Game machine

JP2025015979A5Pending Publication Date: 2026-06-25SANSEI R&D KK
View PDF 0 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2023-07-21
Publication Date
2026-06-25

AI Technical Summary

Benefits of technology

【0007】 本発明によれば、演出を通じて遊技興趣の向上が可能な遊技機が提供されている。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To provide a game machine capable of improving game amusement.SOLUTION: A performance control microcomputer 121 of a pachinko game machine PY1 sometimes executes a ready-to-win formation performance which forms ready-to-win with a left performance symbol EZ1 and a right performance symbol EZ3, in a variation performance. As the ready-to-win formation performance, the microcomputer sometimes executes a special-line-display ready-to-win formation performance and sometimes executes a normal-line-display ready-to-win formation performance. In the special-line-display ready-to-win formation performance, a special-mode ready-to-win line LB is displayed. In the normal-line-display ready-to-win formation performance, a normal-mode ready-to-win line LA is displayed.SELECTED DRAWING: Figure 1
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

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

[0002] Conventionally, some gaming machines have a display section that displays a plurality of symbols in a variable manner and then stops displaying them. In addition, such gaming machines may execute a reach formation effect in which some symbols form a reach as an effect that suggests the likelihood of a big win, as described in the following Patent Document 1. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2020-81412 A Summary of the Invention [Problem to be solved by the invention]

[0004] As described above, in gaming machines capable of executing reach formation presentations, there is room for improvement in order to increase entertainment value.

[0005] The present invention has been made in consideration of the above circumstances. That is, an object of the present invention is to provide a gaming machine that can increase the interest in playing the game through the presentation. [Means for solving the problem]

[0006] The gaming machine according to the present invention comprises: A game control means capable of creating an advantageous game state that is advantageous to a player; A game machine including: a performance execution means capable of executing a performance using an image display unit capable of displaying a predetermined performance image on a display unit; The performance execution means includes: A variation effect in which a plurality of symbols are displayed in a variable manner in different areas of the display unit and then stopped and displayed can be executed; During the variation performance, a reach formation performance may be executed in which a reach is formed by a part of the plurality of symbols, In the reach formation presentation, the reach line capable of indicating the formation of a reach is sometimes displayed in a specific manner and sometimes displayed in a non-specific manner different from the specific manner. Effect of the Invention

[0007] According to the present invention, a gaming machine is provided that can increase interest in gaming through presentation. [Brief description of the drawings]

[0008] [Figure 1] FIG. [Diagram 2] FIG. [Diagram 3] A front view showing the second large prize device and other details. [Figure 4] FIG. [Diagram 5] 1A is a front view of the performance unit when the above-board movable device and the below-board movable device are in standby state, and FIG. 1B is a front view of the performance unit when the above-board movable device and the below-board movable device are in operation. [Figure 6] FIG. 4 is a block diagram showing the electrical configuration of the main control board. [Figure 7] FIG. 4 is a block diagram showing the electrical configuration of the sub-control board. [Figure 8] (A) is a table showing random numbers related to the general map, and (B) is a table showing random numbers related to the special map. [Figure 9] (A) is an example of a winning determination table, (B) is an example of a normal game fluctuation pattern determination table, and (C) is an example of an auxiliary game control table. [Figure 10] (A) is an example of a big win determination table, (B) is an example of a big win symbol type determination table, and (C) is an example of a reach determination table. [Figure 11] This is an example of a special chart 1 fluctuation pattern determination table. [Figure 12] This is an example of a special chart 2 fluctuation pattern determination table. [Figure 13] 13 is an example of a look-ahead determination table. [Figure 14] 13 is an example of a jackpot game control table. [Figure 15] FIG. [Figure 16] FIG. 2 is an explanatory diagram showing specific examples of presentation modes. [Figure 17] An explanatory diagram showing a specific example of normal fluctuations in the special chart fluctuation performance. [Figure 18] This is an explanatory diagram showing a specific example of N Reach in the special chart change performance. [Figure 19] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 20] An explanatory diagram showing a specific example of a hold effect. [Figure 21] An explanatory diagram showing a specific example of a movable object performance. [Figure 22] FIG. 11 is an explanatory diagram showing a specific example of an operation presentation. [Diagram 23] 4 is a flowchart of a main control process. [Figure 24] 13 is a flowchart of a main-side timer interrupt process. [Diagram 25] 13 is a flowchart of a sub-control main process. [Figure 26] 13 is a flowchart of a 1 ms timer interrupt process. [Figure 27] 13 is a flowchart of a 10 ms timer interrupt process. [Figure 28] (A) is an example of a jackpot determination table according to the first embodiment, (B) is an example of a jackpot pattern type determination table according to the first embodiment, (C) is an example of a losing pattern type determination table according to the first embodiment, and (D) is an example of a reach determination table according to the first embodiment. [Figure 29]13 is an example of a big win symbol type determination table according to the first embodiment, which is a table for explaining the types of big wins. [Diagram 30] 11 is an example of a losing symbol type determination table according to the first embodiment, which is a table for explaining types of losing symbols. [Diagram 31] (A) is an example of a normal pattern hit determination table according to the first embodiment, (B) is an example of a normal pattern change pattern determination table according to the first embodiment, and (C) is an example of an electric chute opening pattern determination table according to the first embodiment. [Diagram 32] 1 is an example of a special chart fluctuation pattern determination table for a non-time-saving state according to the first embodiment. [Diagram 33] 1 is an example of a special chart fluctuation pattern determination table for time-saving state A according to the first embodiment. [Diagram 34] 1 is an example of a special chart fluctuation pattern determination table for time-saving state C according to the first embodiment. [Diagram 35] 1 is an example of a special chart fluctuation pattern determination table for the time-saving state CL according to the first embodiment. [Diagram 36] An example of a start winning command identification table according to the first embodiment. [Figure 37] 5 is a flowchart of a power-on process in a main control main process according to the first embodiment. [Figure 38] 4 is a flowchart of a sensor detection process according to the first embodiment. [Figure 39] 4 is a flowchart of a gate passing process according to the first embodiment. [Diagram 40] 11 is a flowchart of a special operation process according to the first embodiment. [Diagram 41] 13 is a flowchart of a special symbol waiting process according to the first embodiment. [Diagram 42] 11 is a flowchart of a big win determination process according to the first embodiment. [Diagram 43] 11 is a flowchart of a fluctuation pattern determination process according to the first embodiment. [Diagram 44] 13 is a flowchart of processing during special pattern fluctuation according to the first embodiment. [Diagram 45] 13 is a flowchart of a game status management process at the end of special pattern variation according to the first embodiment. [Figure 46] 13 is a flowchart of a special symbol determination process according to the first embodiment. [Figure 47] 13 is a flowchart of a game state management process when a special pattern is determined according to the first embodiment. [Figure 48] 13 is a flowchart of special electric prop processing according to the first embodiment. [Figure 49] 11 is a flowchart of a game status setting process according to the first embodiment. [Figure 50] 10 is a flowchart of a power-on process in the sub-control main process according to the first embodiment. [Figure 51] 11 is a flowchart of a received command analysis process according to the first embodiment. [Figure 52] A flowchart of the special chart 1 change recommendation display processing related to the first embodiment. [Figure 53] FIG. 2 is a diagram showing a game flow according to the first embodiment. [Figure 54] FIG. 2 is a diagram illustrating a ground background mode according to the first embodiment. [Figure 55] 11 is a diagram illustrating a presentation mode related to a time-saving state in the first embodiment. FIG. [Figure 56] FIG. 11 is a diagram illustrating a launch base background mode according to the first embodiment. [Figure 57] FIG. 13 is a diagram illustrating the transition of presentation from the launch base background mode according to the first embodiment to thereafter. [Figure 58] 13 is an example of a losing symbol type determination table according to the second embodiment, which is a table for explaining types of losing symbols. [Figure 59] An example of a start winning command identification table according to the second embodiment. [Figure 60] FIG. 11 is a diagram showing a game flow according to the second embodiment. [Figure 61] 13 is a flowchart of a game status management process at the end of special pattern variation according to the third embodiment. [Figure 62] 13 is a flowchart of a game state management process when a special pattern is determined according to the third embodiment. [Figure 63] FIG. 13 is a diagram showing a game flow according to the third embodiment. [Figure 64] A flowchart of prize ball related processing in the fourth embodiment. [Figure 65] FIG. 13 is a diagram illustrating an unpaid indicator display in the fourth embodiment. [Figure 66] FIG. 13 is a diagram illustrating a dispensing completion display according to the fourth embodiment. [Figure 67] 13A to 13C are diagrams illustrating other examples of the unpaid payment indicator display and the paid-out completion display in the fourth embodiment. [Figure 68] FIG. 13 is a diagram showing a standby state in which none of the movable bodies related to the above-board movable device and the below-board movable device in the fifth embodiment is in operation. [Figure 69] FIG. 13 is a diagram showing an operating state in which all of the movable bodies relating to the above-board movable device and the below-board movable device in the fifth embodiment are operated. [Figure 70] FIG. 13 is a diagram showing a movable body associated with an above-board movable device in the fifth embodiment and some of the movable bodies associated with a below-board movable device in an operating state. [Figure 71] This is a special chart 1 variation pattern determination table relating to the fifth embodiment. [Figure 72] 13 is a timing chart showing a presentation flow according to various fluctuation patterns in the fifth embodiment. [Figure 73] 13 is a start-up action effect selection table according to the fifth embodiment. [Figure 74] A figure showing the case where the second operation performance is performed as the start-up operation performance in the fifth embodiment. [Figure 75] 13 is a reach line selection table according to the fifth embodiment. [Figure 76] A figure explaining how the normal line display reach formation presentation in the fifth embodiment is performed. [Figure 77] A figure explaining how the special line display reach formation presentation in the fifth embodiment is carried out. [Figure 78]FIG. 13 is a diagram illustrating how the non-display-of-line reach formation presentation in the fifth embodiment is carried out. [Figure 79] A figure explaining how the first half of the development performance in the fifth embodiment is carried out. [Figure 80] A figure explaining how the second half of the development performance in the fifth embodiment is carried out. [Figure 81] A figure explaining how the first half of the development performance in a modified example of the fifth embodiment is carried out. [Figure 82] A figure explaining how the second half of the development performance in a modified example of the fifth embodiment is carried out. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Hereinafter, an embodiment of the gaming machine of the present invention will be specifically described with reference to the drawings. In each of the drawings, the same parts are given the same reference numerals, and duplicated descriptions of the same parts are omitted as a rule. In this specification, for the sake of simplicity, a symbol or code referring to information, signal, physical quantity, member, etc. may be written, and the name of the information, signal, physical quantity, member, etc. corresponding to the symbol or code may be omitted or abbreviated. In addition, in any of the flowcharts described below, the execution order of multiple processes in any of the steps may be arbitrarily changed or executed in parallel, as long as no contradiction occurs in the process contents.

[0010] <Basic embodiment> The gaming machine of the present invention will be described in the first embodiment and thereafter, but first, a basic embodiment that is the basis for the first embodiment and thereafter will be described. In the basic embodiment, a pachinko gaming machine PY1 will be specifically described.

[0011] 1. Structure of the gaming machine The pachinko game machine PY1 of this embodiment will be described. First, the structure of the pachinko game machine PY1 will be described with reference to Figs. 1 to 5. In the following description, the left, right, up and down directions of each part of the pachinko game machine PY1 refer to the left, right, up and down directions (as viewed from the front) of a player facing the pachinko game machine PY1. Also, "forward" refers to the direction approaching the player facing the pachinko game machine PY1 from the pachinko game machine PY1, and "rearward" refers to the direction approaching the pachinko game machine PY1 from the player facing the pachinko game machine PY1.

[0012] As shown in FIG. 1, the pachinko game machine PY1 includes a game machine frame 2. The game machine frame 2 includes a game board mounting frame 2A to which a game board unit YU (described later) is attached, and a front frame 23m rotatably supported by the game board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed relative to the game board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the game board 1 attached to the game board mounting frame 2A and the transparent plate 23t face each other. Therefore, when the pachinko game machine PY1 is installed in a game arcade, a player in front of the pachinko game machine PY1 can view the game area 6 formed on the game board 1 through the transparent plate 23t. The transparent plate 23t can be a transparent glass plate, a transparent synthetic resin plate, or the like. The transparent plate 23t may be any plate that allows the playing area 6 to be viewed from the front of the pachinko gaming machine PY1.

[0013] A handle 72k that can be rotated to launch the game balls is provided at the lower right of the front of the front frame 23m. The amount by which the handle 72k is operated (rotation angle) corresponds to the magnitude (launch strength) of the force (the amount by which the launching device 72, described later, drives the launch solenoid) applied to the game balls to launch them. Thus, the game balls are launched with a launch strength according to the rotation of the handle 72k. In addition, a lower decorative body 36 that protrudes greatly toward the front is provided at the lower center of the front of the front frame 23m. An upper tray 34 is formed on the upper surface of the lower decorative body 36 to store the game balls supplied to the handle 72k. In addition, a lower tray 35 is provided at the lower center of the front of the lower decorative body 36 to store surplus game balls that cannot be accommodated in the upper tray 34.

[0014] A first input device (hereinafter referred to as "normal button") 40 that can be pressed downward is provided forward of the upper plate 34 on the top surface of the lower decorative body 36. Also, a second input device (hereinafter referred to as "special button") 41 that can be pressed downward is provided on the right decorative body 32 that is formed to protrude forward from the right edge of the surface of the front frame 23m.

[0015] In addition, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31 formed by protruding forward from the upper part of the surface of the front frame 23m. The speaker 52 is composed of a left speaker 52L arranged on the left side and a right speaker 52R arranged on the right side. In addition, a frame lamp 53 capable of emitting light is provided on the right edge of the front frame 23m and on the left and right sides of the lower plate 35 on the front of the lower decorative body 36. Furthermore, a movable frame movable device 58 is attached to the upper side of the left and right edges of the front frame 23m as a performance device for the purpose of increasing the interest in the game. The frame movable device 58 is composed of a left frame movable device 58L arranged on the left side and a right frame movable device 58R arranged on the right side.

[0016] The positions and number of components and devices provided in the game machine frame 2 can be changed as appropriate as long as it does not interfere with play.

[0017] Next, the game board unit YU will be described mainly with reference to Figs. 2 to 5. The game board unit YU has a game board 1 and a performance unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. An opening 1A that is approximately circular when viewed from the front is formed in the approximate center of the game board 1. Along the opening 1A, an approximately ring-shaped inner wall portion 1B for partitioning a game area 6 in which game balls can flow down is formed so as to protrude forward. In addition, an approximately ring-shaped outer wall portion 1C for partitioning the game area 6 is also formed so as to protrude forward on the outside of the inner wall portion 1B.

[0018] A play area 6 surrounded by an inner wall portion 1B, an outer wall portion 1C, etc. is formed on the front surface of the play board 1. That is, the front surface of the play board 1 is divided into the play area 6 and the other area by the inner wall portion 1B and the outer wall portion 1C.

[0019] The game area 6 is an area where game balls released by operating the handle 72k can flow down, and is provided for playing games on the pachinko game machine PY1. A large number of game nails (not shown) are protruding from the game area 6. The game nails form a path that appropriately guides game balls that enter the game area 6 and flow down the game area 6 to the first start port 11, the second start port 12, the general winning port 10, the gate 13, the first large winning port 14, and the second large winning port 15, which will be described later. The start ports such as the first start port 11 and the second start port 12 are referred to as ball entry ports, the large winning ports such as the first large winning port 14 and the second large winning port 15 are referred to as special winning ports or specific winning ports, and the gate 13 can be referred to as a passing port or a passing area.

[0020] A center frame (center decoration) 61 that decorates the periphery of the opening 1A is provided near the center of the game area 6. The center frame 61 is provided with a stage that can guide the game ball to the first starting hole 11 described later, and a warp that can guide the game ball to the stage.

[0021] In addition, the game area 6 is provided with a first start winning device 11D having a first start hole 11 through which a game ball can enter, and a second start winning device (a so-called "electric chute") 12D which makes it possible or impossible for the ball to enter the second start hole 12.

[0022] The first start winning device 11D is immovable. Therefore, the ease with which the game ball can enter the first start hole 11 is constant (unchanging). The entry of the game ball into the first start hole 11 triggers the drawing of a first special symbol (hereinafter referred to as "special symbol 1") (obtaining and determining a random number related to special symbol 1, described below: hereinafter also referred to as "special symbol 1 drawing") and the variable display of special symbol 1. In addition, when the game ball enters the first start hole 11, a predetermined number of game balls (four in this embodiment) are paid out as prize balls.

[0023] The electric chute 12D is provided with an operable electric chute opening / closing member 12k. The electric chute opening / closing member 12k is usually (in a normal state) in a closed position where the game ball cannot enter the second starting hole 12. Then, when the special state is reached, it moves to an open position where the game ball can enter the second starting hole 12. In this way, the movement of the electric chute opening / closing member 12k to the open position is also called the "open state" of the second starting hole 12 or the electric chute 12D, and the game ball can enter the second starting hole 12 only when it is in the open state. On the other hand, the electric chute opening / closing member 12k in the closed position is also called the "closed state" of the second starting hole 12 or the electric chute 12D. In addition, the second starting hole 12 or the electric chute 12D being in the "open state" is also called "the electric chute 12D opens," and the electric chute 12D being in the "closed state" is also called "the electric chute 12D closes."

[0024] The entry of a game ball into the second starting hole 12 triggers the drawing of a second special symbol (hereinafter referred to as "special symbol 2") (obtaining and determining a random number related to special symbol 2, described below; hereinafter also referred to as "special symbol 2 drawing") and the variable display of special symbol 2. When a game ball enters the second starting hole 12, a predetermined number of game balls (four in this embodiment) are paid out as prize balls. The game area 6 is provided with a guide stage 12g that guides the game ball to the second starting hole 12.

[0025] In addition, the game area 6 is provided with a general winning opening (normal winning opening) 10 into which game balls can enter. When a game ball enters the general winning opening 10, a predetermined number of game balls (three in this embodiment) are paid out as prize balls.

[0026] In addition, the game area 6 is provided with a gate 13 through which the game ball can pass. The passage of the game ball through the gate 13 triggers the drawing of a normal symbol (hereinafter referred to as a "normal symbol") (i.e., obtaining and determining a normal symbol random number: hereinafter referred to as a "normal symbol drawing") and the variable display of the normal symbol. The electric chute 12D is opened by the execution of the auxiliary game. In other words, the auxiliary game is a game accompanied by the opening of the electric chute 12D.

[0027] In addition, the game area 6 is provided with a first large prize winning device 14D (hereinafter, also referred to as "normal AT 14D") in which a first large prize winning opening 14 into which a game ball can enter is formed. The first large prize winning device 14D is provided with a normal AT opening / closing member 14k that can be operated in an open state and a closed state. The first large prize winning opening 14 is opened and closed by the operation of the normal AT opening / closing member 14k. The normal AT opening / closing member 14k is normally in a closed state that blocks the first large prize winning opening 14, and it is impossible for a game ball to enter the first large prize winning opening 14. When the normal AT opening / closing member 14k is operated to an open state, it becomes possible for a game ball to enter the first large prize winning opening 14. In this way, a game ball can enter the first large prize winning opening 14 only when the normal AT opening / closing member 14k is in an open state. When a gaming ball enters the first large winning port 14, a predetermined number of gaming balls (15 in this embodiment) are paid out as prize balls.

[0028] In addition, the game area 6 is provided with a second large prize winning device 15D (hereinafter also referred to as "VAT 15D") in which a second large prize winning opening 15 into which a game ball can enter is formed. The second large prize winning device 15D is provided with an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally blocks the second large prize winning opening 15. The VAT opening / closing member 15k can be in an open state. Only when the VAT opening / closing member 15k is in an open state, a game ball can enter the second large prize winning opening 15. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large prize winning opening 15 is also referred to as a "closed state." In this way, the second large prize winning opening 15 is opened and closed by the operation of the VAT opening / closing member 15k. When a game ball enters the second large prize winning opening 15, a predetermined number of game balls (15 in this embodiment) are paid out as prize balls.

[0029] Here, the second large prize winning device 15D will be described in detail with reference to Fig. 3. Inside the second large prize winning device 15D, a gate-shaped second large prize winning port sensor 15a is provided which detects a game ball that has entered the second large prize winning port 15 and allows the game ball to pass downward.

[0030] A specific area 16 and a non-specific area 17 through which game balls can pass (enter) are provided downstream of the second large prize opening sensor 15a. Game balls that pass through the second large prize opening sensor 15a are sorted by a sorting device 16D into the specific area 16 or the non-specific area 17. The sorting device 16D includes a sorting member 16k made of a substantially rectangular flat plate, and a sorting solenoid 16s that drives the sorting member 16k. The sorting member 16k is configured to be slidable left and right by the drive of the sorting solenoid 16s.

[0031] When the distribution solenoid 16s is not energized, the distribution member 16k is in a first state (passage prevention state: in a front view of FIG. 3(A), the left end of the distribution member 16k is located slightly to the right of the left end of the specific area 16, and the distribution member 16k covers the specific area 16 directly above) in which the distribution member 16k prevents the game ball from passing through to the specific area 16. When the distribution member 16k is in the first state, after a game ball enters the second large prize opening 15 passes through the second large prize opening sensor 15a, it is unable to pass through the specific area 16, and passes through the non-specific area 17. The route of the game ball flowing down from the second large prize opening 15 to the non-specific area 17 is called the first route.

[0032] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in a second state that allows the game ball to pass (enter) the specific area 16 (passage-permitting state: when viewed from the front in FIG. 3(B), the left end of the distribution member 16k is located slightly to the left of the right end of the specific area 16, the distribution member 16k does not cover the specific area 16 directly above, and the area directly above the specific area 16 is open). When the distribution member 16k is in the second state, a game ball that has entered the second large prize opening 15 can easily pass through the specific area 16 after passing through the second large prize opening sensor 15a. The route of the game ball flowing down from the second large prize opening 15 to the specific area 16 is called the second route.

[0033] Basically, the distribution member 16k is held in the first state. In other words, the first state is the normal state of the distribution member 16k. Then, only in a predetermined round of play (for example, 16R), the distribution solenoid 16s is energized and the distribution member 16k can be changed to the second state. The operating mode of the distribution member 16k can be changed as appropriate.

[0034] The specific area 16 and the non-specific area 17 are provided with a specific area sensor 16a and a non-specific area sensor 17a, which detect a gaming ball that has passed through (entered) each area 16, 17 and allow the gaming ball to pass downward.

[0035] It is possible to provide only one of the first large prize device 14D and the second large prize device 15D as long as it does not interfere with the game. Also, depending on the game characteristics, it is possible to provide two large prize devices such as the first large prize device 14D that do not have a specific area or a distribution device.

[0036] 2, two outlets 19 are provided at the approximate bottom of the game area 6 for discharging game balls that have been shot into the game area 6 but have not won in any of the winning holes to the outside of the game area 6. Also, the game board 1 is provided with an emitting board lamp 54.

[0037] Incidentally, the game area 6 through which the game balls can flow can be divided into a left game area 6A (first game area) on the left side of the center in the left-right direction, and a right game area 6B (second game area) on the right side. The operation mode of the handle 72k that launches the game ball so that it flows down the left game area 6A is called "left hit". On the other hand, the operation mode of the handle 72k that launches the game ball so that it flows down the right game area 6B is called "right hit". In the pachinko game machine PY1, the flow path through which the game ball can flow when the game ball is launched by a left hit is called the first flow path R1, and the flow path through which the game ball can flow when the game ball is launched by a right hit is called the second flow path R2. The first flow path R1 and the second flow path R2 are also formed by a large number of game nails, etc.

[0038] A first start port 11 and two general winning ports 10 are provided on the first flow path R1. Therefore, a player can aim to win the first start port 11 or the general winning port 10 by shooting a game ball so that it flows down the first flow path R1 with a left hit. On the other hand, a second start port 12, a general winning port 10, a gate 13, a first large winning port 14, and a second large winning port 15 are provided on the second flow path R2. Therefore, a player can aim to pass through the gate 13 or win the second start port 12, the general winning port 10, the first large winning port 14, or the second large winning port 15 by shooting a game ball so that it flows down the second flow path R2 with a right hit.

[0039] In addition, game balls that do not enter any of the winning holes (first start hole 11, second start hole 12, general winning hole 10, first large winning hole 14, and second large winning hole 15) are guided and discharged to the outlet hole 19. In addition, the number of winning balls that enter each winning hole can be set appropriately.

[0040] In addition, the display devices 8 are arranged on the lower left side of the play area 6 formed on the front of the game board 1 (part other than the play area 6). As shown in FIG. 4, the display devices 8 include a special chart 1 display device 81a that variably displays special chart 1, a special chart 2 display device 81b that variably displays special chart 2, and a general chart display device 82 that variably displays general chart. In addition, the display devices 8 include a special chart 1 reserved number (U1: the number of reserved variable displays of special chart 1 by the special chart 1 display device 81a) to be described later, and a special chart 2 reserved number (U2: the number of reserved variable displays of special chart 2 by the special chart 2 display device 81b) to be described later.

[0041] The variable display of the special chart 1 is executed when the special chart 1 lottery is performed triggered by the entry of a game ball into the first starting hole 11. The variable display of the special chart 2 is executed when the special chart 2 lottery is performed triggered by the entry of a game ball into the second starting hole 12. In the following explanation, the special chart 1 and the special chart 2 are collectively referred to as the special chart or special pattern, and the special chart 1 lottery and the special chart 2 lottery are collectively referred to as the special chart lottery. The special chart 1 display 81a and the special chart 2 display 81b are collectively referred to as the special chart display 81. Furthermore, the special chart 1 reserve display 83a and the special chart 2 reserve display 83b are collectively referred to as the special chart reserve display 83.

[0042] The variable display of the special chart notifies the result of the special chart lottery. In the variable display of the special chart, the special chart is displayed variably and then stopped. The stopped special chart (stopped special chart, special pattern derived and displayed as a display result of the variable display) is one special chart selected from multiple types of special charts by the special chart lottery. If the stopped special chart is a predetermined specific special chart (a special chart with a specific stopping mode, i.e., a jackpot pattern), a jackpot game (an example of a special game) is played in which the jackpot openings (first jackpot opening 14 and second jackpot opening 15) are opened. The game state in which the jackpot game is being played is called a jackpot game state. The jackpot game state is an example of an advantageous state that is advantageous to the player.

[0043] The special chart display 81 is composed of, for example, eight LEDs (Light Emitting Diodes) arranged side by side, and displays a special chart according to the result of the special chart lottery according to the lighting state of the LEDs. For example, if the result of the special chart lottery is a big win (one of the multiple types of big wins described later), the special chart display 81 displays a big win pattern consisting of the lighting of the first, second, fifth, and sixth LEDs from the left, such as "□□■■□□■■" (□: lit, ■: unlit). Also, if the result of the special chart lottery is a loss, the special chart display 81 displays a loss pattern consisting of only the lighting of the rightmost LED, such as "■■■■■■■□". Note that the lighting state of the LEDs corresponding to the result of the special chart lottery is not limited and can be set appropriately. Therefore, for example, all LEDs may be turned off as a loss pattern.

[0044] In addition, in the variable display of the special chart, the special chart is displayed for a predetermined variable time before the special chart is displayed in a stopped state. The mode of the variable display of the special chart is, for example, a mode in which each LED lights up so that light flows repeatedly from left to right. Note that the mode of the variable display of the special chart is not particularly limited, and if each LED is not displayed in a stopped state (lighting display in a specific mode), it may be appropriately set so that all LEDs flash at the same time.

[0045] In the pachinko game machine PY1, when a game ball enters the first start hole 11 or the second start hole 12, various random numbers (one example of judgment information) for performing a special drawing lottery or the like may be obtained. These various random numbers are temporarily stored as special drawing reservations in the special drawing reservation memory unit 105 described later. In the following, the various random numbers obtained by the game ball entering the first start hole 11 are referred to as "special drawing 1 related random numbers", and the various random numbers obtained by the game ball entering the second start hole 12 are referred to as "special drawing 2 related random numbers". Here, the special drawing 1 related random numbers are stored as special drawing 1 reservations in the special drawing 1 reservation memory unit 105a in the special drawing reservation memory unit 105. On the other hand, the special drawing 2 related random numbers are stored as special drawing 2 reservations in the special drawing 2 reservation memory unit 105b in the special drawing reservation memory unit 105. The number of reserved special drawings 1 (reserved number of special drawings 1) that can be stored in the reserved special drawing 1 storage unit 105a and the number of reserved special drawings 2 (reserved number of special drawings 2) that can be stored in the reserved special drawing 2 storage unit 105b are set to an upper limit (four in this embodiment). The upper limit of the number of reserved special drawings 1 and the number of reserved special drawings 2 can be changed as appropriate, and the upper limit may be set to "none." In the following, reserved special drawings 1 and reserved special drawings 2 are collectively referred to as "reserved special drawings," and the number of reserved special drawings 1 and the number of reserved special drawings 2 are collectively referred to as "number of reserved special drawings." In addition, the random numbers related to the special drawings 1 and the random numbers related to the special drawings 2 are collectively referred to as "random numbers related to the special drawings."

[0046] In the pachinko game machine PY1, if the variable display of the special chart is not performed immediately after the game ball enters the first start port 11 or the second start port 12, specifically, if a prize is won during the execution of the variable display of the special chart or during the execution of a jackpot game, the variable display of the special chart (or the right to draw a special chart) for that prize can be reserved. The reserved special chart stored in the reserved special chart storage unit 105 is consumed when the variable display of the special chart based on that reserved special chart becomes possible. In other words, the consumption of the reserved special chart means determining the special chart-related random number, etc. corresponding to that reserved special chart and executing the variable display of the special chart to show the result of the determination.

[0047] The number of reserved special drawings is displayed on the reserved special drawing display 83. Each of the reserved special drawing 1 display 83a and the reserved special drawing 2 display 83b is composed of, for example, four LEDs, and the number of reserved special drawings can be displayed by turning on the LEDs corresponding to the number of reserved special drawings.

[0048] Furthermore, the variable display of the regular map notifies the result of the regular map lottery. In the variable display of the regular map, the regular map is displayed variably and then stopped. The regular map that is stopped and displayed (stop regular map, regular map derived and displayed as a display result of the variable display) is one regular map selected from multiple types of regular maps by the regular map lottery. If the regular map that is stopped and displayed is a specific regular map that has been determined in advance (a regular map with a predetermined stopping pattern, i.e. a winning pattern), an auxiliary game is played in which the second starting hole 12 (electric chute 12D) is opened.

[0049] The regular map display 82 is composed of, for example, two LEDs, and displays a regular map according to the result of the regular map lottery depending on the lighting state of the LEDs. If the result of the regular map lottery is a win, the regular map display 82 displays a winning pattern consisting of both LEDs lit, such as "□□" (□: lit, ■: off). If the result of the regular map lottery is a loss, it displays a losing pattern consisting of only the right LED lit, such as "■□". A mode in which all LEDs are off may also be adopted as a losing pattern. The lighting state of the LEDs corresponding to the result of the regular map lottery is not limited, and can be set as appropriate.

[0050] In addition, before the normal map is displayed in a stopped state, the normal map is displayed in a variable manner for a predetermined variable time. The variable display of the normal map is, for example, a manner in which both LEDs are alternately lit. Note that the variable display of the normal map is not particularly limited, and may be appropriately set, such as all LEDs flashing at once, unless each LED is displayed in a stopped state (illuminated in a specific manner).

[0051] In the pachinko game machine PY1, when the game ball passes through the gate 13, a normal pattern random number (an example of judgment information) for performing a normal pattern lottery may be obtained. This random number is stored in the normal pattern reserve memory unit 106 described below, on the condition that the variable display of the normal pattern or the auxiliary game is not being executed. The number of normal patterns reserved (normal pattern reserve number) that can be stored in the normal pattern reserve memory unit 106 is set to an upper limit (four in this embodiment). The upper limit of the number of normal patterns reserved can be changed as appropriate, and the upper limit may be set to "none". In the following, the normal pattern random number obtained by the game ball passing through the gate 13 is also referred to as a "normal pattern related random number". In addition, in this embodiment, a normal pattern reserve display that displays the normal pattern reserve number is not provided, but a normal pattern reserve display may be added to the display unit 8. As the normal pattern reserve display, for example, one with a configuration similar to that of the special pattern reserve display unit 83 can be adopted.

[0052] Next, the presentation unit 1U attached to the back of the game board 1 will be described with reference to Fig. 5. The presentation unit 1U is a unit made up of multiple devices that mainly perform presentations. The presentation unit 1U is equipped with an image display device 50, a first board movable device (hereinafter "above-board movable device") 55, and a second board movable device (hereinafter "below-board movable device") 56.

[0053] The image display device 50 is, for example, configured with a 20-inch 3D liquid crystal display, and includes a display unit 50a capable of displaying 3D images. Note that the image display device 50 may be another display device, such as one configured with multiple liquid crystal displays or one configured with an EL (Electro Luminescence) display, as long as it is capable of displaying images.

[0054] The above-board movable device 55 is configured to be movable along the display unit 50a and includes a decorated above-board movable body 55k. The below-board movable device 56 is configured to be movable along the display unit 50a and includes a decorated below-board movable body 56k.

[0055] 5(A) shows a schematic diagram of the above-board movable body 55k and the below-board movable body 56k being held in a normal standby state (initial position) in which they are not in operation. When the drive source of the above-board movable device 55 is driven, the above-board movable body 55k moves downward (descends), and when the drive source of the below-board movable device 56 is driven, the below-board movable body 56k moves upward (rises). At this time, the image display device 50 is covered by the lowered above-board movable body 55k or the raised below-board movable body 56k, making it difficult to see the image display device 50.

[0056] Furthermore, the positions and numbers of components and devices provided on the game board unit YU can be changed as appropriate as long as it does not interfere with gameplay.

[0057] 2. Electrical configuration of the gaming machine Next, the electrical configuration of the pachinko game machine PY1 will be described based on Fig. 6 to Fig. 7. As shown in Fig. 6 to Fig. 7, the pachinko game machine PY1 is equipped with a game control board (hereinafter referred to as "main control board") 100 that controls game profits such as special chart lottery, variable display of special chart, big win game, setting of game state described later, regular chart lottery, variable display of regular chart, and auxiliary game (progress of game), a performance control board (hereinafter referred to as "sub control board") 120 that controls game performances (special chart variable performance, reserved performance, operation performance, big win game performance, etc.) according to the progress of the game by the main control board 100 and customer waiting performance, and a payout control board 170 that controls payout of game balls, etc., on the rear side of the image display device 50 of the game board 1. The main control board 100 can be positioned as a game control unit (main control unit) that controls the game. The sub-control board 120 can be positioned as a performance control section (sub-control section) that controls the performance together with the image control board 140, the lamp control circuit 151, and the sound control circuit 161 described later. Note that the performance control section only needs to have at least the sub-control board 120 and be capable of controlling various performances using the performance means (image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, etc.).

[0058] The pachinko game machine PY1 also includes a power supply board 190. The power supply board 190 supplies power to the main control board 100, the sub-control board 120, and the payout control board 170, and also supplies necessary power to other devices via these boards. The power supply board 190 is provided with a backup power circuit 192. When power is not supplied to the pachinko game machine PY1, the backup power circuit 192 supplies power to the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120, which will be described later. Therefore, information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120 is retained even when the power to the pachinko game machine PY1 is cut off. A power switch 191 is also connected to the power supply board 190. The power supply is turned on and off by turning the power switch 191 on and off. In addition, a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided on the main control board 100, and a backup power supply circuit for the performance RAM 124 of the sub-control board 120 may be provided on the sub-control board 120.

[0059] As shown in Fig. 6, a one-chip microcomputer for game control (hereinafter referred to as "microcomputer for game control") 101 that controls the progress of the game of the pachinko game machine PY1 according to a program is mounted on the main control board 100. The microcomputer for game control 101 includes a game ROM (Read Only Memory) 103 that stores programs and tables for controlling the progress of the game, a game RAM (Random Access Memory) 104 used as a work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.

[0060] The game ROM 103 stores programs for performing the main control main processing and main timer interrupt processing, which will be described later. The game ROM 103 also stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a look-ahead determination table, a jackpot game control table, a win determination table, a normal symbol variation pattern determination table, and an auxiliary game control table, which will be described later. The game ROM 103 may be external. The game RAM 104 also includes the special symbol reservation memory unit 105 and the normal symbol reservation memory unit 106, which have been described above.

[0061] In addition, the main control board 100 is equipped with a game I / O (Input / Output) port section 118 for inputting and outputting data and signals, and a RAM clear switch 119 for causing the game CPU 102 to clear the information stored in the game RAM 104.

[0062] In addition, various sensors and actuators are connected to the main control board 100 via a predetermined relay board (not shown). Therefore, signals output by the various sensors are input to the main control board 100. In addition, the main control board 100 outputs signals to the various actuators.

[0063] The various sensors connected to the main control board 100 include a first start port sensor 11a, a second start port sensor 12a, a general prize port sensor 10a, a gate sensor 13a, a first large prize port sensor 14a, a second large prize port sensor 15a, a specific area sensor 16a, and a non-specific area sensor 17a.

[0064] The first start opening sensor 11a detects a game ball that has entered the first start opening 11. The second start opening sensor 12a detects a game ball that has entered the second start opening 12. The general prize opening sensor 10a detects a game ball that has entered the general prize opening 10. The general prize opening sensor 10a is provided for each general prize opening 10. The gate sensor 13a is provided at the gate 13 and detects a game ball that has passed through the gate 13. The first large prize opening sensor 14a detects a game ball that has entered the first large prize opening 14. The second large prize opening sensor 15a detects a game ball that has entered the second large prize opening 15. The specific area sensor 16a detects a game ball that has passed through the specific area 16 (entered the specific area 16). The non-specific area sensor 17a detects a gaming ball that has passed through (entered) the non-specific area 17. When each sensor detects a gaming ball, it outputs to the main control board 100 a signal according to the detection content.

[0065] The type and number of sensors connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.

[0066] In addition, the various actuators connected to the main control board 100 include an electric chute solenoid 12s, a first large prize opening solenoid 14s, a second large prize opening solenoid 15s, and a distribution solenoid 16s. The electric chute solenoid 12s drives the electric chute opening / closing member 12k of the electric chute 12D. The first large prize opening solenoid 14s drives the normal AT opening / closing member 14k of the first large prize device 14D. The second large prize opening solenoid 15s drives the VAT opening / closing member 15k of the second large prize device 15D. The distribution solenoid 16s drives the distribution member 16k of the distribution device 16D.

[0067] The type and number of actuators connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.

[0068] Furthermore, displays 8 (special display 81, ordinary display 82, and special display hold display 83) are connected to the main control board 100. The display control of these displays 8 is performed by a game control microcomputer 101.

[0069] The main control board 100 also transmits various commands to the payout control board 170, and receives signals from the payout control board 170 to monitor payouts. The payout control board 170 is connected to a card unit CU (installed adjacent to the pachinko game machine PY1, which enables ball lending based on information such as an inserted prepaid card) and a prize ball payout device 73, and is also connected to a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see FIG. 1).

[0070] The payout control board 170 drives the prize ball motor 73m of the prize ball payout device 73 to pay out prize balls or pay out loan balls based on signals from the game control microcomputer 101 and signals from the connected card unit CU. The paid-out game balls are detected by a prize ball sensor 73a for counting, and a detection signal from the prize ball sensor 73a is output to the payout control board 170.

[0071] The launching device 72 is also provided with a touch switch 72a capable of detecting contact with the handle 72k (see FIG. 1) by a person such as a player. When the handle 72k is operated by the player, the touch switch 72a detects the touch of the player with the handle 72k and outputs a detection signal to the payout control board 170. The launching device 72 is also connected to a launch volume knob 72b capable of detecting the rotation angle (operation amount) of the handle 72k. The launching device 72 drives the launch solenoid 72s so that the game ball is launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob 72b. In the pachinko game machine PY1, when the rotation operation of the handle 72k is maintained, one game ball is launched approximately every 0.6 seconds.

[0072] Furthermore, the main control board 100 transmits various commands, including information related to the game, to the sub-control board 120 according to the progress of the game. The sub-control board 120 can grasp the progress of the game (control contents of the game) by the main control board 100 based on the various commands sent from the main control board 100. The connection between the main control board 100 and the sub-control board 120 is a unidirectional communication connection that allows only the transmission of signals from the main control board 100 to the sub-control board 120. In other words, a unidirectional circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 100 and the sub-control board 120 as a communication direction restricting means.

[0073] As shown in Fig. 7, the sub-control board 120 is equipped with a one-chip microcomputer for performance control (hereinafter referred to as "microcomputer for performance control") 121 that controls the performance of the pachinko game machine PY1 according to a program. The microcomputer for performance control 121 includes a ROM for performance 123 that stores programs for controlling the performance in accordance with the progress of the game by the main control board 100, a RAM for performance 124 and a FeRAM for performance 125 that are used as work memories, and a CPU for performance 122 that executes the programs stored in the ROM for performance 123. The FeRAM for performance 125 is a ferroelectric memory that can hold stored information even when power is not supplied.

[0074] In addition, the performance ROM 123 stores programs for performing sub-control main processing, reception interrupt processing, 1 ms timer interrupt processing, 10 ms timer interrupt processing, etc., which will be described later. The performance ROM 123 may be external.

[0075] In addition, the sub-control board 120 is equipped with a performance I / O port unit 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139. The RTC 139 measures the current date and time (date and time). When power is supplied to the pachinko game machine PY1 from a predetermined island power supply device (not shown), the RTC 139 operates on the power, and when power is not supplied from the island power supply device, the RTC 139 operates on the power supplied from a backup power circuit 192 provided in the power supply board 190. Therefore, the RTC 139 can measure the current date and time even when the power of the pachinko game machine PY1 is not turned on. A backup power circuit for the RTC 139 may be provided in the sub-control board 120. A circuit including a capacitor and an internal battery (such as a button battery) can be used as the backup power circuit.

[0076] An image control board 140 is connected to the sub-control board 120. The performance control microcomputer 121 of the sub-control board 120 causes the image CPU 141 of the image control board 140 to control the display of the image display device 50 based on commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100. The connection between the sub-control board 120 and the image control board 140 is a two-way communication connection that allows both transmission of signals from the sub-control board 120 to the image control board 140 and transmission of signals from the image control board 140 to the sub-control board 120.

[0077] The image control board 140 includes an image ROM 142 storing programs for image control, an image RAM 143 used as a work memory, and an image CPU 141 for executing the programs stored in the image ROM 142. The image control board 140 also includes a CGROM 145 storing data of images to be displayed on the image display device 50, a VRAM 146 used for developing the image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. Of course, all or part of these electronic components may be configured on a single chip. The CGROM 145 stores, for example, image data for displaying images to be displayed on the image display device 50 (still image data and video data, specifically, image data of characters, items, figures, letters, numbers, symbols, etc. (including performance patterns), background images, etc.).

[0078] The VDP 144 reads image data from the CGROM 145 and displays it in a display area in the VRAM 146 according to a display list created by the image CPU 141 based on a command from the performance control microcomputer 121. The VDP 144 then appropriately synthesizes the displayed image data and draws an image in a frame buffer in the VRAM 146. The image drawn in the frame buffer is then output to the image display device 50 as an RGB signal. As a result, various performance images are displayed on the display unit 50a.

[0079] The display list is made up of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameter information such as the type of image to be drawn, the position at which the image is drawn, the display priority, the display magnification, and the transparency of the image.

[0080] Based on the commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100, the performance control microcomputer 121 outputs voice, music, sound effects, etc. from the speaker 52 via the voice control circuit 161.

[0081] Audio data such as sound output from speaker 52 is stored in performance ROM 123 of sub-control board 120. Note that audio control circuit 161 may be a board on which a CPU is mounted. In this case, the CPU may be made to execute audio control. Furthermore, in this case, a ROM may be mounted on the board and audio data may be stored in the ROM. Speaker 52 may also be connected to image control board 140 and audio control may be executed by image CPU 141 of image control board 140. Furthermore, in this case, audio data may be stored in image ROM 142 of image control board 140.

[0082] In addition, various switches serving as input units, various actuators serving as drive sources, and various lamps are connected to the sub-control board 120 via a predetermined relay board (not shown). Signals output from the various switches are input to the sub-control board 120. The sub-control board 120 also outputs signals to the various actuators. The sub-control board 120 also controls the lighting of various lamps via a lamp control circuit 151 based on commands received from the main control board 100.

[0083] The various switches connected to the sub-control board 120 include a normal button detection switch 40a and a special button detection switch 41a. The normal button detection switch 40a detects that the normal button 40 has been pressed. The special button detection switch 41a detects that the special button 41 has been pressed. Each detection switch 40a, 41a outputs a signal according to the detection content to the sub-control board 120. The type and number of switches connected to the sub-control board 120 can be changed as appropriate as long as it does not interfere with gameplay.

[0084] The various actuators connected to the sub-control board 120 include an above-board drive motor 55m that drives the above-board movable device 55, an under-board drive motor 56m that drives the under-board movable device 56, and a frame drive motor 58m that drives the frame movable device 58. The performance control microcomputer 121 can drive these motors to cause each movable device to perform a predetermined operation. In detail, the performance control microcomputer 121 creates operation pattern data that determines the operation mode of each movable device, and controls the operation of each movable device via the lamp control circuit 151. The type and number of actuators connected to the sub-control board 120 can be changed as appropriate within the range that does not interfere with the game.

[0085] The various lamps connected to the sub-control board 120 include a frame lamp 53, a board lamp 54, etc. The performance control microcomputer 121 is capable of lighting each lamp. In detail, the performance control microcomputer 121 creates light-emitting pattern data (data that determines the on / off state, light color, etc., also called lamp data) that determines the light-emitting mode of each lamp, and controls the light emission of each lamp according to the light-emitting pattern data. Note that data stored in the performance ROM 123 of the sub-control board 120 is used to create the light-emitting pattern data.

[0086] A CPU may be mounted on the lamp control circuit 151 as a substrate. In this case, the CPU may be made to execute lighting control of each lamp and operation control of each movable device. Furthermore, in this case, a ROM may be mounted on the substrate and data related to light emission patterns and operation patterns may be stored in the ROM. Also, the type and number of lamps connected to the sub-control substrate 120 may be changed as appropriate within the range that does not interfere with gameplay.

[0087] 3. Main games played on gaming machines Next, the main games played by the pachinko gaming machine PY1 will be described with reference to Figures 8 to 15. The tables shown in Figures 8 to 15 are general ones for the purpose of the description of this section, and if a different table is shown in the description of "Characteristics of the Pachinko Gaming Machine PY1" described later, it is assumed that the table is used in the pachinko gaming machine PY1. However, for configurations that do not show a different table in the description of "Characteristics of the Pachinko Gaming Machine PY1" described later, it is assumed that the table shown in this section is used, and also for configurations that show a different table in the description of "Characteristics of the Pachinko Gaming Machine PY1" described later, it is assumed that the table shown in this section can be changed to the table shown in this section.

[0088] 3-1. Games related to regular games First, the game related to the normal map will be explained. When the launched game ball passes through the gate 13, the pachinko game machine PY1 performs a normal map lottery. When the normal map lottery is performed, the normal map display 82 performs a variable display of the normal map (a static display after a variable display). Here, the statically displayed normal map includes a winning pattern and a losing pattern. The losing pattern of the normal map is also called a "losing normal map" to distinguish it from the losing pattern of the special map described later. When the winning pattern is statically displayed, the auxiliary game is executed and the game related to the passage of the gate 13 is ended. On the other hand, when the losing normal map is statically displayed, the auxiliary game is not executed and the game related to the passage of the gate 13 is ended. In addition, hereinafter, the passing of the game ball through the gate 13 is called "establishment of the normal map start condition."

[0089] When the pachinko game machine PY1 performs such a series of games (regular game lottery, variable display of regular games, auxiliary games), it acquires regular game-related random numbers when the regular game start condition is met. The acquired regular game-related random numbers include regular game pattern random numbers, as shown in FIG. 8(A). Regular game pattern random numbers are random numbers used to determine whether a game has been won. Random numbers are also called determination information. Appropriate ranges are set for the random numbers.

[0090] 3-1-1. Hit detection The hit determination is a determination for determining whether or not a win has occurred (whether or not to execute an auxiliary game) according to a hit determination table as shown in FIG. 9(A). The hit determination table is associated with a game state described later. That is, the hit determination table includes a hit determination table used in a non-time-saving state (a hit determination table for non-time-saving) and a hit determination table used in a time-saving state (a hit determination table for time-saving). In each hit determination table, a determination value (a normal pattern random number value) of the normal pattern random number is allocated to a hit or a miss, which is a result of the hit determination. Therefore, the pachinko game machine PY1 performs a hit determination of whether or not a win has occurred by determining the acquired normal pattern random number according to the hit determination table. Then, based on the result of the hit determination, a normal pattern variation pattern determination is performed for performing a variable display of the normal pattern. If the result of the hit determination is a hit, a winning pattern is basically displayed in a variable display of the normal pattern. On the other hand, if the result of the hit determination is a miss, a miss normal pattern is basically displayed in a variable display of the normal pattern. The probability of winning may be changed as appropriate. Also, the win determination table does not need to be divided for each game state.

[0091] 3-1-2. Changes in map The general map fluctuation pattern determination is a determination for determining the general map fluctuation pattern according to the general map fluctuation pattern determination table as shown in Fig. 9(B). The general map fluctuation pattern is identification information regarding predetermined items related to the variable display of the general map, such as the general map fluctuation time.

[0092] The normal map fluctuation pattern determination table is associated with the game state (non-time-saving state / time-saving state). That is, the normal map fluctuation pattern determination table includes a normal map fluctuation pattern determination table (non-time-saving normal map fluctuation pattern determination table) used in the non-time-saving state and a normal map fluctuation pattern determination table (time-saving normal map fluctuation pattern determination table) used in the time-saving state. Note that the normal map fluctuation pattern determination table does not have to be divided for each game state.

[0093] In each normal map variation pattern determination table, a normal map variation pattern, which is the result of the normal map variation pattern determination, is stored for each normal map to be stopped. That is, the pachinko game machine PY1 can make the normal map variation time different in the non-time-saving state and the time-saving state. For example, in the non-time-saving state, for the variable display of the normal map when a losing normal map (losing normal map) is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 30 seconds is determined, and for the variable display of the normal map when a winning pattern is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 30 seconds is determined. Also, in the time-saving state, for the variable display of the normal map when a losing normal map is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 5 seconds is determined, and for the variable display of the normal map when a winning pattern is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 5 seconds is determined. The variable display of the normal map with the normal map variation time corresponding to the normal map variation pattern determined by this determination is performed by the normal map display device 82. In addition, the time for these map fluctuations can be changed as appropriate. In this way, the hit judgment and the map fluctuation pattern judgment are performed, and the map display 82 displays the map in a variable manner.

[0094] 3-1-3. Supplementary games The auxiliary game is executed when a winning symbol is displayed (derived) as a static display result (result of the regular symbol lottery) during the variable display of the regular symbol.

[0095] The elements that make up the auxiliary game (auxiliary game components) include various elements such as the number of times the electric chute 12D opens and the opening time for each opening. Each of these elements is associated with a game state (non-time-shortening state / time-shortening state). The pachinko game machine PY1 controls the auxiliary game according to an auxiliary game control table as shown in FIG. 9(C) based on the game state (non-time-shortening state / time-shortening state). The auxiliary game control table is associated with the game state (non-time-shortening state / time-shortening state). Auxiliary game components are stored in each auxiliary game control table. The number of times the electric chute 12D opens and the opening time for each opening can be changed as appropriate.

[0096] The pachinko game machine PY1 has different opening times of the electric chute 12D for the auxiliary game in the non-time-shortening state and the auxiliary game in the time-shortening state. For example, in the auxiliary game in the non-time-shortening state, the electric chute 12D is opened for a first opening time (a time during which it is difficult to make the game ball enter the electric chute 12D (for example, 0.08 seconds)). In the following, the auxiliary game in the non-time-shortening state is also referred to as a "short opening auxiliary game". In addition, in the auxiliary game in the time-shortening state, the electric chute 12D is opened for a second opening time (a time during which it is easy to make the game ball enter the electric chute 12D (for example, 3.0 seconds)) that is longer than the first opening time. In the following, the auxiliary game in the time-shortening state is also referred to as a "long opening auxiliary game". Note that the opening times of the electric chute 12D may be the same for the auxiliary game in the non-time-shortening state and the auxiliary game in the time-shortening state.

[0097] 3-2. Games related to special charts Next, a game related to the special chart will be explained. When the launched game ball enters the first starting hole 11, the pachinko game machine PY1 performs a special chart 1 lottery. When the special chart 1 lottery is performed, the special chart 1 display 81a performs a variable display of the special chart 1 (a static display after a variable display) to notify the result of the special chart 1 lottery. Here, the statically displayed special chart 1 has a jackpot pattern and a losing pattern. That is, the results of the special chart 1 lottery include a jackpot pattern and a losing pattern. When the jackpot pattern is statically displayed, a jackpot game is executed, a new game state is set, and the game based on the winning is terminated. On the other hand, when a losing pattern is statically displayed, the jackpot game is not performed, and the game based on the winning is terminated.

[0098] Similarly, the pachinko game machine PY1 performs a special drawing for the 2nd drawing when the launched game ball enters the second starting hole 12. When the special drawing for the 2nd drawing is performed, the special drawing for the 2nd drawing is variably displayed (variably displayed and then stopped) on the special drawing for the 2nd drawing in the special drawing for the 2nd drawing, and the result of the special drawing for the 2nd drawing is notified. Here, the special drawing for the 2nd drawing that is stopped includes a jackpot pattern and a losing pattern. That is, the results of the special drawing for the 2nd drawing include a jackpot pattern and a losing pattern. When the jackpot pattern is stopped, a jackpot game is executed, a new game state is set, and the game based on the winning is terminated. On the other hand, when a losing pattern is stopped, a jackpot game is not performed, and the game based on the winning is terminated.

[0099] In the following, the entry of a game ball into the first start hole 11 is referred to as the "fulfillment of the first start condition," and the entry of a game ball into the second start hole 12 is referred to as the "fulfillment of the second start condition." In addition, the "fulfillment of the first start condition" and the "fulfillment of the second start condition" are collectively referred to as the "fulfillment of the start condition." In addition, the losing special pattern is also referred to as the "losing special pattern" to distinguish it from the losing regular pattern described above.

[0100] When the pachinko game machine PY1 performs such a series of games (special symbol lottery, variable display of special symbols, jackpot game, and game state setting), it acquires special symbol-related random numbers when the start conditions are met, and performs various judgments on the random numbers. The acquired special symbol-related random numbers include special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers, reach random numbers, and special symbol change pattern random numbers, as shown in FIG. 8(B). The special symbol random numbers are random numbers used to make jackpot judgments. The jackpot symbol type random numbers are random numbers used to make jackpot symbol type judgments. The reach random numbers are random numbers used to make reach judgments. The special symbol change pattern random numbers are random numbers used to make special symbol change pattern judgments. The random numbers are also called judgment information. An appropriate range is set for each random number.

[0101] 3-2-1. Jackpot determination The jackpot determination is a determination for determining whether or not a jackpot has occurred (whether or not a jackpot game is executed) according to a jackpot determination table as shown in Fig. 10(A). The jackpot determination table is associated with the game state, specifically, whether it is a normal probability state or a high probability state. That is, the jackpot determination table includes a jackpot determination table used in the normal probability state (normal probability jackpot determination table) and a jackpot determination table used in the high probability state (high probability jackpot determination table).

[0102] In each jackpot determination table, a special symbol random number determination value (special symbol random number value) is assigned to the jackpot and miss results of the jackpot determination. The pachinko game machine PY1 determines whether the acquired special symbol random number is a jackpot or a miss by determining whether it is a jackpot or a miss according to the jackpot determination table. As shown in FIG. 10(A), the high probability jackpot determination table has more special symbol random number determination values ​​that are determined to be a jackpot than the normal probability jackpot determination table. Also, the probability of winning a jackpot can be changed as appropriate.

[0103] 3-2-2. Jackpot symbol type determination The jackpot symbol type determination is a determination for determining the type of the jackpot symbol (jackpot symbol type) according to a jackpot symbol type determination table as shown in Fig. 10(B) when the result of the jackpot determination is a jackpot. Each type of jackpot symbol is associated with the contents of the jackpot, in other words, the components of the jackpot that are composed of the game benefits given to the player.

[0104] The jackpot symbol type determination table is associated with the type of special symbol (special symbol 1 / special symbol 2) that is variably displayed, in other words, the type of start port (first start port 11 / second start port 12) where the winning (winning that caused the jackpot symbol type determination) that caused the jackpot symbol type determination was performed. That is, the jackpot symbol type determination table includes a jackpot symbol type determination table (first jackpot symbol type determination table) used when performing the variable display of special symbol 1 and a jackpot symbol type determination table (second jackpot symbol type determination table) used when performing the variable display of special symbol 2.

[0105] There are multiple types of jackpot symbols, and in each jackpot symbol type determination table, the determination value of the jackpot symbol type random number (jackpot symbol type random number value) is assigned to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko game machine PY1 determines the type of the jackpot symbol by determining the acquired jackpot symbol type random number according to the jackpot symbol type determination table. Then, in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number value is appropriately assigned to various jackpot symbols. The allocation rate of the jackpot symbol type can be appropriately changed. Also, the types of the jackpot symbols can be appropriately increased or decreased.

[0106] For example, as shown in Fig. 10(B), the distribution rate of the jackpot pattern type determined by the jackpot pattern type for the special chart 1 is 10% for the jackpot pattern A, 40% for the jackpot pattern B, and 50% for the jackpot pattern C. The distribution rate of the jackpot pattern type determined by the jackpot pattern type for the special chart 2 is 100% for the jackpot pattern X. In this way, it is possible to make the distribution rate of the jackpot pattern type different between the special chart 1 lottery performed when the game ball enters the first starting hole 11 and the special chart 2 lottery performed when the game ball enters the second starting hole 12.

[0107] 3-2-3. Reach Judgment The reach judgment is a judgment to determine whether or not to generate a reach in the special chart change presentation described later, in accordance with a reach judgment table such as that shown in Figure 10 (C) when the result of the jackpot judgment is a miss.

[0108] The reach judgment table is associated with the game state (non-time-saving state / time-saving state). That is, the reach judgment table includes a reach judgment table used in the non-time-saving state (non-time-saving reach judgment table) and a reach judgment table used in the time-saving state (time-saving reach judgment table). Note that the reach judgment table does not have to be divided for each game state.

[0109] In each reach judgment table, the reach random number judgment value (reach random number value) is assigned to the reach judgment result of "reach (reach occurs)" and "no reach (reach does not occur)". Therefore, the pachinko game machine PY1 judges the acquired reach random number according to the reach judgment table to judge whether the reach is reached or not (whether the reach occurs or not). As shown in FIG. 10(C), the number of reach random number values ​​judged as "reach is reached (reach occurs)" is different between the non-time-saving reach judgment table and the time-saving reach judgment table. Note that the probability of judging as "reach is reached" can be changed appropriately. In the following, "reach is reached (reach occurs)" performed on the premise that the result of the jackpot judgment is "miss" is referred to as "reach with miss", and "no reach (reach does not occur)" is sometimes referred to as "no reach miss".

[0110] 3-2-4. Special chart change pattern judgment The special pattern change pattern judgment is a judgment for determining the change pattern (special pattern change pattern) of the variable display of the special pattern using a change pattern judgment table (special pattern change pattern judgment table) of the special pattern as shown in Figures 11 to 12, and is performed in both cases where the result of the jackpot judgment is a jackpot or a miss. The special pattern change pattern is identification information for identifying predetermined items related to the special pattern change time and the performance flow (performance content) of the special pattern change performance described later. In addition to the special pattern change time and the performance flow (performance content) of the special pattern change performance, the special pattern change pattern includes identification information related to the result of the jackpot judgment and the result of the reach judgment. The identification information included in the special pattern change pattern can be changed as appropriate. In addition, it is possible to use multiple types of special pattern change patterns with different identification information as the special pattern change pattern, and the number of them can be changed as appropriate.

[0111] The special pattern variation pattern judgment table is associated with the type of special pattern (special pattern 1 / special pattern 2) that performs the variable display to be judged, in other words, the type of start port (first start port 11 / second start port 12) where the winning that causes the special pattern variation pattern judgment was made. That is, the special pattern variation pattern judgment table includes a special pattern variation pattern judgment table (special pattern 1 variation pattern judgment table: Figure 11) used when performing the variable display of special pattern 1, and a special pattern variation pattern judgment table (special pattern 2 variation pattern judgment table: Figure 12) used when performing the variable display of special pattern 2. Note that the special pattern variation pattern judgment table does not have to be divided according to the type of special pattern (special pattern 1 / special pattern 2).

[0112] Each special chart fluctuation pattern determination table is also associated with the game state (non-time-saving state / time-saving state). That is, the special chart 1 fluctuation pattern determination table includes a special chart 1 fluctuation pattern determination table (non-time-saving special chart 1 fluctuation pattern determination table) used in the non-time-saving state, and a special chart 1 fluctuation pattern determination table (time-saving special chart 1 fluctuation pattern determination table) used in the time-saving state. On the other hand, the special chart 2 fluctuation pattern determination table also includes a special chart 2 fluctuation pattern determination table (non-time-saving special chart 2 fluctuation pattern determination table) used in the non-time-saving state, and a special chart 2 fluctuation pattern determination table (time-saving special chart 2 fluctuation pattern determination table) used in the time-saving state. Note that the special chart fluctuation pattern determination table does not have to be divided for each game state.

[0113] In addition, each special chart fluctuation pattern determination table associated with the game state (non-time-saving state / time-saving state) is further associated with the jackpot determination result and the reach determination result. That is, the non-time-saving special chart 1 fluctuation pattern determination table and the non-time-saving special chart 2 fluctuation pattern determination table each have a jackpot, a reach-with miss, and a reach-without miss. Similarly, the time-saving special chart 1 fluctuation pattern determination table and the time-saving special chart 2 fluctuation pattern determination table each have a jackpot, a reach-with miss, and a reach-without miss. Note that the special chart fluctuation pattern determination table does not have to be divided according to the jackpot determination result and the reach determination result.

[0114] Furthermore, each special chart 1 variation pattern determination table for a miss without a reach is also associated with the reserved number of special charts. For example, there is a special chart 1 variation pattern determination table for a miss without a reach that is used when the reserved number of special charts 1 (U1) is 0 to 2, and a special chart 1 variation pattern determination table for a miss without a reach that is used when the reserved number of special charts 1 (U1) is 3 to 4. In addition, each special chart 2 variation pattern determination table for a miss without a reach is also associated with the reserved number of special charts. Specifically, there is a special chart 2 variation pattern determination table for a miss without a reach that is used when the reserved number of special charts 2 (U2) is 0 to 2, and a special chart 2 variation pattern determination table for a miss without a reach that is used when the reserved number of special charts 2 (U2) is 3 to 4. Note that the special chart variation pattern determination table does not have to be divided according to the reserved number of special charts.

[0115] Then, the special chart is displayed in a variable manner in the special chart display device 81 during the special chart change time according to the special chart change pattern determined by each special chart change pattern determination. When the jackpot pattern is displayed as a display result (a result of the special chart lottery) in the variable display of the special chart, the next special chart is not displayed immediately, and the jackpot game is played.

[0116] In addition, each special chart variation pattern is associated with a special chart variation performance flow as shown in the second column from the right in the table of Figures 11 to 12. Note that it is not necessary to associate a special chart variation pattern with a special chart variation performance flow.

[0117] Also, as shown in the rightmost column of the table in Fig. 11-Fig. 12, the special chart variation pattern may be called by a name related to the special chart (jackpot determination result) and the performance content of the special chart variation performance. For example, a special chart variation pattern related to a jackpot is called a "jackpot variation." Among the jackpot variations, a special chart variation pattern in which an SP reach, which is a type of reach, is performed is called an "SP jackpot variation," a special chart variation pattern in which an L reach is performed is called an "L jackpot variation," and a special chart variation pattern in which the special chart variation performance ends with an N reach is called an "N jackpot variation." On the other hand, among the reach-and-misses, the special chart fluctuation pattern in which the SP reach, which is a type of reach, is performed is called "SP miss fluctuation", among the reach-and-misses, the special chart fluctuation pattern in which the L reach, which is a type of reach, is performed is called "L miss fluctuation", among the reach-and-misses, the special chart fluctuation pattern in which the special chart fluctuation performance ends with the N reach, which is a type of reach, is called "N miss fluctuation", and the special chart fluctuation pattern related to the miss without the reach is called "normal miss fluctuation". There are three types of normal miss fluctuations (normal A miss fluctuation, normal B miss fluctuation, normal C miss fluctuation) with different fluctuation times. In addition, when the SP jackpot and the SP miss fluctuation are collectively referred to as SP fluctuation or SP reach fluctuation.

[0118] 3-2-5.Look-ahead judgment The pachinko game machine PY1 performs a look-ahead judgment according to a look-ahead judgment table as shown in FIG. 13 based on the acquired special symbol-related random number. The look-ahead judgment is performed before the jackpot judgment (specifically, for example, at the time of winning in the start hole). The look-ahead judgment includes, for example, a judgment of whether or not the special symbol random number is judged as a jackpot in the jackpot judgment, a judgment of which jackpot symbol type random number is determined to be a type of jackpot pattern in the jackpot symbol type judgment, and a judgment of which special symbol variation pattern random number is determined to be a special symbol variation pattern in the special symbol variation pattern judgment. The look-ahead judgment table is associated with the type of start hole (first start hole 11 / second start hole 12) related to the start winning. That is, the look-ahead judgment table includes a look-ahead judgment table (first look-ahead judgment table) when the first start hole 11 is won, and a look-ahead judgment table (second look-ahead judgment table) when the second start hole 12 is won. Since the first starting port 11 is the starting port that triggers the drawing of the special chart 1, the first look-ahead judgment table can also be called the special chart 1 look-ahead judgment table. Also, since the second starting port 12 is the starting port that triggers the drawing of the special chart 2, the second look-ahead judgment table can also be called the special chart 2 look-ahead judgment table. Note that the look-ahead judgment table does not have to be divided according to the type of starting port (first starting port 11 / second starting port 12).

[0119] The look-ahead judgment table is also associated with the game state (non-time-saving state / time-saving state). That is, the look-ahead judgment table includes a look-ahead judgment table used in the non-time-saving state (non-time-saving look-ahead judgment table) and a look-ahead judgment table used in the time-saving state (time-saving look-ahead judgment table).

[0120] That is, the look-ahead judgment table includes a first look-ahead judgment table used in a non-time-saving state, a second look-ahead judgment table used in a non-time-saving state, and a second look-ahead judgment table used in a time-saving state. Note that the look-ahead judgment tables do not need to be divided for each game state. Also, it is possible to appropriately change what judgments are included in the look-ahead judgment.

[0121] 3-3. Jackpot games Next, the jackpot game will be described. The jackpot game includes multiple round games involving the opening and closing of the jackpot opening (first jackpot opening 14 or second jackpot opening 15), an opening (also written as OP) from the start of the jackpot game to the start of the first round game, and an ending (also written as ED) from the end of the final round game to the end of the jackpot game. Each round game starts with the end of the opening or the end of the previous round game, and ends with the start of the next round game or the start of the ending. It is also possible not to provide an OP or an ED. In the following, a predetermined number of round games (predetermined order) is simply called a "round." For example, the first (first) round game is called "1st round (1R)," and the tenth round game is called "10th round (10R)."

[0122] The elements that make up such a jackpot game (jackpot game components) include the number of rounds, the number of times the jackpot openings (first jackpot opening 14, second jackpot opening 15) are opened in each round, the type and opening time of the jackpot openings, the time to close until the next opening (closing time or interval time), the opening time (opening time), and the ending time (ending time), etc. After the special chart is stopped and displayed, the pachinko game machine PY1 controls the jackpot game according to a jackpot game control table as shown in FIG.

[0123] As shown in FIG. 14, the jackpot game control table stores jackpot game components for each jackpot game (for example, for each jackpot game A to C, X). In each jackpot game, from 1R to 15R, a round game in which the first large prize winning hole 14 is opened for a maximum of 29.5 seconds, or a round game in which the first large prize winning hole 14 is opened for a maximum of 0.1 seconds is played. Then, in 16R (the final round), a round game in which the second large prize winning hole 15 is opened for a maximum of 29.5 seconds, or a round game in which the second large prize winning hole 15 is opened for a maximum of 0.1 seconds is played. In each round game, when a predetermined number of game balls (for example, 10 balls) are detected by the large prize winning hole sensors 14a, 15a, the round game is ended even before the maximum opening time of the large prize winning holes 14, 15 has elapsed.

[0124] In addition, it is possible to configure the jackpot game A shown in FIG. 14 to be executed when the type of the winning jackpot pattern is jackpot pattern A, the jackpot game B to be executed when the type of the winning jackpot pattern is jackpot pattern B, the jackpot game C to be executed when the type of the winning jackpot pattern is jackpot pattern C, and the jackpot game X to be executed when the type of the winning jackpot pattern is jackpot pattern X (see FIG. 10(B)).

[0125] The number of times and the time of each jackpot game component can be changed as appropriate. The jackpot game can be played using both the first jackpot winning port 14 and the second jackpot winning port 15, or can be played using only one of them. In the case of a configuration in which only the first jackpot winning port 14 is used for the jackpot game, or in the case of a configuration in which only the second jackpot winning port 15 is used for the jackpot game, the configuration may not include the jackpot winning port that is not used. In addition, the types of jackpot games that can be played may be multiple or only one type.

[0126] Here, the specific area 16 will be described in detail. The specific area 16 is in a closed state where no prizes can be won and an open state where prizes can be won, by the distribution member 16k, so the operating mode of the distribution member 16k can be said to be the opening and closing mode of the specific area 16. Hereinafter, the operating mode of the distribution member 16k is also referred to as the "opening and closing mode of the specific area 16". In addition, the open state of the specific area 16 is also referred to as the "V open", and the closed state of the specific area 16 is also referred to as the "V closed".

[0127] The distribution member 16k is controlled in a fixed operating mode (i.e., the specific area 16 is controlled in a fixed opening / closing mode). For example, for 15 seconds after the second large prize opening 15 starts to open, the distribution solenoid 16s is energized and the distribution member 16k is controlled to the second state (FIG. 3(B)). Therefore, in a round game in which the second large prize opening 15 is open for a maximum of 29.5 seconds, the relationship between the opening time and timing of the second large prize opening 15 and the time and timing at which the distribution member 16k is controlled to the second state makes it easy for the game ball to pass through the specific area 16 (to enter the specific area 16). On the other hand, in a round game in which the second large winning opening 15 is open for a maximum of 0.1 seconds, it is almost impossible (difficult) for the game ball to pass through the specific area 16 (to make the game ball enter the specific area 16) due to the relationship between the opening time and timing of the second large winning opening 15 and the time and timing controlled to the second state of the distribution member 16k. In this way, it is possible to set the difficulty (ease) of making the game ball enter the specific area 16 in a jackpot game by combining a certain operation mode of the distribution member 16k (a certain opening and closing mode of the specific area 16) with the opening and closing mode of the second large winning opening 15 in a jackpot game. The operation mode of the distribution member 16k can be changed as appropriate. When another operation mode is shown in the description of "Characteristic parts of the pachinko game machine PY1" described later, it is assumed that the pachinko game machine PY1 adopts that operation mode.

[0128] In addition, during a jackpot game, a jackpot in which the VAT opening / closing member 15k and the distribution member 16k operate in the first opening pattern (V long opening pattern) in which it is easy for the game ball to pass through the specific area 16 (hereinafter also referred to as "V passage") is called a "V long jackpot", and a jackpot in which the VAT opening / closing member 15k and the distribution member 16k operate in the second opening pattern (V short opening pattern) in which it is impossible or difficult for the game ball to pass through the specific area 16 is called a "V short jackpot".

[0129] 3-4. Game status Next, the game state will be explained. As shown in FIG. 15, the pachinko game machine PY1 can be set to any one of the game states of "low probability low base game state", "low probability high base game state", "high probability low base game state", "high probability high base game state" and "jackpot game state". The "low probability low base game state" may be abbreviated as "low probability low base state", the "low probability high base game state" as "low probability high base state", the "high probability low base game state" as "high probability low base state", and the "high probability high base game state" as "high probability high base state". The game states include a state related to the probability of being determined as a "jackpot" in the jackpot determination and a state related to the ease of opening the electric chute 12D. The former includes a normal probability state and a high probability state. On the other hand, the latter includes a non-time-saving state and a time-saving state.

[0130] The normal probability state is set in a "low probability low base game state" or a "low probability high base game state", and the probability of being determined as a jackpot in the jackpot determination is normal. The high probability state is set in a "high probability low base game state" or a "high probability high base game state", and the probability of being determined as a jackpot in the jackpot determination is higher than the normal probability. Therefore, it can be said that the high probability state is a game state that is more advantageous to the player than the normal probability state. When the power is turned on for the first time in the pachinko game machine PY1, the normal probability state is set. Then, it is possible to switch from the normal probability state to the high probability state by winning a jackpot. For example, it is possible to switch to the high probability state by the game ball passing through the specific area 16 in a jackpot game. It is also possible to switch to the high probability state depending on the type of jackpot pattern. Whether the trigger for switching to the high probability state is the passing of a V or the type of jackpot pattern can be determined appropriately according to the gameplay to be realized. In the high probability state, a predetermined number of jackpot determinations may be made without winning a jackpot, or the high probability state may be switched to the normal probability state by winning the next jackpot.

[0131] The non-time-saving state is set in a "low probability low base game state", a "high probability low base game state", or a "jackpot game state". The time-saving state is set in a "low probability high base game state" or a "high probability high base game state", and is a game state in which the opening time of the electric chute 12D in one auxiliary game is likely to be longer than in the non-time-saving state. For example, in the time-saving state, the opening time (e.g., 3.0 seconds) is longer than the opening time (e.g., 0.08 seconds) of the electric chute 12D in the non-time-saving state. In addition, in the time-saving state, the special chart fluctuation pattern is determined according to a special chart fluctuation pattern determination table that is determined so that a special chart fluctuation pattern with a short special chart fluctuation time is selected more often than in the non-time-saving state (see Figs. 11 to 12). As a result, in the time-saving state, the pace of consumption of the special chart reservation is faster, and effective winning (winning that can be stored as a special chart reservation) at the starting port is more likely to occur. Therefore, it is possible to aim for a jackpot under smooth game progress.

[0132] In addition, the time-saving state is more likely to have a shorter normal map variation time than the non-time-saving state. For example, in the time-saving state, the normal map variation time (5 seconds) is determined, which is shorter than the normal map variation time (30 seconds) determined in the non-time-saving state (Figure 9 (B)). Therefore, the number of times the normal map lottery is executed per unit time is greater in the time-saving state.

[0133] In addition, the time-saving state is more likely to be judged as a hit in the hit judgment than the non-time-saving state. For example, in the time-saving state, a hit is judged with a higher probability (e.g., 59936 / 65536) than the probability of being judged as a hit in the non-time-saving state (e.g., 6600 / 65536) (FIG. 9(A)). Therefore, the time-saving state is judged as a hit more often per unit time.

[0134] In this way, in the time-saving state, the electric chute 12D is open for a longer period of time per unit time than in the non-time-saving state, and it becomes easier for game balls to enter the second starting hole 12 more frequently. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, in the time-saving state with a high base, it is possible to aim for a jackpot without significantly reducing the number of game balls in possession. Therefore, it can be said that the time-saving state is a game state that is more advantageous to the player than the non-time-saving state.

[0135] When the pachinko game machine PY1 is first powered on, the non-time-saving state is set. Then, for example, the time-saving state can be set by winning a jackpot. In the time-saving state, a predetermined number of jackpot determinations can be performed without winning a jackpot, or the time-saving state can be changed to the non-time-saving state by winning the next jackpot.

[0136] In addition, in the time-saving state, compared to the non-time-saving state, it is easier to win a prize, the normal chart change time is more likely to be shorter, and the opening time of the electric chute 12D in one auxiliary game is more likely to be longer. In other words, three points are set to be advantageous for the player in the game related to the normal chart. However, the points set to be advantageous for the player may be only a part of these. In addition, the special chart change pattern determination table in the time-saving state may not be one that is more likely to select a special chart change pattern with a short special chart change time than the one in the non-time-saving state.

[0137] In addition, the game state after the power is turned on for the first time in the pachinko game machine PY1 is a "low probability low base game state" in which a normal probability state and a non-time-saving state are set. This game state is also called a "normal game state." In the "jackpot game state," a normal drawing (a hit determination for a normal drawing) is performed but a special drawing (a hit determination) is not performed, so that a non-time-saving state is set with the start of the jackpot game. In addition, it is possible to use all or only some of the game states described above for the game state. In addition, it is assumed that the various game states described in this specification can be arbitrarily expressed in the form of an "nth game state" (n is an integer of 1 or more).

[0138] 4. Main effects of gaming machines Next, the main effects performed by the pachinko gaming machine PY1 will be described with reference to FIGS.

[0139] 4-1.Performance mode First, the presentation mode will be explained. The presentation mode is a category of presentation (or a higher-level conceptual attribute). The pachinko game machine PY1 can set the following presentation modes: a customer waiting presentation mode, a normal presentation mode, a probability variation presentation mode, a time-saving presentation mode, and a big win presentation mode.

[0140] The customer waiting performance mode can be set when the special chart change performance is not performed in the "low probability low base game state", "low probability high base game state", "high probability low base game state" and "high probability high base game state", and is a performance mode that indicates a standby state in which the special chart change performance is not performed. When the customer waiting performance mode is set, the customer waiting performance is performed. In the customer waiting performance, for example, as shown in FIG. 16 (A-1), a customer waiting demo video G100 that introduces the pachinko game machine PY1 is displayed on the display unit 50a. In addition, when the normal button 40 is operated while the customer waiting demo video G100 is displayed, a setting screen G101 for setting the performance of the pachinko game machine PY1 is displayed as shown in FIG. 16 (A-2). The performance settings include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a, and the frequency setting of the performance to be executed.

[0141] The normal presentation mode can be set when the special chart variation presentation is being performed in the "low probability low base game state" or the "high probability low base game state", and is a presentation mode that indicates a non-time-saving state. The normal presentation modes include, for example, a first normal presentation mode in which a background image (daytime normal background image G102) showing a daytime mountain scene is displayed on the display unit 50a as shown in FIG. 16 (B-1), a second normal presentation mode in which a background image (evening normal background image G103) showing an evening mountain scene is displayed on the display unit 50a as shown in FIG. 16 (B-2), and a third normal presentation mode in which a background image (nighttime normal background image G104) showing a nighttime mountain scene is displayed on the display unit 50a as shown in FIG. 16 (B-3), and can be switched under the condition that the special chart variation presentation is performed once or multiple times without winning a jackpot. Furthermore, each of the first to third normal presentation modes has a normal pre-stage presentation mode before the reach is established in the special chart variation presentation, and a normal post-stage presentation mode after the reach is established. In the normal pre-stage presentation mode, one of the daytime normal background image G102, the evening normal background image G103, and the nighttime normal background image G104 is displayed on the display unit 50a, while in the normal post-stage presentation mode, a dedicated background image according to the type of reach is displayed. In addition, a special presentation mode that is set only in the "high probability low base game state" may be provided.

[0142] The probability variation presentation mode is a presentation mode that can be set when the special chart variation presentation is being performed in the "high probability high base game state", and is a presentation mode that indicates a high probability state and a time-saving state. In the probability variation presentation mode, for example, as shown in FIG. 16 (B-4), a background image (probability variation background image G105) representing the universe is displayed on the display unit 50a. Furthermore, the probability variation presentation mode includes a probability variation pre-stage presentation mode before the reach is established in the special chart variation presentation, and a probability variation post-stage presentation mode after the reach is established. In the probability variation pre-stage presentation mode, the probability variation background image G105 is displayed on the display unit 50a, while in the probability variation post-stage presentation mode, a dedicated background image according to the type of reach is displayed.

[0143] The time-saving presentation mode is a presentation mode that can be set when the special chart variation presentation is being performed in the "low probability high base game state", and is a presentation mode that indicates that the state is in the normal probability state and the time-saving state. In the time-saving presentation mode, for example, as shown in FIG. 16 (B-5), a background image showing the sky (time-saving background image G106) is displayed on the display unit 50a. Furthermore, the time-saving presentation mode includes a time-saving early presentation mode before the reach is established in the special chart variation presentation, and a time-saving late presentation mode after the reach is established. In the time-saving early presentation mode, the time-saving background image G106 is displayed on the display unit 50a, while in the time-saving late presentation mode, a dedicated background image according to the type of reach is displayed.

[0144] The jackpot presentation mode is a presentation mode that can be set when a jackpot game is being played in the "jackpot game state", and is a presentation mode that indicates that a jackpot game is being played. In the jackpot presentation mode, for example, during the opening of the jackpot game, as shown in FIG. 16(C-1), a jackpot opening presentation is performed in which an opening image G107 suggesting the start of the jackpot game and a right-hit image G108 encouraging "right hit" are displayed on the display unit 50a. During the round of the jackpot game, as shown in FIG. 16(C-2), a round presentation is performed in which a round image G109 indicating the number of rounds and a prize ball number image G110 suggesting the number of prize balls paid out are displayed on the display unit 50a. During the ending of the jackpot game, as shown in FIG. 16(C-3), a jackpot ending presentation is performed in which an ending image G111 suggesting the presentation mode to be set after the jackpot game and a total prize ball number image G112 suggesting the total prize ball number paid out are displayed on the display unit 50a.

[0145] The types of presentation modes can be changed or added as appropriate.

[0146] 4-2. Special chart change performance Next, the special chart change performance (also simply called "change performance") will be explained. When the pachinko game machine PY1 starts the changeable display of the special chart, it executes the special chart change performance based on the special chart change pattern related to the changeable display of the special chart and the special chart lottery result (jackpot determination result, jackpot pattern type determination result, reach determination result, and special chart change pattern determination result). In the special chart change performance, the display unit 50a displays the change of the performance pattern superimposed on a predetermined background image. In the change display of the performance pattern, the performance pattern stops after changing. That is, after the change display of the performance pattern is performed for the special chart change time, the change stops and the performance pattern is displayed stationary. Then, the result of the special chart lottery is announced by the stationary display of the performance pattern.

[0147] In addition, in the special chart variation performance, in addition to the variation display of the performance pattern, it is possible to perform other performances using various performance devices such as the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the movable devices 55, 56, 58, the normal button 40, and the special button 41. In this case, it is possible to continue other performances even after the stop display of the performance pattern.

[0148] 4-2-1.Performance pattern display area As shown in Fig. 17(A), the display unit 50a of the image display device 50 can be provided with a left performance pattern area 50b1, a middle performance pattern area 50b2, and a right performance pattern area 50b3 on the left side, center, and right side of the display unit 50a, which are divided horizontally into three approximately equal parts. The left performance pattern area 50b1 is an area that displays the left performance pattern EZ1 when the performance pattern is stopped in the special chart variable performance. Similarly, the middle performance pattern area 50b2 and the right performance pattern area 50b3 are areas that display the middle performance pattern EZ2 and the right performance pattern EZ3.

[0149] Also, as shown in Fig. 17(A), a small pattern area 50c can be provided in one section at the left end (upper left corner) of the upper end of the display unit 50a. The small pattern area 50c is an area that variably displays small patterns KZ1, KZ2, and KZ3 when the special pattern is variably displayed.

[0150] In addition, in Fig. 17(A), the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c are clearly indicated by two-dot chain lines, but this is written to indicate the range of the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c, and is not actually displayed. Also, the range of each area can be changed appropriately.

[0151] 4-2-2.Normal fluctuation The pachinko game machine PY1 can perform a normal variation first in the special chart variation performance. The normal variation functions as a performance that suggests that the variable display of the special chart has started.

[0152] When the variable display of the special chart is started, for example, as shown in Figure 17(A), on the display unit 50a, the left performance pattern EZ1, the middle performance pattern EZ2 and the right performance pattern EZ3 are displayed frozen, and the left small pattern KZ1, the middle small pattern KZ2 and the right small pattern KZ3 are displayed frozen, and the variable display of the special chart is not being performed and the state is waiting for the variable display of the special chart.As shown in Figure 17(B), with the start of the variable display, the variable display of the performance patterns EZ1, EZ2 and EZ3 is started, and the variable display of the small patterns KZ1, KZ2 and KZ3 is started. Then, when the special pattern of the variable display of the special pattern is, for example, "normal miss variation", as shown in FIG. 17(C-1), the left performance pattern EZ1 and the right performance pattern EZ3 temporarily stop in different stop modes, and then, as shown in FIG. 17(D), the performance patterns EZ1, EZ2, and EZ3 stop in a stop mode suggesting a miss (so-called barake eyes). At this time, the small patterns KZ1, KZ2, and KZ3 also stop all at once in a stop mode suggesting a miss. On the other hand, when the special pattern of the variable display of the special pattern is, for example, a special pattern with a reach such as "N miss variation", as shown in FIG. 17(C-2), the left performance pattern EZ1 and the right performance pattern EZ3 temporarily stop in the same stop mode, and a reach is established. At this time, the variable display of the small patterns KZ1, KZ2, and KZ3 continues, and a reach performance according to the special pattern is performed. In addition, the stopping order and stopping manner of the performance patterns EZ1, EZ2, and EZ3 can be changed as appropriate.

[0153] 4-2-3.N Reach The pachinko game machine PY1 can perform N-reach when a reach is achieved in normal variation. N-reach is a presentation that suggests that the result of the jackpot determination may be a "jackpot" and functions as a presentation to make the player expect a jackpot.

[0154] In the N reach, as shown in FIG. 18(A), the reach is maintained for a predetermined time (for example, 10 seconds), and as shown in FIG. 18(B), the speed of change of the middle performance pattern EZ2 gradually slows down. Then, when the special pattern change pattern of the variable display of the special pattern is, for example, "N miss change", the performance patterns EZ1, EZ2, and EZ3 are stopped and displayed in a stop mode (so-called barake eyes) that suggests a miss, as shown in FIG. 18(C-1). At this time, the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stop mode that suggests a miss. On the other hand, when the special pattern change pattern of the variable display of the special pattern is, for example, "N big win change", as shown in FIG. 18(C-2), the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stop mode that suggests a big win (so-called double numbers). At this time, the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stop mode that suggests a big win. In addition, the content of the N Reach performance is not limited to the middle performance pattern EZ2 gradually slowing down, and can be changed or added as appropriate.

[0155] In addition, with regard to the stopping state of the performance symbols EZ1, EZ2, and EZ3 that indicate a miss, the spread when the reach is not established is called a "non-reach spread" or a "non-reach miss" and the spread when the reach is established is called a "reach spread" or a "reach miss". The combination of each of the performance symbols EZ1, EZ2, and EZ3 that constitute the non-reach spread (for example, "2·3·1" or "5·8·6") and the combination of each of the performance symbols EZ1, EZ2, and EZ3 that constitute the reach spread (for example, "2·1·2" or "5·4·5") are selected by the performance control microcomputer 121. In addition, the combination of each of the performance patterns EZ1, EZ2, and EZ3 that make up the stopping pattern (double number) indicating a jackpot (for example, "2·2·2" or "7·7·7") is selected by the performance control microcomputer 121 based on the type of jackpot pattern that has been won.

[0156] 4-2-4. SP Reach The pachinko game machine PY1 can perform an SP reach after an N reach. The SP reach is a presentation that suggests that the result of the jackpot determination is more likely to be a "jackpot" than the N reach, and functions as a presentation to make the player expect a jackpot.

[0157] In the SP reach, after the N reach, for example, as shown in FIG. 19(A), a background image (background image G113 for SP reach) dedicated to the SP reach is displayed on the display unit 50a, and an image (title image G1 for the start of the SP reach) indicating that the SP reach has started is displayed in the center of the display unit 50a. After that, as shown in FIG. 19(B), a performance dedicated to the SP reach (for example, a battle performance) is performed. Then, when the final stage of the performance dedicated to the SP reach is reached, in the case where the special chart variation pattern of the variable display of the special chart is, for example, "SP big win variation", as shown in FIG. 19(C-1), a performance suggesting a big win (for example, a display in which the main character (ally character) wins the battle and stands with his / her arms crossed) is performed on the display unit 50a, and the performance patterns EZ1, EZ2, and EZ3 are stopped and displayed in a stopping mode (so-called double numbers) suggesting a big win. At this time, the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stopping mode suggesting a big win. On the other hand, when the special chart change pattern of the variable display of the special chart is, for example, "SP miss change," as shown in FIG. 19 (C-2), a performance suggesting a miss (for example, a display in which the enemy character wins the battle and stands with his legs crossed) is performed, and the performance symbols EZ1, EZ2, and EZ3 are displayed stopped in a stopping state suggesting a miss (so-called barake eyes). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a stopping state suggesting a miss. The performance contents of the SP reach can be changed or added as appropriate.

[0158] Here, we will explain in detail the possibility (jackpot expectation) that the performance symbols EZ1, EZ2, EZ3 for each reach will stop in a manner indicating a jackpot. The jackpot expectation for each reach is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of the N reach is set to 10% when the result of the jackpot determination is a "miss" and 100% when the result of the jackpot determination is a "jackpot," and the execution probability of the SP reach is set to 4% when the result of the jackpot determination is a "miss" and 100% when the result of the jackpot determination is a "jackpot," it is possible to set the jackpot expectation for the SP reach higher than that for the N reach. Also, by making SP reach A and SP reach B executable as SP reaches, and setting the execution probability of SP reach A to 2% when the result of the jackpot determination is a "miss" and 30% when the result of the jackpot determination is a "jackpot," and setting the execution probability of SP reach B to 2% when the result of the jackpot determination is a "miss" and 20% when the result of the jackpot determination is a "jackpot," it is possible to set the jackpot expectation of SP reach A higher than that of SP reach B. In this way, it is possible to set the jackpot expectation by appropriately setting the execution probability according to the result of the jackpot determination.

[0159] 4-2-5.L reach The pachinko game machine PY1 can perform an L reach after an N reach. The L reach is an effect that suggests that the possibility that the result of the special chart lottery was a "jackpot" is lower than that of the SP reach but higher than that of the N reach, and functions as an effect that makes the player expect a jackpot. The execution time of the L reach reach effect is shorter than that of the SP reach reach effect (FIGS. 11 and 12). Therefore, in the L reach reach effect, for example, a video shorter than that of the SP reach reach effect is displayed on the display unit 50a. The content of the L reach reach effect can be changed as appropriate. A special chart variation pattern in which the SP reach reach effect is executed in a developed manner after the L reach reach effect may be provided.

[0160] 4-3. Hold icon display area As shown in FIG. 20(A), the display unit 50a of the image display device 50 can be provided with a reservation icon display area 50d consisting of four display areas. The reservation icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4, and a reservation icon HA can be displayed in each display area 50d1, 50d2, 50d3, and 50d4 according to the number of reserved special figures 1 or the number of reserved special figures 2. For example, when the number of reserved special figures 1 is "1", the reservation icon HA is displayed in the first display area 50d1, and when the number of reserved special figures 1 is "2", the reservation icon HA is displayed in the first display area 50d1 and the second display area 50d2.

[0161] In addition, near the reserved icon display area 50d, as shown in Fig. 20(A), it is possible to provide the icon display area 50e consisting of one display area. The icon display area 50e can display the icon TA (also called the reserved icon TA) that is the same as the reserved icon HA in response to the start of the special chart variation performance. Note that the icon TA may display an icon different from the reserved icon HA.

[0162] The number of display areas constituting the reserved icon display area 50d can be changed as appropriate. The reserved icon display area 50d can be a display area that displays both the reserved number of special chart 1 and the reserved number of special chart 2, or a display area that displays only one of them. It is also possible to provide the reserved icon display area 50d but not provide the icon display area 50e, or to provide neither.

[0163] 4-3-1.Holding effect The pachinko game machine PY1 can perform a reserved performance in response to the game ball entering the first start hole 11 or the second start hole 12. The reserved performance can notify the player of the number of reserved special figures 1 or reserved special figures 2.

[0164] In the reserved performance, when the number of reserved special charts 1 is "0", if a game ball enters the first starting hole 11, the special chart change performance starts, and for example, as shown in Fig. 20 (B), the icon TA is displayed in the icon display area 50e. Then, if two more game balls enter the first starting hole 11 during the special chart change performance, the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d, as shown in Fig. 20 (C), and the player is notified that the number of reserved special charts 1 is "2". After that, when the special chart change performance ends and a new special chart change performance starts, as shown in FIG. 20(D), the reserved icon HA displayed in the first display area 50d1 of the reserved icon display area 50d moves to the icon display area 50e and is displayed as the reserved icon TA, and the reserved icon HA displayed in the second display area 50d2 of the reserved icon display area 50d moves to the first display area 50d1 and is displayed, and the player is notified that the reserved number of special chart 1 is "1". The icon TA and the reserved icon HA are both indications indicating that there is a right to a jackpot judgment that has arisen in response to the entry of the game ball into the first start hole 11 or the second start hole 12. The icon TA is appropriately hidden (erased) in response to the jackpot judgment being performed and the result being notified. In addition, the icon TA and the reserved icon HA do not necessarily have to be displayed all the time. For example, at the start of the special chart variation performance (when the performance pattern starts to vary) and at the end of the special chart variation performance (when the varied performance pattern is stopped and displayed), both the icon TA and the reserved icon HA may be displayed, and during the SP reach, both of these may be hidden. Also, for example, during the SP reach, the icon TA may be displayed, and the reserved icon HA may be hidden.

[0165] 4-4. Preview performance The pachinko game machine PY1 can perform a notice performance at any timing during the special chart change performance. The notice performance is a performance using the image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, input devices (normal button 40, special button 41), etc., and can suggest the result of the jackpot judgment or the result of the special chart change pattern judgment.

[0166] 4-4-1. Movable object production The pachinko game machine PY1 can perform a movable body effect as a preview effect using the movable devices 55, 56, and 58. The movable body effect is an effect in which the movable devices 55, 56, and 58 are operated, and functions as an effect that makes the player expect a big win.

[0167] In the movable body performance, for example, when the N reach develops into the SP reach, as shown in FIG. 21(A), the on-board movable device 55 and the under-board movable device 56 are operated, and the on-board movable body 55k and the under-board movable body 56k move so as to overlap on the display unit 50a, suggesting the development into the SP reach. At this time, an effect image is displayed in the space on the display unit 50a that does not overlap with the on-board movable body 55k and the under-board movable body 56k. After that, as shown in FIG. 21(B), the on-board movable body 55k and the under-board movable body 56k return to the normal standby state (initial position) and develop into the SP reach. This movable body performance is an example of a development performance. Note that the movable body performance is not limited to the suggestion of development into the SP reach, and can be changed or added as appropriate. Also, the operation contents of the movable device in the movable body performance can be changed or added as appropriate. Also, when the performance does not develop (for example, in the case of N miss fluctuation), it is also possible to perform the movable body performance as a so-called false performance.

[0168] 4-4-2. Operation direction The pachinko game machine PY1 can perform an operation performance using the normal button 40 or the special button 41 as a preview performance. The operation performance is a performance that makes the player operate the normal button 40 or the special button 41, and functions as a performance that makes the player expect a big win.

[0169] In the operation presentation, for example, in the SP reach, a period (operation valid period) occurs during which the pressing operation of the input device (special button 41) is valid, and with the occurrence of this operation valid period, as shown in FIG. 22(A), a presentation (operation promotion presentation) is performed to encourage the operation of the special button 41. In the operation promotion presentation, an operation promotion image G3 is displayed on the display unit 50a. The operation promotion image G3 includes an image (special button image G31) imitating the special button 41, an image (press operation image G32) showing the operation mode of the special button 41 (i.e., pressing operation), and an image (operation valid period remaining time image G33) showing the remaining time of the operation valid period. The operation valid period remaining time image G33 is composed of a roughly curved progress bar, and changes over time so that the player can easily understand the remaining time of the operation valid period. Thereafter, in response to the special button 41 being pressed during the operation valid period, or after the operation valid period has elapsed without the special button 41 being operated during the operation valid period, the on-board movable device 55 is actuated, and the on-board movable body 55k moves to overlap the display unit 50a, as shown in FIG. 22(B), suggesting the likelihood of a big win. Note that the operation presentation is not limited to the actuation of the on-board movable device 55, and can be changed or added as appropriate. Also, the operation promotion presentation that encourages the operation of the operation means (operation unit) such as the special button 41 or the normal button 40 is sometimes referred to as an operation instruction presentation.

[0170] 4-4-3. Predictive performance The pachinko game machine PY1 can perform a pre-reading performance for the special chart 1 reserve or the special chart 2 reserve for which the special chart lottery has not been performed as a notice performance. The pre-reading performance functions as a performance to suggest in advance the lottery result of the special chart lottery for the special chart 1 reserve or the special chart 2 reserve.

[0171] In the pre-reading performance, for example, when the result of the pre-reading judgment for the special chart 1 reservation is a "jackpot", the reservation icon HA, which is usually displayed as a "◯" in the reservation icon display area 50d, may be displayed as a "☆" as shown in FIG. 20(C). Also, when the result of the pre-reading judgment is a "miss", the reservation icon HA may be displayed as a "☆" as a so-called false performance. In this way, the pre-reading performance in which the reservation icon HA or the icon TA is displayed in a special mode (in this embodiment, "◯") rather than in a normal mode (in this embodiment, "◯") is called a reservation change performance. Also, the reservation icon HA and the icon TA are collectively called a reservation display. In this embodiment, the reservation icon HA and the icon TA are displayed as a reservation display, but it is also possible to configure it so that only the reservation icon HA is displayed and the icon TA is not displayed. In addition, the timing of the reserved display of the special mode in the reserved change performance may be the occurrence of the start winning that triggers the reserved display, or it may be when the reserved display shifts (when the display area of ​​the reserved icon HA is changed), or it may be during the execution of the special chart change corresponding to the reserved display (when it is displayed as the icon TA). In addition, there may be multiple types of special modes of the reserved display.

[0172] In addition, the pre-reading performance can be performed on both or either of the special chart 1 and special chart 2 reserves. In addition, the pre-reading performance is not limited to the change in the display mode of the reserve icon HA, but can be changed or added as appropriate. Examples of pre-reading performances other than the reserve change performance include so-called continuous notices.

[0173] 5. Game control by the game control microcomputer 101 Next, the control of a game by the game control microcomputer 101 will be described with reference to Figures 23 and 24. Note that counters, timers, buffers, etc. that appear in the control of a game by the game control microcomputer 101 described below are provided in the game RAM 104.

[0174] [1. Main control main processing] When the pachinko game machine PY1 is powered on, the game control microcomputer 101 provided on the main control board 100 reads out the main control main processing program shown in Fig. 23 from the game ROM 103 and executes it. As shown in the figure, the main control main processing first performs power-on processing (S001). In the power-on processing, settings for permission to access the game RAM 104, settings for the game CPU 102, settings for the SIO, PIO, and CTC (circuit for managing interrupt time), etc. are performed.

[0175] Following the power-on process, interrupts are prohibited (S002), and normal and special symbol main random number update process (S003) is executed. In this normal and special symbol main random number update process (S003), the counter values ​​of the various random numbers shown in Fig. 8(A) and Fig. 8(B) are updated by incrementing them by 1. When the counter value of each random number reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, at least a part of each random number may be so-called hardware random numbers generated using a known random number generation circuit consisting of a counter IC or the like.

[0176] When the normal symbol / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main side timer interrupt process (S005) can be executed. The main side timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the gaming CPU 102, for example, at a 4 msec cycle. That is, the main side timer interrupt process (S005) is executed at a 4 msec cycle. Then, from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005), the update process of the counter values ​​of various random numbers by the normal symbol / special symbol main random number update process (S003) is repeatedly executed. Note that, if an interrupt pulse is input to the gaming CPU 102 when the interrupt is prohibited, the main side timer interrupt process (S005) is not started immediately, but is started after the interrupt is permitted (S004).

[0177] [2. Main timer interrupt processing] Next, the main timer interrupt process (S005) will be described. As shown in FIG. 24, in the main timer interrupt process (S005), first, the output process (S101) is executed. In the output process (S101), commands set in the output buffer provided in the game RAM 104 of the main control board 100 in each process described below are output to the sub-control board 120, the payout control board 170, etc. Specifically, for example, the commands output here include a prize ball command indicating the number of prize balls according to the detection of the sensor (first large prize opening sensor 14a, etc.) provided in each winning opening, and a payout command indicating the number of payouts paid out by the detection of the prize ball sensor 73a.

[0178] In the input process (S102) that follows the output process (S101), the game control microcomputer 101, for example, receives a detection signal from a lower tray full switch that detects whether the lower tray 35 is full, and stores it in the output buffer of the game RAM 104 as lower tray full data.

[0179] The normal and special symbol main random number update process (S103) that is performed next is the same as the normal and special symbol main random number update process (S003) that is performed in the main control main process of Fig. 23. That is, the update process of the counter values ​​of various random numbers shown in Fig. 8(A) and Fig. 8(B) is performed both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005)).

[0180] Following the normal symbol / special symbol main random number update process (S103), the game control microcomputer 101 performs a sensor detection process (S104), then a normal action process (S105), and then a special action process (S106). The sensor detection process, the normal action process, and the special action process will be described later.

[0181] Following the special operation process (S106), a sorting device control process is performed to control the sorting device 16D (S107). The sorting device 16D is operated when a special game using the second big prize winning device 15D is played. However, the sorting device 16D may be operated in a constant manner from the time the power is turned on.

[0182] Next, the game control microcomputer 101 executes other processes (S108) and ends the main timer interrupt process (S005). As other processes (S108), a power off monitoring process when the power is turned off, updating of a timer provided in the game RAM 104, etc. are performed. As other processes (S108), a payout control process is performed to pay out prize balls to a player. In the payout control process, a prize ball request signal is sent to the payout control board 170 in response to the entry of a game ball into each winning slot. In other words, the payout control board 170 pays out prize balls based on the prize ball request signal.

[0183] The game control microcomputer 101 then repeatedly executes steps S002 to S004 of the main control process until the next interrupt pulse is input to the game CPU 102 (see FIG. 23), and when the interrupt pulse is input (approximately 4 msec later), it again executes the main side timer interrupt process (S005). In the output process (S101) of the main side timer interrupt process (S005) executed again, the game control microcomputer 101 outputs commands and the like that were set in the output buffer of the game RAM 104 in the previous main side timer interrupt process (S005).

[0184] [2-1. Sensor detection process] In the sensor detection process (S104), the general winning hole sensor process, the gate sensor process, the second starting hole sensor process, the first starting hole sensor process, the first large winning hole sensor process, the second large winning hole sensor process, and the specific area sensor process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.

[0185] In the general winning hole sensor process, it is determined whether or not a gaming ball has been detected by the general winning hole sensor 10a. Also, depending on the result of the process, a command for the general winning hole sensor is generated.

[0186] In the gate sensor process, it is determined whether or not a gaming ball has been detected by the gate sensor 13a. If it is determined that a gaming ball has been detected, a normal symbol random number indicated by the counter value of the normal symbol random number counter is acquired, and the acquired normal symbol random number is stored in the normal symbol reserve memory unit 106 provided in the gaming RAM 104. Note that if a predetermined number of normal symbol random numbers (e.g., four) are stored in the normal symbol reserve memory unit 106, the newly acquired normal symbol random number is not stored. Also, a command for the gate sensor is generated according to the result of the process.

[0187] In the second start hole sensor process, it is determined whether or not a game ball is detected by the second start hole sensor 12a. When it is determined that a game ball is detected, a special pattern 2 related random number consisting of a special pattern random number counter, a big win pattern type random number counter, a reach random number counter, and a special pattern variation pattern random number counter is acquired, and the acquired special pattern 2 related random number is stored in the special pattern 2 reserved memory unit 105b provided in the gaming RAM 104. The special pattern 2 reserved memory unit 105b has a plurality of memory areas from the first area to the nth area (n is an integer of 2 or more, for example, "4"), and the acquired special pattern 2 related random numbers are stored in order from the first area. Note that, if the special pattern 2 related random numbers are stored up to the nth area, the newly acquired special pattern 2 related random number is not stored. In addition, a second look-ahead judgment is performed using the acquired special pattern 2 related random number and the second look-ahead judgment table. In addition, depending on the result of the processing, a command for the second start port sensor is generated, which includes a special chart 2 reserved number command representing the number of special chart 2 related random numbers (special chart 2 reserved number) stored in the special chart 2 reserved memory unit 105b and a second start winning command representing the result of the second pre-reading judgment.

[0188] In the first start hole sensor process, it is determined whether or not a game ball is detected by the first start hole sensor 11a. When it is determined that a game ball is detected, a special pattern 1 related random number consisting of a special pattern random number counter, a big win pattern type random number counter, a reach random number counter, and a special pattern variation pattern random number counter is acquired, and the acquired special pattern 1 related random number is stored in the special pattern 1 reserved memory unit 105a provided in the gaming RAM 104. The special pattern 1 reserved memory unit 105a has a plurality of memory areas from the first area to the nth area (n is an integer of 2 or more, for example, "4"), and the acquired special pattern 1 related random numbers are stored in order from the first area. Note that, if the special pattern 1 related random numbers are stored up to the nth area, the newly acquired special pattern 1 related random number is not stored. In addition, a first look-ahead judgment is performed using the acquired special pattern 1 related random number and the first look-ahead judgment table. In addition, depending on the result of the processing, a command for the first start port sensor is generated, which includes a special chart 1 reserved number command representing the number of special chart 1 related random numbers (special chart 1 reserved number) stored in the special chart 1 reserved memory unit 105a and a first start winning command representing the result of the first pre-reading judgment.

[0189] In the first large prize opening sensor process, it is determined whether or not a gaming ball has been detected by the first large prize opening sensor 14a. Also, a command for the first large prize opening sensor according to the result of the process is generated.

[0190] In the second large prize opening sensor process, it is determined whether or not a gaming ball has been detected by the second large prize opening sensor 15a. Also, a command for the second large prize opening sensor according to the result of the process is generated.

[0191] In the specific area sensor process, it is determined whether or not a gaming ball has been detected by the specific area sensor 16a. Also, depending on the result of this process, a command for the specific area sensor is generated.

[0192] [2-2. Normal operation process] In the normal operation process (S105), normal symbol standby process, normal symbol variation process, normal symbol determination process, and auxiliary game control process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.

[0193] The normal symbol standby process is a process that is performed during standby when the variable display of the normal symbol and auxiliary play are not being performed. In the normal symbol standby process, a win determination is performed based on the normal symbol random number stored in the normal symbol reserve memory unit 106. In addition, a normal symbol variation pattern determination is performed based on the current game state to determine the normal symbol variation pattern. Then, a normal symbol variation start command is generated that includes information regarding the results of the win determination and the normal symbol variation pattern. Then, the normal symbol display device 82 is caused to start variable display of the normal symbol based on the normal symbol variation time associated with the determined normal symbol variation pattern.

[0194] The normal pattern change process is a process performed during the variable display of the normal pattern. In the normal pattern change process, the normal pattern is stopped based on the winning judgment result according to the lapse of the normal pattern change time from the start of the variable display of the normal pattern being executed. Then, a normal pattern change stop command indicating the end of the variable display of the normal pattern is generated.

[0195] The normal symbol determination process is a process performed when the normal symbol is displayed. In the normal symbol determination process, it is determined whether the normal symbol displayed is a winning symbol or not depending on the lapse of a predetermined stop time (for example, 0.8 seconds) from the start of the display of the normal symbol being executed. If the winning symbol is displayed, the auxiliary game is started based on the current game state and the auxiliary game control table, and an auxiliary game start command indicating the start of the auxiliary game is generated.

[0196] The auxiliary game control process is a process that is performed when an auxiliary game is being played. In the auxiliary game control process, the auxiliary game is controlled based on the current game state and the auxiliary game control table. In addition, a command for controlling the auxiliary game is generated according to the result of the process.

[0197] [2-3. Special Action Processing] In the special operation process (S106), the following processes are sequentially performed: special symbol waiting process, special symbol variation process, special symbol determination process, big win game control process, and game state setting process. Then, the commands generated in each process are set in the output buffer of the game RAM 104.

[0198] [2-3-1. Special pattern waiting process] The special symbol standby process is a process that is performed during standby when the special symbol is not being displayed variably, not in a jackpot game state. In the special symbol standby process, a special symbol 2 determination process and a special symbol 2 variation pattern determination process are performed based on the special symbol 2 related random number stored in the special symbol 2 reserved memory unit 105b, and a special symbol 2 reserved memory unit shift process is performed. In addition, a special symbol 1 determination process and a special symbol 1 variation pattern determination process are performed based on the special symbol 1 related random number stored in the special symbol 1 reserved memory unit 105a, and a special symbol 1 reserved memory unit shift process is performed.

[0199] In the special chart 2 determination process, a jackpot determination is performed to determine whether the jackpot is a jackpot or a miss, using the special pattern random number among the special chart 2 related random numbers stored in the first area of ​​the special chart 2 reserved memory unit 105b and a jackpot determination table according to the current game state. If the result of the jackpot determination is a jackpot, a jackpot pattern type determination is performed to determine the type of the jackpot pattern, using the jackpot pattern type random number among the special chart 2 related random numbers and the special chart 2 jackpot pattern type determination table. Then, a pattern designation command representing the determined jackpot pattern type is generated. Also, if the result of the jackpot determination is a miss, a pattern designation command representing a miss is generated. Note that multiple types of misses may be provided, and if the result of the jackpot determination is a miss, the type of the miss pattern may be determined. In this case, the pattern designation command may include information indicating the type of the miss pattern.

[0200] The special chart 2 variation pattern determination process is a process performed after the special chart 2 determination process. In the special chart 2 variation pattern determination process, the special chart 2 variation pattern is determined using the special chart variation pattern random number among the special chart 2 related random numbers stored in the first area of ​​the special chart 2 reservation storage unit 105b and the special chart 2 variation pattern determination table according to the current game state. In the special chart 2 variation pattern determination process when the result of the jackpot determination is a miss, a reach determination is made, and the special chart 2 variation pattern is determined according to the result of the reach determination. Note that the determination of the special chart 2 variation pattern is also associated with the number of special chart 2 related random numbers (special chart 2 reservation number) stored in the special chart 2 reservation storage unit 105b. Then, a special chart 2 variation start command representing the determined special chart 2 variation pattern is generated. The special chart 2 variation start command includes information that it is a special chart 2, information about the result of the jackpot determination, information about the result of the jackpot pattern type determination, information about the result of the reach determination, information about the special chart variation time associated with the special chart 2 variation pattern, and the like. Then, the special chart 2 display 81b starts variable display of the special chart 2 based on the special chart change time associated with the determined special chart 2 change pattern.

[0201] The special chart 2 reserved memory shift process is a process that is performed when the special chart 2 determination process and the special chart 2 variation pattern determination process are performed. In the special chart 2 reserved memory shift process, the special chart 2 related random numbers stored in the special chart 2 reserved memory 105b are shifted one to the first area side, and the special chart 2 related random numbers in the first area are cleared from the special chart 2 reserved memory 105b. In this way, the special chart 2 related random numbers are consumed in the order in which they were obtained. Then, a special chart 2 reserved number command is generated that represents the special chart 2 reserved number after the process.

[0202] In the special chart 1 determination process, a jackpot determination is performed to determine whether the jackpot is a jackpot or a miss, using the special pattern random number among the special chart 1 related random numbers stored in the first area of ​​the special chart 1 reserved memory unit 105a and a jackpot determination table according to the current game state. If the result of the jackpot determination is a jackpot, a jackpot pattern type determination is performed to determine the type of the jackpot pattern, using the jackpot pattern type random number among the special chart 1 related random numbers and the special chart 1 jackpot pattern type determination table. Then, a pattern designation command representing the determined jackpot pattern type is generated. Also, if the result of the jackpot determination is a miss, a pattern designation command representing a miss is generated. Note that multiple types of misses may be provided, and if the result of the jackpot determination is a miss, the type of the miss pattern may be determined. In this case, the pattern designation command may include information indicating the type of the miss pattern.

[0203] The special chart 1 variation pattern determination process is a process performed after the special chart 1 determination process. In the special chart 1 variation pattern determination process, the special chart 1 variation pattern is determined using the special chart variation pattern random number among the special chart 1 related random numbers stored in the first area of ​​the special chart 1 reservation storage unit 105a and the special chart 1 variation pattern determination table according to the current game state. In the special chart 1 variation pattern determination process when the result of the jackpot determination is a miss, a reach determination is made, and the special chart 1 variation pattern is determined according to the result of the reach determination. The determination of the special chart 1 variation pattern is also associated with the number of special chart 1 related random numbers (special chart 1 reservation number) stored in the special chart 1 reservation storage unit 105a. Then, a special chart 1 variation start command representing the determined special chart 1 variation pattern is generated. The special chart 1 variation start command includes information regarding the special chart 1, information regarding the result of the jackpot determination, information regarding the result of the jackpot pattern type determination, information regarding the result of the reach determination, and information regarding the special chart variation time associated with the special chart 1 variation pattern. Then, the special chart 1 display 81a starts variable display of the special chart 1 based on the special chart change time associated with the determined special chart 1 change pattern.

[0204] The special drawing 1 reserved memory shift process is a process that is performed when the special drawing 1 determination process and the special drawing 1 variation pattern determination process are performed. In the special drawing 1 reserved memory shift process, the special drawing 1 related random numbers stored in the special drawing 1 reserved memory 105a are shifted one to the first area side, and the special drawing 1 related random numbers in the first area are cleared from the special drawing 1 reserved memory 105a. In this way, the special drawing 1 related random numbers are consumed in the order in which they were obtained. Then, a special drawing 1 reserved number command is generated that represents the special drawing 1 reserved number after the process.

[0205] In addition, when both the number of reserved special figures 2 and the number of reserved special figures 1 exist, the special figure 2 determination process is performed with priority, and the variable display of the special figure 2 and the variable display of the special figure 1 are not performed in parallel. In other words, when there is a reserved special figure 2, the game control microcomputer 101 does not perform the special figure 1 determination process even if there is a reserved special figure 1. In addition, the variable display of the special figure 2 and the variable display of the special figure 1 may be configured to be performed in the order of winning, or to be performed simultaneously.

[0206] [2-3-2. Special pattern change processing] The special symbol variation process is a process performed during the variable display of the special symbol. In the special symbol variation process, as the special symbol variation time elapses, the special symbol display device 81 ends the variable display of the special symbol and stops displaying the special symbol according to the result of the jackpot determination. If the result of the jackpot determination is a jackpot, the jackpot symbol indicating a jackpot is stopped and displayed, and if the result of the jackpot determination is a miss, the miss symbol indicating a miss is stopped and displayed. Then, a special symbol variation stop command is generated to indicate the end of the variable display of the special symbol.

[0207] [2-3-3. Special design confirmation process] The special pattern determination process is a process performed when the special pattern is stopped. In the special pattern determination process, if the currently stopped special pattern is a jackpot pattern, the game is transitioned to a jackpot game state. Then, an opening command indicating the start of a jackpot game is generated. The opening command includes information regarding the result of the jackpot pattern type determination. If the currently stopped special pattern is a losing pattern and the high probability state is to be terminated, a normal probability state is set. Then, a high probability end command indicating a transition to a normal probability state is generated. If the currently stopped special pattern is a losing pattern and the time-saving state is to be terminated, a non-time-saving state is set. Then, a time-saving end command indicating a transition to a non-time-saving state is generated. Note that if the currently stopped special pattern is a losing pattern and the number of reserved special patterns 2 and the number of reserved special patterns 1 are "0", a customer waiting command indicating that the pachinko game machine PY1 is in a standby state is generated.

[0208] [2-3-4. Jackpot game control processing] The jackpot game control process is a process carried out in the jackpot game state. In the jackpot game control process, a jackpot game is played according to a jackpot game control table. After transition to the jackpot game state, each round of play is started according to the passage of the opening time or closing time. Then, a round game command indicating the start of the round game is generated. Also, an ending is started according to the end of the final round game. Then, an ending command indicating the end of the jackpot game is generated. The ending command includes information regarding the result of the jackpot symbol type determination.

[0209] [2-3-5. Game status setting process] The game state setting process is a process performed when the jackpot game state ends. In the game state setting process, when changing from a normal probability state to a high probability state, the high probability state is set when the jackpot game state ends. When limiting the duration of the high probability state, the duration of the high probability state (for example, the number of times the special chart can be displayed in a variable manner in which the high probability state can continue without winning a jackpot) is also set. Then, a high probability setting command is generated that indicates the setting of the high probability state. Also, when changing from a non-time-saving state to a time-saving state, the time-saving state is set when the jackpot game state ends. When limiting the duration of the time-saving state, the duration of the time-saving state (for example, the number of times the special chart can be displayed in a variable manner in which the time-saving state can continue without winning a jackpot) is also set. Then, a time-saving setting command is generated that indicates the setting of the time-saving state.

[0210] In addition, the commands generated by the game control microcomputer 101 in each process can be added or changed as appropriate.

[0211] 6. Control of the performance by the performance control microcomputer 121 Next, the control of the performance by the performance control microcomputer 121 will be described with reference to Fig. 25 to Fig. 27. Note that counters, timers, flags, buffers, etc. that appear in the following description of the control of the performance by the performance control microcomputer 121 are provided in the performance RAM 124.

[0212] [1. Sub-control main processing] When the pachinko game machine PY1 is powered on, the performance control microcomputer 121 provided on the sub-control board 120 reads out the program of the sub-control main process shown in Fig. 25 from the performance ROM 123 and executes it. As shown in the figure, the sub-control main process first performs power-on processing in response to power-on (S4001). In the power-on processing, for example, the settings of the performance CPU 122, SIO, PIO, CTC (circuit for managing interrupt time), etc. are performed.

[0213] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values ​​of various random number counters for determining various effects are updated to make decisions regarding various effects. As an example, a method for updating the random number counters for determining various effects can be the same as the random number update process performed by the main control board 100 described above. When updating, the random number values ​​may be incremented by 2 instead of by 1. This is also the case with the random number update process performed by the main control board 100 described above.

[0214] When the random number update process is completed, a command transmission process is executed (S4004). In the command transmission process, various commands stored in the output buffer in the performance RAM 124 of the sub-control board 120 are transmitted to the image control board 140. The image control board 140 that has received the command displays an image on the display unit 50a according to the received command (executes various performances by image). In addition to the various performances performed by the image control board 140, the sub-control board 120 outputs sound from the speaker 52 via the sound control circuit 161 (executes various sound performances by sound), causes the frame lamp 53 and the board lamp 54 to emit light via the lamp control circuit 151 (executes various light emission performances by light emission), and operates the movable devices 55, 56, and 58 (executes various movable body performances by operation). In this way, various performances (special chart change performance, reserved performance, operation performance, pre-reading performance, other notice performances, big win game performance, customer waiting performance, control of performance mode, etc.) are realized.

[0215] The performance control microcomputer 121 then enables interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While the interrupts are enabled, it becomes possible to execute reception interrupt processing (S4010), 1 ms timer interrupt processing (S4011), and 10 ms timer interrupt processing (S4012).

[0216] The reception interrupt process (S4010) is executed each time various commands sent from the main control board 100 are input to the performance control microcomputer 121. In the reception interrupt process (S4010), the performance control microcomputer 121 stores the various commands sent and received by the output process (S101) of the main control board 100 in a reception buffer of the performance RAM 124. This reception interrupt process is executed with priority over other interrupt processes (S4011, S4012).

[0217] [2.1ms timer interrupt processing] The 1 ms timer interrupt process (S4011) is executed every time an interrupt pulse with a 1 msec period is input to the sub-control board 120. In the 1 ms timer interrupt process (S4011), as shown in Fig. 26, input process (S4101), light emission data output process (S4102), movable device control process (S4103), and watchdog timer process (S4104) are performed in that order.

[0218] In the input process, the operation of the operation unit that can be operated by the player, such as the normal button detection switch 40a and the special button detection switch 41a, is detected, and commands are set and performance data is created according to the detection result. In the light emission data output process, based on the performance data created in the input process or the performance data creation process described later, the light emission data is output to the lamp control circuit 151 so as to light up lamps such as the frame lamp 53 and the board lamp 54 at a timing that matches the performance by the image. In other words, the performance control microcomputer 121 causes the frame lamp 53 and the board lamp 54 to light up in a predetermined light emission mode according to the light emission data. In the movable device control process, the drive data is output so as to perform a movable body performance in which the movable devices 55, 56, 58, etc. are operated at a predetermined timing based on the performance data created in the input process or the performance data creation process described later. In other words, the performance control microcomputer 121 performs a movable body performance in which the movable devices 55, 56, 58, etc. are operated in a predetermined operation mode according to the drive data. In the watchdog timer process, the reset setting of the watchdog timer is performed.

[0219] [3.10ms timer interrupt processing] The 10 ms timer interrupt process (S4012) is executed each time an interrupt pulse with a 10 msec period is input to the sub-control board 120. As shown in Fig. 27, the 10 ms timer interrupt process (S4012) sequentially executes a received command analysis process (S4201), a performance timer update process (S4202), a sound control process (S4203), and a performance data creation process (S4204).

[0220] In the received command analysis process, the command stored in the receive buffer of the performance RAM 124 by the receive interrupt process (S4010) is analyzed, and processing according to the command (for example, selecting a performance, setting a performance mode, setting a command, etc.) is performed. In the performance timer update process, a timer for measuring the time related to each performance is updated. For example, in the performance timer update process, the start timing and end timing of the effective operation period of an operation part such as the normal button 40 and the special button 41 are measured. In the voice control process, voice data (data for controlling the output of voice from the speaker 52) is created and output to the voice control circuit 161 based on the processing results of the input process and the received command analysis process. In the performance data creation process, performance data is created based on the processing results of the received command analysis process.

[0221] Here, an example of processing when the performance control microcomputer 121 receives a command from the game control microcomputer 101 will be described. The command received by the performance control microcomputer 121 is a special chart fluctuation start command (special chart 1 fluctuation start command or special chart 2 fluctuation start command). When the performance control microcomputer 121 determines in the received command analysis process (S4201) that it has received a special chart fluctuation start command, it selects a special chart fluctuation performance performance pattern (sub-fluctuation pattern) based on the special chart fluctuation pattern indicated by the command as a processing at the time of receiving the fluctuation start command, sets information on the sub-fluctuation pattern, and sets a fluctuation performance start command including information on the sub-fluctuation pattern in the output buffer. For example, when the special chart fluctuation pattern indicated by the special chart fluctuation start command is SP fluctuation (SP big win fluctuation or SP miss fluctuation), it selects a sub-fluctuation pattern for performing SP reach, and sets a fluctuation performance start command corresponding to the sub-fluctuation pattern in the output buffer. After that, each process (such as command transmission process (S4004), light emission data output process (S4102), movable device control process (S4103), and voice control process (S4203)) is executed to realize a special chart change performance corresponding to the selected sub-change pattern. The process flow for realizing such a performance is basically the same for other performances such as big win game performance, customer waiting performance, pre-reading performance, and so-called advance notice performance associated with the change.

[0222] 7. Modifications of the Basic Embodiment Next, a modified example of the pachinko game machine PY1 of the basic embodiment will be described. In the description of the modified example, the same components as those of the basic embodiment will be denoted by the same reference numerals and will not be described. Of course, the modified examples may be appropriately combined to form a configuration.

[0223] For example, in the basic embodiment, the small symbols KZ1, KZ2, and KZ3 are displayed in a variable manner in approximately synchronization with the special symbol variable display, but instead of being configured with three symbols like the small symbols KZ1, KZ2, and KZ3, they may be configured with symbols other than three, such as two. For example, two symbols may be provided, one for the special symbol 1 and the other for the special symbol 2. Also, one symbol common to the special symbol 1 and the special symbol 2 may be provided. In these cases, the display may be displayed on the display unit 50a of the image display device 50, and the sub-control board 120 may control it. Also, an LED device that displays the symbols may be provided in an area other than the game area 6 of the game board 1. In this case, the LED device may be controlled by the main control board 100 or the sub-control board 120.

[0224] In addition, in the basic embodiment, the special drawing 2 determination process is performed preferentially, but the special drawing 1 determination process may be configured to be performed preferentially. Also, the special drawing 1 related random numbers and the special drawing 2 related random numbers may be configured to be performed in the order stored in the reserved memory unit. Also, the specific numerical values ​​etc. shown in the above embodiment are merely specific examples, and can be changed as appropriate.

[0225] In addition, in the basic embodiment, the variable display of special drawing 1 and the variable display of special drawing 2 are not performed in parallel, but it may be configured so that the variable display of special drawing 1 and the variable display of special drawing 2 are performed in parallel.

[0226] In the basic embodiment, the main control board 100 performs basic control related to the progress of the game, and the sub-control board 120 performs basic control related to the progress of the presentation according to the progress of the game (game control), so that the game control and the presentation control are performed by different boards, but they may be configured to be performed by one board. In this case, the image control board 140 may be included in that one board, or may be provided separately from that one board.

[0227] 8. First embodiment Next, a first embodiment of the pachinko gaming machine PY1 will be described. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment described above is also applied to the first embodiment.

[0228] 8-1. Main games played on gaming machines The pachinko game machine PY1 of this embodiment determines whether or not a jackpot has been won by judging the special symbol random number obtained based on the winning of the first start hole 11 and the second start hole 12 according to the jackpot judgment table shown in FIG. 28(A). In addition, when the result of the jackpot judgment is a jackpot, the pachinko game machine PY1 determines the type of jackpot symbol (jackpot symbol type) according to the jackpot symbol type judgment table shown in FIG. 28(B). For example, in this embodiment, the distribution rate of the jackpot symbol type based on the jackpot symbol type judgment for the special symbol 1 is 50% for "special symbol 1_jackpot symbol A" and 50% for "special symbol 1_jackpot symbol B". In addition, the distribution rate of the jackpot symbol type based on the jackpot symbol type judgment for the special symbol 2 is 90% for "special symbol 2_jackpot symbol C" and 10% for "special symbol 2_jackpot symbol D".

[0229] Also, when the pachinko game machine PY1 judges that the jackpot has not been won (i.e., judges that the jackpot has been lost), it judges the jackpot symbol type random number according to the losing symbol type judgment table shown in FIG. 28(C) to determine the type of the losing symbol. For example, in this embodiment, the distribution rate in the drawing of the special symbol 1 is 50% for "special symbol 1_losing symbol A" and 50% for "special symbol 1_losing symbol B". Also, the distribution rate in the drawing of the special symbol 2 is 100% for "special symbol 2_losing symbol C". The difference in the type of the losing symbol may affect the setting of the game state after the losing symbol is stopped and displayed. This point will be described later.

[0230] In addition, the pachinko game machine PY1 is a judgment for determining whether or not to generate a reach in the special chart variation presentation in accordance with a reach judgment table such as that shown in Figure 28 (D) when the result of the jackpot judgment is a miss.

[0231] Next, the types of jackpots and losses will be described in detail with reference to Figs. 29 and 30. As described above, the results of the special symbol lottery (the lottery for special symbol 1 and the lottery for special symbol 2) can be either "jackpot" or "loss." In the case of a "jackpot," a "jackpot symbol" is displayed on the special symbol display 81. The jackpot symbols include "Special symbol 1_jackpot symbol A," "Special symbol 1_jackpot symbol B," "Special symbol 2_jackpot symbol C," and "Special symbol 2_jackpot symbol D." In the case of a "loss," a "loss symbol" is displayed on the special symbol display 81. The loss symbols include "Special symbol 1_loss symbol A," "Special symbol 1_loss symbol B," and "Special symbol 2_loss symbol C."

[0232] When a jackpot is won in the special symbol lottery, a "jackpot game" is executed in which the jackpot openings (first jackpot opening 14, second jackpot opening 15) are opened in an opening pattern corresponding to the type of jackpot symbol that is stopped and displayed. In this embodiment, the jackpot game includes multiple round games (unit opening games), an opening (also written as OP) before the first round game starts, and an ending (also written as ED) after the final round game ends. Each round game starts with the end of the OP or the end of the previous round game, and ends with the start of the next round game or the start of the ED. The time (interval time) for closing the jackpot opening between round games is included in the open round game before the closing.

[0233] If the jackpot is won as a result of the special symbol lottery, a jackpot game is executed to open the jackpot openings (first jackpot opening 14, second jackpot opening 15). In this embodiment, as shown in FIG. 29, there are two types of jackpot symbols (jackpot symbols stopped and displayed on the special symbol 1 display 81a) that can be won in the lottery for the first special symbol (special symbol 1) and two types of jackpot symbols (jackpot symbols stopped and displayed on the special symbol 2 display 81b) that can be won in the lottery for the second special symbol (special symbol 2). Specifically, in the lottery for special symbol 1, there is a possibility of winning "special symbol 1_jackpot symbol A" or "special symbol 1_jackpot symbol B". In addition, in the lottery for special symbol 2, there is a possibility of winning "special symbol 2_jackpot symbol C" or "special symbol 2_jackpot symbol D".

[0234] There are multiple types of jackpots. In this embodiment, there are two types of jackpots, a V-long jackpot and a V-short jackpot, as shown in FIG. 29. A "V-long jackpot" is a jackpot in which the VAT opening / closing member 15k and the distribution member 16k operate in a first opening pattern (V-long opening pattern) in which the game ball can easily pass through the specific area 16 (hereinafter also referred to as "V passing") during a jackpot game. A "V-short jackpot" is a jackpot in which the VAT opening / closing member 15k and the distribution member 16k operate in a second opening pattern (V-short opening pattern) in which the game ball cannot or has difficulty passing through the specific area 16.

[0235] As shown in FIG. 29, "Special chart 1_jackpot pattern A" and "Special chart 2_jackpot pattern C" are V-long jackpots. When a V-long jackpot is won and a V passes during a jackpot game, the game state after the jackpot game is a high probability state and time-saving state A, which is a "high probability high base game state." In addition, in the high probability state and time-saving state A based on a V-long jackpot, the number of time-saving times is set to 100. In this form, in the high probability state and time-saving state A based on a V-long jackpot, the number of chance changes and the number of time-saving times are the same. In other words, in the high probability state and time-saving state A based on a V-long jackpot, the number of chance changes is set to 100.

[0236] In addition, "Special Chart 1_Jackpot Pattern B" and "Special Chart 2_Jackpot Pattern D" are V-Short Jackpots. When a V-Short Jackpot is won, if the V does not pass during the jackpot game, the game state after the jackpot game is a "low probability high base game state" which is a normal probability state and time-saving state A. In time-saving state A based on a V-Short Jackpot, the number of time-saving times is set to 100.

[0237] Also, if the result of the special pattern lottery is determined to be a loss, the type of the loss pattern is determined. As shown in FIG. 30, there are two types of loss patterns (losing patterns stopped and displayed on the special pattern 1 display 81a) determined by the lottery for special pattern 1, and there is one type of loss pattern (losing patterns stopped and displayed on the special pattern 2 display 81b) determined by the lottery for special pattern 2. Specifically, in the lottery for special pattern 1, either "special pattern 1_losing pattern A" or "special pattern 1_losing pattern B" is determined. In the lottery for special pattern 2, "special pattern 2_losing pattern C" is determined.

[0238] As shown in FIG. 30, "Special symbol 1_missing symbol A" and "Special symbol 1_missing symbol B" are special misses, and "Special symbol 2_missing symbol C" is a normal miss. A special miss is a miss that can trigger the control of the time-saving state described below. In other words, if the result of the special symbol lottery is a special miss, the game control microcomputer 101 may control the game state after the stop display of the missing symbol to a time-saving state. For this reason, a special miss is also called a time-saving miss. There are normal time-saving misses and slight time-saving misses. If the result of the special symbol lottery is a normal time-saving miss, the game control microcomputer 101 controls the game state after the stop display of the missing symbol to a normal time-saving state (hereinafter, sometimes referred to as a normal time-saving state). When the result of the special symbol lottery is a slight time-saving miss, the game control microcomputer 101 controls the game state after the stop display of the missing symbol to a time-saving state in which it is more difficult for the game ball to enter the second starting hole 12 than in the normal time-saving state (hereinafter, sometimes referred to as a slight time-saving state). "Special symbol 1_missing symbol A" is a normal time-saving miss, and when the result of the special symbol lottery is "Special symbol 1_missing symbol A," the game control microcomputer 101 controls to a time-saving state C, which is one of the normal time-saving states. For the time-saving state C based on "Special symbol 1_missing symbol A," the game control microcomputer 101 sets the number of time-saving times to 100. "Special symbol 1_missing symbol B" is a slight time-saving miss, and when the result of the special symbol lottery is "Special symbol 1_missing symbol B", the game control microcomputer 101 controls to the time-saving state CL, which is one of the slight time-saving states. For the time-saving state CL based on "Special symbol 1_missing symbol B", the game control microcomputer 101 sets the number of time-saving times to 10,000.

[0239] Here, the time-saving state of the pachinko game machine PY1 of this embodiment will be described. The pachinko game machine PY1 has a non-time-saving state and a time-saving state. The non-time-saving state is also called a normal game state. The game state as the initial setting after power-on when playing the pachinko game machine PY1 for the first time is the non-time-saving state (normal game state). The time-saving state is a game state in which the second starting hole 12 is in a ball-entering state more frequently per unit time than the non-time-saving state. For this reason, in the time-saving state, it may be easier for a game ball to enter the electric chute 12D than in the non-time-saving state. The time-saving state in which the game ball is easier to enter the second starting hole 12 than in the non-time-saving state may be a game state that is more advantageous to the player than the non-time-saving state. Furthermore, the more times the time-saving count is set for the time-saving state, the longer the game state will continue. For this reason, the more times the time-saving number is set, the more advantageous the game state can be for the player.

[0240] Next, the time-saving state will be explained in more detail. As shown in Fig. 31(A), the winning probability of the normal symbol lottery (probability of being judged as a win) is the same in the time-saving state (time-saving state A, time-saving state C, time-saving state CL) and in the non-time-saving state. Specifically, in this form, the normal symbol lottery is almost judged as a win.

[0241] In the time-saving state, as shown in FIG. 31(B), the normal pattern change time is shorter than in the non-time-saving state. In this embodiment, the normal pattern change time is 60 seconds in the non-time-saving state, but is shorter in the time-saving state. That is, in the time-saving state, the change time shortening function of the normal pattern display 82 is activated. Also, the normal pattern change time is shorter in the time-saving states A and C than in the time-saving state CL.

[0242] Also, in the time-saving state, the opening time of the electric chute 12D in the auxiliary game may be longer than in the non-time-saving state, as shown in Fig. 31(C). In this embodiment, the opening time of the electric chute 12D is 0.1 seconds per time in the non-time-saving state. In the time-saving state CL, it is the same as in the non-time-saving state, but in the time-saving states A and C, it is longer. In other words, in the time-saving states A and C, the opening time extension function of the electric chute 12D is activated.

[0243] In addition, in the time-saving state, the number of times the electric chute 12D opens in the auxiliary game may be greater than in the non-time-saving state, as shown in Fig. 31(C). In this embodiment, the number of times the electric chute 12D opens is once in the non-time-saving state, and twice in the time-saving states A, C, and CL. In other words, in the time-saving state, the function of increasing the number of times the electric chute 12D opens is activated.

[0244] When the function for shortening the variable time of the normal display 82, the function for extending the opening time of the electric chute 12D, and the function for increasing the number of times the electric chute 12D is opened are operating, the electric chute 12D opens more frequently than when these functions are not operating, and the game ball tends to enter the second starting hole 12 more frequently. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, can become higher.

[0245] In this embodiment, the time-saving states A and C, which are normal time-saving states, are high base states, and the non-time-saving state is a low base state. On the other hand, in the time-saving state CL, which is a slight time-saving state, the frequency with which the second starting hole 12 is in a ball-scoring state per unit time is higher than in the non-time-saving state, but the opening time is short, and in effect, the ball is hardly expected to enter the second starting hole 12. The time-saving states A and C, which are high base states, correspond to a "ball-scoring easy state" in which the second starting hole 12 is more frequently in a ball-scoring state than in the non-time-saving state, and the game ball is more likely to enter the second starting hole 12 than in the non-time-saving state. In addition, the time-saving state CL corresponds to a "non-ball-scoring easy state" in which the second starting hole 12 is less frequently in a ball-scoring state than in the normal time-saving state, and the game ball is less likely to enter the second starting hole 12 than in the ball-scoring easy state. In other words, the non-time-saving state and the slight time-saving state correspond to a "non-ball-scoring easy state".

[0246] The time-saving state does not have to have all of the above functions activated. In other words, it is sufficient that the activation of one or more of the probability fluctuation function, the fluctuation time reduction function of the general map display 82, the opening time extension function of the electric chute 12D, and the opening count increase function of the electric chute 12D makes it easier for the game ball to enter the second starting hole 12 related to the electric chute 12D than when the function is not activated. In other words, for example, the probability fluctuation function of the general map display 82 may or may not be activated.

[0247] The time-saving state may end when a variable display of a special symbol is executed for a predetermined upper limit number of times (time-saving number of times). Furthermore, the time-saving state may end in response to winning a jackpot and executing the jackpot game. The upper limit number of times of execution (time-saving number of times) can be determined based on the control trigger of the time-saving state (type of special symbol) (see Fig. 29 and Fig. 30). Note that the upper limit number of times of execution (time-saving number of times) of the time-saving state A and C (normal time-saving state) may be called the normal time-saving number of times, and the upper limit number of times of execution (time-saving number of times) of the minute time-saving state may be called the minute time-saving number of times. In this embodiment, the state is controlled to the time-saving state A after the jackpot game. In addition, the state may be controlled to the time-saving state C or the time-saving state CL in response to the result of the special symbol lottery being that the jackpot game is not executed (special miss).

[0248] In addition, the time-saving state may be provided with a plurality of different functions, such as a function for shortening the variable time of the normal display 82, a function for extending the opening time of the electric chute 12D, and a function for increasing the number of times the electric chute 12D is opened. In other words, a plurality of time-saving states may be provided with different easiness of a game ball entering the second starting hole 12. Which of the plurality of time-saving states is controlled to may be determined by the special symbol that triggered the control of the time-saving state, the game state at the time of drawing the special symbol, and the like.

[0249] In time-saving states A and C (normal time-saving states) where it is easy to enter the ball, it is more advantageous to play by hitting the ball to the right to enter the right game area 6B (see Figure 2). This is because the electric chute 12D is easier to open than in the "non-easy-to-enter state," making it easier to enter the second starting hole 12. For this reason, the ball is hit from the right in order to enter the second starting hole 12 while passing through the gate 13, which triggers the normal symbol lottery. This allows more starting wins (winning the starting hole) to be obtained than by hitting from the left.

[0250] On the other hand, in the time-saving state CL (slight time-saving state) and the non-time-saving state, which are non-easy ball entry states, it is difficult to enter the second starting hole 12. For this reason, the game can be advantageously progressed by shooting the game ball aiming for the ball to enter the first starting hole 11. This is because it is possible to obtain many starting winnings. When playing a game aiming for the ball to enter the first starting hole 11, the game ball is entered into the left game area 6A by hitting it from the left.

[0251] Next, the determination of the variation pattern of the special symbol (special symbol variation pattern) will be explained. The pachinko game machine PY1 determines the special symbol variation pattern according to the special symbol variation pattern determination table that is different for each of the non-time-saving state, time-saving state A (normal time-saving), time-saving state C (normal time-saving), and time-saving state CL (slight time-saving) (see Fig. 32, Fig. 33, Fig. 34, Fig. 35). The special symbol variation pattern determination tables (Fig. 33, Fig. 34) in the time-saving state A and C are tables in which a variation pattern with a short variation time is more likely to be selected than the special symbol variation pattern determination tables (Fig. 32, Fig. 35) in the non-time-saving state and time-saving state CL.

[0252] 8-2. About the start winning command The pachinko game machine PY1 of this embodiment can execute a so-called pre-reading performance. The pre-reading performance is a performance that suggests the probability of winning (the probability of winning a jackpot) for the start winning before the hit / miss judgment immediately before the start of the special pattern fluctuation (display of the fluctuation of the special pattern) based on the start winning, using a start winning command specified based on the judgment information (random number value such as a special pattern random number) acquired by the start winning.

[0253] As shown in FIG. 36, the start winning command generated in this embodiment includes lottery result information on whether the result is a big win, a normal miss, or a special miss. If the result is a special miss, information on whether the result will trigger control to either the time-saving state C or the time-saving state CL is also included. In addition, the start winning command in this embodiment includes start port information indicating whether the first start port 11 or the second start port 12 has been won. It is sufficient that the start winning command includes lottery result information, and the type of information to be included in the start winning command other than the lottery result information can be changed as appropriate.

[0254] 8-3. Operation of the gaming control microcomputer 101 Next, the operation of the game control microcomputer 101 of this embodiment will be described with reference to FIGS.

[0255] [Power-on processing] The game control microcomputer 101 can execute the power-on processing (S001). The power-on processing (S001) is executed only once after the power is turned on, and is not executed thereafter. As shown in FIG. 37, in the power-on processing (S001), first, permission to access the game RAM 104 is set (S011). This enables writing and reading of information to and from the game RAM 104. Next, the game control microcomputer 101 judges whether the RAM clear switch 119 has been operated (whether it is ON or not) (S012). If the RAM clear switch 119 is ON (YES in S012), the process proceeds to step S018. On the other hand, if it is not ON (NO in S012), it is then judged whether the power-off flag is ON or not (S013). The power-off flag is a flag that is turned ON in response to the occurrence of a power outage.

[0256] If the power-off flag is not ON (NO in S013), the power may not have been shut off properly, so the process proceeds to step S018. On the other hand, if the power-off flag is ON (YES in S013), a checksum is calculated (S014) and compared with the checksum calculated at the time of power outage (S015). If the checksum values ​​do not match (NO in S015), the contents stored in the game RAM 104 are not normal, so the process proceeds to step S018. On the other hand, if the checksum values ​​match (YES in S015), it is determined that the contents stored in the game RAM 104 are normal, so the process proceeds to step S016.

[0257] In step S016, a process for setting the working area of ​​the game RAM 104 at the time of power recovery is performed. In this process, power recovery information is read from the game ROM 103, and this power recovery information is set in the working area of ​​the game RAM 104. After that, the game control microcomputer 101 turns off the power interruption flag (S017) and proceeds to step S022.

[0258] In step S018, all game information stored in the game RAM 104 is cleared (S018). After that, the game control microcomputer 101 performs initial settings of the work area of ​​the game RAM 104 (S019). In this initial setting process, the initial setting information read from the game ROM 103 is set in the work area of ​​the game RAM 104. In addition, the RAM clear flag is turned ON (S020). The RAM clear flag is a flag indicating that the RAM has been cleared. After the RAM clear flag is turned ON, it is turned OFF in response to the first big win game being played. Next, the game control microcomputer 101 outputs a RAM clear notification command to the sub-control board 120 to notify that the RAM has been cleared (S021). Then, the process proceeds to step S022. In step S022, other initial settings are performed, such as the setting of the game CPU 102, the setting of SIO, PIO, and CTC (circuit for managing interrupt time).

[0259] [Sensor detection process] The game control microcomputer 101 can execute the sensor detection process (S104) in the main timer interrupt process (S005). As shown in FIG. 38, in the sensor detection process (S104), the game control microcomputer 101 first determines whether or not the game ball has passed through the gate 13, that is, whether or not the game ball has been detected by the gate sensor 13a (S201). If the game ball has passed through the gate 13 (YES in S201), the gate passing process (S202) described below is performed. On the other hand, if the game ball has not passed through the gate 13 (NO in S201), the gate passing process (S202) is skipped and the process proceeds to step S203.

[0260] In step S203, it is determined whether or not a game ball has entered the second starting hole 12, that is, whether or not a game ball has been detected by the second starting hole sensor 12a (S203). If a game ball has not entered the second starting hole 12 (NO in S203), the process proceeds to step S209. If a game ball has entered the second starting hole 12 (YES in S203), it is determined whether or not the number of reserved special figures 2 (specifically, the value of a counter that counts the number of reserved special figures 2 provided in the gaming RAM 104) has reached "4" (S204). If the number of reserved special figures 2 has reached "4" (YES in S204), the process is terminated. If the number of reserved special figures 2 is less than "4" (NO in S204), "1" is added to the number of reserved special figures 2 (S205).

[0261] Next, a special pattern 2 related random number acquisition process (S206) is performed. In the special pattern 2 related random number acquisition process (S206), a special pattern random number counter value, a jackpot pattern type random number counter value, a reach random number counter value, and a special pattern change pattern random number counter value are acquired (i.e., a random number group shown in FIG. 8(A) is acquired), and the acquired random number values ​​are stored in a memory area of ​​the special pattern 2 reserved memory unit 105b (FIG. 6) corresponding to the current special pattern 2 reserved number.

[0262] Next, a second start winning command specification process (S207) is performed. In the second start winning command specification process (S207), a second start winning command (one example of winning information) is specified using a start winning command specification table shown in FIG. 36 based on the random number group stored in step S206. Specifically, for example, in the normal probability state, if the special pattern random number is "61248" and the big win pattern type random number is "199", the second start winning command is specified as a command "E2H03H" by referring to the location of the second start hole 12 in the start winning command specification table in FIG. 36. The command is made up of 2 bytes of information (1 byte of upper command (e.g. E2H) and 1 byte of lower command (e.g. 03H)). In the start winning command of this embodiment, the value of the upper digit of the two-digit upper command in hexadecimal is information that specifies the type of command (that it is a start winning command). The lower digit value of the upper command is start port information that specifies the type of start port (whether the first start port 11 or the second start port 12 is entered). The lower command, which is a two-digit hexadecimal number, is lottery result information. Note that the rules regarding such start entry commands are only an example and can be changed as desired.

[0263] Next, the game control microcomputer 101 sets the second start winning command identified in step S207 in the output buffer of the game RAM 104 (S208).

[0264] Next, in the sensor detection process (S104), it is determined whether or not a game ball has entered the first starting hole 11, that is, whether or not a game ball has been detected by the first starting hole sensor 11a (S209). If a game ball has not entered the first starting hole 11 (NO in S209), the process is terminated. However, if a game ball has entered the first starting hole 11 (YES in S209), it is determined whether or not the number of reserved special figures 1 (specifically, the value of a counter that counts the number of reserved special figures 1 provided in the gaming RAM 104) has reached "4" (S210). Then, if the number of reserved special figures 1 has reached "4" (YES in S210), the process is terminated, but if the number of reserved special figures 1 is less than "4" (NO in S210), "1" is added to the number of reserved special figures 1 (S211).

[0265] Next, a special chart 1 related random number acquisition process (S212) is performed. In the special chart 1 related random number acquisition process (S212), similar to the special chart 2 related random number acquisition process (S206), the special pattern random number counter value, the jackpot pattern type random number counter value, the reach random number counter value, and the special chart change pattern random number counter value are acquired (i.e., the random number group shown in FIG. 8(A) is acquired), and the acquired random number values ​​are stored in the memory area of ​​the special chart 1 reserved memory unit 105a (FIG. 6) corresponding to the current special chart 1 reserved number.

[0266] Next, a first start winning command specification process (S213) is performed. In the first start winning command specification process (S213), a first start winning command (one example of winning information) is specified using a start winning command specification table shown in FIG. 36 based on the random number group stored in step S212. Specifically, if the special symbol random number is "65535" and the big win symbol type random number is "199", the first start winning command "E1H04H" is specified by referring to the location of the first start hole 11 in the start winning command specification table in FIG. 36. The specified first start winning command includes lottery result information.

[0267] Next, the game control microcomputer 101 sets the first start winning command specified in step S213 in the output buffer of the game RAM 104 (S214), and ends the process. In this embodiment, when the first start winning command indicating that the normal time-saving is a miss is output to the sub-control board 120, the performance control microcomputer 121 can execute a performance suggesting a transition to a time-saving state (for example, a performance in which a predetermined image suggesting a transition to a time-saving state is displayed on the display unit 50a) as a pre-reading performance.

[0268] [Gate Passing Process] As shown in FIG. 39, in the gate passing process (S202), first, it is determined whether or not the normal symbol is waiting to change (S221). Waiting for the normal symbol to change means that the normal symbol is not being displayed to change and neither is the auxiliary game being played. If the normal symbol is not waiting to change (NO in S221), this process is immediately terminated, but if the normal symbol is waiting to change (YES in S221), the normal symbol random number acquisition process (S222) is performed. In the normal symbol random number acquisition process (S222), the normal symbol random number counter value (FIG. 8(B)) is acquired, and the acquired random number value is stored in a predetermined memory area of ​​the game RAM 104.

[0269] [Special Operation Processing] The game control microcomputer 101 can execute the special operation processing (S106) in the main timer interrupt processing (S005). As shown in FIG. 40, in the special operation processing (S106), the game control microcomputer 101 first divides the processing related to the special chart display 81 and the big prize device (first big prize device 14D, second big prize device 15D) into four stages, and assigns "special operation status 1, 2, 3, 4" to each stage. If the "special operation status" is "1" (YES in S901), a special symbol waiting process (S902) is performed; if the "special operation status" is "2" (NO in S901, YES in S903), a special symbol changing process (S904) is performed; if the "special operation status" is "3" (NO in both S901 and S903, YES in S905), a special symbol determination process (S906) is performed; if the "special operation status" is "4" (NO in all of S901, S903, and S905), a special electric device process (S908) is performed as a jackpot game. The special operation status is initially set to "1."

[0270] [Special symbol standby process] As shown in FIG. 41, in the special symbol standby process (S902), first, it is determined whether the number of reserved special symbols 2 is "0" (S1001). Then, if the number of reserved special symbols 2 is "0" (YES in S1001), that is, if there is no memory of the random number counter value group acquired due to winning the second starting port 12, it is determined whether the number of reserved special symbols 1 is "0" (S1007). Then, if the number of reserved special symbols 1 is also "0" (YES in S1007), that is, if there is no memory of the random number counter value group acquired due to winning the first starting port 11, it is determined whether the display unit 50a of the image display device 50 has already been set to a standby screen (demo screen for waiting for customers) (S1013), and if so (YES in S1013), the process is terminated, and if not (NO in S1013), the standby screen setting process (S1014) is performed. In the standby screen setting process (S1014), a customer standby command for displaying a standby screen after a predetermined standby time has elapsed is set.

[0271] In step S1001, if the number of reserved special figures 2 is not "0" (NO in S1001), that is, if there is one or more memories of random number counter values ​​(reserved information of special figures 2) acquired due to winning in the second starting hole 12, the special figure 2 big win determination process (S1002) and the special figure 2 variation pattern selection process (S1003) described later are performed. After that, the game control microcomputer 101 decrements the number of reserved special figures 2 by 1 (S1004). Then, the storage location (storage area) of various counter values ​​in the special figure 2 reservation memory unit 105b is shifted from the current position to the side to be read, and the memory area (the memory area farthest from the side to be read) corresponding to the fourth reserved special figure in the special figure 2 reservation memory unit 105b is cleared (S1005). In this way, the second reserved special figures are consumed in the order in which they were reserved. Next, the game control microcomputer 101 executes the special figure 2 variation start process (S1006). In the special symbol 2 variation start process (S1006), the special operation status is set to "2" and a variation start command is set in the output buffer of the game RAM 104 to start the variation display of the second special symbol. The variation start command (also called the special symbol 2 variation start command) set in the special symbol 2 variation start process (S1006) includes information on the special symbol stop symbol data set in the special symbol 2 big win determination process (S1002) and information on the variation pattern set in the special symbol 2 variation pattern selection process (S1003) (information including information on the variation time).

[0272] In addition, if the number of reserved special figures 2 is "0" but the number of reserved special figures 1 is not "0" (YES in S1001 and NO in S1007), that is, if there is no memory of a random number counter value group acquired due to winning in the second starting port 12, but there is one or more memories of a random number counter value group acquired due to winning in the first starting port 11 (reserved information of special figure 1), the special figure 1 big win determination process (S1008) and the special figure 1 variation pattern selection process (S1009) described later are performed. After that, the game control microcomputer 101 decrements the number of reserved special figures 1 by 1 (S1010). Then, the storage location (storage area) of various counter values ​​in the special figure 1 reserved storage unit 105a is shifted by one from the current position to the side to be read, and the storage area corresponding to the fourth reserved item in the special figure 1 reserved storage unit 105a (the storage area farthest from the side to be read) is cleared (S1011). In this way, the first special symbol reservation is consumed in the order in which it was reserved. Next, the game control microcomputer 101 executes the special symbol 1 variation start process (S1012). In the special symbol 1 variation start process (S1012), the special operation status is set to "2" and a variation start command is set in the output buffer of the game RAM 104 to start the variation display of the first special symbol. The variation start command (also called the special symbol 1 variation start command) set in the special symbol 1 variation start process (S1012) includes information on the special symbol stop symbol data set in the special symbol 1 big win determination process (S1008) and information on the variation pattern set in the special symbol 1 variation pattern selection process (S1009) (information including information on the variation time).

[0273] As described above, in this embodiment, the variable display of the special pattern based on the first special pattern reservation is performed only when there is no special pattern 2 related random number obtained (YES in S1001). In other words, the drawing of the special pattern 2 is executed in priority to the drawing of the special pattern 1.

[0274] [Special chart 2 big win determination process (special chart 1 big win determination process)] The special chart 2 big win determination process (S1002) and the special chart 1 big win determination process (S1008) have the same process flow, so they will be explained together based on FIG. 42. As shown in FIG. 42, in the special chart 2 big win determination process (S1002) or the special chart 1 big win determination process (S1008), first, the special symbol random number counter value is read as a determination value (S1101). In detail, in the special chart 2 big win determination process (S1002), the special symbol random number counter value stored in the special chart 2 reserved memory unit 105b (more specifically, the memory area corresponding to the first of the second special chart reserved) of the game RAM 104 is read. In addition, in the special chart 1 jackpot determination process (S1008), the special pattern random number counter value stored in the special chart 1 reserved memory section 105a (more specifically, the memory area corresponding to the first reserved first special chart) of the gaming RAM 104 is read out.

[0275] Next, the jackpot determination table (FIG. 28(A)) is set (S1105), and it is determined whether or not a jackpot has occurred based on the set jackpot determination table (S1106). If the result of the jackpot determination (S1106) is a "jackpot", the jackpot flag is turned ON (S1107), and the jackpot symbol type random number counter value is read out, and the jackpot symbol type (type of jackpot) is determined based on the jackpot symbol type determination table shown in FIG. 28(B) (S1108). After determining the jackpot symbol type (S1108), the special symbol stop symbol data (see FIG. 28(B)) corresponding to the jackpot symbol type is set in the special symbol type buffer provided in the game RAM 104 (S1109), and the process is completed.

[0276] On the other hand, if it is not a jackpot (NO in S1106), it is a "miss", so the jackpot symbol type random number counter value is read out and the miss symbol type (miss type) is determined based on the miss symbol type determination table shown in FIG. 28(C) (S1111). After determining the miss symbol type (S1111), it is determined whether the miss symbol type is a special miss (normal time-saving miss or minute time-saving miss) (S1112). If it is a special miss (YES in S1112), after performing the process of step S1113, the special symbol stop symbol data (see FIG. 28(C)) corresponding to the miss symbol type is set in the special symbol type buffer provided in the game RAM 104 (S1114) and the process ends.

[0277] In step S1113, the number of time-saving times according to the game state and the type of the losing symbol is obtained based on the losing symbol type determination table (FIG. 30), and the obtained number of time-saving times is set in a predetermined number-of-time-saving times storage area provided in the game RAM 104. Specifically, for example, in the case of a non-time-saving state and the type of the losing symbol is losing symbol A, the losing symbol type determination table (FIG. 30) is referenced and the number of time-saving times "100" is set in the game RAM 104.

[0278] [Special chart 2 variation pattern selection process (special chart 1 variation pattern selection process)] The special chart 2 variation pattern selection process (S1003) and the special chart 1 variation pattern selection process (S1009) have the same processing flow, so they will be explained together based on Figure 43. As shown in Figure 43, in the special chart 2 variation pattern selection process (S1003) or the special chart 1 variation pattern selection process (S1009), first, it is determined whether the game state is the time-saving state A (S1301).

[0279] If it is in the time-saving state A (YES in S1301), it is then determined whether the jackpot flag is ON (S1302). If it is ON (YES in S1302), the table for jackpots during time-saving state A (part of the table shown in FIG. 33 that corresponds to the jackpot) is referenced, and a special chart fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (S1303). As shown in FIG. 33, once the special chart fluctuation pattern is determined, the fluctuation time is also determined.

[0280] In the case of a big win, the special chart change pattern is associated with a change performance, and when the special chart change pattern is determined, a change performance according to the special chart change pattern is executed. Specifically, for example, in a change performance based on the special chart change pattern P21, an SP reach is executed, and in a change performance based on the special chart change pattern P22, a normal reach is executed (see the remarks column of the table shown in FIG. 33). Here, the SP reach (super reach) is a reach with a longer change time after the reach than the normal reach, and the allocation rate of the table is set so that the winning probability (the probability of winning the big win) is higher than that of the normal reach. In this form, the super reach is executed in a developed manner through the normal reach.

[0281] Also, in step S1302, if the jackpot flag is not ON (NO in S1302), the table for misses during time-saving state A (the portion of the table shown in FIG. 33 that corresponds to misses) is referenced, and a special pattern change pattern is selected based on the special pattern change pattern random number counter value (S1304). That is, a special pattern change pattern corresponding to a miss pattern is selected. In addition, in selecting a special pattern change pattern related to a miss pattern, the presence or absence of a reach (the reach random number counter value (whether the reach random number counter value is a reach establishment random number value or not) is also referenced.

[0282] Also, in step S1301, if it is determined that the time-saving state is not A (NO in S1301), it is determined whether or not it is a time-saving state C (S1305). If it is a time-saving state C (YES in S1305), a special chart fluctuation pattern is selected according to the special chart fluctuation pattern determination table for the time-saving state C shown in FIG. 34 (S1306 to S1308). If it is neither a time-saving state A nor a time-saving state C (NO in both S1301 and S1305), it is determined whether or not it is a time-saving state CL (S1309). If it is a time-saving state CL (YES in S1309), a special chart fluctuation pattern is selected according to the special chart fluctuation pattern determination table for the time-saving state CL shown in FIG. 35(B) (S1310 to S1312). If it is not the time-saving state A, the time-saving state C, or the time-saving state CL (S1301, S1305, S1309 are all NO), that is, if it is a non-time-saving state, a special chart change pattern is selected according to the special chart change pattern determination table for the non-time-saving state shown in Fig. 32 (S1313 to S1315). In selecting a special chart change pattern in the time-saving state C, the time-saving state CL, or the non-time-saving state, the process is performed in the same manner as in the time-saving state A, except that the special chart change pattern determination table to be referenced is set to a table according to the game state.

[0283] After the special pattern variation pattern is selected as described above, the selected special pattern variation pattern is set (S1316) and this process is terminated. The information on the special pattern variation pattern set in step S1316 is included in the variation start command set in step S1006 or S1012 in the special pattern waiting process (S902).

[0284] [Special symbol variation processing] As shown in Fig. 44, in the special symbol variation processing (S904), first, it is determined whether the special symbol variation time (variation time determined according to the variation pattern selected in step S1003 or S1009, see Fig. 32, Fig. 33, Fig. 34, Fig. 35) has elapsed (S1501). If it has not elapsed (NO in S1501), this processing is immediately ended. This allows the variation display of the special symbol to continue.

[0285] On the other hand, if the fluctuation time has elapsed (YES in S1501), a fluctuation stop command is set (S1502) and the special operation status is set to "3" (S1503). Next, after performing the game state management process at the end of the special symbol fluctuation (S1504) described below, other processes such as stopping the special symbol fluctuation display at the symbol (jackpot symbol, losing symbol) corresponding to the set special symbol stop symbol data (see Figs. 28(B) and (C)) are performed (S1505), and this process ends.

[0286] [Game status management process at the end of special symbol variation] As shown in FIG. 45, in the game status management process at the end of special symbol variation (S1504), first, it is determined whether the probability variable flag is ON (S1511), and if the probability variable flag is not ON, it proceeds to step S1516, but if the probability variable flag is ON, it decrements the value of the probability variable counter by 1 (S1513) and determines whether the value of the probability variable counter is "0" (S1514). If the probability variable counter value is not "0", it proceeds to step S1516, but if the time-saving counter value is "0" (YES in S1514), it turns off the probability variable flag to end the high probability state (S1515), and proceeds to step S1516.

[0287] In step S1516, it is determined whether the time-saving flag is ON or not, and if the time-saving flag is not ON, the process proceeds to step S1523, but if the time-saving flag is ON, the value of the time-saving counter is decremented by 1 (S1517), and it is determined whether the value of the time-saving counter is "0" (S1518). If the value of the time-saving counter is not "0", the process proceeds to step S1523, but if the value of the time-saving counter is "0" (YES in S1518), the time-saving flag is turned OFF to end the time-saving state (S1519), and the process proceeds to step S1523.

[0288] Here, the probability variation counter is a counter that is set to a value corresponding to the number of times the high probability state is started (the probability variation number) at the start of the high probability state, and is subtracted according to the variable display of the special symbol during the high probability state. Also, the time-saving counter is set to a value corresponding to the number of times the time-saving state is started at the start of the time-saving state, and is subtracted according to the variable display of the special symbol during the time-saving state. Note that the number of time-saving counters and time-saving flags may be set to the same number as the number of types of time-saving states.

[0289] In step S1523, the game control microcomputer 101 performs a game state flag update process. In the game state flag update process, the value of the game state flag is set to a value corresponding to the current game state. As shown in the table in FIG. 45, for example, the value of the game state flag is set to "1" if the game state is a low probability state (normal probability state) and a non-time-saving state, and is set to "6" if the game state is a high probability state and a time-saving state A. In addition, in the game state flag update process (S1523), a game state designation command including information on the updated game state flag (i.e., information on the current game state) is set in the output buffer of the game RAM 104. By outputting this command, the sub-control board 120 is notified of information on the current game state. Then, the sub-control board 120 controls the presentation mode according to the current game state.

[0290] In this embodiment, the game state management process (S1504) at the end of the special symbol variation controls the game state from the high probability state to the low probability state based on the number of special symbol variations reaching the upper limit of the probability variation. The control from the high probability state to the low probability state based on the number of special symbol variations reaching the upper limit of the probability variation is performed at the last special symbol variation in the high probability state. In other words, at the last symbol variation in the high probability state, the game state transitions to the low probability state when the special symbol variation ends and the special symbol stops.

[0291] Furthermore, in this embodiment, the game state management process (S1504) at the end of the special symbol variation controls the game state from the time-saving state to the non-time-saving state based on the number of times the special symbol variation has reached the upper limit of the time-saving number of times. This control from the time-saving state to the non-time-saving state based on the number of times the special symbol variation has reached the upper limit of the time-saving number of times is performed at the last special symbol variation in the time-saving state. In other words, at the last symbol variation in the time-saving state, the game state transitions to the non-time-saving state when the variation of the special symbol ends and the special symbol is stopped.

[0292] [Special symbol determination process] As shown in Fig. 46, in the special symbol determination process (S906), first, it is determined whether the stop time of the special symbol (see Fig. 32, Fig. 33, Fig. 34, Fig. 35) has elapsed (S1601). If it has not elapsed (NO in S1601), this process is immediately terminated. On the other hand, if the stop time has elapsed (YES in S1601), the game state management process at the time of special symbol determination described later is performed (S1602).

[0293] Next, it is determined whether the jackpot flag is ON (S1603). If the jackpot flag is ON (YES in S1603), the special action status is set to "4" (S1604). Next, the game control microcomputer 101 resets the game state (S1606). Specifically, if the probability variable flag is ON, the probability variable flag is turned OFF, and if the time-saving flag is ON, the time-saving flag is turned OFF. In other words, during the execution of the jackpot game, the game is controlled to the normal probability state and the non-time-saving state.

[0294] Thereafter, in order to start the jackpot game, a jackpot opening command (see FIG. 29) is set (S1607), and the opening of the jackpot game is started (S1608). Following step S1608, the game control microcomputer 101 sets an opening pattern (see FIG. 29 for details) corresponding to the type of the jackpot symbol that was won (S1609). At this time, the value of the jackpot opening counter that counts the number of times the jackpot opening is opened during the special game is set to a value corresponding to the type of the jackpot symbol that was won. The setting of the opening pattern (setting of data corresponding to the opening pattern) may be performed for each round.

[0295] On the other hand, if the big win flag is not ON in step S1603 (NO in S1603), the big win game does not start, so the special action status is set to "1" (S1619) and this process ends.

[0296] [Game status management process when special symbol is determined] As shown in FIG. 47, in the game status management process when special symbol is determined (S1602), first, it is determined whether or not the probability variable flag is OFF (S1701). If the probability variable flag is not OFF, the process proceeds to step S1710. If the probability variable flag is OFF, it is then determined whether or not the time-saving flag is OFF (S1702). If the time-saving flag is not OFF, the process proceeds to step S1710. If the time-saving flag is OFF, it is then determined whether or not the type of the losing symbol is a special losing (normal time-saving losing or minute time-saving losing) (S1703). If it is not a special losing (NO in S1703), the process proceeds to step S1710. If it is a special losing (YES in S1703), the time-saving flag is turned ON (S1704). This determines whether or not to control to a time-saving state according to the special losing (time-saving determination). That is, in this embodiment, the time-saving state is set in response to the special miss being stopped and displayed in the non-time-saving state. Also, a predetermined number of time-saving times according to the miss pattern of the special miss is set in the time-saving counter (S1705), and the process proceeds to step S1710. The number of time-saving times set here is the number of time-saving times stored in the time-saving times storage area of ​​the gaming RAM 104 in step S1113 of the special chart 2 big win determination process (S1002) or the special chart 1 big win determination process (S1008). The time-saving state and the number of time-saving times set in this process correspond to the game state at the time when the special chart 2 big win determination process (S1002) or the special chart 1 big win determination process (S1008) is performed, not the game state (time-saving state, non-time-saving state) at the time when the process is performed.

[0297] In addition, by executing steps S1704 and S1705, the game state is controlled to a time-saving state. The time-saving state ends when either of the following ending conditions is met: a special pattern change is performed a predetermined maximum number of times (time-saving number of times), or the next big win game is executed. In this manner, in this embodiment, the game state may be controlled to the time-saving state even when there is a miss. Note that in this embodiment, the game state is controlled to the time-saving state based on a miss only when there is a low probability state and a non-time-saving state (when both steps S1701 and S1702 are YES).

[0298] In step S1710, the game control microcomputer 101 performs a game status flag update process. The game status flag update process (S1710) of the game status management process (S1602) at the time of determining the special symbol can be performed in the same manner as the game status flag update process (S1523) of the game status management process (S1504) at the time of ending the special symbol variation.

[0299] In this embodiment, in the game state management process (S1602) when the special symbol is determined, control to the time-saving state based on the special miss is performed. The time-saving state based on the special miss is set when the probability variable flag is OFF and the time-saving flag is OFF, but is not set when at least one of the probability variable flag and the time-saving flag is ON. In other words, when the high probability state or the time-saving state is already in place, control to the time-saving state based on the special miss is not performed. However, in this embodiment, the game state management process (S1504) when the special symbol variation ends can be executed before the game state management process (S1602) when the special symbol is determined. For this reason, in the last pattern change (a pattern change that reaches the upper limit execution count of a specific game state in a state where at least one of a high probability state and a time-saving state is set) among the pattern changes that start in a state where at least one of a high probability state and a time-saving state is set, the game state is set to a non-time-saving state (probability change flag, time-saving flag are OFF) before the game state management process when the special pattern is determined (S1602). In other words, in the last pattern change in the high probability state, time-saving judgment is performed in the low probability state. Also, in the last pattern change in the time-saving state, time-saving judgment is performed in the non-time-saving state. For this reason, it may be controlled to the time-saving state based on a special miss.

[0300] [Special electric accessory processing (jackpot game)] The special electric accessory processing is processing for executing the jackpot game. As shown in FIG. 48, in the special electric accessory processing (S908), first, it is determined whether the jackpot end flag is ON or not (S2001). The jackpot end flag is a flag indicating that the opening of all the big prize devices (first big prize device 14D, second big prize device 15D) in the jackpot game being executed has ended.

[0301] If the big win end flag is not ON (NO in S2001), it is determined whether the big win openings (first big win opening 14, second big win opening 15) are being opened (i.e., whether the first big win device 14D or the second big win device 15D is being opened) (S2002). If they are not being opened (NO in S2002), it is determined whether the time has come to open the big win openings, i.e., whether the opening time for the big win has elapsed and it is time to start opening the first big win opening 14, or whether the interval time between openings has elapsed and it is time to start the next opening (S2003).

[0302] If the result of the determination in step S2003 is NO, the process ends as it is. On the other hand, if the result of the determination in step S2003 is YES, it is determined whether or not the currently executed jackpot game is a jackpot game based on a V-long jackpot (see FIG. 29) (S2004). If it is not a V-long jackpot (NO in S2004), the process proceeds to step S2007. If it is a V-long jackpot (YES in S2004), it is determined whether or not it is time to start the 10th round, which allows passage to the specific area 16 (S2005). If it is not time to start the 10th round (NO in S2005), the process proceeds directly to step S2007. On the other hand, if it is time to start the 10th round (YES in S2005), the V valid period setting process is performed (S2006).

[0303] In the V valid period setting process (S2006), the period during which the second large winning hole 15 is open in the 10th round of the V long jackpot and the few seconds after the second large winning hole 15 is closed are set as the V valid period during which the detection of the game ball by the specific area sensor 16a is judged to be valid. In this embodiment, the other period (including when the jackpot game is not being played) is set as the V invalid period during which the detection of the game ball by the specific area sensor 16a is judged to be invalid. Here, judging the detection of the game ball by the specific area sensor 16a to be valid means that the V flag is turned ON based on the detection of the game ball by the specific area sensor 16a. Also, judging the detection of the game ball by the specific area sensor 16a to be invalid means that the V flag is not turned ON even if the game ball is detected by the specific area sensor 16a.

[0304] In step S2007, the large prize openings (first large prize opening 14, second large prize opening 15) are opened according to an opening pattern (see FIG. 29) according to the type of the large prize. The distribution member 16k always moves in a constant manner from the start of the first round of play. In the opening pattern of a V-long large prize, the AT opening / closing member 14k is opened so that the game ball that has won the second large prize opening 15 can pass through the specific area 16 with ease in the 10th round. In contrast, in the opening pattern of a V-short large prize, the opening timing of the AT opening / closing member 14k relative to the operation of the distribution member 16k is set so that the game ball cannot pass through the specific area 16 even if it has won the second large prize opening 15 in the 10th round.

[0305] Next, in step S2008, a round designation command transmission judgment process is performed, and this process is terminated. In the round designation command transmission judgment process (S2008), it is judged whether the opening of the large prize openings (first large prize opening 14, second large prize opening 15) in step S2003 is the first opening in one round of play, and if so, a round designation command including information on the number of rounds of the large prize game being played is set in the output buffer of the game RAM 104. In this embodiment, the large prize openings are not opened multiple times during one round of play. Therefore, in this step S2008, a round designation command is always set.

[0306] In step S2002 of the special electric device process (S908), if the large prize openings (first large prize opening 14, second large prize opening 15) are open, it is determined whether or not the closing condition for the large prize openings is met (S2009). In this embodiment, the closing condition is met when either the number of prizes won into the large prize openings in that round of play reaches the specified maximum number of prizes (10 prizes per round in this embodiment), or the time to close the large prize openings has arrived (i.e., a specified opening time (see FIG. 29) has elapsed since the large prize openings were opened). If the closing condition for the large prize openings is not met (NO in S2009), the process ends.

[0307] On the other hand, if the closing condition for the large prize openings (first large prize opening 14, second large prize opening 15) is met (YES in S2009), the large prize openings are closed (blocked) (S2010). Then, it is determined whether one round of play (round interval) has ended (S2011). If it has not ended (NO in S2011), the processing ends. On the other hand, if the round of play is to end (YES in S2011), the round counter value is decremented by 1 (S2012), and it is determined whether the round counter value is "0" (S2013). If it is not "0" (NO in S2013), the processing ends as is to start the next round of play.

[0308] On the other hand, if it is "0" (YES in S2013), a jackpot ending command is set (S2014) as a jackpot ending process that ends the jackpot game, and the jackpot ending is started (S2015). Then, a jackpot ending flag is set (S2016), and the process ends.

[0309] Also, if the jackpot end flag is ON in step S2001 (YES in S2001), the final round has ended, so it is determined whether the ending time of the jackpot game has elapsed (S2017), and if the ending time has not elapsed (NO in S2017), this process is terminated. On the other hand, if the ending time has elapsed (YES in S2017), the jackpot end flag is turned OFF (S2018). Then, a game state setting process (S2019) is performed, which will be described later. Next, the jackpot flag is turned OFF (S2020). The special operation status is set to "1" (S2021). Next, if the RAM clear flag is ON (YES in S2022), it is turned OFF (S2023), and this process is terminated. Therefore, it is possible to grasp whether a jackpot game has been played after power-on accompanied by RAM clearing, by using the RAM clear flag.

[0310] [Game Status Setting Process] As shown in FIG. 49, in the game status setting process (S2019), first, it is determined whether the V flag is ON (whether a V win occurred during the V valid period) (S2101). If it is ON (YES in S2101), the probability change flag is turned ON (S2102) and the time-saving flag is turned ON (S2103). As a result, after the big win game, the game is controlled to a high probability state and a time-saving state. Next, a predetermined number of probability changes is set in the probability change counter (S2104), and a predetermined number of time-saving times is set in the time-saving counter (S2105), and the process proceeds to step S2108. The number of probability changes set in the probability change counter and the number of time-saving times set in the time-saving counter are the numbers according to the winning pattern (big win pattern) that triggered the execution of the big win game this time. In this embodiment, the number of probability changes is set to the same number as the number of time-saving times.

[0311] On the other hand, if it is determined in step S2101 that the V flag is not ON (NO in S2101), the time-saving flag is turned ON (S2106). That is, the probability-changing flag is not turned ON at this time. As a result, after the big win game, the game is controlled to a low probability state (normal probability state) and a time-saving state. Next, a predetermined number of time-saving times is set in the time-saving counter (S2107), and the program proceeds to step S2108. The number of time-saving times set in the time-saving counter is the number of times according to the winning symbol (big win symbol) that triggered the execution of the current big win game.

[0312] In step S2108, the game control microcomputer 101 performs a game status flag update process. The game status flag update process (S2108) of the game status setting process (S2019) can be performed in the same manner as the game status flag update process (S1523) of the game status management process (S1504) at the end of the special symbol variation.

[0313] 8-4. Operation of the performance control microcomputer 121 Next, the operation of the performance control microcomputer 121 of this embodiment will be described with reference to Figs. 50 to 52. Note that counters, timers, flags, buffers, etc. appearing in the description of the operation of the performance control microcomputer 121 are provided in the performance RAM 124 unless otherwise specified. Note that in this embodiment, the sub-RAM clear flag is provided in the performance FeRAM 125. For this reason, the sub-RAM clear flag provided in the performance FeRAM 125 is appropriately held even during periods when power is not being supplied. The performance FeRAM 125 may be provided with flags, counters, etc. other than the sub-RAM clear flag.

[0314] [Power-on processing] The performance control microcomputer 121 can execute the power-on processing (S4001). The power-on processing (S4001) is executed only once after the power is turned on, and is not executed thereafter. As shown in FIG. 50, in the power-on processing (S4001), it is determined whether the sub-side power-off flag (a flag that is turned ON when the power is turned off) is ON and the contents of the performance RAM 124 are normal (S4051). If the result of this determination is NO, that is, if the sub-side power-off flag is not ON, or if the sub-side power-off flag is ON but the contents of the performance RAM 124 are not normal, the performance RAM 124 is initialized (S4052) and the process proceeds to step S4055.

[0315] On the other hand, if the result of the determination is YES (YES in S4051), that is, if the sub-side power cut flag is ON due to a power cut but the contents of the performance RAM 124 are kept normal, it is then determined whether or not a RAM clear notification command has been received (S4053). If the RAM clear notification command has been received (YES in S4053), the game RAM 104 of the main control board 100 has been cleared. Therefore, the sub RAM clear flag is turned ON (S4054), and the performance RAM 124 of the sub control board 120 is cleared (S4052), and the process proceeds to step S4055. On the other hand, if the RAM clear notification command has not been received (NO in S4053), the process proceeds to step S4055 without executing steps S4054 and S4052. In other words, the sub RAM clear flag is turned ON in response to the initialization of the game RAM 104 of the main control board 100. Also, the sub RAM clear flag is turned OFF in response to the execution of a big win game, as described later.

[0316] In step S4055, other initial settings are performed. For example, the settings of the performance CPU 122, SIO, PIO, CTC (circuit for managing interrupt time), etc. are performed. Also, if the sub-side power cut flag is ON, it is turned OFF.

[0317] [Received command analysis process] In the received command analysis process (S4201), as shown in FIG. 51, the performance control microcomputer 121 first judges whether or not a start winning command has been received from the main control board 100 (S4401), and performs the received and read-ahead performance selection process (S4402). In the read-ahead performance selection process (S4402), the start winning command (see FIG. 36) is analyzed, and based on the analysis result, the presence or absence of a read-ahead performance that suggests the high degree of winning expectation in advance, and the type of the read-ahead performance (hold change performance, cut-in notice performance, step-up notice performance, performance that changes the color of the effect image or the color of the background image, etc.) when the read-ahead performance is executed is determined. As a result, it is determined to execute the read-ahead performance, and when the type of the read-ahead performance is determined, the read-ahead performance command for executing the determined read-ahead performance is set in the output buffer of the performance RAM 124. When the read-ahead performance command is transmitted to the image control board 140, the read-ahead performance according to the read-ahead performance command is executed, and the expectation degree of a big win can be suggested in advance.

[0318] Next, the performance control microcomputer 121 judges whether or not a change start command has been received from the main control board 100 (S4403), and if so, performs a change performance start process (S4404). In the change performance start process (S4404), the change start command is analyzed, and based on the analysis result, a change performance pattern, a change performance pattern, a preview performance, etc. are selected, and a change performance start command for starting the change performance is set in the output buffer of the performance RAM 124. The image control board 140 that has received the change performance start command reads out a predetermined performance image from the image ROM 142, and performs a change performance on the display unit 50a of the image display device 50.

[0319] Next, the performance control microcomputer 121 judges whether or not a fluctuation stop command has been received from the main control board 100 (S4405), and if so, performs a fluctuation performance end process (S4406). In the fluctuation performance end process (S4406), the fluctuation stop command is analyzed, and a fluctuation performance end command for ending the fluctuation performance is set in the output buffer of the performance RAM 124 based on the analysis result.

[0320] Next, the performance control microcomputer 121 determines whether or not a game state designation command has been received from the main control board 100 (S4407), and if so, performs the special chart 1 variation recommendation display process (S4408) described below.

[0321] Next, the performance control microcomputer 121 determines whether an opening command has been received from the main control board 100 (S4409), and if so, performs an opening performance selection process (S4410). In the opening performance selection process (S4410), the opening command is analyzed, and a pattern (content) of the opening performance to be executed during the opening of the big win game is selected based on the analysis result. Then, an opening performance start command for starting the opening performance with the selected opening performance pattern is set in the output buffer of the performance RAM 124.

[0322] Next, the performance control microcomputer 121 judges whether an ending command has been received from the main control board 100 (S4411), and if so, turns the sub-RAM clear flag OFF (S4413) if it is ON (YES in S4412), and performs an ending performance selection process (S4414). In the ending performance selection process (S4414), the ending command is analyzed, and based on the analysis result, a performance pattern (performance content) of the ending performance to be executed during the ending of the big win game is selected. Then, an ending performance start command for starting the ending performance with the selected performance pattern is set in the output buffer of the performance RAM 124.

[0323] Next, the microcomputer 121 for effect control judges whether or not a V passage command has been received from the main control board 100 (S4415), and if so, performs V passage notification effect start processing (S4416). In the V passage notification effect start processing (S4416), a V passage notification effect start command for starting the V passage notification effect is set in the output buffer of the effect RAM 124. The V passage notification effect is an effect for notifying the player that there has been a V passage (passage to the specific area 16). In this embodiment, it is an effect in which a predetermined V passage notification image (for example, a character image showing the character "V") is displayed on the display unit 50a. In this pachinko game machine 1 that performs control to a high probability state based on the passage to the specific area 16, the display of the character image of "V" as this V passage notification effect also has a meaning as a transition notification to a high probability state. Note that the V passage notification effect may be in other forms, such as outputting a special sound effect from the speaker 52.

[0324] Next, the performance control microcomputer 121 judges whether or not a prize ball command or a payout command has been received from the main control board 100 (S4417), and if so, performs a prize ball-related process (S4417). In the prize ball-related process (S4417), for example, a payout start command for displaying an image capable of indicating the number of game balls to be paid out as prize balls is set in the output buffer of the performance RAM 124.

[0325] Next, as other processing (S4419), processing based on received commands other than the above commands is carried out, and the received command analysis processing ends.

[0326] [Special chart 1 variation recommendation display process] In the special chart 1 variation recommendation display process (S4408), first, as shown in FIG. 52, the performance control microcomputer 121 analyzes the game state designation command (S4601). Next, it is determined whether or not it is in a non-time-saving state (S4602). If it is not in a non-time-saving state (NO in S4602), it proceeds to step S4607, but if it is in a non-time-saving state (YES in S4602), it is determined whether or not the sub-RAM clear flag is OFF (S4603). If the sub-RAM clear flag is not OFF (NO in S4603), it proceeds to step S4607, but if the sub-RAM clear flag is OFF (YES in S4603), it is determined whether or not it is in a jackpot game or a pattern variation related to special chart 2 (S4604). If the game is a jackpot or the pattern related to the special chart 2 is changing (YES in S4604), the process proceeds to step S4607. If the game is not a jackpot or the pattern related to the special chart 2 is changing (NO in S4603), the special chart 1 change recommendation image display command and the special chart 1 change recommendation background display command are set in the output buffer of the performance RAM 124 (S4605, S4606), and the process proceeds to step S4609. The image control board 140 that has received the special chart 1 change recommendation image display command starts displaying the special chart 1 change recommendation image on the display unit 50a. The special chart 1 change recommendation image is an image that can suggest that the game ball is placed in the first starting hole 11 and that it is recommended to take the lottery for the special chart 1. The image control board 140 that has received the special chart 1 change recommendation background display command starts displaying the special chart 1 change recommendation background image on the display unit 50a. The background image recommending a change in special chart 1 is a background image that can suggest that it is recommended to enter the game ball into the first starting hole 11 and take part in the lottery for special chart 1.

[0327] In step S4607, it is determined whether the special chart 1 variation recommendation image is being displayed, and if the special chart 1 variation recommendation image is being displayed (YES in S4607), a special chart 1 variation recommendation image end command is set in the output buffer of the performance RAM 124 (S4608). The image control board 140 that has received the special chart 1 variation recommendation image end command erases the special chart 1 variation recommendation image being displayed on the display unit 50a.

[0328] In step S4609, other processing based on the game state designation command (for example, processing to set the value of the game state status indicating the current game state based on the game state designation command to grasp the game state, etc.) is performed. This ends the special chart 1 variation recommendation display processing (S4408).

[0329] In this way, when the sub-RAM clear flag is OFF and the microcomputer 121 for performance control in this embodiment is controlled to the non-time-saving state, the background image is the special chart 1 change recommended background image, and the special chart 1 change recommended background image is displayed. That is, the special chart 1 change recommended image and the special chart 1 change recommended background image are displayed when the non-time-saving state is entered after a jackpot game. More specifically, the special chart 1 change recommended image and the special chart 1 change recommended background image are displayed when the power is turned on with RAM clearing and at least one jackpot game is played, and the game state is controlled to the non-time-saving state from a game state (e.g., time-saving state A, time-saving state C, jackpot game state) that is more advantageous to the player than the non-time-saving state. On the other hand, when the game is not in the non-time-saving state, if the sub-RAM clear flag is ON, the special chart 1 change recommendation image and the special chart 1 change recommendation background image are not displayed. The special chart 1 change recommendation image is switched to non-display even if it is displayed. For example, when the special chart 1 change recommendation image is displayed in the non-time-saving state, the player puts the game ball into the first starting hole 11 to cause the special chart 1 pattern change, and when the game is controlled to the normal time-saving state or the micro time-saving state based on this pattern change, or when a jackpot game is started, the special chart 1 change recommendation image is hidden. Also, even in the non-time-saving state, if the power is turned on with RAM clearing and a jackpot game has never been played, the special chart 1 change recommendation image is not displayed.

[0330] 8-5. Flow of the game in this form Next, the flow of game progress in the pachinko game machine PY1 of this embodiment will be described with reference to FIG. 53. The pachinko game machine PY1 is started with the flags and the like in the initial setting state by power input accompanied by the operation of the RAM clear switch 119. That is, when the pachinko game machine PY1 is started in a state where the specific power condition in which the RAM is cleared in response to power-on is satisfied, the game state is a non-time-saving state (normal game state). Furthermore, the probability fluctuation function is not activated, and the game state is a low probability state (normal probability state). When the pachinko game machine PY1 is started in a state where this specific power condition is satisfied, it is preferable to first proceed with the game by hitting from the left in order to make the game ball enter the first start hole 11. This is because the low probability state and the non-time-saving state are non-ball-entry easy states in which it is difficult to enter the second start hole 12. Then, when the game ball enters the first start hole 11, a lottery for the special chart 1 is held, and a jackpot may be won based on this.

[0331] In the low probability state and non-time-saving state, the jackpot based on the lottery of special chart 1 includes a V-long jackpot and a V-short jackpot. When a V-long jackpot is won, a 10R jackpot game is played, and then the game is controlled to a high probability state and time-saving state A (normal time-saving state). For the high probability state and time-saving state A, the number of chance changes and the number of time-saving times are both set to 100. This state continues until the next jackpot game is played, or the number of pattern changes (non-specific number) with a lottery result of a miss is repeated for the number of time-saving times (number of chance changes). On the other hand, when a V-short jackpot is won, a 10R jackpot game is played, and then the game is controlled to a low probability state and time-saving state A (normal time-saving state). For the low probability state and time-saving state A, the number of time-saving times is set to 100. This state continues until the next jackpot game is played, or the number of pattern changes (non-specific number) with a lottery result of a miss is repeated for the number of time-saving times.

[0332] On the other hand, the lottery result of the special chart 1 based on the ball entering the first starting hole 11 is more likely to be a miss than a big win. Also, the lottery result of the special chart 2 based on the ball entering the first starting hole 11 may be a special miss (normal time-saving miss, slight time-saving miss). If the special miss pattern is miss pattern A (normal time-saving miss), the time-saving count is controlled to 100 times in time-saving state C (normal time-saving state), and if it is miss pattern B (slight time-saving miss), the time-saving count is controlled to 10,000 times in time-saving state CL (slight time-saving state). Both time-saving state C and time-saving state CL are low probability states.

[0333] The time-saving state CL (slight time-saving state) is a state in which it is difficult for the ball to enter the second starting hole 12, making it difficult to enter the ball easily. For this reason, it is preferable to play the game by hitting with the left hand in order to aim for the ball to enter the first starting hole 11. If the game is played by hitting with the left hand and the game ball enters the first starting hole 11, a lottery for special chart 1 is held, and a jackpot may be won based on this. In the lottery for special chart 1 in the time-saving state CL (slight time-saving state), it is also possible to win a V-long jackpot or a V-short jackpot.

[0334] On the other hand, the lottery result of the special chart 1 based on the ball entering the first starting hole 11 is more likely to be a miss than a big win. Also, the lottery result of the special chart 1 based on the ball entering the first starting hole 11 in the time-saving state CL (slight time-saving state) may be a special miss. However, when the remaining number of time-saving times in the time-saving state CL (slight time-saving state) is two or more, even if it is a special miss, the game state is not controlled to the time-saving state based on this, and the time-saving state CL (slight time-saving state) is maintained and the remaining number of time-saving times continues to be counted. However, when the remaining number of time-saving times is one, that is, when the lottery result of the last pattern change in the time-saving state CL (slight time-saving state) is a special miss, it is controlled to the time-saving state (time-saving state C or time-saving state CL) corresponding to the miss pattern (miss pattern A or miss pattern B). However, in this embodiment, since the number of time-saving times in the time-saving state CL (slight time-saving state) is set to 10,000 times, it is unlikely that the non-specific number of times (number of consecutive misses) in the time-saving state CL will reach the number of time-saving times.

[0335] In the normal time-saving states of high probability state and time-saving state A, low probability state and time-saving state A, and low probability state and time-saving state C, the second starting hole 12 is in a ball-entry-friendly state where the ball is frequently in a ball-entry-enabled state, so it is preferable to play the game by hitting from the right. If the game is played by hitting from the right and the game ball enters the second starting hole 12, a lottery for special chart 2 is held, and a jackpot may be won based on this. In the lottery for special chart 2 in the high probability state and time-saving state A, the low probability state and time-saving state A, and the low probability state and time-saving state C, it is also possible to win a V-long jackpot or a V-short jackpot.

[0336] On the other hand, the lottery result of the special chart 2 based on the ball entering the second starting hole 12 is more likely to be a miss than a jackpot win. And when the non-specific number of times (number of consecutive misses) in the low probability state and time-saving state A, and the low probability state and time-saving state C, becomes the time-saving number, the time-saving state ends, and the state is controlled to the low probability state and non-time-saving state. In the high probability state and time-saving state A, when the non-specific number of times (number of consecutive misses) becomes the time-saving number, both the high probability state and the time-saving state end, and the state is controlled to the low probability state and non-time-saving state.

[0337] In the pachinko game machine PY1, as long as the player continues to win the jackpot in the lottery of the special chart 2 in the time-saving state A and the time-saving state C, the player continues to be in a favorable state mainly for the lottery of the special chart 2 without significantly reducing the number of game balls in hand. In other words, the high probability state and the time-saving state A, the low probability state and the time-saving state A, and the low probability state and the time-saving state C are more favorable game states for the player than the non-time-saving state. Also, the jackpot game state in which the jackpot game is being played is more favorable game states for the player than the non-time-saving state. On the other hand, the time-saving state CL (slight time-saving state), in which the possibility of winning the normal time-saving miss, which is the control trigger to the time-saving state C, is lower than the non-time-saving state in the special chart lottery, is more disadvantageous to the player than the non-time-saving state. For this reason, the time-saving state CL (slight time-saving state) is not a favorable game state for the player than the non-time-saving state. In addition, in the pachinko game machine PY1 according to this embodiment, the player can acquire many game balls by winning consecutive jackpot games in a state advantageous to the player that mainly relies on the lottery of the special chart 2. Therefore, the time-saving state C controlled according to the special miss has a rescue meaning because it can transition to a state mainly based on the lottery of the special chart 2 without going through a jackpot game.

[0338] 8-6.Example of this format 8-6-1.Performance mode Next, an example of the performance in the pachinko game machine PY1 of this embodiment will be described with reference to Figs. 54 to 57. First, the performance mode will be described. The performance mode is a form of performance using the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, etc., and when the performance mode is different, for example, the characters, items, background images, etc. displayed on the image display device 50 are different, and the variable performance using the performance symbols EZ1, EZ2, EZ3 is also executed in a form corresponding to the performance mode.

[0339] The presentation modes of this form include a terrestrial background mode in which a terrestrial background image as shown in Figure 54 is displayed, a space background mode in which a space background image as shown in Figure 55(A) is displayed, a first sky background mode and a second sky background mode in which sky background images as shown in Figures 55(B) and 55(C), respectively, are displayed, and a launch base background mode in which a launch base background image as shown in Figure 56 is displayed.

[0340] The ground background mode (FIG. 54) is a presentation mode that may be set when the second starting hole 12 is in a non-ball-entering easy state, that is, when the second starting hole 12 is in a low probability state and a non-time-saving state (normal game state), or when the second starting hole 12 is in a low probability state and a time-saving state CL (slight time-saving state). Specifically, in this embodiment, the ground background mode is set when the second starting hole 12 is in a slight time-saving state. For this reason, the ground background mode and its background image have a function of suggesting a slight time-saving state (time-saving state CL). The ground background mode is also set when the second starting hole 12 is in a non-time-saving state when no big win game has been played even once after the RAM is cleared. In other words, the ground background mode is a presentation mode that may be set when the game is progressing with the first starting hole 11 as the target. The ground background mode further includes a day background mode in which a daytime background image of the ground (daytime background image GH1) as shown in Figure 54(A) is displayed, an evening background mode in which an evening background image of the ground (evening background image GH2) as shown in Figure 54(B) is displayed, and a night background mode in which a background image showing the nighttime scenery of the ground (night background image GH3) as shown in Figure 54(C) is displayed.

[0341] The space background mode (Figure 55 (A)) is a presentation mode that is set when the state is in a high probability state and time-saving state A. In the space background mode, a space background image GH5 is displayed. The space background mode and its background image have a function of suggesting that the state is in a high probability state and time-saving state A. The first sky background mode (Figure 55 (B)) is a presentation mode that is set when the state is in a low probability state and time-saving state A. In the first sky background mode, a first sky background image GH6 is displayed. The first sky background mode and its background image have a function of suggesting that the state is in a low probability state and time-saving state A. The second sky background mode (Figure 55 (C)) is a presentation mode that is set when the state is in a low probability state and time-saving state C. In the second sky background mode, a second sky background image GH7 is displayed. The second sky background mode and its background image have a function of suggesting that the state is in a low probability state and time-saving state C. In other words, the space background mode, the first sky background mode, and the second sky background mode are all modes in the normal time-saving state in which it is easy to score a ball, and are presentation modes that are set when the game is progressing with the aim of hitting the second starting hole 12.

[0342] FIG. 55 shows an example of an image displayed on the display unit 50a in the normal time-saving state. As described above, in the pachinko game machine PY1, in the normal time-saving state, it is advantageous to progress in the game by hitting right to aim at the second starting hole 12. Therefore, the performance control microcomputer 121 can display a right-hit notification image GR in the upper right part of the display unit 50a, which notifies the player that the game should be played by hitting right to aim at the second starting hole 12. In addition, when a lamp or the like capable of instructing right or left hitting is provided on the display device 8, it is preferable that the lamp also displays a display that allows the player to advantageously progress in the game in each game state. Specifically, when the display device 8 has a right-hit lamp that instructs right hitting, it is preferable that the game control microcomputer 101 lights up the right-hit lamp in the normal time-saving state. In addition, in the normal time-saving state, an upper limit execution number (time-saving number) is set. Therefore, in the normal time-saving state, in order to indicate the end time of the normal time-saving state, the performance control microcomputer 121 may display a remaining number display GN capable of indicating the remaining number of times the time-saving state is to be performed.

[0343] The launch base background mode (Fig. 56) is a presentation mode that may be set when the second starting hole 12 is in a non-easily scored state, i.e., in a low probability state and in a non-time-saving state (normal game state). Specifically, this presentation mode may be set in a non-time-saving state in which at least one jackpot game has been played after the RAM has been cleared. In the launch base background mode, the launch base background image GH10 is displayed. The launch base background mode and its background image have the function of suggesting that the state is not in a time-saving state.

[0344] As mentioned above, in the non-time-saving state where no big win has been played after the RAM has been cleared, the same ground background mode as in the micro-time-saving state is set. In this embodiment, the non-time-saving state and the micro-time-saving state are the same in that they are non-ball-entering easy states. However, in the non-time-saving state, there is a possibility of transitioning to the normal time-saving state (time-saving state C) based on a normal time-saving miss, whereas in the micro-time-saving state, transitioning to the normal time-saving state based on a special miss is restricted. In other words, in this embodiment, the non-time-saving state is more advantageous to the player than the micro-time-saving state. Therefore, the launch base background mode and its background image have a function of suggesting that it is more advantageous to the player than when in the micro-time-saving state.

[0345] 8-6-2. Special chart 1 variation recommended performance Next, the special chart 1 variation recommendation performance will be described. The special chart 1 variation recommendation performance is a performance that may be executed in the launch base background mode. FIG. 57(A) is a diagram showing the transition to the launch base background mode. That is, FIG. 57(A) shows the display unit 50a when transitioning from a game state that is more advantageous to the player than the non-time-saving state to the non-time-saving state. FIG. 57(A) displays the launch base background image GH10. Also, in the launch base background mode, the launch instruction image GS is displayed. The launch instruction image GS is an image that can suggest that it is recommended to enter the game ball into the first starting hole 11 and receive the lottery of the special chart 1. In other words, the launch instruction image GS is a special chart 1 variation recommendation image. Furthermore, the launch base background image GH10 is a background image when the launch instruction image GS is displayed. Therefore, the launch base background image GH10 is a special chart 1 variation recommendation background image. In addition, in the pachinko game machine PY1, in the non-time-saving state, it is advantageous to play the game by hitting with the left hand to aim at the first starting hole 11. Therefore, the performance control microcomputer 121 can display a left-hand hitting notification image GL in the upper right part of the display unit 50a to notify the player that the game should be played by hitting with the left hand to aim at the first starting hole 11.

[0346] The launch base background mode is set in the case of a non-time-saving state in which at least one jackpot game has been played after RAM clearing. In other words, it is set when the state advantageous to the player, mainly the lottery of the special chart 2, ends after the jackpot and is controlled to the non-time-saving state. In this situation, the player tends to end the game. However, in the non-time-saving state, there is a possibility that the player will win the normal time-saving miss in the lottery of the special chart 1. In other words, ending the game in the non-time-saving state may be disadvantageous to the player. Therefore, the performance control microcomputer 121 of this form can recommend the player to continue playing and not lose profits by the special chart 1 variation recommendation performance even in the non-time-saving state after the state advantageous to the player, mainly the lottery of the special chart 2 after the jackpot, ends.

[0347] In the launch base background mode, when the game ball enters the first starting hole 11 and the lottery for the special drawing 1 starts, the performance control microcomputer 121 can execute the time-saving entry performance (see the notes in FIG. 32). In the time-saving entry performance of this form, an image is displayed indicating whether the rocket is launched normally or not.

[0348] When the result of the lottery of the special chart 1 is a normal time-saving failure (missing pattern A), as shown in FIG. 57(B), the microcomputer 121 for controlling the performance performs the time-saving entry performance in a successful mode. In this embodiment, in the time-saving entry performance in the successful mode, an image of a rocket being launched normally is displayed. In this case, in response to the result of the lottery of the special chart 1 being a normal time-saving failure (missing pattern A), the performance is controlled to the normal time-saving state (time-saving state C). Therefore, after performing the time-saving entry performance in the successful mode, in response to being controlled to the normal time-saving state (time-saving state C), the microcomputer 121 for controlling the performance sets the performance mode to the second sky background mode corresponding to the normal time-saving state (time-saving state C) as shown in FIG. 57(C).

[0349] On the other hand, when the result of the lottery of the special chart 1 is a slight time-saving miss (missing pattern B), as shown in FIG. 57(D), the microcomputer 121 for controlling the performance performs the time-saving entry performance in a failure mode. In this embodiment, in the time-saving entry performance in the failure mode, an image of the rocket not being launched normally is displayed. In this case, in response to the result of the lottery of the special chart 1 being a slight time-saving miss (missing pattern B), the performance is controlled to the slight time-saving state (time-saving state CL). Therefore, after performing the time-saving entry performance in the failure mode, in response to being controlled to the slight time-saving state (time-saving state CL), the performance control microcomputer 121 sets the performance mode to a ground background mode corresponding to the slight time-saving state (time-saving state CL) as shown in FIG. 57(E). In addition, after controlling to the ground background mode, the left-hit notification image GL is displayed on the display unit 50a for a predetermined period. This makes it possible to appropriately indicate to the player that the game will proceed with left-hitting thereafter.

[0350] In addition, the launch base background mode of this embodiment is a presentation mode related to the previous presentation mode. In other words, in the launch base background mode, after the presentation is performed in the space background mode or sky background mode set in the normal time-saving state, an image with content suggesting that the player will return to such a presentation mode again is displayed. For this reason, the launch base background mode and the special chart 1 variation recommendation presentation have a function of suggesting that even after the state advantageous to the player, mainly the lottery of the special chart 2 after the jackpot, has ended, the possibility of returning to that state is still higher than in the micro-time-saving state. Therefore, the player is unlikely to end the game even after the state advantageous to the player, mainly the lottery of the special chart 2 after the jackpot, has ended. This can prevent the player from becoming disadvantaged without knowing it.

[0351] 8-7. Main Effects of the First Embodiment As described above in detail, the pachinko game machine PY1 according to this embodiment has the second start hole 12 in which the game ball is easier to enter than in the non-easy-to-enter state (non-time-saving state, minute-time-saving state) in the easy-to-enter state (normal time-saving state), and the first start hole 11 in which the ease of the game ball entering does not change between the easy-to-enter state and the non-easy-to-enter state. Also, the game control microcomputer 101 can execute pattern variation accompanied by variable display and stop display of special patterns based on the entry of game balls into the first start hole 11 and the second start hole 12, and has a game control microcomputer 101 that sets the big win game state accompanied by the opening of the big win holes (first big win hole 14, second big win hole 15) when the big win pattern is stopped. In the non-time-saving state, which is one of the non-ball-entering-easiness states, the game control microcomputer 101 may set the state to the normal time-saving state (time-saving state C) in response to stopping and displaying the special symbol as a miss symbol A (time-saving miss mode) different from the jackpot symbol. Furthermore, in response to stopping and displaying the special symbol as a miss symbol B different from both the jackpot symbol and the miss symbol A (time-saving miss mode), the game control microcomputer 101 may set the state to the slight time-saving state (time-saving state CL). In addition, the game control microcomputer 121 may set the state to the non-time-saving state after a favorable game state (normal time-saving state) that is more favorable to the player than the non-time-saving state. In the non-time-saving state, the performance control microcomputer 121 may execute a special chart 1 change recommendation performance on the display unit 50a. The special chart 1 change recommendation performance is an image that can suggest that it is recommended to enter the game ball into the first starting hole 11 and receive the lottery for the special chart 1, and is a performance that can suggest that it is more favorable to the player than the slight time-saving state. This prevents the player from losing his / her profits, and thus increases the interest of the player.

[0352] In addition, in the pachinko game machine PY1 according to this embodiment, the microcomputer 121 for controlling the performance does not execute the special chart 1 change recommendation performance in the micro time shortening state. This makes it possible to increase the player's trust in the special chart 1 change recommendation performance. Therefore, it is possible to increase the interest by the special chart 1 change recommendation performance.

[0353] In the pachinko game machine PY1 according to this embodiment, the game control microcomputer 101 may enter a non-time-saving state after power-on. The presentation control microcomputer 121 may execute the special chart 1 variation recommendation presentation in the non-time-saving state after the advantageous game state (normal time-saving state), but does not execute the special chart 1 variation recommendation presentation in the non-time-saving state after power-on. It is highly likely that the player has spent a certain amount of time playing before reaching the advantageous game state (normal time-saving state). In the pachinko game machine PY1 according to this embodiment, it is possible to prevent players who have spent a certain amount of time playing from being disadvantaged by the special chart 1 variation recommendation presentation.

[0354] In the pachinko game machine PY1 according to this embodiment, the microcomputer 121 for controlling the performance can display images (day background image GH1, evening background image GH2, night background image GH3) related to the ground background mode as background images on the display unit 50a in the micro-time-saving state. In the non-time-saving state after power-on, images (day background image GH1, evening background image GH2, night background image GH3) related to the ground background mode may be displayed as background images. As a result, in the pachinko game machine PY1 according to this embodiment, the special chart 1 variation recommendation performance is executed for a player who has been playing for a certain amount of time, while for a player who starts playing in the non-time-saving state after power-on, it is difficult to distinguish whether the state is in the micro-time-saving state or the non-time-saving state. Therefore, for a player who is about to start playing, it is difficult to distinguish whether the state is in the micro-time-saving state or the non-time-saving state, and it is possible to increase interest.

[0355] 8-8. Modification of the first embodiment Next, modified examples of the pachinko game machine PY1 of this embodiment will be described. In the description of the modified examples, the same components as those of the above embodiment will be given the same reference numerals and will not be described. Of course, the modified examples may be appropriately combined to form a configuration. Furthermore, technical features in this embodiment and the following modified examples may be appropriately deleted unless they are described as essential in this specification.

[0356] For example, in this embodiment, the embodiment in which only the special miss exists as the losing symbol related to the special chart 1 has been described. However, the losing symbol related to the special chart 1 may be provided with not only the special miss but also a normal miss that is not controlled to the time-saving state. Also, for example, a special miss may be provided as the losing symbol related to the special chart 2. That is, the types and numbers of the losing symbols of the special chart 1 and the special chart 2 described in this embodiment are merely examples and can be changed as appropriate. The same applies to the jackpot symbol. Also, for example, as long as the non-time-saving state tends to be more advantageous to the player than the slight time-saving state, for example, there may be no slight time-saving miss as the losing symbol related to the special chart 1, and a slight time-saving miss may be provided for the losing symbol of the special chart 2. Also, for example, the number of time-saving times and the number of probability changes shown in this embodiment are merely examples and can be changed as appropriate. Also, for example, the type and number of jackpot games and the specific contents of the jackpot games can be changed as appropriate. For example, a pattern may be provided in which, after a big win, the game is not controlled to the time-shortened state but to the non-time-shortened state.

[0357] Also, for example, the performance control microcomputer 121 may be configured to be started in a state where a specific power condition in which RAM is cleared in response to power-on is satisfied, and may not perform the special chart 1 variation recommended performance in the non-time-saving state (normal game state). The performance control microcomputer 121 that does not perform the special chart 1 variation recommended performance in the non-time-saving state (normal game state) may be configured to display an image related to the ground background mode as a background image on the display unit 50a. That is, for example, when started in a state where a specific power condition in which RAM is cleared in response to power-on is satisfied, the performance control microcomputer 121 performs a special chart 1 variation recommended performance judgment of whether or not to perform the special chart 1 variation recommended performance, and if it is determined that the special chart 1 variation recommended performance is to be performed by the judgment, the special chart 1 variation recommended performance is performed, and if it is determined that the special chart 1 variation recommended performance is not to be performed by the judgment, the special chart 1 variation recommended performance may not be performed. Such a performance control microcomputer 121 may be configured to determine that the special chart 1 variation recommended performance is to be performed with a predetermined probability in the special chart 1 variation recommended performance judgment. For example, the performance control microcomputer 121 may display a selection screen that allows the user to select whether or not to perform the special chart 1 variation recommended performance when the microcomputer 121 is started in a state where a specific power condition in which the RAM is cleared in response to power-on is satisfied, and may determine that the special chart 1 variation recommended performance is to be performed in the special chart 1 variation recommended performance judgment when a selection input is made to perform the special chart 1 variation recommended performance while the screen is displayed. Alternatively, the performance control microcomputer 121 may display a selection screen that allows the user to select whether or not to perform the special chart 1 variation recommended performance when the microcomputer 121 is started in a state where a specific power condition in which the RAM is cleared in response to power-on is satisfied, and may determine that the special chart 1 variation recommended performance is not to be performed in the special chart 1 variation recommended performance judgment when a selection input is made to not perform the special chart 1 variation recommended performance while the screen is displayed. In addition, the performance control microcomputer 121 may be configured to not perform the special chart 1 variation recommended performance in a non-time-saving state when at least one jackpot game has been played after the RAM is cleared. In this case, it is sufficient to perform the special chart 1 variation recommended performance judgment of whether or not to perform the special chart 1 variation recommended performance. The contents of the special chart 1 variable recommendation performance are not limited to those described above and can be changed as appropriate.That is, the special chart 1 change recommendation effect may be, for example, an effect that displays an image that is the same as or related to the image displayed in the game state immediately before the non-time-saving state. Specifically, for example, the special chart 1 change recommendation effect may be an effect that displays an image that shows a mode (zone) that is the same as or related to the mode (or zone) of the game state immediately before the non-time-saving state.

[0358] In this embodiment, the pachinko gaming machine PY1, which is a so-called "ST machine" in which the winning probability is controlled to a high probability state during the ST (Special Time) period, among the so-called "first type" and "digital pachinko" types of pachinko gaming machines, has been described in detail. However, the gaming machine may be a "first type" pachinko gaming machine other than the "ST machine". For example, the gaming machine may be a so-called "one type two type mixed" pachinko gaming machine that has both the features of the "first type" pachinko gaming machine and the features of the "second type" pachinko gaming machine.

[0359] 9. Second embodiment Next, a second embodiment of the pachinko gaming machine PY1 will be described. Unless otherwise stated, the pachinko gaming machine PY1 of the first embodiment described above is also applied to the second embodiment.

[0360] 9-1. Main games on gaming machines The types of misses related to the pachinko game machine PY1 of this embodiment will be described in detail with reference to FIG. 58. As shown in FIG. 58, there are two types of misses determined by the drawing of special chart 1 (misses stopped and displayed on the special chart 1 display 81a), and there is one type of misses determined by the drawing of special chart 2 (misses stopped and displayed on the special chart 2 display 81b). Specifically, in the drawing of special chart 1, either "special chart 1_misses pattern A" or "special chart 1_misses pattern B" is determined. In addition, in the drawing of special chart 2, "special chart 2_misses pattern C" is determined.

[0361] As shown in FIG. 58, "Special symbol 1_missing symbol B" is a normal miss. "Special symbol 1_missing symbol A" and "Special symbol 2_missing symbol C" are special misses. A special miss is a miss that can trigger control of the time-saving state. In other words, if the result of the special symbol lottery is a special miss, the game control microcomputer 101 may control the game state after the stop display of the missing symbol to the time-saving state.

[0362] "Special symbol 1_missing symbol A" is a regular time-saving miss, and when the result of the special symbol lottery is "Special symbol 1_missing symbol A," the game control microcomputer 101 controls to the regular time-saving state C. For the time-saving state C based on "Special symbol 1_missing symbol A," the game control microcomputer 101 sets the number of time-saving times to 100. "Special symbol 1_missing symbol B" is a regular miss.

[0363] "Special symbol 2_missing symbol C" is a slight time-saving miss, and when the result of the special symbol lottery is "Special symbol 1_missing symbol B", the game control microcomputer 101 controls to the time-saving state CL, which is a slight time-saving state. For the time-saving state CL based on "Special symbol 2_missing symbol C", the game control microcomputer 101 sets the number of time-saving times to the number of times according to the game state. Specifically, when the result of the special symbol lottery in the non-time-saving state, the slight time-saving state, or the time-saving state C is "Special symbol 2_missing symbol C", the number of time-saving times is set to 1000 times. When the result of the special symbol lottery in the low probability state and the non-time-saving state, the slight time-saving state, or the time-saving state C is "Special symbol 2_missing symbol C", the same applies to the low probability state and the high probability state. In addition, if the result of the special pattern lottery in the low probability state and time-saving state A is "Special pattern 2_Missing pattern C", the number of time-saving times is set to 100. If the result of the special pattern lottery in the high probability state and time-saving state A, or the high probability state and non-time-saving state is "Special pattern 2_Missing pattern C", the number of time-saving times is set to 10.

[0364] Here, when comparing the high probability state and time-saving state A with the low probability state and time-saving state A, the high probability state and time-saving state A is the more advantageous game state for the player. This is because the probability of winning the jackpot pattern is higher. Also, when comparing the low probability state and time-saving state A with the time-saving state C, the low probability state and time-saving state A is the more advantageous game state for the player. This is because the time-saving state C is a game state controlled based on a special miss, while the time-saving state A is a game state controlled in response to the jackpot game being played. In other words, this is because the jackpot game has already been played. Therefore, when comparing the "high probability state and time-saving state A", "low probability state and time-saving state A", and "time-saving state C" from the viewpoint of superiority, the order of superiority can be said to be "high probability state and time-saving state A" > "low probability state and time-saving state A" > "time-saving state C".

[0365] In this embodiment, when the result of the special symbol lottery in the time-saving state is "Special symbol 2_missing symbol C", the more advantageous the game state is in the time-saving state, the more likely it is to be controlled to a micro-time-saving state (time-saving state CL) with fewer time-saving times. Note that, in the time-saving state, the functions related to the frequency with which the second starting hole 12 is in the ball-entering state per unit time can be adopted as described in the above embodiment.

[0366] 9-2. About the start winning command As shown in FIG. 59, the start winning command generated in this embodiment also includes lottery result information, whether it is a big win, a normal miss, or a special miss.

[0367] 9-3. Flow of the game in this form Next, the flow of game progress in the pachinko game machine PY1 of this embodiment will be described with reference to FIG. 60. The pachinko game machine PY1 is started with the flags and the like in the initial setting state by power input accompanied by the operation of the RAM clear switch 119. That is, when the pachinko game machine PY1 is started in a state where the specific power condition in which the RAM is cleared in response to power-on is satisfied, the game state is a non-time-saving state (normal game state). Furthermore, the probability fluctuation function is not activated, and the game state is a low probability state (normal probability state). When the pachinko game machine PY1 is started in a state where this specific power condition is satisfied, it is preferable to first proceed with the game by hitting from the left in order to make the game ball enter the first start hole 11. This is because the low probability state and the non-time-saving state are non-ball-entry easy states in which it is difficult to enter the second start hole 12. Then, when the game ball enters the first start hole 11, a lottery for the special chart 1 is performed, and a jackpot may be won based on this.

[0368] In the low probability state and non-time-saving state, the jackpot based on the lottery of special chart 1 includes a V-long jackpot and a V-short jackpot. When a V-long jackpot is won, a 10R jackpot game is played, and then the game is controlled to a high probability state and time-saving state A (normal time-saving state). For the high probability state and time-saving state A, the number of chance changes and the number of time-saving times are both set to 100. This state continues until the next jackpot game is played, or the number of pattern changes (non-specific number) with a lottery result of a miss is repeated for the number of time-saving times (number of chance changes). On the other hand, when a V-short jackpot is won, a 10R jackpot game is played, and then the game is controlled to a low probability state and time-saving state A (normal time-saving state). For the lo...

Claims

1. A game control means that can create a game state that is advantageous to the player, A gaming machine comprising an image display unit capable of displaying a predetermined animation image on a display unit, and an animation execution means capable of executing an animation using such an image display unit, The aforementioned performance execution means is It is possible to perform a variation effect in which multiple patterns are displayed in different areas of the display unit, and then stopped. During the aforementioned variation animation, a reach formation animation may be performed in which a reach is formed by some of the multiple symbols. As the aforementioned reach formation performance, When a specific reach formation animation is performed that displays a reach line capable of indicating the formation of a reach, it suggests a specific expectation level as the expected level of the advantageous game state, By performing a non-specific reach formation animation that does not display the aforementioned reach line, it may be possible to suggest a higher probability of winning compared to the aforementioned specific probability of winning. In the non-specific reach formation performance, the game machine is capable of showing the symbols related to the formation of a reach in a different manner than in the specific reach formation performance, even if they are symbols related to the same numbers.

2. The gaming machine according to Claim 1, The aforementioned reach formation performance is a performance in which only one reach is formed by a portion of the multiple symbols. The aforementioned performance execution means is It is possible to perform special suggestive effects that can indicate that the game is in the aforementioned advantageous state, A gaming machine in which, after executing one of the specified reach formation performance and the non-specified reach formation performance, the special suggestion performance is more likely to be executed than after executing the other.