Game machine

JP2025020484A5Pending Publication Date: 2026-08-03SANSEI R&D KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2023-07-31
Publication Date
2026-08-03

AI Technical Summary

Benefits of technology

【0008】 以上の本発明によれば、関連表示の表示態様を変化させる機能を備えた遊技機の興趣を向上させることが可能である。

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Abstract

To enhance interest in a game machine having a function of changing a display mode of a related display.SOLUTION: A game machine is configured such that an expectation degree image 720 (specific display) changeable in steps is displayed in an expectation degree notification area 9f in an expectation degree notification zone, and a degree of expectation differs according to a display mode (display stage) of the expectation degree image 720 (specific display) displayed in the expectation degree notification area 9f for a variation display corresponding to an icon of a blue heart when a notice display mode after a change when a display mode of an icon (related display) is changed to a notice display mode by execution of an icon performance (predetermined performance) is the blue heart (predetermined display mode) having a low degree of expectation from among multiple notice display modes.SELECTED DRAWING: Figure 66
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Description

[Technical Field]

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

[0002] Conventionally, gaming machines have been known that perform a variable display of identification information (for example, special symbols) and can be controlled to a special game state (for example, a jackpot game state) that is advantageous to the player depending on the display result of the variable display. Among these gaming machines, there are some that have a function of displaying related displays (for example, a reserve icon or a variable icon) related to the variable display of identification information and changing the display mode of the related displays (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2018-000563 Summary of the Invention [Problem to be solved by the invention]

[0004] The function of changing the display mode of related displays has already been adopted in many gaming machines as a method of preventing players from getting bored, and there is room for further improvement in order to increase the interest of gaming machines equipped with such functions.

[0005] The present invention has been made in consideration of the above circumstances, and its purpose is to improve the entertainment value of gaming machines that have a function for changing the display mode of related displays. [Means for solving the problem]

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

[0007] The gaming machine of means 1 is A gaming machine that can perform a variable display of identification information and control a special game state that is advantageous to a player according to the display result of the variable display, A related display means capable of displaying a related display related to the variable display; a specific display means capable of displaying a specific display that can be changed in stages; A pre-determination means capable of performing a pre-determination regarding the variable display before the variable display is started; a predetermined effect execution means for executing a predetermined effect that changes the display mode of the related display to one of a plurality of predetermined display modes based on the result of the preliminary determination; and a specific effect execution means capable of executing a specific effect different from the predetermined effect based on the result of the advance determination. When the predetermined effect is executed and the display mode of the related display changes, the display mode after the change can suggest the degree of expectation controlled by the special game state, When the display mode after the change is a special display mode among the plurality of display modes, the specific effect is more likely to be executed than when the display mode is not the special display mode. The gist of this is as follows. [Effects of the Invention]

[0008] According to the present invention, it is possible to increase the interest of a gaming machine that has a function for changing the display mode of related displays. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] FIG. 2 is a rear view of the gaming machine according to the embodiment of the present invention. [Figure 3] FIG. 2 is a front view showing the configuration of the game board according to the embodiment of the present invention. [Figure 4] FIG. 4 is an enlarged view of the main display shown in FIG. 3, showing the displays provided in the gaming machine. [Figure 5] FIG. 2 is a block diagram showing the electrical configuration of the gaming machine. [Figure 6] This is a table showing the correspondence between the type of jackpot and the opening pattern of the jackpot slot. [Figure 7] 10 is a table showing various random numbers acquired by a game control microcomputer. [Figure 8] (A) is a jackpot determination table, (B) is a jackpot type determination table, (C) is a normal pattern hit determination table, and (D) is a normal pattern change pattern selection table. [Figure 9] This is a fluctuation pattern table. [Figure 10] 10 is a flowchart of a main control process. [Figure 11] 10 is a flowchart of an interrupt process. [Figure 12] 10 is a flowchart of a start port sensor detection process. [Figure 13] This is a flowchart of the processing when the starting ball is scored. [Figure 14] 10 is a flowchart of a general operation process. [Figure 15] 10 is a flowchart of normal symbol standby processing. [Figure 16] This is a flowchart of the normal pattern correctness determination process. [Figure 17] This is a flowchart of the normal pattern random number shift process. [Figure 18] This is a flowchart of processing during normal pattern change. [Figure 19] 10 is a flowchart of the normal symbol determination process. [Figure 20] This is a flowchart of normal electric accessory processing. [Figure 21] 10 is a flowchart of special chart operation processing. [Figure 22] 10 is a flowchart of a special symbol waiting process. [Figure 23] This is a flowchart of the process for determining whether or not Special Chart 2 is correct. [Figure 24] This is a flowchart of the special chart 2 variation pattern selection process. [Figure 25] This is a flowchart of the special chart 2 variation pattern selection process. [Figure 26] Special Figure 2 is a flowchart of random number shift processing. [Figure 27] This is a flowchart of the special diagram 1 pass / fail determination process. [Figure 28] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 29] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 30] Special Figure 1 is a flowchart of random number shift processing. [Figure 31] This is a flowchart of processing during special pattern change. [Figure 32] 10 is a flowchart of a special symbol determination process. [Figure 33] This is a flowchart of special electric device processing (jackpot game). [Figure 34] 10 is a flowchart of a V round process. [Figure 35] 10 is a flowchart of a game status setting process. [Figure 36] 10 is a flowchart of a specific area sensor detection process. [Figure 37] 10 is a flowchart of a non-specific area sensor detection process. [Figure 38] This is a flowchart of the reserved ball number processing. [Figure 39] 10 is a flowchart of a power interruption monitoring process. [Figure 40] 10 is a flowchart of a sub-control main process. [Figure 41] 10 is a flowchart of a reception interrupt process. [Figure 42] 10 is a flowchart of a 2 ms timer interrupt process. [Figure 43] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 44] 10 is a flowchart of a received command analysis process. [Figure 45] 10 is a flowchart of a received command analysis process. [Figure 46]10 is a flowchart of the variable effect start processing. [Figure 47] 10 is a flowchart of the pending icon notification process. [Figure 48] This is a table showing the correspondence between the type of jackpot and the timing of movable piece operation (first predetermined value and second predetermined value) in the V round. [Figure 49] 10 is a timing chart showing the relationship between the second large winning opening sensor and the specific area (movable piece). [Figure 50] Schematic diagram of the second major prize device. [Figure 51] (A) is the first pending icon advance execution determination table, and (B) is the second pending icon advance execution determination table. [Figure 52] This is the first hold icon preview pattern determination table. [Figure 53] This is a second hold icon preview pattern determination table. [Figure 54] (A) is an explanatory diagram showing the display mode of the hold icon, (B) is an explanatory diagram showing the flow of the first hold icon notification executed based on pattern Y4 (gold heart), and (C) is an explanatory diagram showing the flow of the first hold icon notification executed based on pattern Y1 (blue heart). [Figure 55] 10 is a flowchart of the hold display effect setting process. [Figure 56] (A) is a hold display effect execution determination table, and (B) and (C) are hold display effect result determination tables. [Figure 57] (A) and (B) are hold display effect type determination tables, and (C) is a diagram showing the decorative image (star image) displayed in the hold display effect of the first effect type and the decorative image (cloud image) displayed in the hold display effect of the second effect type. [Figure 58](A) is a diagram showing a display screen in which the display pattern is stopped and the hold icons for Hold 1 to Hold 4 are displayed in the normal display mode (white hold), (B) is a diagram showing a display screen in which the first hold display effect of the first hold display type is being performed, and (C) is a diagram showing a display screen in which the second hold display effect of the second hold display type is being performed as the first hold display effect. [Figure 59] (A) is a figure showing the contents of the hold display effect of the first effect type continuing from Figure 58(B), (B) is a figure showing the contents of the hold display effect of the second effect type continuing from Figure 58(C), and (C) is a figure showing the display screen when the hold display effect ends without any hold changes. [Figure 60] (A) is a diagram showing the display screen when the hold display performance ends with a hold change, (B) is a diagram showing the display screen when the first of two hold display performances ends with a hold change, and (C) is a diagram showing the display screen when a hold display performance of the second performance type is being performed as the second hold display performance following (B). [Figure 61] (A) is a figure showing the contents of the second type of hold display effect (second time) continuing from Figure 60(C), (B) is a figure showing the display screen when the second hold display effect continuing from (A) ends without a hold change, and (C) is a figure showing the display screen when the second hold display effect continuing from (A) ends with a hold change. [Figure 62] 10A to 10C are diagrams showing display screens on which background previews are displayed. [Figure 63] (A) and (B) are background preview determination tables. [Figure 64] (A) is a diagram showing a display screen on which an operation instruction image is displayed in the button preview when a reach is achieved, (B) is a diagram showing a display screen on which a suggestive image is displayed based on the operation of the effect button in the button preview when a reach is achieved, and (C) is a diagram showing the types of suggestive images that are displayed based on the operation of the effect button in the button preview when a reach is achieved. [Figure 65] (A) and (B) are button advance notice decision tables when a reach is achieved. [Figure 66](A) is a diagram showing the display screen when the expectation level is not displayed (notified) in the expectation level notification zone, (B) is a diagram showing the types of expectation level image display patterns, and (C) is a diagram showing the display screen when the expectation level is displayed (notified) in the expectation level notification zone. [Figure 67] 10 is an expectation image display pattern determination table. [Figure 68] (A) is a diagram showing the display mode of the sliding door hold, (B) is a diagram showing a display screen in which the sliding door hold is displayed in a concealed display mode in the first effect hold display area, and (C) is a diagram showing a display screen in which the sliding door hold is displayed in a suggested display mode (hold change) in the variable effect hold display area. [Figure 69] (A) is a diagram showing the display mode of shutter hold, (B) is a diagram showing a display screen in which shutter hold is displayed in a concealed display mode in the first effect hold display area, and (C) is a diagram showing a display screen in which shutter hold is displayed in a suggested display mode (hold change) in the variable effect hold display area. [Figure 70] 10 is a flowchart of a confidential hold mode control process. DETAILED DESCRIPTION OF THE INVENTION

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

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

[0012] The pachinko gaming machine 1 of this embodiment displays a variable special symbol based on the entry of a gaming ball into the starting slot (also referred to as a "starting ball entry"), and can be controlled to a special game state advantageous to the player depending on the display result of the variable display. Specifically, when the variable display result shows (stops) a symbol combination (jackpot symbol) corresponding to a jackpot, a jackpot game (special game) that awards a predetermined game value (for example, prize balls) to the player becomes possible, making this a so-called "digital pachinko type" pachinko gaming machine. Note that a game in which a variable special symbol is displayed is also referred to as a "variable symbol game" or "variable game."

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

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

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

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

[0017] The effect button 63 functions as an input means used by the player when making an input, and also functions as an operation means that can be operated by the player. The player can use (operate) the effect button (first effect button 63a or second effect button 63b) depending on the game situation, the type of game effect being executed, etc. For example, when the first effect button 63a or the second effect button 63b is operated while a game effect is being executed, a predetermined operation-related effect is executed based on the operation. In this embodiment, the first effect button 63a (also referred to as the "first input means" or "first operation means") is provided on the top surface (top surface) of the upper tray 61 of the front frame 51, and the second effect button 63b (also referred to as the "second input means" or "second operation means") is provided on the left front surface of the lower tray 62.

[0018] The first effect button 63a and the second effect button 63b are configured as movable operating means operable in a predetermined operating mode. In this embodiment, the first effect button 63a operates as a vibration, and the second effect button 63b operates as a protrusion toward the user. The vibration of the first effect button 63a can be realized, for example, by configuring the first effect button 63a as a unit (effect button device) including an eccentric motor (vibration motor) and driving the eccentric motor. The protrusion of the second effect button 63b can be realized, for example, by configuring the first effect button 63a as a unit (effect button device) including a drive source (drive means) such as a stepping motor or actuator and driving the drive source. The first effect button 63a and the second effect button 63b function as movable parts (also referred to as "movable effect parts") for effects that are operable on the front side (front component) of the pachinko gaming machine 1.

[0019] In addition, the operating mode of the effect button 63 is not limited to that shown in this embodiment, and for example, the operating mode of the first effect button 63a may be to protrude upward or rotate, etc., and the operating mode of the second effect button 63b may be to vibrate or rotate, etc., and each effect button may be operable in an operating mode selected from a plurality of operating modes based on the effect pattern.

[0020] Furthermore, the configuration of the effect button 63 is not limited to that shown in this embodiment, and it is sufficient as long as it allows the player to make an input, and for example, it may be a lever-type input means (operation means), or it may be a contact-type input means (for example, a retractable type, a touch sensor type, etc.) in which the player makes an input by directly touching the button portion, or it may be a non-contact-type input means (photoelectric type, etc.) in which an input is made by detecting the proximity of a part of the player's body (for example, the palm of the hand).It may also be a type that does not operate (non-movable type).

[0021] On the game board 2, a game area 3, into which game balls launched by operating a launch handle 60 flow, is formed and surrounded by a rail member 4. The game board 2 (game area 3) can be seen from the front side (player side) of the pachinko game machine 1 through a window (viewing window) provided in the front frame 51 (see Figure 1).

[0022] A plurality of game nails 16 for guiding game balls are protruded from the game area 3, and a ball return prevention piece 6 is provided at the tip of the rail member 4. The ball return prevention piece 6 is intended to prevent game balls once guided into the game area from returning to the launching device. The game board 2 is also provided with decorative board lamps 5 (see Figure 5) that can emit various lights depending on the game situation.

[0023] An image display device 7 having a display screen 7a (display unit) capable of displaying various images (display objects) is provided near the center (within the play area) of the play board 2. The image display device 7 is equipped with a liquid crystal display (liquid crystal display), and is provided on the back side of the play board 2 so that the display screen 7a (display unit) can be seen from the front through an opening provided in approximately the center of the play board 2 (play area 3).

[0024] The display screen 7a of the image display device 7 is provided with a performance pattern display area 7b (also referred to as the "performance pattern display section") in which the performance pattern 8 is displayed. The performance pattern 8 is composed of three patterns: a left performance pattern 8L, a center performance pattern 8C, and a right performance pattern 8R, and the display changes in synchronization with the changing display of the special pattern described below, and the display is stationary in synchronization with the stationary display of the special pattern. The display can be displayed in a scrolling manner, for example, up and down, left and right, diagonally, etc. Any or all of the performance patterns 8L, 8C, and 8R may also be simply referred to as the "performance pattern 8".

[0025] The effect pattern display area 7b consists of three pattern display areas: "left," "center," and "right." The left pattern display area displays the left effect pattern 8L, the center pattern display area displays the center effect pattern 8C, and the right pattern display area displays the right effect pattern 8R.

[0026] It is not necessary to provide the positions of the left, center, and right symbol display areas separately, and they may be one symbol display area that displays three effect symbols. Also, in this embodiment, the left, center, and right effect symbols 8 are displayed, but for example, a matrix-shaped symbol display area of ​​3 rows and 3 columns is provided on the display screen to display nine effect symbols, and the stopping mode (stopping symbol) of the effect symbols is displayed by the arrangement (symbol combination) of each vertical, horizontal, and diagonal column when each symbol goes through a variable display and stops, or the symbol display area (effect symbol display region) is divided into a plurality of regions (for example, four), and three effect symbols are displayed in each region, and the number of effect symbols and the form of the symbol display area are not particularly limited.

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

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

[0029] Depending on the combination (stop display mode) of the left, center, and right effect patterns displayed (stopped display) in the effect pattern display area 7b, the result of the change display of the first special pattern displayed on the first special pattern display device 41a (also called the "first special pattern display section") described below and the result of the change display of the second special pattern displayed on the second special pattern display device 41b (also called the "second special pattern display section"), that is, the result of the special pattern hit / miss judgment (also simply called the "hit / miss judgment"), are displayed in a way that is easy for the player to recognize.

[0030] In this embodiment, the order in which the three variable display effect symbols 8L, 8C, and 8R stop (stop order) is, in principle, "left → right → center." That is, the first stop pattern in the stop order is the left effect symbol 8L, the second stop pattern in the stop order is the right effect symbol 8R, and the third (last) stop pattern in the stop order is the center effect symbol 8C. The first stop pattern in the stop order is also called the "first stop pattern," the second stop pattern in the stop order is also called the "second stop pattern," and the third stop pattern in the stop order is also called the "third stop pattern" or "final stop pattern."

[0031] Here, the special pattern is also referred to as a "special pattern" or "special identification information," the performance pattern 8 is also referred to as "performance identification information," either or both of the special pattern and performance pattern 8 are also referred to as "pattern" or "identification information," the first special pattern is also referred to as "special pattern 1," "first special pattern," "first special identification information," or "first identification information," the second special pattern is also referred to as "special pattern 2," "second special pattern," "second special identification information," or "second identification information," and the ordinary pattern is also referred to as a "regular pattern" or "ordinary identification information."

[0032] Further, at least one of the first special symbol display 41a described below that displays the first special symbol, the second special symbol display 41b described below that displays the second special symbol, and the main control unit 80 (game control microcomputer 81) described below that controls the display of the special symbols is also referred to as "special identification information display means," and at least one of the image display device 7 (display screen 7a) that displays the effect symbol 8, the sub-control unit 90 (effect control microcomputer 91) described below that controls the display of the effect symbol 8, and the image control unit 100 (image control microcomputer 101) is also referred to as "effect identification information display means." Furthermore, at least one of the image display device 7, the first special symbol display 41a, and the second special symbol display 41b is also referred to as "identification information display means" or "symbol display means," or simply referred to as "display means."

[0033] The display mode of the effect symbol 8 can be determined as follows. For example, if the result of the special symbol hit / miss judgment is a jackpot, the effect symbol 8 can be displayed as a three-digit identical pattern (so-called "double numbers"), such as "222" or "777." If the result of the special symbol hit / miss judgment is a miss, the effect symbol 8 can be displayed as a three-digit identical pattern (so-called "variant patterns"), such as "637" or "373," in which at least one of the three patterns is different from the others. A three-digit identical pattern (double numbers) is also called a "winning pattern arrangement," and a pattern arrangement in which at least one pattern is different from the others (variant patterns) is also called a "missing pattern arrangement." There are multiple types of pattern arrangements (display modes) for both winning and missing pattern arrangements. Furthermore, if the result of the special symbol hit / miss judgment is a jackpot, the effect symbol 8 can be displayed as a double number or a non-double number depending on the type of jackpot.

[0034] A player can easily grasp the progress of the game by looking at the effect symbols 8 displayed on the display screen 7a of the image display device 7. In other words, a player does not generally grasp the result of the special symbol hit / miss determination directly by looking at the special symbols displayed on the first special symbol display device 41a or the second special symbol display device 41b, but rather by looking at the effect symbols 8 displayed on the display screen 7a (the effect symbol display area 7b). Such game effects using the effect symbols 8 can be said to be effects (also called "notification effects") that notify the player of the result of the special symbol hit / miss determination. A game effect (notification effect) using the effect symbols 8 is also called a "effect symbol game effect," and an effect in which the effect symbols 8 are displayed in a variable manner and then stopped (determined) (i.e., effect symbol game effect) is also called a "variable effect."

[0035] Here, among the results of the special pattern hit / miss judgment, a "jackpot" is also referred to as a "specific result" or "first result," and a "miss" is also referred to as a "non-specific result" or "second result." In addition, the display mode (stop display mode) of the special pattern corresponding to the result of the special pattern hit / miss judgment is also referred to as a "specific mode," "specific display result," or "first display result," and the display mode (stop display mode) of the effect pattern 8 corresponding to the result of the special pattern hit / miss judgment is also referred to as a "non-specific mode," "non-specific display result," or "second display result." Furthermore, the display of changes in the special pattern and / or performance pattern that are executed based on the result of the special pattern hit / miss judgment is also called a "hit / miss fluctuation" or "specific fluctuation," and the display of changes in the special pattern and / or performance pattern that are executed based on the result of the special pattern hit / miss judgment is also called a "miss fluctuation" or "non-specific fluctuation."

[0036] On the display screen 7a of the image display device 7, in addition to displaying game effects (effect symbol game effects, notification effects, variable effects) using the effect symbols 8 as described above, various effect displays are also displayed, such as jackpot game effects (special game effects) executed in conjunction with jackpot games and demo effects for waiting customers. In the effect symbol game effects (variable effects), jackpot game effects, and demo effects, in addition to effect symbols such as numbers, various images other than effect symbols, such as background images and character images, are also displayed.

[0037] During demo effects, a display setting screen (not shown) can be displayed. The display setting screen allows the player to configure settings related to the effects of the gaming machine, such as the volume of the sound output from the speaker 67, the brightness of the display screen 7a, the brightness of the illumination components such as the board lamp 5 and the frame lamp 66, the background display, and the conditions for executing preview effects. While waiting for customers to play the demo effects, the player can operate the effect buttons or other operating means (e.g., the control lever, cross key, rotary knob, etc.) to display the effect setting screen on the display screen 7a. By operating the effect buttons, etc. according to the contents of the effect setting screen, the player can freely configure various settings related to the effects (so-called "customization"). Note that effects may also be customizable during variable play or special play (i.e., during play). In this case, the effect setting screen can be displayed in a portion of the display screen 7a so as not to interfere with the game (effect) currently in progress, allowing customization during play.

[0038] In addition to the effect symbol display area 7b, the display screen 7a is provided with a first effect hold display area 9c (first effect hold display section) that displays the first effect hold 9a according to the number of stored first special symbol holds described below, and a second effect hold display area 9d (second effect hold display section) that displays the second effect hold 9b according to the number of stored second special symbol holds described below. The number of displayed first effect holds 9a and second effect holds 9b can clearly show the player the number of stored first special symbol holds (hold number) displayed on the first special symbol hold display 43a described below and the number of stored second special symbol holds (hold number) displayed on the second special symbol hold display 43b described below. In other words, the effect hold display areas 9c and 9d display the effect holds 9a and 9b related to the variable display before the variable display starts (after which the variable display is scheduled to be executed (started)).

[0039] Here, the first effect hold displayed in the first effect hold display area 9c is also referred to as the "first hold icon," "first memory display," or "first related display," the second effect hold displayed in the second effect hold display area 9d is also referred to as the "second hold icon," "second memory display," or "second related display," and either or both of the first effect hold and the second effect hold are also referred to as the "hold icon," "memory display," or "related display," and the first effect hold display area 9c is also referred to as the "first hold icon display section," It is also referred to as the "first memory display unit," "first memory display means," "first related display unit," or "first related display means," and the second effect hold display area 9d is also referred to as the "second hold icon display unit," "second memory display unit," "second memory display means," "second related display unit," or "first related display means," and either or both of the first effect hold display area 9c and the second effect hold display area 9d are also referred to as the "hold icon display unit," "memory display unit," "memory display means," "related display unit," or "related display means."

[0040] 3, the display screen 7a is provided with a variable hold display area 9e that displays the effect hold related to the currently executed variable display, i.e., the effect hold corresponding to the consumed special symbol hold (first effect hold 9a or second effect hold 9b). In this embodiment, the variable hold display area 9e is provided between the first effect hold display area 9c and the second effect hold display area 9d. Therefore, the first effect hold 9a displayed in the first effect hold display area 9c corresponds to the special symbol 1 reserved ball number "1," "2," "3," and "4" in order from the right end to the left end, and the second effect hold 9b displayed in the second effect hold display area 9d corresponds to the special symbol 2 reserved ball number "1," "2," "3," and "4" in order from the left end to the right end. Then, with the start of the variable display of the first special symbol corresponding to the special symbol 1 reserved ball number "1" (consumption of the first special symbol hold), the first effect hold 9a corresponding to the reserved ball number "1" moves from the first effect hold display area 9c to the variable hold display area 9e (moving display). In addition, with the start of the variable display of the second special pattern corresponding to the number of reserved balls "1" for special pattern 2 (consumption of the second special pattern reserved), the second effect reserve 9b corresponding to that reserve moves (is moved and displayed) from the second effect reserve display area 9d to the variable reserve display area 9e. The number of reserved balls is also simply called the "number of reserved balls." In addition, when the number of reserved balls for special pattern is "0" and a game ball enters the start hole (first start hole 20 or second start hole 21) and the variable display of the special pattern begins, the effect reserve (first effect reserve 9a or second effect reserve 9b) is displayed in the variable reserve display area 9e with the start ball entering, which is the trigger for the start of the variable display (variable game).

[0041] Here, the variable hold display area 9e can also be referred to as a "memory display section," "memory display means," or "related display means," and the effect hold displayed in the variable hold display area 9e can also be referred to as a "memory display" or "related display." The effect hold displayed in the variable hold display area 9e is also referred to as an "active icon," "variable icon," "third memory display," or "third related display," and the effect hold (hold icon) displayed in the effect hold display areas 9c and 9d and the effect hold (variable icon) displayed in the variable hold display area 9e are collectively referred to simply as "icons," "memory displays," or "related displays." In addition, either or both of the effect hold display areas 9c and 9d and the variable hold display area 9e, which can display the effect holds 9a and 9b, are also referred to as an "icon display area," "hold display means," or "related display means."

[0042] Normally, when the effect pattern 8 is displayed on the display screen 7a (when a variable game is being executed), the icon (hold icon, variable icon) can be displayed in a visible (easy to see) state (also called the "first visible state") in the icon display area, but if a specific variable effect (such as an SP reach effect or development effect), a jackpot game effect, or a demo effect is executed on the display screen 7a while the icon is displayed, the icon may be temporarily hidden so as not to interfere with the visibility of the effect being executed.

[0043] As described above, the display screen 7a (image display device 7) capable of displaying various effect displays and effect images (also referred to as "display objects") is also referred to as the "effect display unit" or "effect display means." In addition, effects (effects performed on the display screen) that are performed by displaying on the display screen 7a, such as game effects (effect symbol game effects, notification effects, and variable effects) using the effect symbols 8, jackpot game effects, demo effects, and preview effects described below, are also referred to as "display effects."

[0044] A center decorative body 10 (so-called "center accessory") is provided near the center of the game board 2 (game area 3) and in front of the image display device 7, surrounding the display screen 7a. The center decorative body 10 is made of a plastic (resin) molded part, and is attached to the surface (front) of the game board 2 as a frame-shaped part (board part) with an opening in the center. The display screen 7a of the image display device 7 can be seen through the central opening of the center decorative body 10.

[0045] A stage section 11 having a game ball rolling surface on which game balls can roll is provided at the bottom of the center decorative body 10, and a hollow warp section 12 is provided at the left part of the center decorative body 10. The warp section 12 is provided with a warp entrance and a warp exit, and guides game balls flowing down the game area 3 (left game area 3A) to the stage section 11 by receiving the game balls from the warp entrance and discharging them from the warp exit. Game balls guided to the rolling surface of the stage section 11 are able to enter the first starting hole 20 (described below) at a higher rate than game balls not guided to the stage section 11. In addition, a decorative member 13 having an LED or other electric element (board lamp 5) that can light up or flash, and shaped like letters or figures, is provided at the top of the center decorative body 10.

[0046] A movable decorative element 14 (also referred to as a "movable effect element" or "movable body") is provided at the top of the center decorative body 10 and behind the decorative element 13. This movable decorative element 14 can be activated in a predetermined manner in response to game effects. While only a portion of the movable decorative element 14 is visible in FIG. 3, for example, when a game effect with a relatively high probability of a jackpot is executed, the movable decorative element 14 moves downward (falls) and covers the entire display screen 7a, making most of it visible. In this embodiment, such activation of the movable decorative element 14 (also referred to as a "movable effect") can be performed as a preview effect during the variable display of the effect symbols 8 or as part of a reach effect. The movable effect can heighten (stir up) the player's anticipation of a jackpot.

[0047] Here, the movable decorative member 14 corresponds to a so-called "gimmick," and the effect of operating the movable decorative member 14 (moving effect) corresponds to a "gimmick effect." The movable decorative member 14 (movable body) is also called a "moving part" or "moving effect means." In other words, the movable decorative member 14 functions as a moving part for effect (moving effect part).

[0048] In this embodiment, one movable decorative member 14 is provided at the top of the center decorative body 10, but the location and number of movable decorative members are not limited to this. For example, a movable decorative member may be provided on either or both of the left and right sides of the central opening (display screen 7a) of the center decorative body 10, or a movable decorative member may be provided below (on the stage section 11 side) the central opening (display screen 7a) of the center decorative body 10. A movable decorative member may also be provided on the front frame 51. In this case, two patterns can be provided: one in which a movable decorative member on the game board side is activated (also referred to as the "board-side movable decorative member" or "first movable decorative member"), and another in which a movable decorative member on the frame side is activated (also referred to as the "frame-side movable decorative member" or "second movable decorative member"). The movable decorative member on the game board side is also referred to as the "board-side movable decorative member" or "board-side movable body," and the movable decorative member on the frame side is also referred to as the "frame-side movable decorative member" or "frame-side movable body." In this way, increasing the variety of movable effects can enhance the excitement of the game. In addition to the movable decorative member 14, for example, when the effect button 63 vibrates, the effect (gimmick effect) that activates the effect button 63 can also be called a "movable effect," and the effect button 63 can also be called a "movable part" or "movable effect means."

[0049] Furthermore, the effect of generating (outputting) various sounds (sound effects) from speaker 67 is also referred to as sound effect, and speaker 67 is also referred to as "sound effect means." The effect of illuminating board surface lamps 5, frame lamps 66, decorative members 13, etc. is also referred to as "light-emitting effect" or "light effect," and board surface lamps 5, frame lamps 66, decorative members 13, etc. are also referred to as "light-emitting units" or "light-emitting effect means." In addition to board lamps 5, etc., for example, when the effect button 63 or launch handle 60 has built-in electric lighting components such as LEDs and the electric lighting components light up or flash, the effect of illuminating the effect button 63 or launch handle 60 can be referred to as "light-emitting effect," and the electric lighting components built into effect button 63 or launch handle 60 can be referred to as "light-emitting units" or "light-emitting effect means." "Display effect means," "movable effect means," "sound effect means," and "light-emitting effect means" are collectively referred to as "effect means."

[0050] Below the image display device 7 in the game area 3 (below the stage section 11), there is provided a fixed winning device 19 equipped with a non-variable first starting hole 20 (also called a "non-variable starting hole" or "fixed starting hole") in which the ease with which the game ball can enter (the probability of entering) does not change. A random number or the like for determining whether the special symbol has been selected is acquired based on the game ball entering the first starting hole 20 (the acquisition condition being met), and when the condition for starting the variation of the first special symbol is met, a judgment of whether the first special symbol has been selected (first special symbol selection judgment) is made, and the first special symbol is displayed to change and stop based on the result of the judgment of whether the first special symbol has been selected.

[0051] To the right of the image display device 7 in the game area 3, there is provided a variable winning device 22 equipped with a variable second starting hole 21 (also called a "variable starting hole") that changes the ease with which the game ball can enter (the probability of entering). The variable winning device 22 (second starting hole 21) is provided as a normal electric device. A random number or the like for determining whether the special symbol has been selected is acquired based on the game ball entering the second starting hole 21 (the acquisition condition being met), and when the condition for starting the variation of the second special symbol is met, a judgment of whether the second special symbol has been selected (second special symbol selection judgment) is made, and the variable display and stationary display of the second special symbol are executed based on the result of the judgment.

[0052] The variable winning device 22 is provided with an opening / closing member (blade member) 23, and opens and closes the second starting hole 21 by the operation of the opening / closing member 23. By the opening and closing operation of the opening / closing member 23, the second starting hole 21 can be changed between a first state (closed state) and a second state (open state) in which the possibility of a gaming ball entering the hole is higher than that of the first state. In other words, the opening / closing member 23 changes the possibility of a gaming ball entering the second starting hole 21 by performing a predetermined operation (opening and closing operation).

[0053] The opening / closing member 23 is driven by a second starting port solenoid 24 (see FIG. 5). In this embodiment, the second starting port 21 allows game balls to enter only when the opening / closing member 23 is in the open state, and game balls cannot enter when the opening / closing member 23 is in the closed state. Note that the second starting port 21 does not have to be completely ball-enterable when the opening / closing member 23 is in the closed state, as long as it is more difficult for game balls to enter when the opening / closing member 23 is in the closed state than when it is in the open state.

[0054] To the right of the first starting opening 20 in the game area 3, there are provided a first large prize device 31 having a variable first large prize opening 30 (also referred to as a "first variable prize opening" or a "first special prize opening") that changes the ease with which a game ball can enter (the possibility of entering), and a second large prize device 36 having a variable second large prize opening 35 (also referred to as a "second variable prize opening" or a "second special prize opening") that changes the ease with which a game ball can enter (the possibility of entering). In this embodiment, the second large prize opening 35 (second large prize opening 36) is located directly above the first large prize opening 30 (first large prize opening 31). Either or both of the first large prize opening 30 (first large prize opening 31) and the second large prize opening 35 (second large prize opening 36) are also referred to as a "special prize opening."

[0055] The first large prize device 31 is equipped with an opening / closing member 32, and the operation of the opening / closing member 32 opens and closes the first large prize opening 30. The opening / closing member 32 is driven by a first large prize opening solenoid 33 (see Figure 5). Game balls can enter the first large prize opening 30 only when the opening / closing member 32 is in the open state. By the opening and closing operation of the opening / closing member 32, the first large prize opening 30 can be changed between a ball-entry-disabled state (closed state) in which game balls cannot enter, and a ball-entry-enabled state (open state) in which game balls can enter.

[0056] The second large prize device 36 is equipped with an opening / closing member 37, and the operation of the opening / closing member 37 opens and closes the second large prize opening 35. The opening / closing member 37 is driven by a second large prize opening solenoid 38 (see Figure 5). The second large prize opening 35 can accept game balls only when the opening / closing member 37 is in the open state. By the opening and closing operation of the opening / closing member 37, the second large prize opening 35 can be changed between a ball-entry-disabled state (closed state) in which game balls cannot enter, and a ball-entry-enabled state (open state) in which game balls can enter.

[0057] The second large prize device 36 is also configured to include a specific area 39 (also called the "V area") and a non-specific area 49 (also called the "non-V area") through which a gaming ball that has entered the second large prize opening 35 can pass, and a movable piece 150 for guiding (distributing) a gaming ball that has entered the second large prize opening 35 to the specific area 39 or the non-specific area 49.

[0058] As will be described in detail later, the movable piece 150 is operable based on the number of gaming balls detected by the second large prize opening sensor 35a described below, and is driven by the movable piece solenoid 151 (see FIG. 5). When the movable piece solenoid 151 is OFF, i.e., when the movable piece 150 is not operating (non-operating state), a gaming ball that has entered the second large prize opening 35 is guided to a non-specific area 49 (an area other than the specific area) and is unable to pass through the specific area 39. On the other hand, when the movable piece solenoid 151 is ON, i.e., when the movable piece 150 is operating (operating state), a gaming ball that has entered the second large prize opening 35 is guided to the specific area 39 and is able to pass through the specific area 39 (also referred to as "V-passing"). The movable piece 150 is also referred to as a "moving member" or a "distributing member." In addition, the second large prize device 36 or the second large prize opening 35, which includes the movable piece 150, is also called a "V attacker."

[0059] The present pachinko gaming machine 1 is configured to generate a high probability state, described below, based on the detection that at least one gaming ball that has entered the second large prize opening 35 has passed through the specific area 39. The high probability state is one of the gaming benefits granted to the player, separate from the special game. The present pachinko gaming machine 1, which determines whether or not to generate a high probability state based on whether or not a gaming ball has passed through the specific area 39, is a so-called "V-sure machine," and the specific area 39 functions as a probability variable activation opening (probability variable area). Such a specific area 39 is not provided in the first large prize device 31 (first large prize opening 30). Note that the specific area 39 may be provided in the first large prize device 31 (first large prize opening 30).

[0060] The configuration of the second large prize winning device 36 will now be described in detail. FIG. 50 is a schematic diagram showing the second large prize winning device 36. As shown in the figure, gaming balls that enter the second large prize winning opening 35 pass through a predetermined gaming ball guide passage within the second large prize winning device and all pass through the second large prize winning opening sensor 35a (also referred to as the "ball entry detection means" or "ball entry detection sensor"). The second large prize winning opening sensor 35a is a sensor for detecting the entry of gaming balls into the second large prize winning opening 35, and it is possible to count the number of balls that enter the second large prize winning opening 35 based on the detection by the second large prize winning opening sensor 35a. When gaming balls are detected by the second large prize winning opening sensor 35a, the number of detections (i.e., the number of entered balls) is counted by the main control unit (ball entry counting means) described later on a round-by-round basis. This counting result (count value) is cleared at the end of the round.

[0061] Furthermore, a gaming ball detected by the second large prize opening sensor 35a then passes through a predetermined gaming ball guide passage and always passes through the specific area 39 or the non-specific area 49 (see Figures 50(a) and (b)). A gaming ball can pass through the specific area 39 only when the movable piece 150 is in operation (operating state), in other words, only when the specific area 39 is open. A specific area sensor 39a is provided in the specific area 39, and a gaming ball passing through the specific area 39 is detected by the specific area sensor 39a (see Figure 50(b)). The specific area sensor 39a is a sensor for detecting the passage of a gaming ball into the specific area 39. A non-specific area sensor 49a is provided in the non-specific area 49, and a gaming ball passing through the non-specific area 49 is detected by the non-specific area sensor 49a (see Figure 50(a)). The non-specific area sensor 49 a is a sensor for detecting the passage of a gaming ball into the non-specific area 49 .

[0062] The specific area sensor 39a and the non-specific area detection sensor 49a are also sensors for detecting the discharge of game balls from the second large prize opening 35, and it is possible to count the number of balls discharged from the second large prize opening 35 based on the detection by the specific area sensor 39a and the non-specific area detection sensor 49a. When game balls are detected by the specific area sensor 39a or the non-specific area detection sensor 49a, the number of detections (i.e., the number of balls discharged) is counted by the main control unit (discharge number counting means) described later on a round-by-round basis. This counting result (count value) is cleared when the round ends.

[0063] The number of balls entering and the number of balls ejected can be counted, for example, by adding 1 to a counter (count value) each time a game ball is detected entering and subtracting 1 each time a ball is detected ejected, or by providing a counter that counts the number of balls entering and a counter that counts the number of balls ejected and adding 1 to each counter each time a ball entering or being ejected is detected.

[0064] The number of game balls detected by the specific area sensor 39a is counted by the main control unit (described later) as the number of game balls passing through the specific area (specific area passing counting means), and the number of game balls detected by the non-specific area sensor 49a is counted by the main control unit (described later) as the number of game balls passing through the non-specific area (non-specific area passing counting means). These counts are also performed on a round-by-round basis, and the counting results (count values) are cleared when the round ends.

[0065] In addition, the specific area sensor 39a (also referred to as the "first discharge detection means" or "first discharge detection sensor") and the non-specific area detection sensor 49a (also referred to as the "second discharge detection means" or "second discharge detection sensor") that detect the discharge of a game ball that has entered the second large winning opening 35 are collectively referred to as the "discharge detection means" or "discharge detection sensor".

[0066] In this embodiment, the control program of the main control unit counts the number of game balls entering and exiting the second large prize opening 35, and determines whether the number of game balls entering and exiting matches based on the counting results. This makes it possible to monitor for any abnormalities or irregularities related to the entry of balls into the second large prize opening 36 (second large prize opening 35) having the specific area 39. Inside the second large prize opening 36 (second large prize opening 35), a movable piece 150 is operated to open and close the specific area 39. Therefore, there is a risk that game balls may become stuck in the movable piece 150 and become stuck in the second large prize opening 36 (second large prize opening 35). If such a ball jam occurs, game balls that enter the second large prize opening 35 are not subsequently ejected, resulting in a discrepancy between the number of game balls entering and the number of exiting. By monitoring the number of game balls entering and the number of exiting balls in this manner, it is possible to check for any ball jams. Furthermore, even if the specific area sensor 39a detects game balls due to fraudulent activity such as string tricks, the number of balls entering the machine and the number of balls ejected will not match, so this can be used to monitor for fraudulent activity and prevent unexpected losses from occurring.

[0067] In this embodiment, the control program of the main control unit can determine whether an error has occurred regarding the passage of a gaming ball into the specific area 39. Specifically, a specific area validity period, during which the detection of a gaming ball by the specific area sensor 39a is considered valid, is set when the movable piece 150 starts moving. If a gaming ball is detected by the specific area sensor 39a (if a detection is made by the specific area sensor 39a) during a period other than the specific area validity period (a period other than the specific area validity period), an error is determined to have occurred, and the detection is treated as invalid. Also, if an abnormality occurs in the signal (specific area passage signal) of the specific area sensor 39a due to a poor connection or the like, it can be determined to have occurred. By determining an error based on the specific area validity period or a poor connection or the like of the specific area sensor 39a, it is possible to monitor for fraudulent activity, equipment malfunction, damage, etc., thereby preventing unexpected damage from occurring.

[0068] A gate 28 (game ball passage opening) through which game balls can pass is provided in the area of ​​the game area 3 to the right of the center decorative body 10. A random number or the like for determining whether a normal symbol is a winner is acquired based on the passage of a game ball through the gate 28, and when the normal symbol variation start condition is met, a normal symbol win / loss determination is executed to determine whether or not to open the second start opening 21, and the normal symbol variation display and stop display are executed based on the result of the determination. Then, when the winning normal symbol is displayed as a stop, the second start opening 21 opens.

[0069] A plurality of general prize openings 27 are provided in the area of ​​the game area 3 below the center decorative body 10. In this embodiment, four general prize openings 27 are provided, three of which are left general prize openings located to the left of the first starting opening 20, and one is a right general prize opening located to the right of the first large prize opening 30. The first starting opening 20, the second starting opening 21, the first large prize opening 30, the second large prize opening 35, and the general prize opening 27 are each ball openings that trigger the payout of prize balls, and when a game ball enters each ball opening, a predetermined number of game balls (also referred to as "prize balls") are paid out from each ball opening. For example, the number of prize balls at the first starting port 20 can be "3", the number of prize balls at the second starting port 21 can be "1", the number of prize balls at the general prize port 27 can be "10", and the number of prize balls at the first large prize port 20 and the second large prize port 35 can be "15".

[0070] The game area 3, which is thus arranged with multiple ball entry ports (first start port 20, second start port 21, first major prize port 30, second major prize port 35, general prize port 27, and gate 28), can be divided into a left game area 3A (first area) on the left side of the center in the horizontal direction, and a right game area 3B (second area) on the right side. Firing a game ball so that it flows down through the left game area 3A is also called a "left hit," and firing a game ball so that it flows down through the right game area 3B is also called a "right hit."

[0071] Of the multiple ball entry ports, the first start port 20 and the three left general entry ports 27 are provided so that game balls flowing down the left game area 3A of the game area 3 can enter. In addition, the second start port 21, the first large entry port 30, the second large entry port 35, the right general entry port 27, and the gate 28 are provided so that game balls flowing down the right game area 3B of the game area 3 can enter. For this reason, in this pachinko game machine 1, when starting play, the player generally aims to enter the first start port 20 by hitting with the left hand. On the other hand, when the game state changes, for example, by winning a jackpot in the special symbol hit determination based on the ball entering the first start port 20, the player generally aims to enter the gate 28, the second start port 21, the first large entry port 30, or the second large entry port 35 by hitting with the right hand.

[0072] The number of starting gates, big prize gates, general prize gates and gates is not limited to that in this embodiment, and the number of each can be any number, such as three starting gates, one big prize gate, three general prize gates or two gates.

[0073] 3 and 4, a main display 40 is provided outside the play area 3 (outside the play area) and at the lower right of the play board 2. The main display 40 includes a first special symbol display 41a (first special symbol display section) for displaying a first special symbol as a variable and stationary display, a second special symbol display 41b (second special symbol display section) for displaying a second special symbol as a variable and stationary display, a normal symbol display 42 (normal symbol display section) for displaying a normal symbol as a variable and stationary display, a first special symbol reserve display 43a for displaying the number of stored win / loss determination information related to the first special symbol (first special symbol reserve), a second special symbol reserve display 43b for displaying the number of stored win / loss determination information related to the second special symbol (second special symbol reserve), and a normal symbol display It includes a normal symbol hold indicator 44 that displays the number of memories of 42 that have been put on hold (normal symbol hold), a round indicator 45 that indicates the number of rounds of jackpot play that will be executed when the result of the first special symbol hit / miss / miss judgment or the second special symbol hit / miss / miss judgment is a jackpot (specific result), a game status indicator 46 that indicates that the probability fluctuation function is activated, a launch direction indicator 47 that indicates the direction in which the game ball will be launched (whether it should be hit to the left or the right), and a hit indicator 48 that indicates that the result of the first special symbol hit / miss / miss judgment or the second special symbol hit / miss / miss judgment is a jackpot (see Figure 4).

[0074] The first special pattern and the second special pattern are sometimes collectively referred to as "special patterns", the first special pattern display 41a and the second special pattern display 41b are sometimes collectively referred to as "special pattern display" or "special pattern display unit", and the first special pattern reserve display 43a and the second special pattern reserve display 43b are sometimes collectively referred to as "special pattern reserve display" or "special pattern reserve display unit".

[0075] The special symbol display unit displays a special symbol (identification information) in a variable manner for a predetermined time and then stops and displays it, and the stopped special symbol (stopped symbol) notifies the result of the lottery (determination of whether the special symbol is a hit or a loser, the big win lottery) based on the ball entering the first start hole 20 or the second start hole 21. In other words, the variable display of the first special symbol (determination of whether the first special symbol is a hit or a loser) is made based on the game ball entering the first start hole 20, and the variable display of the second special symbol (determination of whether the second special symbol is a hit or a loser) is made based on the game ball entering the second start hole 21.

[0076] The special symbol (stop symbol) that is displayed as a stop symbol is one that is selected from multiple types of stop symbols depending on the result of the special symbol hit / miss determination. If the stop symbol is a predetermined jackpot symbol (specific special symbol, specific identification information), that is, if the stop display mode of the special symbol (the display result of the special symbol fluctuation display) is a specific mode (specific display result) that indicates a jackpot, the game transitions to a jackpot game state (special game state) in which a jackpot game (special game) can be executed in which the first large prize opening 30 or the second large prize opening 35 is opened in an opening pattern that corresponds to the type of jackpot symbol that is displayed as a stop symbol. The opening patterns of the large prize openings (first large prize opening 30, second large prize opening 35) in the jackpot game will be described later.

[0077] The special symbol remains stationary until a predetermined display time (determined display time) has elapsed. If the displayed special symbol is a losing symbol (missing, non-specific, non-specific display result) and a reserved special symbol is stored at the time of the display, the oldest (earliest) reserved special symbol in the stored order (also called "storage order") is consumed after the display time has elapsed, thereby initiating the variable display of the next special symbol. If the displayed special symbol is a losing symbol and no reserved special symbol is stored at the time of the display, the special symbol remains stationary even after the display time has elapsed. On the other hand, if the displayed special symbol is a jackpot symbol, the game transitions to the opening period of the jackpot game (described below) after the display time has elapsed, and the first round of the jackpot game begins after the opening period.

[0078] The stop display time of the special symbol is generally set to "0.5 to 1.0 seconds," and in this embodiment, it is set to "0.6 seconds." The stop display time when the stopped special symbol is a losing symbol (missing stop display time) may be different from the stop display time when the stopped special symbol is a jackpot symbol (jackpot stop display time). In this case, the jackpot stop display time may be longer than the losing stop display time, or the losing stop display time may be longer than the jackpot stop display time. The stop display time may also be different depending on the game state, such as a low base state or a high base state, as described below. The losing stop display time is also called a "non-specific stop display time," and the jackpot stop display time is also called a "specific stop display time."

[0079] As shown in Fig. 4, the first special symbol display 41a is composed of eight LEDs indicated by "i to p" and displays special symbols according to the result of the first special symbol hit / miss judgment. In this embodiment, seven types of jackpots, "7R 1st to 7th jackpots", are provided as a result of the first special symbol hit / miss judgment (see Fig. 6, Fig. 8, etc.), and the LEDs of the first special symbol display 41a are capable of displaying display modes (specific modes, specific display results) according to each of the seven types of jackpots.

[0080] Specifically, if the result of the first special symbol hit / miss judgment is "7R 1st jackpot", the three "ijn" LEDs will light up and the rest will be turned off (7R 1st jackpot symbol), if it is "7R 2nd jackpot", the three "imn" LEDs will light up and the rest will be turned off (7R 2nd jackpot symbol), if it is "7R 3rd jackpot", the three "jln" LEDs will light up and the rest will be turned off (7R 3rd jackpot symbol), and if it is "7R 4th jackpot", the three "jkn" LEDs will light up and the rest will be turned off (7R 4th jackpot symbol). In the case of a "7R 5th jackpot", three "kln" LEDs are lit and the rest are turned off (7R 5th jackpot symbol), in the case of a "7R 6th jackpot", three "klp" LEDs are lit and the rest are turned off (7R 6th jackpot symbol), in the case of a "7R 7th jackpot", three "kln" LEDs are lit and the rest are turned off (7R 7th jackpot symbol), etc., various jackpot symbols (specific modes, specific display results) are displayed by combining the lighting and turning off of multiple LEDs that make up the first special symbol display 41a. Also, if the result of the first special symbol hit / miss judgment is "miss", one "n" LED is lit and the rest are turned off (miss symbol).

[0081] On the other hand, the second special symbol display 41b is composed of eight LEDs indicated by "a to h" and displays special symbols according to the result of the second special symbol hit / miss judgment. In this embodiment, two types of jackpots, "10R 8th jackpot" and "10R 9th jackpot", are provided as the result of the second special symbol hit / miss judgment (see Figures 6, 8, etc.), and the LEDs of the second special symbol display 41b can display display modes (specific modes, specific display results) according to each of these two types of jackpots.

[0082] Specifically, if the result of the second special symbol hit / miss judgment is "10R 8th jackpot", the four "acde" LEDs are lit and the rest are turned off (10R 8th jackpot symbol), and if it is "10R 9th jackpot", the four "bfgh" LEDs are lit and the rest are turned off (10R 9th jackpot symbol), etc., various jackpot symbols (specific modes, specific display results) are displayed by combining the lighting and turning off of the multiple LEDs that make up the second special symbol display 41b. Also, if the result of the second special symbol hit / miss judgment is "miss", one "g" LED is lit and the rest are turned off (miss symbol).

[0083] In addition, the stopping display mode of the special pattern (stopping pattern) and the type of jackpot (type of number of rounds, number of jackpots, etc.) are not limited to this embodiment and can be set arbitrarily.

[0084] Before the special symbol is displayed statically, the special symbol is displayed dynamically for a predetermined period of time. The special symbol's variable display can be, for example, a display in which each LED lights up so that light flows repeatedly in a predetermined order, such as a clockwise or counterclockwise direction. Furthermore, the first special symbol displayed statically on the first special symbol display 41a maintains its static display mode until the aforementioned static display time has elapsed, at which point the next variable display begins. Similarly, the second special symbol displayed statically on the second special symbol display 41b maintains its static display mode until the aforementioned static display time has elapsed, at which point the next variable display begins. If the next variable display does not begin, the static display mode is maintained even after the static display time has elapsed.

[0085] In the pachinko gaming machine 1, when a gaming ball enters the first starting hole 20 or the second starting hole 21, various information (also referred to as "acquired information"), such as a random number for determining whether a special symbol has been drawn, is acquired based on the ball (acquisition means), and the acquired information can be stored as a special symbol reserve (also referred to as "reserved information") in a special symbol reserve memory unit (not shown) formed in the RAM of the main control unit 80 (reserved memory means). Specifically, if the ball enters the first starting hole 20, it is stored as a first special symbol reserve (also referred to as "first reserved information") in the first special symbol reserve memory unit (not shown), and if the ball enters the second starting hole 21, it is stored as a second special symbol reserve (also referred to as "second reserved information") in the second special symbol reserve memory unit (not shown). An upper limit is set for the number of special symbol reserves (acquired information) that can be stored in each special symbol reserve memory unit, and in this embodiment, the upper limit is "4."

[0086] Here, the "special chart reservation memory unit" is also referred to as the "acquisition information memory means" or "reservation memory means," the first special chart reservation memory unit is also referred to as the "first acquisition information memory means" or "first reservation memory means," and the second special chart reservation memory unit is also referred to as the "second acquisition information memory means" or "second reservation memory means." In addition, either or both of the first special chart reservation memory unit and the second special chart reservation memory unit are also referred to as the "special chart reservation memory unit," "acquisition information memory means," or "reservation memory means," or simply referred to as the "storage means."

[0087] The reserved special symbols stored in the reserved special symbol storage unit are consumed when the display of the special symbol variations based on the reserved special symbols begins (is executed). In other words, the consumption of reserved special symbols means determining the random number or the like for determining whether the special symbol corresponds to the reserved special symbol and executing the display of the special symbol variations to show the result of the determination. Therefore, in the pachinko gaming machine 1, even if the display of the special symbol variations based on the ball entering the first starting hole 20 or the second starting hole 21 cannot be executed immediately upon the ball entering, i.e., even if the display of the special symbol variations is being executed or a special game is being executed, it is possible to reserve the right to determine whether the ball is a special symbol, up to a predetermined number ("4" in this embodiment).

[0088] The number of reserved special drawings stored in the reserved special drawing storage unit is displayed on the first reserved special drawing display 43a and the second reserved special drawing display 43b. Specifically, the first reserved special drawing display 43a is composed of two LEDs, "uv", and displays the number of reserved first special drawings by controlling the display of the LEDs according to the number of reserved first special drawings. For example, if the number of pending orders is "0", the display can be "u□v□" (for example, □: off, ●: red, ▲: green), with both LEDs turned off; if the number of pending orders is "1", the display can be "u□v●", with the "u" LED turned off and the "v" LED turned on in red; if the number of pending orders is "2", the display can be "u●v□", with the "u" LED turned on in red and the "v" LED turned off; if the number of pending orders is "3", the display can be "u●v●", with both LEDs turned on in red; and if the number of pending orders is "4 (maximum number)", the display can be "u▲v▲", with both LEDs turned on in green.

[0089] In addition, the second special chart reserve indicator 43b is composed of two LEDs "wx", and displays the number of second special chart reserves by controlling the display of the LEDs according to the number of second special chart reserves. For example, when the reserve number is "0", the display mode is "w□x□" (for example, □: off, ●: red lit, ▲: green lit), in which both LEDs are turned off, and the reserve numbers "1" to "4" are also determined in the same way as the first special chart reserve indicator 43a.

[0090] The normal symbol variable display is triggered by the passage of a gaming ball through the gate 28. The normal symbol display device 42 displays the normal symbol variable for a predetermined period of time and then displays it in a stopped state, and the stopped normal symbol (stopped symbol) notifies the result of the normal symbol hit / miss judgment based on the passage of the gaming ball through the gate 28. The stopped normal symbol is one normal symbol selected from multiple types of normal symbols by the normal symbol hit / miss judgment. If the stopped normal symbol is a predetermined specific normal symbol (winning normal symbol), an auxiliary game is played in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.

[0091] As shown in FIG. 4, the normal symbol display 42 is composed of two "st" LEDs, and the lighting pattern of these LEDs can display a normal symbol corresponding to the result of the normal symbol win / loss judgment. For example, if the judgment result is a win, a winning normal symbol is displayed with both LEDs lit, as in "s■t■" (e.g., ■: lit, □: off). If the judgment result is a miss, a losing normal symbol is displayed with only the "t" LED lit, as in "s□t■". Note that the losing normal symbol is not a specific normal symbol. Before the normal symbol is displayed, a variable display of the normal symbol is executed for a predetermined variable time, and the variable display pattern is, for example, a pattern in which both LEDs alternately light up and go out. Furthermore, the normal symbol displayed on the normal symbol display 42 remains in that fixed display pattern until the next variable display of the normal symbol begins.

[0092] In the pachinko gaming machine 1, when a gaming ball passes through the gate 28, various information (also referred to as "acquired information") such as a random number for determining whether a normal symbol is a hit or miss is acquired based on that passage, and the acquired information can be stored as a normal symbol reserve (reserved information) in a normal symbol reserve memory unit (not shown) formed in the RAM of the main control unit 80. An upper limit is set for the number of normal symbol reserves that can be stored in the normal symbol reserve memory unit, and in this embodiment, the upper limit is "4." A normal symbol reserve stored in the normal symbol reserve memory unit is consumed when it becomes possible to display a variable normal symbol based on that normal symbol reserve. Consumption of a normal symbol reserve means determining the random number for determining whether a normal symbol is a hit or miss corresponding to that normal symbol reserve and executing a variable normal symbol display to show the result of the determination. Therefore, in the pachinko game machine 1, even if the display of the normal pattern variation based on the passage of the game ball through the gate 28 cannot be executed immediately at the time of the passage, that is, even if the display of the normal pattern variation is being executed or an auxiliary game is being executed, the right to judge whether the normal pattern is correct or not for the passage can be reserved up to a predetermined number.

[0093] The number of reserved general maps stored in the reserved general map memory unit is displayed on the reserved general map display 44. Specifically, the reserved general map display 44 is composed of two LEDs, "qr," and displays the number of reserved general maps by lighting up the LEDs according to the number of reserved general maps. For example, when the reserved number is "0," the display mode is "q□r□" (e.g., □: off, ●: red light, ▲: green light), with both LEDs turned off. When the reserved number is "1," the display mode is "q□r●," with the "q" LED turned off and the "r" LED lit in red. The reserved numbers "2" to "4" are also determined in the same way as the first special map reserve display 43a.

[0094] As shown in FIG. 4, the round display 45 is composed of two LEDs, a 7R lamp and a 10R lamp. In this round display 45, for example, when one of the 7R first to seventh jackpots occurs, the 7R lamp is lit and displayed at the timing when the corresponding jackpot symbol is confirmed and displayed. Specifically, the display mode is such as "7R ▲ 10R △" (for example, △: off, ▲: on). Also, when the 10R eighth jackpot or the 10R ninth jackpot occurs, the 10R lamp is lit and displayed at the timing when the corresponding jackpot symbol is confirmed and displayed. Specifically, the display mode is such as "7R △ 10R ▲" (for example, △: off, ▲: on).

[0095] As shown in Fig. 4, the win indicator 48 is composed of three LEDs indicated by "b1 to b3," and when the above-mentioned jackpot symbol (specific mode, specific display result) is displayed in the special symbol display section, the LEDs are lit in a predetermined mode accordingly, thereby indicating (informing) that the result of the first special symbol hit / miss judgment or the second special symbol hit / miss judgment is a jackpot. Specifically, for example, if the result of the first special symbol hit / miss judgment is a jackpot (specific result), and the first special symbol is displayed based on this, and then a variable display of the first special symbol is performed on the first special symbol display 41a, and one of the above-mentioned 7R first to seventh jackpot symbols is displayed (stopped display) on the first special symbol display 41a, the "b1" and "b2" LEDs are lit and the "b3" LED is turned off in the order of "b1■b2■b3□" (for example, ■: lit, □: unlit). Furthermore, if the result of the second special pattern hit / miss judgment is a hit (specific result), and the second special pattern is displayed based on this on the second special pattern display 41b, and then the aforementioned 10R 8th jackpot pattern or 10R 9th jackpot pattern is displayed (stopped display) on the second special pattern display 41b, the "b1" and "b3" LEDs are lit and the "b2" LED is turned off as follows: "b1■b2□b3■" (for example, ■: lit, □: unlit).

[0096] In this way, the hit display 48 can notify whether the special symbol hit / miss judgment that triggered the jackpot when a jackpot occurs (when the jackpot symbol is displayed) is a first special symbol hit / miss judgment or a second special symbol hit / miss judgment, depending on the lighting state of the three LEDs "b1 to b3." Such notification of the type of special symbol hit / miss judgment that triggered the jackpot by the hit display 48 is also called "judgment notification," and the hit display 48 is also called "judgment notification means."

[0097] The judgment notification by the hit display 48 is made for a predetermined period from the occurrence of a jackpot (display of a jackpot pattern), and in this embodiment, it is made from the occurrence of a jackpot (display of a jackpot pattern) until the next jackpot occurs (until the next jackpot pattern is displayed). For example, if a jackpot pattern is displayed (stopped) on the first special pattern display 41a while playing with the left hand (while the first special pattern is being displayed as it changes), and then, after a jackpot game, a jackpot pattern is displayed (stopped) on the second special pattern display 41b while playing with the right hand (while the second special pattern is being displayed as it changes), the display mode (lighting mode) of the jackpot display 48 will change to "b1■b2■b3□" in response to the display of the jackpot pattern on the first special pattern display 41a, and the display mode "b1■b2■b3□" of the jackpot display 48 will then be maintained until the jackpot pattern is displayed on the second special pattern display 41b. Then, when a jackpot pattern is displayed on the second special pattern display 41b, of the two LEDs "b1" and "b2" of the hit display 48 that had been lit up until then, "b2" is turned off, and the display mode (lighting mode) of the hit display 48 becomes "b1■b2□b3■." Also, for example, if a jackpot pattern is displayed on the first special pattern display 41a, and then a jackpot pattern is displayed again on the first special pattern display 41a after a jackpot game, the display mode (lighting mode) of the hit display 48 becomes "b1■b2■b3□" in response to the display of the previous jackpot pattern on the first special pattern display 41a, and then even after a jackpot pattern related to the next jackpot is displayed on the first special pattern display 41a, the display mode "b1■b2■b3□" of the hit display 48 is maintained. For this reason, in this embodiment, between the "first (previous) jackpot" and the "later (next) jackpot" (between jackpots), it is possible to indicate (announce) the type of special pattern judgment that triggered the first (previous) jackpot.

[0098] The execution period of the determination notification by the win indicator 48 (determination notification period) does not have to extend over the jackpot interval as in this embodiment. For example, it can be from the occurrence of a jackpot (display of a jackpot symbol) to the end of the jackpot game related to that jackpot, or from the occurrence of a jackpot (display of a jackpot symbol) to a predetermined time after the jackpot game related to that jackpot has elapsed, or from the occurrence of a jackpot (display of a jackpot symbol) to a predetermined number of variable display of special symbols after the jackpot game related to that jackpot. Furthermore, if the game state after the end of the jackpot game is a game state (also referred to as a "special game state") that is more advantageous to the player than a normal game state, such as a high-probability state or a time-saving state, the determination notification period can be from the occurrence of a jackpot (display of a jackpot symbol) to the end of the special game state. Furthermore, if an abnormal passage through a specific area described later occurs during a jackpot game, a predetermined period from the occurrence of the abnormal passage through the specific area can be set as the judgment notification period. In this case, the LED of the win indicator 48 is lit in a display mode (lighting mode) that indicates the type of special symbol win / loss judgment (first special symbol win / loss judgment or second special symbol win / loss judgment) that triggered the jackpot game being played when the abnormal passage through the specific area occurred.

[0099] In this embodiment, the display mode (initial display mode) of the win indicator 48 when the pachinko gaming machine 1 is powered on is, in principle, a mode in which all three LEDs "b1-b3" are off (all off). Furthermore, in this embodiment, the display by the win indicator 48 (i.e., the "determination notification") is subject to backup. Therefore, for example, if a power outage occurs while the display mode of the win indicator 48 is "b1■b2■b3□," the LED lighting pattern data associated with that display mode is stored (backed up) in RAM. The next time the power is turned on, the backed-up lighting pattern data will restore the display mode of the win indicator 48 to the same state as before the power outage. However, if RAM clearing is performed when the pachinko gaming machine 1 is powered on, the backed-up lighting pattern data is erased, and the display mode of the win indicator 48 is restored to the initial display mode (all off). Note that the win indicator 48 may not be subject to backup. Also, the winning indicator 48 does not necessarily have to be provided.

[0100] [Electrical configuration of pachinko gaming machine 1] Next, the electrical configuration of the pachinko gaming machine 1 will be described with reference to Figures 2 and 5. The pachinko gaming machine 1 of this embodiment is equipped with a main control board (also referred to as a "main control unit" or "game control unit") 80 that controls (game control) the progress of the game and game profits, such as determining whether a special symbol has been won or not, determining whether a normal symbol has been won or not, and transitioning between game states, a sub-control board (also referred to as a "sub-control unit", "sub-control unit", or "performance control unit") 90 that controls (performance control) the performance executed as the game progresses, a payout control board (also referred to as a "payout control unit") 110 that controls (payout control) the payout of game balls, and an image control board (also referred to as an "image control unit") 100 that controls the display of the image display device 7, the performance display device 102, the first performance special symbol reserve display device 103a, the second performance special symbol reserve display device 103b, etc.

[0101] 2, a main control board storage case that stores the main control board 80 is provided in the approximate center of the rear side (back side) of the pachinko gaming machine 1, and an image control board etc. storage case that stores the sound control board 106, lamp control board 107, and image control board 100 is provided above the main control board case, and a sub-control board storage case that stores the sub-control board 90 is provided above the image control board etc. storage case. Also, a payout control board case that stores the payout control board 110 is provided below and to the left of the main control board case, and a power supply board case that stores the power supply board 109 is provided to the right of the payout control board case.

[0102] The power supply board 109 functions as a power supply means that receives power supplied from the outside and supplies power to the pachinko gaming machine 1. Specifically, it supplies power to various electrical components required for the operation of the pachinko gaming machine 1, such as the various boards, devices, equipment, sensors, switches, motors, solenoids, etc. shown in the block diagram of Fig. 5. The power supply board 109 is provided with a power switch (not shown) exposed to the outside of the power supply board case, and power supply is started by turning the power switch on, and stopped by turning it off.

[0103] 5, a game control one-chip microcomputer (also called a "game control microcomputer") 81 that controls the progress of the game in the pachinko game machine 1 according to a predetermined program is mounted on the main control board 80. The game control microcomputer 81 (game control means) includes a ROM that stores programs for controlling the progress of the game, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM.

[0104] The game control microcomputer 81 transmits and receives data (information) to and from other boards, etc., via an input / output circuit 87 (I / O port section). The input / output circuit 87 may be built into the game control microcomputer 81. The ROM may also be external. The ROM of the main control board 80 (game control microcomputer 81) stores various data necessary to control the progress of the game, such as tables used for various judgments and decisions (selections) related to the progress of the game, fluctuation patterns of special and normal symbols, and opening patterns of the second start slot 21 and the big prize slots 30 and 35. The fluctuation pattern specifies the time required from the start to the end of the fluctuation display (fluctuation time) and the content of the effects (fluctuation effects) to be executed in accordance with the fluctuation time.

[0105] The RAM of the game control microcomputer 81 is provided with the above-mentioned special symbol reservation memory section (first special symbol reservation memory section and second special symbol reservation memory section) and normal symbol reservation memory section. In addition, a memory area for use in various flags and various counting counters is secured at a predetermined address in the RAM (main control RAM) of the main control board 80 (game control microcomputer 81).

[0106] Various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input from each sensor to the main control board 80, and signals are output from the main control board 80 to each solenoid. Specifically, the following sensors are connected that can detect gaming balls: first start hole sensor 20a, second start hole sensor 21a, gate sensor 28a, first large prize hole sensor 30a, second large prize hole sensor 35a, specific area sensor 39a, non-specific area sensor 49a, and general prize hole sensor 27a. Any or all of these various sensors may be referred to as "gaming ball detection means."

[0107] The first start opening sensor 20a is provided in the first start opening 20 and detects game balls that have entered the first start opening 20. The second start opening sensor 21a is provided in the second start opening 21 and detects game balls that have entered the second start opening 21. The gate sensor 28a is provided in the gate 28 and detects game balls that have passed through the gate 28. The first large prize opening sensor 30a is provided in the first large prize opening 30 and detects game balls that have entered the first large prize opening 30. The second large prize opening sensor 35a is provided in the second large prize opening 35 and detects game balls that have entered the second large prize opening 35. The specific area sensor 39a is provided in a specific area 39 in the second large prize opening 35 and detects game balls that have entered the second large prize opening 35 and have passed through the specific area 39. The non-specific area sensor 49a is provided in the non-specific area 49 within the second large prize opening 35, and detects game balls that have entered the second large prize opening 35 and passed through the non-specific area 49. The general prize opening sensors 27a are provided in each general prize opening 27, and detect game balls that have entered the general prize opening 27. The RAM of the game control microcomputer 81 (main control unit) has an area for counting and storing the number of game balls detected by each of these sensors (game ball detection means), and the number of detections by each sensor can be counted (counting means) under the control (program) of the game control microcomputer 81.

[0108] The solenoids connected include the second starting port solenoid 24, the first large winning port solenoid 33, the second large winning port solenoid 38, and the movable piece solenoid 151. These various solenoids are also called "electrical drive source" or "drive means."

[0109] Second start port solenoid 24 is for driving opening / closing member 23 of variable winning device 22, and first large winning port solenoid 33 is for driving opening / closing member 32 of first large winning device 31. Second large winning port solenoid 38 is for driving opening / closing member 37 of second large winning device 36, and movable piece solenoid 151 drives movable piece 150 of second large winning device 36.

[0110] Connected to the main control board 80 are a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reserve display 43a, a second special symbol reserve display 43b, a normal symbol reserve display 44, a round display 45, a game status display 46, a launch direction display 47, and a win display 48. The display control of the main display 40, including these displays, is performed by a game control microcomputer 81.

[0111] The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 to monitor payouts. The payout control board 110 is connected to a payout device 120 that pays out prize balls and loan balls, and a card unit 135 (which is installed adjacent to the pachinko gaming machine 1 and enables ball lending based on information stored on an inserted prepaid card (game value storage medium) or the like), as well as to a launching device 112 via a launching control board 111 (also referred to as the "launching control unit"). The launching device 112 includes a launching handle 60 (see FIG. 1).

[0112] The payout control board 110 is equipped with a payout control one-chip microcomputer (also called a "payout control microcomputer") 116 that controls the payout of game balls from the pachinko gaming machine 1 in accordance with a predetermined program. The payout control microcomputer 116 includes a ROM that stores programs for controlling the payout of game balls, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM.

[0113] The payout control microcomputer 116 drives the payout motor 121 of the payout device 120 to dispense prize balls or loan balls based on signals from the game control microcomputer 81 and the card unit 135 via the input / output circuit 117. Payout balls are detected by payout sensors 122 and 123 for counting. When the handle 60 of the launcher 112 is operated, the touch switch 114 detects the operator's (player's) contact with the launch handle 60, and the launch volume 115 detects the amount of rotation of the launch handle 60. The launch motor 113 is then controlled to launch game balls with a strength (launch intensity) corresponding to the magnitude of the detection signal from the launch volume 115. In this embodiment, the launcher 112 can continuously launch approximately 100 game balls per minute by driving the launch motor 113.

[0114] The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a one-way communication connection that only allows signals to be transmitted from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.

[0115] 5, a one-chip microcomputer for effect control (also called "effect control microcomputer") 91 that controls the effects of the pachinko gaming machine 1 according to a predetermined program is mounted on the sub-control board 90. The effect control microcomputer 91 (effect control means) includes a ROM that stores programs for controlling game effects as the game progresses, a RAM used as work memory, and a CPU that executes the programs stored in the ROM.

[0116] The performance control microcomputer 91 transmits and receives data to and from other boards, etc., via an input / output circuit 95. The input / output circuit 95 may be built into the performance control microcomputer 91, or the ROM may be external. The ROM of the sub-control board 90 (performance control microcomputer 91) stores various data necessary for controlling the performance, such as tables used for various judgments and decisions (selections) related to game performance, and performance patterns such as variable performances and preview performances. In addition, memory areas are reserved at predetermined addresses in the RAM (performance control RAM) of the sub-control board 90 (performance control microcomputer 91) for use with various flags and various counting counters.

[0117] The sub-control board 90 is connected to an image control board 100, an audio control board 106, and a lamp control board 107. The sub-control board 90 (effect control microcomputer 91) cooperates with the image control board 100, the audio control board 106, and the lamp control board 107 to execute various effects, such as display effects, sound effects, and lamp effects (light-emitting effects), using corresponding effect devices, components, etc. (effect control means) depending on the game situation. The sub-control board 90 (effect control microcomputer 91) functions as an effect control means that controls the execution of various effects, such as variable effects and advance notice effects, depending on the game situation, and also functions as an effect execution means that executes various effects, such as variable effects and advance notice effects. At least one of the image control board 100, the audio control board 106, and the lamp control board 107, together with the sub-control board 90, can be considered to function as an effect control means or an effect execution means.

[0118] Based on commands received from the main control board 80, the sub-control board 90 (performance control microcomputer 91) causes the CPU of the image control one-chip microcomputer 101 (also called the ``image control microcomputer'') of the image control board 100 to perform display control of the image display device 7, performance display device 102, performance first special chart hold display device 103a, and performance second special chart hold display device 103b.

[0119] The RAM of the image control board 100 is a memory for expanding image data. The ROM of the image control board 100 stores still image data and video data to be displayed on the image display device 7, specifically image data such as characters, items, figures, letters, numbers, symbols, etc. (including effect patterns, reserved patterns, etc.) and background images. The image control microcomputer 101 reads image data from the ROM based on a command from the effect control microcomputer 91. Then, it executes display control based on the read image data. Note that a VDP (Video Display Processor) may be provided instead of or in addition to the image control one-chip microcomputer 101 of the image control board 100.

[0120] The effect display 102 is composed of two LEDs, and performs a fluctuating display and a stop display in accordance with the fluctuating display and stop display of the effect symbol 8. The two LEDs are turned on / off or a color combination to display the stop display in a display mode that indicates the display result of the effect symbol 8 (the result of the special symbol hit / miss judgment). The effect first special symbol hold display 103a and the effect second special symbol hold display 103b also consist of two LEDs. The effect first special symbol hold display 103a is controlled by the on / off or color combination of the two LEDs in a display mode that indicates the same number of reserved symbols as the number of reserved symbols displayed in the first effect hold display area 9c and the first special symbol hold display 43a. Similarly, the effect second special symbol hold display 103b is controlled by the on / off or color combination of the two LEDs in a display mode that indicates the same number of reserved symbols as the number of reserved symbols displayed in the second effect hold display area 9d and the second special symbol hold display 43b. This is because when the performance display is displayed on almost the entire display screen 7a (performance pattern display section) or when the movable decorative member 14 is operated to cover almost the entire performance pattern display area 7b (performance pattern display section) of the display screen 7a, some or all of the various images displayed on the display screen 7a, such as the performance pattern 8, first performance hold 9a, second performance hold 9b, etc., may become invisible, and therefore such hold displays 103a, 103b are provided.

[0121] In addition, instead of the effect display device 102, a display area (also called a "fourth pattern display area") may be provided on the display screen 7a in which another effect pattern (a so-called "fourth pattern") that changes and stops in accordance with the changing and stopping display of the effect pattern 8 is displayed. The fourth pattern display area is an area smaller than the effect pattern display area 7b, and accordingly the fourth pattern is also smaller than the effect pattern 8. The fourth pattern is also called a "small pattern" or "small identification information".

[0122] The sub-control board 90 (effect control microcomputer 91) outputs various sounds from the speaker 67 via the audio control board 106 based on commands received from the main control board 80. The sounds output from the speaker 67 can be composed of music (BGM), voice, electronic sounds, etc., and the data for these sounds (sound data) is stored in the ROM of the sub-control board 90. In this embodiment, effect sounds (sound effects), notification sounds, and confirmation sounds are provided as sounds that can be output by the pachinko gaming machine 1 (sounds that can be output from the speaker 67).

[0123] Examples of the effect sounds include normal changing BGM (normal changing sound) output in conjunction with the changing display of the effect pattern 8 (changing effect), reach BGM (reach effect sound) output in conjunction with the reach effect, pattern stop sound output in conjunction with the stop display of the effect pattern 8 (temporary stop and / or confirmed stop), warning sound output in conjunction with the warning effect, winning sound output in conjunction with the game ball entering a specific winning port such as the start port, general winning port or big winning port, and jackpot BGM (jackpot effect sound) output in conjunction with the jackpot game effect.

[0124] The notification sounds include, for example, a frame opening sound that notifies that the front frame 51 is open, a left-hit instruction sound that instructs the player to hit to the left, and a lower tray full sound that notifies that the lower tray 62 is full.

[0125] The confirmation sound is, for example, a volume confirmation sound that shows (notifies) the player of the volume (volume setting content) after setting (adjusting) the volume when the volume is set (adjusted) by a specified volume adjustment operation, or a light intensity confirmation sound that shows (notifies) the player of the light intensity (light intensity setting content) after setting (adjusting) the light intensity when the light intensity is set (adjusted) based on a specified light intensity adjustment operation.

[0126] A CPU may be mounted on audio control board 106, in which case audio control may be performed by the CPU. In this case, a ROM may be mounted on audio control board 106, in which sound data may be stored in the ROM. Also, speaker 67 may be connected to image control board 100, and audio control may be performed by the CPU of image control board 100. In this case, sound data may be stored in the ROM of image control board 100.

[0127] Based on commands received from the main control board 80, the sub-control board 90 (performance control microcomputer 91) determines the light emission pattern data (data that determines the on / off status, light emission color, etc., and is also called "lamp data") that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5 from the data stored in ROM, and controls the lighting of lamps (LEDs) such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107.

[0128] The sub-control board 90 (performance control microcomputer 91) operates the movable decorative member 14 (movable body) connected to the lamp control board 107 via the relay board 108 based on commands received from the main control board 80. The movable decorative member 14 is operated by an electrical drive source (drive means) such as a motor (not shown). The performance control microcomputer 91 determines (selects) data (also called "drive data") for operating the movable decorative member 14 in a predetermined operating mode from multiple operation pattern data stored (memorized) in advance in the ROM of the sub-control board 90, and controls the operation of the movable decorative member 14 (movable performance) based on the determined operation pattern data. The movable decorative member 14 and the drive means for operating it constitute a movable performance device.

[0129] A CPU may be mounted on the lamp control board 107, in which case the CPU may be made to control the lighting of the lamps and the operation of the movable decorative member 14. Furthermore, in this case, a ROM may be mounted on the lamp control board 107, and data relating to the light emission pattern and operation pattern may be stored in the ROM.

[0130] A first effect button detection switch 63c and a second effect button detection switch 63d are connected to the sub-control board 90, and detect when the first effect button 63a or the second effect button 63b (see FIG. 1) is operated (pushed, rotated, pulled, etc.). When a player performs a predetermined input operation on the first effect button 63a or the second effect button 63b, a signal from the corresponding effect button detection switch is input to the sub-control board 90. The first effect button detection switch 63c is also referred to as the "first operation detection means," and the second effect button detection switch 63d is also referred to as the "second operation detection means." In addition, either or both of the first effect button detection switch 63c and the second effect button detection switch 63d are also referred to as the "effect button detection switch" or "operation detection means."

[0131] [Winning summary] Next, an overview of the win of the pachinko gaming machine 1 will be explained. In this embodiment, there are two results of the special symbol hit / miss judgment: a "jackpot (specific result)" and a "miss (non-specific result)." As described above, when the result of the special symbol hit / miss judgment is a jackpot, a jackpot symbol is statically displayed in the special symbol display section, and when the result is a miss, a miss symbol is statically displayed in the special symbol display section. In other words, depending on the result of the special symbol hit / miss judgment (jackpot or miss), the special symbol (identification information) is displayed as a jackpot symbol (specific mode) or a miss symbol (non-specific mode).

[0132] If the special symbol hit determination determines that a jackpot has occurred, a special game is executed in which the first large prize opening 30 or the second large prize opening 35 is opened in an opening pattern according to the type of special symbol (jackpot symbol) that has stopped and been displayed. The special game is a game in which a game ball is made to enter the first large prize opening 30 or the second large prize opening 35, which opens in a predetermined opening pattern. The special game that is executed when a jackpot has occurred is also called a "jackpot game," the game state in which the special game can be played is also called a "special game state," and the game state in which the jackpot game can be played is also called a "jackpot game state."

[0133] The pachinko gaming machine 1 of this embodiment is provided with a plurality of jackpots. Specifically, as shown in Fig. 6, a total of nine types of jackpots are provided: "7R (round) 1st jackpot," "7R 2nd jackpot," "7R 3rd jackpot," "7R 4th jackpot," "7R 5th jackpot," "7R 6th jackpot," "7R 7th jackpot," "10R 8th jackpot," and "10R 9th jackpot." The 7R 1st to 7th jackpots are jackpots in which the jackpot opening number (number of rounds) of the jackpot (first jackpot 30 or second jackpot 35) is 7 times, and the 10R 8th and 9th jackpots are jackpots in which the jackpot opening number (number of rounds) of the jackpot (first jackpot 30 or second jackpot 35) is 10 times.

[0134] The 1st to 7th jackpots of 7R are collectively called "7R jackpots", and the 8th and 9th jackpots of 10R are collectively called "10R jackpots". In addition, jackpot games related to 7R jackpots are also called "7R jackpot games", and jackpot games related to 10R jackpots are also called "10R jackpot games".

[0135] In this embodiment, there are two types of jackpots based on the number of rounds: a 7R jackpot and a 10R jackpot. However, various other types of jackpots can be provided, such as two types: a 5R jackpot and a 10R jackpot, or a single type: a 7R jackpot. In this embodiment, the maximum number of rounds in a jackpot game is 10R (10R jackpot), but the maximum number of rounds is not limited to this. For example, the maximum number of rounds can be more than 10R (for example, 15R), or fewer than 10R (for example, 9R).

[0136] In each round of the jackpot game related to the jackpot in this embodiment, one of the first large prize opening 30 and the second large prize opening 35 is in an open state (a state in which a ball can be entered, a state in which a game ball can be received), and the other is in a closed state (a state in which a ball cannot be entered, a state in which a game ball cannot be received). In other words, the two large prize openings 30, 35 (special ball openings) are never open at the same time, and only one of the large prize openings (special ball openings) is open. Specifically, in the first round, the first major prize opening 30 (lower major prize opening) is closed and the second major prize opening 35 (upper major prize opening) is opened; in the second round, the first major prize opening 30 (lower major prize opening) is opened and the second major prize opening 35 (upper major prize opening) is closed; in the third round, as in the first round, the first major prize opening 30 (lower major prize opening) is closed and the second major prize opening 35 (upper major prize opening) is opened; and in the fourth round, as in the second round, the first major prize opening 30 (lower major prize opening) is opened and the second major prize opening 35 (upper large prize opening) is closed. Thereafter, as the rounds progress to the fifth round, sixth round, and so on, the closing of the first major prize opening 30 (lower large prize opening) and the opening of the second major prize opening 35 (upper large prize opening) and the opening of the first major prize opening 30 (lower large prize opening) and the closing of the second major prize opening 35 (upper large prize opening) alternate. In other words, in the jackpot game of this embodiment, the second major prize opening 35 (upper large prize opening) opens in odd-numbered rounds and the first major prize opening 30 (lower large prize opening) opens in even-numbered rounds, and the first major prize opening 30 (lower large prize opening) and the second major prize opening 35 (upper large prize opening) open alternately, with the second major prize opening 35 (upper large prize opening) opening first.

[0137] Here, the large prize opening pattern during a jackpot game will be explained. In this embodiment, the opening patterns of the first large prize opening 30 and the second large prize opening 35 are the same. That is, in odd-numbered rounds during a jackpot game, the second large prize opening 35 is opened from the start of the round until 25,000 ms (25 seconds) have elapsed, and then closed after 25,000 ms (25 seconds) have elapsed, ending the round. In other words, the second large prize opening 35 is opened in an opening pattern with an opening time of 25,000 ms and one opening. A game ball can easily enter the second large prize opening 35 by hitting it to the right, which opens in this opening pattern. On the other hand, in even-numbered rounds during a jackpot game, the first large prize opening 30 is opened from the start of the round until 25,000 ms (25 seconds) have elapsed, and then closed after 25,000 ms (25 seconds) have elapsed, ending the round. That is, the first large prize opening 30 is opened in an opening pattern with an opening time of 25,000 ms and an opening count of 1. The first large prize opening 30 that opens in this opening pattern can be easily pierced by hitting it to the right.

[0138] Furthermore, in the fifth round during a jackpot game, in addition to opening the second large prize opening 35, the movable piece 150 is operated when the number of game balls entering the second large prize opening 35 reaches a predetermined number. Specifically, when a game ball enters the second large prize opening 35, the entering game ball is detected by the second large prize opening sensor 35a, and the number of detected game balls (i.e., the number of balls entering the second large prize opening 35) is counted using a counter (not shown) provided in the RAM of the main control unit (ball counting means). When this count reaches a predetermined value, the movable piece 150 is operated. In other words, the operation timing of the movable piece 150 is determined by the predetermined value (the number of balls entering the second large prize opening 35).

[0139] The predetermined value (counting value) that triggers the operation of the movable piece 150 is set within the range of the number (prescribed number) of game balls that are allowed to enter the second large prize opening 35 during one round, and in this embodiment, two predetermined values ​​are set, broadly speaking: a "first predetermined value (first counting value)" and a "second predetermined value (second counting value)" that is a value larger than the first predetermined value.

[0140] Specifically, as shown in FIG. 48, the correspondence between "jackpot types" and "first and second predetermined values" is pre-stored in the ROM of the main control unit (value storage means). In this embodiment, the first predetermined value (first count value: c1) is set to "1," and the second predetermined value (second count value: c2) is set to "2." The first predetermined value is set for all jackpot types. On the other hand, the second predetermined value is set for specific jackpot types (in this example, the 7R first, third, fifth, and seventh jackpots and the 10R eighth jackpot), and is not set for other jackpot types (in this example, the 7R second, fourth, and sixth jackpots and the 10R ninth jackpot). Therefore, in this embodiment, the movable piece 150 operates at least once, and can operate a maximum of two times, in the fifth round of a jackpot game.

[0141] The setting mode of the first predetermined value (c1) and the second predetermined value (c2) shown in Fig. 48 is merely an example, and various other modes can be adopted. In this embodiment, the second predetermined value is set to "2", but the second predetermined value can also be a value of "3" or more (for example, any of "3" to "9"). Furthermore, the second predetermined value may be set to a different value depending on the type of jackpot, for example, "2" for the 7R first jackpot and "3" for the 7R third jackpot.

[0142] Also, instead of setting a first predetermined value (c1), a second predetermined value (c2) may be set, and the second operation of the movable piece 150 may be performed based on the number of balls that enter the second large winning opening 35. In other words, the predetermined value (counting value) that triggers the operation of the movable piece 150 may be set to one, and the second operation of the movable piece 150 may be performed based on that predetermined value. When the second operation of the movable piece 150 is controlled using one predetermined value, the first operation of the movable piece 150 may be configured to be performed, for example, when the second large winning opening 35 begins to open.

[0143] In this embodiment, two types of operation modes (operation patterns) when the movable piece 150 operates are provided in advance, which have relatively different possibilities for the passage of gaming balls into the specific area 39. That is, two modes are provided: a mode (first operation mode) in which the possibility of the passage of gaming balls into the specific area 39 is low, and a mode (second operation mode) in which the possibility of the passage of gaming balls into the specific area 39 is high, and the movable piece 150 operates in either mode. Which mode the movable piece 150 operates in is determined by the aforementioned predetermined value that triggers the operation of the movable piece 150, i.e., the count value by the ball number counting means (the number of gaming balls detected by the second large winning opening sensor 35a, i.e., the number of balls that enter the second large winning opening 35).

[0144] Specifically, when the count value (the number of balls entering the second large winning opening 35) reaches a first predetermined value ("1" in this example) and the movable piece 150 operates, i.e., in the first operation, the movable piece 150 operates in a manner (first operation manner) in which the probability of the game ball passing through the specific area 39 is low, and when the count value (the number of balls entering the second large winning opening 35) reaches a second predetermined value ("2" in this example) and the movable piece 150 operates, i.e., in the second operation, the movable piece 150 operates in a manner (second operation manner) in which the probability of the game ball passing through the specific area 39 is high. When the movable piece 150 operates in the first operation manner (first operation), the probability of the game ball passing through the specific area 39 is extremely low, making it difficult (virtually impossible) for the game ball to pass through the specific area 39. On the other hand, when the movable piece 150 operates in the second operation manner (second operation), the probability of the game ball passing through the specific area 39 is high, making it easy for the game ball to pass through the specific area 39.

[0145] As described above, the second predetermined value is set for a specific jackpot type, and is not set for other jackpot types. Therefore, five types of jackpots corresponding to the specific jackpot types for which the second predetermined value is set, i.e., the 7R first, third, fifth, and seventh jackpots and the 10R eighth jackpot, are jackpots that operate the movable piece 150 in a manner that makes it highly likely that the game ball will pass through the specific area 39 (also referred to as "V-passing scheduled jackpots") (see FIG. 48). On the other hand, jackpots for which the second predetermined value is not set, i.e., the 7R second, fourth, and sixth jackpots and the 10R ninth jackpot, are jackpots that operate the movable piece 150 in a manner that makes it low likely that the game ball will pass through the specific area 39 (also referred to as "V-non-passing scheduled jackpots") (see FIG. 48). In other words, a "V-passing jackpot" is a jackpot (probably variable jackpot) that is premised on the occurrence of a high probability state (a bonus is awarded) described below, while a "V-non-passing jackpot" is a jackpot (non-probably variable jackpot) that is premised on not causing a high probability state (a bonus is not awarded) described below. Note that the jackpot game (special game) related to a non-V-passing jackpot is also called the "first special game," and the jackpot game (special game) related to a V-passing jackpot is also called the "second special game."

[0146] Here, the relationship between the operation of the movable piece 150 and the gaming ball that has entered the second large winning opening 35 is as follows: As shown in Figure 49, when the count value by the aforementioned ball counting means reaches a first predetermined value ("1" in this example) (c1 = 1), the movable piece 150 is put into an operating state for 80 ms (movable piece solenoid 151 is turned ON). In other words, when the first ball entering the second large winning opening 35 is detected, the specific area 39 is put into an open state (V-open) for 80 ms (0.08 seconds). In other words, the movable piece 150 operates in an operating pattern with an operating time (opening time) of 80 ms and an operating count (opening count) of 1. In this case, the operation of the movable piece 150 is performed for only an extremely short time (instant) of 80 ms, so by the time the game ball that triggered said operation (the game ball that is the first (initial) ball to enter the second large prize opening 35) passes through the second large prize opening sensor 35a and reaches the location where the movable piece 150 is located, it is highly likely that the operation of the movable piece 150 will have finished (become in a non-operating state) (see Figure 50(a)). Therefore, the possibility of said game ball passing through the specific area 39 is extremely low (effectively impossible).

[0147] On the other hand, as shown in Figure 49, when the count value by the aforementioned ball counting means reaches a second predetermined value ("2" in this example) (c2 = 2), the movable piece 150 is put into an operating state for 3000 ms (movable piece solenoid 151 is turned ON). In other words, when a second ball is detected entering the second large winning hole 35, the specific area 39 is put into an open state (V-open) for 3000 ms (3 seconds). In other words, the movable piece 150 operates in an operating pattern with an operating time (opening time) of 3000 ms and an operating count (opening count) of 1. In this case, the operation of the movable piece 150 is performed for a relatively long time of 3000 ms, so by the time the game ball that triggered the operation (the game ball that is the second ball to enter the second large prize opening 35) passes through the second large prize opening sensor 35a and reaches the location where the movable piece 150 is located, it is highly likely that the operation of the movable piece 150 has not yet finished (is in an operating state) (see Figure 50(b)). Therefore, there is an extremely high possibility that the game ball will pass through the specific area 39. Note that if the movable piece 150 is in an operating state when the round of play ends, the operation of the movable piece 150 also ends when the round of play ends.

[0148] In this way, when the count value by the entering ball counting means reaches a first predetermined value, the movable piece 150 operates in a short opening operation pattern (first operation mode) that opens the specific area 39 for an extremely short time (80 ms), and when the count value by the entering ball counting means reaches a second predetermined value, it operates in a long opening operation pattern (second operation mode) that opens the specific area 39 for a longer time (3000 ms) than the short opening operation pattern. In a "V non-passing scheduled jackpot", the movable piece 150 operates in the short opening operation pattern (first operation mode) in the fifth round, but does not operate in the long opening operation pattern (second operation mode) thereafter, and in a "V passing scheduled jackpot", the movable piece 150 operates in the short opening operation pattern (first operation mode) in the fifth round, and then it is possible to operate in the long opening operation pattern (second operation mode).

[0149] Therefore, a "non-V-passing jackpot" is a jackpot in which the game state after the jackpot game is completed is unlikely to be the high-probability state described below, since even if a game ball enters the second large prize entry port 35 in the fifth round, the probability that the game ball will pass through the specific area 39 during that round is extremely low (virtually zero). In other words, it is a jackpot in which the game state after the jackpot game is completed is likely to be the normal state (low-probability state) described below. On the other hand, a "V-passing jackpot" is a jackpot in which if two or more game balls enter the second large prize entry port 35 in the fifth round, the probability that the game ball will pass through the specific area 39 during that round is extremely high (approximately 100%). Thus, in this embodiment, the fifth round of the jackpot game is a V round in which it is determined whether the game state after the jackpot game is completed is the high-probability state based on whether the game ball passes through the specific area 39. Such V-rounds are also called "bonus-determining games," "specific round games," or "specific rounds."

[0150] Here, the movable piece 150 is a component that guides (distributes) a gaming ball that has entered the V Attacker (second large prize opening 35) to either the specific area 39 or the non-specific area 49, and is involved in the gaming balls within the V Attacker. For this reason, the movable piece 150 is usually provided in a location that is difficult to see at a glance around the gaming board 2 (gaming area 3) or the V Attacker, such as inside or at the back of the V Attacker (see FIG. 50). In addition, the opening pattern of the large prize openings (first large prize opening 30 and second large prize opening 35) during a jackpot game in this embodiment is the same for both a 7R jackpot and a 10R jackpot, with the same opening time, number of openings, and opening order for a V-passing jackpot and a non-V-passing jackpot, and the same opening pattern is also used in the V round (the fifth round in this example) (see FIG. 6). These factors, combined with the control of the operation of the movable piece 150 based on the count value (number of balls entering the V attacker) by the ball entry counting means in the V round, make it difficult to determine the status of a game ball passing through a specific area (V passing status) in the V round, such as "at what timing a game ball that has entered the V attacker can pass through the specific area 39" or "whether the game ball has passed through the specific area 39 or not."

[0151] As a result, according to the pachinko game machine 1 of this embodiment, even if one focuses on the movement (opening pattern) of the V attacker as in the past, it becomes difficult to determine (understand, predict) the result of the V round before it is determined, so it becomes possible to eliminate the decline in interest in the game due to the result of the V round (whether or not the game ball will pass through a specific area) being able to be determined (predicted) in advance.

[0152] The large prize opening pattern is not limited to this embodiment, and the opening pattern may be different for the first large prize opening 30 and the second large prize opening 35. Also, in this embodiment, the only difference is the number of rounds (7R or 10R) depending on the type of jackpot, and the large prize opening pattern is the same, but the large prize opening pattern may be different depending on the type of jackpot. Furthermore, the operation pattern (first operation mode, second operation mode) of the movable piece 150 is not limited to this embodiment, and for example, the first operation may be performed based on (in conjunction with) the opening of the second large prize opening 35, and the second operation may be performed based on the number of balls that enter the second large prize opening 35 (V attacker).

[0153] As shown in Figures 6 and 8(B), when the first special symbol (Special Symbol 1) is judged to be a jackpot, the distribution probability of each jackpot is 5% for the 7R 1st jackpot, 15% for the 7R 2nd jackpot, 12% for the 7R 3rd jackpot, 15% for the 7R 4th jackpot, 18% for the 7R 5th jackpot, 10% for the 7R 6th jackpot, and 25% for the 7R 7th jackpot. If these are divided into V-passing jackpots and V-non-passing jackpots, the V-passing jackpot is 60% (5% + 12% + 18% + 25% = 60%) and the V-non-passing jackpot is 40% (15% + 15% + 10% = 40%). On the other hand, when a jackpot is determined based on the hit / miss judgment of the second special symbol (Special Symbol 2), the distribution probability of each jackpot is 80% for a 10R 8th jackpot and 20% for a 10R 9th jackpot. When divided into V-passing jackpots and non-V-passing jackpots, the V-passing jackpot is 80% and the V-non-passing jackpot is 20%. Therefore, when a jackpot is determined based on the hit / miss judgment of the second special symbol based on the ball entering the second starting hole 21, the probability of a V-passing jackpot is higher than when a jackpot is determined based on the hit / miss judgment of the first special symbol based on the ball entering the first starting hole 20. Also, when a jackpot is determined based on the hit / miss judgment of the second special symbol based on the ball entering the second starting hole 21, a 10R jackpot will appear, which will not appear when a hit / miss judgment of the first special symbol based on the ball entering the first starting hole 20 is made.

[0154] In this way, the present pachinko gaming machine 1 is set so that it is more likely to be advantageous for the player to win a jackpot when the game ball lands in the second starting hole 21 and the judgment (second special symbol judgment) is made than when the game ball lands in the first starting hole 20 and the judgment (first special symbol judgment) is made. For this reason, the player plays the game in the hope of the ball landing in the second starting hole 21. This is particularly noticeable during the operation of the opening extension function, which increases the frequency of balls landing in the second starting hole 21.

[0155] In this pachinko gaming machine 1, the determination of whether a special symbol has been selected (jackpot determination) is made based on a random number for determining whether a special symbol has been selected (also referred to as "selection determination information"). If the result of the selection determination is a jackpot, the determination of the type of jackpot is made based on a random number for determining the type of jackpot (also referred to as "jackpot type determination information"). In this embodiment, as shown in FIG. 7(A), the random number for determining whether a special symbol has been selected takes a value in the range of "0 to 629," and the random number for determining the type of jackpot takes a value in the range of "0 to 99." The random number for determining whether a special symbol has been selected and the random number for determining the type of jackpot are random numbers (acquired information) obtained based on the ball entering the first starting hole 20 or the second starting hole 21. As mentioned above, the type of jackpot corresponds to the type of jackpot symbol (see FIG. 6). For this reason, the random number for determining the type of jackpot is also referred to as a "random number for determining the symbol" or "symbol determination information." The values ​​(ranges of random numbers) of various types exemplified in this specification are merely examples, and can be set arbitrarily according to the control specifications.

[0156] The random numbers (acquired information) obtained based on the ball entering the first starting hole 20 or the second starting hole 21 include a random number for determining whether a special pattern has been hit or not, a random number for determining the type of jackpot, and a "variation pattern random number" as shown in Figure 7 (A). The variation pattern random number is a random number used to determine the variation pattern including the variation time, and in this embodiment takes a value in the range of "0 to 198". The variation pattern random number is also called "variation pattern determination information".

[0157] 7(B) is a random number for determining whether a normal symbol has been selected, which is shown in Fig. 7(B) among the random numbers obtained based on the passage of the gate 28. The random number for determining whether a normal symbol has been selected is a random number for determining whether or not an auxiliary game that opens the second starting hole 21 is to be played (a normal symbol lottery), and in this embodiment, the value is in the range of "0 to 240".

[0158] [Game Status] Next, the gaming states of the pachinko gaming machine 1 will be explained. The pachinko gaming machine 1 has a plurality of gaming states (also called "variable gaming states") in which variable games (variable display) can be executed, with the combination of the probability variation function and variation time reduction function for special symbols, the probability variation function and variation time reduction function for normal symbols, and the opening extension function for normal electric devices being activated or deactivated. The gaming state in which variable games can be executed (the gaming state when the variable display is executed) is also called the "gaming mode" or "variable mode." In addition, the state in which the probability variation function is activated for special symbols (first special symbol and second special symbol) is also called the "high probability state" or "probability variable state," and the state in which it is not activated is also called the "low probability state," "normal state," or "non-probability variable state."

[0159] In the high probability state, the probability of a special symbol being determined to be a jackpot is higher than in the normal state (low probability state). That is, in the normal state, the jackpot determination is made using the jackpot determination table for the normal state, and in the high probability state, the jackpot determination is made using the jackpot determination table for the high probability state, in which the value of the special symbol random number that is determined to be a jackpot is higher than in the normal state (see Figure 8(A)). In other words, when the special symbol probability variation function is activated, the probability that the result of the special symbol variation display will be a jackpot (the stopped symbol will be a jackpot symbol) is higher than when it is not activated.

[0160] In addition, the state in which the time-shortening function for the special patterns (first special pattern and second special pattern) is activated is also called the "time-shortening state" or "shortened time-shortening state," and the state in which it is not activated is also called the "non-time-shortening state" or "normal time-shortening state."

[0161] In the time-saving mode, the average value of the special symbol fluctuation time (the time from the start of the special symbol fluctuation display to the end (determined display) of the special symbol fluctuation, also called the "special symbol fluctuation time") is shorter than the average value of the special symbol fluctuation time in the non-time-saving mode. In other words, in the time-saving mode, the fluctuation pattern is determined using a fluctuation pattern table that is set so that fluctuation patterns with short special symbol fluctuation times (also called "shortened fluctuation patterns") are more likely to be selected than in the non-time-saving mode (see Figure 9). As a result, in the time-saving mode, the pace at which reserved special symbols are consumed increases, making it easier for effective balls to land in the starting hole (balls that can be stored as reserved special symbols). This allows for smooth gameplay and the player to aim for a jackpot.

[0162] The probability fluctuation function and the fluctuation time reduction function for the special symbols (first special symbol and second special symbol) may operate simultaneously, or only one of them may operate. The probability fluctuation function and the fluctuation time reduction function for the normal symbols operate in synchronization with the fluctuation time reduction function for the special symbols. In other words, the probability fluctuation function and the fluctuation time reduction function for the normal symbols operate in the time-saving mode for the special symbols and do not operate in the non-time-saving mode. Therefore, in the time-saving mode, the probability of winning in the normal symbol win / loss judgment is higher than in the non-time-saving mode. Specifically, in the time-saving mode, the normal symbol win / loss judgment (normal symbol judgment) is performed using a normal symbol win judgment table in which the value of the normal symbol random number (win random number) determined as a win is more than the normal symbol win judgment table used in the non-time-saving mode (see Figure 8(C)).

[0163] In the time-saving state, the normal symbol fluctuation time (the time from the start of the normal symbol fluctuation display to the end (confirmed display) of the normal symbol, also referred to as the "normal symbol fluctuation time") is shorter than in the non-time-saving state. In this embodiment, the normal symbol fluctuation time in the non-time-saving state is 30 seconds, and the normal symbol fluctuation time in the time-saving state is 1 second (see Figure 8 (D)). Also, in the time-saving state, the opening time extension function of the variable winning device 22 (second start port 21) is activated, and the opening time of the second start port 21 in the auxiliary game (game with a normal symbol hit) is longer than in the non-time-saving state. In addition, in the time-saving state, the opening count increase function of the variable winning device 22 is activated, and the number of times the second start port 21 is opened in the auxiliary game is greater than in the non-time-saving state. Specifically, when the result of the normal symbol hit / miss judgment is a hit in the non-time-saving state, the opening / closing member 23 of the variable winning device 22 (second starting port 21) performs a single opening operation for 0.2 seconds, and when the result of the normal symbol hit / miss judgment is a hit in the time-saving state, the opening / closing member 23 of the variable winning device 22 (second starting port 21) performs three 2.0-second opening operations.

[0164] When the probability variation function and variation time reduction function for normal symbols, as well as the opening time extension function and opening count increase function of the variable winning device 22 (second starting hole 21), are activated, the second starting hole 21 opens more frequently than when these functions are not activated, and the frequency with which game balls enter the second starting hole 21 increases (this is also called a "high frequency state"). As a result, the base, which is the ratio of the number of winning balls to the number of balls fired, increases. Therefore, the state in which these functions are activated is also called a "high base state" or "electric support state," and the state in which they are not activated is also called a "low base state" or "non-electric support state." In a high base state (high frequency state), you can aim for a jackpot without significantly reducing the number of game balls you have in hand.

[0165] It should be noted that the high base state does not necessarily require all of the above functions to be activated. In other words, it is sufficient that the activation of at least one of the functions of the probability variation function and variation time reduction function of the normal symbol, and the opening time extension function and opening count increase function of the variable winning device 22 makes the second starting hole 21 more likely to open (higher ball entry frequency) than when the function is not activated. Also, the high base state may be controlled independently without being associated with the time reduction state of the special symbol. The function that generates such a high base state can also be called the "high base generation function."

[0166] In the pachinko gaming machine 1 of this embodiment, if a 7R first, third, fifth, or seventh jackpot or a 10R eighth jackpot occurs, the game state after the jackpot game is entered is a high-probability state for the special symbol based on the passage of the game ball into the specific area 39, as there is an extremely high probability that the game ball will pass through the specific area 39 during the jackpot game. The game state is also referred to as a "high-probability, high-base state." The high-probability, high-base state is a so-called "probability variable game state" and ends when a predetermined number of special symbol variable displays (variable game) are executed or a jackpot is achieved and the jackpot game begins. If the game ball does not pass through the specific area 39, the game state becomes a normal state for the special symbol, a time-saving state, and a high-base state (low-probability, high-base state).

[0167] Then, in the high probability, high base state after the jackpot game related to any of the 7R 1st, 3rd, and 5th jackpots, if the variable display of the special symbol is executed a predetermined number of times (for example, 50 times, 75 times, or 100 times) without the occurrence of a jackpot, the state will be a high probability state of the special symbol, a non-time-saving state, and a low base state (see Figure 6). This gaming state is also called a "high probability, low base state."

[0168] Furthermore, if a 7R second, fourth, or sixth jackpot or a 10R ninth jackpot occurs, the game state after the jackpot game will be the normal state for the special symbol, as well as the time-saving state and high base state for the special symbol, since it is extremely unlikely that the game ball will pass through the specific area 39 during that jackpot game (see Figure 6). This game state is also called a "low-probability, high-base state." The low-probability, high-base state is a so-called "time-saving game state" (also called a "time-saving state"), and ends when the variable display of the special symbol (variable game) is executed a predetermined number of times (e.g., 50 times, 75 times, or 100 times) or when a jackpot is hit and a jackpot game is executed. Note that, although the possibility is extremely low, if the game ball passes through the specific area 39, the game will enter a "high-probability, high-base state."

[0169] In a high-base state, such as a high-probability high-base state or a low-probability high-base state, it is more advantageous to play by hitting the ball to the right to enter the right play area 3B. In a high-base state, the second start hole 21 is more likely to open than in a low-base state, making it easier to enter the second start hole 21 than the first start hole 20. Therefore, a right hit is performed to allow the game ball to pass through the gate 28, which triggers the determination of whether the normal symbol is a hit or not, and to enter the second start hole 21. This allows for more start balls (opportunities to determine whether the special symbol is a hit or not) than when hitting the ball to the left. In this state, the launch direction indicator 47 is controlled to light in a predetermined manner, indicating that the game ball should be launched toward the right play area 3B (right-hit instruction notification).

[0170] In contrast, in a low base state (e.g., a low-probability low base state), it is more advantageous to play by hitting the ball from the left to enter the left play area 3A. In a low base state, the second start hole 21 is less likely to open than in a high base state, making it easier to get the ball to enter the first start hole 20 than the second start hole 21. Therefore, a left hit is made to get the ball to enter the first start hole 20. This allows for more start hits (opportunities to determine whether the special symbol has been hit) than when a right hit is made. In this state, the launch direction indicator 47 is controlled to light up (display controlled) in a predetermined manner, and notifies the player that the game ball should be launched toward the left play area 3A (left hit instruction notification).

[0171] Specifically, the launch direction indicator 47 is composed of two LEDs, "yz," and indicates the launch direction by lighting the LEDs according to the game state. For example, in a low base state, it can notify that the ball should be launched into the left game area by displaying "y□z□" (e.g., □: off, ■: on) with both LEDs turned off. Also, in a high base state, it can notify that the ball should be launched into the right game area by displaying "y■z■" (e.g., □: off, ■: on).

[0172] In this embodiment, the instruction to direct the game ball toward either the left game area 3A or the right game area 3B of the game area 3 is not only provided by the LED display of the launch direction indicator 47, but also by a launch instruction image (not shown) displayed on the image display device 7 (display screen 7a). For the player, the image display device 7 (display screen 7a) is easier to view and understand than the launch direction indicator 47. Therefore, the player generally recognizes whether to "shoot left" or "shoot right" by looking at the launch instruction image displayed on the image display device 7 (display screen 7a), i.e., whether the current game state is a "left-shooting game state" in which a left-hand shot is performed or a "right-shooting game state" in which a right-hand shot is performed. The left-shooting game state is a low-base state in which a variable game is performed, and the right-shooting game state is a state in which a jackpot game is performed (a special game state) and a high-base state in which a variable game is performed.

[0173] As described above, in the pachinko gaming machine 1 of this embodiment, when a low-probability, low-base state in which a jackpot game is not being played is used as a reference, this low-probability, low-base state can be regarded as a "normal gaming state (also simply referred to as a "normal state")," and variable gaming played in the low-probability, low-base state can be regarded as a "normal gaming state." On the other hand, since the high-probability, high-base state and the low-probability, high-base state are gaming states that are more advantageous to the player than the low-probability, low-base state, these high-probability, high-base states can be regarded as "special gaming states," and gaming in which special symbols are variably displayed in these states can be regarded as "special gaming." Among the variable gaming states, the low-probability, low-base state is also referred to as a "first gaming state," and either or both of the low-probability, high-base state and the high-probability, high-base state are also referred to as a "second gaming state." Also, focusing on the probability of winning a jackpot, a low probability state (a low probability low base state or a low probability high base state) can be referred to as the "first gaming state," and a high probability state (a high probability low base state or a high probability high base state) can be referred to as the "second gaming state."

[0174] A jackpot game is a game that can be executed by varying the display of special symbols and stopping the display of the jackpot symbol, and is an advantageous game for the player in that it allows for a large number of prize balls to be won by balls entering the major prize slots (first major prize slot 30, second major prize slot 35). Therefore, a game state in which a jackpot game is played can be said to be a game state that is more advantageous to the player than a game state in which a jackpot game is not played (variable game state). For this reason, when compared to a game state in which a jackpot game is not played, a game state in which a jackpot game is played can be considered a "special game state," and a jackpot game played in that state can be considered a "special game."

[0175] Furthermore, low base states such as a low-probability low base state and a high-probability low base state are game states in which the game progresses by hitting the game ball with the left hand to enter the left game area 3A, as described above, and therefore the low base state can be regarded as a "left-hit game state." In a low base state, the game progresses by hitting with the left hand, so the first special symbol hit / miss determination (variable display of the first special symbol) based on the ball entering the first starting hole 20 is mainly executed. On the other hand, high base states such as a low-probability high base state and a high-probability high base state, and states in which a jackpot game is played, aiming for the game ball to enter the big prize hole, are game states in which the game progresses by hitting the game ball with the right hand to enter the right game area 3B, as described above, and therefore the high base state and jackpot game state can be regarded as a "right-hit game state." In the high base state, the game is played by hitting the ball to the right, so the determination of whether the second special symbol is a winner or loser (variable display of the second special symbol) is primarily based on the ball entering the second starting hole 21. In the high base state (right-hand hitting game state), the second starting hole 21 is more likely to open than in the low base state (left-hand hitting game state), making it easier for the game ball to enter the second starting hole 21 than the first starting hole 20. Furthermore, the game is set up so that it is more likely to be advantageous for the player to win a jackpot based on the determination of whether the second special symbol is a winner or loser based on the game ball entering the second starting hole 21 than to win a jackpot based on the determination of whether the first special symbol is a winner or loser based on the game ball entering the first starting hole 20. For this reason, the left-hand hitting game state can be considered a "normal game state," and a game in which the special symbol is variably displayed in this state (variable game) can be considered a "normal game." In addition, the right-hand play state, which is a play state that is more advantageous to the player than the left-hand play state, can be regarded as a "special play state," and the play in which special symbols are displayed in a variable manner in that state (variable play) can be regarded as a "special play." In this case, the left-hand play state (low base state) is also called the "first play state," and the right-hand play state is also called the "second play state."

[0176] Furthermore, when compared with a low-probability, low-base state, the high-probability, low-base state is identical in that both are low-base states, but in the high-probability state, the probability fluctuation function of the special symbol is activated and the probability that the result of the variable display of the special symbol will be a jackpot is higher than in the low-probability state, so the high-probability, low-base state, which is a game state that is more advantageous to the player than the low-probability, low-base state, can be considered a "special game state," and the game in which the special symbol is variably displayed in that state (variable game) can be considered a "special game." In this case, the low-probability, low-base state is also called the "first game state," and the high-probability, low-base state is also called the "second game state."

[0177] The main control board 80 (game control microcomputer 81) controls the setting and transition of the various game states described above. The main control board 80 (game control microcomputer 81), which controls the activation / deactivation of the probability variation function, functions as a probability setting means that can set the winning probability (jackpot probability) of the special symbol hit / miss determination to a low probability (first probability) or a high probability (second probability). The main control board 80 (game control microcomputer 81), which controls the activation / deactivation of the fluctuation time reduction function, also functions as a shortened fluctuation state setting means (time reduction state setting means) that can set a shortened fluctuation state (time reduction state) in which the fluctuation time of the special symbol is shorter than normal.

[0178] [Main control main processing] Next, the operation of the game control microcomputer 81 (control processing by the main control unit) will be described with reference to Figures 10 to 39. Note that counters, flags, status, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the RAM of the main control board 80. Also, in this specification, "S" ("S" in the flowchart) such as S101 means a step.

[0179] When the power supply to the pachinko gaming machine 1 is turned on and power supply to the pachinko gaming machine 1 begins, the game control microcomputer 81 reads out and executes the main control main processing program shown in FIG. 10 from the ROM of the main control board 80. As shown in the figure, the main control main processing begins with initial setup (S101). The initial setup includes, for example, stack setup, constant setup, interrupt time setup, CPU setup of the main control board 80, SIO, PIO, and CTC (interrupt time controller), as well as resetting various flags, statuses, and counters. The initial value of the flag is "0" (i.e., "OFF"), the initial value of the status is "1," and the initial value of the counter is "0." Note that the initial setup (S101) is executed only once after the power is turned on and is not executed thereafter.

[0180] Following the initial setting (S101), interrupts are prohibited (S102), and the normal and special symbol main random number update process (S103) is executed. In this normal and special symbol main random number update process (S103), the values ​​of the various random number counters shown in FIG. 7 are updated by incrementing them by 1. When the value of each random number counter reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. The updated random number counter values ​​are sequentially stored in a predetermined update value storage area (not shown) in the RAM of the main control board 80.

[0181] When the normal symbol / special symbol main random number update process (S103) is completed, an interrupt is permitted (S104). While the interrupt is permitted, the interrupt process (S105) can be executed. This interrupt process (S105) is executed based on an interrupt pulse repeatedly input to the CPU of the main control board 80, for example, at a 4 ms cycle. Then, after the interrupt process (S105) is completed and before the next interrupt process (S105) is started, the update process of various counter values ​​by the normal symbol / special symbol main random number update process (S103) is repeatedly executed. Note that if an interrupt pulse is input to the CPU when the interrupt is prohibited, the interrupt process (S105) does not start immediately, but starts after the interrupt is permitted (S104).

[0182] [Interrupt processing] Next, the interrupt process (S105) will be described. As shown in FIG. 11, in the interrupt process (S105), first, the output process (S201) is executed. In the output process (S201), commands (control signals) and the like set in the output buffer provided in the RAM of the main control board 80 in each process described below are output to the sub-control board 90, the payout control board 110, and the like. The output commands and the like include information on the game status, the result of the special symbol hit / miss determination, the symbol (hit symbol) as the type of jackpot, the variation pattern, and the like. Note that the command consists of, for example, two bytes of information. In this case, the upper byte is information on the type of command, and the lower byte is information on the content of the command.

[0183] In the input process (S202) that follows the output process (S201), detection signals detected by various sensors (first start hole sensor 20a, second start hole sensor 21a, first large prize hole sensor 30a, second large prize hole sensor 35a, general prize hole sensor 27a, etc. (see Figure 5)) that are mainly provided in the pachinko gaming machine 1 are read and stored in the output buffer of RAM as prize ball information. In addition, a detection signal from a lower tray full detection sensor that detects whether the lower tray 62 is full is also taken in and stored in the output buffer of RAM as lower tray full data.

[0184] The normal symbol / special symbol main random number update process (S203) that is performed following the input process (S202) is the same as the normal symbol / special symbol main random number update process (S103) that is performed in the main control main process of Fig. 10. That is, the update process of the various random number counter values ​​(including the normal symbol random number counter value) shown in Fig. 7 is performed both during the execution period of the timer interrupt process (S105) and during other periods (the period from the end of the interrupt process (S105) until the start of the next interrupt process (S105)).

[0185] Following the normal symbol / special symbol main random number update process (S203), the following processes are executed: the start gate sensor detection process (S204), the start ball entry process (S205), the normal symbol operation process (S206), the special symbol operation process (S207), the specific area sensor detection process (S208), the non-specific area sensor detection process (S209), the reserved ball count process (S210), and the power interruption monitoring process (S211). After that, other processes (not shown) not closely related to the present invention are executed, and the interrupt process (S105) is terminated. Then, the main control main process steps S102 to S104 are repeatedly executed (see FIG. 10) until the next interrupt pulse is input to the CPU of the main control board 80. When the interrupt pulse is input (approximately 4 ms later), the interrupt process (S105) is executed again. In the output process (S201) of the interrupt process (S105) executed again, the command etc. set in the output buffer of the RAM in the previous interrupt process (S105) is output.

[0186] [Starting port sensor detection process] As shown in Figure 12, in the start gate sensor detection process (S204), first, it is determined whether the gaming ball has passed through the gate 28, that is, whether the gaming ball has been detected by the gate sensor 28a (S301). If the gaming ball has not passed through the gate 28 (NO in S301), proceed to S305, and if the gaming ball has passed through the gate 28 (YES in S301), it is determined whether the number of reserved balls for normal symbols (the number of reserved normal symbols, specifically the value of a counter that counts the number of reserved normal symbols provided in RAM) is less than 4 (S302).

[0187] If the number of reserved normal symbol balls is not less than 4 (NO in S302), proceed to S305. On the other hand, if the number of reserved normal symbol balls is less than 4 (YES in S302), add "1" to the number of reserved normal symbol balls (S303), and perform the normal symbol random number acquisition process (S304). In the normal symbol random number acquisition process (S304), the value (label -TRND-H) of the random number counter for determining whether the normal symbol is correct or incorrect, which is stored in the update value memory area (not shown) of the RAM, is acquired, and the acquired value (also called the "acquired random number value") is stored in the address space corresponding to the current number of reserved normal symbol balls in the normal symbol reserve memory section provided in the RAM of the main control board 80.

[0188] Next, in S305, it is determined whether a game ball has entered the second starting hole 21, that is, whether a game ball has been detected by the second starting hole sensor 21a (S305). If a game ball has not entered the second starting hole 21 (NO in S305), proceed to S309 without performing the processing of S306 to S308, and if a game ball has entered the second starting hole 21 (YES in S305), it is determined whether the number of reserved balls for special symbol 2 (the number of reserved second symbol symbols, specifically the value of the counter that counts the number of reserved second symbol symbols provided in the RAM of the main control unit) is less than 4 (upper limit number) (S306). If the number of reserved balls for Special Chart 2 is not less than 4 (NO in S306), the process proceeds to S309 without processing S307 and S308, but if the number of reserved balls for Special Chart 2 is less than 4 (YES in S306), 1 is added to the number of reserved balls for Special Chart 2 (S307).

[0189] Next, a special symbol 2 related random number acquisition process (S308) is performed. In the special symbol 2 related random number acquisition process (S308), the value of the random number counter (label-TRND-A) for determining whether or not a special symbol is a hit (also referred to as the "random number value for determining whether or not a special symbol is a hit"), the value of the random number counter (label-TRND-AS) for determining the jackpot type (also referred to as the "random number value for determining the jackpot type"), and the value of the random number counter (label-TRND-T1) for determining the fluctuation pattern (also referred to as the "random number value for determining the fluctuation pattern") are acquired (that is, the values ​​of each random number shown in FIG. 7(A) are acquired), and these acquired random number values ​​(acquired information) are stored in the address space corresponding to the current number of special symbol 2 reserved balls in the second special symbol reserved memory unit. In other words, when the number of reserved balls for special chart 2 is less than 4 and the game ball enters the second starting hole 21, the condition (acquisition condition) for acquiring the special chart 2 related random number is met, and this triggers the acquisition of the values ​​of the special chart 2 related random number (random number value for determining whether the special pattern is a hit or not, random number value for determining the type of jackpot, random number value for determining the variation pattern) and these are stored as the second special chart reserved (reserved information).

[0190] Next, in S309, it is determined whether a game ball has entered the first starting hole 20, i.e., whether a game ball has been detected by the first starting hole sensor 20a (S309). If a game ball has not entered the first starting hole 20 (NO in S309), this process is terminated without performing the processes from S310 onwards. If a game ball has entered the first starting hole 20 (YES in S309), it is determined whether the number of reserved balls for special chart 1 (the number of reserved first special charts, specifically, the value of a counter that counts the number of reserved first special charts provided in the RAM of the main control unit) is less than 4 (upper limit) (S310). If the number of reserved balls for special chart 1 is not less than 4 (NO in S310), this process is terminated without performing the processes from S311 onwards. If the number of reserved balls for special chart 1 is less than 4 (YES in S310), "1" is added to the number of reserved balls for special chart 1 (S311).

[0191] Next, a special symbol 1 related random number acquisition process (S312) is performed. In the special symbol 1 related random number acquisition process (S312), similar to the special symbol 2 related random number acquisition process (S308), the value of the counter for determining whether or not a special symbol is hit (label-TRND-A) (random number value for determining whether or not a special symbol is hit), the value of the random number counter for determining the jackpot type (label-TRND-AS) (random number value for determining the jackpot type), and the value of the random number counter for determining the fluctuation pattern (label-TRND-T1) (random number value for determining the fluctuation pattern) stored in the update value memory area (not shown) of the RAM are acquired (that is, the values ​​of each random number shown in FIG. 7(A) are acquired), and these acquired random number values ​​are stored in the address space corresponding to the current number of special symbol 1 reserved balls in the first special symbol reserved memory unit. In other words, when the number of reserved balls for special chart 1 is less than four and a game ball enters the first starting hole 20, the condition (acquisition condition) for acquiring a random number related to special chart 1 is met, and this triggers the values ​​of the random numbers related to special chart 1 (random number value for determining whether the special pattern is a hit or not, random number value for determining the type of jackpot, random number value for determining the variation pattern) to be acquired and stored as the first special chart reserved (reserved information).

[0192] The main control unit (game control microcomputer 81) that executes the special chart 1 related random number acquisition process (S312) and the special chart 2 related random number acquisition process (S308) functions as an "acquisition means" that acquires the acquired information. Also, the main control unit (game control microcomputer 81) that executes the special chart 1 related random number acquisition process (S312) functions as a "first acquisition means," and the main control unit (game control microcomputer 81) that executes the special chart 2 related random number acquisition process (S308) functions as a "second acquisition means."

[0193] [Processing at the time of starting the ball] As shown in FIG. 11, the game control microcomputer 81 performs the start hole sensor detection process (S204) followed by the start ball entry process (S205). As shown in FIG. 13, in the start ball entry process (S205), first, it is determined whether the number of reserved balls in the special figure 2 has increased by "1" (S315). As a result, if it is determined that the number of reserved balls in the special figure 2 has increased by "1" (YES in S315), the process proceeds to S316. This corresponds to the case where "1" is added to the number of reserved balls in the special figure 2 in S307 of the start hole sensor detection process (S204) based on the entry of a game ball into the second start hole 21. On the other hand, if it is determined that the number of reserved balls in the special figure 2 has not increased (NO in S315), the process proceeds to S319 without performing the processes of S316 to S318.

[0194] In S316, the latest special chart 2 acquisition random number value (acquisition information) acquired in the special chart 2 related random number acquisition process (S308) of the immediately preceding start port sensor detection process (S204) and stored in the second special chart reserve memory unit is read (S316). Then, the read special chart 2 acquisition random number value (acquisition information) is judged (S317).

[0195] In S317, the random number value read out in S316 is used to determine whether the special pattern is a hit or miss, and if the result of the determination is a hit, the type of hit is determined based on the random number value used to determine the type of hit.

[0196] The judgment of success or failure by S317 corresponds to a pre-judgment (so-called "reservation pre-reading") of the success or failure judgment of the second special chart reserved that is the subject of the judgment, made prior to the special chart 2 success or failure judgment process (S1202) described later. In other words, the result of the success or failure judgment (jackpot or miss) made when the second special chart reserved is consumed is judged (pre-read) prior to the special chart 2 success or failure judgment process (S1202) described later.

[0197] The determination of the jackpot type by S317 corresponds to a pre-determination (pre-reading of reserve) made prior to the special chart 2 hit / miss determination process (S1202) described below, in which the second special chart reserve that is the subject of the determination is a hit reserve (also referred to as a "jackpot reserve"). In other words, if the result of the hit / miss determination made when the second special chart reserve is consumed is a jackpot, the type of the jackpot is determined (pre-reading) prior to the special chart 2 hit / miss determination process (S1202) described below. Note that the determination of the jackpot type by S317 is also a determination of the jackpot symbol. In other words, the jackpot symbol that will be determined when the second special chart reserve (jackpot reserve) that will result in a jackpot is consumed is determined (pre-reading) prior to the special chart 2 hit / miss determination process (S1202) described below.

[0198] In addition, in S317, the fluctuation pattern is determined based on the fluctuation pattern determination random number value among the acquired random number values ​​read in S316. The determination of the fluctuation pattern by S317 corresponds to a pre-determination (reservation pre-reading) of the selection of the fluctuation pattern for the second special chart reserved that is the subject of the determination, prior to the special chart 2 fluctuation pattern selection process (S1203) described below. In other words, the fluctuation pattern to be selected (determined) when the second special chart reserved is consumed is determined (pre-read) prior to the special chart 2 fluctuation pattern selection process (S1203) described below.

[0199] The preliminary determination of whether or not a win is made (S317) can be performed by, for example, comparing the random number value for determining whether or not a win is made for the special symbol read out in S316 with the random number value for determining whether or not a win is made (a win determination value) in the jackpot determination table shown in Fig. 8(A), that is, the jackpot determination table for a high probability state if the game state at the time of reserved consumption is a high probability state, or the jackpot determination table for a normal state (low probability state) if it is a normal state (low probability state). In this case, if the random number value for determining whether or not a win is made for the special symbol read out in S316 matches the jackpot determination value (jackpot determination value) among the hit determination values ​​in the jackpot determination table, the preliminary determination of whether or not a win is made is a jackpot, and if they do not match, the preliminary determination of whether or not a win is made is a miss.

[0200] The preliminary determination of the jackpot type (S317) can be performed, for example, by comparing the random number value for determining the jackpot type read out in S316 with the random number value for determining the jackpot type in the jackpot type determination table (also called the "jackpot type determination value") in the jackpot type determination table shown in Figure 8 (B), that is, the jackpot type determination table for the first special symbol if the special symbol reserve to be determined is the first special symbol reserve, or the jackpot type determination table for the second special symbol if the special symbol reserve is the second special symbol reserve. In this case, the random number value for determining the jackpot type read out in S316 matches one of the jackpot type determination values ​​in the jackpot type determination table, and the jackpot type corresponding to the matching jackpot type determination value becomes the preliminary determination result of the jackpot type.

[0201] The preliminary determination of the fluctuation pattern (S317) can be performed by, for example, comparing the random number value for determining the fluctuation pattern read out in S316 with the random number value for determining the fluctuation pattern in the fluctuation pattern table (also referred to as the "fluctuation pattern determination value") in the fluctuation pattern table according to the preliminary determination result of whether or not the game is a win or a loss (jackpot or loss) based on the fluctuation pattern table shown in Figure 9, i.e., if the game state at the time of reserved consumption is a non-time-saving state, then the fluctuation pattern table for the non-time-saving state (see the non-time-saving state in Figure 9), and if it is a time-saving state, then the fluctuation pattern table for the time-saving state (see the time-saving state in Figure 9). In this case, the random number value for determining the fluctuation pattern read out in S316 matches one of the fluctuation pattern determination values ​​in the fluctuation pattern table according to the preliminary determination result of whether or not the game is a win or a loss (jackpot or loss). The fluctuation pattern corresponding to the matching fluctuation pattern determination value becomes the preliminary determination result of the fluctuation pattern.

[0202] The processing of S317 corresponds to a process of making a preliminary judgment (reserved advance reading) regarding the variable display before the variable display of the second special symbol is started.

[0203] Next, in S318, information relating to the result of the preliminary judgment by S317 (preliminary judgment information), specifically, information that can identify the result of the preliminary judgment of whether it is a hit or a miss (also referred to as "preliminary judgment result information"), information that can identify the result of the preliminary judgment of the jackpot type (also referred to as "preliminary judgment result information of the jackpot type"), information that can identify the result of the preliminary judgment of the fluctuation pattern (also referred to as "preliminary judgment result information"), etc. is generated as a special chart 2 start ball entry command, and the command is set in the output buffer of RAM (S318). Note that the special chart 2 start ball entry command may include information indicating part or all of the special chart 2 acquisition random number value read in S316 as preliminary judgment information.

[0204] By analyzing the special chart 2 start ball entry command sent from the main control unit 80 (output by the output process (S201)) by the sub-control unit 90, it becomes possible for the sub-control unit 90 to determine whether the information is related to a jackpot, what the jackpot type is, what the fluctuation pattern is, etc. The sub-control unit 90 can then execute a performance based on the preliminary determination result information identified by the received special chart 2 start ball entry command. The preliminary determination result information includes the preliminary determination result of whether or not it is a win, the preliminary determination result of the jackpot type, and the preliminary determination result of the fluctuation pattern. The same applies when the sub-control unit 90 receives the special chart 1 start ball entry command described below. Either or both of the special chart 1 start ball entry command and the special chart 2 start ball entry command are also referred to as the "start ball entry command." As an effect based on the advance judgment result information specified by the start ball entry command (also called "advance effect" or "prediction effect"), for example, an effect that suggests the possibility of a jackpot (expectation level controlled by the special game state, hereinafter simply referred to as "expectation level") or fluctuation patterns can be executed.

[0205] Next, in S319, similar to the processing related to the special chart 2 described above, it is determined whether the number of reserved balls for special chart 1 has increased by "1" (S319). As a result, if it is determined that the number of reserved balls for special chart 1 has increased by "1" (YES in S319), the processing proceeds to S320. This corresponds to the case where "1" is added to the number of reserved balls for special chart 1 in S311 in the start port sensor detection processing (S204) based on the entry of a game ball into the first start port 20. On the other hand, if it is determined that the number of reserved balls for special chart 1 has not increased (NO in S319), this processing ends without performing the processing from S320 onwards.

[0206] In S320, it is determined whether the time-saving flag is ON (S320), and if it is determined that the time-saving flag is ON, i.e., that the base state is high (YES in S320), this process ends without performing the processes from S321 onwards. On the other hand, if it is determined that the time-saving flag is OFF, i.e., that the base state is low (NO in S320), the process proceeds to the pre-determination processes from S321 onwards.

[0207] Here, when the time-saving flag is ON, i.e., when the current game state is a high base state, the opening extension function, which increases the frequency of balls entering the second starting hole 21, is activated, making it easier to determine whether or not the special symbol 2 is a hit (determining whether or not the second special symbol is a hit). Furthermore, the pachinko gaming machine 1 of this embodiment executes the consumption of the second special symbol reserve (displaying the variation of the second special symbol) in priority to the consumption of the first special symbol reserve (displaying the variation of the first special symbol) (a so-called "special symbol 2 priority variable machine"). In this configuration, for example, if a pre-determination of special symbol 1 is performed in a high base state, and the result is notified to the player by a preview or other presentation, and the result of the pre-determination is clearly indicated as a jackpot, the player can take advantage of the priority of the consumption of the second special symbol reserve to intentionally eliminate the second special symbol reserve (setting it to "0") at any time, thereby enabling technical intervention such as intentionally generating a jackpot related to the special symbol 1 indicated by the pre-determination result. It is not desirable from the viewpoint of fairness in the game for the player to be able to adjust the timing of the occurrence of such a jackpot. For this reason, if the current game state is not a low base state but a high base state (YES in S320), the process related to the advance judgment of special chart 1 from S321 onwards is not performed, and this process is terminated.

[0208] The processing of S321 to S323 is the same as the processing of S316 to S318 described above, but for special symbol 1. That is, the latest acquired random number value (acquired information) acquired in the special symbol 1 related random number acquisition processing (S312) in the start port sensor detection processing (S204) and stored in the first special symbol reserved storage unit is read (S321), and a preliminary judgment is made on the acquired random number value (random number value of the first special symbol reserved) related to the read first special symbol (S322).

[0209] In the advance judgment by S322 (advance judgment of first special symbol reservation), similar to the advance judgment by S317 (advance judgment of second special symbol reservation), advance judgment of hit / miss, advance judgment of jackpot type, and advance judgment of fluctuation pattern are made. Of the advance judgments by S322, the advance judgment of hit / miss and advance judgment of jackpot type are made prior to the special symbol 1 hit / miss judgment process (S1207) described below, and the advance judgment of fluctuation pattern is made prior to the special symbol 1 fluctuation pattern selection process (S1208) described below. The processing of S322 corresponds to the processing of making an advance judgment (reservation advance reading) regarding the fluctuation display before the fluctuation display of the first special symbol begins.

[0210] The advance judgment of whether or not a win has occurred, the advance judgment of the jackpot type, and the advance judgment of the fluctuation pattern by S322 can be performed in the same manner as the advance judgment of whether or not a win has occurred, the advance judgment of the jackpot type, and the advance judgment of the fluctuation pattern by S317 described above, based on the jackpot judgment table (see FIG. 8(A)), the jackpot type judgment table (see FIG. 8(B)), and the fluctuation pattern table (see FIG. 9). Therefore, a detailed explanation of the advance judgment of whether or not a win has occurred, the advance judgment of the jackpot type, and the advance judgment of the fluctuation pattern by S322 will be omitted.

[0211] The game control microcomputer 81 that executes the processes of S317 and S322 in the above-mentioned start ball entry process (S205) functions as a "pre-determination means." In addition, the main control unit (game control microcomputer 81) that executes the pre-determination (S322) of the special chart 1 acquisition random number value (acquired information) acquired based on the ball entering the first start hole 20 functions as a "first pre-determination means," and the main control unit (game control microcomputer 81) that executes the pre-determination (S317) of the special chart 2 acquisition random number value (acquired information) acquired based on the ball entering the second start hole 21 functions as a "second pre-determination means."

[0212] [General Action Processing] The game control microcomputer 81 performs the normal symbol operation process (S206) shown in Fig. 14 after the start port sensor detection process (S204). In the normal symbol operation process (S206), the process related to the normal symbol display 42 and the variable winning device 22 is divided into four stages, and a normal symbol operation status "1" to "4" is assigned to each stage. If the normal symbol operation status is "1" (YES in S401), a normal symbol standby process (S402) is performed; if it is "2" (NO in S401, YES in S403), a normal symbol variable process (S404) is performed; if it is "3" (NO in both S401 and S403, YES in S405), a normal symbol determination process (S406) is performed; and if it is "4" (NO in S401, S403, S405), a normal electric accessory process (S407) is performed. The default operating status is "1".

[0213] [Normal pattern standby processing] As shown in FIG. 15, in the normal symbol standby process (S402), first, it is determined whether the number of reserved balls for the normal symbol is "0" (S501). If it is "0" (YES in S501), this process ends without performing the process from S502 onwards. On the other hand, if the number of reserved balls for the normal symbol is not "0" (NO in S501), the normal symbol hit / miss determination process (described below) is performed (S502), and then the normal symbol change pattern selection process (S503) is performed. In the normal symbol change pattern selection process, the normal symbol change pattern selection table shown in FIG. 8(D) is referenced, and if the game state is in the time-saving state, a normal symbol change pattern with a normal symbol change time of 1 second is selected. On the other hand, if the game state is not in the time-saving state, a normal symbol change pattern with a normal symbol change time of 30 seconds is selected.

[0214] Next, after performing the normal pattern random number shift process (S504) described below, the normal pattern variation start process (S505) is performed, and this process ends. In the normal pattern variation start process (S505), the normal pattern variation display is started using the normal pattern variation pattern selected in S503, and the normal operation status is set to "2". In addition, in the normal pattern variation start process, a normal pattern variation start command is set to notify the sub-control board 90 that the normal pattern variation has started.

[0215] [Normal pattern correctness determination process] As shown in FIG. 16, in the normal symbol hit / miss judgment process (S502), first, the value of the random number counter for normal symbol hit / miss judgment (label-TRND-H) stored in the normal symbol reserve memory unit is read (S601). Next, it is determined whether the time-shortening flag is ON (whether the game state is in the time-shortening state or not) (S602). If it is determined that the time-shortening flag is ON, that is, the time-shortening state (YES in S602), a high-probability normal symbol hit / miss judgment is made based on the table for the time-shortening state (hit judgment value is "0" to "239") among the normal symbol hit judgment tables shown in FIG. 8(C) (S604), and the process proceeds to S605. In other words, it is determined whether the value of the random number counter for normal symbol hit / miss judgment (label-TRND-H) that was read out matches any of the hit judgment values.

[0216] If it is determined in S602 that the time-saving flag is not ON, that is, that the game is in a non-time-saving state (NO in S602), a low-probability normal symbol win / loss determination is made based on the table for the non-time-saving state (the win determination value is "0", "1") among the normal symbol win determination tables shown in FIG. 8 (C) (S603), and the process proceeds to S605. Then, it is determined whether the result of the normal symbol win / loss determination (S603, S604) is a win (normal symbol win) or not (S605), and if it is determined that it is not a win (miss), the missing normal symbol (normal symbol miss symbol) to be displayed is determined (S606), and the process ends. On the other hand, if it is determined that it is a win (normal symbol win) (YES in S605), the winning normal symbol (normal symbol win symbol) to be displayed is determined (S607), the normal symbol win flag is turned ON (S608), and the process ends.

[0217] [Normal pattern random number shift processing] As shown in FIG. 17, in the normal symbol random number shift process (S504), first, the number of normal symbol reserved balls is decremented by 1 (S701). Next, the storage location of each normal symbol reserved in the normal symbol reserved memory unit is shifted one position from the current position to the side to be read (S702). Then, the address space that is the storage location of the highest reserved memory in the normal symbol reserved memory unit is made empty ("0"), that is, the RAM area corresponding to the fourth normal symbol reserved is cleared to 0 (S703), and this process is completed. In this way, the normal symbol reserved is consumed in the reserved order.

[0218] [Normal pattern change processing] As shown in Figure 18, in the normal pattern variation process (S404), first, it is determined whether the normal pattern variation time has elapsed (S801), and if it has not elapsed (NO in S801), this process ends without performing the processes from S802 onwards. On the other hand, if the normal pattern variation time has elapsed (YES in S801), a normal pattern variation stop command is set (S802), and the normal pattern operation status is set to "3" (S803). Then, other processes such as stopping and displaying the normal pattern with the display result (winning normal pattern or losing normal pattern) according to the result of the random number for determining whether the normal pattern is correct or not are performed (S804), and this process ends.

[0219] [Normal pattern confirmation process] As shown in FIG. 19, in the normal symbol determination process (S406), first, it is determined whether the normal symbol winning flag is ON (S901). If the normal symbol winning flag is not ON (NO in S901), the normal symbol operation status is set to "1" (S905), and this process ends. On the other hand, if the normal symbol winning flag is ON (YES in S901), it is determined whether the time-saving flag is ON, that is, whether the time-saving state is in effect (S902). If the time-saving state is in effect (YES in S902), the opening pattern during the time-saving state is set as the opening pattern of the variable winning device 22 (second starting port 21) (S903). As described above, the opening pattern during the time-saving state is an opening pattern in which a 2.0-second opening is repeated three times. In response to this, in S903, the opening pattern of the second start port 21 during the time-saving state is set, and the second start port opening counter, which counts the number of times the second start port 21 is opened, is set to "3".

[0220] On the other hand, if the game is in a non-time-shortening state (NO in S902), the opening pattern for the variable winning device 22 (second starting port 21) is set to the opening pattern for the non-time-shortening state (S906). As mentioned above, the opening pattern for the non-time-shortening state is an opening pattern in which a 0.2-second opening is performed once. Corresponding to this, in S906, the opening pattern for the second starting port 21 in the non-time-shortening state is set, and the second starting port opening counter, which counts the number of times the second starting port 21 has been opened, is set to "1". Then, following the setting of the opening pattern (S903, S906), the normal operation status is set to "4" (S904), and this processing is terminated.

[0221] [Normal electric accessory processing] As shown in Figure 20, in the normal electric accessory processing (S407), first, it is determined whether the normal winning end flag is ON (S1001). The normal winning end flag is a flag that indicates that the opening of the second starting hole 21 has been completed in the auxiliary game that was executed as a winning.

[0222] If the normal hit end flag is not ON (NO in S1001), it is determined whether the second start port 21 is currently open (S1002). If it is not currently open (NO in S1002), it is determined whether the time (timing) to open the second start port 21 has arrived (S1003). If not (NO in S1003), this process is terminated, and if it has arrived, the second start port 21 is opened (S1004), and this process is terminated. On the other hand, if the second starting port 21 is open (YES in S1002), it is determined whether the time has come to close the second starting port 21 (i.e., whether a predetermined opening time has elapsed since the second starting port 21 was opened) (S1005), and if it has not come (NO in S1005), this processing is terminated, and if it has come (YES in S1005), the second starting port 21 is closed (S1006).

[0223] Following the closing process for the second start port 21 (S1006), the value of the second start port opening counter is decremented by 1 (S1007), and it is determined whether the value of the second start port opening counter is "0" (S1008). If it is not "0" (NO in S1008), this process is terminated to open the second start port 21 again. On the other hand, if the value of the second start port opening counter is "0" (YES in S1008), a normal win end process (S1009) is performed to end the auxiliary game, and a normal win end flag is set (S1010), and this process is terminated. Note that the second start port opening counter becomes "0" when the second start port 21 is opened (the opening operation of the opening / closing member 23) three times during the time-saving state, and becomes "0" when the second start port 21 is opened once during the non-time-saving state.

[0224] On the other hand, if it is determined in S1001 that the normal symbol winning end flag is ON (YES in S1001), the opening operation of the second starting port 21 for the number of times set in S903 or S906 has ended, so the normal symbol winning end flag is turned OFF (S1011), the normal symbol winning flag is turned OFF (S1012), the normal symbol operation status is set to "1" (S1013), and this processing is terminated. As a result, in the next interrupt processing, the normal symbol waiting processing (S402) will be executed again as the normal symbol operation processing (S206).

[0225] [Special diagram operation processing] As shown in Fig. 11, the game control microcomputer 81 performs the special symbol operation process (S207) after the normal symbol operation process (S206). As shown in Fig. 21, in the special symbol operation process (S207), the process related to the special symbol display device 41 and the big prize device (first big prize device 31, second big prize device 36) is divided into four stages, and one of the special symbol operation statuses "1" to "4" is assigned to each stage.

[0226] If the special symbol operation status is "1" (YES in S1101), special symbol standby processing (S1102) is performed; if it is "2" (NO in S1101, YES in S1103), special symbol changing processing (S1104) is performed; if it is "3" (NO in both S1101 and S1103, YES in S1105), special symbol determination processing (S1106) is performed; if it is "4" (NO in all S1101, S1103, S1105), special electric accessory processing (S1107) is performed as a jackpot game. The special symbol operation status is initially set to "1".

[0227] [Special pattern standby process] As shown in Figure 22, in the special symbol waiting process (S1102), first, it is determined whether the number of reserved balls in the second starting port 21 (i.e., the number of reserved balls in special symbol 2) is "0" (S1201). If the number of reserved balls in special symbol 2 is "0" (YES in S1201), that is, if there is no memory of the random number counter value (acquired information) acquired due to a ball entering the second starting port 21, it is determined whether the number of reserved balls in the first starting port 20 (i.e., the number of reserved balls in special symbol 1) is "0" (S1206). Then, if the number of reserved balls for special chart 1 is also "0" (YES in S1206), that is, if there is no memory of the random number counter value (acquired information) obtained as a result of a ball entering the first starting port 20, it is determined whether or not the display screen 7a of the image display device 7 is currently being set to the standby screen (a demo screen for waiting customers is currently being executed) (S1211), and if so (YES in S1211), this process is terminated without processing S1212, and if not (NO in S1211), a standby screen setting process is executed to display the standby screen (S1212).

[0228] If S1201 determines that the number of reserved balls for special chart 2 is not "0" (NO in S1201), that is, if there is one or more memories of random number counter values ​​obtained due to a ball entering the second starting port 21, the special chart 2 hit / miss judgment process (S1202), special chart 2 change pattern selection process (S1203), special chart 2 random number shift process (S1204), and special chart 2 change start process (S1205) described below are performed in this order. Furthermore, if the number of reserved balls for special chart 2 is "0" but the number of reserved balls for special chart 1 is not "0" (YES in S1201, NO in S1206), that is, if there is no memory of a random number counter value related to the second starting port 21 but there is one or more memories of random number counter values ​​obtained due to a ball entering the first starting port 20, the special chart 1 pass / fail judgment process (S1207), special chart 1 variation pattern selection process (S1208), special chart 1 random number shift process (S1209), and special chart 1 variation start process (S1210) described below are performed in this order.

[0229] In this embodiment, the display of the first special symbol based on the first special symbol reservation is performed only when the number of reserved balls for the second special symbol is "0" (YES in S1201). In other words, the consumption of the second special symbol reservation (display of the second special symbol's variation) is executed in priority to the consumption of the first special symbol reservation (display of the first special symbol's variation). In this embodiment, the judgment of whether or not the winning / losing is based on the second special symbol reservation is more likely to result in a jackpot that is more profitable for the player than the judgment of whether or not the winning / losing is based on the first special symbol reservation (see FIG. 8(B)).

[0230] [Special Diagram 2 Correctness Judgment Processing] As shown in FIG. 23, in the special symbol 2 hit / miss determination process (S1202), first, the value (label-TRND-A) of the random number counter for determining whether or not the special symbol is hit is read (S1301) from the lowest area of ​​the second special symbol reserved memory section of RAM (i.e., the RAM area corresponding to the first second special symbol reserved) as a determination value. Next, it is determined whether or not the probability variable flag is ON, i.e., whether or not the high probability state is present (S1302). If the high probability state is not present (NO in S1302), i.e., if the normal state is present, a hit / miss determination is made based on the normal state jackpot determination table (the jackpot determination values ​​are "3" and "397") in the jackpot determination table (see FIG. 8(A)) (S1303). On the other hand, if the high probability state is present (YES in S1302), a hit / miss determination is made based on the high probability state jackpot determination table in the jackpot determination table (see FIG. 8(A)) (S1304). In the jackpot determination table for high probability states, the jackpot determination values ​​are "3", "53", "113", "173", "227", "281", "337", "397", "449", and "503".

[0231] If the result of the hit / miss determination (S1303, S1304) is a "jackpot" (YES in S1305), the value of the random number counter for determining the jackpot type (label-TRND-AS) is read out, the jackpot type is determined based on the jackpot type determination table shown in Figure 8 (B) (S1307), a jackpot symbol is determined based on the value of the random number for determining the jackpot type (S1308), the jackpot flag is turned ON (S1309), and this process ends.On the other hand, if the result of the hit / miss determination (S1303, S1304) is not a "jackpot" ("miss") (NO in S1305), a miss symbol is determined (S1306), and this process ends.

[0232] Here, when determining the type of jackpot, in the case of a hit / miss judgment related to the first special symbol, the jackpot type is determined using the jackpot type judgment table for the first special symbol, and in the case of a hit / miss judgment related to the second special symbol, the jackpot type is determined using the jackpot type judgment table for the second special symbol. Note that the special symbol hit / miss judgment and the jackpot type determination judgment may each be called a "judgment," and the special symbol hit / miss judgment and the jackpot type determination judgment may be collectively called a "judgment."

[0233] The main control unit (game control microcomputer 81) that executes the hit / miss determination (S1303, S1304) for the second special symbol functions as a "second hit / miss determination means" (also referred to as "second determination means"). In addition, the hit / miss determination and jackpot type determination in the special symbol 2 hit / miss determination process (S1202), and the variation pattern selection (variation pattern determination) in the special symbol 2 variation pattern selection process (S1203) described below are each performed before (just before) the start of the variation display corresponding to the first second special symbol reserve among the second special symbol reserves stored in the second special symbol reserve storage unit. Therefore, each of these processes, like the process of S317, can be said to correspond to a process of making a preliminary determination regarding the variation display before the variation display of the second special symbol begins, and can be collectively referred to as a "pre-determination means." In addition, to distinguish between the judgment made by S317 and the judgment made by the special chart 2 pass / fail judgment process (S1202) and the special chart 2 change pattern selection process (S1203), the former judgment is also called a ``prediction judgment'' and the latter judgment is also called a ``judgment at the start of change.''

[0234] [Special Chart 2 Variation Pattern Selection Processing] As shown in Fig. 22, in the special symbol waiting process (S1102), after the special symbol 2 hit / miss determination process (S1202), the special symbol 2 variation pattern selection process (S1203) is performed. As shown in Figs. 24 and 25, in the special symbol 2 variation pattern selection process (S1203), first, it is determined whether the game state is in a time-saving state (whether the time-saving flag is ON or not) (S1401). As a result, if it is determined that the time-saving state is not in (NO in S1401), that is, if it is in a non-time-saving state, it is then determined whether the jackpot flag is ON or not (S1402).

[0235] When it is determined that the jackpot flag is ON (YES in S1402), a table for non-time-saving state jackpots (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state and jackpot) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) (S1403). In this embodiment, one of the fluctuation patterns P1 to P3 is selected. In addition, by determining (selecting) the fluctuation pattern of the special symbol, the fluctuation time of the special symbol is determined.

[0236] On the other hand, if it is determined in S1402 that the jackpot flag is not ON (NO in S1402), it is then determined whether the reserved number of the second special symbol is "1" or "2" (S1405). The reserved number here refers to the number of memories including the information determining the variation pattern by this process, so the number of reserved memories is set to any value from "1" to "4". Then, if it is determined in S1405 that the reserved number is either "1" or "2" (YES in S1405), a variation pattern is selected based on the variation pattern random number counter value (label -TRND-T1) by referring to the first reserved number miss table (the part of the variation pattern table shown in FIG. 9 that corresponds to the non-time-reduction state, miss, and reserved ball number "1, 2") (S1406). In this embodiment, one of the variation patterns P4 to P7 is selected.

[0237] On the other hand, if it is determined in S1405 that the reserved number is neither "1" nor "2," i.e., either "3" or "4" (NO in S1405), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label -TRND-T1) by referring to the second reserved number miss table (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state, miss, and reserved ball number "3, 4") (S1407). In this embodiment, one of fluctuation patterns P8 to P11 is selected. Furthermore, the first reserved number miss table is set to be more likely to select a fluctuation pattern with a relatively long fluctuation time than the second reserved number miss table. Furthermore, the shortest selectable fluctuation time (12,000 ms) is also longer than that of the second reserved number miss table (4,000 ms).

[0238] Also, when it is determined in S1401 that the time is reduced (YES in S1401), as shown in Fig. 25, it is determined whether the jackpot flag is ON (S1408). As a result, when it is determined that the jackpot flag is ON (YES in S1408), it refers to the time-reduction state jackpot table (the part of the fluctuation pattern table shown in Fig. 9 that corresponds to the time-reduction state and the jackpot), and selects a fluctuation pattern based on the fluctuation pattern random number counter value (label -TRND-T1) (S1409). In this embodiment, one of the fluctuation patterns P12 to P14 is selected.

[0239] On the other hand, if it is determined in S1408 that the jackpot flag is not ON (NO in S1408), it is determined whether the reserved number is "1" (S1410). The reserved number here is the same as above, and the reserved number is set to any value from "1" to "4". If it is determined in S1410 that the reserved number is "1" (YES in S1410), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label -TRND-T1) by referring to the third reserved number miss table (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the time-saving state, miss, and reserved ball number "1") (S1411). In this embodiment, one of the fluctuation patterns P15 to P18 is selected.

[0240] In addition, if it is determined in S1410 that the reserved number is not "1", that is, that the reserved number is any one of "2" to "4" (NO in S1410), a fourth reserved number miss table (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the time-saving state, miss, and reserved ball number "2 to 4") is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label -TRND-T1) (S1411). In this embodiment, one of the fluctuation patterns P19 to P22 is selected.

[0241] Here, the variation pattern selected in the case of a miss in the time-saving state is more likely to have a shorter variation time than the variation pattern selected in the case of a miss in the non-time-saving state. This is to speed up the consumption speed of the reserved special chart during the time-saving state (to speed up the game during the time-saving state).

[0242] After the variation pattern is selected as described above, other processing shown in Fig. 24 is performed (S1404), and this processing ends. In the other processing (S1404), a variation pattern designation command corresponding to the selected variation pattern is set in the output buffer of RAM, etc. The variation pattern designation command is included in a variation start command (described later) and is sent to the sub-controller by the output processing (S201).

[0243] [Special Chart 2: Random Number Shift Processing] As shown in Figure 26, in the special chart 2 random number shift process (S1204), first, the number of reserved balls for special chart 2 is decremented by 1 (S1501). Next, the storage location of various counter values ​​in the second special chart reserved memory unit is shifted to the lower side (for example, if the second special chart reserved memory unit consists of an address space corresponding to addresses "0000" to "0003", the address "0000" side) (S1502). Then, "0" is set in the top address space of the second special chart reserved memory unit (S1503), and this process is completed.

[0244] After executing the special symbol 2 random number shift process (S1204), the special symbol 2 variation start process (S1205) is executed as shown in Figure 22. In the special symbol 2 variation start process (S1205), the special symbol operation status is set to "2", and the variation start command is set in the output buffer of the RAM, and the variable display of the second special symbol is started.

[0245] [Special Diagram 1 Correctness Judgment Processing] As shown in Fig. 27, in the special symbol 1 hit / miss judgment process (S1207), each process of S1601 to S1609 is performed in the same flow as the special symbol 2 hit / miss judgment process (S1202) shown in Fig. 23. Therefore, a detailed explanation of this process will be omitted. However, since this process is a process related to the special symbol 1, in S1601, the random number value for the special symbol hit / miss judgment stored in the lowest area of ​​the first special symbol reserved memory section of the RAM (the RAM area corresponding to the first of the first special symbol reserved) is read out and processed.

[0246] The main control unit (game control microcomputer 81) that executes the hit / miss determination (S1603, S1604) for the first special symbol functions as the "first hit / miss determination means" (also referred to as the "first determination means"). In addition, the hit / miss determination and jackpot type determination in the special symbol 1 hit / miss determination process (S1207), and the variation pattern selection (variation pattern determination) in the special symbol 1 variation pattern selection process (S1208) described below are each performed before (just before) the start of the variation display corresponding to the first first special symbol reserve among the first special symbol reserves stored in the first special symbol reserve storage unit. Therefore, each of these processes, like the process of S322, can be said to correspond to the process of making a preliminary determination regarding the variation display before the variation display of the first special symbol begins, and can be collectively referred to as the "pre-determination means." In addition, to distinguish between the judgment made by S322 and the judgment made by the special chart 1 pass / fail judgment process (S1207) and the special chart 1 change pattern selection process (S1208), the former judgment is also called a ``prediction judgment'' and the latter judgment is also called a ``judgment at the start of change.''

[0247] [Special Chart 1 Variation Pattern Selection Processing] As shown in Figures 28 and 29, in the special chart 1 variation pattern selection process (S1208), processing (S1701 to S1712) is performed in the same manner as the special chart 2 variation pattern selection process (S1403) shown in Figures 24 and 25. Therefore, detailed explanations of this process will be omitted.

[0248] [Special Figure 1: Random number shift processing] As shown in Figure 30, in the special chart 1 random number shift process (S1209), first, the number of reserved balls for special chart 1 is decremented by 1 (S1801). Next, the storage location of various counter values ​​in the first special chart reserved memory unit is shifted downward by one (S2002). Then, "0" is set in the top address space of the first special chart reserved memory unit (S1803), and this process ends.

[0249] After executing the special symbol 1 random number shift process (S1209), the special symbol 1 variation start process (S1210) is executed as shown in Figure 22. In the special symbol 1 variation start process (S1210), the special symbol operation status is set to "2", and the variation start command is set in the output buffer of the RAM, and the variable display of the first special symbol is started.

[0250] [Special pattern change processing] As shown in Figure 31, in the special symbol variation process (S1104), first, it is determined whether the variation time of the special symbol (variation time determined according to the variation pattern selected in S1203 or S1208 of Figure 22, see Figure 9) has elapsed (S1901). If it is determined that the variation time has not elapsed (NO in S1901), the process ends. This allows the variation display of the special symbol to continue.

[0251] On the other hand, if it is determined that the fluctuation time has elapsed (YES in S1901), a fluctuation stop command is set (S1902). Next, it is determined whether or not the probability variable flag is ON (S1903), and if it is ON (YES in S1903), the probability variable counter is decremented by 1 (S1904), and it is determined whether or not the value of the probability variable counter is "0" (S1905). If it is determined that the value of the probability variable counter is "0" (YES in S1905), the probability variable flag is turned OFF (S1906), and the process proceeds to S1907. The high probability state (probability variable state) ends with the process of S1906. On the other hand, if it is determined that the probability variable flag is not ON (NO in S1903), or if it is determined that the value of the probability variable counter is not "0" (NO in S1905), the process proceeds to S1907.

[0252] In S1907, it is determined whether the time-saving flag is ON (S1907), and if it is determined that the time-saving flag is ON (YES in S1907), the value of the time-saving counter that counts the number of times the variable display of the special pattern is executed during the time-saving state is decremented by 1 (S1908), and it is determined whether the value of the time-saving counter is "0" (S1909). If the value of the time-saving counter is "0" (YES in S1909), the time-saving flag is turned OFF (S1910), and the process proceeds to S1911. The time-saving state (and the high base state) ends by the process of S1910. Furthermore, if it is determined that the time-saving flag is not ON (NO in S1907), or if it is determined that the value of the time-saving counter is not "0" (NO in S1909), the process proceeds to S1911.

[0253] In S1911, the special symbol operation status is set to "3" (S1911). Next, other processing is performed, such as statically displaying the special symbol with a display result according to the judgment results of the special symbol hit / miss judgment random number and the random number for determining the type of jackpot (S1912), and this processing ends. When the game control microcomputer 81 stops (ends) the variable display of the special symbol, it sets the static display time (static display period) of the special symbol (static symbol). Then, when the set static display time (static display period) has elapsed, it performs special symbol determination processing (S1106).

[0254] The main control unit (game control microcomputer 81) that executes the process of turning off the probability variable flag when the probability variable counter value becomes "0" and turning off the time-saving flag when the time-saving counter value becomes "0" (S1906, S1910) functions as a "game status control means." The game status control means is also called a "mode control means."

[0255] [Special design confirmation process] As shown in Figure 32, in the special symbol determination process (S1106), first, it is determined whether the jackpot flag is ON (S2001). If the jackpot flag is ON (YES in S2001), it is determined whether the type of the current jackpot is a 10R jackpot (10R 8th jackpot or 10R 9th jackpot) (S2002). As a result, if it is determined that the type of the current jackpot is a 10R jackpot (YES in S2002), the value of the round counter that counts the number of rounds executed during the jackpot game is set to "10" (S2003), and the process proceeds to S2006. On the other hand, if it is determined that the type of this jackpot is not a 10R jackpot (NO in S2002), the jackpot type is a 7R jackpot (any of the 1st to 7th jackpots of 7R), so the value of the round counter is set to "7" (S2005) and processing proceeds to S2006.

[0256] In S2006, lighting pattern data that determines the display mode (lighting mode) of the round display device 45 is set (S2006), and the process proceeds to S2007. Specifically, lighting pattern data for the two LEDs (7R lamp and 10R lamp) that make up the round display device 45 is set (S2006) according to the determination result of S2002 mentioned above, i.e., the type of the current jackpot (number of rounds). When this set lighting pattern data is output by the output process (S201), the LEDs (round lamps) of the round display device 45 light up according to the lighting pattern data.

[0257] In S2007, lighting pattern data that determines the display mode (lighting mode) of the win indicator 48 is set (S2007), and the process proceeds to S2008. As described above, the win indicator 48 indicates whether the special symbol hit / miss judgment that triggered the jackpot when the jackpot occurred (when the jackpot symbol was displayed) was a first special symbol hit / miss judgment or a second special symbol hit / miss judgment. The pachinko gaming machine 1 of this embodiment has two types of jackpots: a "7R jackpot" (7R jackpots on the first to seventh jackpots) and a "10R jackpot" (10R jackpots on the eighth and ninth jackpots). The "7R jackpot" is a jackpot type that occurs when the jackpot is determined based on the first special symbol hit / miss judgment, and the "10R jackpot" is a jackpot type that occurs when the jackpot is determined based on the second special symbol hit / miss judgment (see FIG. 6). Therefore, in this embodiment, based on the judgment result of S2002 described above, lighting pattern data of the three LEDs constituting the winning indicator 48 is set (S2007). That is, if it is judged in S2002 that the type of the current jackpot is a 10R jackpot (YES in S2002), the current jackpot is determined by the second special symbol hit / miss judgment (also called "special symbol 2 jackpot"). As lighting pattern data corresponding to this, data for lighting up the "b1" and "b3" LEDs out of the three "b1 to b3" LEDs shown in FIG. 4 is set. On the other hand, if it is determined in S2002 that the type of the current jackpot is not a 10R jackpot (NO in S2002), the type of the current jackpot is a 7R jackpot, and the jackpot is determined by the first special symbol hit / miss judgment (also called a "special symbol 1 jackpot"). Therefore, as lighting pattern data corresponding to this, data for lighting the "b1" and "b2" LEDs out of the three "b1 to b3" LEDs shown in Figure 4 is set. When this set lighting pattern data is output by the output process (S201), the LEDs of the hit indicator 48 light up according to the lighting pattern data.

[0258] In this embodiment, a 7R jackpot is set as a special symbol 1 jackpot, and a 10R jackpot is set as a special symbol 2 jackpot. A 10R jackpot is not derived as a result of the first special symbol hit / miss judgment, and a 7R jackpot is not derived as a result of the second special symbol hit / miss judgment (see FIG. 6). Therefore, when setting the lighting pattern data of the hit indicator 48 in S2007, it is set based on the judgment result of S2002 (the type of jackpot that occurred). On the other hand, for example, if a common jackpot type is set for the special symbol 1 jackpot and the special symbol 2 jackpot, the type of the special symbol hit / miss judgment that triggered the jackpot (the first special symbol hit / miss judgment or the second special symbol hit / miss judgment) cannot be determined based on the type of jackpot that occurred. Therefore, the lighting pattern data of the hit indicator 48 cannot be determined based on the type of jackpot that occurred. Therefore, in such a case, for example, the jackpot flags set in the above-mentioned S1309 and S1609 can be divided into those corresponding to the special jackpot 1 (for example, "special jackpot 1 flag") and those corresponding to the special jackpot 2 (for example, "special jackpot 2 flag"). In this way, by determining the type of jackpot flag that is ON (special jackpot 1 flag or special jackpot 2 flag), it becomes possible to determine the type of special symbol hit / miss judgment that triggered the jackpot when the jackpot occurred, and thereby it becomes possible to appropriately determine the lighting pattern data of the hit indicator 48.

[0259] Next, in S2008, a jackpot opening pattern corresponding to the type of jackpot (type of jackpot) is set (S2008), and the process proceeds to S2009. As mentioned above, the opening pattern of the jackpot opening is determined according to the type of jackpot (see Figure 6). Specifically, if the jackpot is one of the 7R 1st to 7th jackpots, the opening pattern for the 7R jackpot corresponding to the respective jackpot is set, and if the 10R 8th or 10R 9th jackpot is the corresponding 10R jackpot opening pattern is set. During jackpot play, the opening and closing operation of the jackpot opening (special ball opening) is executed according to the jackpot opening pattern set in S2008.

[0260] Next, the movable piece operation timing is set according to the type of jackpot (S2009), and the process proceeds to S2010. As described above, the operation of the movable piece 150 in the V round (the fifth round in this embodiment) is performed based on the number of game balls entering the second large winning slot 35 (V attacker), and the number of balls that triggers the operation is determined according to the type of jackpot (see Figure 48). Specifically, a "first predetermined value (c1) corresponding to the number of balls that determines the timing of the first operation" and a "second predetermined value (c2) corresponding to the number of balls that determines the timing of the second operation" that are predetermined according to the type of jackpot are set (predetermined value setting means). In this embodiment, the first predetermined value (c1) is set to "1," and the second predetermined value (c2) is set to "2." The operation of the movable piece 150 is controlled based on the value set in S2009 and the count value (number of balls entering the V attacker) by the ball entry counting means in the V round (fifth round). The second predetermined value (c2) is not set when the type of jackpot is a "V non-passing scheduled jackpot", but is set only when the type is a "V passing scheduled jackpot".

[0261] In S2010, to start a jackpot game, an opening command for the jackpot is set (S2010). The opening command is determined according to the type of jackpot, and an opening command for the 7R first jackpot, an opening command for the 7R second jackpot, etc. is provided for each jackpot. Then, an opening period corresponding to the set opening command is set.

[0262] The main control unit transmits the set opening command to the sub-control unit at a predetermined timing by an output process (S201). Then, the sub-control unit that receives the opening command performs a predetermined game effect corresponding to the opening period.

[0263] In addition, in S2011, the opening period of the jackpot game is started (S2011), and the special chart operation status is set to "4" (S2012). Also, if it is determined in S2001 that the jackpot flag is not ON (NO in S2001), the special chart operation status is set to "1" (S2013), and the process ends.

[0264] The opening period is a period set before the initial opening of the jackpot opening during a jackpot game and after the stop display time (stop display period) of the special symbol (effect symbol) that is stopped and displayed as a jackpot symbol has elapsed, during which the variable display of the special symbol (effect symbol) is disabled. The opening period is also referred to as the "start period." The effects executed during the opening period (start period) are also referred to as "opening effects" or "start effects." The length of the opening period (opening time) is generally long enough to allow the player to recognize that a jackpot game is about to begin, and can be, for example, longer than the jackpot stop display time. The length of the opening period (opening time) may also vary depending on the game state when a jackpot occurs and the type of jackpot.

[0265] The main control unit (game control microcomputer 81) that executes the above-mentioned special symbol waiting process (S1102), special symbol varying process (S1104), and special symbol determination process (S1106) functions as a "variable game execution means." Furthermore, when executing these processes (S1102, S1104, and S1116) for the first special symbol, the main control unit (game control microcomputer 81) functions as a "first variable display execution means," and when executing these processes for the second special symbol, the main control unit (game control microcomputer 81) functions as a "second variable display execution means."

[0266] [Special electric device processing (jackpot game)] As shown in FIG. 33, in the special electric device processing (S1107), first, it is determined whether the probability variable flag is ON (S2101), and if it is determined that the probability variable flag is ON (YES in S2101), it turns off the probability variable flag (S2102), and then it is determined whether the time-saving flag is ON (S2103). If it is determined in S2103 that the time-saving flag is ON (YES in S2103), it turns off the time-saving flag (S2104), and the process proceeds to S2105. Note that if it is determined in S2101 that the probability variable flag is not ON (NO in S2101), the probability variable flag is OFF, so the process proceeds to S2103 without performing the process of S2102. Also, if it is determined in S2103 that the time-saving flag is not ON (NO in S2103), the time-saving flag is OFF, so the process proceeds to S2105 without performing the process of S2104. In other words, during the execution of a jackpot game, the game is controlled to a low probability state and a non-time-saving state. In this embodiment, since the game is always in a low base state during the non-time-saving state, the game is also controlled to a low base state during the execution of a jackpot game.

[0267] Next, it is determined whether the jackpot end flag is ON (S2105). The jackpot end flag indicates that all opening processes of the big prize winning devices (first big prize winning device 31 and second big prize winning device 36) have been completed (all rounds have been completed) during the jackpot game. If it is determined that the jackpot end flag is not ON (NO in S2105), it is then determined whether it is time to start a round (S2106). This determination is made based on the big prize winning port opening pattern set for each big prize type in S2008 described above. For example, if it is before the start of the first round, it is determined whether the opening period has ended and it is time to execute the first opening process of the first round. If the first round has already started, it is determined whether the previous round has ended and a predetermined interval period has ended. Note that the word "round" is also simply referred to as "R" or "round game."

[0268] If it is determined in S2106 that it is time to start a round (YES in S2106), a round start command for the corresponding round is set (S2107), a special prize opening process is performed (S2108), and this process ends. As a result, the special prize opening is opened and the specified round begins. In S2107, a round start command that can identify the round to start is set, such as a "1R start command" if it is the start of the first round, or a "2R start command" if it is the start of the second round. The set round start command is sent to the sub-controller by the output process of S201. In addition, in the special prize opening process of S2108, a special prize opening opening pattern that is determined according to the type of jackpot to be executed and that is determined for the round to be started is started.

[0269] On the other hand, if it is determined in S2106 that it is not time to start a round (NO in S2106), the process proceeds to S2111. Examples of times when it is determined that it is not time to start a round include an opening period before the start of a round, during a round, and during an interval period after the end of a round. In S2111, it is determined whether a round is being executed, i.e., whether the special prize opening operation based on the predetermined opening pattern started in S2108 is being executed (S2111). As a result, if it is determined that a round is being executed (the special prize opening operation is being executed) (YES in S2111), it is determined whether the currently executed round is a V round (S2112). As mentioned above, in this embodiment, the fifth round of a jackpot game is the V round, so it is determined whether it is the fifth round. If the currently running round is the V round (5th round) (YES in S2112), the V round processing described below is performed (S2113); if it is not the V round (NO in S2112), the process proceeds to S2114 without performing the V round processing (S2113).

[0270] In S2114, it is determined whether the round end condition for the currently running round has been met (S2114). Here, the round end conditions in this embodiment are defined as follows: (1) the round execution time (25 seconds in this embodiment) set for the currently running round has elapsed (or the release pattern set for the currently running round has ended), and (2) the specified number of game balls (9 in this embodiment) set for the currently running round have entered the ball slot. If either of the conditions is met, the round end condition is met based on the condition that was met first. If it is determined in S2114 that the round end condition has not been met (NO in S2114), this processing ends without performing the processing from S2115 onwards.

[0271] On the other hand, if it is determined in S2114 that the round end condition has been met (YES in S2114), a round end command for the corresponding round is set (S2115), and the process proceeds to S2116. In S2115, a round end command that can identify the round that is ending is set, such as a "1R end command" if the first round ends, or a "2R end command" if the second round ends. The set round end command is sent to the sub-control unit by the output process of S201.

[0272] In S2116, the major prize opening (first major prize opening 30 or second major prize opening 35) is closed upon completion of the round, and a predetermined interval time is set (major prize opening closing process) (S2116). In this embodiment, two interval times are provided between rounds: 2000 ms (2 seconds) and 200 ms (0.2 seconds). The interval time set at the end of the V round (the interval period between the fifth and sixth rounds) is 2000 ms, and the interval time set at the end of other rounds is 200 ms. At the end of the V round, in order to ensure time to determine whether the number of balls entered and the number of balls discharged in that V round match or not from the perspective of monitoring for ball jamming and preventing fraud, the interval time after the end of the V round is 2000 ms, and the interval time between other rounds is 200 ms. This makes it possible to monitor ball jams and prevent cheating in the V round, while quickly and smoothly alternately opening the first major prize opening 30 and the second major prize opening 35 in the other rounds.

[0273] Next, in S2117, it is determined whether the interval time set in the previous jackpot opening closing process (S2116) has elapsed (S2117). This process of S2117 is also performed following the determination in S2111 that a round is not currently being executed (NO in S2111). If it is determined in S2117 that the interval time has not elapsed (NO in S2117), this process is terminated. If it is determined that the interval time has elapsed (YES in S2117), the value of the round counter is decremented by 1 (S2118), and it is determined whether the value of the round counter is "0" (S2119). Then, if it is determined that the value of the round counter is not "0" (NO in S2119), this process is terminated to start the next round. On the other hand, if it is determined that the value of the round counter is "0" (YES in S2119), a jackpot termination process (S2120) is performed to terminate the jackpot game. In the jackpot end process (S2120), the jackpot ending command is set and the jackpot ending period is started. Next, the jackpot end flag is turned ON (S2121), and this process ends. The value of the round counter becomes "0" when all rounds in the jackpot to be executed are completed.

[0274] Here, in the jackpot end process (S2120), a process for setting an ending command is performed, and the ending command to be set is selected from a plurality of ending commands based on the game state at the time of the jackpot, the jackpot type information, and the ON / OFF state of the V flag. The ending period to be executed (set) differs depending on the type of ending command to be set.

[0275] The ending period is the period set after all opening operations of the large prize openings (first large prize opening 30 and second large prize opening 35) in a jackpot game have been completed and before the variable display of special symbols (performance symbols) can be executed. The ending period is also called the "end period." During the ending period (end period), the large prize openings are in a closed state. The performance executed during the ending period (end period) is also called the "ending performance" or "end performance."

[0276] Furthermore, information indicating whether or not the gaming ball passed through the specific area in the V round (in the jackpot game) is also referred to as "specific area information." This specific area information includes information indicating that the gaming ball passed through the specific area in the V round (V flag: ON) and information indicating that the gaming ball did not pass through the specific area in the V round (V flag: OFF), and the ending period determination means (end period determination means) that determines the ending period can determine the ending period based on this specific area information.

[0277] If it is determined in S2105 that the jackpot end flag is ON (YES in S2105), the final round of the jackpot game has ended, so it is determined whether the execution time for the jackpot ending performance has elapsed (S2122). If it is determined that the ending time has not elapsed (NO in S2122), the processing ends. On the other hand, if it is determined that the ending time has elapsed (YES in S2122), the jackpot end flag is turned OFF (S2123), and the game status setting processing (S2124) described below is performed. Next, the jackpot flag is turned OFF (S2125), the special symbol operation status is set to "1" (S2126), and the processing ends. As a result, in the next interrupt processing, the special symbol standby processing (S1102) will be executed again as the special symbol operation processing (S207).

[0278] The main control unit (game control microcomputer 81) that executes the special electric accessory processing (S1107) functions as a "special game execution means."

[0279] [V Round Processing] As shown in FIG. 34, in the V round processing (S2113), first, it is determined whether the number of game balls that enter the V attacker (second large winning slot 35) during the V round, i.e., the count value by the aforementioned ball count counting means, is a first predetermined value (c1) (S2701). As described above, in the V round, the movable piece 150 is operated based on the number of game balls that enter the V attacker during the V round, and the "first predetermined value (first count value)" and "second predetermined value (second count value)" that determine the number of balls that trigger this operation are set in the aforementioned S2009. In S2701, it is determined whether the count value by the ball counting means during the current V round is the "first predetermined value (c1) corresponding to the number of balls that determines the timing of the first operation" set in S2009. In this embodiment, the first predetermined value (c1) is set to "1" regardless of the type of jackpot (see Figure 48), so if the count value by the ball counting means is "1" (YES in S2701), processing of S2702 is performed, and if it is not "1" (NO in S2701), processing of S2703 is proceeded to without performing processing of S2702.

[0280] In S2702, a specific area opening / closing process is performed to open or close the specific area 39 by operating the movable piece 150 (S2702). Since the specific area opening / closing process here corresponds to the first operation of the movable piece 150 based on the number of balls entering the V attacker being "1", the operation of the movable piece 150 in this case is performed in a short opening operation pattern (first operation mode) that opens the specific area 39 for only 80 ms.

[0281] In addition, in S2702, a specific area valid period is set in association with the operation of the movable piece 150. The specific area valid period is a period during which detection of a gaming ball by the specific area sensor 39a is determined to be valid (a bonus is awarded). A period other than the valid period is a period during which detection of a gaming ball by the specific area sensor 39a is determined to be invalid (a bonus is not awarded). If a gaming ball is detected by the specific area sensor 39a during a period other than the specific area valid period (outside the specific area valid period), the detection is determined to be invalid, and it is determined that an "abnormal passage through the specific area," which is a type of error related to the passage of a gaming ball into the specific area 39, has occurred (error determination means). In this embodiment, the specific area valid period is set to be the period from the start of operation of the movable piece 150 in the V round to the elapse of a predetermined time (for example, 2 seconds) after the end of the operation. The reason why the valid period continues even after the operation of the movable piece 150 is completed is that if a gaming ball passes through the specific area 39 just before the operation of the movable piece 150 is completed and the gaming ball is detected by the specific area 39a, the detection is treated as valid. Note that, since the operation of the movable piece 150 in S2702 is based on the short-open operation pattern, the possibility that the gaming ball will be detected by the specific area sensor 39a due to this operation is extremely low.

[0282] Next, in S2703, it is determined whether the V round (jackpot game) currently being executed is related to a "V-passing scheduled jackpot" (S2703). In the case of a V-passing scheduled jackpot, after the first operation (short opening operation pattern) of the movable piece 150 is performed during the V round, a second operation can be executed by the subsequent entry of the game ball into the V attacker. Therefore, in S2703, it is determined whether the V round currently being executed is related to a "V-passing scheduled jackpot," and if it is determined that it is not a V-passing scheduled jackpot (NO in S2703), that is, if the V round currently being executed is related to a "V-non-passing scheduled jackpot," this processing ends without performing the processing of S2704 and S2705.

[0283] On the other hand, if it is determined that the V round being executed is related to a "V passing scheduled jackpot" (YES in S2703), it is determined whether or not the count value by the ball counting means is a second predetermined value (c2) (S2704). Here, it is determined whether or not the count value by the ball counting means in the V round (the number of balls that enter the V attacker) is the "second predetermined value (c2) corresponding to the number of balls that determine the timing of the second operation" set in S2009. In this embodiment, since the second predetermined value (c2) is "2" (see FIG. 48), if the count value by the ball counting means is "2" (YES in S2704), the processing of S2705 is performed, and if it is not "2" (NO in S2704), this processing is terminated without processing S2705.

[0284] In S2705, similar to S2702 described above, a specific area opening / closing process is performed in which the specific area 39 is opened or closed by operating the movable piece 150 (S2705). However, since the specific area opening / closing process in S2705 corresponds to the second operation of the movable piece 150 based on the number of balls entering the V attacker being "2", the operation of the movable piece 150 in this case is performed in a long opening operation pattern (second operation mode) that opens the specific area 39 for 3000 ms (3 seconds). Also in S2705, a specific area effective period is set in association with the operation of the movable piece 150. As a result, the specific area 39 is opened by the operation of the movable piece 150 in S2705, and if a gaming ball is detected by the specific area sensor 39a during the specific area effective period, the detection is determined to be valid. On the other hand, if the gaming ball is detected by the specific area sensor 39a during a period other than the specific area valid period, the detection is determined to be invalid and an abnormal passage through the specific area (specific area error) is determined to have occurred (error determination means).

[0285] Here, when a gaming ball is detected by the specific area sensor 39a and the V flag is turned ON (when the specific area sensor 39a detects a gaming ball within the valid period), the gaming status indicator 46 is set to a predetermined display mode, indicating that the gaming status after the jackpot game has ended will be a high-probability state. Specifically, the gaming status indicator 46 is composed of three LEDs, "a1a2a3." In this embodiment, in the normal state (low-probability state), the display mode is "a1□a2□a3□" (e.g., □: off, ■: on). Furthermore, when a gaming ball is detected by the specific area sensor 39a during the jackpot game and the V flag is turned ON, the display mode is "a1■a2■a3■." When the jackpot game has ended and the gaming status has been set to a high-probability state, the display mode is "a1□a2□a3□." Furthermore, the lighting control timing of the game status indicator 46 is not limited to such timing, and during a jackpot game, the display mode may remain ``a1□a2□a3□'' even if the game ball passes through a specific area, and at the timing of transition to a high probability state after the jackpot game ends, the display mode may change to ``a1■a2■a3■'', and at the timing of transition from the high probability state to a low probability state, the display mode may change to ``a1□a2□a3□''.

[0286] That is, in the specific area sensor detection process (S208) described later, the V flag is turned ON only when V passage (passage of the game ball into the specific area 39) is detected during the specific area valid period, and the V flag is not turned ON when V passage is detected outside the specific area valid period (V invalid period). Note that when the V flag is ON, the probability variable flag is turned ON. That is, the game state after the jackpot game is set to a high probability state (see the game state setting process (S2124) described later). This prevents the V flag from being turned ON based on V passage due to fraudulent acts, that is, prevents the game from being fraudulently set to a high probability state.

[0287] [Game status setting process] As shown in Fig. 35, in the game status setting process (S2124), first, it is determined whether or not the V flag is ON (S2201). The V flag is a flag that indicates whether or not the game ball has passed through a specific area (V passage or not), and when the game ball has passed through the specific area 39 during the V round, it is turned ON in the specific area sensor detection process (S208) described later. When it is determined in S2201 that the V flag is ON (YES in S2201), the probability variable flag is turned ON (S2202), the probability variable counter is set (S2203), and the V flag is turned OFF (S2204).

[0288] In S2203, a value corresponding to the number of variable play (special symbol hit determination) possible in the high-probability state is set in the probability counter. In this embodiment, the probability counter is set to "10,000" (S2203). Considering the probability of a jackpot in the high-probability state, the gaming establishment's daily business hours, and the number of variable play events possible during those business hours, this value of "10,000" (10,000 times) essentially guarantees the high-probability state until the next jackpot occurs or until business hours end. Therefore, when the gaming state is set to the high-probability state, it can be said that the high-probability state is guaranteed until the next jackpot occurs (which is essentially the same thing). Note that, as in this embodiment, the probability counter may be set to "10,000" to essentially set the high-probability state until the next jackpot occurs, or, when the probability flag is turned ON, the high-probability state may be set until the next jackpot occurs without setting the probability counter.

[0289] If it is determined in S2201 that the V flag is ON (YES in S2201) and the processing of S2202 to S2204 is performed, or if it is determined in S2201 that the V flag is not ON (OFF) (NO in S2201) YES), then the time-saving flag is turned ON (S2206) and the time-saving counter is set (S2207), and this processing ends.

[0290] In S2207, a value corresponding to the number of variable play (special symbol hit determination) that can be performed in the time-saving state and high-base state (high-frequency state) is set in the time-saving counter. The operating period of the time-saving function and high-base generation function (also referred to as the "time-saving period" or "electric support period") is determined by the number of special symbol fluctuations (number of variable play executions). In this embodiment, the number is predetermined according to the type of jackpot and varies depending on the type of jackpot. Specifically, as shown in Figure 6, the number of times is "50 times" for a 7R 1 jackpot and a 7R 2 jackpot, "75 times" for a 7R 3 jackpot and a 7R 4 jackpot, "100 times" for a 7R 5 jackpot, a 7R 6 jackpot, and a 10R 9 jackpot, and "10,000 times" for a 7R 7 jackpot and a 10R 8 jackpot. In response to this, S2207 sets "50", "75", "100" or "10,000" depending on the type of the jackpot that has just ended (the current jackpot).

[0291] Here, if the probability change counter is set to "10,000," the high probability state will continue until the special pattern change display (change play) is executed 10,000 times (effectively until the next jackpot), but the end time (end) of the high probability high base state will differ depending on the value set in the time-saving counter.

[0292] In other words, if the probability variable counter is set to "10,000" and the time-saving counter is set to "50," after the jackpot game ends, the high probability high base state will be entered until variable play (variable display of special symbols) is executed 50 times, and when the 50th variable play is completed, the high probability high base state will end and the high probability low base state will be entered. After that (51st time onwards), the high probability low base state will continue until a jackpot occurs. Furthermore, if a jackpot occurs during the high probability high base state before the variable play has been executed 50 times, the occurrence of that jackpot will trigger the end of the high probability high base state.

[0293] Also, if the probability variable counter is set to "10,000" and the time-saving counter is set to "75," after the jackpot game ends, the high probability high base state will be entered until variable play (variable display of special symbols) is executed 75 times, and when the 75th variable play is completed, the high probability high base state will end and the high probability low base state will be entered. After that (76th time onwards), the high probability low base state will continue until a jackpot occurs. Furthermore, if a jackpot occurs during the high probability high base state before the variable play has been executed 75 times, the occurrence of that jackpot will trigger the end of the high probability high base state.

[0294] Also, if the probability variable counter is set to "10,000" and the time-saving counter is set to "100," after the jackpot game ends, the high probability high base state will be entered until variable play (variable display of special symbols) is executed 100 times, and when the 100th variable play is completed, the high probability high base state will end and the high probability low base state will be entered. After that (101st time onwards), the high probability low base state will continue until a jackpot occurs. Furthermore, if a jackpot occurs during the high probability high base state before the variable play has been executed 100 times, the occurrence of that jackpot will trigger the end of the high probability high base state.

[0295] On the other hand, if the probability variable counter is not set, the end time (finish) of the low probability high base state will differ depending on the value set in the time-saving counter. In other words, if the probability variable counter is not set and the time-saving counter is set to "50", after the end of the jackpot game, the low probability high base state will be in effect until variable play (variable display of special symbols) is executed 50 times, and when the 50th variable play is completed, the low probability high base state will end and the low probability low base state will be in effect. Note that if a jackpot occurs in the low probability high base state before the number of variable play executions reaches 50, the occurrence of the jackpot will trigger the end of the low probability high base state.

[0296] Also, if the probability variable counter is not set and the time-saving counter is set to "75", after the end of the jackpot game, the low probability high base state will be in effect until variable play (variable display of special symbols) is executed 75 times, and when the 75th variable play is completed, the low probability high base state will end and the low probability low base state will be in effect. Note that in the low probability high base state, if a jackpot occurs before the variable play has been executed 75 times, the occurrence of the jackpot will be the trigger for the end of the low probability high base state.

[0297] Also, if the probability variable counter is not set and the time-saving counter is set to "100", after the end of the jackpot game, the low probability high base state will be in effect until the variable game (variable display of special symbols) is executed 100 times, and when the 100th variable game is executed, the low probability high base state will end and the low probability low base state will be in effect. Note that in the low probability high base state, if a jackpot occurs before the variable game has been executed 100 times, the occurrence of the jackpot will be the trigger for the end of the low probability high base state.

[0298] In this embodiment, if the result of the second special symbol hit / miss judgment is a 10R 8th jackpot or a 10R 9th jackpot, it is made easy (possible) for the player to determine the type of jackpot through the stop display mode of the performance symbol 8 and the performance executed up to the stop display. Specifically, for example, by making the stop display mode of the performance symbol 8 corresponding to the 10R 8th jackpot an odd number (333 or 777, etc.) and the stop display mode of the performance symbol 8 corresponding to the 10R 9th jackpot an even number (222 or 888, etc.), it becomes easy (possible) for the player to determine the type of jackpot.

[0299] On the other hand, if the result of the first special symbol hit / miss judgment is one of the 7R 1st to 7th jackpots, it is made difficult (impossible) for the player to determine the type of jackpot based on the display mode of the effect symbol 8 and the effects executed up until the stop display. If the high base state (time-saving state) continues even after the special symbol variable display count exceeds 100 times after the jackpot game ends, it becomes clear to the player that the high probability high base state (probability variable state) will continue until the next jackpot. Furthermore, if the high base state ends and transitions to a low base state on the 50th, 75th, or 100th variable display after the jackpot game ends, the game state is a low probability low base state or a high probability low base state, but it is made difficult (impossible) for the player to determine whether the jackpot probability state is a high probability state or a low probability state based on the effects, etc. This makes it possible to increase the player's tension and anxiety about whether or not a high probability state exists as the number of times the variable game is executed (number of variations) after the end of the jackpot game increases, thereby increasing the player's interest after the end of the jackpot game. Also, after the end of the jackpot game, it becomes possible to continue playing until at least 100 variable displays are executed, which makes it possible to increase operation accordingly.

[0300] In addition, among the 7R 1 to 7 jackpots, for the 7R 7 jackpot, the performance symbol 8 is displayed as a double "7" (777), and for the 7R 1 to 6 jackpots, the performance symbol 8 is displayed as a double other than 7 (111 or 444, etc.), so that the player can determine the type of jackpot only for the 7R 7 jackpot through the display mode of the performance symbol. This also makes it possible to increase interest and increase operation after the jackpot game related to the 7R 1 to 6 jackpots ends.

[0301] The time-saving counter and the probability change counter count the total number of times the first special symbol has changed and the second special symbol has changed. The values ​​set in the time-saving counter and the probability change counter are not limited to those in this embodiment, and can be determined taking into account the gameplay, ball payout rate, etc.

[0302] The main control unit (game control microcomputer 81) that executes the above game state setting process (S2124) functions as a "game state control means (mode control means)."

[0303] [Specific area sensor detection processing] As shown in Fig. 11, the game control microcomputer 81 performs a specific area sensor detection process (S208) following the special symbol operation process (S207). As shown in Fig. 36, in the specific area sensor detection process (S208), first, it is determined whether or not a gaming ball has been detected by the specific area sensor 39a (S2401). As a result, if it is determined that there has been no detection by the specific area sensor 39a (NO in S2401), this process is terminated without performing the processes from S2402 onwards. On the other hand, if it is determined that there has been detection by the specific area sensor 39a (YES in S2401), it is determined whether or not the detection occurred during the specific area valid period (S2402).

[0304] If it is determined in S2402 that the specific area is in the valid period (YES in S2402), the V flag is turned ON (S2403), a specific area passing command is set in the output buffer of RAM (S2404), and this process ends. In other words, when the gaming ball that entered the second large winning port 35 in the V round (fifth round) passes through the specific area 39 during the valid period of the specific area (when detected by the specific area sensor 39a), this triggers the V flag to be turned ON (S2403), and the specific area passing command is set (S2404).

[0305] The processing of S2403 and S2404 is executed in both cases where the game ball passes through the specific area 39 triggered by the movable piece 150 operating in a short opening operation pattern in the V round of a V-passing scheduled jackpot or a V-non-passing scheduled jackpot, and where the game ball passes through the specific area 39 triggered by the movable piece 150 operating in a long opening operation pattern in the V round of a V-passing scheduled jackpot. Therefore, in this embodiment, even if an irregular event occurs in which the game ball passes through the V in a V-non-passing scheduled jackpot that does not assume V passing, the irregular V passing is processed as a valid V passing.

[0306] The specific area passage command set in S2404 is sent at a predetermined timing by the output process (S201) to the sub-control board 90. Based on receiving the specific area passage command, the sub-control board 90 recognizes that a V passage has occurred in the V round (that a V passage has occurred and the V round has ended).

[0307] On the other hand, if it is determined in S2402 that the specific area is not in an active period (is in an invalid period), the V flag is not set ON, and an invalid period passing command is set in the output buffer of RAM (S2405), and this processing ends. In other words, if the gaming ball passes through the specific area 39 (detected by the specific area sensor 39a) during a period other than the active period (invalid period), the passing is considered an abnormal specific area passing (specific area error), and an invalid period passing command indicating this is set. When this invalid period passing command is sent to the sub-control board 90 at a predetermined timing by the output processing (S201), the sub-control board 90 issues a predetermined error notification using the image display device 7 (display screen 7a), frame lamp 66, board lamp 5, speaker 67, etc. based on the received invalid period passing command. The main control unit (game control microcomputer 81) that executes the processing of S2402, which may trigger the setting of the invalid period passing command (S2405), functions as an "error determination means."

[0308] [Non-specific area sensor detection processing] As shown in FIG. 11, the game control microcomputer 81 performs the specific area sensor detection process (S208) followed by the non-specific area sensor detection process (S209). As shown in FIG. 37, in the non-specific area sensor detection process (S209), first, it is determined whether or not a gaming ball has been detected by the non-specific area sensor 49a (S2411). As a result, if it is determined that there has been no detection by the non-specific area sensor 49a (NO in S2401), this process ends without performing the processes from S2412 onwards. On the other hand, if it is determined that there has been detection by the non-specific area sensor 49a (YES in S2411), it is determined whether or not the V flag is OFF (S2412). If it is OFF (YES in S2412), the process proceeds to S2413. If it is not OFF (NO in S2412), this process ends without performing the processes from S2413 onwards. If the V flag is not OFF (NO in S2412), that is, if the V flag is ON, a V pass has occurred in the V round, so the processing from S2413 onwards is not performed.

[0309] In S2413, it is determined whether the number of gaming balls that have passed through the non-specific area 49 is "9" (S2413). As described above, when gaming balls are detected by the non-specific area sensor 49a, the number of detections is counted as the number of non-specific area passes by a non-specific area pass counting means (not shown), and in S2413, the count value (count value) is referenced to determine whether the number of non-specific area passes is "9". If the number of gaming balls that have passed through the non-specific area 49 is not "9" (NO in S2413), this process ends as is, and if the number of gaming balls that have passed through the non-specific area 49 is "9" (YES in S2413), a specific area non-pass command is set in the output buffer of RAM (S2414), and this process ends. In other words, in the V round (fifth round), while game balls enter the V attacker (second large prize opening 35), if nine game balls (the specified number) pass through the non-specific area 49 without the V flag being turned ON (without passing through the V) (when nine game balls are detected by the non-specific area sensor 49a), this triggers the setting of a command not to pass through the specific area (S2414).

[0310] The specific area non-passage command set in S2414 is sent at a predetermined timing by the output process (S201) to the sub-control board 90. Based on receiving the specific area non-passage command, the sub-control board 90 recognizes that V passing did not occur in the V round (that the V round ended without V passing occurring).

[0311] [Pending ball processing] As shown in FIG. 11, the game control microcomputer 81 performs the non-specific area sensor detection process (S209) followed by the reserved ball count process (S210). As shown in FIG. 38, in the reserved ball count process (S210), the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols stored in the RAM of the main control board 80 are first read (S2501). Next, data indicating the reserved ball count (a reserved ball count command for transmitting information indicating the reserved ball count to the sub-control board 90, etc.) is set in the output buffer of the RAM (S2502). This data indicating the reserved ball count (reserved ball count command) is output by the output process (S201) in the next interrupt process (S105). For each interrupt process, the setting of the data related to the reserved ball count (reserved ball count command) in the output buffer (S2502) and the output process (S201) are performed sequentially.

[0312] When the sub-controller that has received the reserved ball count command determines that the number of reserved balls for the special chart has increased or decreased based on the received reserved ball count command, it updates the display contents of the effect reserved display area (first effect reserved display area 9c, second effect reserved display area 9d, variable reserve display area 9e) on the display screen 7a of the image display device 7 accordingly. Specifically, for example, if the number of reserved balls for special chart 1 increases by 1 from "3" to "4", the first effect reserved 9a corresponding to the increased number of reserved balls for special chart 1, "4", is additionally displayed in the first effect reserved display area 9c. Also, if the number of reserved balls for special chart 1 decreases by 1 from "2" to "1" (that is, if the first special chart reserve is consumed), the first effect reserved 9a displayed at the left end of the first effect reserved display area 9c (the part corresponding to the number of reserved balls for special chart 1, "1", see Figure 3) is moved to the variable reserve display area 9e and displayed, and the remaining first effect reserved 9a displayed in the first effect reserved display area 9c is moved (shifted) by one to the left. On the other hand, the display contents of the second effect reserve 9b (second special chart reserve) can also be updated in the same manner as the first effect reserve 9a (first special chart reserve).

[0313] In addition, the data on the number of reserved balls for the special symbol when the number of reserved balls for the special symbol is added, i.e., the data on the number of reserved balls for the special symbol when a starting ball is entered (starting winning), may be included in the starting ball entry command described above, or a reserved ball number command indicating the number of reserved balls for the special symbol after the addition (after the starting ball is entered) may be set in the output buffer together with the starting ball entry command. Also, the data on the number of reserved balls for the special symbol when the number of reserved balls for the special symbol is subtracted, i.e., the data on the number of reserved balls for the special symbol when the special symbol variation starts (the consumption of the reserved special symbol), may be included in the variation start command described above, or a reserved ball number command indicating the number of reserved balls for the special symbol after the subtraction (after the reserved special symbol is consumed) may be set in the output buffer together with the variation start command.

[0314] [Power off monitoring process] As shown in FIG. 11, the game control microcomputer 81 performs the reserved ball count process (S210) followed by the power-off monitoring process (S211). As shown in FIG. 39, the power-off monitoring process (S211) first determines whether a power-off signal has been input (S2601). If no signal has been input (NO in S2601), the process terminates. On the other hand, if a power-off signal has been input (YES in S2601), data regarding the current state of the gaming machine (whether it is in a high-probability state, whether it is in a jackpot state, how many reserved balls there are, how many times the probability change and time-saving mode are remaining, etc.) is stored (backed up) in RAM (S2602), the power-off flag is turned ON (S2603), and loop processing is performed without returning to the interrupt process (S105). In S2602, in addition to data regarding the current state of the gaming machine, any data previously designated as a backup target can be stored (backed up). In this embodiment, as described above, the lighting pattern data that determines the display mode of the hit indicator 48 is the target of backup, and therefore, in S2602, the lighting pattern data relating to that display mode is also stored.

[0315] [Sub-control main processing] Next, the operation of the performance control microcomputer 91 (control processing by the sub-controller) will be described with reference to Figures 40 to 47. Note that counters, flags, status, buffers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the RAM of the sub-control board 90 (sub-controller).

[0316] When the power supply to the pachinko gaming machine 1 is turned on (when the power supply board 109 starts supplying power), the performance control microcomputer 91 reads out the program for the sub-control main processing shown in Fig. 40 from the ROM of the sub-control board 90 and executes it. As shown in the figure, the sub-control main processing first performs CPU initialization processing (S4001). The CPU initialization processing (S4001) performs stack setting, constant setting, CPU setting, setting of SIO, PIO, CTC (interrupt time controller), etc., resetting various flags, status and counters, etc.

[0317] Next, in S4002, it is determined whether the power-off signal is ON and the contents of the RAM of the sub-control board 90 are normal (S4002). The power-off signal is output from the power supply board 109 to the sub-control board 90 when the power of this pachinko gaming machine 1 is turned on. Then, if the determination result of S4002 is NO (NO in S4002), the RAM of the sub-control board 90 is initialized (S4003) and the process proceeds to S4004. On the other hand, if the determination result of S4002 is YES (YES in S4002), the RAM of the sub-control board 90 is not initialized and the process proceeds to S4004. That is, if the power-off signal is not ON or if the RAM contents are abnormal even when the power-off signal is ON (NO in S4002), the RAM of the sub-control board 90 is initialized, but if the power-off signal is ON and the RAM contents are normal (YES in S4002), the RAM is not initialized. When the RAM is initialized, various flags, statuses, and counter values ​​are reset. Note that S4001 to S4003 are executed only once after power is turned on (when power is turned on), and are not executed thereafter. For this reason, the processing of S4001 to S4003 is also referred to as "power-on processing."

[0318] Here, when the performance control microcomputer 91 executes the power-on processing (S4001 to S4003), it issues a notification (power-on notification) that the power-on processing is being executed until the power-on processing is completed (notification means). Specifically, a message indicating that the power-on processing is being executed is displayed on the display screen 7a of the image display device 7, and an audible notification to that effect is output from the speaker 67. As described above, when the power is turned on, at least the CPU initialization processing (S4001) is executed, and if the determination in S4002 is negative (NO in S4002), RAM initialization (S4003) is also executed. However, if the CPU initialization processing (S4001) is executed but RAM initialization (S4003) is not executed, a message saying "Power is being restored" is displayed, and if both the CPU initialization processing (S4001) and RAM initialization (S4003) are executed, a message saying "RAM is being cleared" is displayed. The display of these messages is performed by sending a command (power-on command) from the sub-control board 90 to the image control board 100, and processing by the CPU (image control microcomputer 101) of the image control board 100 that receives the command. Whether the message "Power restoring" or "RAM clearing" is displayed is determined by the content (type) of the command sent from the sub-control board 90 to the image control board 100. In this embodiment, there is only one type of notification sound for the power-on process, which is output from the speaker 67 via the audio control board 106.

[0319] In S4004, interrupts are prohibited. Next, a random number seed update process is executed (S4005). In the random number seed update process (S4005), the values ​​of various random number counters for determining effects are updated. The updated random number counter values ​​are sequentially stored in a predetermined update value storage area (not shown) in the RAM of the sub-control board 90. The random numbers for determining effects include a preview effect determination random number that determines preview effects and a performance pattern determination random number that determines performance patterns. The random numbers can be updated in the same manner as the random number update process performed by the main control board 80 described above. Instead of incrementing the random number value by one, the update can be performed by incrementing by two. The performance determination random number is acquired at a predetermined timing. This timing can be, for example, when a control signal (a start ball entry command) notifying that a starting ball has been entered is sent from the main control board 80, when a control signal (a change start command) notifying the start of a change is sent from the main control board 80, or when a change performance pattern, as described below, is determined. The acquired random number for determining effects is stored in a predetermined random number counter value storage area (not shown) of the RAM of the sub-control board 90.

[0320] When the random number seed update process (S4005) is completed, a command transmission process is executed (S4006). In the command transmission process, various commands (control signals) stored in the output buffer (also called the "sub-output buffer") of the RAM of the sub-control board 90 are transmitted to the image control board 100, the sound control board 106, and the lamp control board 107. Each control board (each control unit) that receives the command executes various effects (such as effect symbol game effects and special game effects related to jackpot games) using various effect devices (such as the image display device 7, speaker 67, board lamp 5, frame lamp 66, and movable decorative member 14) according to the received command.

[0321] Next, interrupts are permitted in S4007, and thereafter, S4004 to S4007 are looped. While interrupts are permitted, it is possible to execute reception interrupt processing (S4008), 2 ms timer interrupt processing (S4009), and 10 ms timer interrupt processing (S4010). By executing these control processes, it is possible to control the display of performance symbols and the like executed on the display screen 7a of the image display device 7, control the lighting of various lamps, control the operation of the movable decorative member 14, control the sound output from the speaker 67, and the like.

[0322] [Receive interrupt processing] As shown in FIG. 41, in the reception interrupt process (S4008), first, it is determined whether or not the strobe signal (STB signal) is ON, i.e., whether or not the strobe signal sent from the main control board 80 has been input to the external INT input section of the performance control microcomputer 91 (S4101). As a result, if it is determined that the strobe signal is not ON (NO in S4101), this process ends without performing the process of S4102. On the other hand, if it is determined that the strobe signal is ON (YES in S4101), the various commands sent from the main control board 80 are stored in the RAM of the sub-control board 90 (S4102), and this process ends. This reception interrupt process (S4008) is executed with priority over other interrupt processes (S4009, S4010).

[0323] [2ms timer interrupt processing] The 2 ms timer interrupt process (S4009) is executed each time a 2 ms interrupt pulse is input to the sub-control board 90. As shown in FIG. 42, the 2 ms timer interrupt process (S4009) first performs input processing (S4201) to create switch data (edge ​​data and level data) based on the detection signals from the effect button detection switches 63c and 63d. This switch data indicates whether the first effect button 63a and the second effect button 63b have been operated (ON or OFF) and is used to execute effect operations corresponding to the operation of the effect button 63. Next, lamp data output processing (S4202) outputs lamp data for illuminating lamps such as the frame lamp 66 and the panel lamp 5, and drive data output processing (S4203) outputs drive data for driving the movable decorative member 14 (electrical drive source). The lamp data and drive data are created in the 10 ms timer interrupt process (described below). Finally, watchdog timer processing (S4204) is performed to reset the watchdog timer.

[0324] [10ms timer interrupt processing] The 10 ms timer interrupt process (S4010) is executed each time an interrupt pulse with a 10 ms period is input to the sub-control board 90. As shown in FIG. 43, the 10 ms timer interrupt process (S4010) first performs a received command analysis process (S4302), which will be described later. Next, a switch state acquisition process is performed (S4303), in which the switch data created in the 2 ms timer interrupt process is stored in the RAM of the sub-control board 90 as switch data for the 10 ms timer interrupt process. Then, a switch process is performed (S4304), in which the display content of the display screen 7a, etc. are set based on the switch data stored in the switch state acquisition process. After that, other processes are executed, such as creating lamp data (data that controls the illumination of the panel lamps 5 and frame lamps 66) and updating the random numbers for determining the effects (S4305).

[0325] [Received command analysis process] As shown in Figure 44, in the received command analysis process (S4302), first it is determined whether or not a start ball entry command has been received from the main control board 80 (S4390), and if it is determined that a start ball entry command has not been received (NO in S4390), the process proceeds to S4401, and if it is determined that a start ball entry command has been received (YES in S4390), the process performs a performance hold information storage process (S4395) and a hold icon notification process (S4400), and then proceeds to S4401.

[0326] The effect pending information storage process (S4395) stores various information (such as the preliminary determination result, the random number value for determining the type of jackpot, and the variable pattern random number value) contained in the start ball entry command (special symbol 1 start ball entry command or special symbol 2 start ball entry command) received in S4390, i.e., the preliminary determination result information, as effect pending information, in a predetermined effect pending information storage area of ​​the RAM of the sub-control board 90. Specifically, the information is stored in a shift memory format according to the type of special symbol (first special symbol, second special symbol) and the number of special symbol pending balls at the time of transmission and reception of the start ball entry command (command generation). For example, if the received start ball entry command is a special symbol 1 start ball entry command corresponding to the number of reserved balls "4" for special symbol 1, the preliminary determination result information contained in the special symbol 1 start ball entry command is stored as special symbol 1 effect pending information in the area corresponding to the reserved number 4 in the special symbol 1 effect pending information storage area. Similarly, if the received start shot command is a special shot 2 start shot command, the pre-determination result information contained in the special shot 2 start shot command is stored in the special shot 2 performance pending information storage area as special shot 2 performance pending information.

[0327] The effect pending information stored in this way is used to execute various effects such as variable effects, preview effects, and effect modes, which will be described later. The contents stored in the effect pending information storage area of ​​the sub-control board 90 (effect pending information) are the same as the contents stored in the special chart pending storage areas (first special chart pending storage area, second special chart pending storage area) of the main control board (main control unit) 80 described above (acquired information). For this reason, the effect pending information storage area of ​​the sub-control board 90 can also be called "acquired information storage means."

[0328] The effect pending information is also referred to as "pre-reading information," the special chart 1 effect pending information is also referred to as "first pre-reading information," and the special chart 2 effect pending information is also referred to as "second pre-reading information." The effect pending information storage area (acquired information storage means) is also referred to as "pre-reading information storage means," the special chart 1 effect pending information storage area is also referred to as "first pre-reading information storage means," and the special chart 2 effect pending information storage area is also referred to as "second pre-reading information storage means."

[0329] The reserved icon notice process (S4400) is a process related to the reserved icon notice, which is a type of notice effect based on the reserved effect information (preliminary judgment result information) stored in S4395. The reserved icon notice here refers to an effect in which the display mode of the reserved icon displayed in the reserved effect display area 9c, 9d of the display screen 7a is changed to a display mode different from normal, and the changed display mode (also referred to as the "notice display mode") suggests the possibility (expectation level) of a jackpot. In this embodiment, the reserved icon notice is configured to be executed when a starting ball is scored. In other words, the reserved icon notice is a notice effect that can be executed when a starting ball is scored. The reserved icon notice process (S4400) and the reserved icon notice will be described in detail below.

[0330] Next, in S4401, it is determined whether or not a fluctuation start command has been received from the main control board 80 (S4401). As a result, if it is determined that a fluctuation start command has been received (YES in S4401), the fluctuation performance start process (S4402) described below is performed and the process proceeds to S4406, and if it is determined that a fluctuation start command has not been received (NO in S4401), the fluctuation performance start process (S4402) is not performed and the process proceeds to S4406.

[0331] In S4406, it is determined whether or not a fluctuation stop command has been received from the main control board 80 (S4406). As a result, if it is determined that a fluctuation stop command has been received (YES in S4406), a fluctuation performance end process (S4407) is performed in which the performance pattern 8 is stopped and the fluctuation display of the performance pattern 8 (fluctuating performance) is ended, and the process proceeds to S4408, and if it is determined that a fluctuation stop command has not been received (NO in S4406), the process proceeds to S4408 without performing the fluctuation performance end process (S4407).

[0332] In S4408, it is determined whether or not an opening command has been received from the main control board 80 (S4408). As a result, if it is determined that an opening command has been received (YES in S4408), a special game effect selection process (S4409) is performed to select the effect pattern (effect mode) of the special game effect to be executed during a special game (jackpot game), and the process proceeds to S4410. On the other hand, if it is determined that an opening command has not been received (NO in S4408), the special game effect selection process (S4409) is not performed and the process proceeds to S4410.

[0333] Here, the special game effects include at least an opening effect that is executed during the opening period before the opening of the large prize opening (before the start of the first round) when the special game starts, and a round effect (jackpot game effect) that is executed in accordance with the progress of the round game (game in which the ball enters the large prize opening) during the special game (jackpot game).

[0334] In this embodiment, an opening command corresponding to the type of jackpot is transmitted from the main control board 80, and the opening command specifies the length of the opening period (opening time), opening effects, round effects, etc., corresponding to the type of jackpot that will be started this time. Then, in the special game effect selection process (S4409), a special game start command that can specify the effect pattern of the selected special game effect (opening effect, round effect, etc.) and information based on the received opening command (type of opening command, opening time, jackpot type related to the jackpot game at the start timing, etc.) is set in the sub-output buffer. When this set special game start command is transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 executes the corresponding special game effect on the display screen 7a of the image display device 7 in accordance with the progress of the jackpot game.

[0335] Specifically, for example, if the type of jackpot that starts this time is a 7R jackpot (any of 7R 1st to 7th jackpots), regardless of whether the jackpot is a "V-passing jackpot" or a "V-non-passing jackpot," the same (common) opening effect corresponding to the start of the 7R jackpot game is performed on the display screen 7a of the image display device 7. In this case, the opening effect is an effect that does not indicate whether the jackpot that starts this time is a "V-passing jackpot" or a "V-non-passing jackpot," and is performed, for example, by displaying a text image such as "jackpot" on the display screen 7a of the image display device 7. Then, following the opening effect, a round effect corresponding to the 7R jackpot is developed on the display screen 7a of the image display device 7 as the round progresses (based on the reception of a round start command in S4418, which will be described later). In addition, in the high base state (high probability high base state or low probability high base state) after the 7R jackpot game has ended, the presentation is developed in a presentation mode (also called the ``state non-announcement mode'') in which whether or not it is a high probability state is kept secret.

[0336] Furthermore, if the type of jackpot that will start this time is a 10R eighth jackpot, an opening effect corresponding to the start of a jackpot game related to a "V-passing jackpot," i.e., a 10R jackpot game that is premised on the occurrence of a high-probability state, is performed on the display screen 7a of the image display device 7. In this case, the opening effect is intended to impress upon the player the start of a jackpot game that is premised on the acquisition of a large number of prize balls and a transition to a high-probability, high-base state, and is performed, for example, by displaying text images such as "super jackpot" or "V jackpot" on the display screen 7a of the image display device 7. Following the opening effect, a round effect corresponding to a jackpot that is scheduled to pass through the 10RV is developed on the display screen 7a of the image display device 7 as the round progresses (based on the reception of a round start command in S4418, which will be described later).

[0337] Furthermore, if the type of jackpot that is about to start is a 10R 9th jackpot, an opening effect corresponding to the start of a jackpot game related to a "V non-passing scheduled jackpot," i.e., a 10R jackpot game that is premised on not generating a high probability state, is performed on the display screen 7a of the image display device 7. In this case, the opening effect is intended to impress upon the player the start of a jackpot game that is premised on the acquisition of a large number of prize balls and a transition to a time-saving state (low probability high base state), and for example, a text image such as "jackpot" is displayed on the display screen 7a of the image display device 7. Then, following the opening effect, a round effect corresponding to a 10RV non-passing scheduled jackpot is developed on the display screen 7a of the image display device 7 as the round progresses (based on the reception of a round start command in S4418, which will be described later).

[0338] Next, at S4410, it is determined whether or not an ending command has been received from the main control board 80 (S4410). As a result, if it is determined that an ending command has been received (YES at S4410), an ending effect selection process (S4411) is performed to select the pattern of the effect at the end of the special game (ending effect), the effect mode after the special game ends, etc., and the process proceeds to S4412 shown in Figure 45. On the other hand, if it is determined that an ending command has not been received (NO at S4410), the ending effect selection process (S4411) is not performed and the process proceeds to S4412.

[0339] In this embodiment, an ending command corresponding to the type of jackpot related to the current jackpot and whether or not V-passing occurred is transmitted from the main control board 80, and the length of the ending period (ending time) is determined by the ending command. Then, in the ending effect selection process (S4411), a special game end command that can determine the effect pattern of the selected ending effect and information based on the received ending command (such as the type of ending command, ending time, type of jackpot related to the ended jackpot game, and the post-jackpot game effect mode) is set in the sub-output buffer. When this set special game end command is transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 executes the ending effect related to the end of the jackpot game on the display screen 7a of the image display device 7.

[0340] Specifically, for example, if the jackpot type of the finished jackpot game is a 7R jackpot (any of the 7R 1st to 7th jackpots), regardless of whether the jackpot is a "V passing jackpot" or a "V non-passing jackpot" and whether it has passed through V or not, the same (common) ending effect corresponding to the end of the 7R jackpot game is performed on the display screen 7a of the image display device 7. In this case, the ending effect is an effect that emphasizes the start of the status non-notification mode, and is performed by, for example, displaying a text image such as "Entering Chance Mode" on the display screen 7a of the image display device 7.

[0341] In addition, if the jackpot type of the finished jackpot game is a 10R 8th jackpot (a jackpot scheduled to pass through V) and V passes during the jackpot game, an ending effect indicating a transition to a probability variable game state (high probability high base state) is performed on the display screen 7a of the image display device 7 as an ending effect corresponding to the end of the 10R jackpot game. In this case, the ending effect is an effect that emphasizes the start of the probability variable game state (high probability high base state), and is performed, for example, by displaying a text image such as "Probability variable entry" on the display screen 7a of the image display device 7.

[0342] In addition, if the jackpot type of the finished jackpot game is a 10R 9th jackpot (a jackpot scheduled not to pass V) and V did not pass during the jackpot game, an ending effect indicating a transition to a time-saving game state (low probability high base state) is performed on the display screen 7a of the image display device 7 as an ending effect corresponding to the end of the 10R jackpot game. In this case, the ending effect is an effect that emphasizes the start of the time-saving game state (low probability high base state), and is performed, for example, by displaying a text image such as "Entering time-saving" on the display screen 7a of the image display device 7.

[0343] Next, in S4412, it is determined whether or not a specific area passage command has been received from the main control board 80 (S4412). As a result, if it is determined that a specific area passage command has not been received (NO in S4412), the process proceeds to S4418 without performing the processes of S4413 and S4414, and if it is determined that a specific area passage command has been received (YES in S4412), it is determined whether or not the specific area passage command is based on V passage in a 10R jackpot (S4413).

[0344] If the received specific area passing command is based on V passing in a 10R jackpot (YES in S4413), a V passing designation command is set in the sub-output buffer (S4414). On the other hand, if the received specific area passing command is not based on V passing in a 10R jackpot (NO in S4413), that is, if it is based on V passing in a 7R jackpot, the process proceeds to S4418 without processing S4414.

[0345] When the V passage designation command set in S4414 is sent to the image control board 100 by the command sending process (S4006), the image control microcomputer 101 reads image data for notifying that a V passage has occurred from the ROM of the image control board 100, and executes a V passage notification effect based on the read image data on the display screen 7a of the image display device 7. Examples of V passage notification effects include displaying a letter image of "V" on the display screen 7a, or outputting a sound effect indicating V passage. The V passage notification effect is executed when V is passed in a 10R jackpot, but is not executed when V is passed in a 7R jackpot. This is because in the case of a 7R jackpot, the player is not notified (concealed) of whether the jackpot is a "V passage scheduled jackpot" or a "non-V passage scheduled jackpot." Although the possibility is extremely low, even if V passes through in the 9th jackpot of ...

Claims

[Claim 1] A gaming machine that displays changes in identification information and can control the game to a special game state that is advantageous to the player according to the display results of the changes, Related display means capable of displaying related displays related to the aforementioned fluctuation display, A specific display means capable of displaying a specific display that can be changed in stages, A pre-determination means capable of performing a pre-determination regarding the fluctuation display before the fluctuation display is started, The system includes a predetermined performance execution means capable of performing a predetermined performance that changes the display mode of the related display to one of a predetermined number of display modes based on the results of the prior determination, The system is configured to suggest the expected level of control to the special game state based on the display mode after the change in the display mode of the related display when the predetermined performance is executed. As the display modes after the change, a special display mode and a predetermined display mode that suggests a lower degree of expectation than the special display mode are provided. When the related display for the variable display that is currently being executed is displayed in the predetermined display mode as the display mode after the change, the variable display corresponding to the related display displayed in the predetermined display mode is configured to display the specific display when no reach animation is being performed during the variable display, and to suggest the level of expectation according to the display stage of the specific display. A gaming machine characterized by the following features.