Game machine

JP2025042318APending Publication Date: 2025-03-27SANSEI R&D KK
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Patent Information

Application Number
JP2023149257
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-14
Publication Date
2025-03-27

AI Technical Summary

Benefits of technology

【0008】 前記構成を有する本発明に係る遊技機によれば、リーチハズレ演出を出現させることによって保留内の特典付与の信頼度を示唆する新たな演出が可能となる。また、リーチとなる機会について増加させる一方、従来は遊技者にとって嬉しさのないリーチハズレ演出が遊技者にとって新たなチャンスを示唆することとなり、遊技者を飽きさせることがない。

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Abstract

To provide a game machine that realizes a new read-ahead performance using a combination of symbols that are stopped and displayed and also increases the chances of a ready-to-win.SOLUTION: A determination is made as to whether or not a privilege is imparted on the basis of game information acquired on the basis of the satisfaction of a start condition, and symbol variation display and stop display indicating the determination result are performed on a display screen of an image display device. One mode of the symbol variation display and stop display performed by symbol variation means has a ready-to-win failure performance in which a symbol row including multiple symbols is varied in multiple rows, and a symbol that is a combination indicating that a privilege is not imparted as a final stop symbol after a symbol other than the final stop symbol is stopped and displayed in a ready-to-win state is stopped and displayed. The reliability of imparting privilege in any one of the reserved symbols that have not been consumed up to the present time by the ready-to-win failure performance is indicated.SELECTED DRAWING: Figure 34
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Description

[Technical field]

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

[0002] Conventionally, for example, in a pachinko gaming machine, which is one type of gaming machine, when a pachinko ball enters a start winning hole, the pattern displayed on the image display device begins to change and stops after a certain period of time. If the stopped patterns form a specific combination, a jackpot is awarded, the jackpot is opened, and the player can win many pachinko balls.

[0003] In addition, in the above-mentioned pachinko game machine, various effects are performed using images, sounds, lamps, and accessories to suggest the reliability of the jackpot and to keep the player from getting bored of the game. One of such effects is an effect using a pattern that changes on an image display device installed near the center of the game board. The pattern that changes on the image display device notifies the player of the lottery result of the jackpot by the combination of the patterns that finally stop, but is not limited to simply notifying the lottery result of the jackpot, and is also used for various effects. For example, JP2014-46169A discloses that a pattern of the same color is stopped and displayed for three rows of patterns as a pre-reading notice, thereby suggesting that there is a reservation with a high expectation of a jackpot in the reservation. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2014-46169 A Summary of the Invention [Problem to be solved by the invention]

[0005] Here, in the above Patent Document 1, the combination of symbols that stop and are displayed during a losing variation is used to suggest the likelihood of a reserved jackpot that will be consumed in the future, but basically, such a pre-reading notice is performed especially at the timing of the last symbol stopping during a complete losing variation with a short variation time that does not result in a reach, so there was a problem that players who were certain of a loss and were not paying attention to the screen would miss or not notice it. Also, recent pachinko game machines tend to have a lower reach probability compared to conventional pachinko game machines, and there was also a problem that players had fewer opportunities to see the symbols that would result in a reach.

[0006] The present invention has been made to solve the above-mentioned problems in the conventional technology, and aims to provide a gaming machine which realizes a new look-ahead presentation using a combination of symbols that are stopped and displayed, and which also increases the opportunities for a win. [Means for solving the problem]

[0007] In order to achieve the above-mentioned object, the gaming machine of the present invention has a gaming information acquisition means for acquiring gaming information based on the establishment of a starting condition, a bonus awarding judgment means for judging whether or not to award a bonus based on the gaming information, a pattern change means for performing a changing and stopping display of a pattern indicating the judgment result by the bonus awarding judgment means on a display screen of an image display device, and a reservation memory means for storing the gaming information acquired through the gaming information acquisition means as a reservation in chronological order up to a predetermined maximum number of reservation memory items, and is characterized in that, as one mode of the changing and stopping display of the patterns performed by the pattern change means, there is a reach miss effect in which a pattern row containing a plurality of patterns is changed in multiple rows, and a pattern other than the final stop pattern is displayed as a reach-miss state, and then a pattern is displayed as a final stop pattern that is a combination indicating that a bonus will not be awarded, and the reach miss effect indicates the reliability of the bonus being awarded for any of the reservations that have not been consumed up to this point. Effect of the Invention

[0008] According to the gaming machine of the present invention having the above-mentioned configuration, a new presentation that suggests the reliability of the reserved bonus can be made possible by making the reach miss presentation appear. Also, while increasing the chances of reaching a win, the reach miss presentation that was not exciting for the player in the past suggests a new chance for the player, so the player does not get bored. [Brief description of the drawings]

[0009] [Figure 1] 1 is a front view of a pachinko gaming machine according to an embodiment of the present invention. [Diagram 2] 2 is an explanatory diagram showing an enlarged view of displays provided in the pachinko gaming machine shown in FIG. 1. [Diagram 3] 2 is an explanatory block diagram showing the electrical configuration of a main control board and peripheral devices provided in the pachinko gaming machine shown in FIG. 1. [Figure 4] 2 is an explanatory block diagram showing the electrical configuration of a sub-control board and peripheral devices provided in the pachinko gaming machine shown in FIG. 1. [Diagram 5] FIG. 13 is an explanatory diagram of a jackpot determination table. [Figure 6] FIG. 13 is an explanatory diagram of a normal winning determination table. [Figure 7] An explanatory diagram of a jackpot type determination table. [Figure 8] FIG. 13 is an explanatory diagram of a reach determination table. [Figure 9] FIG. 13 is an explanatory diagram of a special chart variation pattern selection table. [Figure 10] An explanatory diagram showing the memory contents of the first special chart reservation memory unit. [Figure 11] An explanatory diagram showing the memory contents of the second special chart reservation memory unit. [Figure 12] An explanatory diagram of the first special chart hold performance memory unit. [Figure 13] An explanatory diagram of the second special chart hold performance memory unit. [Figure 14] 13 is a flowchart of the main control processing executed by the game control microcomputer. [Figure 15]15 is a flowchart of a main side timer interrupt process executed by the game control microcomputer in the main side main control process shown in FIG. [Figure 16] 16 is a flowchart of the start port sensor detection process executed by the game control microcomputer in the main side timer interrupt process shown in FIG. [Figure 17] This is a flowchart of the V winning detection processing executed by the game control microcomputer in the main side timer interrupt processing shown in Figure 15. [Figure 18] 16 is a flowchart of a special pattern waiting process executed by a game control microcomputer in the main timer interrupt process shown in FIG. [Figure 19] 19 is a flowchart of a second special symbol jackpot determination process executed by a game control microcomputer in the special symbol waiting process shown in FIG. [Figure 20] 19 is a flowchart of a second special symbol change pattern selection process executed by a game control microcomputer in the special symbol waiting process shown in FIG. [Figure 21] This is a continuation of the flowchart in FIG. 20. [Figure 22] 16 is a flowchart of a special pattern change process executed by the game control microcomputer in the main timer interrupt process shown in FIG. [Figure 23] 16 is a flowchart of the special power operation processing executed by the game control microcomputer in the main side timer interrupt processing shown in FIG. [Figure 24] 13 is a flowchart of the sub-side main control processing executed by the performance control microcomputer. [Diagram 25] 25 is a flowchart of the 1 ms timer interrupt processing executed by the performance control microcomputer in the sub-side main control processing shown in FIG. 24. [Figure 26] 25 is a flowchart of the 10 ms timer interrupt processing executed by the performance control microcomputer in the sub-side main control processing shown in FIG. 24. [Figure 27] 27 is a flowchart of a received command analysis process executed by the performance control microcomputer in the 10 ms timer interrupt process shown in FIG. 26. [Figure 28] This is a flowchart of the variable performance start processing executed by the performance control microcomputer in the 10 ms timer interrupt processing shown in Figure 26. [Figure 29] A diagram showing the manner in which the performance pattern changes according to the first change pattern. [Diagram 30] This is a diagram showing the change in the performance pattern due to the first change pattern, which is a chance-up pattern. [Diagram 31] This is a diagram showing the change in the performance pattern due to the first change pattern, which is a chance-up pattern. [Diagram 32] A diagram showing the pattern extraction presentation in the first variation pattern. [Diagram 33] A diagram showing the manner in which the performance pattern changes according to the second change pattern. [Diagram 34] A diagram showing the pre-reading effect executed in the second variation pattern. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] A gaming machine according to an embodiment of the present invention will be described with reference to the drawings. In this embodiment, a pachinko gaming machine will be described as a gaming machine according to an embodiment of the present invention. In the following description, the directions of each part of the pachinko gaming machine are based on the direction as seen by a player playing opposite the pachinko gaming machine. Specifically, the left-right and up-down directions of each part of the pachinko gaming machine are the left-right and up-down directions as seen by the player. In addition, the direction approaching the player is defined as the front, and the direction moving away from the player is defined as the rear.

[0011] [Major components of a pachinko machine] As shown in Fig. 1, the pachinko game machine 1 includes a game machine frame 16. The game machine frame 16 includes, from the front side, a front frame 18, an inner frame (not shown), and an outer frame (not shown). The front frame 18 includes a handle 4, a ball supply tray (also called an upper tray) 24, a surplus ball receiving tray (also called a lower tray) 25, a performance button 9, a performance lever 6, a speaker 8, a left side lamp 23a, and a right side lamp 23b.

[0012] The handle 4 is provided at the lower right of the front frame 18, that is, at a position where a player facing the pachinko game machine 1 can hold it with his / her right hand. The handle 4 is equipped with a touch switch 92 (FIG. 3), a launch lever 4a, and a launch stop button 4b. The touch switch 92 outputs a signal indicating that the player has touched the handle 4, and is located at a position where the right hand of the player holding the handle 4 can touch. The launch lever 4a is for adjusting the launch strength of the game balls, and is provided rotatably on the handle 4. The launch stop button 4b is for stopping the launch of the game balls when they are being launched, and is provided at a position where it can be operated by the thumb of the right hand holding the handle 4. The ball supply tray (also called the upper tray) 24 is provided at the lower center of the front frame 18. The ball supply tray 24 is for storing game balls to be supplied to the launch device 90 (FIG. 3). The ball supply tray 24 stores game balls dispensed from the ball loan payout device 80 (FIG. 3) and the prize ball payout device 400 (FIG. 3). The surplus ball receiving tray (also called the lower tray) 25 is provided below the ball supply tray 24 in the front frame 18. The surplus ball receiving tray 25 stores game balls that exceed the number that the ball supply tray 24 can store.

[0013] The effect button 9 is provided in a portion of the front frame 18 that covers the upper part of the ball supply tray 24. In other words, the effect button 9 is provided in a position of the front frame 18 where the player facing the pachinko game machine 1 can press it with his right or left hand. In this embodiment, the effect button 9 is a push-on button switch. The effect button 9 has a built-in effect button lamp 9c (FIG. 4) and an effect button vibration motor 9b (FIG. 4). The effect button lamp 9c lights up or flashes when the effect button 9 is pressed during the period when the pressing operation of the effect button 9 is valid. The surface of the effect button 9 is formed of a translucent material, and is designed so that the light emitted by the effect button lamp 9c can be seen by the player. The effect button vibration motor 9b vibrates the effect button 9, and vibrates at a predetermined timing during the period when the pressing operation of the effect button 9 is valid. In this embodiment, the effect button lamp 9c is an LED. The effect button 9 has a built-in elastic member such as a spring (not shown) for returning the pressed effect button 9 to the position before it was pressed, and when the pressed state is released, the effect button 9 returns to the state before it was pressed by the restoring force of the elastic member. When a player presses the effect button 9 while the pressing operation of the effect button 9 is valid, a specific effect is performed. Hereinafter, a specific effect that is performed as a result of the operation of the effect button 9 is referred to as a button effect.

[0014] The effect lever 6 is provided to the left of the surplus ball tray 25 in the front frame 18, that is, toward the lower left end of the front frame 18. In other words, the effect lever 6 is provided in a position in the front frame 18 where the player facing the pachinko gaming machine 1 can operate it with his / her left hand. In other words, the effect lever 6 is provided in a position in the front frame 18 where the player facing the pachinko gaming machine 1 can operate it with his / her left hand, and the effect button 9 is provided in a position in the front frame 18 where the player can press it with his / her right hand while operating the effect lever 6 with his / her left hand. The effect lever 6 is formed in a rod shape that can be grasped with the left hand, and can be rotated clockwise or counterclockwise, as well as pushed backward. The effect lever 6 is also provided with an effect lever vibration motor 6d (Fig. 4). The effect lever vibration motor 6d vibrates the effect lever 6, and vibrates at a predetermined timing during the period during which operation of the effect lever 6 is valid. When the player operates the effect lever 6 during the period during which operation of the effect lever 6 is valid, a specific effect is performed. Hereinafter, a specific effect that is performed in response to operation of the effect lever 6 is referred to as a lever effect.

[0015] A left side lamp 23a is provided on the left side of the front frame 18, and a right side lamp 23b is provided on the right side. The front frame 18 where the left side lamp 23a and the right side lamp 23b are provided is translucent, and a plurality of LEDs are arranged inside the translucent portion. Each LED can emit light of a plurality of colors, and lights up or blinks according to the content of the performance, and further changes the color of the light emitted. The speakers 8 are provided in the upper left and right corners of the front frame 18, respectively, and output sounds such as music, sound effects, and notification sounds according to the content of the performance.

[0016] The pachinko game machine 1 also includes a game board 2, a glass plate 5, and a performance display device 7. The game board 2 is disposed at approximately the center of the game board 2, that is, at a position approximately directly facing the face of the player. The performance display device 7 is disposed on the rear side of the game board 2, and its screen is exposed from approximately the center of the game board 2. The game board 2 includes a fixed winning device 10, a first big winning device 30, a second big winning device (V attacker) 33, a gate 12, a normal variable winning device (normal electric role, also called electric chute) 20, a normal winning port 13, indicators 50, a center decoration 14, and a rail member 17.

[0017] A game area 3 in which game balls flow down (roll) is formed on the surface of the game board 2. The game area 3 has a left game area 3a formed on the left side of the screen of the performance display device 7 and a right game area 3b formed on the right side of the screen of the performance display device 7. A plurality of game nails (not shown) for changing the flow direction of the game balls are driven into the surface of the game board 2. The front of the surface of the game board 2 is covered with a transparent glass plate 5. Although not shown in FIG. 1, LEDs are provided at multiple locations on the game board 2. These LEDs are collectively referred to as board lamps (indicated by symbol 2a in FIG. 4). Each LED constituting the board lamp 2a can emit multiple colors, light up or blink depending on the performance content, and further change the emitted color. That is, during game control, the pachinko gaming machine 1 lights up or blinks the left side lamp 23a, the right side lamp 23b and the board lamp 2a according to the content of the performance, and outputs sounds from each speaker 8.

[0018] The fixed winning device 10 is disposed in the approximate center of the lower side of the game board 2. The fixed winning device 10 has a first starting hole 11 through which one game ball can enter (enter) at a time. The first starting hole 11 is always open, and the probability that a game ball will enter the first starting hole 11 does not change. The first starting hole 11 is located near the center, but is configured so that only game balls flowing down the left game area 3a can pass through it, and is considered to be a ball entry hole disposed in the left game area 3a. The gate 12 is disposed in the right game area 3b, and is configured so that game balls flowing down the right game area 3b can pass through it. The normal variable winning device 20 is disposed below the gate 12 in the right game area 3b. The normal variable winning device 20 includes a movable member 21. The movable member 21 is a plate-shaped device that acts as a bridge to the second starting hole 22, which is installed with its ball entry opening facing to the right, and when a normal symbol is won, the internal mechanism causes the movable member 21 to protrude to the front side (a bridge is established) according to the selected operation pattern, and the game ball flowing down the right game area 3b can enter (enter) the second starting hole 22 via the movable member 21. In other words, the state in which the movable member 21 is stored at the back side is a closed state in which the second starting hole 22 is closed, and the state in which the movable member 21 protrudes to the front side is an open state in which the second starting hole 22 is open.

[0019] The first large prize winning device 30 is disposed downstream of the normal variable prize winning device 20 in the right game area 3b of the game board 2, and the second large prize winning device 33 is disposed further downstream. The first large prize winning device 30 has a first opening / closing member 31 that opens and closes the first large prize winning opening 32, and the second large prize winning device 33 has a second opening / closing member 34 that opens and closes the second large prize winning opening 35. The first large prize winning opening 32 and the second large prize winning opening 35 are each formed to a size that allows multiple game balls to win (enter) at the same time. In this embodiment, the first opening / closing member 31 is formed in a plate shape that is long in the left-right direction, and is configured to be rotatable around the left and right lower ends as rotation axes. Meanwhile, the second opening / closing member 34 is a lid-like device that blocks the top of the second large prize opening 35, and is configured so that an internal mechanism can switch between a state in which it protrudes to the front side (a state in which the second large prize opening 35 is blocked) and a state in which it is stored in the back side (a state in which the second large prize opening 35 is open). Hereinafter, when matters common to the first large prize opening 32 and the second large prize opening 35 are explained, they will simply be referred to as the large prize opening.

[0020] Inside the second large prize winning device 33, there are formed a specific area 36 (also called a V prize winning area) through which the game ball that won the second large prize winning opening 35 can pass, and a non-specific area (not shown). Inside the second large prize winning device 33, there are provided a distribution member (movable piece) 37 that distributes the game ball that won the second large prize winning opening 35 to the specific area or the non-specific area, and a distribution member solenoid 37d (FIG. 3) that drives the distribution member 37. The distribution member 37 has a lid shape that closes the specific area 36, ​​and inside the second large prize winning opening 35, the specific area 36 is located upstream of the non-specific area. Therefore, when the distribution member 37 is activated and the specific area 36 is opened, a game ball that enters the second large prize opening 35 will preferentially enter the specific area 36, ​​while when the specific area 36 is closed by the distribution member 37, a game ball that enters the second large prize opening 35 will flow into the non-specific area.

[0021] The display devices 50 are provided on the game board 2 outside the game area 3 and below the first big winning device 30. As shown in FIG. 2, the display devices 50 include a first special symbol display device 51 that variably displays a first special symbol (also called a first special symbol), a second special symbol display device 52 that variably displays a second special symbol (also called a second special symbol), and a normal symbol display device 53 that variably displays a normal symbol (also called a normal symbol). Furthermore, the display devices 50 include a first special symbol reserved display device 51a that displays the number of reserved activations of the first special symbol display device 51, a second special symbol reserved display device 52a that displays the number of reserved activations of the second special symbol display device 52, and a normal symbol reserved display device 53a that displays the number of reserved activations of the normal symbol display device 53. Hereinafter, when matters common to the first special symbol and the second special symbol are explained, they will simply be referred to as special symbols. In addition, when explaining matters common to the first special pattern display device 51 and the second special pattern display device 52, they will simply be referred to as special pattern display devices.

[0022] In this embodiment, the first special symbol display 51 and the second special symbol display 52 are each composed of eight LEDs. The lit LEDs (□) and the unlit LEDs (■) represent special symbols, and the state in which the lit LEDs move in a predetermined direction (for example, from left to right) represents the changing display of the special symbols. Hereinafter, the changing pattern of the special symbols from when the special symbols start to change and are displayed is referred to as the special symbol changing pattern. In this embodiment, the normal symbol display 53 is composed of two LEDs. The lit LED (□) and the unlit LED (■) represent normal symbols, and the alternating lit states of the LEDs represent the variable display of the normal symbols. When the game ball passes through the gate 12, a lottery is performed for determining whether or not the game ball is a win, and the normal symbol display 53 displays the normal symbol in a variable manner. After a predetermined time has elapsed since the normal symbol display 53 started to display the variable normal symbol, the normal symbol display 53 displays the normal symbol corresponding to the lottery result of the normal symbol. If the normal symbol displayed by the normal symbol display 53 is a normal symbol indicating a win, the normal variable winning device 20 is activated and the movable member 21 protrudes forward, and the game ball can enter the second starting hole 22 (however, even if the game ball wins the normal symbol, the protrusion is only for a very short time in the non-time-saving state, so the game ball cannot actually enter the game ball).

[0023] When the game ball enters the first starting hole 11, a jackpot determination (also called a jackpot lottery) is performed to determine whether or not a jackpot has been won, and the first special symbol display 51 variably displays the first special symbol. Then, the first special symbol display 51 displays the first special symbol corresponding to the result of the jackpot determination after a predetermined time has elapsed since the variably display of the first special symbol was started. If the first special symbol displayed as a definite result is a special symbol indicating a jackpot, a jackpot occurs, the first big prize device 30 is activated, the first opening / closing member 31 is opened and closed, and the first big prize hole 32 is opened and closed. Also, if a small prize is won as described later, the second big prize device 33 is activated, the second opening / closing member 34 is opened and closed, and the second big prize hole 35 is opened and closed. When the first special symbol display 51 is variably displaying the first special symbol and the game ball enters the first starting hole 11, the operation of the first special symbol display 51 triggered by the winning is reserved, and the memory number indicating the number of reserved operations is displayed by the first special symbol reserved display 51a. Hereinafter, the memory number of reserved operations of the first special symbol display 51 is referred to as the first special symbol reserved number.

[0024] In addition, when the game ball enters the second start hole 22, a jackpot determination (also called a jackpot lottery) is executed, and the second special symbol display 52 variably displays the second special symbol. Then, the second special symbol display 52 displays the second special symbol corresponding to the result of the jackpot determination after a predetermined time has elapsed since the variable display of the second special symbol was started. Here, if the second special symbol displayed as determined is a special symbol indicating a jackpot, a jackpot occurs, and the first big prize device 30 is operated to open and close the first opening and closing member 31, and the first big prize hole 32 is opened and closed. In addition, as described later, if a small prize is won, the second big prize device 33 is operated to open and close the second opening and closing member 34, and the second big prize hole 35 is opened and closed. Furthermore, the distribution member solenoid 37d is operated in accordance with the opening of the second big prize hole 35, and the game ball is allowed to pass through the specific area 36 (V prize area) only for a predetermined period of time. When the game ball enters the second starting hole 22 while the second special symbol display 52 is variably displaying the second special symbol, the operation of the second special symbol display 52 triggered by the winning is reserved, and the memory number indicating the number of reserved operations is displayed by the second special symbol reserved display 52a. Hereinafter, the memory number of reserved operations of the second special symbol display 52 is referred to as the second special symbol reserved number. Also, when explaining matters common to the first special symbol reserved number and the second special symbol reserved number, it is simply referred to as the special symbol reserved number.

[0025] Hereinafter, the period from when the special symbol display starts to display the special symbol to when the special symbol is fixed is called one change of the special symbol. The number of reserved special symbols decreases by one each time the special symbol is changed is called the consumption of the reserved special symbol number. The period from when the large prize opening opens to when it closes is called the opening period of the large prize opening, and the period from when the large prize opening opens to when it opens again is called a round. The game from the start of the first round to the end of the final round is called a jackpot game. If a jackpot is determined in the jackpot determination, the type of jackpot is determined by lottery. The opening period of the large prize opening and the maximum number of rounds that can be executed vary depending on the type of jackpot. In addition to the jackpot, the pachinko game machine 1 also has a type of jackpot called a small jackpot. If a small jackpot is won, the jackpot game is not played, but the large prize opening is only open for a specified period. Particularly in this embodiment, the first large prize opening 32 is opened in a big prize game, and the second large prize opening 35 is opened in the event of a small prize game.

[0026] In addition, in the pachinko game machine 1 of this embodiment, in addition to when a jackpot is determined in a normal jackpot determination, a jackpot game is also started when a game ball that entered the second large winning port 35 during play passes through the above-mentioned specific area 36 (V entry). The pachinko game machine 1 of this embodiment is a model called a one-type two-type mixed machine. In addition, the probability of being determined to be a jackpot in the jackpot determination (hereinafter referred to as the jackpot probability) is basically fixed, and this model does not have a high probability state in which the jackpot probability is higher than normal.

[0027] The general winning opening 13 is disposed to the left of the fixed winning device 10 on the gaming board 2. The rail member 17 is disposed along the periphery of the gaming board 2. The rail member 17 guides the gaming balls launched by the launching device 90 (Fig. 3) to the gaming area 3. An outlet 19 is opened in the center of the lower part of the gaming board 2 for discharging gaming balls that have not won anywhere. The center decorative body 14 is disposed at the upper part of the gaming board 2. The center decorative body 14 is translucent, and on its inside are provided multiple LEDs that light up or flash depending on the performance content. The pachinko game machine 1 also includes a movable body 15. The movable body 15 is disposed behind the center decorative body 14. Fig. 1 shows a state in which the movable body 15 is substantially hidden by the center decorative body 14. The movable body 15 descends downward at a predetermined timing according to the content of the performance, and displaces into a state visible to the player.

[0028] The performance display device 7 displays moving images and still images such as performance images, message images, and demonstration images. The player plays the game while viewing these images from the front of the pachinko game machine 1. The performance display device 7 displays performance (decorative) symbols as performance images in a variable manner in synchronization with the variable display of special symbols. In this embodiment, the performance symbols are symbols representing Arabic numerals 1 to 9. In this embodiment, as described later, special symbols other than the Arabic numerals 1 to 9 that are usually used as one of the pre-reading effects may be displayed stationarily. Note that the performance symbols may include symbols representing characters other than numbers, such as alphabets and special characters, or may be combined with symbols representing characters other than numbers. In this embodiment, the left performance symbol display area, the center performance symbol display area, and the right performance symbol display area are set from the left as the areas in which the performance display device 7 displays the performance symbols in a variable manner. In the left performance pattern display area, the left performance pattern 9L is displayed, in the center performance pattern display area, the center performance pattern 9C is displayed, and in the right performance pattern display area, the right performance pattern 9R is displayed. In the following, when explaining matters common to the left performance pattern display area, the center performance pattern display area, and the right performance pattern display area, they are simply referred to as the performance pattern display area.

[0029] In this embodiment, there are a plurality of patterns as the variation pattern (variation mode) of each performance pattern. There are a first variation pattern and a second variation pattern. The first variation pattern is a variation display of the patterns by drifting a group of patterns consisting of a plurality of performance patterns within a predetermined area of ​​the performance display device 7, and a stationary display of the patterns by moving and displaying a pattern extracted from the group of patterns to an area different from the predetermined area. On the other hand, the second variation pattern is a variation pattern in which the numbers represented by the performance patterns move from the top to the bottom of the screen in ascending order, that is, a variation pattern in which the patterns are scrolled vertically and stopped to display the patterns stationary. Furthermore, as the second variation pattern, a performance in which the variation area of ​​the performance patterns is gradually expanded as described later is also performed. The details of the first variation pattern and the second variation pattern will be described later.

[0030] In addition, regarding the switching of the variation pattern of the performance symbols, for example, the gaming machine may transition to a different stage every time a predetermined number of variations occur or every time a predetermined time elapses (a dedicated performance is performed for each stage), and in a specific stage, the performance symbols are varied by a first variation pattern, and in stages other than the specific stage, the performance symbols are varied by a second variation pattern. However, switching may be performed under conditions other than those described above. For example, in the normal state, the performance symbols may be varied by the second variation pattern, and in the time-saving state, the performance symbols may be varied by the first variation pattern.

[0031] In addition, the performance display device 7 displays a background image as a performance image on the background of each performance pattern. For example, the background image may be a moving image such as a TV drama or a movie, an animated moving image of the moving image, an animation, a character image, or an original moving image of a pachinko game machine manufacturer. In this embodiment, the performance display device 7 is a liquid crystal display device. Note that the performance display device 7 may also be an organic EL display device, a display device using a dot matrix LED, or the like. The performance display device 7 displays each performance symbol in synchronization with the display of the special symbol, and displays each performance symbol at the same time as the special symbol is displayed and determined, and displays the result of the big win determination. Here, the determined display is a state in which the performance symbol stops completely without swinging up and down or changing again.

[0032] Hereinafter, the performance pattern that indicates that the result of the jackpot determination is a jackpot is referred to as a jackpot performance pattern, and the performance pattern that indicates that the result of the jackpot determination is a miss is referred to as a miss performance pattern. In this embodiment, the jackpot performance pattern is a state in which each performance pattern is aligned with a performance pattern that represents the same number, that is, a state of a set of numbers. For example, as shown in FIG. 1, the left performance pattern 9L, the middle performance pattern 9C, and the right performance pattern 9R are aligned with "7". Also, the miss performance pattern is a state in which each performance pattern is not aligned with a performance pattern that represents the same number, that is, a pattern that is not aligned with a set of numbers. For example, the left performance pattern 9L is "7", the middle performance pattern 9C is "6", and the right performance pattern 9R is "7". Hereinafter, the effect pattern that the effect display device 7 changes and displays in synchronization with the special pattern is called the effect pattern change pattern, and the image displayed in the background of the effect pattern change pattern is called the background image. The background image is a still image or a moving image.

[0033] The effect symbol variation pattern is displayed in synchronization with the variation display of the special symbol variation pattern, and when the operation of the special symbol display device is suspended, the operation of the effect display device 7 is also suspended. In other words, the number of operations suspended for the special symbol display device and the number of operations suspended for the effect display device 7 match. The number of operations suspended for the effect display device 7 corresponding to the first special symbol reservation number and the number of operations suspended for the effect display device 7 corresponding to the second special symbol reservation number are displayed on the effect display device 7 by reserved images. Therefore, by counting the number of reserved images displayed on the effect display device 7, the player can know the number of reserved first special symbols and the number of reserved second special symbols, and can know the number of operations suspended for the effect display device 7 caused by the number of reserved first special symbols and the number of reserved second special symbols. The number of operations suspended for the effect display device 7 may not be displayed on the effect display device 7, but may be notified to the player by using a lamp or the like located around the effect display device 7.

[0034] In addition to the notification of the result of the jackpot determination by the above-mentioned performance symbols, the pachinko game machine 1 notifies the result of the jackpot determination by using a combination of the background image displayed on the performance display device 7, the sound output from the speaker 8, the lighting of the board lamp 2a, the operation of the role objects, etc. Specifically, various performances such as advance notice performance and reach performance are included.

[0035] [Main electrical configuration of a pachinko machine] Next, the main electrical configuration of the pachinko gaming machine 1 will be described with reference to FIG. 3 and FIG. The pachinko game machine 1 is equipped with a main control board 60 (Figure 3), a payout control board 73 (Figure 3), a sub-control board 100 (Figure 4), an image control board 200 (Figure 4), a lamp control board 79 (Figure 4), and an audio control board 78 (Figure 4).

[0036] As shown in FIG. 3, a one-chip microcomputer for game control (hereinafter, referred to as a microcomputer for game control) 61 is mounted on the main control board 60. The microcomputer for game control 61 includes a CPU 62, a ROM 63, an RWM 64, and an input / output circuit 65. The CPU 62 executes detection of winning, jackpot determination, updating of various random numbers, etc. The ROM 63 stores various tables such as a computer program executed by the CPU 62, a jackpot determination table Ta1 (FIG. 5), a normal winning determination table Ta2 (FIG. 6), a jackpot type determination table Ta3 (FIG. 7), a reach determination table Ta4 (FIG. 8), and a special winning pattern selection table Ta5 (FIG. 9). The microcomputer for game control 61 generates random numbers used in various determinations (lotteries), such as a jackpot random number, a jackpot type random number, a reach random number, and a change pattern random number.

[0037] The RWM 64 is used as a work memory when the CPU 62 executes a computer program. The RWM 64 is provided with a first special symbol reservation memory section 64a, a second special symbol reservation memory section 64b, a normal symbol reservation memory section 64c, and a change count memory section 64d. As shown in FIG. 10, the first special symbol reservation memory section 64a has first to fourth memory areas. That is, the maximum number of first special symbols that can be reserved is four. In each memory area, a jackpot random number, a jackpot type random number, a reach random number, and a change pattern random number obtained by the game control microcomputer 61 due to the game ball entering the first starting hole 11 (FIG. 1) are stored. When the game ball enters the first starting hole 11 (Figure 1) while the first special pattern display 51 (Figure 2) is displaying the first special pattern in a changing manner, the display of the first special pattern resulting from that winning is temporarily suspended (activation suspended), and the jackpot random number etc. obtained as a result of that winning are stored in the first special pattern reservation memory unit 64a.

[0038] On the other hand, as shown in Fig. 11, the second special symbol reservation memory section 64b has first to fourth memory areas. That is, the maximum number of second special symbol reservations that can be stored is four. In each memory area, the jackpot random number, jackpot type random number, reach random number, and variable pattern random number acquired by the game control microcomputer 61 due to the game ball winning the second start hole 22 (Fig. 1) are stored. When the game ball wins the second start hole 22 (Fig. 1) while the second special symbol display device 52 (Fig. 2) is displaying the second special symbol, the display of the second special symbol caused by the winning is temporarily reserved (operation reserved), and the jackpot random number acquired due to the winning is stored in the second special symbol reservation memory section 64b.

[0039] The jackpot random numbers and the like are stored in the order of occurrence of the reserved operation, that is, in the order of acquisition by the game control microcomputer 61, from the first storage area of ​​the first special symbol reserved storage unit 64a and the second special symbol reserved storage unit 64b. Therefore, when the jackpot random numbers and the like are stored in the first to fourth storage areas, the jackpot random numbers and the like stored in the fourth storage area are the newest information in terms of time, and the jackpot random numbers and the like stored in the first storage area are the oldest information in terms of time. The jackpot random numbers and the like stored in each storage area are shifted one by one to the storage area with the oldest storage order every time the variable display of the special symbol is completed. For example, the jackpot random numbers and the like stored in the second storage area are shifted to the first storage area. In addition, the judgment (lottery) based on the jackpot random numbers and the like stored in the first storage area is executed when the variable display of the special symbol by the special symbol display device is completed and before the next variable display begins.

[0040] The normal symbol reservation memory unit 64c (FIG. 3) stores the normal winning random number (random number for determining (lottery) whether the normal symbol is a winning symbol) and the operation pattern random number (random number for selecting the operation pattern of the normal variable winning device 20) acquired by the game control microcomputer 61 due to the game ball passing through the gate 12 (FIG. 1). When the game ball passes through the gate 12 while the normal symbol display device 53 is displaying a normal symbol, the operation of the normal symbol display device 53 due to the passage is temporarily reserved (operation reserved), and the normal winning random number and the operation pattern random number acquired due to the passage are stored in the normal symbol reservation memory unit 64c. The reserved variable display of the normal symbol is performed next after the current variable display of the normal symbol is completed. In this embodiment, the normal symbol reservation memory unit 64c has a memory area for performing a total of four reservations, and the number of reserved operations of the normal symbol display device 53 is a maximum of four. Hereinafter, the number of reserved activations of the normal pattern display 53 will be referred to as the normal pattern reserved number.

[0041] The variation count storage unit 64d stores the number of times the special symbols have changed since the previous big win game ended (or since the RWM 64 was initialized when the RWM clear switch 66 was operated). The number of times the special symbols have changed stored in the variation count storage unit 64d is used, for example, as the end condition for the time reduction (a time reduction) after the big win game, or as the start or end condition for the time reduction (play time). Furthermore, the RWM 64 also stores a flag indicating the current game state (normal state, time reduction state) of the pachinko game machine 1.

[0042] In addition, the main control board 60 is equipped with an RWM clear switch 66. When the pachinko game machine 1 is started with the RWM clear switch 66 pressed, it initializes (deletes the stored contents) the RWM 64 and the RWM 120 (FIG. 4) of the sub-control board 100. Basically, the RWM 64 and the RWM 120 of the sub-control board 100 are not initialized even when the power of the game machine is turned off or on (i.e., the game state and the count of the number of variations are maintained), and are initialized only when the pachinko game machine 1 is started with the RWM clear switch 66 pressed.

[0043] The main control board 60 is electrically connected to the display devices 50. The main control board 60 is further electrically connected to the first start hole sensor 11a, the second start hole sensor 22a, the gate sensor 12a, the first large prize hole sensor 32a, the second large prize hole sensor 35a, the specific area sensor 35b, the non-specific area sensor 35c, the general prize hole sensor 13a, the electric chute solenoid 20a, the first large prize hole solenoid 30a, the second large prize hole solenoid 33a, and the distribution member solenoid 37d via the relay board 74.

[0044] The first start hole sensor 11a is provided directly below the first start hole 11 (FIG. 1) and outputs a signal indicating that the game ball has entered the first start hole 11 to the main control board 60. The second start hole sensor 22a is provided directly below the second start hole 22 (FIG. 1) and outputs a signal indicating that the game ball has entered the second start hole 22 to the main control board 60. The gate sensor 12a is provided in the game ball passage area of ​​the gate 12 (FIG. 1) and outputs a signal indicating that the game ball has passed through the gate 12 to the main control board 60. The first large prize hole sensor 32a is provided directly below the first large prize hole 32 (FIG. 1) and outputs a signal indicating that the game ball has entered the first large prize hole 32 to the main control board 60. The second large prize opening sensor 35a is provided directly below the second large prize opening 35 (FIG. 1) and outputs a signal indicating that the game ball has won the second large prize opening 35 to the main control board 60. The specific area sensor 35b is provided in a specific area inside the second large prize opening 35 (FIG. 1) and outputs a signal indicating that the game ball has passed through the specific area to the main control board 60. The non-specific area sensor 35c is provided in a non-specific area inside the second large prize opening 35 (FIG. 1) and outputs a signal indicating that the game ball has passed through the non-specific area to the main control board 60. The general prize opening sensor 13a is provided directly below the general prize opening 13 (FIG. 1) and outputs a signal indicating that the game ball has won the general prize opening 13 to the main control board 60.

[0045] The electric chute solenoid 20a drives the movable member 21 (Fig. 1) of the normal variable winning device 20 to open and close. The first large prize opening solenoid 30a drives the first opening and closing member 31 (Fig. 1) of the first large prize winning device 30 to open and close. The second large prize opening solenoid 33a drives the second opening and closing member 34 (Fig. 1) of the second large prize winning device 33 to open and close. The distribution member solenoid 37d drives the distribution member provided inside the second large prize winning device 33. In particular, when a small prize is won, the distribution member solenoid 37d operates as the second large prize winning device 33 opens, and the game ball can pass through the specific area (V winning area) only for a predetermined period of time. When the predetermined period has passed, the specific area returns to a state in which the game ball cannot pass through. The main control board 60 is electrically connected to the ball dispenser 80, the card unit 76, and the prize ball dispenser 400 via the payout control board 73. The card unit 76 is provided adjacent to the pachinko game machine 1, and performs reading and writing of the balance on the prepaid card. The ball dispenser 80 includes a ball dispenser motor 81 and a ball dispenser sensor 82. The ball dispenser motor 81 drives a member that dispenses game balls as loan balls, and the ball dispenser sensor 82 outputs a signal indicating that the game balls have been dispensed by the member to the main control board 60 via the payout control board 73. The game control microcomputer 61 counts the number of balls dispensed by the ball dispenser 80 based on the signal output from the payout control board 73. When the prepaid card inserted into the card unit 76 has a recorded balance equal to or greater than the minimum balance that can be withdrawn, and a ball loan button (not shown) is operated, a loan ball dispensing device 80 is activated and the minimum number of loan balls are dispensed into the ball supply tray 24.

[0046] The prize ball payout device 400 includes a prize ball motor 401 and a prize ball sensor 402. The prize ball motor 401 drives a member that pays out game balls as prize balls, and the prize ball sensor 402 outputs a signal indicating that a game ball has been paid out by the member to the main control board 60 via the payout control board 73. The game control microcomputer 61 counts the number of prize balls paid out by the prize ball payout device 400 based on the signal output from the payout control board 73. The main control board 60 is also electrically connected to a launching device 90 via a launching control circuit 75. The launching device 90 includes a launching motor 91, a touch switch 92, and a launching volume 93. The launching motor 91 drives a striking hammer (not shown) that strikes and launches the gaming ball. The touch switch 92 outputs a signal indicating that the player has touched the handle 4. The launching volume 93 adjusts the strength with which the striking hammer strikes the gaming ball according to the amount of rotation of the launching lever 4a (FIG. 1).

[0047] The pachinko game machine 1 also includes a power supply board 70. The power supply board 70 supplies power to the main control board 60 and the payout control board 73. The power supply board 70 also supplies power to each device electrically connected to the payout control board 73 via the payout control board 73. The power supply board 70 also supplies power from the main control board 60 via the relay board 74 to each sensor and solenoid electrically connected to the relay board 74. The power supply board 70 also supplies power via the main control board 60 to the display devices 50 electrically connected to the main control board 60. The power supply board 70 is provided with a backup power supply circuit 71. When power is not being supplied from the outside to the pachinko gaming machine 1, the backup power supply circuit 71 supplies power necessary for retaining information to the RWM 64 of the main control board 60 and the like. A power switch 72 for turning on and off the main power supply that supplies power to the power supply board 70 is electrically connected to the power supply board 70.

[0048] The main control board 60 transmits various commands to the sub-control board 100 (FIG. 4). The main control board 60 can transmit commands to the sub-control board 100, but the sub-control board 100 cannot transmit commands to the main control board 60. In other words, communication between the main control board 60 and the sub-control board 100 is one-way communication in which only transmission from the main control board 60 to the sub-control board 100 is possible.

[0049] As shown in FIG. 4, a one-chip microcomputer for effect control (hereinafter, referred to as the microcomputer for effect control) 101 is mounted on the sub-control board 100. The microcomputer for effect control 101 includes a CPU 102, a ROM 110, an RWM 120, and an input / output circuit 103. The CPU 102 controls the effect in accordance with the game. The ROM 110 stores various tables such as the effect selection table Ta6 as well as a computer program for the CPU 102 to control the effect. The RWM 120 is used as a work memory when the CPU 102 executes the computer program. The RWM 120 is provided with a first special chart reserved effect storage unit 121, a second special chart reserved effect storage unit 122, and a variable effect storage unit 123. The microcomputer for effect control 101 is an example of the control means of the present invention.

[0050] 12, the first special chart hold effect storage unit 121 has four storage areas consisting of the first to fourth storage areas, and each storage area stores the first start winning command and the like output from the main control board 60. The first start winning command is a command including the jackpot random number, jackpot type random number, variation pattern random number, and reach random number acquired by the game control microcomputer 61 when the game ball wins the first start hole 11. 13, the second special chart hold effect memory unit 122 has four memory areas consisting of the first to fourth memory areas, and each memory area stores the second start winning command etc. output from the main control board 60. The second start winning command is a command including the jackpot random number, jackpot type random number, variation pattern random number and reach random number acquired by the game control microcomputer 61 when the game ball wins the second start hole 22. The variable performance memory unit 123 stores the first start winning command or the second start winning command used for the variable performance pattern. The input / output circuit 103 transmits and receives data to and from each board connected to the sub-control board 100 .

[0051] The image control board 200 is electrically connected to the sub-control board 100. The image control board 200 is equipped with an image control CPU 202, a VDP 201 (Video Display Processor), a control ROM 203, a control RAM 204, a CGROM (Character Generator Read Only Memory) 205, and a VRAM (Video Random Access Memory) 206. The image control CPU 202 controls the performance display device 7 to display performance images such as a variable performance pattern, a button performance image, a lever performance image, and a preview image. The control ROM 203 stores a computer program for the image control CPU 202 to control the performance display device 7. The control RAM 204 is used as a work memory when the image control CPU 202 executes the computer program. The CGROM 205 stores image data for the performance display device 7 to display a performance image. The VDP201 reads image data from the CGROM205 in accordance with a display list created by the image control CPU202, and loads the read image data in a load area in the VRAM206. The VDP201 then synthesizes the image data loaded in the VRAM206, and stores the synthesized image data in a frame buffer in the VRAM206. The VDP201 then converts the image data stored in the frame buffer in the VRAM206 into an RGB signal, and outputs it to the performance display device 7. As a result, the performance display device 7 displays a performance image. The CGROM205 is an example of a performance storage means of the present invention.

[0052] The left side lamp 23a, the right side lamp 23b, and the panel lamp 2a are electrically connected to the sub-control board 100 via the lamp control board 79. The performance control microcomputer 101 creates light emission pattern data that determines the light emission mode of each lamp using data stored in the ROM 110, and transmits the light emission pattern data to the lamp control board 79. The lamp control board 79 then controls the light emission of each lamp according to the received light emission pattern data. The left side lamp 23a, the right side lamp 23b, the panel lamp 2a, the performance button lamp, and the lamp control board 79 are examples of the performance means of the present invention. The movable body 15 is electrically connected to the lamp control board 79 via the relay board 77. A device (not shown) for operating the movable body 15 is connected to the movable body 15, and a movable body motor (not shown) for driving the device is connected to the device. The performance control microcomputer 101 creates operation pattern data that determines the operation pattern of the movable body 15 using the data stored in the ROM 110, and transmits the operation pattern data to the lamp control board 79. Then, the lamp control board 79 that receives the operation pattern data drives the movable body motor via the relay board 77 in accordance with the operation pattern, thereby controlling the operation of the movable body 15.

[0053] Each speaker 8 is electrically connected to the sub-control board 100 via the audio control board 78. The audio control board 78 is equipped with an audio control CPU (not shown), an audio data ROM (not shown), an audio synthesis circuit (not shown), and an amplifier (not shown). The audio data ROM stores audio data for each speaker 8 to output sounds such as music and sound effects. The audio control CPU reads out audio data from the audio data ROM based on a command received from the sub-control board 100, and outputs the read audio data to the audio synthesis circuit. The audio synthesis circuit synthesizes the input audio data, converts the synthesized audio data into an analog audio signal, and outputs it to the amplifier. The amplifier amplifies the input audio signal and outputs it to each speaker 8. Then, each speaker 8 outputs a sound indicated by the input audio signal.

[0054] In addition, the sub-control board 100 is electrically connected to the effect button detection switch 9a, the effect lever push detection switch 6g, the effect lever rotation detection switch 6h, the effect button vibration motor 9b, and the effect lever vibration motor 6d. The effect button detection switch 9a outputs a signal indicating that the effect button 9 has been pressed to the sub-control board 100, and the effect control microcomputer 101 executes a button effect based on the signal input from the effect button detection switch 9a. The effect lever push detection switch 6g outputs a signal indicating that the effect lever 6 has been pushed to the sub-control board 100, and the effect control microcomputer 101 executes a lever effect to be performed when the effect lever 6 is pushed based on the signal input from the effect lever push detection switch 6g. The effect lever rotation detection switch 6h outputs a signal indicating that the effect lever 6 has been rotated to the sub-control board 100, and the effect control microcomputer 101 executes a lever effect to be performed when the effect lever 6 is rotated based on the signal input from the effect lever rotation detection switch 6h.

[0055] The effect button vibration motor 9b is a member that vibrates the effect button 9, and is housed inside the effect button 9. The effect lever vibration motor 6d is a member that vibrates the effect lever 6, and is provided in a portion that contacts the effect lever 6 or inside the effect lever 6. The ROM 110 stores operation pattern data that determines the operation pattern of the effect button vibration motor 9b and operation pattern data that determines the operation pattern of the effect lever vibration motor 6d. The effect control microcomputer 101 reads the operation pattern data from the ROM 110 when it is time to vibrate the effect button 9, and drives and controls the effect button vibration motor 9b based on the read operation pattern data. Also, the effect control microcomputer 101 reads the operation pattern data from the ROM 110 when it is time to vibrate the effect lever 6, and drives and controls the effect lever vibration motor 6d based on the read operation pattern data.

[0056] In addition, a real-time clock (RTC) 124 is mounted on the sub-control board 100. The RTC 124 measures the current date and time (date and time). For example, when power is supplied from an external power supply device to the pachinko game machine 1, the RTC 124 operates using the power, and when power is not supplied from the external power supply device, the RTC 124 operates using power supplied from a backup power supply circuit 71 provided in the power supply board 70. Therefore, the RTC 124 can measure the current date and time even when the power supply of the pachinko game machine 1 is not turned on. Note that a backup power supply circuit that supplies power to the RTC 124 may be provided in the sub-control board 100.

[0057] [Game status explanation] Next, we will explain the game state of the pachinko gaming machine 1. The normal symbol display 53 of the pachinko gaming machine 1 does not have a probability variation function, but only has a variation time shortening function. On the other hand, the special symbol display also does not have a probability variation function, but only has a variation time shortening function. In addition, the state in which the time-saving function of the special symbol display is activated is called the "time-saving state," and the state in which it is not activated is called the "non-time-saving state (normal state)." In the time-saving state, the time required for the special symbol to change (the time required from the start of the change display to the final display) is shorter than in the non-time-saving state.

[0058] The fluctuation time shortening function of the normal symbol display 53 is designed to operate in synchronization with the fluctuation time shortening function of the special symbol display. In other words, the fluctuation time shortening function of the normal symbol display 53 operates in the time-shortening state and does not operate in the non-time-shortening state. In the time-shortening state, the fluctuation time of the normal symbol is shorter than in the non-time-shortening state. For example, the fluctuation time of the normal symbol is 10 seconds in the non-time-shortening state, but 1 second in the time-shortening state. It is also possible to eliminate the fluctuation time shortening function and make the fluctuation time of the normal symbol the same in any state.

[0059] In addition, in the time-saving state, the probability of being judged as a winning in the lottery for the normal pattern is the same as in the non-time-saving state, but when a winning is judged, the operation pattern of the movable member 21 of the normal variable winning device 20 is significantly different between the time-saving state and the non-time-saving state. In the non-time-saving state, the movable member 21 opens the second starting hole 22 only for a very short time when it is practically impossible for a game ball to enter the second starting hole 22, while in the time-saving state, the movable member 21 of the normal variable winning device 20 is in the open state for a longer period of time than in the non-time-saving state, making it very easy for a game ball to enter the second starting hole 22. In other words, in the time-saving state, the opening time extension function of the normal variable winning device 20 is activated.

[0060] When the normal symbol display 53's variable time shortening function and the normal variable winning device 20's opening time extension function are in operation, the normal variable winning device 20 is opened more frequently than when these functions are not in operation, and game balls enter the second starting hole 22 more frequently. As a result, the ratio of the number of winning balls to the number of shot balls becomes higher, so the player can aim for a big win without significantly reducing the number of game balls he has. Note that, in this way, when the normal symbol display 53's variable time shortening function and the normal variable winning device 20's opening time extension function are in operation, the control that supports the normal variable winning device 20 in winning the second starting hole 22 is called electric support control.

[0061] In the pachinko game machine 1 of this embodiment, when a jackpot is won by a lottery using the first special symbol and the second special symbol (including a jackpot by winning the V prize), a certain percentage of electric support control is performed after the jackpot game ends, and the game transitions to a time-saving state (hereinafter, this state is called a time-saving game state). This time-saving game state (also called a time-saving) ends when the variable display of the special symbol is executed for the number of time-saving times (for example, 100 times) set based on the type of jackpot, or when a jackpot is won (including a jackpot by winning the V prize) within the number of time-saving times and the jackpot game is executed. Since the pachinko game machine 1 of this embodiment is a type-one, type-two mixed machine, there is no probability of a special jackpot state, but the lottery for the second special symbol is set to have a higher probability of a small jackpot than the lottery for the first special symbol, and if the player does not make any mistakes in the operation after that, the small jackpot won during the time-saving game state will be a 100% jackpot. That is, in this embodiment, the time-saving game state corresponds to a rush state in which it is easier for a player to win a jackpot than in a normal game state. When playing the pachinko game machine 1 for the first time, the game state after power-on is not controlled by the electric support and is a non-time-saving state.

[0062] [Jackpot Judgment Table] The jackpot determination table Ta1 shown in FIG. 5 is a table that the game control microcomputer 61 (FIG. 3) refers to when executing the jackpot determination of whether or not there is a jackpot. The jackpot determination table Ta1 is configured by associating the type of lottery (lottery of special chart 1 or lottery of special chart 2) with the jackpot random number. The jackpot random number is a predetermined random number selected from the jackpot random numbers generated by the jackpot random number counter. A computer program for operating the jackpot random number counter is stored in the ROM 63, and the jackpot random number counter operates and generates a jackpot random number by executing the computer program by the CPU 62. The jackpot random number counter may be one that uses a random number generating circuit such as a counter IC. In this embodiment, the jackpot random number counter counts a total of 65536 jackpot random numbers from 0 to 65535. In other words, it generates a total of 65536 jackpot random numbers from 0 to 65535. In this embodiment, a total of 205 jackpot random numbers from 0 to 204 are set in the jackpot determination table Ta1 as random numbers corresponding to a jackpot at the time of drawing the first special symbol (drawing the special symbol 1). When the jackpot random number obtained from the jackpot random number counter is any of 0 to 204, the game control microcomputer 61 determines that there is a jackpot in the jackpot determination, and when the jackpot random number is any number other than 0 to 204 among 0 to 65535, it determines that there is no jackpot, that is, that there is a miss.

[0063] On the other hand, in the jackpot determination table Ta1, a total of 205 jackpot random numbers from 0 to 204 are set as random numbers corresponding to the jackpot at the time of drawing the second special symbol (drawing the special symbol 2). When the jackpot random number obtained from the jackpot random number counter is any of 0 to 204, the game control microcomputer 61 determines that the jackpot is a jackpot in the jackpot determination, and when the jackpot random number is other than 0 to 204 among 0 to 65535, it determines that the jackpot is not a jackpot, that is, that the jackpot is a miss. In addition, when the jackpot random number obtained from the jackpot random number counter is any of 205 to 2216, it is determined that the jackpot is a small win. In other words, the probability of determining that the jackpot is a jackpot is the same between the drawing of the special symbol 1 and the drawing of the special symbol 2, but the probability of determining that the jackpot is a small win is higher than that of the drawing of the special symbol 1. In addition, the probability of winning a small win in the drawing of the special symbol 2 is about 1 / 30, which is set to be much higher than that of a jackpot. In particular, the small win on Special Chart 2 is a win that activates the second large prize device 33 in an opening pattern that allows the game ball to pass through to a specific area (V prize area).

[0064] [Normal hit detection table] The normal winning judgment table Ta2 shown in FIG. 6 is a table that the game control microcomputer 61 (FIG. 3) refers to when executing the judgment of whether or not the normal pattern is a winning pattern. The normal winning judgment table Ta2 is configured by associating the game state with the normal winning random number. However, in this embodiment, the probability of a normal winning pattern does not change depending on the game state, so it is a common table. The normal winning random number is a predetermined random number selected from the random number counter as the game ball passes through the gate 12. In this embodiment, the normal winning judgment table Ta2 has a total of 255 winning random numbers from 0 to 254 set as the normal winning random number regardless of the game state. The game control microcomputer 61 judges that the normal winning random number obtained from the random number counter is a winning number if it is any of 0 to 254, and judges that it is not a winning number, that is, a losing number, if it is other than 0 to 254.

[0065] [Big win type determination table] The jackpot type determination table Ta3 shown in FIG. 7 is a table that the game control microcomputer 61 (FIG. 3) refers to when executing the jackpot type determination when a jackpot is determined. The jackpot type determination table Ta3 is configured by associating the type of lottery (lottery of special chart 1, lottery of special chart 2, or jackpot by V winning) with the jackpot type random number. The jackpot type random number is a predetermined random number selected from the jackpot type random numbers generated by the jackpot type random number counter. A computer program for operating the jackpot type random number counter is stored in the ROM 63, and the jackpot type random number counter operates and generates a jackpot type random number by executing the computer program by the CPU 62. The jackpot type random number counter may be one that uses a random number generating circuit such as a counter IC. In this embodiment, the jackpot type random number counter counts a total of 10 jackpot type random numbers from 0 to 9. That is, it generates a total of 10 jackpot type random numbers from 0 to 9. In the pachinko game machine 1 of this embodiment, there are three types of jackpots: "5R jackpot (no time reduction after jackpot)", "5R jackpot (100 times time reduction after jackpot)", and "10R jackpot (100 times time reduction after jackpot)". In the pachinko game machine 1, as shown in FIG. 7, if the jackpot type random number is 0 to 2 in the lottery for the first special symbol (lottery for special symbol 1), it is determined that the "5R jackpot (no time reduction after jackpot)" has been won, and if it is 3 to 9, it is determined that the "5R jackpot (100 times time reduction after jackpot)" has been won. On the other hand, in the lottery for the second special symbol (lottery for special symbol 2), it is determined that the "10R jackpot (100 times time reduction after jackpot)" has been won, regardless of the jackpot type random number. The number of time reductions indicates the upper limit number of times that the special symbol changes while the time reduction state to which the jackpot is transferred after the jackpot game is over is maintained. For example, if the time-saving count is 100 times, the time-saving state will be maintained with the upper limit of 100 times of special pattern variation. If a jackpot is won (including a jackpot due to a V win) before the upper limit of the time-saving count is reached, the time-saving state will end once the jackpot game is played.

[0066] As mentioned above, the presence or absence of time reduction after the jackpot play and the number of time reductions are set for each type of jackpot. In particular, in the non-time reduction state, as mentioned above, there is no electric support control, so basically the fluctuation is based on the first special symbol, and in the time reduction state, there is electric support control, so basically the fluctuation is based on the second special symbol. In the time reduction state, it is possible to play without significantly reducing the number of balls held, and as mentioned above, in the lottery of special symbol 2, it is easy to win a jackpot via a small jackpot (Figure 5), and even after winning a jackpot, it will transition back to the time reduction state. The time reduction state corresponds to the so-called rush state.

[0067] [Reach Judgment Table] The reach judgment table Ta4 shown in FIG. 8 is a table that the game control microcomputer 61 (FIG. 3) refers to when judging whether or not to select a special pattern variation pattern in which a reach appears when the result of the jackpot judgment is a miss. Here, the reach is a state in which there is only one special pattern remaining among the multiple special patterns that are variably displayed, and depending on which special pattern is displayed as the variably displayed special pattern, a combination of special patterns that indicates a jackpot will be formed. Also, the reach is a state in which there is only one performance pattern remaining among the performance patterns that are variably displayed in each of the multiple display areas of the performance display device 7, and depending on which performance pattern is displayed as the variably displayed special pattern, a combination of performance patterns that indicates a jackpot will be formed. For example, when one of the combinations of the big win performance symbols is "777", "7" is displayed as the left performance symbol 9L in the left performance symbol display area, "7" is displayed as the right performance symbol 9R in the right performance symbol display area, and the middle performance symbol 9C is displayed in a variable manner in the middle performance symbol display area. The concept of reach includes the state in which the middle performance symbol 9C is scrolling, shaking, and repeatedly expanding and contracting.

[0068] The reach random number is a random number for determining whether or not to select a special chart variation pattern in which a reach appears when the result of the jackpot determination is a miss. The reach determination table Ta4 is configured by associating a game state with a reach random number. The reach random number is a predetermined random number selected from the reach random numbers generated by the reach random number counter. In this embodiment, the reach random number counter counts a total of 256 reach random numbers from 0 to 255. That is, a total of 256 reach random numbers from 0 to 256 are generated. A computer program for operating the reach random number counter is stored in the ROM 63, and the reach random number counter operates and generates a reach random number by the CPU 62 executing the computer program. In this embodiment, a total of 28 reach random numbers from 0 to 27 are set as the reach random numbers when the game state is in a non-time-saving state. When the game state is in a non-time-shortened state and the reach random number obtained from the reach random number counter is any of 0 to 27, the game control microcomputer 61 determines that there is a reach in the reach judgment, and when the reach random number is any number other than 0 to 27 among 0 to 255, it determines that there is no reach.

[0069] In this embodiment, a total of 12 reach random numbers from 0 to 11 are set as the reach random numbers when the game state is in the time-saving state. When the game state is in the time-saving state, the game control microcomputer 61 determines that there is a reach in the reach judgment if the reach random number acquired from the reach random number counter is any of 0 to 11, and determines that there is no reach if the number is any of 0 to 255 other than 0 to 11. The reach random number that is determined to be in reach is set lower in the time-saving state than in the non-time-saving state. As a result, the probability of being determined to be in reach in the time-saving state is lower than in the non-time-saving state. In other words, since the probability of being determined to be not in reach is higher, the probability of selecting a special chart variation pattern that is not in reach is higher. Therefore, in the time-saving state, the pace of consumption of the reserved number of special charts is faster.

[0070] 8 shows a reach determination table that basically corresponds to the first special symbol. The reach determination table that corresponds to the second special symbol may be the same as the first special symbol, or may be a different table.

[0071] [Special chart variation pattern selection table] The special chart variation pattern selection table Ta5 shown in Fig. 9 is a table that the game control microcomputer 61 (Fig. 3) refers to when determining the special chart variation pattern by lottery. The special chart variation pattern selection table Ta5 is configured by associating the game state, the judgment (jackpot judgment and reach judgment) result, the number of reserved special charts, the variation pattern random number, the special chart variation pattern, the variation time, and the stop time. In addition, it may be associated with the type of jackpot.

[0072] In addition, in the pachinko game machine 1 of this embodiment, when a player plays in accordance with the intention of the developers, mainly the first special pattern changes in the non-time-saving state (normal state), and the second special pattern changes in the time-saving state. Therefore, in the example shown in Figure 9, a special pattern change pattern selection table corresponding to the first special pattern in the non-time-saving state and a special pattern change pattern selection table corresponding to the second special pattern in the time-saving state will be used as examples to explain this.

[0073] The variation performance pattern in the special chart variation pattern selection table Ta5 is a variation performance pattern that the performance display device 7 varies and displays in response to the selected special chart variation pattern, and is described for reference. The variation pattern random number is a predetermined random number selected from the variation pattern random numbers generated by the variation pattern random number counter. In this embodiment, the variation pattern random number counter counts a total of 100 variation pattern random numbers from 0 to 99. In other words, a total of 100 variation pattern random numbers from 0 to 99 are generated. A computer program for operating the variation pattern random number counter is stored in the ROM 63, and the CPU 62 executes the computer program, causing the variation pattern random number counter to operate and generate a variation pattern random number.

[0074] When the game state is not in the time-saving state, if the first special symbol is judged to be a jackpot in the jackpot judgment and the variation pattern random number obtained from the variation pattern random number counter is any of 0 to 94, the special symbol variation pattern P1 is selected regardless of the number of reserved balls. In other words, the probability that the special symbol variation pattern P1 is selected is 95%. Also, if the variation pattern random number is any of 95 to 99, the special symbol variation pattern P2 is selected regardless of the number of reserved balls. In other words, the probability that the special symbol variation pattern P2 is selected is 5%. The variation time of the special symbol variation pattern P1 is 400,000 ms, and the stop time of the special symbol, that is, the time during which the special symbol is displayed, is 500 ms. The variation time of the special symbol variation pattern P2 is 150,000 ms, and the stop time of the special symbol is 500 ms. Also, when the special symbol variation pattern P1 is selected, the performance display device 7 displays the SP (super) reach developed from the reach state as a variation performance pattern. In addition, when the special chart change pattern P2 is selected, the performance display device 7 displays a normal reach as the change performance pattern.

[0075] In addition, when the game state is judged as a miss when the time-saving state is not in effect, and when the reach judgment judges that there is a reach, that is, when there is a reach and there is a miss, and the variation pattern random number obtained from the variation pattern random number counter is any one of 0 to 9, the special chart variation pattern P3 is selected regardless of the number of reserved balls. In other words, the probability that the special chart variation pattern P3 is selected is 10%. In addition, when the variation pattern random number is any one of 10 to 99, the special chart variation pattern P4 is selected regardless of the number of reserved balls. In other words, the probability that the special chart variation pattern P4 is selected is 90%. The variation time of the special chart variation pattern P3 is 400,000 ms, and the stop time of the special pattern is 500 ms. The variation time of the special chart variation pattern P4 is 150,000 ms, and the stop time of the special pattern is 500 ms. In addition, when the special chart variation pattern P3 is selected, the performance display device 7 displays the SP reach that has developed from the reach state as a variation performance pattern. In addition, when the special chart change pattern P4 is selected, the performance display device 7 displays a normal reach as the change performance pattern.

[0076] Also, when the game state is judged as a miss when the time-saving state is not in effect, and the reach judgment judges that there is no reach, that is, when there is no reach and there is a miss, and the number of reserved special symbols is 0 to 2, and the random number of the variation pattern obtained from the random number counter is any of 0 to 99, the special symbol variation pattern P5 is selected. In other words, the probability that the special symbol variation pattern P5 is selected is 100%. Also, when the number of reserved special symbols is 3 to 4, and the random number of the variation pattern obtained from the random number counter is any of 0 to 99, the special symbol variation pattern P6 is selected. In other words, the probability that the special symbol variation pattern P6 is selected is 100%. The variation time of the special symbol variation pattern P5 is 10,000 ms, and the stop time of the special symbol is 500 ms. The variation time of the special symbol variation pattern P6 is 5,000 ms, and the stop time of the special symbol is 500 ms. In addition, when the special chart change pattern P5 or the special chart change pattern P6 is selected, the performance display device 7 displays normal change as the change performance pattern.

[0077] When the game state is in the time-saving state, if the second special symbol is judged to be a big win and the variation pattern random number obtained from the variation pattern random number counter is any one of 0 to 99, the special symbol variation pattern P11 is selected. In addition, if the second special symbol wins a small win, it will be a big win if the player does not make any mistake in operation after that, so even if a small win is won, the same special symbol variation pattern as when a big win is judged will be selected.

[0078] In addition, when the game state is in the time-saving state and it is determined that it is neither a miss nor a small win, and the reach judgment determines that there is a reach, that is, in the case of a reach and miss, and the fluctuation pattern random number obtained from the fluctuation pattern random number counter is any one of 0 to 99, the special chart fluctuation pattern P12 is selected.

[0079] In addition, when the game state is determined to be neither a miss nor a small win when the time-saving state, and the reach judgment determines that there is no reach, that is, in the case of a miss without a reach, the number of reserved second special symbols is 0, and the variation pattern random number obtained from the variation pattern random number counter is any of 0 to 99, the special symbol variation pattern P13 is selected. Furthermore, when the game state is determined to be neither a miss nor a small win when the time-saving state, and the reach judgment determines that there is no reach, that is, in the case of a miss without a reach, the number of reserved second special symbols is 1 to 4, and the variation pattern random number obtained from the variation pattern random number counter is any of 0 to 99, the special symbol variation pattern P14 is selected. The variation times of the special symbol variation pattern P11 and the special symbol variation pattern P12 are 30,000 ms, and the stop times of the special symbols are 500 ms, respectively. The variation times of the special symbol variation pattern P13 are 10,000 ms, and the stop times of the special symbols are 500 ms, respectively. The variation time of the special pattern variation pattern P14 is 3,000 ms, and the stop time of the special pattern is 500 ms. In addition, when the special pattern variation patterns P11 and P12 are selected, the performance display device 7 displays a reach dedicated to the rush state as a variation performance pattern. In addition, when the special pattern variation patterns P13 and P14 are selected, the performance display device 7 displays a normal variation as a variation performance pattern.

[0080] As mentioned above, the probability of selecting the SP reach progression in the non-time-saving state is 95% when the jackpot judgment determines that there is a jackpot, but 10% when the jackpot judgment determines that there is a miss and there is a reach. Also, the probability of selecting the normal reach stop in the non-time-saving state is 5% when the jackpot judgment determines that there is a jackpot, but 90% when the jackpot judgment determines that there is a miss and there is a reach. In other words, when the effect display device 7 develops into the SP reach as a variable effect pattern, the probability of a big win occurring is high. In other words, the SP reach is a variable effect pattern in which the expectation of a big win occurring is higher than when the normal reach is the only effect.

[0081] In addition, the special chart change pattern selection table corresponding to the time-save state of the first special pattern and the special chart change pattern selection table corresponding to the non-time-save state of the second special pattern will be omitted, but they may be the same as the special chart change pattern selection table corresponding to the non-time-save state of the first special pattern and the special chart change pattern selection table corresponding to the time-save state of the second special pattern, or they may be different tables.

[0082] [Main processing of the gaming control microcomputer 61] Next, the main processing executed by the game control microcomputer 61 (FIG. 3) will be described with reference to the drawings. (Main side main control processing) First, the main control process executed by the game control microcomputer 61 will be described with reference to FIG. When the power supply of the pachinko game machine 1 is turned on, the game control microcomputer 61 reads out the computer program of the main control process shown in FIG. 14 from the ROM 63 (FIG. 3) and executes it. The game control microcomputer 61 first performs an initial setting (step (hereinafter abbreviated as S) 1). In this initial setting, for example, a stack is set, a constant is set, an interrupt time is set, a CPU 62 is set, SIO (System Input / Output), PIO (Parallel Input / Output), CTC (Counter / Timer Circuit: a circuit for managing interrupt time), various flags, counters, timers, etc. are reset. However, when the power supply is turned on with the RWM clear switch 66 pressed, the RWM 64 is also initialized (the memory contents are erased). Furthermore, a command is sent to the sub-control board 100, and the RWM 120 of the sub-control board 100 is also initialized.

[0083] Next, the game control microcomputer 61 executes interrupt prohibition (S2) and executes normal and special symbol main random number update processing (S3). In this normal and special symbol main random number update processing, the initial value of each random number counter that generates the above-mentioned jackpot random number, jackpot type random number, reach random number, and variable pattern random number is updated by adding "1" to each. When the count value of each random number counter reaches the upper limit value, it returns to "0" and is added "1" again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, each random number counter may be updated by adding a value of "2" or more to the count value. Also, each random number may be a so-called hardware random number generated by using a known random number generating circuit consisting of a counter IC or the like. When this hardware random number is used, the random number update processing by software (S3) is not necessary.

[0084] Next, the game control microcomputer 61 executes interrupt permission (S4). During interrupt permission, execution of the main timer interrupt process (S5) becomes possible. The main timer interrupt process (S5) is executed based on an interrupt pulse input to the CPU 62, for example, at a 4 msec cycle. That is, it is executed at a 4 msec cycle. Then, during the period from when the main timer interrupt process (S5) ends until the next main timer interrupt process (S5) starts, the initial value update process of various counters is executed by the normal pattern / special pattern main random number update process (S3). Note that, if an interrupt pulse is input to the CPU 62 when the interrupt is prohibited, the main timer interrupt process (S5) is not started immediately, but is started after the interrupt permission (S4) is executed.

[0085] (Main timer interrupt processing) Next, the contents of the main timer interrupt process (S5 in FIG. 14) executed by the game control microcomputer 61 will be described with reference to FIG. The gaming control microcomputer 61 executes an output process (S10). In this output process, commands set in the output buffer provided in the RWM 64 (FIG. 3) of the main control board 60 in each process described below are output to the sub-control board 100 (FIG. 4) or the payout control board 73 (FIG. 3). In particular, in this embodiment, when the normal symbol starts to change, a normal symbol change start command indicating that the normal symbol has started to change, and when the special symbol starts to change, a special symbol change start command indicating that the special symbol has started to change are also output. Furthermore, in the above S10, a status command specifying the current gaming state of the gaming machine (non-time-saving state, time-saving state, small win gaming state, big win gaming state, etc.) and a reset command indicating that the RWM 64 has been cleared are also output.

[0086] Next, the game control microcomputer 61 executes an input process (S11). In this input process, it mainly reads each detection signal detected by various sensors (the first start hole sensor 11a, the second start hole sensor 22a, the first large winning hole sensor 32a, the second large winning hole sensor 35a, the gate sensor 12a, etc. (FIG. 3)) attached to the pachinko game machine 1. Next, the game control microcomputer 61 executes a timer update process (S12). In this timer update process, it updates (subtracts) the subtraction counter operating as a timer. Next, the game control microcomputer 61 executes a prize ball control process (S13). In this prize ball control process, a payout command for paying out prize balls according to the type of winning hole is set in the output buffer of the RWM 64 based on the detection signals of the various sensors read in the input process (S11). The payout command is a command output to the payout control board 73. Next, the game control microcomputer 61 executes normal and special symbol main random number update processing (S14). This normal and special symbol main random number update processing is the same as the normal and special symbol main random number update processing (S3) executed in the main control processing on the main side of Fig. 14. In other words, the update processing of the initial value of each random number counter is performed both during the execution period of the main side timer interrupt processing (S5) and during other periods (the period from the end of the main side timer interrupt processing (S5) until the start of the next main side timer interrupt processing (S5)).

[0087] Next, the game control microcomputer 61 executes the start hole sensor detection process (S15), the V winning detection process (S16), the normal operation process (S17), the special symbol waiting process (S18), the special symbol variation process (S19), the special electric operation process (S20), and other processes (S21) described below, and ends the main side timer interrupt process (S5). The other processes (S21) are a security control process for detecting and notifying illegal winning, a magnetic detection process for detecting and notifying illegal acts using magnetism, a door opening process for detecting and notifying the opening of the front frame 18 (FIG. 1) or the inner frame, an illegal radio wave detection process for detecting and notifying illegal acts using radio waves, and an impact detection process for detecting and notifying illegal acts that vibrate the pachinko game machine 1. Then, the processes of S2 to S5 of the main-side main control process are repeatedly executed (FIG. 14) until the next interrupt pulse is input to the CPU 62, and when the interrupt pulse is input (approximately 4 msec later), the main-side timer interrupt process (S5) is executed again. In the output process (S10) of the main-side timer interrupt process (S5) executed again, the commands and the like set in the output buffer of the RWM 64 (FIG. 3) in the previous main-side timer interrupt process (S5) are output to a specified board.

[0088] (Start port sensor detection process) Next, the contents of the start hole sensor detection process (S15 in FIG. 15) executed by the game control microcomputer 61 will be described with reference to FIG. The game control microcomputer 61 judges whether the game ball has passed through the gate 12 (FIG. 1) (S20), and if it judges that the game ball has passed through (S20: Yes), executes a gate passing process (S21). In this gate passing process, it judges whether the number of reserved normal symbols is 4 or more, and if the number of reserved normal symbols is not 4 or more, it adds "1" to the number of reserved normal symbols and executes a process of acquiring and storing a winning random number for drawing a normal symbol.

[0089] Also, in S20, if it is determined that the game ball has not passed through the gate 12 (S20: No), it is determined whether or not the game ball has entered the second starting hole 22 (FIG. 1) (S22). Here, if it is determined that the game ball has entered the second starting hole 22 (S22: Yes), it is determined whether or not the second special chart reserved number U2 has reached the upper limit value of "4" (S23). Here, if it is determined that the second special chart reserved number U2 has reached "4" (S23: Yes), it proceeds to S28, but if it is determined that the second special chart reserved number U2 has not reached "4" (S23: No), it adds 1 to the second special chart reserved number U2 (S24). Next, the game control microcomputer 61 executes a second special chart related random number acquisition process (S25). In this second special chart related random number acquisition process, the jackpot random number counted by the jackpot random number counter, the jackpot type random number counted by the jackpot type random number counter, the reach random number counted by the reach random number counter, and the fluctuation pattern random number counted by the fluctuation pattern random number counter are acquired, and each of the acquired random numbers is stored in a storage area corresponding to the current second special chart reserved number in the second special chart reserved storage unit 64b (FIG. 11). For example, when the current second special chart reserved number is "3", each random number is stored in the fourth storage area.

[0090] Next, the game control microcomputer 61 executes a second start winning command creation process (S26). In this second start winning command creation process, a second start winning command is created based on each random number group stored in the second special chart reservation memory unit 64b in S25. This second start winning command is composed of data indicating that the game ball has entered the second start hole, data indicating each random number stored in the second special chart reservation memory unit 64b in S25, and the like. Next, the game control microcomputer 61 sets the second start winning command created in S26 in the output buffer of the RWM 64 (S27). This set second start winning command is output to the sub-control board 100 (FIG. 4) in the output process (S10 in FIG. 15), and the performance control microcomputer 101 executes a performance based on each random number included in the second start winning command.

[0091] Next, the game control microcomputer 61 judges whether the game ball has entered the first starting hole 11 (FIG. 1) (S28). If it is judged that the game ball has entered the first starting hole 11 (S28: Yes), it judges whether the first special symbol reservation number U1 has reached the upper limit value of "4" (S29). If it is judged that the first special symbol reservation number U1 has reached "4" (S29: Yes), this start hole sensor detection process is terminated, but if it is judged that the first special symbol reservation number U1 has not reached "4" (S29: No), 1 is added to the first special symbol reservation number U1 (S30). Next, the game control microcomputer 61 executes the first special symbol related random number acquisition process (S31). In this first special chart related random number acquisition process, the jackpot random number, the jackpot type random number, the reach random number, and the variation pattern random number are acquired, and each of the acquired random numbers is stored in a storage area corresponding to the current number of first special charts reserved in the first special chart reserved storage unit 64a (FIG. 10). For example, when the current number of first special charts reserved is "3", each random number is stored in the fourth storage area.

[0092] Next, the game control microcomputer 61 executes a first start winning command creation process (S32). In this first start winning command specification process, the first start winning command is created based on each random number group stored in the first special symbol reservation memory unit 64a in S31. This first start winning command is composed of data indicating that the game ball has won the first start hole 11, data indicating each random number stored in the first special symbol reservation memory unit 64a in S31, and the like. Next, the game control microcomputer 61 sets the first start winning command created in S32 in the output buffer of the RWM 64 (S33). This set first start winning command is output to the sub-control board 100 (FIG. 4) in the output process (S10 in FIG. 15), and the performance control microcomputer 101 executes a performance based on each random number included in the first start winning command.

[0093] (V winning detection process) Next, the contents of the V winning detection process (S16 in FIG. 15) executed by the game control microcomputer 61 will be described with reference to FIG. The game control microcomputer 61 determines whether the game ball has passed through a specific area provided in the second large winning opening 35 (S35), and if it is determined that the game ball has passed through (S35: Yes), proceeds to S36. The specific area sensor 35b detects that the game ball has passed through the specific area provided in the second large winning opening 35. If it is determined that the game ball has not passed through the specific area provided in the second large winning opening 35 (S35: No), the V winning detection process is terminated.

[0094] When the game control microcomputer 61 judges that the game ball has passed through a specific area provided in the second big winning opening 35, that is, when it judges that a big win has occurred, it reads out the big win type random number stored in the first storage area (FIGS. 10 and 11) of the special chart reserve storage section, and judges the type of big win by referring to the big win type judgment table Ta3 (FIG. 7) in which the type of big win is set (S36). The big win pattern of the special chart, the stop pattern of the special chart, the distribution rate, the maximum number of rounds, and the big win performance pattern are different depending on the type of big win. In addition, the presence or absence of a time reduction after the end of the big win game and the number of time reductions are also determined depending on the type of big win. Here, the distribution rate is the probability that a predetermined big win is selected from the multiple types of big wins set in the big win type judgment table. In addition, the maximum number of rounds is the maximum number of rounds that can be executed in the big win game. However, the type of big win may be determined when the immediately preceding small win that triggered the opening of the second big winning port 35 (i.e., when the special symbol is won).

[0095] Next, the game control microcomputer 61 turns on the big win flag indicating that a big win has been determined (S37), and ends this V winning detection process.

[0096] (Special pattern waiting process) Next, the contents of the special symbol waiting process (S18 in FIG. 15) executed by the game control microcomputer 61 will be described with reference to FIG. The game control microcomputer 61 judges whether the second special chart reserved number U2 is "0" or not (S40), and when it judges that it is not "0" (S40: No), executes the second special chart big win judgment process (Fig. 19) described later (S41). Next, the game control microcomputer 61 executes the second special chart change pattern selection process (Figs. 20, 21) described later (S42). Next, the game control microcomputer 61 subtracts "1" from the second special chart reserved number U2 (S43), and shifts each data stored in each memory area of ​​the second special chart reserved memory unit 64b (Fig. 11) one by one to the memory area with the oldest memory order, that is, to the side to be read (S44). Next, the game control microcomputer 61 executes the second special chart change start process (S45). That is, the second special symbol display 52 performs the variable display of the second special symbol in the order that the game control microcomputer 61 performs the hit / miss judgment based on the jackpot random number stored in the second special symbol reservation storage unit 64b (FIG. 11). Also, each time the second special symbol display 52 performs the variable display of the second special symbol, each data stored in each storage area of ​​the second special symbol reservation storage unit 64b is shifted to the storage area with the oldest storage order. In this second special symbol variation start process, a variation start command is set in the output buffer of the RWM 64 to start the variation display of the second special symbol. The variation start command set in the output buffer of the RWM 64 includes data on the special symbol stop pattern set in the second special symbol big win determination process (FIG. 19) described later and data on the special symbol variation pattern set in the second special symbol variation pattern selection process (FIGS. 20 and 21).

[0097] In addition, in S40, when the second special chart reserved number U2 is judged to be "0" (S40: Yes), the game control microcomputer 61 judges whether the first special chart reserved number U1 is "0" or not (S46), and when it is judged not to be "0" (S46: No), executes the first special chart big win judgment process (Fig. 19) described later (S47). Next, the game control microcomputer 61 executes the first special chart variation pattern selection process (Figs. 20, 21) described later (S48). Next, the game control microcomputer 61 subtracts "1" from the first special chart reserved number U1 (S49), and shifts each data stored in each storage area of ​​the first special chart reserved storage unit 64a (Fig. 10) one by one to the storage area with the oldest storage order, that is, to the side to be read (S50). Next, the game control microcomputer 61 executes the first special chart variation start process (S51). That is, the first special symbol display 51 performs the variably display of the first special symbol in the order that the game control microcomputer 61 executes the hit / miss judgment based on the jackpot random number stored in the first special symbol reservation storage unit 64a (FIG. 10). Also, each time the first special symbol display 51 performs the variably display of the first special symbol, each data stored in each storage area of ​​the first special symbol reservation storage unit 64a is shifted to the storage area with the oldest storage order. In this first special symbol variation start process, a variation start command is set in the output buffer of the RWM 64 to start the variation display of the first special symbol. The variation start command set in the output buffer of the RWM 64 includes data on the special symbol stop symbol set in the first special symbol big win determination process (FIG. 19) described later and data on the variation pattern set in the first special symbol variation pattern selection process (FIGS. 20 and 21).

[0098] In addition, in S46, when the game control microcomputer 61 judges that the first special symbol reserved number U1 is "0" (S46: Yes), it judges whether the performance display device 7 is displaying a standby screen (a demo screen for waiting for customers) (S52). If it judges that the standby screen is displayed (S52: Yes), it ends this special symbol standby process, and if it judges that the standby screen is not displayed (S52: No), it executes a standby screen setting process (S53). In this standby screen setting process, it waits for a predetermined standby time to elapse, and sets a customer standby command for displaying the standby screen in the output buffer of the RWM 64. In this embodiment, the variable display of the first special pattern based on the first special pattern reservation is performed only when the second special pattern reservation number U2 is "0" (S40: Yes). In other words, the consumption of the second special pattern reservation is executed in priority to the consumption of the first special pattern reservation. However, if any of the special patterns is changing, the process after S60 is not performed and the special pattern waiting process is terminated.

[0099] (2nd special chart big win determination process (1st special chart big win determination process)) Next, the contents of the second special chart jackpot determination process (first special chart jackpot determination process: S41 in FIG. 18) executed by the game control microcomputer 61 will be described with reference to FIG. 19. The second special chart jackpot determination process (S41 in FIG. 18) and the first special chart jackpot determination process (S47 in FIG. 18) have the same process flow, so they will be described together. In addition, when describing matters common to the first special chart reservation storage unit 64a and the second special chart reservation storage unit 64b, they will simply be referred to as the special chart reservation storage unit.

[0100] The game control microcomputer 61 reads out the jackpot random number stored in the first storage area (FIGS. 10, 11) of the special symbol reserved storage unit of the RWM 64 (S60), and refers to the jackpot determination table Ta1 (FIG. 5) (S61). Next, the game refers to the jackpot random number in the jackpot determination table Ta1, and judges whether or not there is a random number identical to the jackpot random number read out in S60, that is, judges whether or not there is a jackpot. For example, if the jackpot random number read out in S60 in the jackpot determination process of the second special symbol is "7", then it is judged as a jackpot because "7" exists among the jackpot random numbers 0 to 204 in the jackpot determination table Ta1 (S62: Yes).

[0101] When the game control microcomputer 61 judges that a jackpot has been obtained in S62 (S62: Yes), it reads out the jackpot type random number stored in the first storage area (FIGS. 10 and 11) of the special symbol reservation storage section, and judges the type of jackpot by referring to the jackpot type judgment table Ta3 (FIG. 7) in which multiple types of jackpots are set (S63). The jackpot pattern of the special symbol, the stop pattern of the special symbol, the distribution rate, the maximum number of rounds, and the jackpot performance pattern are different depending on the type of jackpot. In addition, the presence or absence of the a time reduction to be shifted to after the jackpot game ends and the end conditions are also determined depending on the type of jackpot. Here, the distribution rate is the probability that a predetermined jackpot is selected from the multiple types of jackpots set in the jackpot type judgment table. In addition, the maximum number of rounds is the maximum number of rounds that can be executed in the jackpot game.

[0102] Next, the game control microcomputer 61 turns on the jackpot flag indicating that a jackpot has been determined in the jackpot determination (S64), sets the special symbol stop pattern data for determining and displaying the jackpot pattern of the special symbol according to the type of jackpot determined in S63 in the special symbol buffer provided in the RWM64 (Fig. 3) (S65), and ends this second special symbol jackpot determination process. Also, if it is determined in S62 that it is not a jackpot, that is, a miss (S62: No), it further refers to the range of random numbers corresponding to the small win in the jackpot determination table Ta1, and determines whether or not there is a random number that is the same as the jackpot random number read in S60, that is, whether or not it is a small win (S66). For example, if the jackpot random number read in S60 in the jackpot determination process for the second special chart is "1234", then it is determined to be a small jackpot (S66: Yes) because "1234" is within the random number range 205-2216 corresponding to a small jackpot in the jackpot determination table Ta1.

[0103] When it is determined that a small win has occurred in S66 (S66: Yes), the game control microcomputer 61 turns on a small win flag indicating that a small win has occurred (S67).

[0104] On the other hand, if it is determined in S66 that the winning combination is not a small win (S66: No), the special chart stop pattern data for confirming and displaying the losing pattern of the special chart is set in the special chart buffer (S65), and the second special chart big win determination process is terminated.

[0105] On the other hand, if it is determined that there is no small win (S66: No), the special chart stop pattern data for confirming and displaying the losing pattern of the special chart is set in the special chart buffer (S65), and the second special chart big win determination process is terminated.

[0106] (Second special chart fluctuation pattern selection process (first special chart fluctuation pattern selection process)) Next, the contents of the second special chart variation pattern selection process (first special chart variation pattern selection process: S42, S48 in FIG. 18) executed by the game control microcomputer 61 will be described with reference to FIG. 20 and FIG. 21. The second special chart variation pattern selection process (S42 in FIG. 18) and the first special chart variation pattern selection process (S48 in FIG. 18) have the same process flow, so they will be described together. In addition, when describing matters common to the first special chart reservation storage unit 64a and the second special chart reservation storage unit 64b, they will simply be referred to as the special chart reservation storage unit.

[0107] The game control microcomputer 61 judges whether the game state is in the time-saving state (S70), and if it is judged that the game state is not in the time-saving state (S70: No), it judges whether the big win flag is ON (S71). Here, if it is judged that the big win flag is ON (S71: Yes), it refers to the special chart fluctuation pattern selection table Ta5 (Fig. 9) and selects the special chart fluctuation pattern (S72). In detail, it refers to the fluctuation pattern random number in the special chart fluctuation pattern selection table Ta5 in the case of a big win in a non-time-saving state. Then, it acquires the fluctuation pattern random number stored in the first storage area (Figs. 10 and 11) of the special chart reservation storage unit, and selects the special chart fluctuation pattern associated with the same fluctuation pattern random number as the acquired fluctuation pattern random number. For example, if the fluctuation pattern random number acquired from the first storage area of ​​the special chart reservation storage unit is "50", it selects the special chart fluctuation pattern P1 associated with the fluctuation pattern random number 0 to 94 in the case of a big win in a non-time-saving state in the special chart fluctuation pattern selection table Ta5. Next, the game control microcomputer 61 sets the variation pattern data indicating the selected variation pattern in the special chart variation pattern buffer provided in the RWM 64 (FIG. 3) (S76), and ends this second special chart variation pattern selection process.

[0108] In addition, when the game control microcomputer 61 determines in S71 that the jackpot flag is not ON, that is, that it is a miss (S71: No), it acquires the reach random number stored in the first storage area (FIGS. 10 and 11) of the special chart reservation storage unit, and determines whether the acquired reach random number is a reach establishment random number (S73). In other words, it determines whether the reach random number acquired from the first storage area of ​​the special chart reservation storage unit is a reach random number set in the non-time-saving state in the reach determination table Ta4 (FIG. 8). For example, if the reach random number acquired from the first storage area of ​​the special chart reservation storage unit is "20", the reach random number "20" exists in the reach random numbers 0 to 27 set in the non-time-saving state, so it is determined to be a reach establishment random number (S73: Yes). Here, when the game control microcomputer 61 judges that the reach random number is a reach establishment random number (S73: Yes), it refers to the special chart change pattern selection table Ta5 (FIG. 9) and selects a special chart change pattern (S74). In detail, in the special chart change pattern selection table Ta5, it refers to the change pattern random number in the case of reach with miss in the non-time shortening state. Then, it acquires the change pattern random number stored in the first storage area of ​​the special chart reserve storage unit, and selects the special chart change pattern associated with the same change pattern random number as the acquired change pattern random number. For example, when the change pattern random number acquired from the first storage area of ​​the special chart reserve storage unit is "30", it selects the special chart change pattern P4 associated with the change pattern random numbers 10 to 99 in the special chart change pattern selection table Ta5. Next, the game control microcomputer 61 sets the change pattern data indicating the selected change pattern in the special chart change pattern buffer provided in the RWM64 (FIG. 3) (S76), and ends this second special chart change pattern selection process.

[0109] In addition, when the game control microcomputer 61 determines in S73 that the reach random number is not a reach establishment random number (S73: No), it refers to the special chart change pattern selection table Ta5 (FIG. 9) and selects a special chart change pattern (S75). In this embodiment, in the case of a miss without a reach, there is no selection of a special chart change pattern based on the acquired change pattern random number, and when the number of reserved special charts is 0 to 2, it selects special chart change pattern P5, and when the number of reserved special charts is 3 to 4, it selects special chart change pattern P6. The change time of the special chart change pattern P6 is shorter than that of the special chart change pattern P5, and when the number of reserved special charts is 3 to 4, the change of the special chart ends early, and the pace of consumption of reserved special charts becomes faster. Next, the game control microcomputer 61 sets the variation pattern data indicating the selected variation pattern in the special chart variation pattern buffer provided in the RWM 64 (FIG. 3) (S76), and ends this second special chart variation pattern selection process.

[0110] In addition, when the game control microcomputer 61 judges that the time-saving state is in S70 (S70: Yes), it judges whether the jackpot flag is ON (S77 in FIG. 21). Here, when it judges that the jackpot flag is ON (S77: Yes), it refers to the special chart fluctuation pattern selection table Ta5 (FIG. 9) and selects the special chart fluctuation pattern (S78). In detail, in the special chart fluctuation pattern selection table Ta5, it refers to the fluctuation pattern random number in the case of a jackpot in the time-saving state. Then, it acquires the fluctuation pattern random number stored in the first storage area of ​​the special chart reserve storage unit, and selects the special chart fluctuation pattern associated with the same fluctuation pattern random number as the acquired fluctuation pattern random number. In this embodiment, since the fluctuation pattern random number in the same range as the fluctuation pattern random number 0 to 99 counted by the fluctuation pattern random number counter is set for the jackpot in the time-saving state in the special chart fluctuation pattern selection table Ta5, the special chart fluctuation pattern P11 is selected regardless of the acquired fluctuation pattern random number. Next, the game control microcomputer 61 sets the variation pattern data indicating the selected variation pattern in the special chart variation pattern buffer provided in the RWM 64 (FIG. 3) (S76 in FIG. 20), and ends this second special chart variation pattern selection process.

[0111] In addition, if the big win flag is not ON in S77, that is, if it is determined that the winning is a miss (S77: No), the game control microcomputer 61 determines whether the small win flag is ON or not (S79). If it is determined that the small win flag is ON (S79: Yes), the game control microcomputer 61 selects a special win pattern by referring to the special win pattern selection table Ta5 (FIG. 9) (S80). In addition, if the player wins a small win with the second special pattern, the game will win a big win if the player does not make any mistake in the operation after that, so the game control microcomputer 61 selects the same special win pattern as the big win. Next, the game control microcomputer 61 sets the variation pattern data indicating the selected variation pattern in the special win pattern buffer provided in the RWM 64 (FIG. 3) (S76 in FIG. 20), and ends the second special win pattern selection process.

[0112] In addition, when the game control microcomputer 61 judges that the small win flag is not ON in S79 (S79: No), it acquires the reach random number stored in the first storage area (FIGS. 10 and 11) of the special chart reservation storage unit, and judges whether the acquired reach random number is a reach establishment random number (S81). That is, it judges whether the reach random number acquired from the first storage area of ​​the special chart reservation storage unit is a reach random number set in the time-saving state in the reach judgment table Ta4 (FIG. 8). For example, when the reach random number acquired from the first storage area of ​​the special chart reservation storage unit is "8", the reach random number "8" exists in the reach random numbers 0 to 11 set in the time-saving state, so it is judged to be a reach establishment random number (S81: Yes). Here, when the game control microcomputer 61 judges that the reach random number is a reach establishment random number (S81: Yes), it selects a special chart variation pattern by referring to the special chart variation pattern selection table Ta5 (FIG. 9) (S82). In detail, the special chart fluctuation pattern selection table Ta5 is referred to for the fluctuation pattern random number in the case of a reach and miss in the time-saving state. Then, the fluctuation pattern random number stored in the first storage area of ​​the special chart reserve storage unit is acquired, and the special chart fluctuation pattern associated with the same fluctuation pattern random number as the acquired fluctuation pattern random number is selected. In this embodiment, since the fluctuation pattern random number in the same range as the fluctuation pattern random number 0 to 99 counted by the fluctuation pattern random number counter is set for the reach and miss in the time-saving state of the special chart fluctuation pattern selection table Ta5, the special chart fluctuation pattern P12 is selected regardless of the acquired fluctuation pattern random number. Next, the game control microcomputer 61 sets the fluctuation pattern data indicating the selected fluctuation pattern in the special chart fluctuation pattern buffer provided in the RWM 64 (FIG. 3) (S76 in FIG. 20), and ends this second special chart fluctuation pattern selection process.

[0113] Also, when the game control microcomputer 61 determines in S81 that the reach random number is not a reach establishment random number (S81: No), it refers to the special chart change pattern selection table Ta5 (FIG. 9) and selects the special chart change pattern (S83). In detail, in the special chart change pattern selection table Ta5, it refers to the change pattern random number in the case of a time-saving state and a miss without a reach. Then, it acquires the change pattern random number stored in the first storage area (FIGS. 10 and 11) of the special chart reservation storage unit, and selects the special chart change pattern associated with the same change pattern random number as the acquired change pattern random number. In this embodiment, in the case of a miss without a reach, there is no selection of the special chart change pattern based on the acquired change pattern random number, and when the special chart reservation number is 0 to 1, it selects the special chart change pattern P13, and when the special chart reservation number is 2 to 4, it selects the special chart change pattern P14. The variation time of the special chart variation pattern P14 is shorter than that of the special chart variation pattern P13, and when the number of reserved special charts is 2 to 4, the variation of the special chart ends early, and the pace of consumption of reserved special charts becomes faster. Next, the game control microcomputer 61 sets the variation pattern data indicating the selected variation pattern in the special chart variation pattern buffer provided in the RWM 64 (FIG. 3) (S76 in FIG. 20), and ends this second special chart variation pattern selection process.

[0114] The variation pattern data set in the special pattern variation pattern buffer in S76 is included in the variation start command set in S45 (FIG. 18) of the special pattern standby process described above, and is output to the sub-control board 100 (FIG. 4) by the output process of the main side timer interruption process (S10 in FIG. 15). The first special pattern variation pattern selection process is also executed in the same flow as the second special pattern variation pattern selection process, and the variation pattern data set in the special pattern variation pattern buffer in S76 is included in the variation start command set in S51 (FIG. 18) of the special pattern standby process described above, and is output to the sub-control board 100 (FIG. 4) by the output process of the main side timer interruption process (S10 in FIG. 15).

[0115] (Special pattern change processing) Next, the contents of the special symbol variation process (S19 in FIG. 15) executed by the game control microcomputer 61 will be described with reference to FIG. The game control microcomputer 61 judges whether the special symbol variation time (variation time determined according to the special symbol variation pattern selected in S42 or S48 in FIG. 18, see FIG. 9) has ended (S90). If it is judged that the special symbol variation time has not ended (S90: No), the special symbol variation process is terminated. This allows the special symbol variation display to continue. On the other hand, if it is judged that the special symbol variation time has ended (S90: Yes), a variation stop command for stopping the special symbol variation display is set in a command buffer provided in the RWM 64 (FIG. 3) (S91). Next, the game control microcomputer 61 executes a special symbol stop process for stopping the special symbol variation display at a pattern (a special symbol jackpot pattern or a special symbol losing pattern) according to the special symbol stop pattern data set in S65 (FIG. 19) of the second special symbol jackpot judgment process (first special symbol jackpot judgment process) (S92). This determines the special symbol. In addition, the special pattern remains stopped (the special pattern remains confirmed) for the stop time (e.g., 500 ms) corresponding to the variation pattern selected in the special pattern variation pattern selection table Ta5, and then the next variation of the special pattern begins.

[0116] Next, the game control microcomputer 61 executes a game state management process. In this game state management process, it is determined whether or not the time-saving flag is ON (S93), and if it is ON, that is, if it is determined that the game is in the time-saving state (S93: YES), the value of the time-saving counter that counts the number of times the special symbol changes during the time-saving state by a subtraction method is subtracted by 1 (S94). The time-saving counter is set to a predetermined value ("100" in this embodiment) when a specific big win game ends or when the c time-saving is won. On the other hand, if it is determined that the time-saving flag is not ON (S93: No), the process proceeds to S95.

[0117] In S95, it is determined whether the time-saving flag is ON and the value of the time-saving counter is "0." When the time-saving flag is ON and the value of the time-saving counter is "0," this indicates that the variation of the special symbol in the final spin of the time-saving number determined by the type of jackpot after the end of the jackpot game (i.e., the final variation of the time-saving game state) has ended.

[0118] Then, when it is determined that the time-saving flag is ON and the value of the time-saving counter is "0" (S95: YES), the time-saving flag is turned OFF (S96). The game control microcomputer 61 sets a status command (game state designation command) including information of each flag in the output buffer of the RWM 64, and ends the game state management process. The game state designation command set in the output buffer of the RWM 64 is output to the sub-control board 100 in the output process of the main side timer interruption process (S10 in FIG. 16). As a result, the time-saving state of the pachinko game machine 1 ends with the end of the variation of the corresponding special symbol. The specific timing for ending the time-saving state of the pachinko game machine 1 may be the timing when the variation of the special symbol ends and starts to stop (the beginning of the determination of the special symbol), or the timing when the stop time of the special symbol ends (the end point of the determination of the special symbol). Alternatively, it may be before the variation of the corresponding special symbol ends, that is, at the start of the variation or during the variation.

[0119] Next, the game control microcomputer 61 judges whether or not the special symbol has been stopped for the stop time (for example, 500 ms) corresponding to the variation pattern selected in the special symbol variation pattern selection table Ta5 (S97). If the special symbol has been stopped for the stop time (S97: YES), the process proceeds to S98.

[0120] Next, the game control microcomputer 61 judges whether the big win flag is ON or not (S98), and if it is judged to be ON (S98: Yes), executes a game state reset process (S99). In this game state reset process, it judges whether the time-saving flag is ON or not, and if it is judged to be ON, it turns the time-saving flag OFF. In other words, during the execution of the big win game, it is controlled to the normal probability state and the non-time-saving state. Next, the game control microcomputer 61 performs a jackpot opening setting in order to start a jackpot game (S100), and sets an opening command for executing a jackpot opening (S101). A jackpot opening is a performance in which a performance image celebrating the occurrence of a jackpot is displayed on the performance display device 7, and music celebrating the occurrence of a jackpot is played from each speaker 8. In the opening setting, a predetermined timer is set to execute the opening of the jackpot game. Next, the game control microcomputer 61 sets the value of the special electric role operation valid counter (S102) and ends this special symbol variation process. The special electric role operation valid counter is a counter that counts the remaining number of rounds in the big win game. Also, if it is determined in S98 that the big win flag is not ON (S98: No), this special symbol variation process ends.

[0121] If it is determined in S98 that the small win flag is ON instead of the big win flag, a small win game is executed to aim at the V win area in the second big win port 35. If the V win area is passed during the small win game, the big win flag is turned ON (S37) in the same way as if a big win had been won, and then the processing from S99 onwards is executed.

[0122] (Special call operation processing) Next, the contents of the special signal operation process (S20 in FIG. 15) executed by the game control microcomputer 61 will be described with reference to FIG. As shown in Fig. 23, in the special electric operation process, first, it is determined whether the first large prize opening 32 (special electric device) is open (S130). If the first large prize opening 32 is open (S130: Yes), it is then determined whether the number of game balls detected by the first large prize opening sensor 32a since the start of the current round, i.e., the number of game balls that have entered the first large prize opening 32, has reached a predetermined value (for example, 10 counts).

[0123] Then, when the number of game balls detected by the first large prize opening sensor 32a since the start of the current round, i.e., the number of game balls that have entered the first large prize opening 32, reaches a predetermined specified value (S131: Yes), the first large prize opening solenoid 30a is operated to close the first large prize opening 32 (S132). On the other hand, when the number of game balls detected by the first large prize opening sensor 32a since the start of the current round reaches a predetermined specified value (S131: No), the first large prize opening 32 is maintained in an open state.

[0124] After the first big prize opening 32 is closed, the value of the special electric role operation valid counter is decremented by 1 in S133 when the round ends. The special electric role operation valid counter is a counter that counts the number of remaining rounds in the big prize game, and the number of rounds determined by the type of big prize won by the lottery of the special symbol when the big prize flag is turned on is set (S36, S63).

[0125] Then, in S134, it is determined whether the special electric role operation valid counter has reached 0, that is, whether the number of rounds determined by the type of jackpot won by the lottery of the special symbol has ended. If the special electric role operation valid counter has reached 0, that is, it is determined that the number of rounds determined by the type of jackpot won by the lottery of the special symbol has ended (S134: Yes), it is further determined whether the type of jackpot won was a jackpot that transitions to a time-saving state after the jackpot game (S135).

[0126] Then, if it is determined that the type of the winning jackpot is a jackpot that transitions to a time-saving state after the jackpot game (S135: YES), the time-saving flag is turned ON (S136). Furthermore, the time-saving counter (the upper limit number of times the time-saving state continues) is also set, and in this embodiment, it is set to "100" based on the type of the jackpot. As a result, the state transitions to an easy-to-enter state in which it is easy to enter the second starting hole 22. In addition, the game control microcomputer 61 sets a status command (game state designation command) including information that the time-saving flag is turned ON (i.e., transition to the time-saving state) in the output buffer of the RWM 64. The status command set in the output buffer of the RWM 64 is output to the sub-control board 100 in the output process (S10 in FIG. 15) of the main-side timer interrupt process.

[0127] On the other hand, if it is determined that the type of the jackpot won is a jackpot that does not transition to a time-saving state after the jackpot game (S135: No), the time-saving flag is maintained in the OFF state (S137). Also, a status command (game state designation command) including information on transition to a non-time-saving state is set in the output buffer of the RWM64. As a result, a game based on the non-time-saving state is played after the jackpot game.

[0128] On the other hand, if it is determined that the first large prize opening 32 is not open (S130: No), the special electric role operation valid counter is read and it is determined whether the number of remaining rounds in the special electric role operation valid counter is 1 or more (S138). If it is determined that the number of remaining rounds in the special electric role operation valid counter is 1 or more (S138: Yes), the first large prize opening solenoid 30a is operated and the first large prize opening 32 is opened (S139). On the other hand, if it is determined that the number of remaining rounds in the special electric role operation valid counter is 0 (S138: No), the first large prize opening 32 continues to be closed.

[0129] In the above special electric operation process, the operation process of the special electric device in the big win game was explained, but the operation process of the corresponding special electric device is also performed in the small win game that is executed after winning the small win. In the small win game, the second large winning opening 35 (V attacker) is opened for a predetermined time instead of the first large winning opening 32, and the distribution member 37 is operated to open the specific area 36.

[0130] (Sub-side main control processing) Next, the sub-side main control process executed by the performance control microcomputer 101 (FIG. 4) will be described with reference to FIG. First, the performance control microcomputer 101 executes an initial setting when the power supply of the pachinko game machine 1 is turned on (S150). In this initial setting, for example, a stack is set, a constant is set, an interrupt time is set, a CPU 102 (FIG. 4) is set, SIO (System Input / Output), PIO (Parallel Input / Output), CTC (Counter / Timer Circuit: a circuit for managing interrupt time), and various flags, counters, timers, etc. are reset. Next, the performance control microcomputer 101 judges whether the power off signal is ON and the contents of the RWM 120 (FIG. 4) are normal (S151), and if the judgment is negative (S151: No), the RWM 120 is initialized (S152) and the process proceeds to S153. If the judgment is positive in S151 (S151: Yes), the process proceeds to S153 without initializing the RWM 120. That is, if the power-off signal is not ON, or if the power-off signal is ON but the contents of RWM120 are not normal (S151: No), RWM120 is initialized, but if the power-off signal is ON due to a power outage or the like but the contents of RWM120 are kept normal (S151: Yes), RWM120 is not initialized. When RWM64 is initialized (RAM clear), RWM120 is also initialized. When RWM120 is initialized, the values ​​of various flags, counters, timers, etc. are reset. Moreover, S150 to S152 are executed only once after power is turned on, and are not executed thereafter.

[0131] Next, the performance control microcomputer 101 prohibits interrupts (S153) and executes random number update processing (S154). In this random number update processing, the initial values ​​of various performance determination random number counters are updated. The performance determination random numbers include a variable performance pattern random number for determining a variable performance pattern, and a notice performance random number for determining various notice performances. The random number update method can be the same as the random number update processing performed by the game control microcomputer 61 described above. Next, the performance control microcomputer 101 executes a command transmission processing (S155). In this command transmission processing, various commands stored in the output buffer in the RWM 120 of the performance control microcomputer 101 are transmitted to the image control board 200, the sound control board 78, the lamp control board 79, and the like. Next, the performance control microcomputer 101 executes interrupt permission (S156). Thereafter, S153 to S156 are repeatedly executed. Furthermore, while interrupts are permitted, it is possible to execute reception interrupt processing (S157), 1 ms timer interrupt processing (S158), and 10 ms timer interrupt processing (S159).

[0132] (Reception interrupt processing) Next, the reception interrupt process (S157 in FIG. 24) executed by the performance control microcomputer 101 will be described. The performance control microcomputer 101 judges whether the signal level of the strobe signal (STB signal) given from the main control board 60 (Fig. 3) to the external INT (interrupt) input section of the performance control microcomputer 101 has changed, that is, whether it is time to receive a command. Specifically, for example, it judges whether the signal level of the strobe signal has changed from high to low. If it is judged that it is not time to receive, it ends this reception interrupt process, and if it is judged that it is time to receive, it receives the various commands sent from the main control board 60 and stores the various received commands in the reception buffer of the RWM 120 (Fig. 4). Commands received from the main control board 60 include a status command specifying the current gaming state of the gaming machine (non-time-saving state, time-saving state, small win gaming state, big win gaming state, etc.), a reset command indicating that the RWM64 has been initialized (RAM cleared), a fluctuation start command indicating that the fluctuation of the special symbols has started, a fluctuation stop command indicating that the fluctuation of the special symbols has stopped, an opening command indicating that a big win opening is to start, an ending command indicating that a big win ending is to start, a round designation command indicating that a big win round is to start, etc. This reception interrupt process is executed with priority over other interrupt processes (S158, S159).

[0133] (1ms timer interrupt processing) Next, the 1 ms timer interrupt process (S158 in FIG. 24) executed by the performance control microcomputer 101 will be described with reference to FIG. The performance control microcomputer 101 executes this 1 ms timer interrupt process every time an interrupt pulse with a 1 msec period is input to the sub-control board 100. The performance control microcomputer 101 executes input processing (S160). In this input processing, based on detection signals from the performance button detection switch 9a, the performance lever push detection switch 6g, and the performance lever rotation detection switch 6h (Fig. 4), switch data (edge ​​data and level data) indicating that the switch is ON is created. Next, the performance control microcomputer 101 executes output processing (S161). In this output processing, a fluctuation start command that is set in the command buffer of the RWM 120 (Fig. 4) in the fluctuation performance start processing described later is output to the image control board 200.

[0134] Also, in order to illuminate the board lamp 2a, left side lamp 23a, and right side lamp 23b (FIG. 4) in accordance with the display of the performance display device 7, lamp data created by lamp processing (S173 in FIG. 26) in the 10 ms timer interrupt processing described later is output to the lamp control board 79 (FIG. 4). In other words, the board lamp 2a, left side lamp 23a, and right side lamp 23b are illuminated in a predetermined illumination mode in accordance with the lamp data. Also, in order to drive the movable body 15 (FIG. 4) in accordance with the display of the performance display device 7, drive data (data for driving the movable body 15) is created and the created drive data is output. In other words, the movable body 15 is driven in a predetermined operation pattern in accordance with the drive data.

[0135] Next, the performance control microcomputer 101 judges whether or not a fluctuation start command has been output (S162). The fluctuation start command is set in the command buffer of the RWM 120 (FIG. 4) in the fluctuation performance start process described below, and is output to the image control board 200 in S161. Here, if the performance control microcomputer 101 judges that a fluctuation start command has been output (S162: Yes), it starts measuring the fluctuation time of the fluctuation performance pattern (S163). Next, it performs watchdog timer processing to reset the watchdog timer (S164), and ends this 1 ms timer interrupt processing.

[0136] (10ms timer interrupt processing) Next, the 10 ms timer interrupt process (S159 in FIG. 24) executed by the performance control microcomputer 101 will be described with reference to FIG. The performance control microcomputer 101 executes this 10 ms timer interrupt processing each time an interrupt pulse with a 10 msec period is input to the sub-control board 100. The performance control microcomputer 101 executes a received command analysis process (FIG. 27) described later (S170), and executes a switch state acquisition process (S171). In this switch state acquisition process, the switch data created in the input process of the 1 ms timer interrupt process (S160 in FIG. 25) is stored in the RWM 120 as switch data for the 10 ms timer interrupt process. Next, a switch process is executed (S172) that sets the display contents of the button performance, lever performance, and the like displayed by the performance display device 7 based on the switch data stored in the switch state acquisition process.

[0137] Next, the performance control microcomputer 101 executes lamp processing (S173). In this lamp processing, lamp data is created to control the light emission of each lamp (such as the board lamp 2a, the left side lamp 23a, and the right side lamp 23b) in accordance with the display of the performance display device 7, and the time management of the light emission performance is performed. As a result, each lamp performs a light emission performance in accordance with the display of the performance display device 7.

[0138] Next, the performance control microcomputer 101 executes audio control processing (S174). In this audio control processing, it creates audio control data (data for controlling the output of audio from each speaker 8), outputs the created audio control data to the audio control board 78 (FIG. 4), manages the time of audio performance, and the like. As a result, audio is output from each speaker 8 in accordance with the display on the performance display device 7. Next, the performance control microcomputer 101 executes other processing (S175) and ends this 10 ms timer interrupt processing. In the other processing (S175), it executes processing such as updating the variable performance pattern random number, the advance notice performance random number for determining the advance notice performance, and the like.

[0139] (Received command analysis process) Next, the received command analysis process (S170 in FIG. 26) executed by the performance control microcomputer 101 will be described with reference to FIG. The performance control microcomputer 101 judges whether or not a game state designation command has been received from the main control board 60 (FIG. 3) (S180), and if it is judged that the game state designation command has been received (S180: Yes), executes the sub-side game state setting process (S181). The game state designation command includes information indicating the game state (time-saving state or non-time-saving state). In this sub-side game state setting process, the received game state designation command is analyzed, and a game state flag is set based on the information included in the game state designation command. The game state flag is a flag indicating the game state currently set. If the information included in the game state designation command indicates a non-time-saving state, the game state flag "1" is set. Also, if the information indicates a time-saving state, the game state flag "2" is set.

[0140] Next, the performance control microcomputer 101 judges whether an opening command has been received from the main control board 60 (S182), and if it is judged that an opening command has been received (S182: Yes), executes an opening performance selection process (S183). In this opening performance selection process, the opening command is analyzed, and a pattern (content) of the opening performance to be executed during the opening of the big win game is selected based on the analysis result. In detail, an opening performance pattern selection table (not shown) in which an opening performance pattern is set in correspondence with each opening command is referenced, and an opening performance pattern associated with the received opening command is selected. Then, an opening performance start command for starting an opening performance with the selected opening performance pattern is set in the output buffer of the RWM 120 (FIG. 4). Next, the performance control microcomputer 101 judges whether or not a round designation command has been received from the main control board 60 (S184), and if it is judged that a round designation command has been received (S184: Yes), executes a round performance selection process (S185). In this round performance selection process, the type of performance to be executed in each round of the big win game is selected. This performance is a performance using images displayed by the performance display device 7 and sounds output by each speaker 8, and varies depending on the type of big win. In detail, a round performance table (not shown) in which round performances are associated with each round designation command is referenced, and the round performance associated with the received round designation command is selected. Next, the performance control microcomputer 101 judges whether or not a second large prize winning port winning command has been received from the main control board 60 (S186), and if it is judged that the command has been received (S186: Yes), executes a second large prize winning port winning process (S187). In this second large prize winning port winning process, a process is performed to select a different performance depending on whether or not the game ball that won in the second large prize winning port 35 passed through a specific area.

[0141] Next, the performance control microcomputer 101 judges whether an ending command has been received from the main control board 60 (S188), and if it is judged that it has been received (S188: Yes), executes an ending performance selection process (S189). In this ending performance selection process, depending on the type of jackpot that triggered the jackpot game being executed, the type of ending performance to be executed by the performance display device 7 and each speaker 8 at the end of the jackpot is selected. Next, the performance control microcomputer 101 judges whether a variation start command has been received from the main control board 60 (S190), and if it is judged that it has been received (S190: Yes), executes a variation performance start process (FIG. 28) described later (S191). In the variable performance start process, the received variable start command is analyzed, and the combination of the left performance pattern 9L, the center performance pattern 9C, and the right performance pattern 9R (FIG. 1) that is finally displayed when the performance display device 7 displays the variable performance pattern is selected by referring to a performance pattern selection table (not shown), and the content of the performance performed in the pachinko game machine 1 in accordance with the variation of the performance patterns is selected by using the performance selection table Ta6. In addition, the pachinko game machine 1 of this embodiment is particularly equipped with a plurality of variation patterns of the performance patterns, and the variation of the performance patterns is performed according to the selected variation pattern.

[0142] Furthermore, the performance control microcomputer 101 judges whether or not a variable performance stop command has been received from the main control board 60 (S192), and if it judges that it has been received (S192: Yes), executes a variable performance end process (S193). In this variable performance end process, the performance control microcomputer 101 sets a variable performance end command for ending the variable performance in the output buffer of the RWM 120 (Fig. 4). When the set variable performance end command is sent to the image control board 200 (Fig. 4) by the command sending process (S155 in Fig. 25), the image control board 200 displays the left performance pattern 9L, the center performance pattern 9C, and the right performance pattern 9R (Fig. 1) on the performance display device 7 after passing through a predetermined stop pattern. Next, the performance control microcomputer 101 executes other processes (S194) and ends this received command analysis process. In other processes (S194), processes based on commands other than the above commands (for example, a normal symbol variation start command and a normal symbol variation stop command) are performed.

[0143] (Variable performance start processing) Next, the variable performance start process (S191 in FIG. 27) executed by the performance control microcomputer 101 will be described with reference to FIG. The performance control microcomputer 101 analyzes the received variation start command (S200). The variation start command includes information on the second special chart variation pattern set in the second special chart variation pattern selection process (first special chart variation pattern selection process: S72, S74, S75, S78, S80, S82, S83 in FIG. 20), or information on the first special chart variation pattern, special chart stop pattern (jackpot determination result, jackpot type determination result), etc. Next, if the variation start command analyzed in S200 is the first special chart variation start command, the performance control microcomputer 101 subtracts "1" from the value of the first special chart reserved performance counter, and if it is the second special chart variation start command, the performance control microcomputer 101 subtracts "1" from the value of the second special chart reserved performance counter (S201). Next, the performance control microcomputer 101 shifts each data such as the start winning command and the look-ahead jackpot flag stored in the special chart reserved performance storage unit (the first special chart reserved performance storage unit 121 or the second special chart reserved performance storage unit 122: Fig. 12, Fig. 13) to the older storage area (S202). Note that the look-ahead jackpot flag is a flag indicating that the reserved special chart stored after the reserved special chart (consumed after the reserved special chart) will win a jackpot or a small jackpot, or that even if it is a miss, a performance with a long fluctuation time and high expectation will be performed.

[0144] Next, the performance control microcomputer 101 selects the combination of the left performance pattern 9L, the middle performance pattern 9C, and the right performance pattern 9R (FIG. 1) that will be finally displayed when the performance display device 7 displays the variable performance pattern by referring to the performance pattern selection table (not shown) (S203). Basically, if it is a big win or a small win, the same combination of performance patterns is selected for all of them, if it is a reach miss, the same combination of performance patterns other than the middle performance pattern 9C is selected, and if it is a complete miss, the other combination of performance patterns is selected. However, when a pre-reading performance is performed as described later, a special pattern that suggests a high reliability of a big win or a small win (a small win is also a real big win) in the reservation of any of the currently stored special patterns is selected as the pattern to be stopped and displayed in the middle performance pattern 9C. Also, when a pre-reading performance is performed, even if it is a reach miss, the same combination of performance patterns is selected for the left performance pattern 9L and the right performance pattern 9R.

[0145] Next, the microcomputer 101 for effect control executes the effect content selection process (S204). In the effect content selection process, the effect content to be performed in the pachinko game machine 1 in accordance with the change of the effect pattern is selected using the effect selection table Ta6. The effect selection table Ta6 is configured by associating a special chart change pattern, an effect selection random number, and an effect content. The special chart change pattern corresponds to the special chart change pattern obtained by the analysis in S200. The effect selection random number is a random number selected within the range of random numbers counted by the effect selection random number counter. The microcomputer 101 for effect control acquires the effect selection random number counted by the effect selection random number counter. Then, referring to the effect selection table Ta6, based on the information of the special chart change pattern obtained by the analysis in S200, selects the effect content associated with the above acquired effect selection random number from among the effect contents associated with the special chart change pattern. In addition, the pachinko gaming machine 1 of this embodiment is particularly provided with a plurality of variation patterns of performance symbols, and the variation pattern of the performance symbols is also selected as the performance contents.

[0146] Next, the performance control microcomputer 101 sets a performance symbol variation display start command in the output buffer of the RWM 120 to cause the performance display device 7 to start displaying the performance content selected in S204 (S205).

[0147] Next, specific performance contents executed in the pachinko gaming machine 1 by outputting the performance symbol variation display start command set in the above-mentioned variation performance start process will be described with several examples.

[0148] Here, the pachinko game machine 1 of this embodiment has a plurality of patterns as the variation pattern (variation mode) of the performance symbols. Broadly speaking, there are a first variation pattern and a second variation pattern. The first variation pattern is a variation display of the symbols by floating a group of symbols consisting of a plurality of performance symbols within a predetermined area of ​​the performance display device 7, and a stop display of the symbols by moving and displaying a symbol extracted from the group of symbols to an area different from the predetermined area. On the other hand, the second variation pattern is a variation pattern in which the numbers represented by the performance symbols move from the top to the bottom of the screen in ascending order, that is, a variation pattern in which the symbols are scrolled vertically and the scroll is stopped to display the symbols stop. For example, the game machine moves to a different stage every time a predetermined number of variations or every time a predetermined time has elapsed (a dedicated performance is performed for each stage), and in a specific stage, the performance symbols are varied by the first variation pattern, and in stages other than the specific stage, the performance symbols are varied by the second variation pattern. However, the switching may be performed under conditions other than the above. For example, in the normal state, the effect pattern may be changed according to the second change pattern, and in the time-saving state, the effect pattern may be changed according to the first change pattern.

[0149] The details of the variation of the performance symbols according to the first variation pattern will be described below with reference to FIG. 29. In the first variation pattern, when the variation of the performance symbols starts in synchronization with the variation of the special symbols as shown in FIG. 29, the variation of the symbols is displayed by drifting a group of symbols 211 consisting of a plurality of performance symbols in the display screen of the performance display device 7, particularly in the upper area of ​​the screen. However, the area in which the group of symbols 211 is drifted does not necessarily have to be the upper area of ​​the screen, and may be the lower area, the left area, or the right area. In addition, the performance symbols included in the drifting group of symbols 211 are, for example, symbols representing Arabic numerals 1 to 9. Each of the performance symbols included in the drifting group of symbols 211 is a candidate for a symbol to be stopped and displayed as a left performance symbol 9L, a center performance symbol 9C, and a right performance symbol 9R.

[0150] Also, the number of floating symbols may be, for example, three of each of the symbols 1 to 9 (total of 27), or more or less. For example, the number of floating symbols may suggest to the player the reliability of the big win. As an example, the more or less the number of floating symbols, the higher the reliability of the big win in the corresponding variation.

[0151] It is also possible to suggest the achievement of a reach with the ratio of the floating symbols, or to suggest the reliability of a big win to the player. For example, as shown in FIG. 30, if the number of symbols of "2" is greater than other symbols, the player can predict that the probability of a reach with the symbol of "2" is high, and that the expectation of a big win will be higher than usual if the reach is achieved. In a variation where a reach is achieved, the performance control microcomputer 101 can suggest to the player in advance that the reach will be achieved with the relevant variation, and the symbols that will achieve the reach, by including many symbols that will achieve the reach in the symbol group 211 in advance. The symbols that will achieve the reach are selected from the performance symbol selection table in the above-mentioned variation performance start process (S203). On the other hand, if the symbol group 211 is composed of only the symbol "2" as shown in Fig. 31, the player can predict that the symbol "2" will finally stop and be displayed as the left effect symbol 9L, the center effect symbol 9C, and the right effect symbol 9R, that is, a jackpot. In a variation that results in a jackpot, the effect control microcomputer 101 can suggest to the player in advance that the variation will result in a jackpot by constructing the symbol group 211 with only the same effect symbol that will stop and be displayed at the time of the jackpot. The effect symbol that will finally stop and be displayed at the time of the jackpot is selected from the effect symbol selection table in the above-mentioned variation effect start process (S203).

[0152] The size of the floating effect symbols may be different for each effect symbol as shown in FIG. 30, or may be the same size. However, even if the sizes of the floating effect symbols are different, the effect symbols are adjusted to be the same size when they are extracted and stopped and displayed as the left effect symbol 9L, the center effect symbol 9C, and the right effect symbol 9R. Furthermore, the size of the floating symbols can also suggest to the player the reliability of the jackpot. As an example, the larger the size of the floating symbols, the higher the reliability of the jackpot in the corresponding variation.

[0153] In addition, when each of the performance symbols included in the group of symbols 211 is made to drift in the display of the variation of the performance symbols, the symbols may move up and down or rotate on the spot without changing the position of the drift, or the positions of the drifting symbols may be moved so as to be appropriately changed between the symbols (i.e., the symbols drift while moving within the area). Furthermore, the speed at which the drifting symbols move can suggest to the player the reliability of the big win. As an example, the faster the movement speed of the drifting symbols (e.g., rotating at a high speed), the higher the reliability of the big win in the variation can be indicated.

[0154] Then, after the symbol group 211 is drifted for a time corresponding to the drift time determined by the special symbol fluctuation pattern selection table Ta5, three symbols extracted from the symbol group 211 are moved to an area (for example, the lower screen area) different from the area where the symbols are drifted and displayed as shown in FIG. 29, and the three extracted symbols are displayed as left performance symbol 9L, middle performance symbol 9C, and right performance symbol 9R, respectively. Then, the combination of the left performance symbol 9L, middle performance symbol 9C, and right performance symbol 9R that are displayed in a stopped state is used to notify the result of the big win determination. However, the area where the symbols are displayed in a stopped state does not necessarily have to be the lower screen area, and may be an area different from the area where the symbol group 211 is drifted. In addition, when extracting symbols, first the left performance symbol 9L is extracted, then the right performance symbol 9R is extracted, and finally the middle performance symbol 9C is extracted, but the order of extraction can be changed for each fluctuation, and multiple symbols may be extracted at the same time.

[0155] For example, if the same pattern is extracted first as the left performance pattern 9L and the right performance pattern 9R, it is possible to establish a reach state as with conventional pattern variation, and it is also possible to perform various reach effects before extracting the center performance pattern 9C in a reach-established state. Finally, it is possible to notify the result of the jackpot lottery by extracting the center performance pattern 9C and displaying it as stopped (if the same pattern is extracted, it is a jackpot, and if a different pattern is extracted, it is a reach miss).

[0156] Also, when extracting the left performance pattern 9L, the middle performance pattern 9C, and the right performance pattern 9R from the floating pattern group 211, the patterns are extracted from different positions. Furthermore, if one change is defined as the period from when the pattern display starts to stop, for example, the left performance pattern 9L may be extracted from the same position for each change, or the extraction position may be random for each change. The same is true for the middle performance pattern 9C and the right performance pattern 9R. Therefore, the position from which the pattern is extracted may be different for each change and for each pattern (left performance pattern 9L, middle performance pattern 9C, right performance pattern 9R).

[0157] Furthermore, when extracting the left performance pattern 9L, the center performance pattern 9C, and the right performance pattern 9R from the floating pattern group 211, the pattern extraction performance may be executed in accordance with the extraction of the patterns from the pattern group. For example, as an example of the pattern extraction performance, as shown in FIG. 32, an explosion effect 212 (performance image) is displayed at the position of the pattern extracted when extracting the pattern, or a special sound effect is output. It is also possible to suggest the reliability of the jackpot in the fluctuation by such a pattern extraction performance. For example, when the reliability of the jackpot is suggested by the color of the effect 212, white, blue, red, and gold are prepared as the colors of the effect 212, and if the color of the effect 212 is red or gold, it suggests that the reliability of the jackpot is high. Also, when the reliability of the jackpot is suggested by the size of the effect 212, the larger the size of the effect 212, the higher the reliability of the jackpot is suggested.

[0158] On the other hand, in the second variation pattern, which is a variation pattern of the performance symbols other than the above-mentioned first variation pattern (Fig. 29 to Fig. 32), when the variation of the performance symbols starts in synchronization with the variation of the special symbols, the numbers represented by the performance symbols are scrolled vertically from the top to the bottom of the screen so that they are in ascending order. The variation of scrolling vertically is a conventional variation pattern of the performance symbols, but in the second variation pattern of this embodiment, a variation (hereinafter referred to as two-stage variation) is performed in which the variation area of ​​the performance symbols is expanded stepwise at a certain rate.

[0159] The details of the change in the performance symbols due to the two-stage change will be described below with reference to FIG. 33. In the two-stage change, when the change in the performance symbols starts in synchronization with the change in the special symbols as shown in FIG. 33, the three rows of symbols are scrolled vertically in the first area 214, which is a part of the display screen surrounded by a circular frame 213 provided in the display screen, and the symbols are changed. In the example shown in FIG. 33, the first area 214 is a circular area, but it may be an area of ​​a shape other than a circle. In addition, in the areas of the display screen of the performance display device 7 other than the first area 214, for example, decorations may be displayed, or images of the title of the game machine or related items may be displayed.

[0160] Also, in the first area 214, an image in which a character 215 animates in accordance with the change in the pattern is displayed as a background image. The character 215 displayed as the background in the first area 214 is a favorite (favorite) character selected in advance by the player. For example, in a menu screen that can be accessed by pressing the performance button 9 in the standby state, the player can select in advance a favorite character from among multiple characters using an operation button or a cross key provided on the gaming machine. If a favorite character is not selected, a predetermined default character or a randomly selected character is displayed.

[0161] In the variation pattern of the performance symbols according to the first variation pattern, the symbols are basically varied only for the first area 214 from the start of the variation to the end, and the left performance symbol 9L, the center performance symbol 9C, and the right performance symbol 9R are stopped and displayed for the first area 214. On the other hand, if the variation is a jackpot or a miss, but a relatively long variation time is selected and the expectation of a jackpot is high, a two-stage variation is executed, and when a predetermined time has elapsed since the variation of the symbols for the first area 214 started, the character 215 takes an action to widen the frame 213, and the first area 214 is changed to a wider area in response to the action. The first area 214 after being changed to a wider area is referred to as the second area 216 below. However, the two-stage variation is not necessarily executed only for variations with a high expectation of a jackpot, and may be executed at a certain rate even for variations with a short variation time and a complete miss (miss that does not even reach a reach) with a low expectation of a jackpot. In this case, even if the variations of complete misses are repeated, the variation presentation of the patterns can be prevented from becoming monotonous.

[0162] Thereafter, the three rows of symbols are scrolled vertically to change the symbols in a second area 216, which is a part of the display screen surrounded by an elliptical frame 217 provided within the display screen as shown in Fig. 33. Note that, although the second area 216 is an elliptical area in the example shown in Fig. 33, it may be an area of ​​a shape other than an ellipse as long as it is wider than the first area 214. Alternatively, the entire display screen of the performance display device 7 may be the second area 216.

[0163] In the example shown in FIG. 33, the area where the pattern is changed is changed from the first area 214 to the second area 216 when the three pattern rows are changed, but the timing for changing the area where the pattern is changed may be other than the above, for example, the timing when the left pattern row stops scrolling and the left performance pattern 9L is stopped and displayed, or the timing when the right pattern row stops scrolling and the right performance pattern 9R is stopped and displayed. Alternatively, it may be the timing when the same patterns are stopped on the left and right and a reach is established, or it may be just before the center performance pattern 9C is stopped and displayed. Alternatively, it may be the timing when a special performance such as a pseudo consecutive or group notice is performed.

[0164] In addition, in the variation pattern of the performance symbol according to the first variation pattern, the variation of the symbol is often performed only for the first area 214 from the start of the variation to the end, but by performing the above-mentioned two-stage variation at a certain rate, the variation of the symbol is prevented from becoming monotonous. Also, if a two-stage variation is performed with a variation with a high expectation of a jackpot, the two-stage variation can suggest to the player that the reliability of the variation of the jackpot is high. In addition, when performing a two-stage variation, the reliability of the jackpot may be suggested by the timing at which the area in which the variation of the symbol is displayed is changed from the first area 214 to the second area 216. For example, the reliability may be increased as the time from the start of the variation to the timing at which the area in which the variation of the symbol is displayed is changed is shorter, or the reliability may be increased as the time from the start of the variation to the timing at which the area in which the variation of the symbol is displayed is changed is longer. Alternatively, multiple types of actions of the character 215 that expand the frame 213 are prepared, and the reliability of the jackpot may be suggested by the type of action performed. In addition, multiple patterns of the size of the second area 216 may be prepared, and the reliability of the big win may be indicated by the size of the second area 216. When the second area 216 reaches its maximum size, it is also possible to determine that the development to the SP reach is highly likely.

[0165] In addition, because the changes in the second area 216 are made on a wider screen, a character 218 is attached to each pattern (displayed in combination), and an image is displayed in which the character 218 displayed behind the pattern animates in accordance with the change in the pattern. That is, a total of three characters are displayed at the same time: the character 218 attached to the left performance pattern 9L, the character 218 attached to the center performance pattern 9C, and the character 218 attached to the right performance pattern 9R. In addition, each of the performance symbols 1 to 9 is previously associated with an associated character 218 in a 1:1 manner, for example, character A is displayed behind the number "1", character B is displayed behind the number "2", character C is displayed behind the number "3", character D is displayed behind the number "4", character E is displayed behind the number "5", character F is displayed behind the number "6", character G is displayed behind the number "7", character H is displayed behind the number "8", and character I is displayed behind the number "9". In addition, these characters A to I are all characters (for example, characters) related to the performance content performed in the pachinko game machine 1, and the favorite character 215 displayed as a background image in the first area 214 described above is basically selected by the player from these characters A to I.

[0166] Then, when the area in which the symbols are displayed is changed from the first area 214 to the second area 216, the symbols are changed for the time corresponding to the change time determined in the special symbol change pattern selection table Ta5 (preview performance and reach performance are also performed), and then the scrolling of the symbol row is stopped as shown in Fig. 33, and the symbols are displayed as left performance symbol 9L, center performance symbol 9C, and right performance symbol 9R. Then, the big win determination result is notified by the combination of the left performance symbol 9L, center performance symbol 9C, and right performance symbol 9R that are displayed as still.

[0167] Furthermore, in the second variation pattern described above, the following reach miss performance may be performed as one of the pre-reading performances. As described above, in the second variation pattern, when the performance pattern starts to change in synchronization with the special pattern change, the numbers represented by the performance pattern scroll vertically from top to bottom of the screen in ascending order.

[0168] Normally, if the result of the jackpot determination of the change is a miss, the left performance symbol 9L, the center performance symbol 9C, and the right performance symbol 9R are displayed in a combination of symbols indicating a miss selected by the performance symbol selection table (S203). In this embodiment, the performance symbols are symbols representing the Arabic numerals 1 to 9, so for example, if there is no reach and there is a miss, the combination is displayed as "3·4·5", and if there is a reach and there is a miss, the combination is displayed as "3·4·3".

[0169] However, for the reserved special figures currently stored (reserved to be consumed after the change) excluding the reserved ones currently being changed (being consumed), if there are reserved ones that will win a big win or a small win, or if there are reserved ones that will have a long fluctuation time and a particularly high expectation even if they are not won, a pre-reading performance may be performed that suggests that there is a high reliability of winning a big win in any of the reserved special figures currently stored. In addition, whether there are reserved ones that will win a big win or a small win, or if there are reserved ones that will have a long fluctuation time and a particularly high expectation even if they are not won, can be grasped from, for example, the pre-reading big win flag, the performance pattern, and the random number value for determining the fluctuation pattern stored in the reserved special figures performance storage unit (the first reserved special figures performance storage unit 121 or the second reserved special figures performance storage unit 122: Figs. 12 and 13).

[0170] The details of the pre-reading performance performed in the second variation pattern will be explained below with reference to Fig. 34. First, in the variation display of the performance pattern by the second variation pattern, when the variation of the performance pattern starts in synchronization with the variation of the special pattern as shown in Fig. 34, the three pattern rows are scrolled vertically as usual for the first area 214, and the patterns are varied. Then, after the patterns are varied for a time corresponding to the variation time determined by the special pattern variation pattern selection table Ta5, the scrolling of the pattern rows is stopped, and the patterns are stopped and displayed on the left performance pattern 9L, the center performance pattern 9C, and the right performance pattern 9R.

[0171] However, when a look-ahead performance is performed, the middle performance pattern 9C is the final stop pattern, and the left performance pattern 9L other than the final stop pattern is stopped and displayed first, and the right performance pattern 9R is also stopped and displayed. The left performance pattern 9L and the right performance pattern 9R may be stopped and displayed at the same time. However, the left performance pattern 9L and the right performance pattern 9R are stopped and displayed as the same pattern to enter a reach state, whether the variation is a reach with a miss or a reach without a miss. Then, a pattern that is a combination indicating that no special benefit will be given (i.e. a pattern different from the reach pattern) is stopped and displayed as the middle performance pattern 9C. These are so-called reach miss performances, but in the look-ahead performance, as shown in FIG. 34, the final stop pattern that is finally stopped and displayed on the middle performance pattern 9C in this reach miss performance is a special pattern 220 that is not included in the pattern row.

[0172] In this embodiment, the performance symbols included in the symbol string that is the normal variable target are symbols that represent the Arabic numerals 1 to 9, so symbols other than these symbols are the special symbols 220. For example, in the example shown in FIG. 34, the symbol that reads "CHANCE" is the special symbol 220. When the special symbol 220 is stopped and displayed, it is preferable to output a sound different from the stop sound of the normal symbols in order to inform the player that the special symbol 220 has been stopped and displayed.

[0173] Then, after the special symbol 220 is displayed as the middle performance symbol 9C, after a predetermined stop time (fixed time) of the symbol has elapsed, the next change will start and the symbol row will start scrolling again. In this embodiment, the special symbol 220 appears and stops when the middle performance symbol 9C is displayed, but the special symbol 220 may be included in the symbol row of the middle performance symbol 9C and scrolled in advance at the time when the change for the pre-reading performance is started. Furthermore, in that case, the number of special symbols 220 included may suggest the reliability of the reserved jackpot that is the pre-reading target, and for example, the more special symbols 220 included, the higher the reliability of the jackpot.

[0174] In addition, when there are multiple reserved special figures, the above-mentioned look-ahead performance can be repeated with multiple variations. In that case, the more the look-ahead performance is repeated in succession, the higher the reliability of a jackpot in any of the reserved figures that have not been consumed to date (specifically, the reserved figures that are the subject of the look-ahead performance) is indicated. Also, the look-ahead performance may not be performed in succession, but may be performed with one variation in between. Even in that case, the higher the frequency of the look-ahead performance, the higher the reliability of a jackpot in any of the reserved figures that have not been consumed to date is indicated. As a result, if the reach miss performance is performed in succession or appears more frequently than usual, it is possible to make the player feel a sense of expectation for a jackpot in the reserved figures.

[0175] In addition to the number of consecutive times or frequency of the above-mentioned look-ahead performance, the reliability of the reserved jackpot to be read ahead may be indicated by, for example, the color or shape of the special symbol 220 that is stopped and displayed. When the look-ahead performance is executed consecutively, the color of the special symbol 220 may be changed in stages, such as from "blue" to "green" to "red" (rank up of the performance).

[0176] [Effects of the embodiment] (1) The above-mentioned embodiment of the pachinko game machine 1 has a game information acquisition means for acquiring game information based on the establishment of a start condition, a bonus award determination means for determining whether or not a bonus is to be awarded based on the game information, and a pattern change means for performing a variable display and a stationary display of a pattern indicating the determination result by the bonus award determination means on the display screen of the image display device, and the pattern change means performs a variable display of the patterns by drifting a group of patterns consisting of a plurality of patterns within a predetermined area of ​​the display screen, and performs a stationary display of the patterns by moving and displaying a pattern extracted from the group of patterns in an area different from the predetermined area. As a result, it is possible to realize a variable display and a stationary display of new patterns that have never been seen before, and the player will not get bored with the new movement of the patterns that has never been seen before. (2) In addition, when one variation is defined as the period from when the display of the symbols starts to stop, the position from which the symbols are extracted within the predetermined area is set to be different for each variation. As a result, the movement of the symbols changes significantly for each variation, so that the player does not become bored. (3) The symbol variation means extracts a plurality of symbols from the group of symbols, moves the extracted symbols to an area different from the predetermined area, and displays the symbols in a static manner, indicates the result of the determination by the bonus determination means by a combination of the symbols in a static manner, and the positions from which the symbols are extracted within the predetermined area are different for each symbol. As a result, when the result of the bonus determination is indicated by a combination of a plurality of symbols, by extracting the symbols to be combined from different positions, the player cannot predict the combination of symbols to be statically displayed until just before the combination, and it is possible to draw the player's attention to the variation of the symbols. (4) The symbol variation means extracts a plurality of symbols from the group of symbols, moves the extracted plurality of symbols to an area different from the predetermined area and displays the symbols in a static manner, and indicates the judgment result of the bonus determination means by a combination of the plurality of symbols in a static manner, and when one variation is defined as the period from the start of the variable display of the symbols to the static display, the position from which the plurality of symbols are extracted in the predetermined area is different for each variation and for each symbol. As a result, when the bonus determination result is indicated by a combination of a plurality of symbols, by extracting the symbols to be combined for each variation from different positions, the player cannot predict the combination of symbols to be statically displayed until just before, and it is possible to draw the player's attention to the variation of the symbols. (5) The device further comprises a presentation execution means for executing a symbol extraction presentation in accordance with the symbol extraction by the symbol variation means from among the symbol group, and the reliability of the bonus is suggested by the content of the executed symbol extraction presentation. As a result, it is possible to provide a new game in which the reliability of the big win is suggested by the presentation performed in accordance with the symbol extraction. (6) The effect execution means executes the symbol extraction effect by displaying a predetermined effect image at the position where the symbol is extracted in the display area when the symbol is extracted, and suggests the reliability of the award by the content of the effect image. As a result, it is possible to provide a new game in which the reliability of the big win is suggested by the effect image displayed on the screen in accordance with the extraction of the symbol. (7) The game machine further comprises a game information acquisition means for acquiring game information based on the establishment of a start condition, a bonus award determination means for determining whether or not a bonus is to be awarded based on the game information, and a pattern change means for performing a variable display and a stationary display of a pattern indicating the determination result by the bonus award determination means on a display screen of an image display device, the pattern change means performing a variable display of the pattern within a first area of ​​the display screen until a predetermined switching timing has elapsed since the start of the change, and performing a variable display of the pattern within a second area larger than the first area after the switching timing has elapsed. As a result, it is possible to realize a new variable display and stationary display of a pattern in which the area in which the variable display of the pattern is performed during the change of the pattern is gradually expanded. Also, the variation of the pattern change is increased, and the performance can be prevented from becoming monotonous. (8) The game device further includes a character effecting means for performing an effect in which a character displayed on the display screen performs an action to expand the first area at the switching timing, and the pattern changing means changes the area in which the pattern is changed from the first area to the second area in accordance with the action of the character. As a result, the area in which the pattern is changed can be changed in response to the action of the character, so that the player can clearly understand that the area in which the pattern is changed has been changed, and it is possible to give the player a sense of expectation for a big win. (9) The game is also characterized in that it has a character selection means for allowing a player to select a character from among a plurality of characters, and the character presentation means executes presentations using the character selected by the character selection means. As a result, presentations can be executed using the player's favorite character, drawing attention to the presentation content and creating greater anticipation for a big win. (10) In addition, in the process of showing the result of the judgment by the bonus determination means, there are a plurality of characters to be displayed on the display screen, and the pattern change means displays only a specific reference character among the plurality of characters in the first area to display the pattern change from the start of the change until the switching timing has passed, and after the switching timing has passed, displays characters other than the reference character among the plurality of characters in the second area to display the pattern change. As a result, it is possible to execute a new performance in which the area in which the pattern change is displayed is gradually expanded during the pattern change, and it is possible to execute the performance with a number of characters appropriate for the size of the area. As a result, the number of characters displayed does not become too large compared to the size of the area in which the pattern change is displayed, improving the visibility of the pattern. (11) The symbol varying means varies the symbols by varying a symbol string consisting of a plurality of symbols, and after the switching timing has elapsed, displays the symbols in a variable manner by combining and displaying characters corresponding to the symbols for each of the plurality of symbols included in the symbol string. As a result, when the area in which the symbol variable display is performed is large, it is possible to display a variety of symbols using a plurality of characters. (12) Also, the game machine has a game information acquisition means for acquiring game information based on the establishment of a start condition, a bonus awarding determination means for determining whether or not a bonus is to be awarded based on the game information, a pattern variation means for performing a variable display and a stop display of a pattern showing the determination result by the bonus awarding determination means on a display screen of an image display device, and a reserve storage means for storing the game information acquired through the game information acquisition means as a reserve in chronological order with a predetermined maximum reserved storage number as an upper limit, and is characterized in that, as one mode of the variable display and stop display of the patterns performed by the pattern variation means, there is a reach miss effect in which a pattern row including a plurality of patterns is varied in a plurality of rows, and a pattern other than the final stop pattern is displayed as a reach-miss state, and then a combination of patterns indicating that a bonus is not awarded as the final stop pattern is displayed as a reach miss effect, and the reach miss effect indicates the reliability of the award of a bonus in any of the reserves that have not been consumed up to the present time. As a result, a new effect that suggests the reliability of the award of a bonus in the reserves is possible by making the reach miss effect appear. In addition, while the number of opportunities for a reach is increased, the reach miss presentation, which has not been pleasing to players in the past, now suggests a new chance to the player, so that the player does not become bored. (13) In addition, the more the reach miss effect is repeated in succession, the higher the reliability of the award of a bonus for any of the reserved items that have not yet been consumed is indicated. As a result, by repeating the reach miss effect, it is possible to increase the player's expectation of the award of a bonus for the reserved items. (14) In addition, the higher the frequency of the reach miss effect, the higher the reliability of the award of a bonus for any of the reserved items that have not yet been consumed. As a result, by increasing the frequency of the reach miss effect, it is possible to increase the player's expectation of the award of a bonus for the reserved items. (15) The reach miss effect includes a special reach miss effect in which a special symbol not included in the symbol string is stopped and displayed as the final stop symbol after a symbol other than the final stop symbol is stopped and displayed in a reach state, and when the special reach miss effect is performed as the reach miss effect, it indicates that the reliability of the award of a bonus in any of the reserved symbols that have not been consumed up to the present time is high. As a result, a new effect that suggests the reliability of the award of a bonus in the reserved symbols by making the reach miss effect appear is possible. In particular, by making the special symbol that is not usually displayed as a stop display, it is possible to make the player easily understand that there is a chance in the reserved symbols. Also, while increasing the chance of reaching a goal, the reach miss effect that was not enjoyable for the player in the past suggests a new chance for the player, so that the player does not get bored. There is no such thing. (16) In addition, the more the special reach miss effect is repeated, the higher the reliability of the award of a bonus for any of the reserved symbols that have not yet been consumed is. As a result, by repeating the reach miss effect and stopping the display of the special symbol, it is possible to increase the player's expectation of the award of a bonus for the reserved symbols. (17) In addition, the higher the frequency of the special reach miss effect, the higher the reliability of the award of a bonus for any of the reserved items that have not yet been consumed. As a result, by increasing the frequency of the reach miss effect and stopping and displaying the special symbol, it is possible to increase the player's expectation of the award of a bonus for the reserved items.

[0177] Other Embodiments (1) In the above-described embodiment, there are a first change pattern and a second change pattern as the change patterns (change modes) of the performance pattern, and the pre-reading performance using the special pattern 220 is performed in the second change pattern, but the pre-reading performance may also be performed in the first change pattern. (2) In addition, in this embodiment, the second variation pattern is a variation pattern in which the variation area of ​​the performance pattern is gradually expanded from the first area 214 to the second area 216, but the number of stages in which the variation area is expanded may be three or more. In other words, an additional performance may be performed in which the variation area is expanded from the second area 216 to an even larger third area. (3) In this embodiment, the reach miss effect is performed as a pre-reading effect, and the special symbol 220 is stopped and displayed on the middle effect symbol 9C, but instead of the special symbol 220, a normal effect symbol (a symbol showing the Arabic numerals 1 to 9) may be stopped and displayed as the middle effect symbol 9C. Even in this case, if the reach miss effect appears consecutively or appears more frequently than usual, it is possible to make the player have expectations of a big win in the reserved lottery. (4) In the above embodiment, the present invention is applied to a 1-type 2-type mixed machine, but it can also be applied to a variable probability loop machine or a V-ST variable probability machine. It can also be applied to a gaming machine in which the performance symbols displayed on the performance display device 7 are synchronized with normal symbols instead of special symbols. [Explanation of symbols]

[0178] 1. Pachinko machines 2a Panel Lamp 7 Performance display device 8 Speakers 9R Right performance pattern 9C Medium performance pattern 9L Left performance pattern 60 Main control board 61 Gaming control microcomputer 211 Design Group 212 Effects (production images) 214 Area 1 216 Area 2 220 Special Design

Claims

1. a game information acquiring means for acquiring game information based on the establishment of a starting condition; A bonus award determination means for determining whether or not to award a bonus based on the game information; a symbol changing means for changing and stopping a symbol indicating a result of the determination by the bonus determination means on a display screen of an image display device; A reserved storage means for storing the game information acquired through the game information acquisition means in a chronological order as reserved information up to a predetermined maximum reserved storage number, As one mode of the variation display and stop display of the patterns performed by the pattern variation means, there is a reach miss performance in which a pattern row including a plurality of patterns is varied in a plurality of rows, and a pattern other than the final stop pattern is displayed in a reach state and then a pattern that is a combination indicating that a special benefit is not given as the final stop pattern is displayed in a reach miss performance, The gaming machine is characterized in that the reach miss presentation indicates the reliability of a bonus being awarded for any of the reserved positions that have not been used up to the present time.

2. The gaming machine according to claim 1, characterized in that the more the reach miss effect is repeated in succession, the higher the reliability of the award of a bonus for any of the pending bonuses that have not yet been consumed to date.

3. 2. The gaming machine according to claim 1, characterized in that the higher the frequency of occurrence of the reach miss effect, the higher the reliability of the award of a bonus for any of the pending balls that have not yet been consumed.

4. The reach miss performance includes a special reach miss performance in which a special symbol not included in the symbol row is stopped and displayed as a final stop symbol after a symbol other than the final stop symbol is stopped and displayed in a reach state, The gaming machine according to claim 1, characterized in that when the special reach miss effect is performed as the reach miss effect, it indicates that there is a high reliability of a bonus being awarded for any of the pending winnings that have not been consumed to date.

5. The gaming machine according to claim 4, characterized in that the more the special reach miss effect is repeated in succession, the higher the reliability of the award of a bonus for any of the pending bonuses that have not yet been consumed to date.

6. The gaming machine according to claim 4, characterized in that the higher the frequency of occurrence of the special reach miss effect, the higher the reliability of the award of a bonus for any of the pending balls that have not yet been consumed.

Citation Information

Patent Citations

  • Game machine

    JP2014046169A