern HA01, the effect symbols in all columns are stopped and displayed at the same time. Therefore, when the sub-control CPU91 specifies the variation pattern HA01 from the special symbol variation start command, it determines the effect symbol in the left symbol row as the effect symbol to be stopped and displayed first in the effect game. In addition, when the sub-control CPU91 specifies the variation pattern HA01 from the variation start command for the special symbol, it determines the performance symbol of the right symbol row as the second performance symbol to be stopped and displayed in the performance game, and determines the performance symbol of the middle symbol row as the third performance symbol to be stopped and displayed in the performance game. As an example, in the variation patterns HA02 to HA15, the first performance symbol is stopped and displayed in the left symbol row. As an example, in the variation patterns HA02 to HA15, the second performance symbol is stopped and displayed in the right symbol row. As an example, in the variation patterns HA02 to HA15, the third performance symbol is stopped and displayed in the middle symbol row. In the following explanation, the performance pattern that is first stopped and displayed in the performance game is referred to as the first stop pattern, the performance pattern that is stopped and displayed after the first stop pattern in the performance game is referred to as the second stop pattern, and the performance pattern that is stopped and displayed after the second stop pattern in the performance game is referred to as the third stop pattern.

[0127] In this embodiment, in the normal presentation mode, the probability that the identification information (numbers) of "2", "4", "6", and "8" are displayed in a specific column (for example, the symbol column in which the first symbol is displayed) among the multiple columns when the result of the winning lottery is a miss is different from the probability that the identification information (numbers) of "1" and "5" are displayed in a specific column when the result of the winning lottery is a miss. Also, in the normal presentation mode, the probability that the identification information (numbers) of "2", "4", "6", and "8" are displayed in a specific column among the multiple columns when the result of the winning lottery is a miss and a reach is not formed by the identification information is different from the probability that the identification information (numbers) of "1" and "5" are displayed in a specific column when the result of the winning lottery is a miss and a reach is not formed by the identification information. In the normal presentation mode, the probability that the identification information (numbers) "2", "4", "6", and "8" are displayed in a specific column among the multiple columns when the winning lottery result is a jackpot is different from the probability that the identification information (numbers) "1" and "5" are displayed in a specific column when the winning lottery result is a jackpot. In the normal presentation mode, the probability that the identification information (numbers) "2", "4", "6", and "8" are displayed in a specific column in a pseudo consecutive variation game (a variation game with a variation pattern including a pseudo consecutive presentation) consisting of one variation cycle is different from the probability that the identification information (numbers) "2", "4", "6", and "8" are displayed in a specific column in a pseudo consecutive variation game consisting of multiple variation cycles. Similarly, in the normal presentation mode, the probability that the identification information (numbers) "1" and "5" will be displayed in a specific column in a pseudo-multiple fluctuation game consisting of one fluctuation cycle is configured to be different from the probability that the identification information (numbers) "1" and "5" will be displayed in a specific column in a pseudo-multiple fluctuation game consisting of multiple fluctuation cycles.Also, the probability that the identification information (numbers) of "2", "4", "6", and "8" are displayed on the specific column when the time from the execution of the variable game to the display of the performance symbol on the specific column is a first time is different from the probability that the identification information (numbers) of "2", "4", "6", and "8" are displayed on the specific column when the time from the execution of the variable game to the display of the performance symbol on the specific column is a second time different from the first time. Also, the probability that the identification information (numbers) of "1" and "5" are displayed on the specific column when the time from the execution of the variable game to the display of the performance symbol on the specific column is a first time is different from the probability that the identification information (numbers) of "1" and "5" are displayed on the specific column when the time from the execution of the variable game to the display of the performance symbol on the specific column is a second time.

[0128] Also, the probability that the identification information (numbers) "2", "4", "6", and "8" are displayed in a specific column when the winning lottery results in a loss in the third chance presentation mode is different from the probability that the identification information (numbers) "2", "4", "6", and "8" are displayed in a specific column when the winning lottery results in a loss in the normal presentation mode. Also, the probability that the identification information (numbers) "1" and "5" are displayed in a specific column when the winning lottery results in a loss in the third chance presentation mode is different from the probability that the identification information (numbers) "1" and "5" are displayed in a specific column when the winning lottery results in a loss in the normal presentation mode. Also, in the third chance presentation mode, the probability that the identification information (numbers) of "2", "4", "6", and "8" are displayed in a specific column when the result of the winning lottery is a miss and a reach is not formed by the identification information is different from the probability that the identification information (numbers) of "2", "4", "6", and "8" are displayed in a specific column when the result of the winning lottery is a miss and a reach is not formed by the identification information is different from the probability that the identification information (numbers) of "1" and "5 ...

[0129] A specific example of the above configuration will be described. As an example, when the sub-control CPU91 specifies the fluctuation pattern HA01 and the losing pattern from the fluctuation start command for the special pattern and the special pattern command, it determines "1" as the first stop pattern at a rate of 25 / 1000 and determines "2" at a rate of 225 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA01 and the losing pattern from the fluctuation start command for the special pattern and the special pattern command, it determines "3" as the first stop pattern at a rate of 25 / 1000 and determines "4" at a rate of 225 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA01 and the losing pattern from the fluctuation start command for the special pattern and the special pattern command, it determines "5" as the first stop pattern at a rate of 25 / 1000 and determines "6" at a rate of 225 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HA01 and the losing symbol from the fluctuation start command for the special symbol and the special symbol command, it determines a "7" as the first stopping symbol with a probability of 25 / 1000, and determines an "8" with a probability of 225 / 1000.

[0130] As an example, when the sub-control CPU91 specifies the variation pattern HA02 and the losing pattern from the variation start command for the special pattern and the special pattern command, it determines "1" as the first stop pattern at a rate of 15 / 1000 and determines "2" at a rate of 235 / 1000. Also, as an example, when the sub-control CPU91 specifies the variation pattern HA02 and the losing pattern from the variation start command for the special pattern and the special pattern command, it determines "3" as the first stop pattern at a rate of 15 / 1000 and determines "4" at a rate of 235 / 1000. Also, as an example, when the sub-control CPU91 specifies the variation pattern HA02 and the losing pattern from the variation start command for the special pattern and the special pattern command, it determines "5" as the first stop pattern at a rate of 15 / 1000 and determines "6" at a rate of 235 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HA02 and the losing symbol from the fluctuation start command for the special symbol and the special symbol command, it determines a "7" as the first stopping symbol with a probability of 15 / 1000, and determines an "8" with a probability of 235 / 1000.

[0131] Also, as an example, when the sub-control CPU91 specifies the variation pattern HA03 and the losing pattern from the variation start command for the special pattern and the special pattern command, it determines "1" as the first stop pattern at a rate of 15 / 1000 and determines "2" at a rate of 235 / 1000. Also, as an example, when the sub-control CPU91 specifies the variation pattern HA03 and the losing pattern from the variation start command for the special pattern and the special pattern command, it determines "3" as the first stop pattern at a rate of 15 / 1000 and determines "4" at a rate of 235 / 1000. Also, as an example, when the sub-control CPU91 specifies the variation pattern HA03 and the losing pattern from the variation start command for the special pattern and the special pattern command, it determines "5" as the first stop pattern at a rate of 15 / 1000 and determines "6" at a rate of 235 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HA03 and the losing symbol from the fluctuation start command for the special symbol and the special symbol command, it determines a "7" as the first stopping symbol with a probability of 15 / 1000, and determines an "8" with a probability of 235 / 1000.

[0132] Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA04 and the losing pattern from the fluctuation start command for the special pattern and the special pattern command, it determines "1" as the first stop pattern at a rate of 30 / 1000 and determines "2" at a rate of 235 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA04 and the losing pattern from the fluctuation start command for the special pattern and the special pattern command, it determines "4" as the first stop pattern at a rate of 235 / 1000 and determines "5" at a rate of 30 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA04 and the losing pattern from the fluctuation start command for the special pattern and the special pattern command, it determines "6" as the first stop pattern at a rate of 235 / 1000 and determines "8" at a rate of 235 / 1000.

[0133] Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA05 and the losing pattern from the fluctuation start command for the special pattern and the special pattern command, it determines "1" as the first stop pattern at a rate of 30 / 1000 and determines "2" at a rate of 235 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA05 and the losing pattern from the fluctuation start command for the special pattern and the special pattern command, it determines "4" as the first stop pattern at a rate of 235 / 1000 and determines "5" at a rate of 30 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA05 and the losing pattern from the fluctuation start command for the special pattern and the special pattern command, it determines "6" as the first stop pattern at a rate of 235 / 1000 and determines "8" at a rate of 235 / 1000.

[0134] Also, as an example, when the sub-control CPU91 specifies the variation pattern HA06 and the losing pattern from the variation start command for the special pattern and the special pattern command, it determines "1" as the first stop pattern at a rate of 30 / 1000 and determines "2" at a rate of 235 / 1000. Also, as an example, when the sub-control CPU91 specifies the variation pattern HA06 and the losing pattern from the variation start command for the special pattern and the special pattern command, it determines "4" as the first stop pattern at a rate of 235 / 1000 and determines "5" at a rate of 30 / 1000. Also, as an example, when the sub-control CPU91 specifies the variation pattern HA06 and the losing pattern from the variation start command for the special pattern and the special pattern command, it determines "6" as the first stop pattern at a rate of 235 / 1000 and determines "8" at a rate of 235 / 1000.

[0135] Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA07 and the losing pattern from the fluctuation start command for the special pattern and the special pattern command, it determines "1" as the first stop pattern at a rate of 10 / 1000 and determines "2" at a rate of 245 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA07 and the losing pattern from the fluctuation start command for the special pattern and the special pattern command, it determines "4" as the first stop pattern at a rate of 245 / 1000 and determines "5" at a rate of 10 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA07 and the losing pattern from the fluctuation start command for the special pattern and the special pattern command, it determines "6" as the first stop pattern at a rate of 245 / 1000 and determines "8" at a rate of 245 / 1000.

[0136] Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HA08 and a losing symbol from the fluctuation start command for the special symbol and the special symbol command, it determines "1" as the first stop symbol at a rate of 12 / 1000 and "2" at a rate of 243 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HA08 and a losing symbol from the fluctuation start command for the special symbol and the special symbol command, it determines "3" as the first stop symbol at a rate of 4 / 1000 and "4" at a rate of 243 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HA08 and a losing symbol from the fluctuation start command for the special symbol and the special symbol command, it determines the first stopping symbol to be a "5" with a probability of 12 / 1000, a "6" with a probability of 243 / 1000, and an "8" with a probability of 243 / 1000.

[0137] Also, as an example, when the sub-control CPU91 identifies a fluctuation pattern HA09 and a losing symbol from the fluctuation start command for the special symbol and the special symbol command, it determines "1" as the first stop symbol at a rate of 12 / 1000 and "2" at a rate of 243 / 1000. Also, as an example, when the sub-control CPU91 identifies a fluctuation pattern HA09 and a losing symbol from the fluctuation start command for the special symbol and the special symbol command, it determines "3" as the first stop symbol at a rate of 4 / 1000 and "4" at a rate of 243 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HA09 and the losing symbol from the fluctuation start command for the special symbol and the special symbol command, it determines the first stopping symbol to be a "5" with a probability of 12 / 1000, a "6" with a probability of 243 / 1000, and an "8" with a probability of 243 / 1000.

[0138] Also, as an example, when the sub-control CPU91 identifies a fluctuation pattern HA10 and a losing symbol from the fluctuation start command for the special symbol and the special symbol command, it determines "1" as the first stop symbol at a rate of 15 / 1000 and "2" at a rate of 241 / 1000. Also, as an example, when the sub-control CPU91 identifies a fluctuation pattern HA10 and a losing symbol from the fluctuation start command for the special symbol and the special symbol command, it determines "3" as the first stop symbol at a rate of 6 / 1000 and "4" at a rate of 241 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HA10 and the losing symbol from the fluctuation start command for the special symbol and the special symbol command, it determines the first stopping symbol to be a "5" with a probability of 15 / 1000, a "6" with a probability of 241 / 1000, and an "8" with a probability of 241 / 1000.

[0139] Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA11 and the first jackpot pattern Z1 from the fluctuation start command for the special pattern and the special pattern command, it determines the "1" as the first stop pattern at a rate of 500 / 1000 and the "5" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA12 and the first jackpot pattern Z1 from the fluctuation start command for the special pattern and the special pattern command, it determines the "1" as the first stop pattern at a rate of 500 / 1000 and the "5" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA13 and the first jackpot pattern Z1 from the fluctuation start command for the special pattern and the special pattern command, it determines the "1" as the first stop pattern at a rate of 500 / 1000 and determines the "5" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA14 and the first jackpot pattern Z1 from the fluctuation start command for the special pattern and the special pattern command, it determines the "1" as the first stop pattern at a rate of 500 / 1000 and determines the "5" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA15 and the first jackpot pattern Z1 from the fluctuation start command for the special pattern and the special pattern command, it determines the "1" as the first stop pattern at a rate of 500 / 1000 and determines the "5" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA16 and the first jackpot pattern Z1 from the fluctuation start command for the special pattern and the special pattern command, it determines the "1" as the first stop pattern at a rate of 500 / 1000 and determines the "5" at a rate of 500 / 1000.

[0140] Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA11 and the second jackpot pattern Z2 from the fluctuation start command for the special pattern and the special pattern command, it determines the "2" as the first stop pattern at a rate of 250 / 1000 and determines the "4" at a rate of 250 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA11 and the second jackpot pattern Z2 from the fluctuation start command for the special pattern and the special pattern command, it determines the "6" as the first stop pattern at a rate of 250 / 1000 and determines the "8" at a rate of 250 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA12 and the second jackpot pattern Z2 from the fluctuation start command for the special pattern and the special pattern command, it determines the "2" as the first stop pattern at a rate of 250 / 1000 and determines the "4" at a rate of 250 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA12 and the second jackpot pattern Z2 from the fluctuation start command for the special pattern and the special pattern command, it determines the "6" as the first stop pattern at a rate of 250 / 1000 and determines the "8" at a rate of 250 / 1000.

[0141] Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA13 and the second jackpot pattern Z2 from the fluctuation start command for the special pattern and the special pattern command, it determines the "2" as the first stop pattern at a rate of 250 / 1000 and determines the "4" at a rate of 250 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA13 and the second jackpot pattern Z2 from the fluctuation start command for the special pattern and the special pattern command, it determines the "6" as the first stop pattern at a rate of 250 / 1000 and determines the "8" at a rate of 250 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA14 and the second jackpot pattern Z2 from the fluctuation start command for the special pattern and the special pattern command, it determines the "2" as the first stop pattern at a rate of 250 / 1000 and determines the "4" at a rate of 250 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA14 and the second jackpot pattern Z2 from the fluctuation start command for the special pattern and the special pattern command, it determines the "6" as the first stop pattern at a rate of 250 / 1000 and determines the "8" at a rate of 250 / 1000.

[0142] Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA15 and the second jackpot pattern Z2 from the fluctuation start command for the special pattern and the special pattern command, it determines the first stop pattern to be "2" at a rate of 250 / 1000 and "4" at a rate of 250 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA15 and the second jackpot pattern Z2 from the fluctuation start command for the special pattern and the special pattern command, it determines the first stop pattern to be "6" at a rate of 250 / 1000 and "8" at a rate of 250 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA16 and the second jackpot pattern Z2 from the fluctuation start command for the special pattern and the special pattern command, it determines the "2" as the first stop pattern at a rate of 250 / 1000 and determines the "4" at a rate of 250 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA16 and the second jackpot pattern Z2 from the fluctuation start command for the special pattern and the special pattern command, it determines the "6" as the first stop pattern at a rate of 250 / 1000 and determines the "8" at a rate of 250 / 1000.

[0143] Also, as an example, when the sub-control CPU91 specifies the variation pattern HA11 and the third jackpot pattern Z3 from the variation start command for the special pattern and the special pattern command, it determines the "3" as the first stop pattern at a rate of 500 / 1000 and the "7" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 specifies the variation pattern HA12 and the third jackpot pattern Z3 from the variation start command for the special pattern and the special pattern command, it determines the "3" as the first stop pattern at a rate of 500 / 1000 and the "7" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA13 and the third jackpot pattern Z3 from the fluctuation start command for the special pattern and the special pattern command, it determines the "3" as the first stop pattern at a rate of 500 / 1000 and determines the "7" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HA14 and the third jackpot pattern Z3 from the fluctuation start command for the special pattern and the special pattern command, it determines the "3" as the first stop pattern at a rate of 500 / 1000 and determines the "7" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 specifies the variation pattern HA15 and the third jackpot pattern Z3 from the variation start command for the special pattern and the special pattern command, it determines the "3" as the first stop pattern at a rate of 500 / 1000 and determines the "7" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 specifies the variation pattern HA16 and the third jackpot pattern Z3 from the variation start command for the special pattern and the special pattern command, it determines the "3" as the first stop pattern at a rate of 500 / 1000 and determines the "7" at a rate of 500 / 1000.

[0144] Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HD01 and the time-saving trigger pattern from the fluctuation start command for the special pattern and the special pattern command, it determines "1" as the first stop pattern at a rate of 166 / 1000 and "2" at a rate of 167 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HD01 and the time-saving trigger pattern from the fluctuation start command for the special pattern and the special pattern command, it determines "4" as the first stop pattern at a rate of 167 / 1000 and "5" at a rate of 166 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HD01 and the time-saving trigger pattern from the fluctuation start command for the special pattern and the special pattern command, it determines a "6" as the first stop pattern with a probability of 167 / 1000, and determines an "8" with a probability of 167 / 1000.

[0145] Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HD02 and the small winning pattern Za from the fluctuation start command for the special pattern and the special pattern command, it determines the "1" as the first stop pattern at a rate of 500 / 1000 and determines the "5" at a rate of 500 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HD03 and the third big winning pattern Z3 from the fluctuation start command for the special pattern and the special pattern command, it determines the "3" as the first stop pattern at a rate of 500 / 1000 and determines the "7" at a rate of 500 / 1000.

[0146] As an example, when the sub-control CPU91 determines the first stop symbol, it determines the second stop symbol and the third stop symbol based on the determined first stop symbol and the special symbol specified from the special symbol command. As an example, when the sub-control CPU91 specifies the first jackpot symbol Z1, the second jackpot symbol Z2, or the third jackpot symbol Z3 from the special symbol command, it determines the second stop symbol and the third stop symbol so as to be a jackpot symbol combination based on the determined first stop symbol. In other words, when the sub-control CPU91 specifies the first jackpot symbol Z1, the second jackpot symbol Z2, or the third jackpot symbol Z3 from the special symbol command, it determines the same performance symbol as the determined first stop symbol as the second stop symbol and the third stop symbol.

[0147] As an example, when the sub-control CPU91 specifies a losing symbol from the special symbol command, it determines the second and third stop symbols so that the symbol combination is a losing one based on the determined first stop symbol. As an example, when the sub-control CPU91 specifies a losing symbol from the special symbol command, it determines the losing symbol combination based on the performance content of the variation pattern specified from the variation start command for the special symbol. As an example, when the sub-control CPU91 specifies performance content including a reach performance from the variation start command for the special symbol, it determines the same performance pattern as the determined first stop symbol as the second stop symbol, and determines performance patterns different from the determined first and second stop symbols as the third stop symbol. As an example, when the sub-control CPU91 specifies performance content including a pseudo consecutive performance but not including a reach performance from the variation start command for the special symbol, it determines the second and third stop symbols so that the symbol combination is a losing one after the pseudo consecutive performance. That is, when the sub-control CPU91 specifies a performance content that does not include a reach effect from the variation start command for the special symbol, but does include a pseudo consecutive performance, it determines the next performance pattern in the variation order of the performance pattern that becomes the first stop pattern as the second stop pattern, and determines a performance pattern different from the first stop pattern and the second stop pattern as the third stop pattern. As an example, when the sub-control CPU91 specifies a performance content that does not include a reach effect and a pseudo consecutive performance from the variation start command for the special symbol, it determines the second stop pattern and the third stop pattern so that the pattern combination is a losing combination different from the losing pattern combination determined when the performance content including the reach effect or the pseudo consecutive performance is specified. As an example, when the sub-control CPU91 identifies performance content that does not include a reach performance or a pseudo consecutive performance from the change start command for a special pattern, it determines a performance pattern that is different from both the performance pattern that will be the first stop pattern and the next performance pattern in the change order of that performance pattern as the second stop pattern, and determines an arbitrary performance pattern as the third stop pattern.

[0148] As an example, when the sub-control CPU91 identifies a time-saving trigger pattern from a special pattern command, it determines the second and third stop patterns based on the determined first stop pattern so as to be a pattern combination that triggers time-saving. As an example, when the sub-control CPU91 identifies a time-saving trigger pattern from a special pattern command, it determines a performance pattern different from both the performance pattern that becomes the first stop pattern and the next performance pattern in the change order of the performance pattern as the second stop pattern, and determines an arbitrary performance pattern as the third stop pattern. As an example, when the sub-control CPU91 identifies a small win pattern Za from a special pattern command, it determines the second and third stop patterns based on the determined first stop pattern so as to be a pattern combination of a small win. In other words, when the sub-control CPU91 identifies a small win pattern Za from a special pattern command, it determines the same performance pattern as the determined first stop pattern as the second and third stop patterns.

[0149] Next, a normal effect symbol determination process for determining a symbol combination to be stopped and displayed in a normal effect game will be described. When the sub-control CPU91 is controlled in the first chance presentation mode or the second chance presentation mode and inputs a normal symbol variation start command and a normal symbol command, it determines the symbol combination to be stopped and displayed in the normal presentation game based on the variation pattern that can be specified from the normal symbol variation start command and the normal symbol that can be specified from the normal symbol command.

[0150] As shown in FIG. 15 and FIG. 16, when the sub-control CPU91 inputs the normal symbol variation start command and the normal symbol command, it determines the first stop symbol of the normal effect game based on the variation pattern that can be specified from the normal symbol variation start command and the normal symbol that can be specified from the normal symbol command. As an example, the symbol row in which the first stop symbol of the normal effect game is stopped and displayed differs depending on the variation pattern. As an example, in the variation patterns HB02 to HB06 and the variation patterns HC02 to HC06, the first stop symbol is stopped and displayed in the left symbol row. As an example, in the variation patterns HB01 and HC01, the effect symbols in all rows are stopped and displayed at the same time. For this reason, when the sub-control CPU91 specifies the variation pattern HB01 or the variation pattern HC01 from the normal symbol variation start command, it determines the effect symbol in the left symbol row as the first stop symbol. In addition, when the sub-control CPU91 identifies the fluctuation pattern HB01 or the fluctuation pattern HC01 from the fluctuation start command for normal patterns, it determines the performance pattern of the right pattern row as the second stop pattern, and determines the performance pattern of the middle pattern row as the third stop pattern.

[0151] As an example, when the sub-control CPU91 specifies the fluctuation pattern HB01 and the first normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines "1" as the first stop pattern at a rate of 100 / 1000 and "2" at a rate of 200 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HB01 and the first normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines "4" as the first stop pattern at a rate of 200 / 1000 and "5" at a rate of 100 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HB01 and the first normal winning pattern from the fluctuation start command for the normal pattern and the normal pattern command, it determines the first stopping pattern to be "6" with a probability of 200 / 1000, and "8" with a probability of 200 / 1000.

[0152] As an example, when the sub-control CPU91 specifies the fluctuation pattern HB02 and the first normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines the first stop pattern to be "1" at a rate of 10 / 1000 and "2" at a rate of 245 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HB02 and the first normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines the first stop pattern to be "4" at a rate of 245 / 1000 and "5" at a rate of 10 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HB02 and the first normal winning pattern from the fluctuation start command for the normal pattern and the normal pattern command, it determines the first stopping pattern to be "6" with a probability of 245 / 1000, and "8" with a probability of 245 / 1000.

[0153] As an example, when the sub-control CPU91 specifies the fluctuation pattern HB03 and the first normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines the first stop pattern to be "1" at a rate of 10 / 1000 and "2" at a rate of 245 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HB03 and the first normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines the first stop pattern to be "4" at a rate of 245 / 1000 and "5" at a rate of 10 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HB03 and the first normal winning pattern from the fluctuation start command for the normal pattern and the normal pattern command, it determines the first stopping pattern to be "6" with a probability of 245 / 1000, and "8" with a probability of 245 / 1000.

[0154] As an example, when the sub-control CPU91 specifies the fluctuation pattern HB04 and the first normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines the first stop pattern to be "1" at a rate of 10 / 1000 and "2" at a rate of 245 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HB04 and the first normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines the first stop pattern to be "4" at a rate of 245 / 1000 and "5" at a rate of 10 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HB04 and the first normal winning pattern from the fluctuation start command for the normal pattern and the normal pattern command, it determines the first stopping pattern to be "6" with a probability of 245 / 1000, and "8" with a probability of 245 / 1000.

[0155] As an example, when the sub-control CPU91 specifies a fluctuation pattern HB05 and a second normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines a "1" as the first stop pattern at a rate of 500 / 1000 and a "5" at a rate of 500 / 1000. As an example, when the sub-control CPU91 specifies a fluctuation pattern HB06 and a second normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines a "1" as the first stop pattern at a rate of 500 / 1000 and a "5" at a rate of 500 / 1000.

[0156] As an example, when the sub-control CPU91 specifies the fluctuation pattern HC01 and the first normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines "1" as the first stop pattern at a rate of 100 / 1000 and "2" at a rate of 200 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HC01 and the first normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines "4" as the first stop pattern at a rate of 200 / 1000 and "5" at a rate of 100 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HC01 and the first normal winning pattern from the fluctuation start command for the normal pattern and the normal pattern command, it determines the first stopping pattern to be "6" with a probability of 200 / 1000, and "8" with a probability of 200 / 1000.

[0157] As an example, when the sub-control CPU91 specifies the fluctuation pattern HC02 and the first normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines "1" as the first stop pattern at a rate of 10 / 1000 and "2" at a rate of 245 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HC02 and the first normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines "4" as the first stop pattern at a rate of 245 / 1000 and "5" at a rate of 10 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HC02 and the first normal winning pattern from the fluctuation start command for the normal pattern and the normal pattern command, it determines the first stopping pattern to be "6" with a probability of 245 / 1000, and "8" with a probability of 245 / 1000.

[0158] As an example, when the sub-control CPU91 specifies the fluctuation pattern HC03 and the first normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines the first stop pattern to be "1" at a rate of 10 / 1000 and "2" at a rate of 245 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HC03 and the first normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines the first stop pattern to be "4" at a rate of 245 / 1000 and "5" at a rate of 10 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HC03 and the first normal winning pattern from the fluctuation start command for the normal pattern and the normal pattern command, it determines the first stopping pattern to be "6" with a probability of 245 / 1000, and "8" with a probability of 245 / 1000.

[0159] As an example, when the sub-control CPU91 specifies the fluctuation pattern HC04 and the first normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines the first stop pattern to be "1" at a rate of 10 / 1000 and "2" at a rate of 245 / 1000. Also, as an example, when the sub-control CPU91 specifies the fluctuation pattern HC04 and the first normal winning pattern from the fluctuation start command for normal patterns and the normal pattern command, it determines the first stop pattern to be "4" at a rate of 245 / 1000 and "5" at a rate of 10 / 1000. Also, as an example, when the sub-control CPU91 identifies the fluctuation pattern HC04 and the first normal winning pattern from the fluctuation start command for the normal pattern and the normal pattern command, it determines the first stopping pattern to be "6" with a probability of 245 / 1000, and "8" with a probability of 245 / 1000.

[0160] As an example, when the sub-control CPU91 specifies a fluctuation pattern HC05 and a second normal winning pattern from a fluctuation start command for normal patterns and a normal pattern command, it determines a "1" as the first stop pattern at a rate of 500 / 1000 and a "5" at a rate of 500 / 1000. As an example, when the sub-control CPU91 specifies a fluctuation pattern HC06 and a second normal winning pattern from a fluctuation start command for normal patterns and a normal pattern command, it determines a "1" as the first stop pattern at a rate of 500 / 1000 and a "5" at a rate of 500 / 1000.

[0161] As an example, when the sub-control CPU91 determines the first stop pattern, it determines the second stop pattern and the third stop pattern based on the determined first stop pattern and the normal pattern specified from the normal pattern command. As an example, when the sub-control CPU91 specifies the first normal winning pattern from the normal pattern command, it determines the second stop pattern and the third stop pattern based on the determined first stop pattern so as to be the pattern combination of the first normal winning. As an example, when the sub-control CPU91 specifies the first normal winning pattern from the normal pattern command, it determines the second stop pattern to be a performance pattern different from both the performance pattern that becomes the first stop pattern and the next performance pattern in the change order of the performance pattern, and determines an arbitrary performance pattern as the third stop pattern. As an example, when the sub-control CPU 91 specifies the second normal winning symbol from the normal symbol command, it determines the second and third stop symbols based on the determined first stop symbol so as to be the symbol combination of the second normal winning. In other words, when the sub-control CPU 91 specifies the second normal winning symbol from the normal symbol command, it determines the same performance symbol as the determined first stop symbol as the second and third stop symbols.

[0162] In this way, in the presentation game based on the first jackpot pattern Z1, a symbol combination in which the identification information (number) of the presentation pattern of all symbol rows is "1", or a symbol combination in which the identification information (number) of the presentation pattern of all symbol rows is "5" is displayed. In addition, in the presentation game based on the second jackpot pattern Z2, a symbol combination in which the identification information (number) of the presentation pattern of all symbol rows is "2", a symbol combination in which the identification information (number) of the presentation pattern of all symbol rows is "4", a symbol combination in which the identification information (number) of the presentation pattern of all symbol rows is "6", or a symbol combination in which the identification information (number) of the presentation pattern of all symbol rows is "8" is displayed. In addition, in the presentation game based on the third jackpot pattern Z3, a symbol combination in which the identification information (number) of the presentation pattern of all symbol rows is "3", or a symbol combination in which the identification information (number) of the presentation pattern of all symbol rows is "7" is displayed. In addition, in the presentation game based on the small winning symbol Za, the symbol combination in which the identification information (number) of the presentation symbol of all symbol rows is "1", or the symbol combination in which the identification information (number) of the presentation symbol of all symbol rows is "5" is stopped and displayed. In addition, in the presentation game based on the second normal winning symbol, the symbol combination in which the identification information (number) of the presentation symbol of all symbol rows is "1", the symbol combination in which the identification information (number) of the presentation symbol of all symbol rows is "2", the symbol combination in which the identification information (number) of the presentation symbol of all symbol rows is "4", the symbol combination in which the identification information (number) of the presentation symbol of all symbol rows is "5", the symbol combination in which the identification information (number) of the presentation symbol of all symbol rows is "6", or the symbol combination in which the identification information (number) of the presentation symbol of all symbol rows is "8" is stopped and displayed.

[0163] As described above, after the end of the jackpot game based on the first jackpot symbol Z1 or the small jackpot symbol Za, the game is controlled to the first time-saving state, after the end of the jackpot game based on the second jackpot symbol Z2, the game is controlled to the second time-saving state, and after the end of the jackpot game based on the third jackpot symbol Z3, the game is controlled to the third time-saving state. The time-saving states are more advantageous in the order of the second time-saving state < the first time-saving state < the third time-saving state. For this reason, the order of the identification information (numbers) is "2", "4", "6", "8" < "1", "5" < "3", "7" in terms of the bonus expectation (the expectation that a relatively large bonus will be given when a bonus is given). The identification information (numbers) of "2", "4", "6", and "8" are examples of the first identification information. The identification information (numbers) of "1" and "5" are examples of the second identification information in which the bonus expectation when stopped and displayed in a variable game is higher than that of the first identification information.

[0164] When the symbol combination to be stopped and displayed in the performance game is determined by the special performance symbol determination process or the normal performance symbol determination process, the sub-control CPU 91 controls the performance display device 15 to start the variable display of the performance symbols in each symbol row. In other words, the sub-control CPU 91 starts the performance game. When the sub-control CPU 91 executes a notice performance during the execution of the performance game, the sub-control CPU 91 controls the performance execution device group 16 including the performance display device 15 to execute the notice performance. When the performance content includes multiple fluctuation cycles, the sub-control CPU 91 controls the performance display device 15 to execute the pseudo consecutive performance when the pseudo consecutive timing set in the fluctuation pattern arrives in the fluctuation cycle before the final fluctuation cycle, and then controls the performance display device 15 to stop and display the symbol combination of the pseudo consecutive. After that, the sub-control CPU 91 controls the performance display device 15 to start the variable display of the performance symbols in each symbol row when the fluctuation start timing set in the fluctuation pattern (the fluctuation start timing of the next fluctuation cycle) arrives. In other words, the sub-control CPU 91 starts the next fluctuation cycle.

[0165] In each variation cycle, the sub-control CPU 91 stops and displays the performance symbols in the left pattern column when the first stop timing determined in the variation pattern arrives, stops and displays the performance symbols in the right pattern column when the second stop timing determined in the variation pattern arrives, and stops and displays the performance symbols in the center pattern column when the third stop timing determined in the variation pattern arrives. As an example, in a variation pattern in which the performance symbols in all columns are stopped and displayed simultaneously, it is determined that the first stop timing, the second stop timing, and the third stop timing arrive at the same timing. As an example, the first stop timing of a variation pattern in which the performance symbols in all columns are stopped and displayed simultaneously is earlier than the first stop timing of a variation pattern in which the performance symbols in all columns are stopped and displayed in order. As an example, the first stop timing of a variation pattern in which the performance symbols in all columns are stopped and displayed simultaneously is when a first time has elapsed since the variation game was executed. That is, in a variation pattern in which it is determined that the performance symbols in all columns are stopped and displayed at the same time, the time from when the variation game is executed to when the performance symbols in a specific column are stopped and displayed is the first time. As an example, the first stop timing in a variation pattern in which it is determined that the performance symbols in all columns are stopped and displayed in sequence is when the second time has elapsed since the variation game was executed. That is, in a variation pattern in which it is determined that the performance symbols in all columns are stopped and displayed in sequence, the time from when the variation game is executed to when the performance symbols in a specific column are stopped and displayed is the second time. The second time is different from the first time. As an example, the second time is longer than the first time.

[0166] In the final variation cycle, when the performance contents include a reach performance, the sub-control CPU91 controls the performance display device 15 to stop displaying the performance symbols in the reach formation column when the reach timing set in the variation pattern arrives, and to form a reach. The sub-control CPU91 controls the performance display device 15 to execute the reach performance specified in the variation pattern. When a predetermined timing arrives, the sub-control CPU91 temporarily stops and displays the symbol combination, and when the variation end command is input, the sub-control CPU91 stops and displays the symbol combination as confirmed. Note that the sub-control CPU91 may stop and display the symbol combination as confirmed when the variation time set in the variation pattern elapses, regardless of the variation end command. In this case, the variation end command may be omitted. The pachinko game machine 10 can execute a variation game in which the identification information of multiple columns is stopped and displayed based on the result of a winning lottery after the sub-control CPU91 executes a process for executing a performance game, in which the identification information of multiple columns is displayed in a variably displayed manner. In addition, the pachinko gaming machine 10 can execute a pseudo consecutive variation game consisting of one or more variation cycles based on the result of a winning lottery by the sub-control CPU 91 executing a process for executing a performance game. The sub-control CPU 91 that executes the process for executing a performance game is an example of a variation game control means that controls the execution of the variation game.

[0167] As an example, when the sub-control CPU 91 executes a presentation game, it variably displays a presentation pattern according to the current presentation mode, and then stops and displays a combination of the presentation patterns according to the current presentation mode. In other words, the design of the presentation pattern differs depending on the presentation mode.

[0168] As shown in FIG. 17, for example, the performance symbols in the normal performance mode are Arabic numerals "1" to "8" decorated with a square. For example, the performance symbols in the first chance performance mode are Arabic numerals "1" to "8" decorated with a circle. For example, the performance symbols in the second chance performance mode are Arabic numerals "1" to "8" decorated with a diamond. For example, the performance symbols in the third chance performance mode are Arabic numerals "1" to "8" decorated with a star. The normal performance mode is an example of the first performance mode. The third chance performance mode is an example of the second performance mode in which the designs of the first identification information and the second identification information are different from those of the first performance mode.

[0169] Next, a mode of execution of the variable game in the pachinko gaming machine 10 of this embodiment will be described. 18(a) shows the situation when the variation game is started in the normal presentation mode. At this time, the variation pattern of the executed variation game is a variation pattern HA02 that has one variation cycle and a presentation content in which a losing symbol combination is stopped and displayed without reaching the reach in the final variation cycle.

[0170] As shown in FIG. 18(b), in the performance display device 15, when the first stop timing determined for the variation pattern arrives, the performance pattern is stopped and displayed in the left pattern column. Here, in the performance display device 15, it is assumed that a performance pattern in which the Arabic numeral "2" is decorated with a square is stopped and displayed. In the normal performance mode as the first performance mode, the probability that the first identification information ("2", "4", "6", "8") is stopped and displayed in a specific column among the multiple columns when the variation game of the variation pattern HA02 is executed is different from the probability that the second identification information ("1", "5") is stopped and displayed in a specific column when the variation game of the variation pattern HA02 is executed. Therefore, the player can estimate the proportion of the variation pattern of the variation game being executed being the variation pattern HA02 based on the fact that the performance pattern with the identification information (number) "2" is stopped as the first stop.

[0171] In the normal presentation mode as the first presentation mode, the probability that the first identification information ("2", "4", "6", "8") is stopped and displayed in a specific column when the variation game of the variation pattern HA02 is executed is different from the probability that the first identification information ("2", "4", "6", "8") is stopped and displayed in a specific column when the variation game of the variation pattern HA12 is executed. Therefore, based on the fact that the presentation symbol with the identification information (number) "2" is stopped as the first stop, the player can guess whether the rate at which the variation pattern of the variation game being executed is the variation pattern HA02 is higher than the rate at which the variation pattern of the variation game being executed is the variation pattern HA12.

[0172] As shown in Figures 18(c) and 18(d), when the second stop timing specified in the variation pattern arrives, the performance display device 15 displays a performance pattern (in the figure, a performance pattern of the Arabic numeral "8" decorated with a square) stopped in the right pattern row, and then, when the third stop timing specified in the variation pattern arrives, the performance pattern (in the figure, a performance pattern of the Arabic numeral "5" decorated with a square) stopped in the middle pattern row.

[0173] 19(a) shows the situation when the variation game is started in the normal presentation mode. At this time, the variation pattern of the executed variation game is the variation pattern HA12, which is determined by one variation cycle and the presentation content in which the winning symbol combination is stopped and displayed after the SR presentation in the final variation cycle.

[0174] As shown in FIG. 19(b), in the performance display device 15, when the first stop timing determined for the variation pattern arrives, the performance pattern is stopped and displayed in the left pattern column. Here, in the performance display device 15, it is assumed that a performance pattern in which the Arabic numeral "1" is decorated with a square is stopped and displayed. In the normal performance mode as the first performance mode, the probability that the second identification information ("1", "5") is stopped and displayed in the specific column when the variation game of the variation pattern HA02 is executed is different from the probability that the second identification information ("1", "5") is stopped and displayed in the specific column when the variation game of the variation pattern HA12 is executed. Therefore, based on the fact that the performance pattern with the identification information (number) "1" is stopped as the first stop, the player can guess whether the rate at which the variation pattern of the variation game being executed is the variation pattern HA02 is higher than the rate at which the variation pattern of the variation game being executed is the variation pattern HA12.

[0175] As shown in Fig. 19(c), in the performance display device 15, when the second stop timing determined in the variation pattern arrives, the performance symbol is stopped and displayed in the right symbol column. Here, in the performance display device 15, it is assumed that a performance symbol in which the Arabic numeral "1" is decorated with a square is stopped and displayed. In the performance display device 15, a reach is formed by stopping and displaying the performance symbols of the same identification information in the left symbol column and the right symbol column, which are the reach formation columns, and a normal reach performance is executed.

[0176] As shown in FIG. 19(d), in the performance display device 15, when the development timing determined in the variation pattern arrives, the NR performance develops into an SR performance. As shown in Figure 19(e), when the third stop timing specified in the variation pattern arrives, the performance display device 15 displays a performance pattern (in the figure, a performance pattern of the Arabic numeral "1" decorated with a square) stopped in the middle pattern row.

[0177] 20(a) shows the situation when the variation game is started in the normal presentation mode. At this time, the variation pattern of the executed variation game is the variation pattern HA08, which is determined by two variation cycles and a presentation content in which a losing symbol combination is stopped and displayed after the SR presentation in the final variation cycle.

[0178] As shown in FIG. 20(b), in the performance display device 15, when the first stop timing determined in the variation pattern arrives, the performance pattern is stopped and displayed in the left pattern column. Here, in the performance display device 15, it is assumed that a performance pattern in which the Arabic numeral "1" is decorated with a square is stopped and displayed. In the normal performance mode as the first performance mode, the probability that the first identification information ("2", "4", "6", "8") is stopped and displayed in the specific column when a pseudo consecutive variation game consisting of one variation cycle is executed is different from the probability that the first identification information ("2", "4", "6", "8") is stopped and displayed in the specific column when a pseudo consecutive variation game is executed multiple times. Similarly, in the normal performance mode as the first performance mode, the probability that the second identification information ("1", "5") is stopped and displayed in the specific column when a pseudo consecutive variation game consisting of one variation cycle is executed is different from the probability that the second identification information ("1", "5") is stopped and displayed in the specific column when a pseudo consecutive variation game is executed multiple times. Therefore, the player can guess the number of fluctuation cycles of the ongoing fluctuation game based on the fact that the performance symbol with the identification information (number) "1" has stopped as the first stop.

[0179] As shown in Fig. 20(c), in the performance display device 15, when the second stop timing set in the variation pattern arrives, the performance symbol is stopped and displayed in the right pattern column. Here, in the performance display device 15, it is assumed that a performance symbol with an Arabic numeral "2" decorated with a square is stopped and displayed. In the performance display device 15, the next performance symbol in the variation order of the performance symbol in the left pattern column, which is the reach formation column, is stopped and displayed as the performance symbol in the right pattern column, which is the reach formation column, thereby executing a pseudo consecutive performance.

[0180] As shown in Figures 20(d) and 20(e), after that, in the performance display device 15, after executing the pseudo consecutive performance, when the third stop timing in the first fluctuation cycle arrives, the pseudo consecutive pattern combination is displayed stationary, and when the fluctuation start timing of the second fluctuation cycle arrives, the performance patterns of all the columns are displayed in a fluctuating manner.

[0181] As shown in FIG. 20(f), in the performance display device 15, when the first stop timing (the first stop timing of the second variation cycle) determined in the variation pattern arrives, the performance pattern is stopped and displayed in the left pattern column. Here, in the performance display device 15, it is assumed that a performance pattern with an Arabic numeral "1" decorated with a square is stopped and displayed. At this time, the player can recognize that it is more advantageous than when the performance pattern with the identification information (number) "2", the performance pattern with the identification information (number) "4", the performance pattern with the identification information (number) "6", or the performance pattern with the identification information (number) "8" is stopped and displayed as the first stop. Also, the player can recognize that it is less advantageous than when the performance pattern with the identification information (number) "3" or the performance pattern with the identification information (number) "7" is stopped and displayed as the first stop.

[0182] 21(a) shows a situation when the variation game is started in the first chance presentation mode. At this time, the variation pattern of the executed variation game is variation pattern HB02, which is a presentation content in which a losing symbol combination is stopped and displayed without reaching a reach.

[0183] As shown in FIG. 21(b), in the performance display device 15, when the first stop timing determined in the variation pattern arrives, the performance pattern is stopped and displayed in the left pattern column. Here, in the performance display device 15, it is assumed that a performance pattern in which the Arabic numeral "2" is decorated with a circle is stopped and displayed. The probability that the first identification information ("2", "4", "6", "8") is stopped and displayed in the specific column when the result of the winning lottery is the first normal win (effectively a miss) in the first chance performance mode is different from the probability that the first identification information ("2", "4", "6", "8") is stopped and displayed in the specific column when the result of the winning lottery is a miss in the normal performance mode. Similarly, the probability that the second identification information ("1", "5") is stopped and displayed in the specific column when the result of the winning lottery is the first normal win (effectively a miss) in the first chance performance mode is different from the probability that the second identification information ("1", "5") is stopped and displayed in the specific column when the result of the winning lottery is a miss in the normal performance mode. This allows the player to enjoy the differences in presentation modes even more.

[0184] As shown in Figures 21(c) and 21(d), when the second stop timing specified in the variation pattern arrives, the performance display device 15 displays a performance pattern (in the figure, a performance pattern of the Arabic numeral "8" with a circular decoration) stopped in the right pattern row, and then, when the third stop timing specified in the variation pattern arrives, the performance pattern (in the figure, a performance pattern of the Arabic numeral "5" with a circular decoration) stopped in the middle pattern row.

[0185] 22(a) shows the situation when the variation game is started in the second chance presentation mode. At this time, the variation pattern of the executed variation game is the variation pattern HC02 in which the presentation content is determined such that the losing symbol combination is stopped and displayed without reaching the reach.

[0186] As shown in FIG. 22(b), in the performance display device 15, when the first stop timing determined in the variation pattern arrives, the performance pattern is stopped and displayed in the left pattern column. Here, in the performance display device 15, it is assumed that a performance pattern in which the Arabic numeral "2" is decorated with a diamond shape is stopped and displayed. The probability that the first identification information ("2", "4", "6", "8") is stopped and displayed in the specific column when the result of the winning lottery is the first normal win (effectively losing) in the second chance performance mode is different from the probability that the first identification information ("2", "4", "6", "8") is stopped and displayed in the specific column when the result of the winning lottery is a loss in the normal performance mode. Similarly, the probability that the second identification information ("1", "5") is stopped and displayed in the specific column when the result of the winning lottery is the first normal win (effectively losing) in the second chance performance mode is different from the probability that the second identification information ("1", "5") is stopped and displayed in the specific column when the result of the winning lottery is a loss in the normal performance mode. This allows the player to enjoy the differences in presentation modes even more.

[0187] As shown in Figures 22(c) and 22(d), when the second stop timing defined in the variation pattern arrives, the performance pattern is displayed stopped in the right pattern row in the performance display device 15, and then, when the third stop timing defined in the variation pattern arrives, the performance pattern is displayed stopped in the middle pattern row.

[0188] 23(a) shows the situation when the variable game is started in the third chance presentation mode. At this time, the variable pattern of the executed variable game is the variable pattern HD01 in which the presentation content is determined such that a losing symbol combination is stopped and displayed without reaching a reach.

[0189] As shown in FIG. 23(b), in the performance display device 15, when the stop timing determined in the variation pattern arrives, the performance symbols are stopped and displayed in all columns. Here, it is assumed that the performance display device 15 stops and displays a combination of performance symbols with the identification information (number) "157". That is, in the performance display device 15, it is assumed that the performance symbol with the Arabic numeral "1" decorated with a star shape is stopped and displayed in the left pattern column, the performance symbol with the Arabic numeral "5" decorated with a star shape is stopped and displayed in the middle pattern column, and the performance symbol with the Arabic numeral "7" decorated with a star shape is stopped and displayed in the right pattern column. The probability that the first identification information ("2", "4", "6", "8") is stopped and displayed in the specific column when the winning lottery result is a loss in the third chance performance mode is different from the probability that the first identification information ("2", "4", "6", "8") is stopped and displayed in the specific column when the winning lottery result is a loss in the normal performance mode. Similarly, the probability that the second symbols ("1", "5") are displayed in a specific column when the winning lottery result is a loss in the third chance presentation mode is different from the probability that the second symbols ("1", "5") are displayed in a specific column when the winning lottery result is a loss in the normal presentation mode. Therefore, the player can enjoy the difference between the presentation modes even more.

[0190] The effects of this embodiment will be described. (1) In addition to the different design of the identifiers depending on the presentation mode, by varying the stop ratio of the identifiers depending on the presentation mode, it is possible to give a stronger impression that the normal presentation mode and the third chance presentation mode are different. And since the identifiers have different bonus expectancies depending on their types, it is possible to easily draw attention to the types of the identifiers that are stopped and displayed, and as a result, it is possible to give a stronger impression that the normal presentation mode and the third chance presentation mode are different. Therefore, it is possible to increase interest.

[0191] (2) In particular, since the stopping rate of the symbol information differs when the result of the winning lottery is a miss and no reach is formed by the symbol information, the difference in the stopping rate of the symbol information is easy to recognize. (3) In addition, even in the same normal presentation mode, the stop ratio of the identification information differs depending on the change pattern, so that boredom in the normal presentation mode can be suppressed. In particular, even in the same normal presentation mode, the stop ratio of both the first identification information ("2", "4", "6", "8") and the second identification information ("1", "5") differs depending on the change pattern, so that boredom in the normal presentation mode can be further suppressed.

[0192] (4) In addition, even in the same normal presentation mode, the stopping ratio of the identification information differs depending on the number of fluctuation cycles constituting the pseudo consecutive fluctuation game, so that boredom in the normal presentation mode can be further suppressed. In particular, even in the same normal presentation mode, the stopping ratio of both the first identification information ("2", "4", "6", "8") and the second identification information ("1", "5") differs depending on the number of fluctuation cycles constituting the pseudo consecutive fluctuation game, so that boredom in the normal presentation mode can be further suppressed.

[0193] (5) Even in the same normal presentation mode, the stopping ratio of the identification information differs depending on the time from when the variable game is executed to when the identification information is stopped and displayed in a specific column, so that boredom in the normal presentation mode can be suppressed. In particular, even in the same normal first presentation mode, the stopping ratio of both the first identification information ("2", "4", "6", "8") and the second identification information ("1", "5") differs depending on the time from when the variable game is executed to when the identification information is stopped and displayed in a specific column, so that boredom in the normal presentation mode can be further suppressed.

[0194] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other to the extent that they are not technically inconsistent. The information stored in the main control RWM83 and the information stored in the sub-control RWM93, which is a part or all of the information, may be backup information that can be backed up (retained) even if the power supply is cut off. As an example, when a part or all of the information related to the execution of the variable game is used as backup information, if the power supply is cut off during the execution of the variable game and then the power supply is started, the information may be newly executable after the power supply is started, or may be inexecutable (unrestartable). In other words, whether it is controlled to the normal presentation mode or the third chance presentation mode, the power supply may be cut off during the period from when the identification information of the multiple columns is variably displayed to when the identification information of the multiple columns is stopped in the variable game, and then when the power supply is started, the identification information of the multiple columns may not be variably displayed.

[0195] As an example, when the power supply is cut off during the execution of a variation game and then power supply is started, if the variation game is configured to be unable to be resumed after the start of the power supply, when the next variation game is started, the identification information displayed when the variation game is started may be different depending on the identification information that was scheduled to be stopped and displayed in the previous variation game. Specifically, when the power supply is cut off during the execution of a variation game in which the identification information "258" is scheduled to be stopped and power supply is started thereafter, the identification information may not be displayed until the next variation game is executed, and when the next variation game is started, the identification information may be considered to have been stopped and displayed, and the variable display may be started from the identification information "258". Also, specifically, when the power supply is cut off during the execution of a variation game in which the identification information "121" is scheduled to be stopped and power supply is started thereafter, the identification information may not be displayed until the next variation game is executed, and when the next variation game is started, the identification information may be considered to have been stopped and displayed, and the variable display may be started from the identification information "121".

[0196] By configuring in this way, when the variation pattern of the variation game when the power supply is started is the first specific variation pattern and when it is the second specific variation pattern different from the first specific variation pattern, the start-time identification information (identification information when the variation display is started) when the variation display of the identification information of the multiple columns is started in the variation game next to the variation game when the power supply is started is different. As a result, when the power supply is cut off during the execution of the variation game and the power supply is started thereafter, the start-time identification information when the next variation game is started is made different, so that the player can recognize the variation pattern of the variation game when the power supply is started. Therefore, it is possible to suppress the decrease in the interest of the player who wants to recognize the variation pattern of the previous variation game. Note that, as the first specific variation pattern and the second specific variation pattern, the variation pattern of the loss where a reach is formed and the variation pattern of the loss where a reach is not formed are exemplified, but are merely examples and are not limited thereto, and the first specific variation pattern and the second specific variation pattern may be any different variation pattern. As an example, each of the first specific fluctuation pattern and the second specific fluctuation pattern may be any different fluctuation pattern among the fluctuation pattern HA01 to HA16, the fluctuation pattern HB01 to HB06, the fluctuation pattern HC01 to HC06, and the fluctuation pattern HD01 to HD03. In other words, each of the first specific fluctuation pattern and the second specific fluctuation pattern may be any fluctuation pattern among the fluctuation pattern of the miss, the fluctuation pattern of the time-saving trigger, the fluctuation pattern of the small win, the fluctuation pattern of the big win, the fluctuation pattern of the first normal win, and the fluctuation pattern of the second normal win.

[0197] The determination ratio of the first stop pattern in each variation pattern may be changed arbitrarily. As an example, in the normal performance mode, the probability that the identification information (numbers) of "2", "4", "6", and "8" are displayed in a specific column (for example, the pattern column in which the first stop pattern is displayed) among the multiple columns when the result of the winning lottery is a miss may be higher than the probability that the identification information (numbers) of "1" and "5" are displayed in a specific column when the result of the winning lottery is a miss and a reach is not formed by the identification information. As an example, in the normal performance mode, the probability that the identification information (numbers) of "2", "4", "6", and "8" are displayed in a specific column among the multiple columns when the result of the winning lottery is a miss and a reach is not formed by the identification information may be higher than the probability that the identification information (numbers) of "1" and "5" are displayed in a specific column when the result of the winning lottery is a miss and a reach is not formed by the identification information. As an example, in the normal presentation mode, the probability that the identification information (numbers) of "2", "4", "6", and "8" are stopped and displayed in a specific column in a pseudo consecutive variation game consisting of one variation cycle may be lower than the probability that the identification information (numbers) of "2", "4", "6", and "8" are stopped and displayed in a specific column in a pseudo consecutive variation game consisting of multiple variation cycles. As an example, in the normal presentation mode, the probability that the identification information (numbers) of "1" and "5" are stopped and displayed in a specific column in a pseudo consecutive variation game consisting of one variation cycle may be higher than the probability that the identification information (numbers) of "1" and "5" are stopped and displayed in a specific column in a pseudo consecutive variation game consisting of multiple variation cycles. As an example, the probability that the identification information (numbers) "2", "4", "6", and "8" are displayed stopped in a specific column when the time from when the variable game is executed to when the performance pattern is displayed stopped in a specific column is a first time may be higher than the probability that the identification information (numbers) "2", "4", "6", and "8" are displayed stopped in a specific column when the time from when the variable game is executed to when the performance pattern is displayed stopped in a specific column is a second time.As an example, the probability that the identification information (numbers) of "1" and "5" are displayed on a specific column when the time from the execution of the variable game to the display of the performance pattern on the specific column is a first time may be lower than the probability that the identification information (numbers) of "1" and "5" are displayed on a specific column when the time from the execution of the variable game to the display of the performance pattern on the specific column is a second time. As an example, the probability that the identification information (numbers) of "2", "4", "6", and "8" are displayed on a specific column when the result of the winning lottery is a loss in the third chance performance mode may be higher than the probability that the identification information (numbers) of "2", "4", "6", and "8" are displayed on a specific column when the result of the winning lottery is a loss in the normal performance mode. As an example, the probability that the identification information (numbers) of "1" and "5" are displayed on a specific column when the result of the winning lottery is a loss in the third chance performance mode may be lower than the probability that the identification information (numbers) of "1" and "5" are displayed on a specific column when the result of the winning lottery is a loss in the normal performance mode. As an example, the probability that the identification information (numbers) of "2", "4", "6", and "8" are displayed stationarily in a specific column when the result of the winning lottery is a miss and a reach is not formed by the identification information in the third chance presentation mode may be higher than the probability that the identification information (numbers) of "2", "4", "6", and "8" are displayed stationarily in a specific column when the result of the winning lottery is a miss and a reach is not formed by the identification information in the normal presentation mode. As an example, the probability that the identification information (numbers) of "1" and "5" are displayed stationarily in a specific column when the result of the winning lottery is a miss and a reach is not formed by the identification information in the third chance presentation mode may be lower than the probability that the identification information (numbers) of "1" and "5" are displayed stationarily in a specific column when the result of the winning lottery is a miss and a reach is not formed by the identification information in the normal presentation mode.

[0198] In a variable game in which the variable pattern specifies that all rows of performance symbols are displayed simultaneously, the first time until the first stop timing arrives may differ depending on the performance mode and may differ depending on the variable pattern.

[0199] In a variable game in which the variable pattern is set so that all rows of performance symbols are stopped and displayed in sequence, the second time until the first stop timing arrives may differ depending on the performance mode and may differ depending on the variable pattern.

[0200] The rate of balls entering the second starting hole 23 in each time-saving state may be changed arbitrarily. As an example, the first time-saving state and the second time-saving state may be states in which it is easy for a game ball to enter the second starting hole 23. In this case, a special effect game may be executed in the first time-saving state and the second time-saving state.

[0201] There may be multiple types of small wins. When there are multiple types of small wins, there may be multiple types of small win games. In this case, the upper limit number may differ depending on the type of small win game. Also, the upper limit time may differ depending on the type of small win game. Also, the specific number may differ depending on the type of small win game. The big win game that occurs when the occurrence condition is satisfied in the small win game may differ depending on the type of small win (small win game).

[0202] In the case where there are multiple types of small wins, there may be a small win that is a condition for ending the time-saving state or is likely to be a condition for ending the time-saving state, and the small win that is a condition for ending the time-saving state or is likely to be a condition for ending the time-saving state may differ depending on the type of the time-saving state. In this configuration, in the time-saving state, the game ball may enter the second start hole 23 so that the game ball does not enter the second large winning hole 25 or it may be difficult for the game ball to enter. According to this, depending on the type of the time-saving state, any big win game (a big win game based on any small win game) can be generated with an extremely high probability.

[0203] The determination rate of the normal winning symbol may be the same regardless of the current game state. In this case, even if the same normal winning symbol is determined, the operation pattern of the opening and closing piece 23a of the second start hole 23 may be different depending on the current game state. In other words, the determination rate of the normal winning symbol may be the same as long as the rate at which the game ball can easily enter the second start hole 23 while it is open differs depending on the current game state and the trigger controlled by that game state.

[0204] Even if the performance content is the same, the time until the first stop timing arrives may be different. For example, in a variation pattern in which the performance content without reach is determined and the performance symbols in all rows are determined to stop in order, there may be a variation pattern in which the time from the start of the variation game to the arrival of the first stop timing is determined to be a first time, and a variation pattern in which the time from the start of the variation game to the arrival of the first stop timing is determined to be a second time. In this case, the determination ratio of the different identification information may be different depending on the time from the start of the variation game to the first stop timing.

[0205] The degree of expectation of the bonus may differ depending on the time from when the variable game starts to when the first stop timing arrives. The time from when the variable game starts to when the first stop timing arrives may differ among a plurality of variation patterns in which the performance content including the pseudo consecutive performance is determined, may differ among a plurality of variation patterns in which the performance content including the NR performance is determined, or may differ among a plurality of variation patterns in which the performance content including the SR performance is determined.

[0206] The variation pattern that can be determined when the game machine is controlled in the normal presentation mode may include a small win variation pattern and a time-saving trigger variation pattern. This allows the game machine to execute a variation game according to a variation pattern that also corresponds to the case where a small win variation game or a time-saving trigger variation game is executed when the game machine is controlled in the normal presentation mode as a result of some malfunction occurring in the game machine.

[0207] In the above embodiment, the second and third stop symbols are determined after the first stop symbol, but this is not limited to the above. The second stop symbol may be determined first, the third stop symbol may be determined first, or the first, second, and third stop symbols may be determined simultaneously.

[0208] The reward expectation may include the expectation of receiving a reward in addition to, or instead of, the expectation of receiving a relatively large reward if a reward is to be received. The first special game and the second special game may be executed in the order of winning into the first start hole 22 and the second start hole 23.

[0209] One of the first special game and the second special game may be executed in preference to the other special game. The pachinko game machine 10 may be equipped with a probability variable function. For example, the pachinko game machine 10 equipped with the probability variable function may be of a specification that provides a high probability state until the next big win game, a specification that provides a high probability state until a fall lottery is won (so-called fall machine), or a specification that provides a high probability state until a specified number of variable games are completed (so-called ST machine). Also, the pachinko game machine 10 equipped with the probability variable function may be of a specification that provides a high probability state on the condition that the game ball passes through a specific area in the first big winning opening 24 (so-called V probability variable machine). The pachinko game machine 10 may be of a specification that combines the specifications of the fall machine and the V probability variable machine.

[0210] The pachinko game machine 10 may be of the second type, also called the "wing type" or "airplane type". In this type of pachinko game machine, the opening and closing wings (opening and closing members) of the ball entry device (big prize entry port) open when a game ball enters the starting port, and the ball that entered the ball entry device enters the special prize entry port, generating a big win game.

[0211] The main control CPU 81, the main control ROM 82, the main control RWM 83, and the random number generation circuit 84 may be configured on a single chip. The specific configuration of the game board 20 may be changed arbitrarily.

[0212] The sub-substrate 90 may be a sub-general control substrate, and a display control substrate that specializes in controlling the performance display device 15, a light emission control substrate that specializes in controlling the decorative light emission device 14, and a sound control substrate that specializes in controlling the sound output device 13 may be provided separately from the sub-substrate 90. Such a sub-general control substrate and substrates that control other performances may be combined to form a sub-substrate. In an embodiment, the main control CPU 81 and the sub-control CPU 91 may be mounted on a single substrate. The display control substrate, light emission control substrate, and sound control substrate may be combined in any manner to form a single or multiple substrates.

[0213] The technical ideas that can be understood from the above-described embodiment and modified examples will be described. (A) A gaming machine capable of executing a variable game based on the result of a winning lottery in which identification information of a plurality of columns is variably displayed and then the identification information of the plurality of columns is statically displayed, the gaming machine comprising: a presentation mode control means for controlling a presentation mode; and a variable game control means for controlling execution of the variable game, the identification information including a first identification information and a second identification information having a higher expectation of a bonus when the identification information is statically displayed in the variable game than the first identification information, the presentation modes including a first presentation mode and a second presentation mode having a different design from the first presentation mode in terms of the first identification information and the second identification information, and in the first presentation mode, when the result of the winning lottery is a losing one, the first identification information is displayed in a specific column among the plurality of columns, and the second identification information is displayed in a specific column among the plurality of columns. A gaming machine in which the probability of an identification information being stopped and displayed is different from the probability of the second identification information being stopped and displayed in the specific column when the result of the winning lottery is a miss, the probability of the first identification information being stopped and displayed in the specific column when the result of the winning lottery is a miss in the second presentation mode is different from the probability of the first identification information being stopped and displayed in the specific column when the result of the winning lottery is a miss in the first presentation mode, and the probability of the second identification information being stopped and displayed in the specific column when the result of the winning lottery is a miss in the second presentation mode is different from the probability of the second identification information being stopped and displayed in the specific column when the result of the winning lottery is a miss in the first presentation mode.

[0214] (b) A gaming machine capable of executing a variation game based on the result of a winning lottery in which identification information of a plurality of columns is variably displayed and then the identification information of the plurality of columns is stopped, the gaming machine comprising: a variation pattern determination means for determining a variation pattern capable of identifying a variation time of the variation game; a presentation mode control means for controlling a presentation mode; and a variation game control means for controlling execution of the variation game, the identification information including a first identification information and a second identification information having a higher expectation of a benefit when stopped in the variation game than the first identification information, the presentation modes including a first presentation mode and a second presentation mode having a different design from the first presentation mode in terms of the first identification information and the second identification information, the variation patterns including a first variation pattern that can be determined when the result of the winning lottery is a loss, and a second variation pattern different from the first variation pattern, and in the first presentation mode, a probability that the first identification information will be stopped and displayed in a specific column among the plurality of columns when the variation game of the first variation pattern is executed and a probability that the second identification information will be stopped and displayed in the specific column when the variation game of the first variation pattern is executed are determined. a probability that the first identification information is stopped and displayed in the specific column when the variation game of the first variation pattern is executed is different from a probability that the first identification information is stopped and displayed in the specific column when the variation game of the second variation pattern is executed is different from a probability that the second identification information is stopped and displayed in the specific column when the variation game of the first variation pattern is executed is different from a probability that the second identification information is stopped and displayed in the specific column when the variation game of the second variation pattern is executed is different from a probability that the first identification information is stopped and displayed in the specific column when the variation game of the second variation pattern is executed is different from a probability that the first identification information is stopped and displayed in the specific column when the result of the winning lottery in the second presentation mode is a loss, and a probability that the second identification information is stopped and displayed in the specific column when the result of the winning lottery in the second presentation mode is a loss is different from a probability that the second identification information is stopped and displayed in the specific column when the result of the winning lottery in the second presentation mode is a loss.

[0215] (c) A gaming machine capable of executing a variable game based on the result of a winning lottery in which identification information of a plurality of columns is variably displayed and then the identification information of the plurality of columns is statically displayed, the gaming machine comprising: a presentation mode control means for controlling a presentation mode; and a variable game control means for controlling execution of the variable game, the identification information including a first identification information and a second identification information having a higher expectation of a bonus when the identification information is statically displayed in the variable game than the first identification information, the presentation modes including a first presentation mode and a second presentation mode having designs of the first identification information and the second identification information different from those of the first presentation mode, and in the first presentation mode, a probability that the first identification information will be statically displayed in a specific column among the plurality of columns when the result of the winning lottery is a miss and a reach is not formed by the identification information, and ... a probability that the second identification information is stopped and displayed in the specific column when a reach is not formed by the identification information in the second presentation mode is different from a probability that the first identification information is stopped and displayed in the specific column when a result of the winning lottery in the second presentation mode is a miss and a reach is not formed by the identification information in the first presentation mode is different from a probability that the first identification information is stopped and displayed in the specific column when a result of the winning lottery in the second presentation mode is a miss and a reach is not formed by the identification information in the first presentation mode, and a probability that the second identification information is stopped and displayed in the specific column when a result of the winning lottery in the second presentation mode is a miss and a reach is not formed by the identification information in the second presentation mode is different from a probability that the second identification information is stopped and displayed in the specific column when a result of the winning lottery in the second presentation mode is a miss and a reach is not formed by the identification information in the first presentation mode.

[0216] (D) A gaming machine capable of executing a pseudo consecutive variation game consisting of one or more variation cycles based on the result of a winning lottery, comprising: a presentation mode control means for controlling a presentation mode; and a variation game control means for controlling execution of the pseudo consecutive variation game, wherein identification information of the pseudo consecutive variation game includes a first identification information and a second identification information having a higher expectation of a benefit when stopped in the pseudo consecutive variation game than the first identification information, and the presentation modes include a first presentation mode and a second presentation mode having a different design from the first presentation mode in terms of the first identification information and the second identification information, and in the first presentation mode, a probability that the first identification information is stopped and displayed in a specific column when the result of the winning lottery is a loss is different from a probability that the second identification information is stopped and displayed in the specific column when the result of the winning lottery is a loss, and a probability that the first identification information is stopped and displayed in the specific column in the pseudo consecutive variation game consisting of one of the variation cycles is a probability that the first identification information is stopped and displayed in the specific column in the pseudo-consecutive variation game constituted by a plurality of the variation cycles is different from a probability that the second identification information is stopped and displayed in the specific column in the pseudo-consecutive variation game constituted by one of the variation cycles is different from a probability that the second identification information is stopped and displayed in the specific column in the pseudo-consecutive variation game constituted by a plurality of the variation cycles; a probability that the first identification information is stopped and displayed in the specific column when the result of the winning lottery in the second presentation mode is a miss is different from a probability that the first identification information is stopped and displayed in the specific column when the result of the winning lottery in the first presentation mode is a miss; and a probability that the second identification information is stopped and displayed in the specific column when the result of the winning lottery in the second presentation mode is a miss is different from a probability that the second identification information is stopped and displayed in the specific column when the result of the winning lottery in the first presentation mode is a miss.

[0217] (e) A gaming machine capable of variably displaying identification information of a plurality of columns and then executing a variation game in which the identification information of the plurality of columns is statically displayed based on the result of a winning lottery, the gaming machine comprises a presentation mode control means for controlling a presentation mode, and a variation game control means for controlling execution of the variation game, the identification information includes a first identification information and a second identification information having a higher expectation of a benefit when the identification information is statically displayed in the variation game than the first identification information, the presentation modes include a first presentation mode and a second presentation mode in which a design of the first identification information and the second identification information is different from that of the first presentation mode, and in the first presentation mode, a probability that the first identification information is statically displayed in a specific column among the plurality of columns when the result of the winning lottery is a loss is different from a probability that the second identification information is statically displayed in the specific column when the result of the winning lottery is a loss, and a probability that the first identification information is statically displayed in the specific column when the result of the winning lottery is a loss is different, a probability that the first identification information is statically displayed in the specific column when a time from when the variable game is executed to when the identification information is statically displayed in the specific column is the first time is different from a probability that the second identification information is statically displayed in the specific column when a time from when the variable game is executed to when the identification information is statically displayed in the specific column is the second time is different from a probability that the second identification information is statically displayed in the specific column when a time from when the variable game is executed to when the identification information is statically displayed in the specific column is the second time; a probability that the first identification information is statically displayed in the specific column when a result of the winning lottery in the second presentation mode is a loss is different from a probability that the first identification information is statically displayed in the specific column when a result of the winning lottery in the first presentation mode is a loss; and a probability that the second identification information is statically displayed in the specific column when a result of the winning lottery in the second presentation mode is a loss is different from a probability that the second identification information is statically displayed in the specific column when a result of the winning lottery in the second presentation mode is a loss.

[0218] (e) A gaming machine as described in any of Appendix (a), (b), (c), (d), and (e), in which, whether controlled in the first presentation mode or the second presentation mode, power supply is cut off during the period from when the identification information of the multiple columns is displayed in a variable game to when the identification information of the multiple columns is displayed stationary in the variable game, and when power supply is started thereafter, the identification information of the multiple columns is not displayed in a variable manner, and when the variation pattern of the variable game when the power supply is started is a first specific variation pattern and when it is a second specific variation pattern different from the first specific variation pattern, the start-up identification information when the variable display of the identification information of the multiple columns begins in the variable game following the variable game when the power supply is started is different. [Explanation of symbols]

[0219] A...First jackpot game B...Second jackpot game C...Third jackpot game CL...Center line D...Fourth jackpot game HA01~HA16, HB01~HB06, HC01~HC06, HD01~HD03...Fluctuating pattern O1...First jackpot O2...Second jackpot O3...Third jackpot SE1...First start sensor SE2...Second start sensor SE3...First count sensor SE4...Second count sensor SE5...Specific sensor SE6...Gate sensor SE7...Normal sensor SL1...Normal solenoid SL2...First special solenoid SL3...Second special solenoid SL4...Distribution solenoid Z1...First jackpot pattern Z2...Second jackpot pattern Z3...Third jackpot pattern Za...Small jackpot pattern 10...Pachinko game machine 11...Frame 11a...Outer frame 11b...middle frame 11c...front frame 11d...opening 13...audio output device 14...decorative light-emitting device 15...performance display device 15a...display area 16...performance execution device group 18...launch handle 19a...first special symbol display device 19a-19e...display device 19b...second special symbol display device 19c...first special hold display device 19d...second hold display device 19d...second special hold display device 19e...normal symbol display device 19f...normal hold display device 20...game board 20a...game area 20b...display window 20c...inlet 22...first start port 23...second start port 23a...opening / closing piece 24...first large prize port 24a...opening / closing piece 25...second large prize port 25a...opening / closing piece 26...passage 26a...first passage 26b...second passage 27... Branching section 28... Distribution shutter 29... Gate 29a... Gate opening 30... Normal winning opening 31... Out opening 80... Main circuit board 81... Main control CPU 82... Main control ROM 83... Main control RWM 84... Random number generation circuit 90... Sub-circuit board 91... Sub-control CPU 92... Sub-control ROM 93... Sub-control RWM

Claims

[Claim 1] In a gaming machine capable of executing a pseudo consecutive variation game consisting of one or more variation cycles based on the result of a winning lottery, A presentation mode control means for controlling a presentation mode; A variable game control means for controlling the execution of the pseudo-consecutive variable game, The identification information of the pseudo consecutive variation game includes a first identification information and a second identification information having a higher expectation of a special benefit when stopped and displayed in the pseudo consecutive variation game than the first identification information, The presentation modes include a first presentation mode and a second presentation mode in which the first identification information and the second identification information have designs different from those of the first presentation mode, In the first presentation mode, the probability that the first identification information is displayed stationarily in a specific column when the result of the winning lottery is a miss is different from the probability that the second identification information is displayed stationarily in the specific column when the result of the winning lottery is a miss; the probability that the first identification information is displayed stationarily in the specific column in the pseudo-consecutive variation game constituted by one variation cycle is different from the probability that the first identification information is displayed stationarily in the specific column in the pseudo-consecutive variation game constituted by a plurality of variation cycles; the probability that the second identification information is displayed stationarily in the specific column in the pseudo-consecutive variation game constituted by one variation cycle is different from the probability that the second identification information is displayed stationarily in the specific column in the pseudo-consecutive variation game constituted by a plurality of variation cycles; A gaming machine in which the probability that the first identification information is displayed stopped in the specific column when the result of the winning lottery in the second presentation mode is a miss is different from the probability that the first identification information is displayed stopped in the specific column when the result of the winning lottery in the first presentation mode is a miss, and the probability that the second identification information is displayed stopped in the specific column when the result of the winning lottery in the second presentation mode is a miss is different from the probability that the second identification information is displayed stopped in the specific column when the result of the winning lottery in the first presentation mode is a miss.

Citation Information

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