Game machine

JP2025032414AInactive Publication Date: 2025-03-12SANKYO CO LTD
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Patent Information

Application Number
JP2023137659
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-28
Publication Date
2025-03-12
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Benefits of technology

【0071】 (主基板11の主要な動作) まず、主基板11における主要な動作を説明する。パチンコ遊技機1に対して電力供給が開始されると、遊技制御用マイクロコンピュータ100が起動し、CPU103によって遊技制御用のメイン処理が実行される。

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Abstract

To provide a game machine for enhancing interest in a game by an appropriate performance.SOLUTION: A super-ready-to-win second-half performance is executed when first-half result displays RSA02, RSB02 reporting a success are displayed before a count-down display (or count-up display) shows a completion value during a period when the count-down display (or count-up display) can be updated. In this case, it is more advantageous to a player (the rate of control to a jackpot is higher) than when first-half result displays RSA01, RSB01 reporting a failure are displayed.SELECTED DRAWING: Figure 10-8
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Description

[Technical field]

[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state that is advantageous to a player. [Background technology]

[0002] Among gaming machines such as pachinko machines, there are gaming machines that change the display mode so that the numbers displayed on the screen gradually decrease, and when an end value such as "0 seconds" is reached, a performance is executed that suggests the likelihood of a jackpot by the movement of movable objects or the display of images (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2013-140 A Summary of the Invention [Problem to be solved by the invention]

[0004] The technology described in Patent Document 1 leaves room for improvement in the presentation during the period when the numerical values ​​are displayed.

[0005] The present invention has been made in consideration of the above-mentioned circumstances, and aims to provide a gaming machine which aims to increase interest in gaming through appropriate presentation. [Means for solving the problem]

[0006] In order to achieve the above object, the gaming machine according to the present invention is a gaming machine that can be controlled to an advantageous state that is advantageous to a player, A display means is provided, The display means includes: During a specific period, the numerical display can be updated in sync with the elapsed time. During the specific period, a specific display may be displayed before the numerical display indicates an end value, During the specific period, it is more advantageous for a player to display the specific display before the numerical display indicates an end value than to display the numerical display without the specific display being displayed; the specific period includes a first period and a second period that is subsequent to the first period, The specific display is displayed at a higher rate during the second period than during the first period. Here, the advantageous state may be, for example, a jackpot game state. The gaming machine may be, for example, a pachinko gaming machine 1. The display means may be, for example, an image display device 5. The specific period may be, for example, a period corresponding to the start value of the countdown display CND1. The numerical display may be, for example, the countdown display CND1. The end value may be, for example, a value corresponding to "0 seconds". The specific display may be, for example, the first half result display RSA02, RSB02, the second half development display KHD01, KHD02, all or part of these, etc. What is advantageous when the specific display is displayed may be, for example, the determination rate of "with performance" in the determination examples 002AKD11 and 002AKD12, the determination rate of the performance patterns 002AKR02 and 002AKR05 in the determination example 002AKD21, etc. The first period may be, for example, a period corresponding to a remaining time longer than "1 second". The second period may be, for example, a period corresponding to a remaining time of 1 second or less. The ratio at which the specific display is displayed in the first period and the second period may be, for example, the determination ratio of the start value in the determination examples 002AKD32 to 002AKD35. In such a configuration, multiple timings are provided for the specific display during the specific period, and the specific display is more likely to be displayed at later timings, thereby increasing the player's interest in the specific period. In this way, the appropriate presentation can increase the player's interest in the game.

[0007] Alternatively, the gaming machine according to the present invention is a gaming machine that can be controlled to an advantageous state that is advantageous to a player, A display means is provided, The display means includes: During a specific period, it is possible to update the numerical display asynchronously with the elapsed time. During the specific period, a specific display may be displayed before the numerical display indicates an end value, During the specific period, it is more advantageous for a player to display the specific display before the numerical display indicates an end value than to display the numerical display without the specific display being displayed; the specific period includes a first period and a second period that is subsequent to the first period, The specific display is displayed at a higher rate during the second period than during the first period. Here, the advantageous state may be, for example, a jackpot game state. The gaming machine may be, for example, a pachinko gaming machine 1. The display means may be, for example, an image display device 5. The specific period may be, for example, a period corresponding to the start value of the countdown display CND1. The numerical display may be, for example, the countdown display CND1. The end value may be, for example, a value corresponding to "0 seconds". The specific display may be, for example, the first half result display RSA02, RSB02, the second half development display KHD01, KHD02, all or part of these, etc. What is advantageous when the specific display is displayed may be, for example, the determination rate of "with performance" in the determination examples 002AKD11 and 002AKD12, the determination rate of the performance patterns 002AKR02 and 002AKR05 in the determination example 002AKD21, etc. The first period may be, for example, a period corresponding to a remaining time longer than "1 second". The second period may be, for example, a period corresponding to a remaining time of 1 second or less. The ratio at which the specific display is displayed in the first period and the second period may be, for example, the determination ratio of the start value in the determination examples 002AKD32 to 002AKD35. In such a configuration, multiple timings are provided for the specific display during the specific period, and the specific display is more likely to be displayed at later timings, thereby increasing the player's interest in the specific period. In this way, the appropriate presentation can increase the player's interest in the game. [Brief description of the drawings]

[0008] [Figure 1] FIG. 2 is a front view of the pachinko game machine. [Diagram 2] FIG. 2 is a configuration diagram showing various control boards, etc. [Diagram 3] FIG. 13 is a diagram showing an example of a random number for gaming. [Figure 4] 13 is a flowchart showing a main process for game control. [Diagram 5] 13 is a flowchart showing an example of a timer interrupt process for game control. [Figure 6] 13 is a flowchart showing an example of a special symbol process. [Figure 7] A diagram showing an example of the configuration of a special pattern process processing jump table. [Figure 8] 13 is a flowchart showing a main process for performance control. [Figure 9] 13 is a flowchart showing an example of a performance control process. [Figure 10-1] A figure showing an example of special chart display result determination. [Figure 10-2] A figure showing an example of variation pattern settings. [Figure 10-3] FIG. 13 is a diagram showing an example of determining a fluctuation pattern. [Figure 10-4] 13 is a flowchart showing an example of a process for starting change in a performance pattern. [Figure 10-5] FIG. 2 is an explanatory diagram of a process table. [Figure 10-6] 13 is a flowchart showing an example of a performance determination process. [Figure 10-7] A flowchart showing an example of processing during change of the performance pattern. [Figure 10-8] A figure showing an example of setting a performance pattern for a super reach. [Figure 10-9] A figure showing an example of determining whether to execute the second half of a super reach performance. [Figure 10-10] A figure showing an example of determining the presentation pattern for the second half of a super reach. [Figure 10-11]A figure showing an example of determining and setting the presentation pattern for the first half of the super reach presentation. [Figure 10-12] A figure showing an example of time settings for the first half of the super reach performance. [Figure 10-13] FIG. 13 is a diagram showing an example of determining a performance for countdown. [Figure 10-14] FIG. 13 is a diagram showing an example of determining a performance for countdown. [Figure 10-15] FIG. 13 is a diagram showing an example of determining a performance for countdown. [Figure 10-16] FIG. 13 is a diagram showing an example of determining a performance for countdown. [Figure 10-17] FIG. 13 is a diagram showing an example of determining a performance for countdown. [Figure 10-18] FIG. 13 is a diagram showing an example of determining a performance for countdown. [Figure 10-19] FIG. 13 is a diagram showing an example of operation performance determination. [Figure 10-20] FIG. 13 is a diagram showing an example of a time table setting. [Figure 10-21] FIG. 13 is a diagram showing an example of a time table setting. [Figure 10-22] A timing diagram showing an example of control of the first half of the Super Reach performance. [Figure 10-23] A timing diagram showing an example of control of the second half of the super reach performance. [Figure 10-24] FIG. 13 is a diagram showing an example of a presentation display. [Figure 10-25] FIG. 13 is a diagram showing an example of a presentation display. [Figure 10-26] 11A to 11C are diagrams showing examples of presentation display and presentation execution. [Figure 10-27] FIG. 13 is a diagram showing an example of a presentation display. [Figure 10-28] FIG. 13 is a diagram showing an example of a presentation display. [Figure 10-29] FIG. 13 is a diagram showing an example of a presentation display. [Figure 10-30] FIG. 13 is a diagram showing an example of a presentation display. [Figure 10-31] FIG. 13 is a diagram showing an example of a presentation display. [Figure 10-32] FIG. 13 is a diagram showing an example of a presentation display. [Figure 10-33]FIG. 13 is a diagram showing an example of a presentation display. [Figure 10-34] FIG. 13 is a diagram showing an example of a presentation display. [Figure 10-35] FIG. 13 is a diagram showing an example of a presentation display. [Figure 10-36] FIG. 13 is a diagram showing an example of a presentation display. [Figure 10-37] 13A and 13B are diagrams illustrating a modified example of control of a countdown display. [Figure 10-38] 13A and 13B are diagrams illustrating a modified example of control for updating a countdown display. [Figure 10-39] 13A and 13B are diagrams showing modified examples of count-up display. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 will be described.

[0010] (Configuration of Pachinko Machine 1, etc.) Fig. 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that constitutes the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls as gaming media are shot into this gaming area by a predetermined ball shooting device.

[0011] A first special symbol display device 4A and a second special symbol display device 4B are provided at predetermined positions on the game board 2. In the example shown in FIG. 1, they are provided on the right side of the game area. The first special symbol display device 4A and the second special symbol display device 4B can each perform variable display of special symbols as multiple types of special identification information. The special symbols are also called "special symbols." The variable display of special symbols is also called "special symbol game." Both the first special symbol display device 4A and the second special symbol display device 4B are configured using 7-segment LEDs or the like. The special symbols are represented by numbers indicating "0" to "9," symbols indicating "-," or other arbitrary lighting patterns. The special symbols may include a pattern in which all LEDs are turned off.

[0012] The "variable display" of the special pattern means, for example, displaying multiple types of special patterns in a variable manner. For other patterns such as performance patterns, small patterns, and normal patterns, "variable display" also means displaying multiple types of patterns in a variable manner. Performance patterns are also called decorative patterns or ornamental patterns. Variable display is also called variable display, or simply "variation." Variations include updating multiple patterns, scrolling multiple patterns, and deforming, enlarging, and reducing one or more patterns. Variations may include a mode of displaying a pattern in a flashing manner. In the variable display of special patterns and normal patterns, multiple types of special patterns or normal patterns are displayed in a variable manner. In the variable display of performance patterns, multiple types of performance patterns are scrolled or updated, or one or more performance patterns are deformed, enlarged, or reduced. In the variable display of any pattern, a predetermined pattern is stopped and displayed as a display result at the end. Stop display is also called derived display, or simply derived. The symbol that is finally stopped and displayed in a variable display is also called a final stop symbol or a confirmed symbol. The final stop symbol in a special symbol game is also called a confirmed special symbol. The display result of the variable display includes the display result of the special symbol, and is also called a variable display result. The display result of the special symbol is also called a special symbol display result. The execution time of the variable display includes the special symbol change time, which is the change time of the special symbol, and is also called a variable display time. The special symbol change time can be set to a different time corresponding to the change pattern of the special symbol, of which multiple patterns are prepared in advance.

[0013] The special pattern variably displayed on the first special pattern display device 4A is also called the "first special pattern." The special pattern variably displayed on the second special pattern display device 4B is also called the "second special pattern." A special pattern game using the first special pattern is also called the "first special pattern game." A special pattern game using the second special pattern is also called the "second special pattern game." There may be only one type of special pattern display device that variably displays special patterns.

[0014] A normal symbol display 20 is provided at a predetermined position on the game board 2. In the example shown in FIG. 1, it is provided on the left side of the game area. The normal symbol display 20 can perform variable display of normal symbols as multiple types of normal identification information different from special symbols. The normal symbol is also called "normal symbol". The variable display of the normal symbol is also called "normal symbol game". The normal symbol display 20 is configured using 7-segment LEDs, etc. The normal symbol is represented by numbers indicating "0" to "9", symbols indicating "-", and other arbitrary lighting patterns. The normal symbol may include a pattern in which some or all of the multiple LEDs are lit, or a pattern in which all of the multiple LEDs are turned off. The final stop symbol in the normal symbol game is also called a confirmed normal symbol. The display result of the normal symbol is also called a normal symbol display result. The execution time during which the normal symbol is variably displayed in the normal symbol game is also called a normal symbol fluctuation time. The normal symbol variation time can be set to a different time in accordance with the normal symbol variation pattern, of which multiple patterns are prepared in advance.

[0015] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 may be configured using a mechanism capable of forming any image, such as an LCD (liquid crystal display device), an organic EL (Electro Luminescence), a dot matrix LED, a projector and screen, a stereoscopic image projection device, or any other device. The image display device 5 is capable of displaying various types of performance images. Furthermore, the image display device 5 is not limited to performance images, and can display any control-related image, such as an inspection image or a setting image.

[0016] For example, on the screen of the image display device 5, a variable display of the performance symbols can be executed in synchronization with the first special symbol game or the second special symbol game. The performance symbols are display symbols showing numbers or the like, and are multiple types of decorative identification information different from the special symbols and the normal symbols. On the screen of the image display device 5 shown in FIG. 1, the performance symbol display areas 5L, 5C, and 5R of "left", "middle", and "right" are provided, and the performance symbols are displayed in a vertical scroll display or updated display in synchronization with the first special symbol game or the second special symbol game, for example, to perform the variable display of the performance symbols. The synchronization of the variable display may be such that the timing at which the variation of the symbols starts and the timing at which the variation ends and the symbols are finally stopped and displayed are common timing for different types of symbols. The final stop symbol in the variable display of the performance symbols is also called the determined performance symbol, determined decoration symbol, or determined decoration symbol. The variable display of the performance pattern is synchronized with the first special pattern game and the second special pattern game, so the variable display time of the performance pattern is the same as the special pattern change time.

[0017] A display area capable of displaying performance images corresponding to the reserved display and the active display may be provided on the screen of the image display device 5. The reserved display is a display corresponding to a variable display that has not yet been executed and is reserved. The active display is a display corresponding to a variable display that is being executed. The reserved display and the active display are also collectively referred to as a variable display-compatible display corresponding to the variable display. A display area that performs the reserved display is also referred to as a reserved display area. A display area that performs the active display is also referred to as an active display area. The number of reserved variable displays is also referred to as the reserved memory number. The reserved memory number corresponding to the first special game is also referred to as the first reserved memory number. The reserved memory number corresponding to the second special game is also referred to as the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also referred to as the total reserved memory number.

[0018] A first reserved indicator 25A and a second reserved indicator 25B, each of which includes a plurality of LEDs, are provided above the first special symbol display device 4A and the second special symbol display device 4B shown in FIG. 1. The first reserved indicator 25A displays the first reserved memory number by the number of lit LEDs. The second reserved indicator 25B displays the second reserved memory number by the number of lit LEDs. A regular reserved indicator 25C, each of which includes a plurality of LEDs, is provided above the regular symbol display device 20 shown in FIG. 1. The regular reserved indicator 25C displays the regular reserved memory number by the number of lit LEDs. The regular reserved memory number is the reserved memory number corresponding to the regular game.

[0019] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided. The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. The variable winning ball device 6B forms a second start winning opening that can be changed between a closed state and an open state by a normal electric role solenoid 81 shown in FIG. 2 as a normal electric role. The variable winning ball device 6B is provided with, for example, an electric tulip-type role having a pair of movable wings, and when the normal electric role solenoid 81 is in an off state, the movable wings are in a vertical position, so that the second start winning opening is in a closed state in which game balls cannot enter, or in a normal open state in which game balls are unlikely to enter. When the normal electric accessory solenoid 81 is on, the variable winning ball device 6B has the movable wing piece in a tilted position, so that the second start winning port is in an open state where the game ball can enter, or in an expanded open state where the game ball can easily enter the second start winning port. The open state where the game ball can enter the second start winning port, or the expanded open state where the game ball can easily enter, is also called the first variable state. The closed state where the game ball cannot enter the second start winning port, or the normal open state where the game ball cannot easily enter, is also called the second variable state. The variable winning ball device 6B is not limited to one having an electric tulip-type accessory, as long as it can be changed between the first variable state and the second variable state.

[0020] The entry of a game ball into the first start winning hole formed by the winning ball device 6A is also called the first start winning. The entry of a game ball into the second start winning hole formed by the variable winning ball device 6B is also called the second start winning. The game ball that entered the first start winning hole is detected by the first start winning hole switch 22A shown in FIG. 2. The game ball that entered the second start winning hole is detected by the second start winning hole switch 22B shown in FIG. 2. Based on the occurrence of the first start winning, a predetermined number of prize balls, for example, three balls, are paid out, and the first reserved memory number can be updated so that it is incremented by one. However, if the first reserved memory number has reached the upper limit number, the first reserved memory number is not updated even if the first start winning occurs. In response to the case where the first reserved memory number is incremented by one, the first start condition is established, and the first special symbol game in which the special symbol is variably displayed by the first special symbol display device 4A becomes executable. Based on the occurrence of the second start winning, a predetermined number of prize balls, for example, 3 balls, are paid out, and the second reserved memory count can be updated so as to increment by 1. However, if the second reserved memory count has reached the upper limit, the second reserved memory count is not updated even if the second start winning occurs. In response to the second reserved memory count being incremented by 1, the second start condition is established, and the second special symbol game in which the special symbol is variably displayed by the second special symbol display device 4B becomes executable.

[0021] A general winning opening 10 that is always kept in a constant open state by a predetermined ball receiving member is provided at a predetermined position on the game board 2. In the example shown in Fig. 1, the general winning openings 10 are provided at two locations on the lower left of the game area. When a game ball enters one of the general winning openings 10, a predetermined number of prize balls, for example 10, are paid out.

[0022] In the game area formed by the game board 2, a first path and a second path are provided as flow paths through which game balls flow down. The first path is mainly provided in an area to the left of the image display device 5 when viewed from the front. The second path is mainly provided in an area to the right of the image display device 5 when viewed from the front. The left area of ​​the image display device 5 is also called the left game area or the left game area. The right area of ​​the image display device 5 is also called the right game area or the right game area. The left game area and the right game area may be divided, for example, by the end face of the image display device 5 in the game area or the arrangement of game nails. Firing a game ball toward the left game area to make it flow down the first path is also called a left hit. Firing a game ball toward the right game area to make it flow down the second path is also called a right hit. The first path is also called a left hit path. The second path is also called a right hit path. The first path and the second path may be configured by different paths, or may be a path having a part in common.

[0023] In response to the operation of a ball operation handle provided on the ball launching device, a game ball is launched from the ball launching device and launched into the game area. When the game ball launched into the game area is guided to the left game area and flows down the first path, it is guided, for example, along the array of game nails, making it impossible or difficult to guide to the second path in the right game area. When the game ball launched into the game area is guided to the right game area and flows down the second path, it is guided, for example, along the array of game nails, making it impossible or difficult to guide to the first path in the left game area.

[0024] The winning ball device 6A is provided on a first path in the left game area, and game balls flowing down the first path can enter. The variable winning ball device 6B is provided on a second path in the right game area, and game balls flowing down the second path can enter. The variable winning ball device 6B may be capable of being entered by game balls flowing down the first path in the left game area. The variable winning ball device 6B may be arranged so that game balls flowing down the second path in the right game area can enter more easily than game balls flowing down the first path in the left game area.

[0025] The second path in the right game area is provided with a passing gate 41 and a special variable winning ball device 50. The passing gate 41 forms a passing area through which the game ball can pass. The game ball that passes through the passing gate 41 is detected by the gate switch 21 shown in FIG. 2. Based on the game ball passing through the passing gate 41, the normal reserved memory number can be added and updated, and the normal pattern display 20 can perform variable display of the normal pattern as a normal pattern game. The passing gate 41 can be configured as a normal pattern operation port through which the game ball can enter. In this case, the gate switch 21 can be configured as a normal pattern operation port switch that can detect the game ball that has entered the normal pattern operation port.

[0026] The special variable winning ball device 50 forms a large winning port that can be changed between a closed state and an open state by a large winning port solenoid 82 as a special electric device. A guide passage having a passage width in the front-rear direction that allows the game ball to pass is formed in the upper part of the special variable winning ball device 50. This guide path is inclined downward from the right side to the left side, and walls are provided on the front side and the back side, which are both sides of the extended passage. A role entrance that serves as the large winning port is formed in the center of the guide passage. In the special variable winning ball device 50, a movable member 52 that can move in the front-rear direction is provided as a large winning port opening and closing member at a position where the large winning port can be opened and closed. In the special variable winning ball device 50, a fixed member 53 that forms a fixed passage is provided in the part of the guide passage where the large winning port is not formed.

[0027] The movable member 52 is driven by the large prize opening solenoid 82, and can move forward and backward to open and close the role entrance which becomes the large prize opening. In the special variable prize ball device 50, the game ball that enters the inside from the large prize opening is detected by the count switch 23. Inside the special variable prize ball device 50, a V prize area 51 which is a specific area is provided as a prize area through which the game ball can pass. In addition, inside the special variable prize ball device 50, a normal area different from the V prize area 51 is provided. At the top of the V prize area 51, a plate-shaped distribution member which can switch the V prize area 51 between an open state and a closed state is provided as a V prize opening opening and closing member. The distribution member is driven by the specific area solenoid 83, and can move forward and backward to open and close the V prize area 51. When the V prize area 51 is in an open state, the game ball can pass through it, and when it is in a closed state, the game ball cannot pass through it. The gaming ball that passes through the V winning area 51 is detected by the specific area switch 24. The gaming ball that does not pass through the V winning area 51 passes through the normal area. The gaming ball that passes through the V winning area 51 and the gaming ball that does not pass through the V winning area 51 but passes through the normal area are both detected by the discharge port switch 26 and then discharged to the outside of the special variable winning ball device 50.

[0028] In addition to the above configuration, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls flowing down, and numerous obstacle nails. At the bottom of the game area, an outlet is provided for game balls that do not enter any of the winning holes. Speakers 8L, 8R for playing and outputting sound effects and the like are provided at the upper left and right positions of the game machine frame 3, and game effect lamps 9 for lighting up the game effects are provided around the periphery of the game area. The game effect lamps 9 are configured to include LEDs. A movable body 32 that operates according to the effects is provided at a predetermined position on the game board 2.

[0029] A ball operation handle is provided at the lower right position of the gaming machine frame 3, which is operated by a player or the like to launch gaming balls toward the playing area by the ball launching device. The ball operation handle is also called an operation knob. At a predetermined position of the gaming machine frame 3 below the playing area, a ball supply tray is provided that holds gaming balls dispensed as prize balls or game balls lent by a predetermined ball lending machine so that they can be supplied to the ball launching device. The ball supply tray is also called the upper tray. Below the upper tray, a prize ball storage tray is provided where prize balls dispensed when the upper tray is full flow down and are stored. The prize ball storage tray is also called the lower tray.

[0030] A stick controller 31A and a push button 31B are provided at a predetermined position of the gaming machine frame 3 below the gaming area. The stick controller 31A can be held by a player and tilted, and is provided with a trigger button that the player can push and pull. An operation on the stick controller 31A is detected by a controller sensor unit 35A shown in FIG. 2. The push button 31B can be pressed by a player. An operation on the push button 31B is detected by a push sensor 35B shown in FIG. 2. In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are used as detection means for detecting an action such as an operation by a player, but other detection means may be used.

[0031] (Outline of game progress) The game ball is launched toward the game area by the player rotating the ball-hitting operation handle provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, the normal game is started by the normal symbol display 20. In addition, when the game ball passes through the passing gate 41 during the period when the previous normal game is being executed, the normal game based on the passage cannot be executed immediately, so the normal game based on the passage is reserved up to a predetermined upper limit number, for example, "4". In the normal game, when a specific normal symbol, such as a normal winning symbol, is stopped and displayed as a confirmed normal symbol, the display result of the normal symbol is "normal winning". In contrast, when a normal symbol other than the normal winning symbol, such as a normal losing symbol, is stopped and displayed as a confirmed normal symbol, the display result of the normal symbol is "normal losing". In the case of "normal winning", an opening control is performed to make the variable winning ball device 6B in an open state or an expanded opening state for a predetermined period. At this time, the second starting winning port is in an open state or an expanded open state.

[0032] When the game ball passes through and enters the first start winning hole formed in the winning ball device 6A, the first special game can be started by the first special pattern display device 4A. When the game ball passes through and enters the second start winning hole formed in the variable winning ball device 6B, the second special game can be started by the second special pattern display device 4B. Note that, during the period when the special pattern game is being executed or during the period when the game ball enters the start winning hole and a start winning occurs, the special pattern game based on the start winning cannot be executed immediately, so the special pattern game based on the start winning is reserved up to a predetermined upper limit number, for example, "4". In the special pattern game, when a specific special pattern such as a jackpot pattern is stopped and displayed as a confirmed special pattern, the display result of the special pattern is "jackpot". In contrast, when a predetermined special pattern, such as a small win pattern, different from a big win pattern, is stopped and displayed as the determined special pattern, the display result of the special pattern is "small win". Also, when a special pattern, such as a miss pattern, different from a big win pattern or a small win pattern, is stopped and displayed as the determined special pattern, the display result of the special pattern is "miss". Furthermore, when a special pattern, such as a time-saving pattern, different from a big win pattern, a small win pattern, or a miss pattern, is stopped and displayed as the determined special pattern, the display result of the special pattern may be "time-saving". The special pattern may not include a time-saving pattern. In other words, the display result of the special pattern may not include "time-saving".

[0033] In the special game, after the display result of the special pattern becomes "jackpot", the game is controlled to a jackpot game state as an advantageous state for the player. In the jackpot game state, the jackpot entry port formed in the special variable winning ball device 50 can be opened in a predetermined manner. The open state at this time continues until the timing of the passage of a predetermined period, such as 29 seconds or 1.8 seconds, or the timing of the number of game balls that have entered the jackpot entry port reaching a predetermined number, whichever comes first. The predetermined period during which the jackpot entry port can be controlled to be in an open state is the upper limit period during which the jackpot entry port can be opened in one round, and is also called the open upper limit period. One cycle during which the jackpot entry port is in an open state in the jackpot game state is called a round or round game. In the jackpot game state, such rounds can be repeatedly executed until a predetermined upper limit number of times is reached, such as 15 times or 2 times. In the jackpot game state, the player can obtain prize balls by entering the game ball into the jackpot entry port. Therefore, the big win gaming state is an advantageous state for the player. The more rounds there are in the big win gaming state, and the longer the upper limit open period, the more advantageous it is for the player.

[0034] When the display result of the special pattern is a "jackpot", it includes multiple jackpot types. For example, the opening mode of the jackpot entry port, such as the number of rounds and the maximum opening period, and the game state after the end of the jackpot game state, such as the normal state, the time-saving state, and the probability change state, are set to multiple different types, and a jackpot type is specified corresponding to each setting. The multiple jackpot types may include some or all of the jackpot types that can get many prize balls, the jackpot types that have few prize balls, or the jackpot types that can hardly get any prize balls, or may include jackpot types with the same amount of prize balls that can be obtained. Controlling to a jackpot game state based on the display result of the special pattern being a "jackpot" is also called a pattern jackpot, a jackpot by a special pattern, a variable display jackpot, or a direct hit jackpot.

[0035] In the special game, after the display result of the special pattern becomes "small hit", the game is controlled to a small hit game state. In the small hit game state, the large winning opening formed in the special variable winning ball device 50 can be opened in a predetermined opening state. For example, in the small hit game state, the large winning opening may be opened in the same opening state as the large winning game state in some large hit types. The large winning opening may be opened in the same opening state by having the same number of openings and opening period. Alternatively, in the small hit game state, the large winning opening may be opened in an opening state different from the large hit game state. As with the large hit type, multiple small hit types may be included even when the display result of the special pattern becomes "small hit". The large hit type and the small hit type are also collectively referred to as the hit type. The operation of opening and closing the large winning opening in the small hit game state is also called the starting operation. In the small win game state, when the special variable winning ball device 50's role entrance, which is the large winning port, is opened and the game ball passes through the V winning area 51 and is detected by the specific area switch 24, the conditions for a big win are met and control to the big win game state is possible. Control to the big win game state based on the occurrence of a V win by the game ball passing through the V winning area 51 in the small win game state is also called a big win via a small win.

[0036] After the jackpot game state ends, the game state can be controlled to a time-saving state or a probability-changing state in accordance with the jackpot type. In addition, in the special pattern game, after the display result of the special pattern becomes "time-saving", the game state is not controlled to the jackpot game state but is controlled to a time-saving state. The time-saving state is a game state in which the second special pattern game by the second special pattern display device 4B is more likely to be executed than in the normal state. A game state in which the second special pattern game is more likely to be executed than in the normal state is a game state in which the game ball is more likely to pass through and enter the second start winning hole than in the normal state. The control of whether or not the game ball is more likely to pass through the second start winning hole is also called base control. The base control in the normal state is also called normal base control or low base control. The base control in the time-saving state includes high base control. In addition to the high base control, the time-saving state may include a medium base control. The medium base control is a base control in which the game ball is more likely to pass through the second start winning hole than the low base control, but is less likely to pass through the second start winning hole than the high base control. The game state in which the medium base control is performed is also called the medium base state. The game state in which the high base control is performed is also called the high base state. The high base control is also called the high opening control.

[0037] In the normal state, the medium base state, and the high base state, the time-saving pattern can be displayed as a stop result of the display of the special pattern. However, in the medium base state and the high base state, even if the time-saving pattern is displayed as a stop result of the display of the special pattern, base control based on the time-saving pattern is not performed, and new control to transition to the medium base state or the high base state is not started. In the time-saving state, time-saving control is possible to shorten the average variable display time more than in the normal state. For this reason, the time-saving state is also called the time-saving state.

[0038] The time-saving state is a state in which the efficiency of fluctuation of special symbols, especially the second special symbol, is improved, and therefore it is included in the special states that are advantageous to players, different from the jackpot game state. When the game state is the probability-changing state, in addition to the time-saving control, the probability-changing control is possible, which makes the probability of the display result of the special symbol being a "jackpot" higher than in the normal state. As a result, the probability-changing state is also called a probability-changing state. The probability-changing state is a state in which the efficiency of fluctuation of the special symbol is improved and in which it is easy to become a "jackpot", and therefore it is included in the special states that are advantageous to players, different from the jackpot game state. The time-saving state and the probability-changing state continue until one of the predetermined end conditions, such as the execution of a predetermined number of special symbol games or the control being made to the next jackpot game state, is met first. The end condition is that the specified number of special symbol games have been executed, and this is also called the number-cutting state. The number-cutting time-cutting state is also called the number-cutting time-cutting state. The number-cutting probability-changing state is also called the number-cutting probability-changing state.

[0039] The normal game state is a game state that is not included in advantageous states such as a big win game state that is advantageous to the player, predetermined states such as a small win game state, and special states such as a time-saving state and a probability change state. The normal state is a game state in which the probability that the display result in the normal game will be a "normal win" and the probability that the display result in the special game will be a "jackpot" are controlled to be the same as the initial setting state of the pachinko game machine 1. The initial setting state of the pachinko game machine 1 is a control state after the initial setting process is performed without performing a predetermined recovery process after power is turned on, such as when a system reset is performed.

[0040] A state in which the probability variable control is being executed is also called a high probability state, and a state in which the probability variable control is not being executed is also called a low probability state. A state in which the time-saving control is being executed is also called a high base state, and a state in which the time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. A high probability state and a low base state are also called a high probability low base state. Note that the pachinko game machine 1 may not include a probability variable state as a game state.

[0041] After the small win game state ends, there are cases where the game state is controlled to a big win game state based on the occurrence of a V win, and cases where the game state before the small win game state is not changed without the occurrence of a V win. However, when the display result of the special game becomes a "small win" and a predetermined number of special games are executed in the number cut, the control of the time-saving state and the probability change state may end and the normal state may be entered. Note that the pachinko game machine 1 may not include a small win game state as a game state. In other words, the display result of the special pattern may not include a "small win".

[0042] When a time-saving condition based on the number of executions of the variable display is established, the game state may be controlled to the time-saving state. Such a time-saving state is also called a rescue time-saving state. The time-saving condition may be a condition that can be established when, after the power is turned on to the pachinko game machine 1, after a jackpot occurs, or after the display result of the special game becomes "time-saving", control to a new jackpot game state or time-saving state is not performed even if a specific number of variable displays are executed.

[0043] (Progress of the performance, etc.) In the pachinko game machine 1, various effects can be executed in accordance with the progress of the game. These effects include effects that notify the progress of the game and effects that liven up the game. These effects include displaying various effect images on the image display device 5, outputting sound effects from the speakers 8L and 8R, turning on the game effect lamp 9, operating the movable body 32, vibrating the stick controller 31A or the push button 31B, or a combination of some or all of these, and may be executed using any effect device.

[0044] The effects that can be executed in accordance with the progress of the game include variable display of the effect symbols. In response to the start of the first special symbol game or the second special symbol game, the variable display of the effect symbols is started in the effect symbol display areas 5L, 5C, and 5R of "left", "middle", and "right" provided on the screen of the image display device 5. When the determined special symbol that is the display result in the first special symbol game or the second special symbol game is stopped and displayed, the determined effect symbol that is the display result is stopped and displayed in the variable display of the effect symbols. The determined effect symbol is composed of a combination of three effect symbols corresponding to the effect symbol display areas 5L, 5C, and 5R of "left", "middle", and "right". During the period from the start to the end of the variable display of the effect symbols, the display mode in the variable display of the effect symbols may become a reach mode. The reach mode is a mode in which the effect symbols that have stopped on the screen of the image display device 5 constitute part of a jackpot combination and the variation of the effect symbols that have not yet stopped continues. When the display mode in the variable display of the performance pattern becomes a reach mode, it is also said that a reach has been achieved.

[0045] A reach effect can be executed in response to the variable display of the effect pattern becoming a reach state. The pachinko gaming machine 1 can execute a plurality of types of reach effects so that the rate at which the display result of the variable display becomes a "jackpot" varies when the effect state differs. The rate of a "jackpot" corresponding to the effect state is also called the jackpot reliability or jackpot expectation rate. The reach effects include, for example, a normal reach and a super reach, which has a higher jackpot reliability than a normal reach. In addition, the reach effects may include a short reach and a long reach, which has a longer execution time than a short reach, in response to the execution time of the reach effect.

[0046] When the display result of the special symbols is a "jackpot", a fixed performance symbol that is a predetermined jackpot combination is displayed as a display result of the performance symbol on the screen of the image display device 5. As an example, the same performance symbols, such as a performance symbol showing the number "7", are displayed stopped on a predetermined effective line in the performance symbol display areas 5L, 5C, and 5R of the "left", "middle", and "right". In the case of a "probability jackpot" that is controlled to a probability jackpot state after the end of the jackpot game state, odd-numbered performance symbols, such as a performance symbol showing the number "7", may be displayed stopped. In the case of a "non-probability jackpot" that is not controlled to a probability jackpot state after the end of the jackpot game state, even-numbered performance symbols, such as a performance symbol showing the number "6", may be displayed stopped. A "non-probability jackpot" is also called a "normal jackpot". In this case, the odd-numbered performance symbols are also called probability jackpot symbols. The even-numbered performance symbols are also called non-probability jackpot symbols or normal symbols. After a reach state occurs with a non-probability variable pattern, a promotion effect may be executed that ultimately results in a "probability variable jackpot."

[0047] When the display result of the special pattern is a "small win", a fixed performance pattern that is a predetermined small win combination is stopped and displayed as a display result of the performance pattern on the screen of the image display device 5. As an example, the same performance pattern, such as a performance pattern showing a number other than "7", may be displayed stopped on a predetermined effective line in the "left", "center", and "right" performance pattern display areas 5L, 5C, and 5R. A common fixed performance pattern may be stopped and displayed when the display result of the special pattern is a "big win" and when it is a "small win".

[0048] When the display result of the special pattern is a "miss", the display result may be displayed as a stop without the variable display of the performance pattern being in a reach state. In this case, the fixed performance pattern of the non-reach combination is displayed as a display result of the performance pattern. The display result in which the fixed performance pattern of the non-reach combination is displayed as a stop without the reach state is also called a non-reach miss. When the display result of the special pattern is a "miss", the variable display of the performance pattern may be in a reach state, and the display result may be displayed as a stop after the reach performance is executed. In this case, the display result of the performance pattern may be displayed as a fixed performance pattern of the reach combination that is not a big win combination or a small win combination. The display result in which the fixed performance pattern of the reach combination is displayed as a stop after the reach state is reached is also called a reach miss.

[0049] The effects that the pachinko game machine 1 can execute include variable display-compatible displays such as reserved displays and active displays. In addition, for example, a preview effect that predicts the jackpot reliability can be executed during the variable display of the effect pattern. The preview effect may include a variable preview effect that predicts the jackpot reliability corresponding to the variable display being executed, and a look-ahead preview effect that predicts the jackpot reliability corresponding to the variable display before execution whose execution is on hold. The look-ahead preview effect may be capable of executing a change effect that changes the display mode of a variable display-compatible display such as reserved displays and active displays to a mode different from normal.

[0050] On the screen of the image display device 5, a pseudo consecutive performance may be executed in which the performance symbols are temporarily stopped during the variable display of the performance symbols, and then the variable display is resumed, so that one variable display appears to be multiple variable displays in a pseudo manner. The pseudo consecutive performance may be set so that the reliability of a big win is higher when the number of times the variable display is resumed after the performance symbols are temporarily stopped is large than when the number of times the number of times is small. In the variable display of the performance symbols, the pseudo consecutive performance may be executed before the reach state is reached, and may be executed after the reach state is reached. In addition, in the variable display of the performance symbols, the pseudo consecutive performance may be executed at multiple timings.

[0051] During control of the jackpot gaming state, a jackpot performance can be executed to notify the jackpot gaming state. The jackpot performance may include a performance to notify the number of rounds and a promotion performance to suggest or notify that the advantage of the jackpot gaming state will improve. During control of the small win gaming state, a small win performance can be executed to notify the small win gaming state. By executing a common performance during control of the jackpot gaming state and during control of the small win gaming state, it may be possible to make it impossible or difficult for the player to recognize whether the current gaming state is a jackpot gaming state or a small win gaming state.

[0052] In a non-play state where a special game or the like is not being executed and a game is not in progress, a demonstration effect image can be displayed on the screen of the image display device 5. A demonstration effect image is also called a demo image. Display of a demo image is also called a demo display. An effect by a demo display is also called a customer waiting demo effect.

[0053] (Board configuration) The pachinko game machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, a power supply board 17, and the like, as shown in Fig. 2. In addition, various boards are arranged on the back of the pachinko game machine 1, such as a payout control board, an information terminal board, and a firing control board.

[0054] The main board 11 is a main control board and has a function capable of controlling the progress of the game in the pachinko game machine 1. The progress of the game includes the execution of various games and transitions of game states, such as the execution of a special game accompanied by the management of reserved balls, the execution of a normal game accompanied by the management of reserved balls, a big win game state, a small win game state, a time-saving state, and a probability change state. The main board 11 includes a game control microcomputer 100, a switch circuit 110, and a solenoid circuit 111.

[0055] The game control microcomputer 100 provided on the main board 11 is, for example, a one-chip microcomputer, and can be configured to include a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105. A part or all of the ROM 101, the RAM 102, and the random number circuit 104 may be configured to be externally attached to the game control microcomputer 100, or may be configured to be built into the game control microcomputer 100. The switch circuit 110 takes in detection signals from various switches for game ball detection and transmits them to the game control microcomputer 100. The various switches for game ball detection include, for example, a gate switch 21, start port switches such as a first start port switch 22A and a second start port switch 22B, a count switch 23, a specific area switch 24, and an outlet switch 26. The detection signal indicates that a game ball has passed or entered and a switch has been turned on. The transmission of the detection signal indicates that the game ball has passed or entered. The solenoid circuit 111 can supply a solenoid drive signal from the game control microcomputer 100 to the normal electric role solenoid 81, the big prize opening solenoid 82, and the specific area solenoid 83. The solenoid drive signal may be any signal that turns on each solenoid.

[0056] The ROM 101 of the microcomputer 100 for game control is a non-volatile storage device that stores computer programs and data used for game control. The data stored in the ROM 101 includes table data constituting tables used for variation patterns, performance control commands, and various other settings, judgments, and decisions. The RAM 102 of the microcomputer 100 for game control is a temporary storage device that provides a work area used for game control and a stack for saving data. The RAM 102 may be a backup RAM that stores the contents of a part or all of the memory area so that they can be restored within a predetermined period even if the power supply to the pachinko game machine 1 is stopped. The RAM 102 is also called RWM (Read / Write Memory). The work area of ​​the RAM 102 includes a memory area capable of storing various data used for game control, such as a counter, a timer, a buffer, and a storage area for various other codes and numerical values. The CPU 103 included in the game control microcomputer 100 executes processes corresponding to the programs stored in the ROM 101, thereby being able to control the progress of the game in the pachinko game machine 1.

[0057] The random number circuit 104 provided in the game control microcomputer 100 counts updatable numerical data indicating various random number values ​​used when controlling the progress of a game. The random numbers used when controlling the progress of a game are also called game random numbers. Some or all of the game random numbers may be updated by hardware using a dedicated circuit, or may be updated by software such as a computer program executed by the CPU 103.

[0058] 3 shows an example of the random numbers for game. The random numbers for game include a random number MR1-1 for determining a special symbol, a random number MR1-2 for a winning symbol, a random number MR1-3 for an initial value for a winning symbol, a random number MR2-1 for a normal winning symbol, a random number MR2-2 for an initial value for a normal winning symbol, a random number MR3-1 for a normal symbol variation pattern, a random number MR3-2 for selecting a losing performance, a random number MR3-3 for selecting a variation pattern type, and a random number MR3-4 for a variation pattern.

[0059] The random number MR1-1 for determining the special symbol is used to determine the display result of the special symbol, such as whether the display result of the special symbol is a "big win" or whether the display result of the special symbol is a "small win". The random number MR1-2 for the winning symbol is used to select a confirmed special symbol from a plurality of special symbols, such as a big win symbol when the display result of the special symbol is a "big win" or a small win symbol when the display result of the special symbol is a "small win". The random number MR1-3, which is the initial value for the winning symbol, is used to set the initial value of the random number MR1-2. The random number MR2-1 for the winning normal symbol is used to select a confirmed normal symbol from a plurality of normal symbols to be displayed when the display result is a "normal win" in the variable display of the normal symbol. The random number MR2-2, which is the initial value for the winning normal symbol, is used to set the initial value of the random number MR2-1. The random number MR3-1 for the normal symbol variation pattern is used to determine the variation pattern of the normal symbol to one of a plurality of patterns prepared in advance. The random number MR3-2 for the miss performance selection is used to select whether or not the variable display of the performance pattern will be in a reach state when the display result of the special symbol is a "miss". The random number MR3-3 for the variation pattern type selection is used to select the variation pattern type of the special symbol. The variation pattern type of the special symbol is a group in which the variation pattern of the special symbol is previously classified based on, for example, the performance state during the variable display of the performance pattern, and may be configured to include one or more variation patterns. The random number MR3-4 for the variation pattern is used to select the variation pattern of the special symbol.

[0060] When making various judgments and decisions based on random numbers, such as numerical data indicating the value of a gaming random number, the CPU 103 reads and refers to various tables from the ROM 101. Even when random numbers are not used, necessary tables may be read from the ROM 101 and referred to to make various judgments, decisions, settings, and the like.

[0061] The I / O 105 of the game control microcomputer 100 includes an input port to which various signals are input and an output port to which various signals are output. The various signals input to the input port of the I / O 105 may include detection signals from various switches transmitted via the switch circuit 110. The various signals output from the output port of the I / O 105 may include signals for controlling the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display device 20, the first reserved display device 25A, the second reserved display device 25B, the normal reserved display device 25C, etc., and solenoid drive signals for driving the normal electric role solenoid 81, the large winning opening solenoid 82, the specific area solenoid 83, etc.

[0062] The main board 11 transmits a performance control command according to the progress of the game to the performance control board 12 as part of the operation of controlling the progress of the game by the game control microcomputer 100. The performance control command is a command that specifies or notifies the progress of the game. The performance control command output from the main board 11 is relayed by the relay board 15 and supplied to the performance control board 12. The performance control command may include commands that specify various determination results in the main board 11, such as the display result of the special game, the type of winning, and the variation pattern, commands that specify the game situation, such as the start and end of the variable display, the opening status of the big winning port, the occurrence of a winning, the number of reserved memories, and the game status, and commands that specify the occurrence of an error.

[0063] The performance control board 12 is a sub-control board independent of the main board 11, and has a function of receiving a performance control command and controlling the performance based on the received performance control command. The performances that can be controlled by the performance control board 12 include various performances according to the progress of the game, such as driving the movable body 32, and also various notifications such as error notifications and notifications of power outage recovery. The performance control board 12 includes a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

[0064] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for controlling the execution of performance together with the display control unit 123. This processing is for implementing the various functions of the performance control board 12, and includes determining the performance to be executed. The performance control CPU 120 uses various data stored in the ROM 121, such as data of various tables, and also uses the RAM 122 as a main memory. The performance control CPU 120 may instruct the display control unit 123 to execute a performance based on a detection signal from the controller sensor unit 35A or the push sensor 35B. The detection signal here is a signal that is output when an operation by a player is detected, and may be a signal that appropriately indicates the content of the operation.

[0065] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and controls the performance mainly related to display based on the performance execution instruction from the performance control CPU 120. The display control unit 123 displays a performance image on the screen of the image display device 5 by supplying a video signal corresponding to the performance to be executed to the image display device 5. The display control unit 123 further supplies a sound designation signal to the sound control board 13 and a lamp signal to the lamp control board 14. The sound designation signal designates the sound to be output from the speakers 8L and 8R. The lamp signal designates the lighting state or the extinguishing state of the game effect lamp 9. The supply of the sound designation signal or the lamp signal enables the sound output from the speakers 8L and 8R and the lighting or extinguishing of the game effect lamp 9 in synchronization with the display of the performance image. The display control unit 123 may be capable of supplying a signal for operating the movable body 32 to a motor or a solenoid of the movable body 32, or to a driver circuit that drives the movable body 32. A driver board for driving the movable body 32 may be provided separately from the performance control board 12.

[0066] The random number circuit 124 counts numerical data indicating various random number values ​​used when controlling the execution of various performances in an updatable manner. The random numbers used when controlling the execution of performances are also called random numbers for performance. The random numbers for performance may be updated by software such as a computer program executed by the performance control CPU 120. When making various judgments and decisions based on random number values, such as numerical data indicating the values ​​of the random numbers for performance, the performance control CPU 120 reads out and refers to various tables from the ROM 121. Even when random number values ​​are not used, the performance control CPU 120 may read out and refer to the necessary tables from the ROM 121 to make various judgments, decisions, settings, and the like.

[0067] The I / O 125 is configured to include, for example, an input port for taking in performance control commands transmitted from the main board 11, and an output port for transmitting various signals. The input port of the I / O 125 may include an input terminal for a detection signal supplied from the controller sensor unit 35A, and an input terminal for a detection signal supplied from the push sensor 35B. The output port of the I / O 125 may include an output terminal for a video signal supplied to the image display device 5, an output terminal for a sound designation signal supplied to the audio control board 13, and an output terminal for a lamp signal supplied to the lamp control board 14.

[0068] The sound control board 13 is equipped with various circuits for driving the speakers 8L and 8R, and drives the speakers 8L and 8R based on a sound designation signal from the display control unit 123, and outputs the sound designated by the sound designation signal from the speakers 8L and 8R. The lamp control board 14 is equipped with various circuits for driving the game effect lamps 9, and drives the game effect lamps 9 based on a lamp signal from the display control unit 123, and turns the game effect lamps 9 on or off in a manner designated by the lamp signal. In this way, the sound output from the speakers 8L and 8R and the turning on and off of the game effect lamps 9 can be controlled based on a signal from the display control unit 123. Note that the control of the sound output and the turning on and off of the lamps, such as the supply of the sound designation signal and the lamp signal, and the control of the movable body 32, such as the supply of a signal to operate the movable body 32, may be performed in part or in whole by the performance control CPU 120. Boards other than the main board 11, such as the performance control board 12, the audio control board 13, and the lamp control board 14, are also called sub-boards. As in the configuration example shown in Fig. 2, multiple sub-boards may be provided for different functions, or, unlike the configuration example shown in Fig. 2, one sub-board may be configured to have multiple functions.

[0069] The power supply board 17 can supply power from an AC power source such as AC 100V in an external power source such as a commercial power source to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting AC to DC, and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V). The pachinko game machine 1 can switch between starting and ending the power supply by operating the power switch 91. The switch circuit 110 of the main board 11 takes in a reset signal, a power off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for putting a control circuit such as the game control microcomputer 100 into an operation stop state, and may be output using any of a power supply monitoring circuit, a watchdog timer built-in IC, and a system reset IC. The power-off signal is turned off when the predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on in response to, for example, pressing the clear switch 92 provided on the power supply board 17.

[0070] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.

[0071] (Main operations of main board 11) First, a description will be given of the main operations of the main board 11. When power supply to the pachinko gaming machine 1 is started, the game control microcomputer 100 is started, and the CPU 103 executes main processing for game control.

[0072] FIG. 4 is a flow chart showing the main process P_MAIN for game control executed by the CPU 103 on the main board 11. When the main process P_MAIN for game control shown in FIG. 4 is started, the CPU 103 executes the power supply start response process P_POWER_ON (step S1), and then executes the RWM check process P_RWM_CHK (step S2). The power supply start response process P_POWER_ON in step S1 can execute the initial setting of the game control microcomputer 100 in response to the start of the power supply in the pachinko game machine 1. The initial setting of the game control microcomputer 100 may include the initialization of the output port, the setting of the interrupt vector, the setting of the built-in device register, and the setting of the specific register. The RWM check process P_RWM_CHK in step S2 includes a checksum calculation process, and compares the checksum data obtained as a result of the process with the stored data in the checksum buffer, and if the two data match, it is determined that the stored contents in the RAM 102 are normal.

[0073] Next, it is determined whether or not a predetermined recovery condition is satisfied (step S3). The recovery condition can be satisfied when the clear signal corresponding to the operation of the clear switch 92 is in the OFF state, there is normal stored data in the checksum buffer, and the stored contents in the RAM 102 as the backup RAM are normal. When the power supply of the pachinko game machine 1 is turned on, for example, if the clear switch 92 provided on the power supply board 17 is pressed, a clear signal in the ON state is input to the game control microcomputer 100. When such a clear signal in the ON state is input, it is determined in step S3 that the recovery condition is not satisfied. The checksum buffer stores the checksum data calculated in the checksum calculation process when the backup judgment time was measured by the backup monitoring timer at the previous power cut. When the time value of the backup monitoring timer does not match the specific value corresponding to the backup judgment time, it is determined in step S3 that the recovery condition is not satisfied. The backup data may be stored data in the game work area in the RAM 102 as the backup RAM for game control. In step S3, it may be determined whether or not the recovery conditions can be met based on the results of checking or inspecting the presence or absence of backup data and data errors by the RWM check process P_RWM_CHK in step S2.

[0074] When the recovery condition is met (step S3; Yes), the backup setting process P_BACKUP_SET is executed (step S4). The backup setting process P_BACKUP_SET uses a backup command transmission table to enable transmission of performance control commands corresponding to backup from the main board 11 to the performance control board 12. The backup setting process P_BACKUP_SET also clears the process codes, timers, counters, and flags specified by the backup setting table to enable initialization.

[0075] If the recovery condition is not satisfied (step S3; No), the initialization setting process P_INIT_SET is executed (step S5). The initialization setting process P_INIT_SET enables clear data to be transferred to the game work area, which is the working area in RAM 102. This initializes the game work area in RAM 102. The initialization setting process P_INIT_SET then uses an initialization command transmission table to enable transmission of performance control commands corresponding to initialization from the main board 11 to the performance control board 12. The initialization setting process P_INIT_SET also clears buffers, timers, pointers, and counters specified by the initialization setting table to enable them to be initialized.

[0076] Then, the control start setting process P_STACON is executed (step S6). The control start setting process P_STACON may include a wait process. The wait process executes a loop process and waits until a set waiting time has elapsed, thereby ensuring that sub-boards such as the performance control board 12 can be started. The control start setting process P_STACON may also include a specific number of command transmission process or a command transmission process for chip individual number information. The specific number of command transmission process enables a performance control command that specifies the count value of a specific number counter when power is turned on to be transmitted from the main board 11 to the performance control board 12. The specific number counter is provided at a specified address in the RAM 102, and may be capable of counting the remaining number of times until the number of executions of the variable display reaches a specific number corresponding to the time-saving condition. The command transmission process for chip individual number information enables a performance control command that specifies the stored value of a chip individual number register to be transmitted from the main board 11 to the performance control board 12. The chip individual number register is included in the built-in register of the game control microcomputer 100, and may be any register capable of storing a different value assigned to each chip as the chip individual number.

[0077] The control start setting process P_STACON may include a start-up out-of-area process. The start-up out-of-area process is a process executed by reading out a program stored in a non-game program area of ​​the ROM 101 in response to start-up due to the start of power supply in the pachinko game machine 1. The start-up out-of-area process may be, for example, a performance display RWM initial value setting process. The performance display RWM initial value setting process makes it possible to set an initial value for performing an initial display by a 7-segment LED constituting the performance display monitor. The performance display monitor may be mounted on, for example, the main board 11, and may display contents related to the setting value and contents related to the base. When the pachinko game machine 1 is in a setting change state in which the settings can be changed, the setting value can be changed to one of a plurality of stages, for example, six stages, and makes it possible to set the probability that the display result of the special pattern will be a "jackpot". The base is calculated by dividing the number of prize balls paid out when a game ball passes through each winning port, such as the start winning port, the general winning port, and the large winning port, by the number of game balls launched into the game area.

[0078] After the control start setting process P_STACON in step S6, a timer interrupt counter setting is performed (step S7). In step S7, a PTC counter output value is set so that a regular timer interrupt occurs at a predetermined time interval, for example, 4 [ms (milliseconds)]. After that, the main process P_MAIN for game control enters a loop process. In this loop process, interrupt prohibition is set (step S8), an initial value determination random number update process P_TFINIT is executed (step S9), and an in-loop region outside process P_REGOUT is executed (step S10), and then interrupt permission is set (step S11), and the process returns to step S8. Then, when the interrupt permission state is in effect, the CPU 103 becomes capable of executing a timer interrupt process each time an interrupt request signal is input from the PTC to the CPU 103. This allows the CPU 103 to execute a timer interrupt process each time a predetermined time interval, for example, 4 [ms], has elapsed.

[0079] Fig. 5 is a flow chart showing an example of a timer interrupt process P_PCT for game control. In the timer interrupt process P_PCT shown in Fig. 5, a power cut process P_POWER_OFF is executed (step S51). Then, it is determined whether the misconduct monitoring flag is "0" or not (step S52). When a magnetism is detected by a magnet sensor or when a radio wave is detected by a frame radio wave sensor, the misconduct monitoring flag is set to "1" corresponding to an ON state. In other cases, the misconduct monitoring flag is set to "0" corresponding to an OFF state.

[0080] If the fraudulent activity monitoring flag is "1" (step S52; No), the game stop process P_GAME_STOP is executed (step S53). The game stop process P_GAME_STOP may be a process that initializes the output port and turns off the output of the connection confirmation signal. The connection confirmation signal is transmitted from the main board 11 to the payout control board, and if it is in the off state, the execution of the payout process in the payout control board is stopped.

[0081] When the fraudulent activity monitoring flag is "0" (step S52; Yes), the switch processing P_SW is executed (step S54), the switch error notification processing P_CON_CHK is executed (step S55), the random number update processing P_RANDOM is executed (step S56), and the initial value determination random number update processing P_TFINIT is executed (step S57). In addition, the special symbol process processing P_TPROC is executed (step S58), the normal symbol process processing P_FPROC is executed (step S59), the information output processing P_JYOUHOU is executed (step S60), the prize ball processing P_PAY is executed (step S61), and the display processing P_HYOUZI is executed (step S62). Furthermore, other timer interruption corresponding processing is executed (step S63). After that, the interrupt permission is set (step S64), and then the timer interruption processing P_PCT is terminated.

[0082] The power-off process P_POWER_OFF in step S51 judges the power confirmation signal transmitted from the power supply board 17, and enables checksum calculation process at the time of power-off, etc. to be executed. The switch process P_SW in step S54 judges the state of the input port, and enables update of the switch-on buffer, etc. The switch error notification process P_CON_CHK in step S55 can update the count value of the sensor-on counter specified by, for example, the switch error notification judgment table, and enables error notification display when the count value reaches a sensor abnormality error judgment value. The random number update process P_RANDOM in step S56 enables software random numbers among the game random numbers to be updated by software. The random number update process P_TFINIT for initial value determination in step S57 enables software to update the game random numbers used as random number initial values.

[0083] The special symbol process P_TPROC in step S58 includes processes related to the variable display of the special symbol and the game state, such as the management of the execution and reservation of the special symbol game, the control of the big win game state and the small win game state, and the control of the game state. The normal symbol process P_FPROC in step S59 includes processes related to the variable display of the normal symbol and the state control of the second start winning port, such as the management of the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21, and the opening and closing control of the variable winning ball device 6B based on the "normal hit". The information output process P_JYOUHOU in step S60 sets the information output signal. The information output signal is a signal corresponding to information such as big win information, start information, and probability fluctuation information supplied to a hall management computer installed outside the pachinko game machine 1. The big win information indicates the number of big wins, etc. The start information indicates the number of start wins, etc. The probability fluctuation information indicates the number of times the probability variable state has been reached, etc. The prize ball processing P_PAY in step S61 includes a prize ball command output counter addition process and a prize ball control process. The prize ball command output counter addition process uses a prize ball number table to determine whether the switch is on, and when on is detected, updates the prize ball command output counter and the winning information output counter. The prize ball control process selects a process corresponding to the prize ball process code, and controls the prize balls based on the detection of the game ball so that they can be paid out. The display process P_HYOUZI in step S62 sets the display by the first reserve indicator 25A, the second reserve indicator 25B, the regular reserve indicator 25C, and various other status indicator lights.

[0084] FIG. 6 is a flow chart showing an example of processing that can be executed in step S58 shown in FIG. 5 as the special symbol process processing P_TPROC. In the special symbol process processing P_TPROC, the CPU 103 sets the first start winning corresponding flag (step S101). The first start winning corresponding flag setting reflects the state of the first start port switch 22A included in the switch-on buffer in the flag register of the CPU 103 by executing a logical operation command or the like. At this time, the zero flag in the flag register being in the on state indicates that the first start winning corresponding flag is in the off state. In contrast, the zero flag being in the off state indicates that the first start winning corresponding flag is in the on state. Next, the first start port winning table is set by a transfer command for setting the table pointer (step S102). Then, it is determined whether the first start winning corresponding flag is on or not (step S103). When the first start winning corresponding flag is on (step S103; Yes), the start port switch passing process P_TZU_ON is executed (step S104).

[0085] When the first start winning corresponding flag is off in response to step S103 (step S103; No), or after the start port switch passing process P_TZU_ON in step S104, the second start winning corresponding flag is set (step S105). The second start winning corresponding flag is set by executing a logical operation command or the like to reflect the state of the second start port switch 22B contained in the switch-on buffer in the flag register of the CPU 103. At this time, the zero flag in the flag register being on indicates that the second start winning corresponding flag is off. In contrast, the zero flag being off indicates that the second start winning corresponding flag is on. Next, the second start port winning table is set by a transfer command for setting the table pointer (step S106). Then, it is determined whether the second start winning corresponding flag is on (step S107). When the second start winning corresponding flag is on (step S107; Yes), the start port switch passing process P_TZU_ON is executed (step S108).

[0086] The start port switch passing process P_TZU_ON in step S104 uses the first start port winning table set in step S102 to update the first reserved memory number and the total reserved memory number by adding 1 when the first reserved memory number is less than the upper limit number, extracts the random number MR1-1 for special pattern determination, the random number MR3-2 for miss performance selection, the random number MR3-3 for variation pattern type selection, and the random number MR3-4 for variation pattern, stores them in the respective random number buffers, and then transfers them to the first special pattern reserved buffer. Also, the first reserved memory information designation command transmission table is used to enable the first reserved memory information designation command, which designates the first reserved memory number, to be transmitted from the main board 11 to the performance control board 12. Then, a value indicating "1" as the start port winning designation value is stored in the start port winning buffer.

[0087] The start port switch passing process P_TZU_ON in step S108 uses the second start port winning table set in step S106 to update the second reserved memory number and the total reserved memory number by adding 1 when the second reserved memory number is less than the upper limit number, extracts the random number MR1-1 for special pattern determination, the random number MR3-2 for miss performance selection, the random number MR3-3 for variation pattern type selection, and the random number MR3-4 for variation pattern, stores them in the respective random number buffers, and then transfers them to the second special pattern reserved buffer. Also, the second reserved memory information designation command transmission table is used to enable the second reserved memory information designation command, which designates the second reserved memory number, to be transmitted from the main board 11 to the performance control board 12. Then, a value indicating "2" as the start port winning designation value is stored in the start port winning buffer.

[0088] A common start port switch passing process P_TZU_ON can be executed in steps S104 and S108. Meanwhile, the start port switch passing process P_TZU_ON in step S104 uses the first start port winning table set in step S102, whereas the start port switch passing process P_TZU_ON in step S108 uses the second start port winning table set in step S106. In this way, the common start port switch passing process P_TZU_ON is executed using different start port winning tables. Therefore, different data settings and controls are possible by the common process when the game ball enters the first start port and when the game ball enters the second start port. The start port switch passing process P_TZU_ON may include a winning performance process using the extracted game random number.

[0089] When the second start winning corresponding flag is off in response to step S107 (step S107; No), or after the start port switch passing process P_TZU_ON in step S108, a special symbol process processing jump table is set by a transfer command that sets a pointer (step S109). The special symbol process processing jump table is an address management table that selects and makes executable a process corresponding to the read value of the special symbol process code. The special symbol process code can be updated and set to any of 00[H] to 0B[H] in response to the progress of game control in the pachinko game machine 1, and is also called a special symbol process code. Here, [H] indicates a hexadecimal number. Note that [B] may also indicate a binary number.

[0090] Following step S109, a transfer command for reading out stored data loads the special symbol process code (step S110). Next, a 2-byte data selection process P_ABXEXEC is executed (step S111) to obtain the address of the process selected corresponding to the special symbol process code. The address obtained at this time is set in a pointer. After this, a subroutine call command executes the process pointed to by the pointer (step S112), making it possible to execute the process selected corresponding to the special symbol process code. When the process selected in this way ends and a return command is issued to return to the special symbol process P_TPROC, the special symbol process P_TPROC also ends, and a return command is issued to return to the timer interrupt process P_PCT for game control.

[0091] FIG. 7 shows a configuration example TT01 of a special symbol process jump table used in the special symbol process P_TPROC. The special symbol process jump table is configured to include table data that can set the address of the process selected corresponding to the special symbol process code in an internal register of the CPU 103 used as a pointer. The special symbol process jump table of the configuration example TT01 includes special symbol normal process P_TNORMAL when the special symbol process code is 00 [H], special symbol fluctuation process P_TSTART when the special symbol process code is 01 [H], special symbol stop process P_TSTOP when the special symbol process code is 02 [H], small win opening pre-processing P_TLFAN when the special symbol process code is 03 [H], small win opening mid-processing P_TLOPEN when the special symbol process code is 04 [H], small win opening post-processing P_TLCLSF when the special symbol process code is 05 [H], and ... The table data includes address values ​​that can be set in the pointers corresponding to P_TLOUT, the waiting process for small win ball discharge when the other pattern process code is 06[H], P_TLEND, the small win end process when the special pattern process code is 07[H], P_TINT, the process before the large prize opening is opened when the special pattern process code is 08[H], P_TOPEN, the process during the large prize opening is opened when the special pattern process code is 09[H], P_TCLSF, the process after the large prize opening is opened when the special pattern process code is 0A[H], and P_TEND, the big win end process when the special pattern process code is 0B[H].

[0092] The special symbol normal processing P_TNORMAL makes it possible to determine whether or not to start a special symbol game based on the presence or absence of stored reserved information, to determine the special symbol display result using the random number MR1-1 for special symbol determination, to determine the fixed special symbol to be displayed in the variable display of the special symbol, and to determine the variable pattern of the special symbol. The special symbol display result includes "big hit", "small hit", "miss", etc., and when it is determined to be a "big hit", it is determined to control to a big hit game state as an advantageous state advantageous to the player. Also, when the display result of the special symbol is a "big hit", it is determined which of the multiple types of big hit game states with different degrees of advantage for the player to control to, corresponding to the big hit symbol that is the fixed special symbol. Therefore, the CPU 103 can determine whether to control the state to an advantageous state that is advantageous to the player by executing the special symbol normal process P_TNORMAL, and can determine which of a plurality of types of advantageous states having different degrees of advantage to the player to control to. Furthermore, the CPU 103 can determine which of a plurality of types of variation patterns to control to by executing the special symbol normal process P_TNORMAL.

[0093] The special symbol change process P_TSTART measures the time that has elapsed since the special symbol started to change in the first special symbol display device 4A or the second special symbol display device 4B, and enables a determination as to whether or not the special symbol change time corresponding to the change pattern has elapsed. The special symbol stop process P_TSTOP measures the time that has elapsed since the special symbol stopped changing in the first special symbol display device 4A or the second special symbol display device 4B, and enables a determination as to whether or not the symbol stop time has elapsed. The symbol stop time may be set as the time for stopping the display of the special symbol when it is determined in the special symbol change process P_TSTART that the special symbol change time has elapsed. When the symbol stop time has elapsed, the special symbol process code is updated and various settings are made according to the special symbol display result. For example, if the special chart display result is a "big hit", the special pattern process code can be updated to 08 [H], if the special chart display result is a "small hit", the special pattern process code can be updated to 03 [H], and if the special chart display result is a "miss", the special pattern process code can be updated to 00 [H].

[0094] The small win opening pre-processing P_TLFAN, the small win opening mid-processing P_TLOPEN, the small win opening post-processing P_TLCLSF, the small win discharge ball waiting process P_TLOUT, and the small win end process P_TLEND are processes for controlling the progress of the game in the small win game state. The large prize opening pre-processing P_TINT, the large prize opening mid-processing P_TOPEN, the large prize opening post-processing P_TCLSF, and the big win end process P_TEND are processes for controlling the progress of the game in the big win game state.

[0095] (Main operations of the performance control board 12) Next, there will be explained the main operations of the performance control board 12. In the performance control board 12, when a power supply voltage is supplied from the power supply board 17 or the like, the performance control CPU 120 starts up and executes the performance control main process.

[0096] FIG. 8 is a flow chart showing the main processing S_MAIN for performance control executed by the performance control CPU 120 in the performance control board 12. When the main processing S_MAIN for performance control shown in FIG. 8 is started, the performance control CPU 120 executes the performance control initialization processing S_INIT (step S71). The performance control initialization processing S_INIT includes clearing the RAM 122, setting various initial values, and register settings for the timer circuit mounted on the performance control board 12. Then, the initial operation control processing S_SYOKI is executed (step S72). The initial operation control processing S_SYOKI makes it possible to control the initial operation of the movable body 32, such as control to drive the movable body 32 to return it to its initial position and control to perform a predetermined operation check. Then, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time, for example, 2 [ms (milliseconds)], has elapsed based on the register setting for the timer circuit. Since the timer interrupt flag is off (step S73; No), step S73 is repeated and the process waits.

[0097] When the timer interrupt flag is on (step S73; Yes), the timer interrupt flag is cleared to the off state (step S74), and a command analysis process S_COMMAND is executed (step S75), a performance control process S_CPROC is executed (step S76), a performance random number update process S_RANDOM is executed (step S77), and a performance output process S_OUT is executed (step S78). Then, other timer interrupt response processes are executed (step S79), and the process returns to step S73.

[0098] The command analysis process S_COMMAND in step S75 enables the reading of the performance control command stored in the performance control command receiving buffer and the setting and control corresponding to the read performance control command. By executing the command analysis process S_COMMAND, the performance control CPU 120 can update the storage data indicating the state of the flag, the storage data of the register, and any other storage data in the working area of ​​the RAM 122 in response to the performance control command transmitted from the main board 11. The performance control process S_CPROC in step S76 enables the execution of performances using various performance devices including, for example, the display of a performance image on the screen of the image display device 5, the sound output from the speakers 8L and 8R, the lighting or extinguishing of the decorative light-emitting body such as the game effect lamp 9 and the decorative LED, and the drive control of the movable body 32. The control contents of the performances using various performance devices may be judged, determined, set, etc. based on the performance control command transmitted from the main board 11 and the execution result of the processing by the performance control CPU 120. The performance random number update process S_RANDOM in step S77 enables at least a portion of the performance random numbers used on the performance control board 12 side to be updated by executing a program as software.

[0099] Fig. 9(A) is a flow chart showing an example of processing that can be executed in step S76 shown in Fig. 8 as the performance control process processing S_CPROC. The performance control CPU 120 executes the look-ahead performance setting processing S_SAKI_SET in the performance control process processing (step S151). The look-ahead performance setting processing S_SAKI_SET enables judgment, decision, setting, etc. regarding the execution of a look-ahead preview performance based on the performance control command at the time of the start winning transmitted from the main board 11, for example. In addition, the look-ahead performance setting processing S_SAKI_SET enables the pending display to be updated based on the number of pending memories specified from the performance control command.

[0100] After the pre-reading effect setting process S_SAKI_SET in step S151, a effect control process jump table is set by a transfer command that sets a pointer (step S152). The effect control process jump table is an address management table that selects and makes executable a process corresponding to the read value of the effect control process code. The effect control process code can be updated and set to any of 00[H] to 0A[H] in accordance with the progress of the effect control in the pachinko game machine 1, and is also called the effect process code. The effect control process code is loaded by a transfer command for reading out stored data (step S153). In accordance with the effect control process code thus obtained, the address of the process to be selected is set in the effect control pointer (step S154). Therefore, by executing the process pointed to by the effect control pointer (step S155), the process selected in accordance with the effect control process code becomes executable.

[0101] 9B shows an example of the configuration TT02 of the performance control process jump table used in the performance control process S_CPROC. The performance control process jump table includes table data that can set the address of the process selected in response to the performance control process code in a register used as a performance control pointer. The presentation control process jump table of the configuration example TT02 includes table data that can set, in the presentation control pointer, address values ​​corresponding to the following: waiting for a change pattern command when the presentation control process code is 00[H]; starting a change in presentation pattern when the presentation control process code is 01[H]; processing during a change in presentation pattern when the presentation control process code is 02[H]; stopping a change in presentation pattern when the presentation control process code is 03[H]; displaying a small win when the presentation control process code is 04[H]; processing during a small win opening when the presentation control process code is 05[H]; ending presentation processing after the small win when the presentation control process code is 06[H]; displaying a big win when the presentation control process code is 07[H]; processing during a round when the presentation control process code is 08[H]; post-round processing when the presentation control process code is 09[H]; and ending presentation processing after the big win when the presentation control process code is 0A[H].

[0102] The waiting for receiving a variation pattern command process makes it possible to determine whether or not a variation pattern designation command transmitted from the game control microcomputer 100 of the main board 11 has been received. When it is determined that a variation pattern designation command has been received, the performance control process code is updated to 01 [H] corresponding to the performance pattern variation start process, and when it is determined that a variation pattern designation command has not been received, the demo display can be controlled. The performance pattern variation start process makes it possible to start a variation-time performance corresponding to a special game. For example, in response to a variation pattern designation command transmitted from the main board 11, it makes it possible to select a performance pattern used to control the variation-time performance and to start updating a performance process timer that measures the performance execution time. The performance pattern variation process makes it possible to control the switching timing of each performance element that constitutes the performance pattern, and makes it possible to determine whether or not the performance execution time has elapsed based on the measured value of the performance process timer. When it is determined that the performance execution time has elapsed, the performance control process code is updated to 03 [H] corresponding to the performance pattern variation stop process. The performance pattern change stop process enables the end control of the performance during change and the display control of the performance result corresponding to the determined special pattern based on the establishment of the end condition of the performance during change, such as the lapse of the performance execution time or the reception of a performance pattern determination command. At this time, the performance control process code is updated and various settings are made according to the display result of the variable display. For example, when the display result of the variable display is "big hit", the performance control process code can be updated to 07 [H], when the display result of the variable display is "small hit", the performance control process code can be updated to 04 [H], and when the display result of the variable display is "miss", the performance control process code can be updated to 00 [H].

[0103] The small win display process, the small win open process, and the small win end performance process are processes for controlling the progress of the performance corresponding to the small win game state. The big win display process, the round process, the post-round process, and the big win end performance process are processes for controlling the progress of the performance corresponding to the big win game state.

[0104] (Variations of basic explanations, etc.) The pachinko gaming machine 1 is not limited to the configuration, functions, processing, and operation in the basic description and other descriptions, and various modifications and applications are possible. For example, the pachinko gaming machine 1 does not need to have all the technical features shown in the embodiment, and may have a part of the configuration described in the embodiment so as to solve at least one problem in the prior art. When a subordinate concept is described in the embodiment, an invention of a superordinate concept using a homologous or similar matter, or an invention of a superordinate concept using a common property, is included as the present invention, and may have a part of the structure or characteristics described in the embodiment so as to solve at least one problem in the prior art.

[0105] The pachinko game machine 1 may be a payout type game machine that pays out a predetermined number of game media as a prize when a prize is won, or it may be an enclosed type game machine that encloses game media and awards points when a prize is won.

[0106] The display during the variable display of the special symbol may be only one type of symbol, such as a symbol indicating "-", and the variable display may be such that this symbol is repeatedly displayed and turned off. One type of symbol may be displayed during the variable display, and this symbol may not be displayed when the variable display is stopped. For example, the display result may be a non-display state in which the symbol indicating "-" is not displayed and no special symbol is displayed.

[0107] The pachinko game machine 1 may be configured to change the winning probability of a jackpot and the ball payout rate in response to a plurality of set values. For example, in the special symbol normal processing of the special symbol process processing, the winning probability of a jackpot and the ball payout rate may be changed by using a different jackpot determination value for each set value. As a specific example, the set value is made up of six stages from 1 to 6, with 6 being the highest winning probability of a jackpot, and the winning probability of a jackpot decreasing in the order of 6, 5, 4, 3, 2, and 1. In this case, if 6 is set as the set value, the player has the highest advantage, and the advantage decreases stepwise in the order of 6, 5, 4, 3, 2, and 1. If the winning probability of a jackpot changes according to the set value, the ball payout rate may also change according to the set value. The winning probability of a jackpot is constant regardless of the set value, whereas the number of rounds in a jackpot game state may change according to the set value. The pachinko game machine 1 may be configured to be able to set one of a plurality of setting values ​​with different degrees of advantage for the player. The setting value set in the pachinko game machine 1 may be notified by transmitting a setting value designation command from the main board 11 to the performance control board 12. During execution of the variable display, a setting suggestion performance that suggests the setting value in the pachinko game machine 1 at a predetermined rate may be executed. The suggestion regarding the setting value of the pachinko game machine 1 is not limited to the suggestion of the setting value in the pachinko game machine 1, and may be, for example, the suggestion of whether the setting value in the pachinko game machine 1 has been changed. The setting suggestion performance may suggest the probability of a jackpot by any performance, and may also be able to suggest the setting value of the pachinko game machine 1.

[0108] Instead of a part or all of the suggestions regarding the control of the jackpot gaming state, or together with a part or all of the suggestions regarding the control of the jackpot gaming state, a suggestion regarding the control of a state that is advantageous to the player other than the jackpot gaming state may be given. For example, a suggestion regarding a probability variable state that is controlled after the end of the jackpot gaming state may be given. In addition, a suggestion may be given regarding a state in which any game value that is advantageous to the player is given as an advantageous state, depending on whether it is controlled or not.

[0109] The invention relating to the gaming machine is not limited to the pachinko gaming machine 1, and can also be applied to a slot machine as appropriate. The slot machine can execute a game in which medals are inserted, a predetermined bet amount is set, a plurality of types of symbols are rotated in response to the operation of a control lever by the player, and when the symbols are stopped in response to the operation of a stop button by the player, a predetermined number of medals are paid out to the player if a combination of stopped symbols is a specific combination. In a slot machine, an advantageous state that is advantageous to a player may include one or more of so-called bonuses, such as a big bonus, a regular bonus, RT, AT, ART, and CZ.

[0110] The programs and data for implementing various controls, including the progress of the game and the execution of the performance, may be distributed and provided to a computer device included in a gaming machine such as the pachinko gaming machine 1 by a removable recording medium, or may be distributed and provided by being installed in advance in a storage device of the computer device. Also, the device may be provided with a communication processing unit that can be connected to an external device on a network via a communication line, and the programs and data may be distributed and provided by downloading them from the external device. The execution form of the game and performance may be executable by mounting a removable recording medium, or may be executable by temporarily storing the programs and data downloaded via a communication line in an internal memory, or may be executable directly using the hardware resources of an external device on a network connected via a communication line, or may be executable by exchanging data with another computer device via a network.

[0111] When comparing various ratios such as the decision ratio of a process or data, the execution ratio of a performance, etc., expressions such as "high", "low", and "different" may include the case where one is a ratio of "0%" or "100%". For example, for one decision result or execution content, it may include the case where there is no decision or execution at a ratio of "0%", and may include the case where there is always a decision or execution at a ratio of "100%".

[0112] (Explanation of feature part 002AK) FIG. 10-1 shows a special symbol display result judgment example using a special symbol display result judgment table as a judgment example 002AKD01 related to the feature part 002AK. The special symbol display result judgment table is a table in which a jackpot judgment value is set to be compared with the random number MR1-1 for special symbol display result judgment. The CPU 103 of the game control microcomputer 100 that executes the special symbol process processing P_TPROC in FIG. 6 executes the start port switch passing processing P_TZU_ON in either step S104 when the first start winning corresponding flag is on or step S108 when the second start winning corresponding flag is on, and extracts the random number MR1-1 for special symbol judgment from the count value of the random number circuit 104. Thereafter, in step S112 of the special pattern process processing P_TPROC, the special pattern normal processing P_TNORMAL is executed when the special pattern process code is 00[H], and when the special pattern game starts, a random number MR1-1 for determining the special pattern is read from the first special pattern reserve buffer or the second special pattern reserve buffer, and by referring to the table data of the special pattern display result determination table pre-stored in ROM101, makes it possible to determine the special pattern display result, which is the display result of the special pattern.

[0113] The random number MR1-1 for special symbol determination is compared with the distribution judgment value set in the special symbol display result judgment table. The normal special symbol processing P_TNORMAL includes a jackpot judgment process, and makes it possible to determine whether or not the random number MR1-1 for special symbol determination is within the range of the distribution judgment value that is a jackpot judgment value set in advance. When it is determined by this jackpot judgment process that the random number MR1-1 for special symbol determination is within the range of the distribution judgment value that is a jackpot judgment value, it is determined that the special symbol display result is a "jackpot". This makes it possible to determine whether or not to control the special symbol display result to a jackpot game state as a "jackpot" before the variable display result is derived and displayed in response to the stop display of the determined special symbol. The special symbol display result judgment table may be a common table for the first special symbol and the second special symbol, or individual tables may be used for the first special symbol and the second special symbol. In this embodiment, while the special chart display result can be determined as either a "big hit" or a "miss," table data corresponding to the allocation judgment value of the special chart display result judgment table is set so that the special chart display result is not determined as a "small hit" or "time reduction."

[0114] In the determination example 002AKD01 of FIG. 10-1, when the probability variable control is "on", the probability of the special chart display result being a "jackpot" is higher than when the probability variable control is "off". When the probability variable control is "off", the probability of the special chart display result being a "jackpot" is 1 / 319, and the probability of the special chart display result being a "miss" is 318 / 319. In this case, the probability of the special chart game is 1 / 319. When the probability variable control is "on", the probability of the special chart display result being a "jackpot" is 1 / 100, and the probability of the special chart display result being a "miss" is 99 / 100. In this case, the probability of the special chart game is 1 / 100. In this embodiment, the probability of the special chart state, which is a high probability state, is increased by 3.19 times compared to the normal state, which is a low probability state. As a result, the probability of determining that the special symbol display result is a "jackpot" and controlled to a jackpot game state is higher in a high probability state where the probability variable control is performed than in a normal state where the probability variable control is not performed as a low probability state. The jackpot probability of the special symbol display result being a "jackpot" in a probability variable state or any other game state may be arbitrarily set based on the specifications of the pachinko game machine 1. The jackpot probability may be set differently for the special symbol game using the first special symbol by the first special symbol display device 4A and the special symbol game using the second special symbol by the second special symbol display device 4B.

[0115] FIG. 10-2 shows an example of a variation pattern setting for the feature part 002AK as a setting example 002AKA01. These variation patterns are a plurality of variation patterns including those with different variable display contents of the special pattern variation time and the performance pattern. The plurality of variation patterns include a variation pattern corresponding to one of the variable display contents "non-reach (miss)", "reach (miss)", and "jackpot". The variation pattern corresponding to the variable display content "non-reach (miss)" is a non-reach variation pattern, which is used when the display result of the special pattern is "miss" and the fixed performance pattern of the non-reach combination is stopped and displayed without the reach state. The variation pattern corresponding to the variable display content "reach (miss)" is a reach variation pattern, which is used when the display result of the special pattern is "miss" and the fixed performance pattern of the reach combination is stopped and displayed. The variation pattern in which the variable display content corresponds to a "jackpot" is a jackpot variation pattern, and is used when the display result of the special pattern is a "jackpot". The non-reach variation pattern and the reach variation pattern are also called miss variation patterns. The reach variation pattern and the jackpot variation pattern include a "normal" variation pattern in which the display result of the variable display is stopped after a reach performance that becomes a normal reach is executed, and a "super" variation pattern in which the display result of the variable display is stopped after a reach performance that becomes a normal reach is executed, and then the reach performance that becomes a super reach is executed. The variable display content of the "jackpot" may include the variable display content of "non-probability variable (jackpot)" and the variable display content of "probability variable (jackpot)".

[0116] In this embodiment, the reach performances that become super reach include reach performances from Super A to Super E. The reach performances that become super reach may further develop into the super reach second half performance after the super reach first half performance is executed, or may end the variable display without developing into the super reach second half performance. Whether or not it develops into the super reach second half performance may be determined by different ratios depending on whether the display result of the special pattern is "miss" or "big hit". The super reach first half performance may include all or part of the first half title display, countdown start display, countdown progress display, first half result display, second half development display, and pattern stop display in addition to the variable display of the performance pattern that has become the reach mode. During the period in which all or part of the super reach first half performance and the super reach second half performance are executed, the display of the performance pattern may be erased, or the performance pattern may be made difficult to see by being displayed in a reduced size or semi-transparent display. The super reach first half performance is also simply called the first half performance. The super reach second half performance is also simply called the second half performance.

[0117] FIG. 10-3 shows an example of a variation pattern determination in the feature part 002AK. This variation pattern determination example includes a miss variation pattern determination example shown in FIG. 10-3(A) as a determination example 002AKD02, and a big win variation pattern determination example shown in FIG. 10-3(B) as a determination example 002AKD03. The determination example 002AKD02 in FIG. 10-3(A) shows the determination rate of a variation pattern that becomes a miss variation pattern when the display result of the special pattern is a "miss". The determination example 002AKD03 in FIG. 10-3(B) shows the determination rate of a variation pattern that becomes a big win variation pattern when the display result of the special pattern is a "big win". The CPU 103 of the game control microcomputer 100 which executes the special pattern process processing P_TPROC in Figure 6 executes the special pattern normal processing P_TNORMAL when the special pattern process code is 00[H] in step S112, and when the special pattern display result determined upon the start of the special pattern game is a "miss" or a "jackpot", it makes it possible to determine a variation pattern using a variation pattern determination table selected correspondingly to each of the results.

[0118] When determining a fluctuation pattern, the CPU 103 reads out the random number MR3-3 for selecting a fluctuation pattern type, the random number MR3-4 for a fluctuation pattern, and these game random numbers from the first special symbol reserve buffer or the second special symbol reserve buffer. The random number MR3-3 for selecting a fluctuation pattern type is used to select a fluctuation pattern type. The random number MR3-4 for a fluctuation pattern is compared with a distribution judgment value set in advance in a fluctuation pattern determination table corresponding to the selection result of the fluctuation pattern type. For example, a fluctuation pattern corresponding to a distribution judgment value exceeding the random number MR3-4 for a fluctuation pattern is determined as a usage pattern.

[0119] In the determination example 002AKD02 of FIG. 10-3(A), the allocation judgment value of the fluctuation pattern determination table is set so that the determination rate corresponding to the fluctuation pattern of "normal" such as the fluctuation pattern PA2-1 is higher than the determination rate corresponding to the fluctuation pattern of "super" such as the fluctuation pattern PA2-2 to the fluctuation pattern PA2-6. In the determination example 002AKD03 of FIG. 10-3(B), the allocation judgment value of the fluctuation pattern determination table is set so that the determination rate corresponding to the fluctuation pattern of "super" such as the fluctuation pattern PA3-2 to the fluctuation pattern PA3-6 is higher than the determination rate corresponding to the fluctuation pattern of "normal" such as the fluctuation pattern PA3-1. As a result, when the display result of the variable display is stopped after the reach performance that becomes the super reach is executed, the expectation of a big win is higher than when the display result of the variable display is stopped without executing the reach performance that becomes the super reach even if the reach performance that becomes the normal reach is executed.

[0120] In addition, in the determination example 002AKD02 of FIG. 10-3(A), the allocation judgment value of the variation pattern determination table is set so that the determination rate of the variation pattern PA2-1 with the shortest special chart variation time among the variation patterns PA2-1 to PA2-6 is the highest, and the determination rate of the variation patterns with long special chart variation time such as the variation patterns PA2-4 to PA2-6 is low. In the determination example 002AKD03 of FIG. 10-3(B), the allocation judgment value of the variation pattern determination table is set so that the determination rate of the variation pattern PA3-6 with the longest special chart variation time among the variation patterns PA3-1 to PA3-6 is the highest, and the determination rate of the variation pattern with short special chart variation time such as the variation pattern PA3-1 is low. As a result, when the variable display is executed by the variation pattern with a long special chart variation time, the jackpot expectation is higher than when the variable display is executed by the variation pattern with a short special chart variation time.

[0121] FIG. 10-4 is a flow chart showing an example of a process that can be executed as a performance pattern variation start process when the performance control process code is 01 [H] in step S155 of the performance control process S_CPROC. When the performance pattern variation start process is executed, the performance control CPU 120 determines the final stop pattern in the variable display of the performance pattern (step 002AKS01). The final stop pattern in the variable display of the performance pattern may be determined based on the variable display content. The variable display content may be specified in response to the variation pattern indicated in the variation pattern designation command transmitted from the main board 11, or may be specified including the variable display result indicated in the display result notification command. The variation pattern designation command and the display result notification command are transmitted from the main board 11 to the performance control board 12 by setting the transmission of the command at the start of the variation of the special pattern. The variation pattern designation command is a performance control command that designates the variation pattern determined as the usage pattern. The display result notification command is a performance control command that notifies the display result of the special symbol as a variable display result determined using the random number MR1-1 for determining the special symbol and the random number MR1-2 for the winning symbol.

[0122] When the variable display content is "non-reach (miss)", the different and mismatched performance patterns in the "left" and "right" performance pattern display areas 5L and 5R are determined as the final stop pattern. When the variable display content is "reach (miss)", the same and matching performance patterns in the "left" and "right" performance pattern display areas 5L and 5R are determined as the final stop pattern. In this case, the center confirmed performance pattern stopped and displayed in the "center" performance pattern display area 5C on the screen of the image display device 5 among the confirmed performance patterns is determined as a performance pattern different from the confirmed performance patterns on the left and right. When the variable display content is "non-probability change (jackpot)" or "probability change (jackpot)", the same and matching performance patterns in the "left", "center", and "right" performance pattern display areas 5L, 5C, and 5R are determined as the final stop pattern. At this time, it is only necessary to determine whether the normal pattern or the variable probability pattern will be the fixed performance pattern depending on whether the variable display content is "non-variable probability (jackpot)" or "variable probability (jackpot)" and whether or not a promotion performance is executed during a jackpot. The normal pattern is, for example, a performance pattern that shows an even number. The variable probability pattern is, for example, a performance pattern that shows an odd number. A jackpot combination using the normal pattern is also called a non-variable probability jackpot combination. A jackpot combination using the variable probability pattern is also called a variable probability jackpot combination.

[0123] When the variable display content is "non-variable probability (jackpot)" or "variable probability (jackpot)", a decision may be made as to whether or not to execute a variable probability promotion performance such as a re-lottery performance or a jackpot promotion performance. In the re-lottery performance, a performance pattern of a non-variable probability jackpot combination using the same normal pattern is displayed once during the variable display of the performance pattern, making it difficult or impossible to recognize that the game is controlled to the variable probability state. Next, the performance pattern of the variable probability jackpot combination using the same variable probability pattern is displayed in a stopped state by re-variation that variably displays the performance pattern again, thereby making it possible to notify the player that the game is controlled to the variable probability state. Note that there are also cases where the performance pattern of the non-variable probability jackpot combination is displayed in a stopped state after the performance pattern is re-varied in the re-lottery performance, so that the game is not notified that the game is controlled to the variable probability state. When it is decided to execute the re-lottery performance, a combination of performance patterns to be temporarily displayed before the re-lottery performance is executed may be determined.

[0124] After the final stop symbol and the like are determined in step 002AKS01, a performance determination process is executed (step 002AKS02). The performance determination process may be capable of determining the reach performance, such as the performance pattern when a reach performance that becomes a super reach is executed. The performance determination process may be capable of determining the advance notice performance, such as the presence or absence of an advance notice performance corresponding to whether or not the advance notice performance is executed, and the performance pattern when the advance notice performance is executed. The performance determination process may be capable of determining the jackpot notification performance, such as the performance pattern when a jackpot notification performance is executed.

[0125] Following the performance determination process of step 002AKS02, a process table is selected from a plurality of previously prepared tables (step 002AKS03). The performance control CPU 120 selects one of the special chart variation process tables from among the plurality of prepared process tables in response to, for example, a variation pattern indicated by a variation pattern designation command, and sets it as a table to be used. In addition, the performance control CPU 120 may select all or a part of the process tables prepared in response to, for example, the result of the determination by the performance determination process of step 002AKS02, from among the plurality of prepared process tables, a notice performance process table used to execute a notice performance, a super reach process table used to execute a reach performance that becomes a super reach, and a jackpot notification process table used to execute a jackpot notification performance, and set them as tables to be used. As for the process tables corresponding to the variable display of the performance pattern and various performances, a plurality of process tables may be selected individually, or a single process table corresponding to the combination of the variable display of the performance pattern and the execution settings of various performances may be selected collectively.

[0126] When a process table is selected by step 002AKS03, a performance control process timer initial value is set based on the setting value read from the process table (step 002AKS04). The performance control process timer initial value is the initial value of a performance control process timer provided in the performance control timer setting unit of RAM 122 or the like. At this time, measurement of elapsed time by the performance control process timer is started. Also, a variable display start setting is performed in the image display device 5 (step 002AKS05). This variable display start setting is a setting for starting a variable display of a performance pattern or the like on the screen of the image display device 5. In this case, for example, by command transmission or register setting of the display control unit 123 specified by the display control data included in the process table determined by step 002AKS03, the variation of the performance pattern may be started in each of the performance pattern display areas 5L, 5C, and 5R of "left", "middle", and "right" provided on the screen of the image display device 5. At this time, a variable time timer initial value indicating the special chart variable time corresponding to the variable pattern is set in the variable time timer, and measurement of the elapsed time by the variable time timer is started.

[0127] After step 002AKS05, a reserved display update setting is performed at the start of variable display (step 002AKS06). This reserved display update setting is a setting for updating reserved displays in the reserved display area provided on the screen of the image display device 5 in response to the start of variable display. For example, when the execution of the first special symbol game or the second special symbol game is started, the reserved display corresponding to the reserved number "1" is erased and consumed in the reserved display area, and the reserved displays corresponding to the other reserved numbers "2" to "4" are moved and shifted. In response to the erased reserved display, the active display in the active display area may be updated. The display of the performance image that becomes the active display in the active display area may be started with the start of variable display. Then, the performance control process code is updated to 02 [H] corresponding to the performance symbol variable processing (step 002AKS07), and then the performance symbol variable start processing ends.

[0128] The process table used in this embodiment will be described with reference to FIG. 10-5. The process table is a control table in which process data that can be referenced when the performance control CPU 120 controls the performance device is set. The performance control CPU 120 can control the performance device including performance components such as the image display device 5 using the process data set in the process table. FIG. 10-5(A) shows a configuration example 002AKT01 of the process table. FIG. 10-5(B) shows an execution example 002AKC01 of the performance device control using the process table.

[0129] The process table of the configuration example 002AKT01 includes a plurality of process data, including process data #1 as the first process data, process data #2 as the second process data, ..., process data #n as the n-th process data. Here, n may be any integer. Each process data may include a performance control process timer setting value, display control data, audio control data, lamp control data, detection control data, and other performance control data, as long as it can be configured to include some or all of these. The process data is control data that enables control of various performances using various performance devices, such as the image display device 5, speakers 8L and 8R, performance light sources such as the game effect lamp 9 and decorative LEDs, the stick controller 31A, the push button 31B, the movable body 32, and combinations of all or some of these. The performance control data, such as the display control data included in each process data, is also called performance control execution data. For example, the process data #1 can be configured as a combination of the performance control process timer setting value #1 and the performance control execution data #1. Process data #2 can be configured as a combination of performance control process timer setting value #2 and performance control execution data #2. Process data #n can be configured as a combination of performance control process timer setting value #n and performance control execution data #n. The process table only needs to be able to set the content of performance control and switching timing in a chronological order by arranging the process data.

[0130] The performance control process timer setting value is a value that can be set as the control initial value of the performance control process timer provided in the RAM 122, and enables the execution period of the performance control using the performance control execution data to be set. The performance control CPU 120 sets the performance control process timer setting value acquired from the process table to the performance control process timer, and then subtracts and updates the timer value each time a timer interrupt occurs, and performs performance control using the performance control execution data until a timeout occurs. This enables various performances, including variable display of performance patterns, to be executed in the performance mode corresponding to the performance control execution data during the execution period corresponding to the performance control process timer setting value. Note that process data indicating the content of performance control, switching timing, etc. may be set by the establishment of conditions corresponding to the predetermined control content or processing content, such as when a predetermined performance control command is received from the main board 11, or when a predetermined processing is executed in the performance control CPU 120 as a processing for controlling the performance operation.

[0131] The display control data is data capable of specifying the display contents of the performance image on the display screen of the image display device 5. The display of the performance image is also called performance display. For example, the display control data includes data showing the variable mode of each performance pattern during the variable display of the performance pattern. The audio control data is data capable of specifying the audio output contents from the speakers 8L and 8R. For example, the audio control data includes data showing the output mode of sound effects linked to the variable display of the performance pattern. The lamp control data is data capable of specifying the lighting mode of the light-emitting body such as the game effect lamp 9 and the decorative LED. For example, the lamp control data includes data showing the lighting mode of the light-emitting body linked to the variable display of the performance pattern. The detection control data is data capable of specifying the performance control corresponding to the detection of the action or operation by the player. For example, the detection control data includes data specifying the detection effective period for effectively detecting any operation including tilting operations including retracting operations and pushing operations on the stick controller 31A, pressing operations on the push button 31B, and all or part of these, and data specifying the control content corresponding to the detection of the operation.

[0132] There may be a process table including some performance control data corresponding to the content of performance control using each process table. The multiple types of process data included in the process table may have different types of performance control data that constitute each process data corresponding to the content of performance control executed at each timing. That is, there may be process data that includes all of display control data, audio control data, lamp control data, and detection control data, or process data that includes some of these. Dummy data that does not specify control may be set for the performance control data of a performance device that is not a control target corresponding to the performance control process timer setting value. Furthermore, all or part of the process data in the process table may include movable body control data indicating the operation state of the movable body 32 that is a performance prop, vibration control data indicating the on period and driving state of the vibration motor, air blowing control data indicating the output state of the performance air by the air blowing unit, and other arbitrary performance control data.

[0133] For example, the process table may be prepared in advance in a plurality of patterns corresponding to a plurality of variation patterns and stored in the ROM 121. In addition, a plurality of process tables with different presentation modes may be prepared in advance in response to a plurality of presentation stages in which a plurality of presentation states are achieved in the pachinko game machine 1, even for the same variation pattern. In addition, a plurality of patterns may be prepared in advance in response to a plurality of presentations including, for example, advance notice presentation, reach presentation, and big win notification presentation, all or a part of these. In the case of a variation pattern involving reach presentation, the process table used may be set with process data indicating the content of presentation control during the execution of the reach presentation after the left pattern is stopped and displayed when a predetermined time has elapsed since the start of the variable display, and the right pattern is stopped and displayed so that the variable display becomes a reach state. The setting of the presentation pattern to be stopped and displayed may be generated by synthesizing an image for displaying the presentation pattern in response to the final stop pattern determined by step 002AKS01 shown in FIG. 10-4, and the provisional stop pattern in the pseudo consecutive or sliding presentation.

[0134] The control of the performance device such as the execution example 002AKC01 shown in FIG. 10-5(B) can be executed by using a process table such as the configuration example 002AKT01 shown in FIG. 10-5(A). In step 002AKS05 shown in FIG. 10-4, the performance control CPU 120 reads the process data #1, which is the first process data, and executes the control of the performance device including the performance parts by using the display control data #1, the voice control data #1, the lamp control data #1, the detection control data #1, and any other performance control data contained therein. For example, a command based on the display control data for displaying a performance image corresponding to the variation pattern on the image display device 5 is output to the display control unit 123. A control signal based on the voice control data for outputting voice from the speakers 8L and 8R is output to the voice control board 13. A control signal based on the lamp control data for turning on or off a light-emitting body such as the game effect lamp 9 is output to the lamp control board 14. In addition, based on the detection control data, detection signals may be obtained from a group of performance detection sensors including the controller sensor unit 35A and the push sensor 35B, and performance control may be performed in response to the detection results of the player's actions or movements. A control signal based on the air blowing control data may be output to the air blowing unit. A drive signal based on the vibration control data may be output to the vibration motor.

[0135] After the performance control using process data #1 is started, each time the value of the performance control process timer is updated by subtraction, it is determined whether or not a timeout has occurred. If a timeout has occurred, performance control is performed using the process data arranged in the next order in the process table. In this way, the performance control CPU 120 proceeds with the control of the performance using the performance device according to the contents of process data #1 to #n included in the process data. In the process table, a combination of a performance control process timer setting value #n+1 and an end code is arranged next to process data #n, which is the n-th process data. The end code may be any control code that specifies the end of the performance control using the process table. The performance control process timer setting value #n+1 may be any timer setting value that corresponds to the end waiting period for waiting for the end of the performance control using the process table.

[0136] FIG. 10-6 is a flow chart showing an example of a process that can be executed in step 002AKS02 of the effect pattern change start process as the effect determination process. When the effect determination process is executed, the effect control CPU 120 determines whether or not there is a preview effect (step 002AKS11). When the preview effect is not executed, the presence or absence of the preview effect is "no preview effect", and when the preview effect is executed, the presence or absence of the preview effect is "with preview effect". In response to the result of the determination in step 002AKS11, it is determined whether or not there is "no preview effect" (step 002AKS12). When the result of this determination is "with preview effect" (step 002AKS12; No), a preview effect pattern is determined (step 002AKS13).

[0137] If the presence or absence of a preview performance is "no preview performance" (step 002AKS12; Yes), or after the determination in step 002AKS13, it is determined whether or not a reach performance that will result in a super reach will be executed (step 002AKS14). In step 002AKS14, it is sufficient if it is possible to determine the presence or absence of a reach performance that will result in a super reach, corresponding to the fluctuation pattern indicated by the fluctuation pattern designation command. If a reach performance that will result in a super reach is not executed (step 002AKS14; No), the performance determination process ends. Note that the performance determination process may include a process of determining a performance pattern corresponding to the jackpot notification performance when the display result of the special pattern is "jackpot".

[0138] When a reach performance that becomes a super reach is executed (step 002AKS14; Yes), various performance contents corresponding to the super reach are determined in steps 002AKS15 to 002AKS19. For example, the super reach second half performance is determined (step 002AKS15). Then, the super reach first half performance is determined (step 002AKS16). Next, the countdown display is determined (step 002AKS17). Also, the operation performance is determined (step 002AKS18). Then, after a time schedule is set (step 002AKS19), the performance determination process ends. The time schedule is specified by a time table that is configured in response to the super reach second half performance, the super reach first half performance, the countdown display, the operation performance, and the determination results of these performances and displays. When a reach performance that becomes a super reach is executed, the control timing and control time of various performances and various displays included in all or part of the super reach first half performance and the super reach second half performance may be as shown in the time schedule set in step 002AKS19.

[0139] FIG. 10-7 is a flow chart showing an example of a process that can be executed when the performance control process code is 02[H] in step S155 of the performance control process processing S_CPROC as a process during the performance pattern change. When the performance control CPU 120 executes the process during the performance pattern change, it performs a timer update setting (step 002AKS51). For example, it updates the timer value of the performance control process timer by subtracting 1, and updates the timer value of the variable time timer by subtracting 1. Then, it is determined whether the variable display time has elapsed (step 002AKS52). For example, it is only necessary to be able to determine that the variable display time has elapsed when the timer value of the updated variable time timer indicates a specific timer value such as 0. Alternatively, it may be possible to determine that the variable display time has elapsed when the performance control process timer times out, in response to the end code being read out as process data from the process table.

[0140] If the variable display time has not elapsed (step 002AKS52; No), it is determined whether or not it is the advance notice performance period (step 002AKS53). The advance notice performance period may be specified by the process table selected corresponding to the advance notice performance pattern. If it is the advance notice performance period (step 002AKS53; Yes), advance notice performance control is executed (step 002AKS54). The performance control CPU 120 may use the process data read from the process table selected corresponding to the advance notice performance pattern to control the display of performance images by the image display device 5, the output of sound by the speakers 8L and 8R, the lighting of light-emitting bodies such as the game effect lamp 9 and decorative LEDs, the operation of the movable body 32 serving as a performance prop, and performances by the performance devices including all or some of these, to make it possible to execute the advance notice performance.

[0141] If it is not the notice performance period (step 002AKS53; No), after executing the control of step 002AKS54, it is judged whether it is the reach performance period (step 002AKS55). The reach performance period may be specified by, for example, a process table selected corresponding to a performance pattern for super reach, or a process table selected corresponding to a variation pattern, or both. If it is the reach performance period (step 002AKS55; Yes), reach performance control is executed (step 002AKS56). The performance control CPU 120 may use process data read from, for example, a process table selected corresponding to a performance pattern for super reach, or a process table selected corresponding to a variation pattern, or both, to control the display of the performance image by the image display device 5, the output of sound by the speakers 8L and 8R, the lighting of light-emitting bodies such as the game effect lamp 9 and decorative LEDs, the operation of the movable body 32 as a performance role, and the performance by the performance device including some or all of these. Step 002 AKS56's reach performance control makes it possible to execute reach performances that result in super reaches, including the first half of the super reach performance and the second half of the super reach performance, as well as a countdown display in the first half of the super reach performance.

[0142] If it is not a reach performance period (step 002AKS55; No), after executing the control of step 002AKS56, other variable display performance control is executed (step 002AKS57), and then the processing during the change of the performance pattern ends. The variable display performance control may be capable of controlling the variable display of the performance pattern by controlling the display of the performance image by the image display device 5 using the process data read out from the process table selected corresponding to the change pattern, for example.

[0143] When the variable display time has elapsed during the processing during the change of the performance pattern (step 002AKS52; Yes), it is determined whether or not a pattern determination command transmitted from the main board 11 has been received (step 002AKS58). When the pattern determination command has not been received (step 002AKS58; No), the processing during the change of the performance pattern is terminated and standby. Note that after the variable display time has elapsed, it may be determined that the pattern determination command was not received normally in response to the elapse of the abnormality determination time without receiving the pattern determination command, and a predetermined error processing may be executed. When the pattern determination command has been received (step 002AKS58; Yes), for example, a command corresponding to the pattern determination is transmitted from the performance control CPU 120 to the VDP of the display control unit 123, and control is performed to stop display the final stop pattern that is the display result in the variable display of the performance pattern (step 002AKS59). As a result, the variable display result of the performance pattern that is the determined performance pattern is derived and displayed.

[0144] Following the control by step 002AKS59, a certain time is set as a waiting time for receiving a winning start command (step 002AKS60). The waiting time for receiving a winning start command is used as a waiting time in the performance pattern change stop processing executed when the performance control process code is 03 [H] in step S155 of the performance control process processing S_CPROC. In addition, the performance control process code is updated to 03 [H], which is a value corresponding to the performance pattern change stop processing (step 002AKS61), and the performance pattern change processing ends.

[0145] FIG. 10-8 shows an example of a Super Reach performance pattern setting in the feature section 002AK. This Super Reach performance pattern setting example includes a performance pattern setting example of the first half performance shown in FIG. 10-8(A) as a setting example 002AKA11, and a performance pattern setting example of the second half performance shown in FIG. 10-8(B) as a setting example 002AKA12. The setting example 002AKA11 in FIG. 10-8(A) shows a plurality of performance patterns 002AKR01-002AKR06 that can be used to execute the Super Reach first half performance. The setting example 002AKA12 in FIG. 10-8(B) shows a plurality of performance patterns 002AKR11-002AKR16 that can be used to execute the Super Reach second half performance. The performance control CPU 120, which executes the performance decision process of Fig. 10-6, decides in step 002AKS15 whether to execute the Super Reach second half performance, and decides the usage pattern when executing it to be one of the performance patterns 002AKR11 to 002AKR16 of setting example 002AKA12. Also, in step 002AKS16, the usage pattern when executing the Super Reach first half performance is decided to be one of the performance patterns 002AKR01 to AKR06 of setting example 002AKA11.

[0146] In the Super Reach first half performance, the first half performance display can be executed following the first half title display accompanying the start of the performance, and then the first half result display can be executed. In the case of performance patterns 002AKR01 to 002AKR03, the common first half title display TTL01 is followed by the common first half performance display PSA01. In the case of performance patterns 002AKR04 to 002AKR06, the common first half title display TTL02 is followed by the common first half performance display PSB01. In contrast, the first half result display has completely or partially different display contents corresponding to each performance pattern. In the case of performance pattern 002AKR01, the first half result display RSA01 is executed to notify failure. In the case of performance pattern 002AKR02, the first half result display RSA02 is executed to notify success. In the case of performance pattern 002AKR03, the first half result display RSA03 is executed to notify a jackpot. In the case of performance pattern 002AKR04, the first half result display RSB01 is executed to notify failure. In the case of presentation pattern 002AKR05, a first half result display RSB02 is performed to notify of success. In the case of presentation pattern 002AKR06, a first half result display RSB03 is performed to notify of a jackpot. The first half result display RSA01 and the first half result display RSB01 are common in that they both notify of failure, but may have different display modes. The first half result display RSA02 and the first half result display RSB02 are common in that they both notify of success, but may have different display modes. The first half result display RSA03 and the first half result display RSB03 are common in that they both notify of a jackpot, and may have different display modes or may have the same display mode.

[0147] In the first half of the Super Reach performance, the first half result displays RSA01 and RSB01 that notify of failure suggest that the display result of the special pattern will be "miss" without progressing to the second half of the Super Reach performance and the variable display will end. In the first half of the Super Reach performance, the first half result displays RSA02 and RSB02 that notify of success suggest that the display will be "super hit" in the second half of the Super Reach performance. In the first half of the Super Reach performance, the first half result displays RSA03 and RSB03 that notify of a jackpot indicate that the display result of the special pattern will be "jackpot" without progressing to the second half of the Super Reach performance and the variable display will end. The first half title display TTL01 is an example of a first predetermined display, and the first half title display TTL02 is an example of a second predetermined display. The first half result displays RSA02 and RSB02 that notify of success are included in an example of a specific display, and the first half result display RSA02 may be an example of a first specific display, and the first half result display RSB02 may be an example of a second specific display. The presentation patterns 002AKR02 and 002AKR05, which include the first half result display RSA02 and RSB02 that notify success, are an example of a first pattern that displays a specific display. The presentation patterns 002AKR03 and 002AKR06, which include the first half result display RSA03 and RSB03 that notify a jackpot, are an example of a second pattern that notifies a control that is controlled to an advantageous state.

[0148] In the Super Reach second half performance, the second half start display that accompanies the start of the performance can be followed by the second half start display, after which the second half result display can be executed. In the case of performance patterns 002AKR11 and 002AKR12, a common second half start display KAD01 is executed. In the case of performance patterns 002AKR13 and 002AKR14, a common second half start display KAD02 is executed. In the case of performance patterns 002AKR15 and 002AKR16, a common second half start display KAD03 is executed. In contrast, the second half performance display has completely or partially different display contents corresponding to each performance pattern. In the case of performance pattern 002AKR11, the second half performance display PSC01L is executed. In the case of performance pattern 002AKR12, the second half performance display PSC01W is executed. In the case of performance pattern 002AKR13, the second half performance display PSC02L is executed. In the case of performance pattern 002AKR14, the second half performance display PSC02W is executed. In the case of presentation pattern 002AKR15, second half presentation display PSC03L is performed. In the case of presentation pattern 002AKR16, second half presentation display PSC03W is performed. The second half result display may have common display contents corresponding to each presentation pattern, or may have completely or partially different display contents. In the case of presentation pattern 002AKR11, second half result display RSC01 is performed to notify the player of defeat. In the case of presentation patterns 002AKR12 and 002AKR14, second half result display RSC11 is performed to notify the player of victory. In the case of presentation patterns 002AKR13 and 002AKR15, second half result display RSC02 is performed to notify the player of defeat. In the case of presentation pattern 002AKR16, second half result display RSC12 is performed to notify the player of victory.

[0149] In the super reach second half performance, the second half result displays RSC01 and RSC02 announcing a defeat can be displayed in response to the display result of the special symbols being a "miss." In the super reach second half performance, the second half result displays RSC11 and RSC12 announcing a victory can be displayed in response to the display result of the special symbols being a "jackpot." The super reach second half performance is an example of a special performance or a predetermined performance, the super reach second half performance including the second half performance displays PSC01L and PSC01W is an example of a first predetermined performance, the super reach second half performance including the second half performance displays PSC02L and PSC02W is an example of a second predetermined performance, and the super reach second half performance including the second half performance displays PSC03L and PSC03W is an example of a third predetermined performance. The displays in the Super Reach second half performance, including the second half start display and all or part of the second half performance display, are included as an example of a special display, and the second half start display KAD01, KAD02 and all or part of the second half performance display PSC01L, PSC01W, PSC02L, PSC02W are an example of a first special display, and the second half start display KAD03 and all or part of the second half performance display PSC03L, PSC03W are an example of a second special display. The performance time, which is the time required from the start to the end of the Super Reach second half performance, is "30 seconds" as an example corresponding to the first period in the case of performance patterns 002AKR11 to 002AKR14, and is "25 seconds" as an example corresponding to the third period in the case of performance patterns 002AKR15 and 002AKR16.

[0150] FIG. 10-9 shows a super reach second half performance execution decision example in the feature part 002AK. This super reach second half performance execution decision example includes a performance execution decision example at the time of a miss shown in FIG. 10-9(A) as a decision example 002AKD11, and a performance execution decision example at the time of a big win shown in FIG. 10-9(B) as a decision example 002AKD12. The decision example 002AKD11 in FIG. 10-9(A) shows the decision rate of whether or not to execute the super reach second half performance when the display result of the special pattern is a "miss". The decision example 002AKD12 in FIG. 10-9(B) shows the decision rate of whether or not to execute the super reach second half performance when the display result of the special pattern is a "big win". The performance control CPU 120 that executes the performance determination process of FIG. 10-6 selects a super reach second half performance execution determination table prepared in advance corresponding to the display result of the special pattern being "miss" or "jackpot" in step 002AKS15, and determines the presence or absence of the super reach second half performance with a determination rate corresponding to the fluctuation pattern. The table data of the super reach second half performance execution determination table may be stored in a predetermined address of the ROM 121. The presence or absence of the super reach second half performance is "no performance" when the super reach second half performance is not executed, and is "present" when the super reach second half performance is executed. When determining the presence or absence of the super reach second half performance, the performance control CPU 120 extracts numerical data that is a random number for determining the super reach second half performance execution that can be updated by the performance random counter or random number circuit 124 provided in the RAM 122, and can determine the presence or absence of the super reach second half performance by referring to the selected super reach second half performance execution determination table.

[0151] In the determination example 002AKD11 of FIG. 10-9(A), in the case of the fluctuation patterns PA2-2 and PA2-3, the determination rate of "no effect" is 100%, and the determination rate of "effect" is 0%. In the setting example 002AKA01 of FIG. 10-2, the fluctuation pattern PA2-2 has a special chart fluctuation time of 40000ms (milliseconds), and the fluctuation pattern PA2-3 has a special chart fluctuation time of 55000ms (milliseconds). In the determination example 002AKD12 of FIG. 10-9(B), in the case of the fluctuation patterns PA3-2 and PA3-3, the determination rate of "no effect" is 100%, and the determination rate of "effect" is 0%. In the setting example 002AKA01 of FIG. 10-2, the fluctuation pattern PA3-2 has a special chart fluctuation time of 55000ms (milliseconds), and the fluctuation pattern PA3-3 has a special chart fluctuation time of 70000ms (milliseconds). The variation patterns PA2-2 and PA2-3 are the variation patterns with the shortest special chart variation time and the next shortest special chart variation time among the variation patterns PA2-2 to PA2-6, which are the miss variation patterns in which the reach performance that becomes the super reach is executed. The variation patterns PA3-2 and PA3-3 are the variation patterns with the shortest special chart variation time and the next shortest special chart variation time among the variation patterns PA3-2 to PA3-6, which are the jackpot variation patterns in which the reach performance that becomes the super reach is executed. Therefore, it is determined that the super reach latter half performance is not executed in response to the variation pattern with the short special chart variation time among the variation patterns in which the reach performance that becomes the super reach can be executed.

[0152] In the determination example 002AKD11 of FIG. 10-9(A), in the case of the fluctuation pattern PA2-6, the determination rate of "no performance" is 0%, and the determination rate of "with performance" is 100%. In the setting example 002AKA01 of FIG. 10-2, the fluctuation pattern PA2-6 has a special chart fluctuation time of 100000 ms (milliseconds). In the determination example 002AKD12 of FIG. 10-9(B), in the case of the fluctuation pattern PA3-6, the determination rate of "no performance" is 0%, and the determination rate of "with performance" is 100%. In the setting example 002AKA01 of FIG. 10-2, the fluctuation pattern PA3-6 has a special chart fluctuation time of 115000 ms (milliseconds). The fluctuation pattern PA2-6 is the fluctuation pattern with the longest special chart fluctuation time among the fluctuation patterns PA2-2 to PA2-6, which are the failure fluctuation patterns in which the reach performance that becomes a super reach is executed. Therefore, among the variation patterns capable of executing the reach performance resulting in a super reach, when the variation pattern has a long special chart variation time, it is determined to execute the latter half performance of the super reach.

[0153] In the determination example 002AKD11 of FIG. 10-9(A), in the case of the fluctuation pattern PA2-4, the determination rate of "no performance" is 80%, and the determination rate of "with performance" is 20%. In addition, in the case of the fluctuation pattern PA2-5, the determination rate of "no performance" is 60%, and the determination rate of "with performance" is 40%. In the setting example 002AKA01 of FIG. 10-2, the fluctuation pattern PA2-4 has a special chart fluctuation time of 70000ms (milliseconds), and the fluctuation pattern PA2-5 has a special chart fluctuation time of 85000ms (milliseconds). In the determination example 002AKD12 of FIG. 10-9(B), in the case of the fluctuation pattern PA3-4, the determination rate of "no performance" is 20%, and the determination rate of "with performance" is 80%. In addition, in the case of the fluctuation pattern PA3-5, the determination rate of "no performance" is 10%, and the determination rate of "with performance" is 90%. In the setting example 002AKA01 in Figure 10-2, the fluctuation pattern PA3-4 has a special chart fluctuation time of 85000ms (milliseconds), and the fluctuation pattern PA3-5 has a special chart fluctuation time of 10000ms (milliseconds). Fluctuation patterns PA2-4 and PA2-5 are included in the miss fluctuation pattern, and fluctuation patterns PA3-4 and PA3-5 are included in the big win fluctuation pattern.

[0154] By setting such a determination rate, the probability of the super reach latter half performance being executed is higher in the case of either of the variation patterns PA3-4 and PA3-5, which are included in the jackpot variation pattern and the display result of the special pattern is "jackpot", than in the case of either of the variation patterns PA2-4 and PA2-5, which are included in the miss variation pattern and the display result of the special pattern is "miss". Therefore, when the super reach latter half performance is executed, the probability of being controlled to the jackpot game state, which is an example of an advantageous state, is higher than when the super reach latter half performance is not executed. In addition, the super reach latter half performance is a performance that suggests being controlled to the jackpot game state, which is an example of an advantageous state. Among the variation patterns PA3-4 and PA3-5, which are included in the jackpot variation pattern and the display result of the special pattern is "jackpot", the probability of the super reach latter half performance being executed is higher in the case of the variation pattern PA3-5, which has a long special pattern variation time, than in the case of the variation pattern PA3-4, which has a short special pattern variation time. Among the variation patterns PA2-4 and PA2-5 that are included in the losing variation pattern and the display result of the special pattern is "miss", the variation pattern PA2-5 with a long special pattern variation time has a higher probability of executing the super reach latter half performance than the variation pattern PA2-4 with a short special pattern variation time. As a result, the variation pattern with a long special pattern variation time has a higher probability of executing the super reach latter half performance than the variation pattern with a short special pattern variation time. In addition, the ratio of being controlled to a jackpot game state, which is an example of an advantageous state, may be higher when the super reach latter half performance is executed in response to a variation pattern with a long special pattern variation time than when the super reach latter half performance is executed in response to a variation pattern with a short special pattern variation time.

[0155] FIG. 10-10 shows a super reach second half performance pattern determination example as a determination example 002AKD13. This determination example 002AKD13 shows the determination rate of the corresponding performance pattern when the display result of the special symbol is "miss" or "jackpot". When the performance control CPU 120 that executes the performance determination process of FIG. 10-6 determines to execute the super reach second half performance in step 002AKS15, it selects a super reach second half performance pattern determination table prepared in advance and makes it possible to determine the performance pattern of the super reach second half performance with a determination rate corresponding to the display result of the special symbol. The super reach second half performance pattern determination table is prepared in advance corresponding to the display result of the special symbol when it is "miss" or "jackpot", and the table data may be stored in a predetermined address of the ROM 121. When determining the presentation pattern for the second half of the super reach, the presentation control CPU 120 extracts numerical data that serves as a random number for determining the presentation pattern for the second half of the super reach, which can be updated by a presentation random counter or random number circuit 124 provided in the RAM 122, and can determine the presentation pattern for the second half of the super reach by referring to the selected presentation pattern determination table for the second half of the super reach.

[0156] In the determination example 002AKD13 of FIG. 10-10, when the display result of the special pattern is "miss", the determination rate of the performance pattern 002AKR11 is 50%, the determination rate of the performance pattern 002AKR13 is 40%, and the determination rate of the performance pattern 002AKR15 is 10%. Also, when the display result of the special pattern is "big win", the determination rate of the performance pattern 002AKR12 is 20%, the determination rate of the performance pattern 002AKR14 is 30%, and the determination rate of the performance pattern 002AKR16 is 50%. In the setting example 002AKA12 of FIG. 10-8(B), the performance patterns 002AKR11 and 002AKR12 are displayed in common in the second half start display KAD01, but the display contents of the second half performance display and the second half result display are all or partly different. For example, in the case of presentation pattern AKR11, a second half result display RSC01 is displayed to notify the player of a defeat, and in the case of presentation pattern AKR12, a second half result display RSC11 is displayed to notify the player of a victory. Presentation patterns 002AKR13 and 002AKR14 have a common second half start display KAD02, but the second half presentation display and the second half result display have different display contents in whole or in part. For example, in the case of presentation pattern 002AKR13, a second half result display RSC02 is displayed to notify the player of a defeat, and in the case of presentation pattern 002AKR14, a second half result display RSC11 is displayed to notify the player of a victory. Presentation patterns 002AKR15 and 002AKR16 have a common second half start display KAD03, but the second half presentation display and the second half result display have different display contents in whole or in part. For example, in the case of presentation pattern 002AKR15, a second half result display RSC02 is performed to notify the player of a defeat, and in the case of presentation pattern 002AKR16, a second half result display RSC12 is performed to notify the player of a victory.

[0157] When the display result of the special pattern is "miss", one of the performance patterns 002AKR11, 002AKR13, and 002AKR15 is determined. As a result, one of the latter half result displays RSC01 and RSC02 that notify a defeat is performed, suggesting that the display result of the special pattern is "miss". When the display result of the special pattern is "jackpot", one of the performance patterns 002AKR12, 002AKR14, and 002AKR16 is determined. As a result, one of the latter half result displays RSC11 and RSC12 that notify a win is performed, suggesting that the display result of the special pattern is "jackpot". When the display result of the special pattern is "miss", the determination rate of the performance patterns 002AKR11 and 002AKR13 is high, and when the display result of the special pattern is "jackpot", the determination rate of the performance patterns 002AKR12 and 002AKR14 is low. In contrast, when the display result of the special symbol is a "miss," the probability of deciding the performance pattern 002AKR15 is low, and when the display result of the special symbol is a "jackpot," the probability of deciding the performance pattern 002AKR16 is high. Therefore, all or part of the second half start display KAD01, KAD02 and the second half performance displays PSC01L, PSC01W, PSC02L, PSC02W are examples of the first special display, and all or part of the second half start display KAD03 and the second half performance displays PSC03L, PSC03W are examples of the second special display, and in the case where the jackpot game state is an example of an advantageous state, the second special display has a higher probability of being controlled to an advantageous state than the first special display. In addition, the super reach latter half performance including the latter half performance displays PSC01L, PSC01W is an example of the first predetermined performance, the super reach latter half performance including the latter half performance displays PSC02L, PSC02W is an example of the second predetermined performance, and the super reach latter half performance including the latter half performance displays PSC03L, PSC03W is an example of the third predetermined performance, and in those cases where the jackpot game state is an example of an advantageous state, the third predetermined performance has a higher probability of being controlled to an advantageous state than the first and second predetermined performances.

[0158] FIG. 10-11 shows a determination example and a setting example for the performance pattern of the Super Reach first half performance. The determination example and the setting example include a Super Reach first half performance pattern determination example shown in FIG. 10-11(A) as a determination example 002AKD21, and a second half development display setting example shown in FIG. 10-11(B) as a setting example 002AKA21. The determination example 002AKA21 in FIG. 10-11(A) shows the determination rate of the performance pattern used in the Super Reach first half performance in correspondence with the presence or absence of the Super Reach second half performance and the performance pattern when the display result of the special pattern is "miss" or "jackpot". The setting example 002AKA21 in FIG. 10-11(B) shows the second half development display set in correspondence with the performance pattern when the Super Reach second half performance is executed. The second half development display can be displayed as included in the Super Reach first half performance, and suggests that the Super Reach first half performance will develop into the Super Reach second half performance after the first half result display that notifies the success is performed. Therefore, when the second half start display or the second half performance display included in the super reach second half performance are examples of special displays, the second half development display is an example of a specific display that suggests a special display.

[0159] The performance control CPU 120, which executes the performance determination process of FIG. 10-6, selects a performance pattern determination table for the first half of the super reach prepared in advance in response to the display result of the special symbol being "miss" or "jackpot" in step 002AKS16, and determines the performance pattern of the first half of the super reach with a determination rate corresponding to the presence or absence of the second half of the super reach and the performance pattern. The performance pattern determination table for the first half of the super reach may be prepared in advance in response to the presence or absence of the second half of the super reach and the performance pattern, and the table data may be stored in a predetermined address of the ROM 121. When determining the performance pattern of the first half of the super reach, the performance control CPU 120 extracts numerical data that is a random number for determining the performance pattern of the first half of the super reach, which can be updated by the performance random counter or random number circuit 124 provided in the RAM 122, and can determine the performance pattern of the first half of the super reach by referring to the selected performance pattern determination table for the first half of the super reach. In addition, it is possible to set a second half development display in the first half of the super reach performance in accordance with the performance pattern of the second half of the super reach performance determined in step 002AKS15.

[0160] In the example 002AKD21 of FIG. 10-11(A), when the display result of the special symbol is "miss", in the case of "no performance" where the Super Reach latter half performance is not executed, the performance pattern 002AKR01 has a 75% success rate, and the performance pattern 002AKR04 has a 25% success rate. In addition, when the Super Reach latter half performance is executed using either the performance pattern 002AKR11 or 002AKR13, the performance pattern 002AKR02 has a 70% success rate, and the performance pattern 002AKR05 has a 30% success rate. In the case when the Super Reach latter half performance is executed using the performance pattern 002AKR15, the performance pattern 002AKR02 has a 40% success rate, and the performance pattern 002AKR05 has a 60% success rate. In the setting example 002AKA12 of FIG. 10-8(B), the performance pattern 002AKR11 includes a second half start display KAD01, a second half performance display PSC01L, and a second half result display RSC01, and enables execution of a super reach second half performance that notifies of defeat by the second half result display RSC01. The performance pattern 002AKR13 includes a second half start display KAD02, a second half performance display PSC02L, and a second half result display RSC02, and enables execution of a super reach second half performance that notifies of defeat by the second half result display RSC02. The performance pattern 002AKR15 includes a second half start display KAD03, a second half performance display PSC03L, and a second half result display RSC03, and enables execution of a super reach second half performance that notifies of defeat by the second half result display RSC03. In the setting example 002AKA11 of FIG. 10-8(A), the performance pattern 002AKR01 includes a first half title display TTL01, a first half performance display PSA01, and a first half result display RSA01, and enables the execution of a Super Reach first half performance that notifies of failure by the first half result display RSA01. The performance pattern 002AKR04 includes a first half title display TTL02, a first half performance display PSB01, and a first half result display RSB01, and enables the execution of a Super Reach first half performance that notifies of failure by the first half result display RSB01. The performance pattern 002AKR02 includes a first half title display TTL01, a first half performance display PSA01, and a first half result display RSA02, and enables the execution of a Super Reach first half performance that notifies of success by the first half result display RSA02.Presentation pattern 002AKR05 includes a first half title display TTL02, a first half presentation display PSB01, and a first half result display RSB02, and makes it possible to execute a super reach first half presentation that notifies of success by the first half result display RSB02.

[0161] In the example 002AKD21 of FIG. 10-11(A), when the display result of the special pattern is "jackpot", in the case of "no performance" where the super reach second half performance is not executed, the performance pattern 002AKR03 has a 25% success rate and the performance pattern 002AKR06 has a 75% success rate. In addition, when the super reach second half performance is executed using either the performance pattern 002AKR12 or 002AKR14, the performance pattern 002AKR02 has a 70% success rate and the performance pattern 002AKR05 has a 30% success rate. In the case where the super reach second half performance is executed using the performance pattern 002AKR16, the performance pattern 002AKR02 has a 40% success rate and the performance pattern 002AKR05 has a 60% success rate. In the setting example 002AKA12 of FIG. 10-8(B), the performance pattern 002AKR12 includes a second half start display KAD01, a second half performance display PSC01W, and a second half result display RSC11, and enables execution of a Super Reach second half performance that notifies a win by the second half result display RSC11. The performance pattern 002AKR14 includes a second half start display KAD02, a second half performance display PSC02W, and a second half result display RSC11, and enables execution of a Super Reach second half performance that notifies a win by the second half result display RSC11. The performance pattern 002AKR16 includes a second half start display KAD03, a second half performance display PSC03W, and a second half result display RSC12, and enables execution of a Super Reach second half performance that notifies a win by the second half result display RSC12. In the setting example 002AKA11 in Fig. 10-8(A), the presentation pattern 002AKR03 includes a first half title display TTL01, a first half presentation display PSA01, and a first half result display RSA03, and enables the execution of a Super Reach first half presentation that notifies a jackpot by the first half result display RSA03. The presentation pattern 002AKR06 includes a first half title display TTL02, a first half presentation display PSB01, and a first half result display RSB03, and enables the execution of a Super Reach first half presentation that notifies a jackpot by the first half result display RSB03.

[0162] The setting example 002AKA21 in FIG. 10-11(B) shows the second half development display KHD01, KHD02 that can be set corresponding to the performance patterns 002AKR11 to 002AKR16 of the super reach second half performance. The second half development display KHD01 is set to be included in the super reach first half performance and executable when the super reach second half performance is executed using one of the performance patterns 002AKR11 to 002AKR14. The second half development display KHD02 is set to be included in the super reach first half performance and executable when the super reach second half performance is executed using one of the performance patterns 002AKR15, 002AKR16. When all or a part of the second half start display KAD01, KAD02 and the second half display displays PSC01L, PSC01W, PSC02L, PSC02W included in the super reach second half display using any of the display patterns 002AKR11 to 002AKR14 are an example of the first special display, the second half development display KHD01 is an example of the first specific display suggesting the first special display. When all or a part of the second half start display KAD03 and the second half display displays PSC03L, PSC03W included in the super reach second half display using any of the display patterns 002AKR15, 002AKR16 are an example of the second special display, the second half development display KHD02 is an example of the second specific display suggesting the second special display.

[0163] Among the performance patterns 002AKR01 to 002AKR06 that can be used in the Super Reach first half performance, the performance patterns 002AKR01 and 002AKR04 are determined with a higher probability than the performance pattern 002AKR04 when the display result of the special symbol is "miss" and the Super Reach second half performance is not executed "no performance" according to the determination example 002AKD21 in FIG. 10-11(A), and are not determined in other cases. Also, the performance patterns 002AKR03 and 002AKR06 are determined with a higher probability than the performance pattern 002AKR03 according to the determination example 002AKD21 in FIG. 10-11(A), when the display result of the special symbol is "big hit" and the Super Reach second half performance is not executed "no performance", and are not determined in other cases. Therefore, in a case where all or a part of the first half title display TTL01 and the first half performance display PSA01 included in the super reach first half performance using either of the performance patterns 002AKR01 and 002AKR03 are an example of a first display, and all or a part of the first half title display TTL02 and the first half performance display PSB01 included in the super reach first half performance using either of the performance patterns 002AKR04 and 002AKR06 are an example of a second display, when the second display is performed, the probability of being controlled to a jackpot game state, which is an example of an advantageous state, is higher than when the first display is performed.

[0164] Among the performance patterns 002AKR01 to 002AKR06 that can be used in the Super Reach first half performance, the performance patterns 002AKR02 and 002AKR05 can be determined when the Super Reach second half performance is executed. For example, when the display result of the special symbol is "miss" and the Super Reach second half performance is executed using either the performance pattern 002AKR11 or 002AKR13, the performance pattern 002AKR02 has a higher determination rate than the performance pattern 002AKR05. On the other hand, when the display result of the special symbol is "miss" and the Super Reach second half performance is executed using the performance pattern 002AKR15, the performance pattern 002AKR05 has a higher determination rate than the performance pattern 002AKR02. Also, when the display result of the special symbol is a "jackpot" and the Super Reach latter half performance is executed using either the performance pattern 002AKR12 or 002AKR14, the performance pattern 002AKR02 has a higher success rate than the performance pattern 002AKR05. On the other hand, when the display result of the special symbol is a "jackpot" and the Super Reach latter half performance is executed using the performance pattern 002AKR16, the performance pattern 002AKR05 has a higher success rate than the performance pattern 002AKR02.

[0165] By setting such a determination rate, when the super reach second half performance is executed, the first half result display RSA02 included in the super reach first half performance using the performance pattern 002AKR02, or the first half result display RSB02 included in the super reach first half performance using the performance pattern 002AKR05, can indicate success and suggest the super reach second half performance. In other words, the first half result display RSA02, RSB02 included in the super reach first half performance using either the performance pattern 002AKR02 or 002AKR05 and indicating success is displayed in response to the execution of the super reach second half performance that has a high probability of being controlled to a jackpot game state. Therefore, the first half result display RSA02, RSB02 that can be displayed in response to the performance pattern 002AKR02, 002AKR05 is included in an example of a specific display that is more advantageous to the player when it is displayed than when it is not displayed.

[0166] When the super reach second half performance is not executed and the display result of the special pattern is "miss", the super reach first half performance using the performance pattern 002AKR01 is executed more frequently than the super reach first half performance using the performance pattern 002AKR04. In the determination example 002AKD02 of FIG. 10-3(A), the determination rate of the variation patterns PA2-2 and PA2-3 is higher than the determination rate of the variation patterns PA2-4 to PA2-6. In the determination example 002AKD11 of FIG. 10-9(A), when the variation patterns are either PA2-2 or PA2-3, it is determined to be "no performance" in which the super reach second half performance is not executed. Also, when the variation patterns are either PA2-4 or PA2-5, the determination rate of "no performance" in which the super reach second half performance is not executed is higher than the determination rate of "with performance" in which the super reach second half performance is executed. In this way, when the display result of the special pattern is a "miss," the second half of the Super Reach performance is less likely to be executed, and the first half of the Super Reach performance using performance pattern 002AKR01 is much more likely to be executed than the first half of the Super Reach performance using performance pattern 002AKR04. Therefore, in a case where the first half title display TTL01 included in the super reach first half performance using either of performance patterns 002AKR01, 002AKR02 is an example of a first predetermined display, and the first half title display TTL02 included in the super reach first half performance using either of performance patterns 002AKR04, 002AKR05 is an example of a second predetermined display, the period during which all or part of the first half performance display PSA01 is executed is an example of a specific period after the first predetermined display is displayed, and the period during which all or part of the first half performance display PSB01 is executed is an example of a specific period after the second predetermined display is displayed, and the first half result displays RSA02, RSB02 that can be displayed in response to performance patterns 002AKR02, 002AKR05 are an example of a specific display, the specific period after the second predetermined display is displayed has a higher rate of specific displays being displayed than the specific period after the first predetermined period is displayed.

[0167] When the super reach second half performance including the second half start display KAD01 and the second half performance display PSC01L is executed using the performance pattern 002AKR11, and when the super reach second half performance including the second half start display KAD02 and the second half performance display PSC02L is executed using the performance pattern 002AKR13, the super reach first half performance using the performance pattern 002AKR02 is executed more frequently than the super reach first half performance using the performance pattern 002AKR05. When the super reach second half performance including the second half start display KAD01 and the second half performance display PSC01W is executed using the performance pattern 002AKR12, and when the super reach second half performance including the second half start display KAD02 and the second half performance display PAC02W is executed using the performance pattern 002AKR14, the super reach first half performance using the performance pattern 002AKR02 is executed more frequently than the super reach first half performance using the performance pattern 002AKR05. In the setting example 002AKA21 of FIG. 10-11(B), when the super reach second half performance using any of the performance patterns 002AKR11-002AKR14 is executed, the super reach first half performance including the second half development display KHD01 is executed. Therefore, in a case where all or a part of the second half start display KAD01, KAD02 and the second half performance display PSC01L, PSC01W, PSC02L, PSC02W included in the super reach second half performance using any of the performance patterns 002AKR11-002AKR14 are an example of the first special display, the period in which all or a part of the super reach first half performance using the performance pattern 002AKR02 is executed is an example of the first specific period, the period in which all or a part of the super reach first half performance using the performance pattern 002AKR05 is executed is an example of the second specific period, and the second half development display KHD01 is an example of the first specific display suggesting the first special performance, the proportion in which the first specific display is displayed differs between the first specific period and the second specific period. For example, the first specific display is displayed more frequently in the first specific period than in the second specific period.

[0168] When the super reach second half performance including the second half start display KAD03 and the second half performance display PSC03L is executed using the performance pattern 002AKR15, the super reach first half performance using the performance pattern 002AKR05 is executed more frequently than the super reach first half performance using the performance pattern 002AKR02. When the super reach second half performance including the second half start display KAD03 and the second half performance display PSC03W is executed using the performance pattern 002AKR16, the super reach first half performance using the performance pattern 002AKR05 is executed more frequently than the super reach first half performance using the performance pattern 002AKR02. In the setting example 002AKA21 of FIG. 10-11(B), when the super reach second half performance using either the performance pattern 002AKR15 or 002AKR16 is executed, the super reach first half performance including the second half development display KHD02 is executed. Therefore, in a case where all or part of the second half start display KAD03 and the second half display displays PSC03L and PSC03W included in the super reach second half display using either the display pattern 002AKR15 or 002AKR16 are an example of the second special display, the period in which all or part of the super reach first half display using the display pattern 002AKR02 is executed is an example of the first specific period, the period in which all or part of the super reach first half display using the display pattern 002AKR05 is executed is an example of the second specific period, and the second half development display KHD02 is an example of the second specific display suggesting the second special display, the rate at which the second specific display is displayed differs between the first specific period and the second specific period. For example, the second specific display is displayed more frequently in the second specific period than in the first specific period.

[0169] FIG. 10-12 shows a time setting example for the super reach first half performance as a setting example 002AKA31. This setting example 002AKA31 shows the settings of the super reach first half performance time, the countdown progress display time, and the first half performance code, corresponding to the presence or absence of the super reach second half performance and the performance pattern for each variation pattern in which the reach performance that becomes the super reach is executed. The super reach first half performance time is the time that can be allocated to the execution of the super reach first half performance. The countdown progress display time is the time that can be allocated to the execution of the countdown display. The performance control CPU 120 that executes the performance determination process of FIG. 10-6 determines the performance pattern of the super reach first half performance in step 002AKS16, and by referring to the super reach first half performance setting table, it is sufficient to be able to set all or a part of the super reach first half performance time, the countdown progress display time, and the first half performance code. The table data of the super reach first half performance setting table may be stored in a predetermined address of the ROM 121. Alternatively, the performance control CPU 120 may use the special chart change time corresponding to the change pattern, the performance time of the second half of the super reach performance, and the execution time allocated to other performances and displays to calculate and set the first half of the super reach performance time and the countdown progress display time, or both.

[0170] When the display result of the special pattern is "miss" and the super reach second half performance is not executed, the super reach first half performance time is the time obtained by subtracting the super reach pre-performance time from the special pattern change time corresponding to the change pattern. The super reach pre-performance time is the time required from the start of the variable display of the special pattern and the performance pattern to the start of the reach performance that becomes the super reach, and is "15 seconds" in this embodiment. In the setting example 002AKA01 of FIG. 10-2, the special pattern change time of the change pattern PA2-2 is 40000ms (milliseconds), and the special pattern change time of the change pattern PA2-3 is 55000ms (milliseconds). In the determination example 002AKD11 of FIG. 10-9(A), when the change pattern is either PA2-2 or PA2-3, it is determined to be "no performance" that does not execute the super reach second half performance. Therefore, in the case of variation pattern PA2-2, the Super Reach second half performance is not executed, so the Super Reach first half performance time is set to "25 seconds" by subtracting the Super Reach pre-performance time from the special chart variation time. Similarly, in the case of variation pattern PA2-3, the Super Reach first half performance time is set to "40 seconds". In addition, in the case of variation pattern PA2-4, where the Super Reach second half performance is not executed, the Super Reach first half performance time is set to "55 seconds". In the case of variation pattern PA2-5, where the Super Reach second half performance is not executed, the Super Reach first half performance time is set to "70 seconds".

[0171] When the display result of the special pattern is "miss" and the super reach second half performance is executed, the super reach first half performance time is the time obtained by subtracting the super reach pre-performance time and the super reach second half performance time from the special pattern fluctuation time corresponding to the fluctuation pattern. The super reach second half performance time is the time allocated to the execution of the super reach second half performance, and is the performance time shown in the setting example 002AKA12 of FIG. 10-8 (B). In the setting example 002AKA01 of FIG. 10-2, the fluctuation pattern PA2-4 has a special pattern fluctuation time of 70000ms (milliseconds), the fluctuation pattern PA2-5 has a special pattern fluctuation time of 85000ms (milliseconds), and the fluctuation pattern PA2-6 has a special pattern fluctuation time of 100000ms (milliseconds). In the determination example 002AKD11 of FIG. 10-9 (A), if it is any of the fluctuation patterns PA2-4 to PA2-6, it can be determined to be "with performance" to execute the super reach second half performance. In the determination example 002AKD13 of FIG. 10-10, when the display result of the special pattern is "miss", any one of the presentation patterns 002AKR11, 002AKR13, and 002AKR15 can be determined as the presentation pattern for the latter half of the super reach presentation.

[0172] For example, when either of the Super Reach latter half performance patterns 002AKR11 or 002AKR13 is determined in response to the fluctuation pattern PA2-4, the Super Reach first half performance time is set to "25 seconds" by subtracting the Super Reach pre-performance time and the Super Reach latter half performance time from the special chart fluctuation time. When the Super Reach latter half performance pattern 002AKR15 is determined in response to the fluctuation pattern PA2-4, the Super Reach first half performance time is set to "30 seconds". When either of the Super Reach latter half performance patterns 002AKR11 or 002AKR13 is determined in response to the fluctuation pattern PA2-5, the Super Reach first half performance time is set to "40 seconds" by subtracting the Super Reach pre-performance time and the Super Reach latter half performance time from the special chart fluctuation time. When the Super Reach latter half performance pattern 002AKR15 is determined in response to the fluctuation pattern PA2-5, the Super Reach first half performance time is set to "45 seconds". When either 002AKR11 or 002AKR13 of the Super Reach latter half performance is determined in response to the fluctuation pattern PA2-6, the Super Reach first half performance time of "55 seconds" is set by subtracting the Super Reach pre-performance time and the Super Reach latter half performance time from the special chart fluctuation time. When 002AKR15 of the Super Reach latter half performance is determined in response to the fluctuation pattern PA2-6, the Super Reach first half performance time of "60 seconds" is set.

[0173] In addition, when the display result of the special pattern is "jackpot" and the super reach latter half performance is not executed, the time obtained by subtracting the super reach pre-performance time and the re-draw performance execution time from the special pattern variation time corresponding to the variation pattern becomes the super reach first half performance time. The re-draw performance is executed after the performance pattern of the non-variable jackpot combination is displayed once, and in this embodiment, the execution time is "15 seconds". In the setting example 002AKA01 of FIG. 10-2, the variation pattern PA3-2 has a special pattern variation time of 55000ms (milliseconds), and the variation pattern PA3-3 has a special pattern variation time of 70000ms (milliseconds). In the determination example 002AKD12 of FIG. 10-9(B), when the variation pattern is either PA3-2 or PA3-3, it is determined to be "no performance" that does not execute the super reach latter half performance. Therefore, in the case of variation pattern PA3-2, the Super Reach second half performance is not executed, so the Super Reach first half performance time is set to "25 seconds" by subtracting the Super Reach pre-performance time and the execution time of the re-draw performance from the special chart variation time. In the case of variation pattern PA3-3, the Super Reach first half performance time is set to "40 seconds" in the same way. In addition, in the case of variation pattern PA3-4, when the Super Reach second half performance is not executed, the Super Reach first half performance time is set to "55 seconds". In the case of variation pattern PA3-5, when the Super Reach second half performance is not executed, the Super Reach first half performance time is set to "70 seconds".

[0174] When the display result of the special pattern is "jackpot" and the super reach second half performance is executed, the super reach first half performance time is the time obtained by subtracting the super reach pre-performance time, the super reach second half performance time, and the execution time of the re-draw performance from the special pattern fluctuation time corresponding to the fluctuation pattern. In the setting example 002AKA01 of FIG. 10-2, the special pattern fluctuation time of the fluctuation pattern PA3-4 is 85000ms (milliseconds), the special pattern fluctuation time of the fluctuation pattern PA3-5 is 100000ms (milliseconds), and the special pattern fluctuation time of the fluctuation pattern PA3-6 is 115000ms (milliseconds). In the determination example 002AKD12 of FIG. 10-9(B), if the fluctuation pattern is any of the fluctuation patterns PA3-4 to PA3-6, it can be determined to be "with performance" to execute the super reach second half performance. In the determination example 002AKD13 of FIG. 10-10, when the display result of the special pattern is "big win", any one of the presentation patterns 002AKR12, 002AKR14, and 002AKR16 can be determined as the presentation pattern for the latter half of the super reach presentation.

[0175] For example, when either of the Super Reach latter half performance patterns 002AKR12 or 002AKR14 is determined in response to the variation pattern PA3-4, the Super Reach first half performance time is set to "25 seconds" by subtracting the Super Reach pre-performance time, the Super Reach latter half performance time, and the execution time of the re-draw performance from the special chart variation time. When the Super Reach latter half performance pattern 002AKR16 is determined in response to the variation pattern PA3-4, the Super Reach first half performance time is set to "30 seconds". When either of the Super Reach latter half performance patterns 002AKR12 or 002AKR14 is determined in response to the variation pattern PA3-5, the Super Reach first half performance time is set to "40 seconds" by subtracting the Super Reach pre-performance time, the Super Reach latter half performance time, and the execution time of the re-draw performance from the special chart variation time. In response to the variation pattern PA3-5, if the Super Reach second half performance pattern 002AKR16 is determined, the Super Reach first half performance time is set to "45 seconds". In response to the variation pattern PA3-6, if the Super Reach second half performance pattern 002AKR12 or 002AKR14 is determined, the Super Reach first half performance time is set to "55 seconds" by subtracting the Super Reach pre-performance time, the Super Reach second half performance time, and the execution time of the re-draw performance from the special chart variation time. In response to the variation pattern PA3-6, if the Super Reach second half performance pattern 002AKR16 is determined, the Super Reach first half performance time is set to "60 seconds".

[0176] The countdown display can be displayed as part of the Super Reach first half performance, and starts following the first half title display and the countdown start display, and ends with the execution of the first half result display. The countdown display is not displayed during the execution of the Super Reach second half performance. The time during which the countdown display can be executed from the end of the countdown start display to the start of the first half result display is set as the countdown progress display time. In this embodiment, the execution time of the first half title display is 3 seconds, the execution time of the countdown start display is 3 seconds, the execution time of the first half result display notifying failure is 2 seconds, and the execution time of the first half result display notifying success or the first half result display notifying a jackpot is 3 seconds. In addition, when the display result of the special pattern is "miss" or "jackpot" and the Super Reach second half performance is not executed, 2 seconds is assigned as the execution time of the pattern stop display. When the Super Reach second half performance is executed, the execution time of the second half development display is 2 seconds. The countdown display is updated so that the displayed numerical value decreases during the period from the start value until the value corresponding to the end value of "0 seconds" is displayed, or during the period from the start value until the countdown progress display time expires before the value corresponding to the end value of "0 seconds" is displayed. Such a countdown display is an example of a numerical value display that can be updated in synchronization with elapsed time. Furthermore, the period corresponding to the start value of the countdown display during which the countdown display can be updated in synchronization with elapsed time is an example of a specific period during which the numerical value display can be updated and displayed.

[0177] When the display result of the special pattern is "miss" and the super reach second half performance is not executed, the countdown progress display time is the time obtained by subtracting the total execution time of the first half title display, the countdown start display, the first half result display notifying the failure, and the pattern stop display, which is 10 seconds, from the super reach first half performance time. For example, when the super reach first half performance time is "25 seconds" corresponding to the fluctuation pattern PA2-2, the countdown progress display time of "15 seconds" is set. When the super reach first half performance time is "40 seconds" corresponding to the fluctuation pattern PA2-3, the countdown progress display time of "30 seconds" is set. When the super reach first half performance time is "55 seconds" corresponding to the fluctuation pattern PA2-4 and the super reach second half performance is not executed, the countdown progress display time of "45 seconds" is set. When the super reach first half performance time is "70 seconds" corresponding to the fluctuation pattern PA2-5 and the super reach second half performance is not executed, the countdown progress display time of "60 seconds" is set.

[0178] When the display result of the special pattern is "miss" and the Super Reach second half performance is executed, the countdown progress display time is the time obtained by subtracting the total execution time of the first half title display, the countdown start display, the first half result display announcing success, and the second half development display, which is 11 seconds, from the Super Reach first half performance time. For example, in the case of the variation pattern PA2-4, if the Super Reach first half performance time is "25 seconds" corresponding to either the performance pattern 002AKR11 or 002AKR13 of the Super Reach second half performance, the countdown progress display time of "14 seconds" is set, and if the Super Reach first half performance time is "30 seconds" corresponding to the performance pattern 002AKR15 of the Super Reach second half performance, the countdown progress display time of "19 seconds" is set. In the case of the variation pattern PA2-5, if the Super Reach first half performance time is "40 seconds" in correspondence with either the performance pattern 002AKR11 or 002AKR13 of the Super Reach second half performance, the countdown progress display time of "29 seconds" is set, and if the Super Reach first half performance time is "45 seconds" in correspondence with the performance pattern 002AKR15 of the Super Reach second half performance, the countdown progress display time of "34 seconds" is set. In the case of the variation pattern PA2-6, if the Super Reach first half performance time is "55 seconds" in correspondence with either the performance pattern 002AKR11 or 002AKR13 of the Super Reach second half performance, the countdown progress display time of "44 seconds" is set, and if the Super Reach first half performance time is "60 seconds" in correspondence with the performance pattern 002AKR15 of the Super Reach second half performance, the countdown progress display time of "49 seconds" is set.

[0179] When the display result of the special pattern is "jackpot" and the super reach second half performance is not executed, the countdown progress display time is the time obtained by subtracting the total execution time of the first half title display, countdown start display, first half result display that notifies the jackpot, and pattern stop display, which is 11 seconds, from the super reach first half performance time. For example, when the super reach first half performance time is "25 seconds" corresponding to the variation pattern PA3-2, the countdown progress display time of "14 seconds" is set. When the super reach first half performance time is "40 seconds" corresponding to the variation pattern PA3-3, the countdown progress display time of "29 seconds" is set. When the super reach first half performance time is "55 seconds" corresponding to the variation pattern PA3-4 and the super reach second half performance is not executed, the countdown progress display time of "44 seconds" is set. When the super reach first half performance time is "70 seconds" corresponding to the variation pattern PA3-5 and the super reach second half performance is not executed, the countdown progress display time of "59 seconds" is set.

[0180] When the display result of the special pattern is "jackpot" and the Super Reach second half performance is executed, the countdown progress display time is the time obtained by subtracting the total execution time of the first half title display, the countdown start display, the first half result display announcing success, and the second half development display, which is 11 seconds, from the Super Reach first half performance time. For example, in the case of the variation pattern PA3-4, if the Super Reach first half performance time is "25 seconds" corresponding to either the performance pattern 002AKR12 or 002AKR14 of the Super Reach second half performance, the countdown progress display time of "14 seconds" is set, and if the Super Reach first half performance time is "30 seconds" corresponding to the performance pattern 002AKR16 of the Super Reach second half performance, the countdown progress display time of "19 seconds" is set. In the case of the variation pattern PA3-5, if the Super Reach first half performance time is "40 seconds" in correspondence with either the performance pattern 002AKR12 or 002AKR14 of the Super Reach second half performance, a countdown progress display time of "29 seconds" is set, and if the Super Reach first half performance time is "45 seconds" in correspondence with the performance pattern 002AKR16 of the Super Reach second half performance, a countdown progress display time of "34 seconds" is set. In the case of the variation pattern PA3-6, if the Super Reach first half performance time is "55 seconds" in correspondence with either the performance pattern 002AKR12 or 002AKR14 of the Super Reach second half performance, a countdown progress display time of "44 seconds" is set, and if the Super Reach first half performance time is "60 seconds" in correspondence with the performance pattern 002AKR16 of the Super Reach second half performance, a countdown progress display time of "49 seconds" is set.

[0181] The first half performance code is an identification code for determining the countdown display, which is assigned in response to the variation pattern, the presence or absence of the super reach second half performance, the performance pattern, and the combination of these. In this embodiment, the first half performance codes FH01 to FH04 are assigned in response to the failure variation pattern in which the display result of the special symbol is "miss" and the case in which the super reach second half performance is not executed. The first half performance codes FH11 to FH13 are assigned in response to the failure variation pattern in which the display result of the special symbol is "miss" and the case in which the super reach second half performance is executed using either the performance pattern 002AKR11 or 002AKR13. The first half performance codes FH21 to FH23 are assigned in response to the failure variation pattern in which the display result of the special symbol is "miss" and the case in which the super reach second half performance is executed using the performance pattern 002AKR15. The first half performance codes FW01 to FW04 are assigned in correspondence with the jackpot fluctuation pattern in which the display result of the special symbol is a "jackpot" and the case where the super reach second half performance is not executed. The first half performance codes FW11 to FW13 are assigned in correspondence with the jackpot fluctuation pattern in which the display result of the special symbol is a "jackpot" and the case where the super reach second half performance is executed using one of the performance patterns 002AKR12 and 002AKR14. The first half performance codes FW21 to FW23 are assigned in correspondence with the jackpot fluctuation pattern in which the display result of the special symbol is a "jackpot" and the case where the super reach second half performance is executed using the performance pattern 002AKR16.

[0182] Figures 10-13 to 10-18 show examples of determining the countdown performance in feature part 002AK. The countdown performance decision examples include, as decision example 002AKD31, a performance decision example corresponding to first half performance codes FH01 to FH04 shown in Figure 10-13, as decision example 002AKD32, a performance decision example corresponding to first half performance codes FH11 to FH13 shown in Figure 10-14, as decision example 002AKD33, a performance decision example corresponding to first half performance codes FH21 to FH23 shown in Figure 10-15, as decision example 002AKD34, a performance decision example corresponding to first half performance codes FW01 to FW04 shown in Figure 10-16, as decision example 002AKD35, a performance decision example corresponding to first half performance codes FW11 to FW13 shown in Figure 10-17, and as decision example 002AKD36, a performance decision example corresponding to first half performance codes FW21 to FW23 shown in Figure 10-18.

[0183] The CPU 120 for controlling the presentation, which executes the presentation determination process of FIG. 10-6, determines the presentation mode related to the display contents of the countdown display in step 002AKS17. In this case, a presentation determination table for countdown prepared in advance is selected in response to the setting of the first half presentation code by the setting example 002AKA31 of FIG. 10-12, and the presentation modes related to the start value, start display mode, start sound, progress display mode, progress sound, and these countdown display modes can be determined. The start value is a count initial value that is shown recognizably to the player by the countdown start display when the countdown display starts. The start display mode is all or a part of the display mode in the countdown start display. The start sound is a sound effect output from the speakers 8L and 8R in response to the countdown start display. The progress display mode is all or a part of the display mode during the progress of the countdown display. The progress sound is a sound output from the speakers 8L and 8R in response to the progress of the countdown display.

[0184] In the determination example 002AKD31 of FIG. 10-13, when the first half performance code FH01 is set, the start value is determined to be "15 seconds", when the first half performance code FH02 is set, the start value is determined to be "30 seconds", when the first half performance code FH03 is set, the start value is determined to be "45 seconds", and when the first half performance code FH04 is set, the start value is determined to be "60 seconds". In the setting example 002AKA31 of FIG. 10-12, when the first half performance code FH01 is set in the variation pattern PA2-2, the countdown progress display time is "15 seconds", when the first half performance code FH02 is set in the variation pattern PA2-3, the countdown progress display time is "30 seconds", when the first half performance code FH03 is set, the countdown progress display time is "45 seconds", and when the first half performance code FH04 is set, the countdown progress display time is "60 seconds". In this way, in the case of the first half performance codes FH01 to FH04, the start value is determined to be a value indicating the same time as the countdown progress display time. Therefore, when the countdown display is updated in synchronization with the elapsed time, the countdown display is updated from the determined start value until the countdown display updated from the determined start value indicates a value corresponding to the end value of "0 seconds", and then erased and terminated. In the case of the first half performance codes FH01 to FH04, the super reach second half performance is not executed, so the first half result display and the second half development display that notify success are not executed, and the first half result display that notifies failure is followed by a pattern stop display that stops and displays the determined performance pattern of the reach combination. The countdown display is an example of a numerical value display, and the period during which the countdown display can be updated in synchronization with the elapsed time is an example of a specific period, and when all or a part of the first half result display and the second half development display that notify success are an example of a specific display, if the numerical value display indicates the end value without a specific display being displayed during the specific period, the super reach second half performance is not executed, which is disadvantageous to the player.

[0185] In the determination example 002AKD32 of FIG. 10-14, when the first half performance code FH11 is used, the start value can be determined to be "15 seconds", "30 seconds", or "45 seconds", when the first half performance code FH12 is used, the start value can be determined to be "30 seconds", "45 seconds", or "60 seconds", and when the first half performance code FH13 is used, the start value can be determined to be "45 seconds" or "60 seconds". In the setting example 002AKA31 of FIG. 10-12, when the first half performance code FH11 is set, the countdown progress display time is "14 seconds", when the first half performance code FH12 is set, the countdown progress display time is "29 seconds", and when the first half performance code FH13 is set, the countdown progress display time is "44 seconds". In this way, when the first half performance codes FH11 to FH13 are used, the start value is determined to be a value indicating a time longer than the countdown progress display time. Also, when the first half performance code FH11 to FH13 is set, the super reach second half performance using one of the performance patterns 002AKR11 and 002AKR13 is executed. Correspondingly, the super reach first half performance includes a first half result display announcing success and a second half development display. Therefore, when the countdown display is updated in synchronization with the elapsed time, all or part of the first half result display and the second half development display announcing success are executed before the countdown display updated from the determined start value shows a value corresponding to the end value "0 seconds". After that, the super reach second half performance using one of the performance patterns 002AKR11 and 002AKR13 is executed. A countdown display is an example of a numerical display, and a period during which the countdown display can be updated in sync with the elapsed time is an example of a specific period. When all or part of the first half result display and the second half development display which indicate success are examples of specific displays, it is possible to display a specific display during the specific period before the numerical display indicates the end value, in which case a super reach second half performance is executed, which is more advantageous for the player than a case in which the numerical display indicates the end value without a specific display being displayed.

[0186] In the determination example 002AKD33 of FIG. 10-15, when the first half performance code FH21 is used, the start value can be determined to be "30 seconds", "45 seconds", or "60 seconds", when the first half performance code FH22 is used, the start value can be determined to be "45 seconds" or "60 seconds", and when the first half performance code FH23 is used, the start value can be determined to be "60 seconds". In the setting example 002AKA31 of FIG. 10-12, when the first half performance code FH21 is set, the countdown progress display time is "19 seconds", when the first half performance code FH22 is set, the countdown progress display time is "34 seconds", and when the first half performance code FH23 is set, the countdown progress display time is "49 seconds". In this way, when the first half performance codes FH21 to FH23 are used, the start value is determined to be a value indicating a time longer than the countdown progress display time. Also, when the first half performance codes FH21 to FH23 are set, the super reach second half performance using the performance pattern 002AKR15 is executed. Correspondingly, the super reach first half performance includes a first half result display announcing success and a second half development display. Therefore, when the countdown display is updated in synchronization with the elapsed time, all or part of the first half result display and the second half development display announcing success are executed before the countdown display updated from the determined start value shows a value corresponding to the end value of "0 seconds". After that, the super reach second half performance using the performance pattern 002AKR15 is executed. In the case of the first half performance codes FH21 to FH23, as in the case of the first half performance codes FH11 to FH13, it is possible to display a specific display during a specific period before the numerical display shows the end value, and in this case, the super reach second half performance is executed, which is more advantageous for the player than when the numerical display shows the end value without displaying a specific display.

[0187] In the determination example 002AKD34 of Figure 10-16, when the first half performance code FW01 is used, the start value can be determined to any of "15 seconds", "30 seconds", "45 seconds", or "60 seconds", when the first half performance code FW02 is used, the start value can be determined to "30 seconds", "45 seconds", or "60 seconds", when the first half performance code FW03 is used, the start value can be determined to "45 seconds" or "60 seconds", and when the first half performance code FW04 is used, the start value can be determined to "60 seconds". In the setting example 002AKA31 of FIG. 10-12, in the case of the variation pattern PA3-2 in which the first half performance code FW01 is set, the countdown progress display time is "14 seconds", in the case of the variation pattern PA3-3 in which the first half performance code FW02 is set, the countdown progress display time is "29 seconds", in the case of the first half performance code FW03 is set, the countdown progress display time is "44 seconds", and in the case of the first half performance code FW04 is set, the countdown progress display time is "59 seconds". In this way, in the case of the first half performance codes FW01 to FW03, the start value is determined to a value indicating a time longer than the countdown progress display time. In the case of the first half performance codes FW01 to FW03, while the super reach first half performance is not executed, the variation pattern is included in the jackpot variation pattern, so the display result of the special pattern is "jackpot". Correspondingly, the super reach first half performance includes a first half result display that notifies of a jackpot, and a pattern stop display that stops and displays the performance pattern of the jackpot combination is performed. Therefore, when the countdown display is updated in synchronization with the elapsed time, the first half result display and the stop pattern display that notifies the jackpot are executed in whole or in part before the countdown display updated from the determined start value shows the value corresponding to the end value of "0 seconds". After that, the display result of the variable display is derived and displayed.A countdown display is an example of a numerical display, and the period during which the countdown display can be updated in sync with the elapsed time is an example of a specific period. When all or part of the first half result display and the pattern stop display that notify of a jackpot are examples of specific displays, it is possible to display the specific display during the specific period before the numerical display indicates the end value, and in this case the display result of the special pattern will be a "jackpot," which is more advantageous for the player than when the numerical display indicates the end value without the specific display being displayed.

[0188] In the determination example 002AKD35 of FIG. 10-17, when the first half performance code FW11 is used, the start value can be determined to be "15 seconds", "30 seconds", or "45 seconds", when the first half performance code FW12 is used, the start value can be determined to be "30 seconds", "45 seconds", or "60 seconds", and when the first half performance code FW13 is used, the start value can be determined to be "45 seconds" or "60 seconds". In the setting example 002AKA31 of FIG. 10-12, when the first half performance code FW11 is set, the countdown progress display time is "14 seconds", when the first half performance code FW12 is set, the countdown progress display time is "29 seconds", and when the first half performance code FW13 is set, the countdown progress display time is "44 seconds". In this way, when the first half performance codes FW11 to FW13 are used, the start value is determined to be a value indicating a time longer than the countdown progress display time. Also, when the first half performance code FW11 to FW13 is set, the super reach second half performance using one of the performance patterns 002AKR12 and 002AKR14 is executed. Correspondingly, the super reach first half performance includes a first half result display announcing success and a second half development display. Therefore, when the countdown display is updated in synchronization with the elapsed time, all or part of the first half result display and the second half development display announcing success are executed before the countdown display updated from the determined start value shows a value corresponding to the end value "0 seconds". After that, the super reach second half performance using one of the performance patterns 002AKR12 and 002AKR14 is executed. A countdown display is an example of a numerical display, and a period during which the countdown display can be updated in sync with the elapsed time is an example of a specific period. When all or part of the first half result display and the second half development display which indicate success are examples of specific displays, it is possible to display a specific display during the specific period before the numerical display indicates the end value, in which case a super reach second half performance is executed, which is more advantageous for the player than a case in which the numerical display indicates the end value without a specific display being displayed.

[0189] In the determination example 002AKD36 of FIG. 10-18, when the first half performance code FW21 is used, the start value can be determined to be "30 seconds", "45 seconds", or "60 seconds", when the first half performance code FW22 is used, the start value can be determined to be "45 seconds" or "60 seconds", and when the first half performance code FW23 is used, the start value can be determined to be "60 seconds". In the setting example 002AKA31 of FIG. 10-12, when the first half performance code FW21 is set, the countdown progress display time is "19 seconds", when the first half performance code FW22 is set, the countdown progress display time is "34 seconds", and when the first half performance code FW23 is set, the countdown progress display time is "49 seconds". In this way, when the first half performance codes FW21 to FW23 are used, the start value is determined to be a value that indicates a time longer than the countdown progress display time. Also, when the first half performance codes FW21 to FW23 are set, the super reach second half performance using the performance pattern 002AKR16 is executed. Correspondingly, the Super Reach first half performance includes a first half result display announcing success and a second half development display. Therefore, when the countdown display is updated in synchronization with the elapsed time, all or part of the first half result display and second half development display announcing success are executed before the countdown display updated from the determined start value shows a value corresponding to the end value of "0 seconds". After that, the Super Reach second half performance using the performance pattern 002AKR16 is executed. In the case of the first half performance codes FW21 to FW23, as in the case of the first half performance codes FW11 to FW13, it is possible to display a specific display during the specific period before the numerical display shows the end value, and in this case, the Super Reach second half performance is executed, which is more advantageous for the player than the case where the numerical display shows the end value without displaying a specific display.

[0190] In the first half of the Super Reach performance, the period during which the countdown display can be updated in synchronization with the elapsed time is the period from when the countdown start display using the start value is notified to when the end value shows a value corresponding to "0 seconds". In the determination example 002AKD31 in FIG. 10-13, the start value is determined to a value indicating the same time as the countdown progress display time. In this case, the period during which the countdown display can be updated in synchronization with the elapsed time matches the countdown progress display time, so the countdown display can be updated from the start value to the end value, and then the countdown display can be erased and ended. In contrast, in the determination examples 002AKD32 to 002AKD36 in FIG. 10-14 to FIG. 10-18, the start value is determined to a value indicating a longer time than the countdown progress display time. In these cases, the countdown display is erased and ended at the time when the countdown progress display time expires before the countdown display, which is updated in synchronization with the elapsed time from the start value, shows the end value, and the first half result display and the second half development display or the pattern stop display are performed. Therefore, as an example of the specific period, the period during which the countdown display can be updated in synchronization with the elapsed time may be the period from when the countdown display update starts to when the countdown display shows the end value and ends the countdown display. As another example of the specific period, the period during which the countdown display can be updated in synchronization with the elapsed time may include the period from when the countdown display update starts to when the countdown display is erased and ended due to a first half result display or a second half development display before the countdown display shows the end value, and the period until the countdown display would show the end value if it had continued thereafter. In this way, the specific period may be, for example, the period until the countdown display determined corresponding to the start value of the countdown display shows the end value, and may also include the period during which the actual countdown display is not being performed if the countdown display is erased and ended before showing the end value.

[0191] In the determination example 002AKD32 of FIG. 10-14, the start value with a smaller difference from the countdown progress display time has a higher determination rate than the start value with a larger difference from the countdown progress display time. In the setting example 002AKA31 of FIG. 10-12, when the first half performance code FH11 is set, the countdown progress display time is "14 seconds", when the first half performance code FH12 is set, the countdown progress display time is "29 seconds", and when the first half performance code FH13 is set, the countdown progress display time is "44 seconds". Of the possible start values ​​of "15 seconds", "30 seconds", and "45 seconds" for the first half performance code FH11 in the determination example 002AKD32, "15 seconds" has the highest determination rate, "30 seconds" has the next highest determination rate, and "45 seconds" has the lowest determination rate. In the determination example 002AKD32, the starting value of the first half performance code FH12 is "30 seconds", "45 seconds", and "60 seconds", and among the possible values ​​"30 seconds" can be determined, the determination rate of "30 seconds" is the highest, the determination rate of "45 seconds" is the next highest, and the determination rate of "60 seconds" is the lowest. In the determination example 002AKD32, the starting value of the first half performance code FH13 is "45 seconds" has a higher determination rate than "60 seconds".

[0192] In the case of the first half performance code FH11 to FH13, the difference between the countdown progress display time and the start value becomes a value corresponding to the remaining time indicated by the countdown display when the countdown display is erased and ended, and the first half result display notifying success is started. For example, in the case of the first half performance code FH11, if the start value is "15 seconds", when the remaining time in the countdown display shows a value corresponding to "1 second", the countdown display is erased and ended, and the first half result display notifying success is started. In the case of the first half performance code FH11, if the start value is "30 seconds", when the remaining time in the countdown display shows a value corresponding to "16 seconds", the countdown display is erased and ended, and the first half result display notifying success is started. In the case of the first half performance code FH11, if the start value is "45 seconds", when the remaining time in the countdown display shows a value corresponding to "31 seconds", the countdown display is erased and ended, and the first half result display notifying success is started. Similarly, in the case of the first half performance code FH12, if the start value is "30 seconds", when the remaining time on the countdown display shows a value corresponding to "1 second", or if the start value is "45 seconds", when the remaining time on the countdown display shows a value corresponding to "16 seconds", or if the start value is "60 seconds", when the remaining time on the countdown display shows a value corresponding to "31 seconds", the countdown display is erased and ended, and a first half result display announcing success is started. Similarly, in the case of the first half performance code FH13, if the start value is "45 seconds", when the remaining time on the countdown display shows a value corresponding to "1 second", or if the start value is "60 seconds", when the remaining time on the countdown display shows a value corresponding to "16 seconds", the countdown display is erased and ended, and a first half result display announcing success is started.

[0193] In the determination example 002AKD33 of FIG. 10-15, the start value with a smaller difference from the countdown progress display time has a higher determination rate than the start value with a larger difference from the countdown progress display time. In the setting example 002AKA31 of FIG. 10-12, when the first half performance code FH21 is set, the countdown progress display time is "19 seconds", when the first half performance code FH22 is set, the countdown progress display time is "34 seconds", and when the first half performance code FH23 is set, the countdown progress display time is "49 seconds". In the determination example 002AKD33, the start value of the first half performance code FH21 has the highest determination rate of "30 seconds" among the determinable values ​​of "30 seconds", "45 seconds", and "60 seconds", the determination rate of "45 seconds" is the next highest, and the determination rate of "60 seconds" is the lowest. In the determination example 002AKD33, the start value of the first half performance code FH22 has a higher determination rate of "45 seconds" than the determination rate of "60 seconds". In determination example 002AKD33, the start value of the first half performance code FH23 is determined to be "60 seconds."

[0194] In the case of the first half performance codes FH21 to FH23, the difference between the countdown progress display time and the start value becomes a value corresponding to the remaining time indicated by the countdown display when the countdown display is erased and ended, and the first half result display notifying success is started. For example, in the case of the first half performance code FH21, if the start value is "30 seconds", when the remaining time in the countdown display shows a value corresponding to "11 seconds", the countdown display is erased and ended, and the first half result display notifying success is started. In the case of the first half performance code FH21, if the start value is "45 seconds", when the remaining time in the countdown display shows a value corresponding to "26 seconds", the countdown display is erased and ended, and the first half result display notifying success is started. In the case of the first half performance code FH21, if the start value is "60 seconds", when the remaining time in the countdown display shows a value corresponding to "41 seconds", the countdown display is erased and ended, and the first half result display notifying success is started. Similarly, for first half performance code FH22, if the start value is "45 seconds", when the remaining time on the countdown display shows a value corresponding to "11 seconds", or if the start value is "60 seconds", when the remaining time on the countdown display shows a value corresponding to "26 seconds", the countdown display is erased and ended, and a first half result display announcing success is started. For first half performance code FH23, if the start value is "60 seconds" and the remaining time on the countdown display shows a value corresponding to "11 seconds", the countdown display is erased and ended, and a first half result display announcing success is started.

[0195] In the determination example 002AKD34 of FIG. 10-16, the start value with a smaller difference from the countdown progress display time has a higher determination rate than the start value with a larger difference from the countdown progress display time. In the setting example 002AKA31 of FIG. 10-12, when the first half performance code FW01 is set, the countdown progress display time is "14 seconds", when the first half performance code FW02 is set, the countdown progress display time is "29 seconds", when the first half performance code FW03 is set, the countdown progress display time is "44 seconds", and when the first half performance code FW04 is set, the countdown progress display time is "59 seconds". In the determination example 002AKD34, the start value of the first half performance code FW01 has a higher determination rate of "15 seconds" than the determination rates of "30 seconds", "45 seconds", and "60 seconds". In the determination example 002AKD34, the start value of the first half performance code FW02 has a higher determination rate of "30 seconds" than the determination rates of "45 seconds" and "60 seconds". In the determination example 002AKD34, the start value of the first half performance code FW03 has a higher determination rate of "45 seconds" than of "60 seconds." In the determination example 002AKD34, the start value of the first half performance code FW04 is determined to be "60 seconds."

[0196] In the case of the first half performance codes FW01 to FW04, the difference between the countdown progress display time and the start value becomes a value corresponding to the remaining time indicated by the countdown display when the countdown display is erased and ended, and the first half result display that notifies the jackpot is started. For example, in the case of the first half performance code FW01, if the start value is "15 seconds", when the remaining time in the countdown display shows a value corresponding to "1 second", the countdown display is erased and ended, and the first half result display that notifies the jackpot is started. In the case of the first half performance code FW01, if the start value is "30 seconds", when the remaining time in the countdown display shows a value corresponding to "16 seconds", the countdown display is erased and ended, and the first half result display that notifies the jackpot is started. In the case of the first half performance code FW01, if the start value is "45 seconds", when the remaining time in the countdown display shows a value corresponding to "31 seconds", the countdown display is erased and ended, and the first half result display that notifies the jackpot is started. In the case of the first half performance code FW01, if the start value is "60 seconds", when the remaining time in the countdown display shows a value corresponding to "46 seconds", the countdown display is erased and ended, and the first half result display that notifies the jackpot is started. Similarly, in the case of the first half performance code FW02, if the start value is "30 seconds", when the remaining time in the countdown display shows a value corresponding to "1 second", if the start value is "45 seconds", when the remaining time in the countdown display shows a value corresponding to "16 seconds", or if the start value is "60 seconds", when the remaining time in the countdown display shows a value corresponding to "31 seconds", the countdown display is erased and ended, and the first half result display that notifies the jackpot is started. Similarly, in the case of the first half performance code FW03, if the start value is "45 seconds", when the remaining time in the countdown display shows a value corresponding to "1 second", or if the start value is "60 seconds", when the remaining time in the countdown display shows a value corresponding to "16 seconds", the countdown display is erased and ended, and the first half result display, announcing a jackpot, is initiated.In the case of the first half performance code FW04, when the starting value is "60 seconds" and the remaining time in the countdown display shows a value corresponding to "1 second", the countdown display is erased and ended, and the first half result display is started to notify of a jackpot.

[0197] In the determination example 002AKD35 of FIG. 10-17, the start value with a smaller difference from the countdown progress display time has a higher determination rate than the start value with a larger difference from the countdown progress display time. In the setting example 002AKA31 of FIG. 10-12, when the first half performance code FW11 is set, the countdown progress display time is "14 seconds", when the first half performance code FW12 is set, the countdown progress display time is "29 seconds", and when the first half performance code FW13 is set, the countdown progress display time is "44 seconds". In the determination example 002AKD35, the start value of the first half performance code FW11 has a higher determination rate of "15 seconds" than the determination rates of "30 seconds" and "45 seconds". In the determination example 002AKD35, the start value of the first half performance code FW12 has a higher determination rate of "30 seconds" than the determination rates of "45 seconds" and "60 seconds". In decision example 002AKD35, the starting value of the first half performance code FW13 has a higher decision rate at "45 seconds" than at "60 seconds".

[0198] In the case of the first half performance code FW11 to FW13, the difference between the countdown progress display time and the start value becomes a value corresponding to the remaining time indicated by the countdown display when the countdown display is erased and ended, and the first half result display notifying the success is started. For example, in the case of the first half performance code FW11, if the start value is "15 seconds", when the remaining time in the countdown display shows a value corresponding to "1 second", the countdown display is erased and ended, and the first half result display notifying the success is started. In the case of the first half performance code FW11, if the start value is "30 seconds", when the remaining time in the countdown display shows a value corresponding to "16 seconds", the countdown display is erased and ended, and the first half result display notifying the success is started. In the case of the first half performance code FW11, if the start value is "45 seconds", when the remaining time in the countdown display shows a value corresponding to "31 seconds", the countdown display is erased and ended, and the first half result display notifying the success is started. Similarly, in the case of first half performance code FW12, if the start value is "30 seconds", when the remaining time on the countdown display shows a value corresponding to "1 second", or if the start value is "45 seconds", when the remaining time on the countdown display shows a value corresponding to "16 seconds", or if the start value is "60 seconds", when the remaining time on the countdown display shows a value corresponding to "31 seconds", the countdown display is erased and ended, and a first half result display notifying success is started. Similarly, in the case of first half performance code FW13, if the start value is "45 seconds", when the remaining time on the countdown display shows a value corresponding to "1 second", or if the start value is "60 seconds", when the remaining time on the countdown display shows a value corresponding to "16 seconds", the countdown display is erased and ended, and a first half result display notifying success is started.

[0199] In the determination example 002AKD36 of FIG. 10-18, the start value with a larger difference from the countdown progress display time has a higher determination rate than the start value with a smaller difference from the countdown progress display time. In the setting example 002AKA31 of FIG. 10-12, when the first half performance code FW21 is set, the countdown progress display time is "19 seconds", when the first half performance code FW22 is set, the countdown progress display time is "34 seconds", and when the first half performance code FW23 is set, the countdown progress display time is "49 seconds". In the determination example 002AKD36, the start value of the first half performance code FW21 has the highest determination rate of "60 seconds" among the determinable values ​​of "30 seconds", "45 seconds", and "60 seconds", the determination rate of "45 seconds" is the next highest, and the determination rate of "30 seconds" is the lowest. In the determination example 002AKD36, the start value of the first half performance code FW22 has a higher determination rate of "60 seconds" than the determination rate of "45 seconds". In determination example 002AKD36, the start value of the first half performance code FW23 is determined to be "60 seconds."

[0200] In the case of the first half performance code FW21 to FW23, the difference between the countdown progress display time and the start value becomes a value corresponding to the remaining time indicated by the countdown display when the countdown display is erased and ended, and the first half result display notifying success is started. For example, in the case of the first half performance code FW21, if the start value is "30 seconds", when the remaining time in the countdown display shows a value corresponding to "11 seconds", the countdown display is erased and ended, and the first half result display notifying success is started. In the case of the first half performance code FW21, if the start value is "45 seconds", when the remaining time in the countdown display shows a value corresponding to "26 seconds", the countdown display is erased and ended, and the first half result display notifying success is started. In the case of the first half performance code FW21, if the start value is "60 seconds", when the remaining time in the countdown display shows a value corresponding to "41 seconds", the countdown display is erased and ended, and the first half result display notifying success is started. Similarly, in the case of first half performance code FW22, if the start value is "45 seconds", when the remaining time on the countdown display shows a value corresponding to "11 seconds", or if the start value is "60 seconds", when the remaining time on the countdown display shows a value corresponding to "26 seconds", the countdown display is erased and ended, and a first half result display notifying success is started. In the case of first half performance code FW23, if the start value is "60 seconds" and the remaining time on the countdown display shows a value corresponding to "11 seconds", the countdown display is erased and ended, and a first half result display notifying success is started.

[0201] In this way, when the difference between the start value and the countdown progress display time is small, the countdown display is updated in synchronization with the elapsed time from the start value, and the countdown progress display time expires when the start value shows a value close to the end value. When the start value has a large difference between the countdown progress display time, the countdown display is updated in synchronization with the elapsed time from the start value, and the countdown progress display time expires when the start value shows a value far from the end value. When the countdown progress display time expires, the countdown display is erased and ended, and the first half result display is executed. In determination examples 002AKD32 to 002AKD35, a start value with a small difference between the countdown progress display time has a higher determination rate than a start value with a large difference between the countdown progress display time. As a result, the countdown display is an example of a numerical display, the period during which the countdown display can be updated in synchronization with the elapsed time is an example of a specific period, the period corresponding to a start value with a large difference from the countdown progress display time is an example of a first specific period, the period corresponding to a start value with a small difference from the countdown progress display time is an example of a second specific period, and all or part of the first half result display and second half development display notifying a success, or all or part of the first half result display and pattern stop display notifying a jackpot are examples of specific displays, in which case the specific period includes a first period and a second period after the first period, and the specific displays are displayed more frequently in the second period than in the first period. The numerical display also indicates an approximation of the end value in the second period. The approximation of the end value may be a value corresponding to less than 10% of the shortest start value, such as a value corresponding to less than 10% when the start value is "15 seconds", among the values ​​corresponding to the remaining time indicated by the countdown display. Alternatively, the approximation of the end value may be a value corresponding to less than 10% of any start value, such as a value corresponding to less than 10% of each value set as the start value of the countdown display, or a value corresponding to a specific remaining time, such as a value corresponding to a remaining time of "1 second" or less as indicated by the countdown display.

[0202] In the determination example 002AKD36, the start value with a large difference from the countdown progress display time has a higher determination rate than the start value with a small difference from the countdown progress display time. As a result, the countdown display is an example of a numerical display, the period during which the countdown display can be updated in synchronization with the elapsed time is an example of a specific period, the period corresponding to the start value with a large difference from the countdown progress display time is an example of a first specific period, the period corresponding to the start value with a small difference from the countdown progress display time is an example of a second specific period, and when all or a part of the first half result display and the pattern stop display that notify the jackpot are examples of specific displays, the specific period includes a first period and a second period after the first period, and the specific display is displayed at a higher rate in the first period than in the second period. Note that, when any specific display can be displayed, the specific period includes a first period and a second period after the first period, and the determination rate may be set so that the specific display is displayed at a different rate in the first period and the second period.

[0203] In the determination examples 002AKD31 to 002AKD36 in Figures 10-13 to 10-18, the probability of a larger value being determined as the start value is higher when the first half performance code corresponds to a jackpot fluctuation pattern than when the first half performance code corresponds to a miss fluctuation pattern. For example, in the determination example 002AKD31 in Figure 10-13, when the first half performance code is FH01, the start value is determined to be "15 seconds", when the first half performance code is FH02, the start value is determined to be "30 seconds", and when the first half performance code is FH03, the start value is determined to be "45 seconds". In contrast, in the determination example 002AKD34 of FIG. 10-16, when the first half performance code FW01 is used, the start value can be determined to be not only "15 seconds" but also "30 seconds", "45 seconds", or "60 seconds", when the first half performance code FW02 is used, the start value can be determined to be not only "30 seconds", but also "45 seconds", or "60 seconds", and when the first half performance code FW03 is used, the start value can be determined to be not only "45 seconds", but also "60 seconds". In addition, in the determination example 002AKD35 of FIG. 10-17, when the start value of the first half performance code FW11 is "45 seconds", the determination rate is higher than when the start value of the first half performance code FH11 is "45 seconds" in the determination example 002AKD32 of FIG. 10-14. In the determination example 002AKD35 of FIG. 10-17, the determination rate is higher when the start value of the first half performance code FW12 is "60 seconds" than when the start value of the first half performance code FH12 is "60 seconds" in the determination example 002AKD32 of FIG. 10-14. In the determination example 002AKD35 of FIG. 10-17, the determination rate is higher when the start value of the first half performance code FW13 is "60 seconds" than when the start value of the first half performance code FH13 is "60 seconds" in the determination example 002AKD32 of FIG. 10-14. In the determination example 002AKD36 of FIG. 10-18, the determination rate is higher when the start value of the first half performance code FW21 is "60 seconds" than when the start value of the first half performance code FH21 is "60 seconds" in the determination example 002AKD33 of FIG. 10-15.In the determination example 002AKD36 of FIG. 10-18, the determination rate is higher when the start value of the first half performance code FW22 is "60 seconds" than when the start value of the first half performance code FH22 is "60 seconds" in the determination example 002AKD33 of FIG. 10-15. Therefore, the rate at which the display result of the special pattern becomes "jackpot" in response to the jackpot fluctuation pattern and is controlled to the jackpot game state is higher when the start value is a large value than when the start value is a small value.

[0204] In this way, the start value of the first half performance code corresponding to the big win fluctuation pattern has a higher probability of being determined as a larger value than the start value of the first half performance code corresponding to the loss fluctuation pattern. As a result, the countdown display is an example of a numerical display, the period during which the countdown display can be updated in synchronization with the elapsed time is an example of a specific period, and the big win gaming state is an example of an advantageous state. In this case, the specific period includes a first specific period and a second specific period different from the first specific period. And, when the second specific period is longer than the first specific period, the second specific period has a higher probability of being controlled to an advantageous state than the first specific period.

[0205] In addition, in the setting example 002AKA01 of FIG. 10-2, the special symbol fluctuation time corresponding to the fluctuation pattern is set. In the determination example 002AKD02 of FIG. 10-3(A), when the display result of the special symbol is a "miss" fluctuation pattern, among the multiple fluctuation patterns capable of executing the reach performance that becomes a super reach, the fluctuation pattern with a short special symbol fluctuation time has a higher determination rate than the fluctuation pattern with a long special symbol fluctuation time. In the determination example 002AKD03 of FIG. 10-3(B), when the display result of the special symbol is a "jackpot" fluctuation pattern, among the multiple fluctuation patterns capable of executing the reach performance that becomes a super reach, the fluctuation pattern with a long special symbol fluctuation time has a higher determination rate than the fluctuation pattern with a short special symbol fluctuation time. Even taking these factors into consideration, the countdown display is an example of a numerical display, the period during which the countdown display can be updated in sync with the elapsed time is an example of a specific period, and when a jackpot gaming state is an example of an advantageous state, the specific periods include a first specific period and a second specific period that is different from the first specific period, and when the second specific period is longer than the first specific period, the second specific period has a higher probability of being controlled into an advantageous state than the first specific period.

[0206] Furthermore, in the determination example 002AKD13 of FIG. 10-10, when the display result of the special symbol is "miss", the performance patterns 002AKR11 and 002AKR13 have a higher determination rate than the performance pattern 002AKR15. In contrast, when the display result of the special symbol is "big hit", the performance pattern 002AKR16 has a higher determination rate than the performance patterns 002AKR12 and 002AKR14. On the other hand, in the determination example 002AKD21 of FIG. 10-11(A), when the display result of the special symbol is "miss" and the super reach latter half performance is executed using either 002AKR11 or 002AKR13, the performance pattern 002AKR02 has a higher determination rate than the performance pattern 002AKR05. On the other hand, when the display result of the special pattern is "jackpot" and the super reach second half performance is executed using 002AKR16, the performance pattern 002AKR05 has a higher determination rate than the performance pattern 002AKR02. Therefore, the super reach first half performance using the performance pattern 002AKR05 has a higher probability of having a longer super reach first half performance time than the super reach first half performance using the performance pattern 002AKR02. In the setting example 002AKA31 of FIG. 10-12, when the super reach second half performance is executed, the countdown progress display time is set to a longer time when the super reach first half performance time is long than when the super reach first half performance time is short. In the determination examples 002AKD31 to 002AKD36 of FIG. 10-12 to FIG. 10-18, the first half performance code with a longer countdown progress display time has a higher determination rate of a larger value as the start value than the first half performance code with a shorter countdown progress display time.

[0207] In this way, the start value of the countdown display included in the first half of a super reach performance using performance pattern 002AKR05 is more likely to be larger than the start value of the countdown display included in the first half of a super reach performance using performance pattern 002AKR02. As a result, the countdown display is an example of a numerical display, the period during which the countdown display can be updated in sync with the elapsed time is an example of a specific period, the first half title display TTL01 included in the super reach first half performance using performance pattern 002AKR02 is an example of a first predetermined display, and the first half title display TTL02 included in the super reach first half performance using performance pattern 002AKR05 is an example of a second predetermined display, in which the period during which the countdown display included in the super reach first half performance using performance pattern 002AKR02 can be updated is an example of a first specific period, and the period during which the countdown display included in the super reach first half performance using performance pattern 002AKR05 can be updated is an example of a second specific period, the specific periods are a first specific period when the first predetermined display is displayed, and a second specific period when the second predetermined display is displayed, and the second specific period is more likely to be longer than the first specific period.

[0208] In the determination example 002AKD32 of FIG. 10-14, when the first half performance code is FH13, the start value is determined to be "45 seconds" or "60 seconds". In the determination example 002AKD33 of FIG. 10-15, when the first half performance code is FH23, the start value is determined to be "60 seconds". In the setting example 002AKA31 of FIG. 10-12, the first half performance code FH13 is set corresponding to the fluctuation pattern PA2-6 and the performance patterns 002AKR11 and 002AKR13, and the first half performance code FH23 is set corresponding to the fluctuation pattern PA2-6 and the performance pattern 002AKR15. In the setting example 002AKA12 of FIG. 10-8(B), the performance times of the performance patterns 002AKR11 and 002AKR13 are both "30 seconds", and the performance time of the performance pattern 002AKR15 is "25 seconds". In addition, in the determination example 002AKD35 of FIG. 10-17, in the case of the first half performance code FW13, the start value is determined to be "45 seconds" or "60 seconds". In the determination example 002AKD36 of FIG. 10-18, in the case of the first half performance code FW23, the start value is determined to be "60 seconds". In the setting example 002AKA31 of FIG. 10-12, the first half performance code FW13 is set corresponding to the fluctuation pattern PA3-6 and the performance patterns 002AKR12 and 002AKR14, and the first half performance code FW23 is set corresponding to the fluctuation pattern PA3-6 and the performance pattern 002AKR16. In the setting example 002AKA12 of FIG. 10-8(B), the performance times of the performance patterns 002AKR12 and 002AKR14 are both "30 seconds", and the performance time of the performance pattern 002AKR16 is "25 seconds". In this way, the start value of the countdown display can be set to a time longer than the performance time during which the Super Reach latter half performance is executed. The countdown display is an example of a numerical display, the period during which the countdown display can be updated in synchronization with the elapsed time is an example of a specific period, and when the Super Reach latter half performance using any of the performance patterns 002AKR11 to 002AKR16 is an example of a special performance, the special performance is executed in a period shorter than the specific period.In addition, in the case of any variable pattern in which the Super Reach first half performance and the Super Reach second half performance can be executed, the start value of the countdown display may be determined to a value corresponding to a time longer than the performance time in which the Super Reach second half performance is executed.

[0209] In the determination example 002AKD34 in FIG. 10-16, in the case of the first half performance code FW01, the start value can be determined to be "60 seconds". In the setting example 002AKA31 in FIG. 10-12, the first half performance code FW01 is set corresponding to the fluctuation pattern PA3-2. In the setting example 002AKA01 in FIG. 10-2, the fluctuation pattern PA3-2 has a special chart fluctuation time of 55000 ms (milliseconds). In this way, the start value of the countdown display can be determined to a value corresponding to a time longer than the special chart fluctuation time of the fluctuation pattern. The countdown display is an example of a numerical display, and the period during which the countdown display can be updated in synchronization with the elapsed time is an example of a specific period, and the fluctuation pattern PA3-2 is an example of a fluctuation pattern of a predetermined period as one fluctuation pattern capable of displaying a numerical display, in which case the specific period is shorter than the specific period. In addition, in the case of any fluctuation pattern in which a super reach first half performance can be executed, or in the case of any fluctuation pattern in which a super reach first half performance and a super reach second half performance can be executed, the start value of the countdown display may be determined to a value corresponding to a time longer than the special chart fluctuation time of the fluctuation pattern.

[0210] In the determination example 002AKD36 of FIG. 10-18, when the first half performance code FW21 is used, the determination rate of the start value being "30 seconds" is a total of 10%. Also, when the first half performance code FW22 is used, the determination rate of the start value being "45 seconds" is a total of 30%. When the first half performance code FW23 is used, the determination rate of the start value being "60 seconds" is a total of 100%. In the setting example 002AKA31 of FIG. 10-12, when the first half performance code FW21 is used, the countdown progress display time is "19 seconds", when the first half performance code FW22 is used, the countdown progress display time is "34 seconds", and when the first half performance code FW23 is used, the countdown progress display time is "49 seconds". When the first half performance codes FW21 to FW23 are used, the difference between the countdown progress display time and the start value is a value corresponding to the remaining time indicated by the countdown display when the countdown display is erased and ended, and the first half result display is started to notify of success. Therefore, if the start value of first half performance code FW21 is "30 seconds", if the start value of first half performance code FW22 is "45 seconds", or if the start value of first half performance code FW23 is "60 seconds", in all of these cases, when the remaining time in the countdown display indicates a value corresponding to "11 seconds", the countdown display is erased and ended, and a first half result display announcing success is started. The value corresponding to the remaining time indicated by the countdown display is the difference value from the value corresponding to the end value of "0 seconds". Due to the determination rate of the start value corresponding to each of the first half performance codes FW21 to FW23, the value corresponding to the larger start value "60 seconds" is more likely to display the first half result display announcing success when the remaining time corresponds to a value corresponding to "11 seconds" than the values ​​corresponding to the smaller start values ​​"30 seconds" and "45 seconds".

[0211] In this way, in the case of the first half performance codes FW21 to FW23, when the remaining time shown by the countdown display corresponds to "11 seconds", the first half result display that notifies of success is more likely to be displayed when the start value is "60 seconds" than when the start value is "30 seconds" or "45 seconds". The countdown display is an example of a numerical display, the period during which the countdown display can be updated in synchronization with the elapsed time is an example of a specific period, the first half result display that notifies of success is an example of a specific display, the start value is an example of a first specific period when it is "30 seconds" or "45 seconds", the start value is an example of a second specific period when it is "60 seconds", and the remaining time in the countdown display that corresponds to "11 seconds" is an example of a current value whose difference value with the end value is a specific value. In this case, the specific period includes a first specific period and a second specific period that is different from the first specific period. The second specific period is a longer period than the first specific period. Furthermore, when the difference between the current value and the end value shown by the numerical display is a specific value, the specific display is more likely to be displayed in the second specific period than in the first specific period. In addition, when the remaining time in the countdown display is the same for any performance code, and a first half result display notifying success can be displayed, the determination rate may be set so that the first half result display is more likely to be displayed with a larger start value than with a smaller start value.

[0212] In any of the cases where the start value is "15 seconds", "30 seconds", or "45 seconds", when the remaining time in the countdown display indicates a value corresponding to "1 second", a first half result display announcing success can be started. More specifically, in the determination example 002AKD32 of FIG. 10-14, when the start value of the first half performance code FH11 is "15 seconds", the start value of the first half performance code FH12 is "30 seconds", or the start value of the first half performance code FH13 is "45 seconds", in these cases, when the remaining time in the countdown display indicates a value corresponding to "1 second", the countdown display is erased and ended, and a first half result display announcing success is started. In determination example 002AKD35 of Figure 10-17, if the start value of first half performance code FW11 is "15 seconds", if the start value of first half performance code FW12 is "30 seconds", or if the start value of first half performance code FW13 is "45 seconds", in these cases when the remaining time in the countdown display shows a value corresponding to "1 second", the countdown display is erased and ended, and the first half result display announcing success is started.

[0213] In any of the cases where the start value is "15 seconds", "30 seconds", "45 seconds", or "60 seconds", when the remaining time in the countdown display indicates a value corresponding to "1 second", the first half result display that notifies of a jackpot can be started. More specifically, in the determination example 002AKD34 of FIG. 10-16, when the start value of the first half performance code FW01 is "15 seconds", the start value of the first half performance code FW02 is "30 seconds", the start value of the first half performance code FW03 is "45 seconds", or the start value of the first half performance code FW04 is "60 seconds", when the remaining time in the countdown display indicates a value corresponding to "1 second", the countdown display is erased and ended, and the first half result display that notifies of a jackpot is started.

[0214] In the setting example 002AKA31 of FIG. 10-12, the countdown progress display time is set to the shortest "14 seconds" when the first half performance code FH11 is set, when the first half performance code FW01 is set, and when the first half performance code FW11 is set. The countdown display is erased and ends when the first half result display starts when the remaining time corresponds to the difference between the countdown progress display time and the start value. Therefore, when the start value is "15 seconds", and the remaining time in the countdown display shows a value corresponding to a time longer than "1 second", the countdown display will not end. On the other hand, when the start value is "30 seconds", when the start value is "45 seconds", and when the start value is "60 seconds", in any of these cases, when the remaining time in the countdown display shows a value corresponding to a time longer than "1 second", the first half result display announcing success can be started. More specifically, in the determination example 002AKD32 of FIG. 10-14, if the start value of the first half performance code FH11 is "30 seconds", if the start value of the first half performance code FH12 is "45 seconds", if the start value of the first half performance code FH13 is "60 seconds", in these cases, when the remaining time in the countdown display shows a value corresponding to "16 seconds", the countdown display is erased and ended, and a first half result display notifying success is started. In the determination example 002AKD35 of FIG. 10-17, if the start value of the first half performance code FW11 is "30 seconds", if the start value of the first half performance code FW12 is "45 seconds", if the start value of the first half performance code FW13 is "60 seconds", in these cases, when the remaining time in the countdown display shows a value corresponding to "16 seconds", the countdown display is erased and ended, and a first half result display notifying success is started.

[0215] In any of the cases where the start value is "30 seconds", "45 seconds", or "60 seconds", when the remaining time in the countdown display indicates a value corresponding to a time longer than "1 second", the first half result display that notifies of a jackpot can be started. More specifically, in the determination example 002AKD34 of FIG. 10-16, when the start value of the first half performance code FW01 is "30 seconds", the start value of the first half performance code FW02 is "45 seconds", or the start value of the first half performance code FW03 is "60 seconds", when the remaining time in the countdown display indicates a value corresponding to "16 seconds", the countdown display is erased and ended, and the first half result display that notifies of a jackpot is started.

[0216] When the start value is "30 seconds", the remaining time in the countdown display will not show a value corresponding to a time longer than "30 seconds", so the countdown display will not end when the remaining time is longer than "30 seconds". In contrast, when the start value is "45 seconds" or "60 seconds", when the remaining time in the countdown display shows a value corresponding to a time longer than "30 seconds", a first half result display notifying success can be started. More specifically, in the determination example 002AKD32 of FIG. 10-14, when the start value of the first half performance code FH11 is "45 seconds" or the start value of the first half performance code FH12 is "60 seconds", when the remaining time in the countdown display shows a value corresponding to "31 seconds", the countdown display is erased and ended, and a first half result display notifying success is started. In determination example 002AKD35 of Figure 10-17, if the start value of first half performance code FW11 is "45 seconds" and the start value of first half performance code FW12 is "60 seconds", in these cases when the remaining time in the countdown display shows a value corresponding to "31 seconds", the countdown display is erased and ended, and the first half result display is started to indicate success.

[0217] When the start value is "45 seconds" or "60 seconds", in these cases, when the remaining time in the countdown display shows a value corresponding to a time longer than "30 seconds", the first half result display that notifies of a jackpot can be started. More specifically, in the determination example 002AKD34 of FIG. 10-16, when the start value of the first half performance code FW01 is "45 seconds" or the start value of the first half performance code FW02 is "60 seconds", in these cases, when the remaining time in the countdown display shows a value corresponding to "31 seconds", the countdown display is erased and ended, and the first half result display that notifies of a jackpot is started.

[0218] When the start value is "45 seconds", the remaining time in the countdown display will not show a value corresponding to a time longer than "45 seconds", so the countdown display will not end when the remaining time is longer than "45 seconds". In contrast, when the start value is "60 seconds", when the start value is "60 seconds" and the remaining time in the countdown display shows a value corresponding to a time longer than "45 seconds", the first half result display that notifies the jackpot can be started. More specifically, in the determination example 002AKD34 of FIG. 10-16, when the start value of the first half performance code FW01 is "60 seconds" and the remaining time in the countdown display shows a value corresponding to "46 seconds", the countdown display is erased and ended, and the first half result display that notifies the jackpot is started.

[0219] In this way, when the start value of the first half performance code FH12 is "30 seconds" and when the start value of the first half performance code FH13 is "45 seconds", in these cases, when the remaining time in the countdown display shows a value corresponding to "1 second", the countdown display is erased and ended, and a first half result display notifying success is started. When the start value of the first half performance code FW12 is "30 seconds" and when the start value of the first half performance code FW13 is "45 seconds", in these cases, when the remaining time in the countdown display shows a value corresponding to "1 second", the countdown display is erased and ended, and a first half result display notifying success is started. Also, when the start value of the first half performance code FH11 is "30 seconds", and when the start value of the first half performance code FW11 is "30 seconds", in these cases, when the remaining time in the countdown display shows a value corresponding to "16 seconds", the countdown display is erased and ended, and a first half result display notifying success is started. If the start value of the first half performance code FH11 is "45 seconds", and if the start value of the first half performance code FW11 is "45 seconds", in these cases when the remaining time in the countdown display shows a value corresponding to "31 seconds", the countdown display is erased and ended, and the first half result display is started to indicate success. As a result, the countdown display is an example of a numerical display, the period during which the countdown display can be updated in synchronization with the elapsed time is an example of a specific period, the period during which the countdown display with a start value of "30 seconds" can be updated and displayed is an example of a first specific period, the period during which the countdown display with a start value of "45 seconds" can be updated and displayed is an example of a second specific period, the period during which the remaining time in the countdown display shows a value corresponding to a time longer than "1 second" is an example of a first or third period, the period during which the remaining time in the countdown display shows a value corresponding to a time less than "1 second" is an example of a second or fourth period, and all or a part of the first half result display and the second half development display that notify success are examples of specific displays. In this case, the specific period includes a first specific period and a second specific period different from the first specific period. The first specific period includes a first period and a second period that is later than the first period. The second specific period includes a third period and a fourth period that is later than the third period.The numerical display shows a different value when the specific display is displayed in the first period and when the specific display is displayed in the third period, and shows the same value when the specific display is displayed in the second period and when the specific display is displayed in the fourth period.

[0220] Alternatively, if the start value of the first half performance code FW03 is "45 seconds" and the start value of the first half performance code FW04 is "60 seconds", in these cases, when the remaining time in the countdown display shows a value corresponding to "1 second", the countdown display is erased and ended, and a first half result display notifying a jackpot is started. Also, if the start value of the first half performance code FW01 is "45 seconds", when the remaining time in the countdown display shows a value corresponding to "31 seconds", the countdown display is erased and ended, and a first half result display notifying a jackpot is started. If the start value of the first half performance code FW01 is "60 seconds", when the remaining time in the countdown display shows a value corresponding to "46 seconds", the countdown display is erased and ended, and a first half result display notifying a jackpot is started. As a result, the countdown display is an example of a numerical display, the period during which the countdown display can be updated in synchronization with the elapsed time is an example of a specific period, the period during which the countdown display with a start value of "45 seconds" can be updated and displayed is an example of a first specific period, the period during which the countdown display with a start value of "60 seconds" can be updated and displayed is an example of a second specific period, the period during which the remaining time in the countdown display shows a value corresponding to a time longer than "1 second" is an example of a first or third period, the period during which the remaining time in the countdown display shows a value corresponding to a time less than "1 second" is an example of a second or fourth period, and all or a part of the first half result display and the pattern stop display that notify a jackpot are examples of specific displays, the specific period includes a first specific period and a second specific period different from the first specific period. The first specific period includes a first period and a second period that is later than the first period. The second specific period includes a third period and a fourth period that is later than the third period. The numerical display shows a different value when the specific display is displayed in the first period and when the specific display is displayed in the third period, and shows the same value when the specific display is displayed in the second period and when the specific display is displayed in the fourth period.

[0221] In the determination examples 002AKD31 to 002AKD36 in FIG. 10-13 to FIG. 10-18, the start display mode can be determined to be any of "black", "red", and "cherry blossom pattern". In addition, when the start display mode is "black", the start sound SOE1 is determined, when the start display mode is "red", the start sound SOE2 is determined, and when the start display mode is "cherry blossom pattern", the start sound SOE3 is determined. Therefore, when the countdown display is an example of a numerical display, when the start display mode is "black", it is an example of a normal mode, when the start display mode is "red", it is an example of a first special mode, when the start display mode is "cherry blossom pattern", it is an example of a second special mode, the start sound SOE1 is an example of a first sound, the start sound SOE2 is an example of a second sound, and the start sound SOE3 is an example of a third sound, there are a normal mode and a special mode different from the normal mode as the display mode of the numerical display. Here, the special modes include a first special mode and a second special mode different from the first special mode. When the numerical display is in the normal mode, a first sound is output. When the numerical display is in the first special mode, a second sound is output. When the numerical display is in the second special mode, a third sound is output.

[0222] In the determination example 002AKD31 of FIG. 10-13, the start value of the first half performance code FH01 is the same "15 seconds", and the start display mode in this case is a "black" determination rate of 85%, a "red" determination rate of 10%, and a "cherry blossom pattern" determination rate of 5%. The start value of the first half performance code FH02 is the same "30 seconds", and the start display mode in this case is a "black" determination rate of 90%, a "red" determination rate of 8%, and a "cherry blossom pattern" determination rate of 2%. The start value of the first half performance code FH03 is the same "45 seconds", and the start display mode in this case is a "black" determination rate of 95%, a "red" determination rate of 4%, and a "cherry blossom pattern" determination rate of 1%. The start value of the first half performance code FH04 is the same "60 seconds", and the start display mode in this case is a "black" determination rate of 98%, a "red" determination rate of 2%, and a "cherry blossom pattern" is not determined (decision rate is 0%).

[0223] In the determination example 002AKD32 of FIG. 10-14, when the start value of the first half performance code FH11 is "15 seconds", the start display mode is a 30% decision rate for "black", a 20% decision rate for "red", and a 10% decision rate for "cherry blossom pattern". When the start value of the first half performance code FH11 is "30 seconds", the start display mode is a 15% decision rate for "black", a 10% decision rate for "red", and a 5% decision rate for "cherry blossom pattern". When the start value of the first half performance code FH12 is "45 seconds", the start display mode is a 5% decision rate for "black", a 3% decision rate for "red", and a 2% decision rate for "cherry blossom pattern". When the start value of the first half performance code FH12 is "30 seconds", the start display mode is a 30% decision rate for "black", a 20% decision rate for "red", and a 10% decision rate for "cherry blossom pattern". When the start value of the first half performance code FH12 is "45 seconds", the initial display mode has a 15% success rate for "black", a 10% success rate for "red", and a 7% success rate for "cherry blossom pattern". When the start value of the first half performance code FH12 is "60 seconds", the initial display mode has a 5% success rate for "black", a 3% success rate for "red", and the "cherry blossom pattern" is not determined (0% success rate). When the start value of the first half performance code FH13 is "45 seconds", the initial display mode has a 40% success rate for "black", a 30% success rate for "red", and...

Claims

1. A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A display means is provided, The display means includes: During a specific period, the numerical display can be updated in sync with the elapsed time. During the specific period, a specific display may be displayed before the numerical display indicates an end value, During the specific period, it is more advantageous for a player to display the specific display before the numerical display indicates an end value than to display the numerical display without the specific display being displayed; the specific period includes a first period and a second period that is subsequent to the first period, The specific display is displayed at a higher rate during the second period than during the first period. A gaming machine characterized by:

2. A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A display means is provided, The display means includes: During a specific period, it is possible to update the numerical display asynchronously with the elapsed time. During the specific period, a specific display may be displayed before the numerical display indicates an end value, During the specific period, it is more advantageous for a player to display the specific display before the numerical display indicates an end value than to display the numerical display without the specific display being displayed; the specific period includes a first period and a second period that is subsequent to the first period, The specific display is displayed at a higher rate during the second period than during the first period. A gaming machine characterized by:

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