Game machine

By introducing judgment mechanisms and multiple execution modes into the game console, the problem of skipping some performance processes makes players unable to experience the effects, and the effect of providing the same desired experience during the skipping process is achieved.

JP2025047910APending Publication Date: 2025-04-03SANSEI R&D KK
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Patent Information

Application Number
JP2023156689
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-22
Publication Date
2025-04-03

AI Technical Summary

Technical Problem

When the game console skips part of the performance process, the player cannot experience the various performance effects executed.

Method used

A judgment mechanism is used to determine whether an advantageous state is generated and an execution mode is selected according to the state, including the first and second execution modes. The first mode represents a lower expected level, while the second mode represents a higher expected level. By selecting the appropriate execution mode, the game console can provide the player with the same desired experience as fully executing when skipping part of the performance process.

Benefits of technology

It is achieved that when skipping part of the performance process, it is still able to provide players with the same expected experience as fully executed, enhancing the appeal of the game and the sense of participation of the player.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025047910000001_ABST
    Figure 2025047910000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of providing a player with a sense of expectation obtained when one portion of a performance process is not skipped even if one portion of a performance process is skipped.SOLUTION: A CPU of a sub-control board acquires a first variation pattern from a main control board. The first variation pattern includes an SP ready-to-win performance B and an SP ready-to-win performance C. In an informing performance based on the SP ready-to-win performance B, a first performance and a second performance are executed in this order at a specific opportunity. In an informing performance based on the SP ready-to-win performance C, the second performance is executed without executing the first performance at a specific opportunity. The CPU determines the contents of a suggestive performance (S523) and then executes the determined suggestive performance in the first performance when the first acquired variation pattern is the SP ready-to-win performance B. The CPU determines the contents of a suggestive performance (S523) and then executes the determined suggestive performance in the second performance when the first acquired variation pattern is the SP ready-to-win performance C.SELECTED DRAWING: Figure 17
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Description

[Technical field]

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

[0002] Conventionally, gaming machines that skip a part of the presentation process are known. Patent Document 1 discloses a gaming machine that executes a skip presentation in which a jackpot notification timing for notifying a jackpot is set at one or more points in the presentation process, and a part of the presentation process is omitted from a stage in which a presentation block is being displayed to another presentation block that has a higher expectation of a jackpot notification appearing from that presentation block. The presentation of the gaming machine is divided into a plurality of presentation blocks and executed continuously. It is configured so that a presentation block executed later than a presentation block executed earlier in time among the plurality of presentation blocks has a higher expectation of a jackpot notification appearing at the jackpot notification timing in that presentation block. In such a configuration, the gaming machine executes a skip presentation by executing a fast-forward playback that speeds up the video playback speed of a part of the presentation process faster than the normal speed. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Application No. 2017-93971 Summary of the Invention [Problem to be solved by the invention]

[0004] If a part of the presentation process is skipped, there is a problem in that the player cannot experience various presentation effects that would have been achieved if that presentation process had not been skipped.

[0005] To provide a game machine capable of providing a player with the same sense of expectation as when a part of a presentation process is not skipped, even when a part of the presentation process is skipped. [Means for solving the problem]

[0006] The gaming machine according to the present invention comprises a determination means for executing an advantage determination for determining whether an advantageous state advantageous to a player will occur based on numerical information acquired in response to the establishment of a predetermined trigger, a pattern storage means for storing a plurality of types of execution patterns of an annunciation effect for notifying a result of the determination based on the advantage determination, and an annunciation effect execution means for selecting one of the plurality of types of the execution patterns stored in the pattern storage means and executing the annunciation effect based on the selected execution pattern, the execution patterns being a first execution pattern which, from a specific trigger during the execution of the annunciation effect, sequentially executes a first execution pattern indicating that the determination result of a win indicating that the advantageous state will occur is notified by the annunciation effect of a first degree of expectation, and a second execution pattern indicating that the degree of expectation is a second degree higher than the first degree, and a third execution pattern which, from the specific trigger, sequentially executes a second execution pattern indicating that the determination result of a win indicating that the advantageous state will occur is notified by the annunciation effect of a first degree of expectation. The present invention is characterized in that it comprises a second execution pattern in which the second performance is executed without executing the first performance or after executing a part of the first performance, a suggested performance definition means for defining the content of a suggested performance which is a performance that may be executed in the first performance when the notification performance is executed based on the first execution pattern and which suggests that the second performance may be executed after the first performance, a suggested performance execution decision means for deciding whether to execute the suggested performance, and a suggested performance execution means for executing the suggested performance defined in the suggested performance definition means when it is decided by the suggested performance execution decision means to execute the suggested performance, and the suggested performance execution decision means is capable of deciding to execute the suggested performance in the second performance which is executed when the notification performance is executed based on the second execution pattern.

[0007] In the case where a first execution pattern and a second execution pattern are provided as execution patterns of the notification effect, when the notification effect is executed in the second execution pattern, a part or all of the first effect is not executed, so the player cannot experience the suggestive effect that may be executed in the first effect. When the notification effect is executed in the second execution pattern, the gaming machine according to the present invention can execute the suggestive effect in the second effect. Therefore, even when a part of the presentation process is skipped, the gaming machine according to the present invention can provide the player with the sense of expectation that would be obtained if a part of the presentation process was not skipped.

[0008] The gaming machine may be provided with a skip effect execution means for executing a skip effect to notify a player that the second effect will be executed without the first effect being executed at the specific trigger, when the notification effect is executed based on the second execution pattern.

[0009] If the player does not have a deep understanding of the fact that the first and second execution patterns are included as execution patterns of the notification effect, the player may not realize that the first effect has been skipped and the second effect has been executed at a specific trigger when the notification effect is executed based on the second execution pattern. By executing a skip effect when executing the notification effect based on the second execution pattern, the gaming machine can make the player recognize that the second effect, which has a higher expectation than the first effect, will be executed at a specific trigger.

[0010] The gaming machine may also include a skip acquisition effect execution means for executing, when the skip effect is executed by the skip effect execution means, a skip acquisition effect suggesting that the skip effect will be executed, at a time before the skip effect is executed.

[0011] By executing a skip acquisition effect, the gaming machine can notify the player that a skip effect will be executed thereafter, i.e., that a second effect with higher expectations than the first effect will be executed upon a specific trigger of the notification effect. Thus, the gaming machine can make the player recognize in advance that the execution patterns of the notification effect include the first execution pattern and the second execution pattern, and that the notification effect will be executed with the second execution pattern. Thus, the gaming machine can encourage the player to understand that the execution patterns of the notification effect include the first execution pattern and the second execution pattern, and can make the player feel more excited about the notification effect executed based on the second execution pattern.

[0012] The frequency with which the notification effect is executed based on the second execution pattern may be lower than the frequency with which the notification effect is executed based on the first execution pattern.

[0013] In this case, the gaming machine executes the notification effect based on the first execution pattern as a rule, and executes the notification effect based on the second execution pattern less frequently than the notification effect based on the first execution pattern, thereby giving a surprise to the player who experiences the notification effect based on the second execution pattern, which is executed less frequently than the notification effect based on the first execution pattern, and thus increasing the interest of the game. [Brief description of the drawings]

[0014] [Figure 1] FIG. 1 is a front view of a pachinko machine 1. [Diagram 2] 2 is a block diagram showing the electrical configuration of the pachinko machine 1. FIG. [Diagram 3] A conceptual diagram showing the special chart 1 jackpot related information storage area of ​​RAM52. [Figure 4] 13 is a conceptual diagram showing a special symbol determination table stored in ROM 53. FIG. [Diagram 5] 13 is a conceptual diagram showing a variation pattern determination table stored in ROM 53. FIG. [Figure 6]4 is a flowchart of a main process performed in a main control board 41. [Figure 7] 13 is a flowchart of special symbol processing performed in the main processing. [Figure 8] 8 is a flowchart continuing from FIG. 7. [Figure 9] 9 is a flowchart continuing from FIG. 8. [Figure 10] 13 is a flowchart of a game state transition process performed in special pattern processing. [Figure 11] 13 is a flowchart of the special electric device processing performed in the main processing. [Figure 12] 13 is a flowchart of sub-control board processing carried out in the sub-control board 58. [Figure 13] An explanatory diagram showing the types of display modes of the first hold display. [Figure 14] A conceptual diagram showing a first hold display mode determination table stored in ROM 583. [Figure 15] This is a flowchart of the hold display processing performed in the sub-control board processing. [Figure 16] 13 is a flowchart of the notification performance execution processing performed in the sub-control board processing. [Figure 17] 13 is a flowchart of the advance notice performance execution mode determination process performed in the notification performance execution process. [Figure 18] A conceptual diagram showing a suggested performance execution mode determination table stored in ROM 583. [Figure 19] This is an explanatory diagram that explains the flow of the presentation when the first notification presentation is executed based on the first variation pattern of the SP reach presentation A. [Figure 20] FIG. 20 is an explanatory diagram following FIG. 19. [Figure 21] This is an explanatory diagram that explains the flow of the presentation when the first notification presentation is executed based on the first variation pattern of the SP reach presentation B. [Figure 22] FIG. 22 is an explanatory diagram following FIG. 21. [Diagram 23]An explanatory diagram that explains the flow of the presentation when the first notification presentation is executed based on the first variation pattern of the SP reach presentation C. [Figure 24] FIG. 24 is an explanatory diagram following FIG. 23. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0015] A pachinko machine 1, which is a first embodiment of a gaming machine according to the present invention, will be described below with reference to the drawings. First, the mechanical configuration of the pachinko machine 1 will be described with reference to FIG. 1. In the following description, the front side, back side, upper side, lower side, left side, and right side of FIG. 1 are respectively the front side, rear side, upper side, lower side, left side, and right side of the pachinko machine 1. The pachinko machine 1 is a so-called old type 1 gaming machine equipped with a special pattern. The technology disclosed in this application can be applied to gaming machines of various game specifications, such as old type 2 type, type 1 and type 2 mixed type, and general electric type, as long as the gaming machine executes a notification performance that notifies the result of a judgment made in the gaming machine, such as a jackpot judgment or a normal win judgment.

[0016] As shown in FIG. 1, the pachinko machine 1 comprises a gaming machine frame 30 and a gaming board 2. The gaming machine frame 30 comprises a front frame 31, and a main frame and an outer frame, which are not shown. The outer frame is a frame member for fixing the pachinko machine 1 to the island equipment of a hall. The main frame is a frame body for attaching the gaming board 2 and the like. The main frame is attached to the outer frame so as to be openable and closable. The front frame 31 is attached to the main frame so as to be openable and closable. A transparent plate, which is not shown, is detachably fixed to the front frame 31. The transparent plate is, for example, a glass plate. The front frame 31, together with the transparent plate, covers the gaming board 2 from the front.

[0017] The front frame 31 includes a launch handle 32, an upper tray 33, a lower tray 34, a performance button 35, a performance lever 36, a frame lamp 38, and a speaker 39. The launch handle 32 is provided at the lower right of the front frame 31. The launch handle 32 is configured so that a player can rotate it. When a player rotates the launch handle 32 to perform a launch operation, a game ball is launched by a game ball launching device 37 shown in FIG. 2 with a strength according to the rotation angle of the launch handle 32. The upper tray 33 is provided at the lower center of the front frame 31. The upper tray 33 supplies metallic game balls to the game ball launching device 37 and receives prize balls. The lower tray 34 is provided below the upper tray 33. The lower tray 34 receives prize balls. The performance button 35 is provided on the upper surface of the upper tray 33. The performance button 35 is configured so that a player can press it. The effect lever 36 is provided at the lower left of the front frame 31. The effect lever 36 is configured so that the player can rotate it left and right and push it backwards. The frame lamp 38 is a decorative part provided at the upper, left and right parts of the front frame 31. The frame lamp 38 has a built-in light source such as an LED and performs various effects using light. The speakers 39 are provided at the left and right corners of the upper part of the front frame 31. The speakers 39 output various sounds such as music, voice and sound effects.

[0018] The game board 2 is a plate-like shape that is approximately square when viewed from the front. On the front of the game board 2, a game area 4 that is approximately circular and surrounded by a guide rail 3 is formed. The guide rail 3 is formed on the left side of the game area 4. A center ornament 21 is provided in approximately the center of the game area 4. Game balls launched by the game ball launching device 37 are guided to the game area 4 by the guide rail 3 and flow down within the game area 4. Game balls launched with a launch strength less than a predetermined strength flow down the left side of the center ornament 21, and game balls launched with a launch strength equal to or greater than the predetermined strength flow down the right side of the center ornament 21. Hereinafter, launching a game ball so that the game ball flows down the left side of the center ornament 21 is referred to as a "left hit", and launching a game ball so that the game ball flows down the right side of the center ornament 21 is referred to as a "right hit".

[0019] The center decoration 21 mainly includes a display screen 28. The display screen 28 is disposed in the approximate center of the center decoration 21. The display screen 28 is an image display means constituted by, for example, an LCD, and can display numbers, letters, various moving images, and the like. Various types of display screens, such as organic EL and dot matrix, may be used for the display screen 28. The display screen 28 can execute a notification performance. The notification performance is a performance that notifies the player of the result of the jackpot determination by performing a pattern change that displays a combination of the performance patterns 100 indicating the result of the jackpot determination described later after varying the performance patterns 100, which are performance patterns shown in FIG. 19, etc. In addition, the center decoration 21 has a built-in board lamp 27 shown in FIG. 2, which is constituted by a light source such as an LED. The center decoration 21 executes various performances using light by the board lamp 27.

[0020] A first start hole 14 is provided at approximately the center below the center ornament 21. The first start hole 14 functions as a start hole for a first special pattern, which will be described later. A large prize hole 16 is provided at the lower right of the first start hole 14. The large prize hole 16 is configured as a prize hole related to a so-called special electric device (a device that changes the size of the prize hole based on the result of a large prize determination). The large prize hole 16 has an opening and closing member 161 that extends longitudinally in the left-right direction and is configured to open and close the entrance of the large prize hole 16. A game ball can win a prize in the large prize hole 16 only when the opening and closing member 161 is opened. The opening and closing member 161 of the large prize hole 16 is electrically opened and closed by the large prize hole solenoid 70 shown in FIG. 2. The opening and closing member 161 of the large prize hole 16 is opened in a large prize game, which will be described later.

[0021] A gate 12 through which the game ball can pass is provided to the right of the center ornament 21. The gate 12 is an operating gate for a normal pattern. A second start port 15 is provided below the gate 12. The second start port 15 functions as a start port for a second special pattern, which will be described later. The second start port 15 is configured as a winning port related to a so-called normal electric device (a device that changes the size of the entrance of the winning port based on the result of a normal winning judgment). The second start port 15 is one-wing shaped and includes an opening / closing member 151 configured to open and close the entrance of the second start port 15. The game ball can win in the second start port 15 only when the opening / closing member 151 is opened. The opening / closing member 151 of the second start port 15 is electrically opened and closed by the second start port solenoid 69 shown in FIG. 2. The opening / closing member 151 of the second start port 15 is opened in a normal winning game, which will be described later.

[0022] A symbol display section 29 is provided at the lower right of the game board 2. The symbol display section 29 includes a first special symbol display section, a second special symbol display section, a normal symbol display section, a first special symbol memory number display LED, a second special symbol memory number display LED, and a normal symbol memory number display LED. The first special symbol display section and the second special symbol display section each include a plurality of LEDs. The first special symbol display section notifies the result of the jackpot determination executed when the game ball enters the first starting hole 14 by displaying a variable display such as blinking the LEDs, and then displaying the LEDs as a predetermined combination by confirming the lighting and extinguishing. Each of the combinations confirmed and displayed on the first special symbol display section is referred to as a first special symbol. Hereinafter, the jackpot determination executed when the game ball enters the first starting hole 14 is referred to as a "special symbol 1 jackpot determination." The second special symbol display unit notifies the result of the jackpot determination executed when the gaming ball enters the second starting hole 15 by displaying the same variable display as the first special symbol display unit, and then displaying the LEDs turning on and off as a predetermined combination. Each of the combinations displayed on the second special symbol display unit is referred to as a second special symbol. Hereinafter, the jackpot determination executed when the gaming ball enters the second starting hole 15 is referred to as a "special symbol 2 jackpot determination." Hereinafter, when the first special symbol and the second special symbol are collectively referred to, they are simply referred to as special symbols.

[0023] The normal symbol display unit notifies the result of the normal win determination that is executed when the game ball passes through the gate 12 by displaying a variable display similar to that of the special symbol, and then displaying the LEDs turning on and off as a predetermined combination. Each of the combinations that are displayed on the normal symbol display unit is called a normal symbol. The first hold number display LED displays the first hold number, which is the number of times that the execution of the special symbol 1 jackpot determination is pending. The second hold number display LED displays the second hold number, which is the number of times that the execution of the special symbol 2 jackpot determination is pending. The normal hold number display LED displays the normal hold number, which is the number of times that the execution of the normal win determination is pending.

[0024] In addition to the above, the game area 4 is provided with an outlet 19, various decorative members, other winning holes, and game nails (not shown). The outlet 19 is provided at the bottom of the game board 2. Of the game balls that flow down the game area 4, those that do not win in the first start hole 14, the second start hole 15, the big winning hole 16, or any of the other winning holes and flow down to the bottom of the game area 4 pass through the outlet 19 and are discharged outside the game area 4.

[0025] In addition, since each game component is arranged as described above in the game area 4, a game ball hit from the left is more likely to enter the first start hole 14 than a game ball hit from the right. It is difficult for a game ball hit from the right to enter the first start hole 14. In addition, a game ball hit from the right is more likely to pass through or enter the gate 12, the second start hole 15, and the big prize hole 16 than a game ball hit from the left. It is difficult for a game ball hit from the left to pass through or enter the gate 12, the second start hole 15, and the big prize hole 16. Therefore, the player plays the game by hitting from the right during the probability change state, time-saving state, and big win game described later, and plays the game by hitting from the left in other cases.

[0026] With reference to FIG. 1, an overview of the game in the pachinko machine 1 will be described. The pachinko machine 1 is provided with a jackpot game and a normal jackpot game. The jackpot game will be described. The jackpot game is executed by the operation of a consecutive operation device of the accessory due to the operation of a condition device. The condition device is a device that is a condition for the operation of the consecutive operation device of the accessory. The consecutive operation device of the accessory is a device for continuously operating the special electric accessory. In this embodiment, the condition device is operated when a special pattern indicating a jackpot is displayed on the pattern display unit 29. In this embodiment, the consecutive operation device of the accessory is operated when the condition device is operated. By the operation of the consecutive operation device of the accessory, the opening and closing member 161 of the big prize opening 16 related to the special electric accessory is opened in a predetermined opening pattern a predetermined number of times, and a jackpot game is executed.

[0027] Hereinafter, a unit of repetition in which the opening / closing member 161 of the big prize opening 16 is continuously opened during a big prize game is referred to as a "big prize round." The total number of big prize rounds constituting one big prize game is referred to as the "number of rounds." The state in which the condition device and the device for continuously operating the role are operating, that is, the state in which a big prize game is being played, is referred to as a big prize game state. In this embodiment, the number of rounds is "4" or "8." Hereinafter, a special symbol indicating that the result of the big prize determination is a big prize is referred to as a big prize symbol. A special symbol indicating that the result of the big prize determination is a miss is referred to as a miss symbol.

[0028] The pachinko machine 1 can set a probability variable state or a non-probability variable state. The probability variable state is a game state in which the probability of being determined as a jackpot in the jackpot determination has changed to a higher probability than normal. The probability of being determined as a jackpot in the jackpot determination is hereinafter referred to as the "jackpot probability". The non-probability variable state is a state in which the probability variable state is not set and the jackpot probability is normal. In this embodiment, the jackpot probability in the non-probability variable state is 1 / 200, and the jackpot probability in the probability variable state is 1 / 20. In this embodiment, the probability variable state is set at a rate of 60% after the end of the jackpot game. Whether or not the probability variable state is set after the end of the jackpot game is determined by the type of special pattern that is determined according to the value of the special pattern determination random number described later. In the following, the type of special pattern that sets the probability variable state after the end of the jackpot game is referred to as the "probability variable jackpot pattern". The type of special pattern that sets the non-probability variable state after the end of the jackpot game is referred to as the "non-probability variable jackpot pattern". The set probability variable state continues until the next big win game is executed. In this embodiment, when a big win game is executed, in addition to the probability variable state, a time-saving state described later may be set after the big win game ends.

[0029] A normal winning game will be described. A normal winning game is executed when a normal symbol indicating that the result of the normal winning judgment is a winning symbol is displayed on the symbol display unit 29. A normal winning judgment is triggered by the passing of a gaming ball through the gate 12. A normal winning game is executed when the opening / closing member 151 of the second starting hole 15 of the normal electric role device is opened in a predetermined opening pattern.

[0030] The pachinko machine 1 sets either a non-time-saving state or a time-saving state. The non-time-saving state is a game state in which the opening / closing member 151 of the second starting hole 15 is opened at a normal frequency. The time-saving state is a game state in which the opening / closing member 151 of the second starting hole 15 is opened more frequently than in the non-time-saving state. In this embodiment, the opening pattern of the opening / closing member 151 of the second starting hole 15 due to a normal winning game performed in the non-time-saving state is about 0.1 seconds x 1 time. The probability of being determined to be a winning in the normal winning judgment is hereinafter referred to as the "normal winning probability." The normal winning probability in the non-time-saving state is about 1 / 11. In addition, the fluctuation time of the normal pattern in the non-time-saving state is about 10 seconds. The opening pattern of the opening / closing member 151 of the second starting hole 15 due to a normal winning game performed in the time-saving state is about 1.2 seconds x 3 times. The normal winning probability in the time-saving state is about 10 / 11. Also, the time for the normal symbols to change in the time-saving state is about 2 seconds. Therefore, in the time-saving state, the player can easily place the game ball in the second start hole 15 than in the non-time-saving state. Note that the opening pattern of the opening / closing member 151 of the second start hole 15, the normal winning probability, and the time for the normal symbols to change in the non-time-saving state or the time-saving state are merely examples, and these values ​​may be changed as desired.

[0031] In this embodiment, the pachinko machine 1 sets a time-saving state after the end of a jackpot game. The set time-saving state continues while the probability variable state continues or until the total number of jackpot determinations performed in the time-saving state, i.e., the number of executions of the special chart 1 jackpot determination and the number of executions of the special chart 2 jackpot determination, reaches a predetermined number of time-saving times. That is, the pachinko machine 1 can set a so-called A time-saving state. In this embodiment, the number of time-saving times is 100 times. The pachinko machine 1 may be configured to be able to set a so-called B time-saving state and a C time-saving state in addition to this. The B time-saving state is a time-saving state that is set in response to the end of a jackpot game, the execution of a jackpot determination in a non-probability variable state being started, and the number of executions of a jackpot determination counted from the execution of a RAM clear process described later being performed, reaching a predetermined upper limit number of times. The C time-saving state is a time-saving state that is set in response to the fact that a specific losing pattern among losing patterns is confirmed and displayed in a non-probability variable state.

[0032] The pachinko machine 1 can set multiple types of game states with different degrees of advantage for the player by combining the high probability state, non-high probability state, time-saving state, and non-time-saving state. In this embodiment, one of three game states is set: "normal state," "high probability time-saving state," and "non-high probability time-saving state." The normal state is a combination of the non-high probability state and the non-time-saving state. The high probability time-saving state is a combination of the high probability state and the time-saving state. The non-high probability time-saving state is a combination of the non-high probability state and the time-saving state. The normal state is set as the initial state after the power is turned on for the first time in the pachinko machine 1. In addition, the pachinko machine 1 may have four or more game states, including a "high probability non-time-saving state" that is a combination of the high probability state and the non-time-saving state.

[0033] The electrical configuration of the pachinko machine 1 will be described with reference to Fig. 2. The control unit 40 of the pachinko machine 1 mainly includes a main control board 41, a sub-control board 58, a lamp control board 46, a performance control board 43, a payout control board 45, a relay terminal board 47, and a power supply board 42.

[0034] The main control board 41 is responsible for the main control of the pachinko machine 1. The CPU unit 50 of the main control board 41 is provided with a CPU 51 that performs various arithmetic processing, a RAM 52 that temporarily stores data, and a ROM 53 that stores a control program and the like. The RAM 52 stores game processing information for processing related to the game, such as information such as flags indicating game states such as a probability change state and a time-saving state, information indicating the result of a big win determination, the first reserved number, the second reserved number, and the like. A random number generating circuit 56 and an interrupt signal generating circuit 57 are connected to the CPU unit 50. The random number generating circuit 56 generates random numbers within a predetermined range. The interrupt signal generating circuit 57 generates an interrupt signal every time a clock signal is input from a clock circuit (not shown) that outputs a clock signal of a constant frequency. The main control board 41 executes the main processing of the main control program described later every time an interrupt signal is input from the interrupt signal generating circuit 57.

[0035] Further, a RAM clear switch 412 is mounted on the main control board 41. The RAM clear switch 412 is a switch that is operated when performing a RAM clear process. The RAM clear process is performed to erase game processing information stored in the RAM 52 and to perform initial setting of the RAM 52. The RAM clear switch 412 may be provided on the power supply board 42. The RAM clear switch 412 may be provided on a dedicated board that is provided separately from the main control board 41, the power supply board 42, etc.

[0036] The main control board 41 is connected to the sub-control board 58, the payout control board 45, the relay terminal board 47, the symbol display unit 29, the external terminal board 55, the first start hole switch 61, and the second start hole switch 62 via the I / O interface 54. The display control of the symbol display unit 29 is performed by the CPU 51. The external terminal board 55 outputs information of the pachinko machine 1 to a gaming hall management computer (a so-called hall computer, not shown) that comprehensively manages the gaming machines installed in the pachinko hall. The first start hole switch 61 is provided in the first start hole 14, and when it detects the entry of a gaming ball into the first start hole 14, it outputs a detection signal to the main control board 41. The second start hole switch 62 is provided in the second start hole 15, and when it detects the entry of a gaming ball into the second start hole 15, it outputs a detection signal to the main control board 41.

[0037] The sub-control board 58 includes a CPU 581 that performs various arithmetic processing, a RAM 582 that temporarily stores data, a ROM 583 that stores control programs and the like, and a sound control circuit 585 that controls sound output in the pachinko machine 1. The sub-control board 58 is connected to the lamp control board 46, the performance control board 43, and the speaker 39. The sub-control board 58 performs overall control of the performance and the like in accordance with commands transmitted from the main control board 41.

[0038] The lamp control board 46 is connected to the performance button 35, the performance lever 36, the frame lamp 38, and the board lamp 27. The lamp control board 46 is equipped with an LED driver, not shown, etc. The lamp control board 46 controls the light emitting operation of the frame lamp 38 and the board lamp 27, etc., according to commands received from the sub-control board 58. When the performance button 35 is pressed, it outputs a signal indicating that the pressing operation has been performed. When the performance lever 36 is rotated and pushed, it outputs a signal indicating that the rotation operation and the pushing operation have been performed. The lamp control board 46 relays the signal received from the performance button 35 and the signal received from the performance lever 36 to the sub-control board 58.

[0039] The performance control board 43 includes a CPU 431 that performs various arithmetic processing, an image control circuit 435 that controls image output to the display screen 28, and a CGROM (not shown) that stores image data. The performance control board 43 controls the display of the display screen 28 in accordance with commands transmitted from the sub-control board 58.

[0040] The payout control board 45 includes a CPU 45a, etc. The payout control board 45 controls the operation of the prize ball payout device 49 in response to a command transmitted from the main control board 41, and causes the prize ball payout device 49 to pay out a predetermined number of game balls as prize balls.

[0041] The relay terminal board 47 is connected to the second start port solenoid 69, the large prize port solenoid 70, the gate switch 74, and the large prize port switch 76. The second start port solenoid 69 opens and closes the opening / closing member 151 of the second start port 15 during normal winning play. The large prize port solenoid 70 opens and closes the opening / closing member 161 of the large prize port 16 during big prize play. The gate switch 74 is provided in the gate 12, and when it detects the passage of a game ball into the gate 12, it outputs a detection signal to the main control board 41. The large prize port switch 76 is provided in the large prize port 16, and when it detects the entry of a game ball into the large prize port 16, it outputs a detection signal to the main control board 41.

[0042] The power supply board 42 is connected to the main control board 41 and the game ball launcher 37, and supplies each board and the game ball launcher 37 with stabilized DC power. The game ball launcher 37 launches one game ball at a time into the game area 4 at regular intervals (approximately 0.6 seconds in this embodiment). The power supply board 42 is provided with a power switch 421. The power switch 421 is a switch that is operated to turn the power of the pachinko machine 1 on and off.

[0043] With reference to FIG. 3, the special chart 1 big win related information storage area of ​​the RAM 52 will be described. The special chart 1 big win related information storage area is used in the special pattern processing of the main processing described later in FIG. 7 to FIG. 9. The special chart 1 big win related information storage area is provided with a plurality of storage areas corresponding to the maximum first reserved number. In this embodiment, the maximum first reserved number, which is the upper limit of the first reserved number that can be stored, is "4". For this reason, the special chart 1 big win related information storage area is provided with four storage areas No. 1 to No. 4. If the first reserved number is less than 4, i.e., 0 to 3, when the game ball enters the first starting hole 14, the random number is stored in order from the smallest numbered storage area.

[0044] The first reserved number is the number of first reserved random numbers stored in the special 1 jackpot related information storage area in a state where the execution of the special 1 jackpot judgment, the determination of the first variation pattern indicating the variation time of the first special pattern, etc. are reserved among the random numbers corresponding to the game ball that entered the first starting hole 14. The CPU 51 shifts the first reserved random number stored in the smallest numbered storage area among the random numbers in the storage areas that have not yet been processed to a judgment area (not shown). The judgment area is a storage area provided in the RAM 52 to store the random numbers for the jackpot judgment, and is used in common for the special 1 jackpot judgment and the special 2 jackpot judgment. The CPU 51 performs various processes such as the special 1 jackpot judgment on the random numbers shifted to the judgment area. When the first reserved random number stored in the smallest numbered storage area is shifted to the judgment area, the random numbers stored in the storage areas after the next number are shifted to the storage area with the next smaller number. After that, the first reserved random number stored in the smallest numbered memory area is shifted sequentially to the judgment area, and the process of the special chart 1 big win judgment and the like is repeated. The various processes for the random numbers stored in the judgment area include, for example, the determination of the notification performance that notifies the result of the special chart 1 big win judgment, and the process of the number of rounds of the big win game that is executed according to the judgment result. The random numbers in the judgment area are erased after the process of the big win judgment and the like is completed.

[0045] Each memory area is provided with a special 1 jackpot random number column in which the value of the jackpot random number is stored, a first special symbol determination random number column in which the value of the special symbol determination random number is stored, and a first variation pattern determination random number column in which the value of the variation pattern determination random number is stored. When the game ball enters the first starting hole 14, the random numbers generated by the random number generating circuit 56 for each type of random number at that time are latched by a hardware circuit and stored in each column. The jackpot random number stored in the special 1 jackpot random number column is used for determining the special 1 jackpot. The special symbol determination random number stored in the first special symbol determination random number column is used to determine the first special symbol. The variation pattern determination random number stored in the first variation pattern determination random number column is used to determine the first variation pattern indicating the variation time of the first special symbol displayed in the first special symbol display section of the symbol display section 29. The jackpot random number, the special symbol determination random number, and the change pattern determination random number that are acquired together with the jackpot random number and stored in the special jackpot related information storage area are collectively referred to as the first random number. The first random number that is stored in the special jackpot related information storage area in a state where the special jackpot determination, the first change pattern determination, and the first special symbol determination are not executed and are reserved is referred to as the first reserved random number. The change time of the special jackpot special symbol is also referred to as the first change time. In addition, random numbers other than those mentioned above, such as a reach random number for determining whether or not to perform the notification performance as a reach performance described later, may be acquired as the first random number when the game ball enters the first starting hole 14.

[0046] Although not shown, the RAM 52 is provided with a special chart 2 jackpot related information storage area. The special chart 2 jackpot related information storage area is also used in the special symbol processing of the main processing. In this embodiment, the special chart 2 jackpot related information storage area is provided with four storage areas corresponding to the maximum second reserved number. The second reserved number is the number of second reserved random numbers stored in a state in which the execution of the special chart 2 jackpot judgment, the determination of the second variation pattern indicating the variation time of the second special symbol, etc., among the random numbers corresponding to the game ball that has entered the second starting hole 15, are reserved. When the game ball enters the second starting hole 15, the random numbers generated by the random number generating circuit 56 for each type of random number at that time are latched by a hardware circuit and stored in each column of the special chart 2 jackpot related information storage area. The special chart 2 jackpot related information storage area, like the special chart 1 jackpot related information storage area, is provided with a special chart 2 jackpot random number column in which the value of the jackpot random number is stored, a second special pattern determination random number column in which the value of the special pattern determination random number is stored, and a second fluctuation pattern determination random number column in which the value of the fluctuation pattern determination random number is stored.

[0047] The CPU 51 shifts the random number stored in the smallest memory area among the random numbers in the memory areas that have not yet been processed to the aforementioned judgment area. The CPU 51 performs various processes such as special chart 2 jackpot judgment on the random numbers shifted to the judgment area. The jackpot random number, the special symbol determination random number and the variation pattern determination random number acquired together with the jackpot random number and stored in the special chart 2 jackpot related information memory area are collectively referred to as the second random number. The variation time of the second special symbol is also referred to as the second variation time.

[0048] In the following explanation, the jackpot random numbers used to determine the special 1 jackpot are also referred to as the special 1 jackpot random numbers. The jackpot random numbers used to determine the special 2 jackpot are also referred to as the special 2 jackpot random numbers. The fluctuation pattern determining random numbers used to determine the first fluctuation pattern are also referred to as the first fluctuation pattern determining random numbers. The fluctuation pattern determining random numbers used to determine the second fluctuation pattern are also referred to as the second fluctuation pattern determining random numbers. The special pattern determining random numbers used to determine the first special pattern are also referred to as the first special pattern determining random numbers. The special pattern determining random numbers used to determine the second special pattern are also referred to as the second special pattern determining random numbers.

[0049] In the pachinko machine 1, the first and second variation times are equal to the presentation time of the notification presentation that notifies the player of the results of the special chart 1 jackpot determination and the special chart 2 jackpot determination. The sub-control board 58 controls the notification presentation according to the variation pattern determined by the main control board 41. Specifically, the main control board 41 starts the variation of the first special symbol according to the first variation pattern based on the first variation pattern determination random number. The main control board 41 starts the variation of the second special symbol according to the second variation pattern based on the second variation pattern determination random number. The sub-control board 58 controls the start of the variation display of the performance symbol 100 in synchronization with the start of the variation of the first special symbol and the second special symbol. When the first variation time ends, the main control board 41 displays the first special symbol that has been varied for a predetermined special symbol determination display time. In this embodiment, the special symbol determination display time is 0.8 seconds. Furthermore, when the variation time of the second special symbol ends, the main control board 41 displays the second special symbol that has been varied for a predetermined special symbol determined display time. The sub-control board 58 displays the performance symbol 100 in synchronization with the special symbol determined display time. The sub-control board 58 also controls the execution of the notification effect synchronized with the variation time of the special symbol by the display screen 28, the board lamp 27, the frame lamp 38, the speaker 39, etc., in addition to the performance symbol 100. Hereinafter, the notification effect synchronized with the variation time of the first special symbol is referred to as the first notification effect. The notification effect synchronized with the variation time of the second special symbol is referred to as the second notification effect.

[0050] Although not shown, the RAM 52 is provided with a normal win related information storage area for storing a normal win random number obtained when the game ball passes through the gate 12. The normal win related information storage area is also configured in the same manner as the special chart 1 jackpot related information storage area. In this embodiment, the normal win related information storage area is provided with four storage areas corresponding to the maximum normal reserve number "4", which is the upper limit of the normal reserve number that can be stored. The storage areas are provided with a normal win random number column in which the value of the normal win random number is stored, and a normal symbol determination random number column in which the value of the normal symbol determination random number is stored. The normal win random number is used for normal win judgment. The normal symbol determination random number is used to determine the normal win symbol.

[0051] The special symbol determination table stored in the ROM 53 will be described with reference to FIG. 4. The pachinko machine 1 determines the first special symbol indicating the result of the special symbol 1 jackpot determination and the second special symbol indicating the result of the special symbol 2 jackpot determination by referring to the special symbol determination table. In particular, the special symbol determination table defines the jackpot symbols of the first special symbol and the second special symbol. The special symbol determination table associates each of the multiple jackpot symbols with a value (0 to 99) of the special symbol determination random number. If the result of the jackpot determination is a miss, a predetermined miss type is determined.

[0052] The first special symbols include two types of jackpot symbols: "4R normal jackpot A" and "4R special jackpot A". "4R normal jackpot A" is a non-special jackpot symbol. "4R special jackpot A" is a special jackpot symbol. The ratio of jackpot symbols among the first special symbols is 40% for "4R normal jackpot A" and 60% for "4R special jackpot A". The number of rounds of jackpot play executed in response to the determination of "4R normal jackpot A" and "4R special jackpot A" is "4".

[0053] The second special symbols include three types of jackpot symbols with symbol names: "4R normal jackpot B", "4R variable probability jackpot B" and "8R variable probability jackpot". "4R normal jackpot B" is a non-variable probability jackpot symbol. "4R variable probability jackpot B" and "8R variable probability jackpot" are variable probability jackpot symbols. The ratio of jackpot symbols of the second special symbols is 40% for "4R normal jackpot B", 30% for "4R normal jackpot B", 40% for "4R normal jackpot B", and 30% for "8R normal jackpot". The number of rounds of the jackpot game executed in response to the determination of "4R normal jackpot B" and "4R variable probability jackpot B" is "4". The number of rounds of the jackpot game executed in response to the determination of "8R variable probability jackpot" is "8". The ratio of the jackpot symbols with these symbol names to be determined is an example, and may be changed arbitrarily.

[0054] The special symbol determination table has a "game state after the end of the jackpot game" column, and defines the game state that is set after the end of the jackpot game due to the determination of the jackpot symbol in association with the symbol name. The special symbol determination table also defines the end condition, which is the condition for ending the set game state, in association with the symbol name.

[0055] When 4R normal jackpot A is determined as the first special symbol, a non-probability time-saving state is set after the corresponding jackpot game ends. The non-probability time-saving state that has been set continues until the number of jackpot judgments made in the non-probability time-saving state, that is, the total number of times that the special chart 1 jackpot judgments are made and the number of times that the special chart 2 jackpot judgments are made, reaches 100, which is the number of time-saving times. The total number of times that the special chart 1 jackpot judgments are made and the number of times that the special chart 2 jackpot judgments are made is hereinafter referred to as the number of judgments. After that, the time-saving state ends and the game state transitions to the normal state. When 4R probability time-saving A is determined as the first special symbol, a probability time-saving state is set after the corresponding jackpot game ends. The probability time-saving state that has been set continues until the next jackpot game is played.

[0056] If a 4R regular jackpot B is determined as the second special symbol, a non-probability time-saving state is set after the corresponding jackpot game ends. The non-probability time-saving state that has been set continues until the number of judgments in the non-probability time-saving state reaches 100, which is the number of time-saving times. After that, the time-saving state ends and the game state transitions to the normal state. If a 4R probability time-saving jackpot B or an 8R probability time-saving jackpot is determined as the second special symbol, a probability time-saving state is set after the corresponding jackpot game ends. The probability time-saving state that has been set continues until the next jackpot game is played.

[0057] The variation pattern determination table stored in the ROM 53 will be described with reference to Fig. 5. The variation pattern determination table has a plurality of tables according to the result of the big win determination and the game state at the time when the variation pattern is determined. Each of the plurality of tables is assigned one or a plurality of types of variation patterns, and each variation pattern is associated with a value (0 to 511) of the variation pattern determination random number and a variation time of the special symbol.

[0058] When a jackpot determination is made, the table division according to the game state at that time and the determination result of the jackpot determination is referenced, and one first fluctuation pattern corresponding to the value of the fluctuation pattern determination random number obtained together with the jackpot random number is determined. When the determination result of the jackpot determination in the normal state is a jackpot, the table division is assigned the fluctuation patterns of "normal reach performance A", "normal reach performance B", "SP reach performance A", "SP reach performance B" and "SP reach performance C".

[0059] The "reach performance" is a notification performance in which, for example, two of the three performance symbols 100 stop with the same pattern during the execution of the performance. The pachinko machine 1 can show the player that the judgment result of the big win may be notified by the currently executed notification performance by executing the reach performance. The reach performance is broadly divided into a "normal reach performance" and an "SP reach performance". The normal reach performance is a reach performance executed in which the content of the notification performance does not change particularly after the reach state is formed, and the performance symbol 100 reaches a confirmed display. The SP reach performance is a special reach performance executed in which the content of the notification performance changes progressively after the reach state is formed. The variation patterns of the "normal reach performance A" and "normal reach performance B" correspond to the normal reach performance. The variation patterns of the "SP reach performance A", "SP reach performance B" and "SP reach performance C" correspond to the SP reach performance.

[0060] In the table division where the result of the jackpot determination in the normal state is a jackpot, the rate at which the variation pattern is determined is higher in the order of "normal reach performance A", "normal reach performance B", "SP reach performance A", and "SP reach performance B". In addition, in this table division, the rate at which the "SP reach performance C" is determined is set to be lower than the rate at which the "SP reach performance A" and "SP reach performance B" are determined. In other words, the SP reach performance corresponding to the "SP reach performance C" is set to be executed less frequently than the SP reach performance corresponding to the "SP reach performance A" and "SP reach performance B". The SP reach performance corresponding to the "SP reach performance C" has a higher expectation of announcing the result of the jackpot determination than the SP reach performance corresponding to the "SP reach performance B" due to its rarity value. On the other hand, in the table division where the result of the determination is a miss, the rate at which the variation pattern is determined is lower in the order of "normal reach performance A", "normal reach performance B", "SP reach performance A", "SP reach performance B", and "SP reach performance C".

[0061] In this embodiment, the variation pattern of "non-reach" such as "non-reach performance A" is a notification performance that ends without reaching a reach state. In this embodiment, the variation pattern of "non-reach" is determined only when the result of the jackpot determination is a miss. In the table division when the result of the jackpot determination in the normal state is a miss, the rate at which the variation pattern of "non-reach performance A" is determined is higher than the rate at which the variation pattern corresponding to other reach performances is determined. Therefore, the expectation that the result of the jackpot determination in the normal state will be a jackpot increases in the order of "non-reach performance A", "normal reach performance A", "normal reach performance B", "SP reach performance A", "SP reach performance B", and "SP reach performance C".

[0062] The pachinko machine 1 provides a reach effect in addition to a non-reach effect as an announcement effect, thereby drawing the player's attention to whether a reach state will be formed in the announcement effect, and can increase the player's sense of expectation when the reach state is formed. Also, the pachinko machine 1 provides a SP reach effect in addition to a normal reach effect as an announcement effect, thereby drawing the player's attention to whether the effect will develop after the announcement effect forms a reach state. Also, the pachinko machine 1 can further increase the player's sense of expectation when the effect develops after the reach state is formed.

[0063] In the "non-reach" variation pattern, the first variation time varies depending on the reserved number at the start of the special symbol variation. In Fig. 5, reserved number "0" indicates a case where the special symbol begins to vary when the reserved number is "0" and the game ball enters the first start hole 14 or the second start hole 15. Reserved number "1", "2" or "3" indicates a case where the special symbol begins to vary based on the reserved random number when the reserved number is "1", "2" or "3".

[0064] As shown in the remarks column of the variation pattern determination table, the SP reach performance corresponding to the "SP reach performance A" is configured to end after the reach state is formed and the performance content develops into the first performance. The notification performance corresponding to the "SP reach performance B" is configured to end after the reach state is formed and the performance content develops into the first performance, then the performance content develops into the second performance, and then the performance ends. In the normal state, the expectation that the result of the jackpot determination will be a jackpot is higher for the "SP reach performance B" than for the "SP reach performance A". In the pachinko machine 1, when the first notification performance is executed as the SP reach performance, the flow of the game is based on the principle of whether or not the performance will further develop into the second performance after the first performance. And, when the performance develops into the second performance after the first performance, the SP reach performance is configured so that the expectation of the jackpot is higher than when only the first performance is executed and the SP reach performance ends. In other words, the pachinko machine 1 positions the second performance as a performance with a higher expectation of the result of the jackpot determination being a jackpot than the first performance. By repeatedly playing the pachinko machine 1, the player can realize that the second performance has a higher expectation of announcing the result of the jackpot than the first performance. In addition, by providing the "SP reach performance A" and the "SP reach performance B", the pachinko machine 1 can make the player have a sense of expectation during the execution of the first performance as to whether the performance content will develop into the second performance after the first performance is executed after the reach state is constituted.

[0065] While the pachinko machine 1 has such a principle, it is configured so that the SP reach performance corresponding to the "SP reach performance C" ends after the reach state is formed and the performance content develops into the second performance. That is, the SP reach performance corresponding to the "SP reach performance C" is configured so that the performance content does not execute the first performance after the reach state is formed, but develops into the second performance immediately. The execution frequency of the SP reach performance corresponding to such "SP reach performance C" is lower than the execution frequency of the SP reach performance corresponding to "SP reach performance B". Therefore, the pachinko machine 1 can give a sense of surprise to a player who has experienced the SP reach performance corresponding to the "SP reach performance C" which is executed less frequently than the SP reach performance corresponding to the "SP reach performance B". In addition, by repeatedly playing the pachinko machine 1, the player can realize that the SP reach performance corresponding to the "SP reach performance C" is a rarer pattern than the SP reach performance corresponding to the "SP reach performance B", and that there is a higher expectation of the big win determination result being notified. By providing "SP reach performance C" in addition to "SP reach performance A" and "SP reach performance B," the pachinko machine 1 can attract the player's attention as to whether the performance will develop into the first performance or the second performance when the performance develops after the reach state is formed.

[0066] Even when the game state is in a special time-saving state or a non-special time-saving state, just like in the normal state, one fluctuation pattern is determined according to the result of the jackpot determination, which corresponds to the value of the fluctuation pattern determination random number obtained together with the jackpot random number.

[0067] The main control board 41 changes the first special symbol or the second special symbol for a change time determined according to the determined change pattern. When the change pattern is determined, the main control board 41 transmits a change pattern designation command, which is a command that designates the change pattern, to the sub-control board 58. The sub-control board 58 controls the notification effect according to the change pattern designated by the change pattern designation command.

[0068] The operation of the main control board 41 of the pachinko machine 1 will be described with reference to Figs. 6 to 11. The main control of the pachinko machine 1 is performed by a control program stored in the ROM 53. The main processing of the control program shown in Fig. 6 is started in the CPU 51 when the power switch 421 is turned ON to turn on the power of the pachinko machine 1. Thereafter, the CPU 51 executes the main processing when it detects an interrupt signal generated every 4 ms by the interrupt signal generating circuit 57 shown in Fig. 2. Each step in the flow chart will be abbreviated as "S" below.

[0069] The flags used in the main process are explained below. In the main process, an operating flag, a big win game state flag, a special symbol display state flag, a probability change flag, a time-saving flag, and the like are used. These flags are game process information stored in the RAM 52. The operating flag is a flag indicating whether the pachinko machine 1 is operating. The operating flag becomes "OFF" when the power switch 421 is operated to the OFF state to turn off the power of the pachinko machine 1. The operating flag becomes "ON" with the execution of a power-on process (S2) described later, which is executed when the power switch 421 is operated to the ON state to turn on the power of the pachinko machine 1. Hereinafter, the processes from S11 to S20 in the main process that are executed when the operating flag is "ON" are also referred to as operating processes.

[0070] The jackpot game state flag is a flag indicating whether or not the game is in a jackpot game state, and is "ON" when the game is in a jackpot game state, and is "OFF" when the game is not in a jackpot game state. The special symbol display state flag is stored as "1" when either the first special symbol or the second special symbol is changing (changing), as "2" when either one is displayed as a fixed symbol (displaying as a fixed symbol), and as "0" when neither is changing or displayed as a fixed symbol. The probability variation flag is a flag indicating whether or not the game is in a probability variation state, and is stored as "ON" when "1" is in a probability variation state, and is stored as "OFF" when "0" is in a non-probability variation state. The time-saving flag is a flag indicating whether or not the game is in the aforementioned time-saving state, and is stored as "ON" when "1" is set and is stored, and is stored as "OFF" when the time-saving state ends.

[0071] When the main processing starts, the CPU 51 determines whether the operation flag is "ON" (S1). Immediately after the power of the pachinko machine 1 is turned on, the operation flag is "OFF". If the operation flag is "OFF" (S1: NO), the power-on process is executed (S2), and the main processing ends.

[0072] In the power-on process, the CPU 51 executes an initialization process associated with power-on. Specifically, the CPU 51 executes a wait process for waiting for the sub-control board 58 and the like to become operable, and an access permission setting for the RAM 52 for enabling writing and reading of game processing information to and from the RAM 52. In addition, when the power switch 421 is operated to the ON state and the power of the pachinko machine 1 is switched from OFF to ON, the CPU 51 executes a RAM clear process if the RAM clear switch 412 is in the ON state. In the RAM clear process, the game processing information stored in the use area of ​​the RAM 52 is cleared, and the RAM 52 is initialized such that a predetermined initial value is stored in the RAM 52. By performing the RAM clear process, various flags stored in the RAM 52, such as a jackpot game state flag, a probability change flag, and a time-saving flag, are set to "OFF". The RAM 52 is provided with various counters, such as a time-saving counting counter to be described later. By performing the RAM clear process, the values ​​stored in these counters are cleared to "0". When the power-on process ends, the CPU 51 sets the in-operation flag to "ON" and ends the power-on process.

[0073] When the main process is started by the next interrupt signal, since the operating flag is "ON" (S1: YES), the CPU 51 executes a switch reading process (S11). In the switch reading process, a process is carried out to detect the passage of a game ball or a win from the detection results of each switch provided at the gate switch 74, the first start port switch 61, the second start port switch 62, the big win port switch 76, and other win ports shown in FIG. 2. The RAM 52 stores a flag corresponding to each switch. When each switch detects the passage of a game ball, the flag corresponding to each switch stored in the RAM 52 becomes "ON".

[0074] Next, the CPU 51 executes a counter update process (S12). In the counter update process, the values ​​of a special symbol fluctuation time counter, which is a timer counter for measuring the fluctuation time of the first special symbol and the second special symbol stored in the RAM 52, and a special symbol determination display time counter for measuring the special symbol determination display time are subtracted.

[0075] Next, the CPU 51 executes special electric accessory processing (S13). Details will be described later with reference to FIG. 11, but in the special electric accessory processing, processing for controlling the operation of the jackpot game, processing related to the game state set after the end of the jackpot game, etc. are performed. The operation of the jackpot game is mainly the opening and closing operation of the opening and closing member 161 of the big prize opening 16 in the jackpot game.

[0076] Next, the special symbol process is performed (S15). Details will be described later with reference to Figs. 7 to 9, but in the special symbol process, a big win determination, a change pattern determination, a special symbol determination, a game state transition process, and the like are performed.

[0077] Next, the CPU 51 executes normal electric device processing (S16). In the normal electric device processing, when the result of the normal hit determination is a hit, processing is performed to control the operation of the normal hit game (mainly the opening and closing operation of the opening and closing member 151 of the second start opening 15). As described above, when the time-saving state is set, the CPU 51 increases the frequency with which the opening and closing member 151 of the second start opening 15 is opened compared to the non-time-saving state.

[0078] Next, the CPU 51 executes normal symbol processing (S17). In the normal symbol processing, a normal win random number is acquired when the gate switch 74 detects the passage of a gaming ball. Based on the acquired random number, processing such as normal win determination and generation of commands for controlling the fluctuation of normal symbols is performed. As described above, the fluctuation time of normal symbols during the time-saving state is shorter than the fluctuation time of normal symbols during the non-time-saving state.

[0079] Next, the CPU 51 executes a payout process (S18), an error check (S19), and an information output process (S20), and ends the main process. In the payout process, when a flag corresponding to each switch is set to "ON" by the switch reading process, a command indicating that a game ball has entered a winning hole corresponding to each switch is transmitted to the payout control board 45. The CPU 45a of the payout control board 45 that receives this command causes the prize ball payout device 49 to pay out a number of prize balls that are predetermined for the winning hole corresponding to the command, according to the number of winning balls entered into the winning hole. In the error check, when an error occurs, a command for notifying the error using the display screen 28, the speaker 39, etc. is transmitted to the sub-control board 58. In the information output process, various information is output to the above-mentioned game center management computer via the external terminal board 55.

[0080] The details of the special symbol processing shown in S15 of Fig. 6 will be described with reference to Fig. 7 to Fig. 9. The flags used in the special symbol processing will be described. In the special symbol processing, the jackpot game state flag, the special symbol display state flag, the probability variable flag, the time-saving flag, etc. are used.

[0081] As shown in Fig. 7, when the special symbol process is started, the CPU 51 judges whether a gaming ball has entered the first start hole 14 (S61). When the first start hole switch 61 detects the entry of a gaming ball, a flag corresponding to the first start hole switch 61 is set to "ON" in the switch reading process of the main process shown in S11 of Fig. 6. If this flag is "OFF", the CPU 51 judges that a gaming ball has not entered the first start hole 14 (S61: NO), and the process proceeds to the judgment of S71.

[0082] When this flag is "ON", the CPU 51 judges that the game ball has entered the first start hole 14 (S61: YES) and judges whether the first reserved number is "4" (S63). The RAM 52 has a first reserved number storage area for storing the first reserved number. When the first reserved number stored in the first reserved number storage area is "4" (S63: YES), the first reserved number has reached the maximum first reserved number, so the CPU 51 shifts the process to the judgment of S71. When the first reserved number stored in the first reserved number storage area is not "4" (S63: NO), the CPU 51 adds "1" to the first reserved number stored in the first reserved number storage area (S65). The CPU 51 acquires the first random number, and stores each random number value of the acquired first random number in the smallest numbered empty storage area in the special chart 1 big win related information storage area shown in FIG. 3 (S66). Specifically, the random number value of the jackpot random number is stored in the special chart 1 jackpot random number column, the random number value of the first pattern determination random number is stored in the first special pattern determination random number column, and the random number value of the first variation pattern determination random number is stored in the first variation pattern determination random number column.

[0083] Next, the CPU 51 refers to the first reserved information, which is information related to the first random number acquired in S66 (S68). The CPU 51 generates a first reserved information command for notifying the sub-control board 58 of the referred information and sets it in the command buffer (S69). The commands set in the command buffer of the RAM 52 are transmitted to the sub-control board 58, the payout control board 45, the relay terminal board 47, etc. in the order in which they were set in the command buffer. Note that the main processing may be provided with a command transmission process for transmitting the commands set in the command buffer in the main processing executed previously to the sub-control board 58, etc. In this case, the commands set in the command buffer may be transmitted to the sub-control board 58, etc., by the command transmission process, in the order in which they were set in the command buffer, at each interruption of the main processing. The first reserved information is information obtained by referring to the first random number acquired and stored in S66 before processing such as jackpot determination is performed on the first random number, and is so-called look-ahead information. In this embodiment, the first reserved information is information based on the special chart 1 jackpot random number, the first special pattern determination random number, and the first variation pattern determination random number contained in the first reserved random number.

[0084] Among the information included in the first reserved information, information on the special 1 jackpot random number is referred to as special 1 jackpot pre-reading information. Among the information included in the first reserved information, information on the first special pattern determination random number is referred to as first special pattern pre-reading information. Among the information included in the first reserved information, information on the first variation pattern determination random number is referred to as first variation pattern pre-reading information. In the case where the first random number includes the above-mentioned reach random number, the first reserved information also includes information obtained by referring to those random numbers. The first reserved ball information command is a command for notifying the sub-control board 58 of the first reserved information acquired and stored in S66. In this embodiment, the first reserved information command is generated by including at least the special 1 jackpot pre-reading information and the first variation pattern pre-reading information among the information included in the first reserved information. In addition, the first reserved information command is generated by including information indicating the first reserved number in addition to the pre-reading information regarding the first random number. The information indicating the first reserved number is based on the first reserved number stored in the first reserved number storage area.

[0085] The CPU 51 judges whether a game ball has entered the second start hole 15 (S71). When the second start hole switch 62 detects the entry of a game ball, a flag corresponding to the second start hole switch 62 becomes "ON" in the switch reading process of the main process shown in S11 of Fig. 5. If this flag is "OFF", the CPU 51 judges that a game ball has not entered the second start hole 15 (S71: NO), and the process proceeds to the judgment of S81 shown in Fig. 8.

[0086] When this flag is "ON", the CPU 51 judges that a game ball has entered the second start hole 15 (S71: YES) and judges whether the second reserved number is "4" (S72). The RAM 52 has a second reserved number storage area for storing the second reserved number. When the second reserved number stored in the second reserved number storage area is "4" (S72: YES), the second reserved number has reached the maximum second reserved number, so the CPU 51 shifts the process to the judgment of S81. When the second reserved number stored in the second reserved number storage area is not "4" (S72: NO), the CPU 51 adds "1" to the second reserved number stored in the second reserved number storage area (S75). The CPU 51 acquires the second random number, and stores each random number value of the acquired second random number in the smallest numbered storage area among the empty storage areas in the second jackpot related information storage area (S76). Specifically, the random number value of the special chart 2 jackpot random number is stored in the special chart 2 jackpot random number column, the random number value of the second special pattern determination random number is stored in the second special pattern determination random number column, and the random number value of the second variation pattern determination random number is stored in the second variation pattern determination random number column.

[0087] Next, the CPU 51 refers to the second reserved information, which is information related to the second random number acquired in S76 (S78). The CPU 51 generates a second reserved information command for notifying the sub-control board 58 of the referred information, and sets it in a command buffer provided in the RAM 52 (S79). The second reserved information is pre-reading information obtained by referring to the second random number acquired and stored in S76 before processing such as jackpot determination is performed on the second random number. In this embodiment, the second reserved information is information based on the special jackpot 2 random number, the second special symbol determination random number, and the second variation pattern determination random number included in the second reserved random number.

[0088] Among the information included in the second reserved information, information on the special 2 jackpot random number is called special 2 jackpot pre-reading information. Among the information included in the second reserved information, information on the second special pattern determination random number is called second special pattern pre-reading information. Among the information included in the second reserved information, information on the second variation pattern determination random number is called second variation pattern pre-reading information. In the case where the second random number includes the above-mentioned reach random number, the second reserved information also includes information obtained by referring to those random numbers. The second reserved ball information command is a command for notifying the sub-control board 58 of the second reserved information acquired and stored in S76. In this embodiment, the second reserved information command is generated including at least the second variation pattern pre-reading information and information indicating the second reserved number among the information included in the second reserved information. The information indicating the second reserved number is based on the second reserved number stored in the second reserved number storage area. The second reserved ball information commands set in the command buffer are sequentially transmitted to the sub-control board 58. The CPU 51 shifts the process to the judgment of S81. Hereinafter, the first on-hold information and the second on-hold information will be collectively referred to simply as on-hold information. Also, the first on-hold information command and the second on-hold information command will be collectively referred to simply as on-hold information command.

[0089] As shown in FIG. 8, the CPU 51 judges whether or not the game is in a jackpot game state (S81). If the jackpot game state flag is "ON", the CPU 51 judges that the game is in a jackpot game state (S81: YES) and returns the process to the main process. If the jackpot game state flag is "OFF", the CPU 51 judges that the game is not in a jackpot game state (S81: NO) and judges whether or not the first special symbol and the second special symbol are changing (S82). If the special symbol display state flag is not "1", the CPU 51 judges that neither the first special symbol nor the second special symbol is changing (S82: NO) and judges whether or not the first special symbol or the second special symbol is in a stopped state (S83). If the special symbol display state flag is not "2", the CPU 51 judges that neither the first special symbol nor the second special symbol is being displayed as a fixed symbol (S83: NO), and the process proceeds to S91 shown in FIG. 9, where the process of jackpot determination and the like is executed.

[0090] In this embodiment, in the jackpot determination, the special chart 2 jackpot determination is performed with priority over the special chart 1 jackpot determination. As shown in FIG. 9, the CPU 51 determines whether the second reserved number is "1" or more (S91). If the second reserved number stored in the second reserved number storage area of ​​the RAM 52 is "1" or more (S91: YES), the special chart 2 jackpot determination is performed, the details of which will be described later. If the second reserved number is "0" (S91: NO), the CPU 51 determines whether the first reserved number is "1" or more (S92). If the first reserved number stored in the first reserved number storage area of ​​the RAM 52 is "0" (S92: NO), the CPU 51 returns the process to the main process.

[0091] If the first reserved number is "1" or more (S92: YES), the CPU 51 subtracts "1" from the first reserved number stored in the first reserved number storage area (S93). The CPU 51 shifts each random number of the first reserved random number stored in the smallest numbered storage area in the special chart 1 jackpot related information storage area shown in Fig. 3 to the judgment area (S94). The CPU 51 also shifts each random number of the first reserved random number stored in the special chart 1 jackpot related information area to the storage area with the next smaller number.

[0092] The CPU 51 executes the special chart 1 jackpot determination process (S95). Although not shown, the ROM 53 stores a jackpot determination table for performing jackpot determination. The jackpot determination table is composed of a special chart 1 jackpot determination table and a special chart 2 jackpot determination table. The special chart 1 jackpot determination table is composed of a low probability determination table and a high probability determination table. The low probability determination table and the high probability determination table each define a random value of the jackpot random number corresponding to a "jackpot" and a "miss", respectively. In this embodiment, the random value of the jackpot random number is defined so that the jackpot probability in the non-probability variable state is 1 / 200 and the jackpot probability in the probability variable state is 1 / 20. The special chart 2 jackpot determination table is also composed of a low probability determination table and a high probability determination table, and the random value of the jackpot random number is defined so that the jackpot probability in the non-probability variable state is 1 / 200 and the jackpot probability in the probability variable state is 1 / 20. In the special chart 1 big win judgment process, the state of the special win flag is referenced to determine whether the special win state is currently set. If the special win state is not set, the CPU 51 selects a low probability judgment table, and if the special win state is set, the CPU 51 selects a high probability judgment table. The CPU 51 references the selected low probability judgment table or high probability judgment table to judge whether the special chart 1 big win random number shifted to the judgment area in S95 corresponds to a "big win" or a "miss". As a result, the special chart 1 big win judgment based on the undetermined special chart 1 big win random numbers stored in the RAM 52 is performed in the order in which the special chart 1 big win random numbers were stored.

[0093] The CPU 51 determines a first special symbol according to the result of the special symbol 1 big win determination derived in S96 (S96). In the process of S98, the CPU 51 determines a first special symbol indicating the result of the determination of a big win or a miss according to the value of the first special symbol determination random number shifted to the determination area in S95. Information indicating the content of the determined first special symbol is stored in the RAM 52. The CPU 51 shifts the process to S111.

[0094] On the other hand, if the second reserved number is "1" or more (S91: YES), the CPU 51 subtracts "1" from the second reserved number stored in the second reserved number storage area (S101). The CPU 51 shifts each random value of the second reserved random number stored in the storage area with the smallest number in the special chart 2 jackpot related information storage area to the judgment area (S102). In addition, the CPU 51 shifts each random value of the second reserved random number stored in the special chart 2 jackpot related information area to the storage area with the next smaller number.

[0095] The CPU 51 executes the special chart 2 big win determination process (S103). The CPU 51 refers to the state of the probability variable flag, and selects a low probability determination table from the special chart 2 big win determination table described above when the probability variable state is not set, and selects a high probability determination table when the probability variable state is set. The CPU 51 refers to the selected low probability determination table or high probability determination table, and determines whether the special chart 2 big win random number shifted to the determination area in S102 corresponds to a "big win" or a "miss". As a result, the second big win determination based on the undetermined second big win random number stored in the RAM 52 is performed in the order in which the second big win random numbers were stored.

[0096] The CPU 51 determines a second special symbol according to the result of the special symbol 2 big win determination derived in S103 (S105). In the process of S105, the CPU 51 determines a second special symbol indicating the determination result of a big win or a miss according to the value of the second special symbol determination random number shifted to the determination area in S102. Information indicating the content of the determined second special symbol is stored in the RAM 52. The CPU 51 shifts the process to S111.

[0097] The CPU 51 generates a stop symbol designation command and sets it in the command buffer (S111). The stop symbol designation command is a command for notifying the sub-control board 58 of the contents of the jackpot symbol or the loss symbol determined as the special symbol in the process of S98 or S105. Hereinafter, a command for notifying the sub-control board 58 of the contents of the jackpot symbol or the loss symbol determined as the first special symbol is referred to as a first stop symbol designation command. A command for notifying the sub-control board 58 of the contents of the jackpot symbol or the loss symbol determined as the second special symbol is referred to as a second stop symbol designation command. The first stop symbol designation command and the second stop symbol designation command set in the command buffer are sequentially transmitted to the sub-control board 58.

[0098] The CPU 51 determines the variation pattern (S112). In S112, the CPU 51 refers to the state of the probability variable flag and the time-saving flag, and specifies which of the game states, normal state, probability variable time-saving state, or non-probability variable time-saving state, is currently set. Then, the CPU 51 refers to the variation pattern determination table shown in FIG. 5, and determines the variation pattern corresponding to the variation pattern determination random number according to the specified game state and the judgment result of the big win judgment.

[0099] The CPU 51 generates a variation pattern designation command for designating the variation pattern determined in S112, and sets it in the command buffer (S113). Hereinafter, when the variation pattern determined in S112 is the first variation pattern, the command designating the first variation pattern is referred to as the first variation pattern designation command. When the variation pattern determined in S111 is the second variation pattern, the command designating the second variation pattern is referred to as the second variation pattern designation command. When the first variation pattern designation command and the second variation pattern designation command are collectively referred to as the variation pattern designation command, they are simply referred to as the variation pattern designation command. The variation pattern designation command includes information on the type of the determined variation pattern and the variation time of the special pattern corresponding to the variation pattern. The variation pattern designation command set in the command buffer is transmitted to the relay terminal board 47 and the sub-control board 58. The pattern display unit 29 that has received the first variation pattern designation command via the relay terminal board 47 starts the variation of the first special pattern in the first special pattern display unit. The pattern display unit 29 that has received the second variation pattern designation command starts the variation of the second special pattern in the second special pattern display unit. The sub-control board 58, which receives the first variation pattern designation command and the second variation pattern designation command, instructs the start of variation of the performance pattern 100 on the display screen 28.

[0100] The CPU 51 stores the special symbol fluctuation time corresponding to the fluctuation pattern determined in S112 in the special symbol fluctuation time counter (S115). The CPU 51 stores "1" indicating that the special symbol is fluctuating in the special symbol display state flag (S116), and returns the process to the main process.

[0101] 8, if the special symbol display flag is set to "1", the CPU 51 determines that the special symbol is changing (S82: YES) and determines whether the first or second change time has elapsed (S121). This determination is made according to the value of the special symbol change time counter stored in S115. If the value of the special symbol change time counter is not "0", the CPU 51 determines that the first or second change time has not elapsed (S121: NO) and returns the process to the main process.

[0102] When the value of the special symbol variation time counter is "0", the CPU 51 judges that the first variation time or the second variation time has elapsed (S121: YES), generates a special symbol stop command, and sets it in the command buffer (S122). The special symbol stop command is a command for notifying the symbol display unit 29 and the sub-control board 58 that the variation of the special symbol is to be stopped. The special symbol stop command set in the command buffer is transmitted to the relay terminal board 47 and the sub-control board 58, and instructs the variation of the first special symbol or the second special symbol in the symbol display unit 29 to be stopped and the variation of the performance symbol 100 on the display screen 28 to be stopped. Hereinafter, the command that designates the variation stop of the first special symbol is referred to as the first special symbol stop command. The command that designates the variation stop of the second special symbol is referred to as the second special symbol stop command. When the first special symbol stop command and the second special symbol stop command are collectively referred to, they are simply referred to as the special symbol stop command.

[0103] The CPU 51 stores the special symbol confirmation display time in the special symbol confirmation display time counter of the RAM 52 (S123). The CPU 51 stores "2" indicating that either the first special symbol or the second special symbol is being confirmed and displayed in the special symbol display state flag (S124). The CPU 51 returns the process to the main process.

[0104] Also, in the judgment of S83, if "2" is stored in the special symbol display state flag (S83: YES), the CPU 51 judges whether the special symbol fixed display time has elapsed according to the value of the special symbol fixed display time counter stored in S113 (S126). If the value of the special symbol fixed display time counter is not "0", the CPU 51 judges that the special symbol fixed display time has not elapsed (S126: NO) and returns the process to the main process. If the value of the special symbol fixed display time counter is "0", the CPU 51 judges that the special symbol fixed display time has elapsed (S126: YES) and stores "0", which indicates that neither the first special symbol nor the second special symbol is being changed or fixed, in the special symbol display state flag (S127). After that, the CPU 51 executes a game state transition process (S128) and returns the process to the main process.

[0105] With reference to Fig. 10, the game state transition process shown in S128 of Fig. 8 will be described in detail. In the game state transition process, when a jackpot is determined by the jackpot determination, a process for transitioning the game to a jackpot game state is performed. In addition, in the game state transition process, the time-saving flag and the probability variable flag are also appropriately controlled.

[0106] When the game state transition process is started, the CPU 51 judges whether the special symbol is a big win symbol and is displayed as a definite jackpot symbol (S131). When the special symbol is a big win symbol and is displayed as a definite jackpot symbol (S131: YES), the CPU 51 judges whether the time-saving state is set (S133). When the time-saving flag is "OFF", the CPU 51 judges that the time-saving state is not set (S133: NO), and the process moves to the judgment of S141. When the time-saving flag is "ON", the CPU 51 judges that the time-saving state is set (S133: YES), and clears all of the time-saving count counters to "0" (S135). The time-saving count counters are counters that count the number of judgments executed in the time-saving state, and are stored in the RAM 52. The CPU 51 generates a game state command corresponding to the time-saving state end notification, and sets it in the command buffer (S136). The CPU 51 sets the time-saving flag to "OFF" (S138).

[0107] The CPU 51 judges whether the probability variable state is set (S141). If the probability variable flag is "OFF", the CPU 51 judges that the probability variable state is not set (S141: NO), and moves the process to S145. If the probability variable flag is "ON", the CPU 51 judges that the probability variable state is set (S141: YES), generates a game state command corresponding to the probability variable state end notification, and sets it in the command buffer (S142). The CPU 51 sets the probability variable flag to "OFF" (S143). In other words, during a big win game, the game state is set to the normal state.

[0108] The CPU 51 sets the number of rounds corresponding to the big win symbol in the R counter (S145). The R counter is provided in the RAM 52 as a counter for storing the number of rounds. As described above, in this embodiment, the number of rounds corresponding to the big win symbol is "4" or "8". The CPU 51 generates a game state command corresponding to the big win game state start notification and sets it in the command buffer (S146). The game state command set in the command buffer is sequentially transmitted to the sub-control board 58. The CPU 51 sets the big win game state flag to "ON" (S148). The CPU 51 returns the process to the special symbol process.

[0109] On the other hand, when the special symbol is displayed as a losing symbol (S131: NO), the CPU 51 judges whether the time-saving flag is "ON" (S151). When the time-saving flag is "OFF" (S151: NO), the CPU 51 returns the process to the special symbol process. When the time-saving flag is "ON" (S151: YES), the CPU 51 subtracts "1" from the value of the time-saving count counter (S152). The CPU 51 judges whether the value of the time-saving count counter is "0" (S153). When the value of the time-saving count counter is not "0" (S153: NO), the time-saving state continues thereafter. In this case, the CPU 51 returns the process to the special symbol process.

[0110] When the value of the time-saving count counter is "0" (S153: YES), the CPU 51 judges whether the probability variable state is set (S155). When the probability variable flag is "OFF", the CPU 51 judges that the probability variable state is not set (S155: NO). In this case, the number of judgments in the time-saving state reaches the time-saving number, and the non-probability variable time-saving state ends. The CPU 51 generates a game state command corresponding to the time-saving state end notification and sets it in the command buffer (S156). The game state command set in the command buffer is sequentially transmitted to the sub-control board 58. The CPU 51 sets the time-saving flag to "OFF" (S158) and returns the process to the special symbol process. On the other hand, when the probability variable flag is "ON" in the judgment of S155 (S155: YES), the game state is the probability variable time-saving state, and the time-saving state continues until the probability variable state ends. In this case, the CPU 51 does not execute the processes of S156 and S158, and returns the process to the special symbol process.

[0111] With reference to Fig. 11, the details of the special electric role processing shown in S13 of Fig. 6 will be described. The flags used in the special electric role processing will be described. In addition to the various flags described above, the special electric role processing uses an open flag and the like. The open flag is a flag that indicates whether the large prize opening 16 is open or not, and is stored in the RAM 52. When the opening / closing member 161 of the large prize opening 16 is in an open state, the open flag stores "1" and is "ON", and when the opening / closing member 161 is not in an open state, the open flag stores "0" and is "OFF".

[0112] When the special electric device process is started, the CPU 51 judges whether or not the game is in a jackpot game state (S181). This judgment is made based on the state of the jackpot game state flag. If the jackpot game state flag is "OFF", the CPU 51 judges that the game is not in a jackpot game state (S181: NO) and returns the process to the main process. If the jackpot game state flag is "ON", the CPU 51 judges that the game is in a jackpot game state (S181: YES) and judges whether all the jackpot rounds have ended, that is, whether the value of the R counter is "0" (S182). The value of the R counter is decremented by "1" each time a jackpot round ends in the process of S197 described later. That is, if the value of the R counter is "0", the final round in the jackpot game has ended.

[0113] If the value of the R counter is not "0" (S182: NO), the CPU 51 judges whether the large prize opening 16 is open (S183). This judgment is made based on the state of the open flag. If the open flag is "ON", the CPU 51 judges that the large prize opening 16 is open (S183: YES), and moves the process to the judgment of S191. If the open flag is "OFF", the CPU 51 judges that the large prize opening 16 is not open (S183: NO), generates a large prize opening opening command for opening the large prize opening 16, and sets it in the command buffer (S185). The set large prize opening opening command is sequentially transmitted to the relay terminal board 47. The large prize opening solenoid 70 that receives the large prize opening opening command via the relay terminal board 47 opens the opening / closing member 161 of the large prize opening 16. The CPU 51 stores the special prize opening opening time (29 seconds in this embodiment) which is the opening time of the special prize opening 16 in the special prize game in the special prize opening opening counter of the RAM 52 (S186). The CPU 51 sets the open flag to "ON" (S188). The CPU 51 shifts the process to the judgment of S191.

[0114] The CPU 51 judges whether a game ball has entered the big prize opening 16 (S191). When the big prize opening switch 76 detects the entry of a game ball, a flag corresponding to the big prize opening switch 76 is set to "ON" in the switch reading process of the main process shown in S11 of FIG. 6. If this flag is "OFF", the CPU 51 judges that a game ball has not entered the big prize opening 16 (S191: NO), and shifts the process to the judgment of S193. If this flag is "ON", the CPU 51 judges that a game ball has entered the big prize opening 16 (S191: YES), and adds "1" to the winning ball counter of the RAM 52 that counts the number of game balls that have entered the big prize opening 16 (S192). The CPU 51 shifts the process to the judgment of S193.

[0115] The CPU 51 judges whether the number of winning balls stored in the winning ball counter is "10" or more (S193). If the value of the winning ball counter is less than "10" (S193: NO), the CPU 51 judges whether the large prize opening time has elapsed based on the value of the large prize opening time counter (S194). If the large prize opening time has not elapsed (S194: NO), the CPU 51 returns the process to the main process. In the special electric device process performed thereafter, if the large prize game state is in (S181: YES) and the value of the R counter is not "0" (S182: NO), the judgments of S193 and S194 are repeatedly executed until 10 or more game balls enter the large prize opening 16 or the large prize opening time has elapsed.

[0116] When 10 or more game balls enter the large prize opening 16 (S193: YES) or the large prize opening open time has elapsed (S194: YES), a large prize opening close command is generated and set in the command buffer (S195). The large prize opening close command is a command for closing the opening / closing member 161 of the large prize opening 16 that is open. The set large prize opening close command is sequentially transmitted to the relay terminal board 47. The large prize opening solenoid 70 that receives the large prize opening close command via the relay terminal board 47 closes the opening / closing member 161 of the large prize opening 16. The CPU 51 sets the open flag to "OFF" (S196). The CPU 51 subtracts "1" from the value of the R counter (S197). The CPU 51 returns the process to the main process.

[0117] On the other hand, if the value of the R counter is "0" (S182: YES), the big win game ends, so the CPU 51 generates a game state command corresponding to the big win game state end notification and sets it in the command buffer (S201). The game state command set in the command buffer is sequentially transmitted to the sub-control board 58. The CPU 51 sets the big win game state flag to "OFF" (S202).

[0118] The CPU 51 refers to information indicating the contents of the jackpot pattern stored in the RAM 52, and judges whether the referred information indicates a high probability jackpot pattern (S203). If the referred information indicates a high probability jackpot pattern (S203: YES), the CPU 51 generates a game state command corresponding to the high probability state start notification, and sets it in the command buffer (S205). The CPU 51 sets the high probability flag to "ON" (S206). The CPU 51 generates a game state command corresponding to the time-saving state start notification, and sets it in the command buffer (S208). The game state commands set in the command buffer are sequentially transmitted to the sub-control board 58. The CPU 51 shifts the process to S216.

[0119] On the other hand, when the referenced information indicates a non-variable jackpot pattern (S203: NO), the CPU 51 generates a game state command corresponding to the time-saving state start notification and sets it in the command buffer (S211). The game state command set in the command buffer is sequentially transmitted to the sub-control board 58. The CPU 51 sets the time-saving count counter to "100" corresponding to the number of time-saving times (S212). The CPU 51 sets the time-saving flag to "ON" (S216) and returns the process to the main process.

[0120] With reference to FIG. 12, the sub-control board processing executed by the sub-control board 58 will be described. In the sub-control board processing, processing for controlling various effects is performed according to commands transmitted from the main control board 41. In particular, in the sub-control board processing, control of notification effects and control related to suggestion effects, skip effects, and skip acquisition effects described below is performed. The sub-control board 58 includes a clock circuit (not shown) that outputs a clock signal at a predetermined cycle, and an interrupt signal generating circuit (not shown). The interrupt signal generating circuit generates an interrupt signal every time a clock signal is input from the clock circuit. The CPU 581 of the sub-control board 58 executes the sub-control board processing every time an interrupt signal is input from the interrupt signal generating circuit, according to a program stored in the ROM 583.

[0121] In the sub-control board processing, a sub-high probability flag, a sub-time-saving flag, etc. are used. These flags are stored in RAM 582. The sub-high probability flag is a flag that indicates whether or not the game is in a high probability state, and when "1" is stored in the high probability state, it becomes "ON", and when "0" is stored in the non-high probability state, it becomes "OFF". The sub-time-saving flag is a flag that indicates whether or not the game is in a time-saving state, and when "1" is stored in the time-saving state, it becomes "ON", and when "0" is stored in the non-time-saving state, it becomes "OFF".

[0122] 12, when the power switch 421 of the pachinko machine 1 is operated to the ON state to turn the power of the pachinko machine 1 ON, the CPU 581 starts the sub-control board process. When the sub-control board process starts, the CPU 581 judges whether or not a game status command has been received from the main control board 41 (S401). If the CPU 581 has not received a game status command from the main control board 41 (S401: NO), the process proceeds to the judgment of S403.

[0123] When the CPU 581 receives a game state command from the main control board 41 (S401: YES), it executes processing according to various states notified by the game state command (S402). When the game state command notifies the start of the probability change state, the CPU 581 sets the sub probability change flag to "ON", and when the game state command notifies the end of the probability change state, the CPU 581 sets the sub time-saving flag to "ON", and when the game state command notifies the end of the time-saving state, the CPU 581 sets the sub time-saving flag to "OFF". The CPU 581 controls various presentations according to the state of the sub probability change flag and the sub time-saving flag. Also, when the game state command notifies the start of the jackpot game state, the CPU 51 starts the execution of the jackpot game presentation. Also, when the game state command notifies the end of the jackpot game state, the CPU 51 ends the execution of the jackpot game presentation. The CPU 51 shifts the process to the judgment of S403.

[0124] The CPU 581 determines whether or not a hold information command has been received from the main control board 41 (S403). If the CPU 581 has not received a hold information command from the main control board 41 (S403: NO), the process proceeds to the determination of S406. If the CPU 581 has received a hold information command from the main control board 41 (S403: YES), the CPU 581 executes hold display processing (S405) and proceeds to the determination of S406.

[0125] Here, the reserved display used in the pachinko machine 1 will be described with reference to Fig. 13. The reserved display indicates the first reserved information, which is the look-ahead information corresponding to the first reserved random number, and the second reserved information, which is the look-ahead information corresponding to the second reserved random number, with a predetermined pattern or the like. When the CPU 581 of the sub-control board 58 receives a reserved information command from the main control board 41 in the sub-control board processing described later, it executes processing for displaying the reserved display corresponding to the reserved information indicated by the reserved information command on the display screen 28. This allows the pachinko machine 1 to display on the display screen 28 the first reserved display indicating the first reserved information and the second reserved display indicating the second reserved information.

[0126] The pachinko machine 1 can indicate the degree of expectation of the reserved information by using the display mode of the reserved display. The degree of expectation of the reserved information is the degree of expectation that the result will be a jackpot when a jackpot determination is made for the reserved information. In this embodiment, the degree of expectation of the first reserved information is indicated by using the display mode of the first reserved display. Note that, for the second reserved display, the degree of expectation of the second reserved information may also be suggested by using the display mode of the second reserved display, as in the case of the first reserved display.

[0127] FIG. 13 is an explanatory diagram showing the types of display modes of the first hold display. As shown in FIG. 13, in this embodiment, the first hold display is configured with a circular symbol. The first hold display may have various shapes other than a circle. The first hold display includes two types of display modes, a normal hold HD and a variable hold HH. The normal hold HD is configured with a circular symbol displayed in white. The normal hold HD is a display mode of the first hold display used when the expectation level is relatively low or when the expectation level is not particularly indicated.

[0128] The change reserved HH is a display mode of the first reserved display that can indicate the degree of expectation of the first reserved information by the difference in its display color. The change reserved HH can suggest a higher expectation than the normal reserved HD. The change reserved HH includes four display modes, namely, blue reserved HH1, green reserved HH2, red reserved HH3, and rainbow reserved HH4. The blue reserved HH1 is composed of a circular symbol displayed in blue. The green reserved HH2 is composed of a circular symbol displayed in green. The red reserved HH3 is composed of a circular symbol displayed in red. The rainbow reserved HH4 is composed of a circular symbol displayed in rainbow. The change reserved HH suggests higher expectation in the order of blue reserved HH1, green reserved HH2, red reserved HH3, and rainbow reserved HH4. That is, in the pachinko machine 1, the display color of the change reserved HH suggests higher expectation in the order of blue → green → red → rainbow.

[0129] The first reserved display mode determination table stored in the ROM 583 of the sub-control board 58 will be described with reference to Fig. 14. When a game ball enters the first starting hole 14, a first reserved random number is newly stored in the special chart 1 big win related information storage area shown in Fig. 3. The first reserved display mode determination table defines the display mode of the first reserved display to be displayed on the display screen 28 in response to the newly stored first reserved random number.

[0130] The first reserved display mode determination table defines that when the first fluctuation pattern indicated by the first fluctuation pattern pre-reading information indicated by the newly stored first reserved random number is "non-reach performance A", the normal reserved HD is determined at a rate of 90%, and the blue reserved HH1, which is the change reserved HH, is determined at a rate of 10%. Also, when the first fluctuation pattern indicated by the first fluctuation pattern pre-reading information is "normal reach performance A", the normal reserved HD is determined at a rate of 80%, the blue reserved HH1 is determined at a rate of 15%, and the green reserved HH2 is determined at a rate of 15%. When the first fluctuation pattern indicated by the first fluctuation pattern pre-reading information is "normal reach performance B", the normal reserved HD is determined at a rate of 70%, the blue reserved HH1 is determined at a rate of 20%, and the green reserved HH2 is determined at a rate of 10%. When the first fluctuation pattern indicated by the first fluctuation pattern pre-reading information is "SP reach performance A", the normal reserved HD is determined at a rate of 40%, the blue reserved HH1 is determined at a rate of 30%, the green reserved HH2 is determined at a rate of 20%, and the red reserved HH3 is determined at a rate of 10%. When the first fluctuation pattern indicated by the first fluctuation pattern pre-reading information is "SP reach performance B", the normal reserved HD is determined at a rate of 30%, the blue reserved HH1 is determined at a rate of 20%, the green reserved HH2 is determined at a rate of 30%, the red reserved HH3 is determined at a rate of 15%, and the rainbow reserved HH4 is determined at a rate of 5%. When the first fluctuation pattern indicated by the first fluctuation pattern pre-reading information is "SP reach performance C", the normal reserved HD is determined at a rate of 25%, the blue reserved HH1 is determined at a rate of 15%, the green reserved HH2 is determined at a rate of 20%, the red reserved HH3 is determined at a rate of 30%, and the rainbow reserved HH4 is determined at a rate of 10%.

[0131] In this way, the first reserved display mode determination table is provided so that the higher the expectation of the fluctuation pattern indicated by the first fluctuation pattern pre-reading information in the normal state, the more the change reserved HH is determined as the display mode of the first reserved display rather than the normal reserved HD. Also, the higher the expectation of the fluctuation pattern indicated by the first fluctuation pattern pre-reading information in the normal state, the more the green reserved HH2 is determined as the display mode of the first reserved display rather than the blue reserved HH1, and the red reserved HH3 is determined as the display mode of the first reserved display rather than the green reserved HH2. Note that the rainbow reserved HH4 is defined to be determined as a premium when the first fluctuation pattern pre-reading information indicates the SP reach performance B or the SP reach performance C. Note that the determination ratio of each display mode of the first reserved display defined by the first reserved display mode determination table is an example. The pachinko machine 1 may arbitrarily change the determination ratio of each display mode of the first reserved display within a range in which the expectation of the change reserved HH is higher than the normal reserved HD and the expectation suggested by the display color of the change reserved HH increases in the order of blue → green → red → rainbow.

[0132] The details of the hold display process shown in S405 of Fig. 12 will be described with reference to Fig. 15. In the hold display process, a process for display control of the first hold display and the second hold display is performed.

[0133] As shown in FIG. 19(A), the pachinko machine 1 performs a variable display of the performance pattern 100 in synchronization with the variable display of the special pattern, and as shown in FIG. 19(B), performs a final display of the performance pattern 100 in synchronization with the final display of the special pattern, thereby executing a notification performance. The performance pattern 100 includes a left pattern 101, a middle pattern 102, and a right pattern 103. The left pattern 101 is mainly displayed on a variable line on the left part of the display screen 28. The middle pattern 102 is mainly displayed on a variable line on the center part of the display screen 28. The right pattern 103 is mainly displayed on a variable line on the right part of the display screen 28. As shown in FIG. 19(A), the left pattern 101, the middle pattern 102, and the right pattern 103 are scrolled from the top to the bottom in order from the "1" pattern to the "8" pattern on each variable line, thereby performing a pattern change of the performance pattern 100. The arrow Y1 indicates that each of the performance symbols 100 continues to scroll. As shown in FIG. 19(B), the left pattern 101, the middle pattern 102, and the right pattern 103 are stopped and displayed at the center of each moving line, thereby determining and displaying the performance symbol 100. FIG. 20(J) and the like show an example in which the performance symbol 100 is determined to be a double number combination, thereby informing the user that the result of the jackpot determination is a jackpot. FIG. 19(L) and the like show an example in which the performance symbol 100 is determined to be a combination other than a double number, thereby informing the user that the result of the jackpot determination is a miss.

[0134] The pachinko machine 1 displays on the display screen 28 a first reserved display showing the first reserved information corresponding to the first reserved random number in the order in which the first reserved random number was stored in the special chart 1 jackpot related information storage area of ​​the RAM 52 of the main control board 41 shown in Fig. 3. As shown in Figs. 19 to 24, in this embodiment, the first reserved display is composed of a circular symbol. The first reserved display may have various shapes other than a circle. As described above, the first reserved display of the pachinko machine 1 includes two types of display modes: a normal reserved HD and a variable reserved HH.

[0135] FIG. 19(A) shows a state in which the execution of the first notification performance is started in synchronization with the time when the first special symbol changes. At the bottom of the display screen 28, positions H1 to H4 are provided to indicate the positions at which the first reserved display is displayed. At positions H1, H2, H3, and H4, the first reserved display corresponding to the first reserved random number stored in No. 1, 2, 3, and 4 of the special symbol 1 big win related information storage area shown in FIG. 3 is displayed. Note that FIG. 19 to FIG. 24 show an example of the notification performance in the normal state. In the normal state, the first special symbol mainly performs the variable display, so the first reserved display is displayed on the display screen 28. In FIG. 19(A), an example is shown in which the first notification performance is being executed, the first reserved number is "2", and two normal reserved HDs are displayed at positions H1 and H2, respectively.

[0136] Position H0 is provided to the left of position H1. Position H0 indicates a position that indicates the expectation of the first notification performance being executed using a display in a format similar to the first hold display shown at least in one of positions H1 to H4. A display that indicates that the first notification performance is being executed in a format similar to the first hold display and can indicate the expectation of the first notification performance being executed is called the variable display TH. As shown in FIG. 19(A), the variable display TH is displayed during the execution of the first notification performance. As shown in FIG. 19(B), the variable display TH is erased from position H0 as the executed first notification performance ends. FIG. 19(B) shows an example in which the performance pattern 100 is displayed as a combination of random numbers to indicate that the result of the special chart 1 big win judgment is a miss.

[0137] 19(C), when the next first notification performance starts, the first reserved display that was displayed at position H1 moves to position H0 and is displayed as the new variable display TH. Also, when the first notification performance starts, the first reserved display that was displayed at position H2 moves to position H1, and so on, so that the first reserved display moves to the left.

[0138] In this embodiment, the variable display TH moves the first reserved display shown at position H1 to position H0 with the start of the first notification performance, and displays it in an enlarged manner. The variable display TH can indicate the expectation of the first notification performance being performed by changing the display mode of the initial display thereafter. The expectation of the first notification performance being performed is based on the result of the special chart 1 big win judgment corresponding to the first notification performance being performed, the type of the first variable pattern determined for the first notification performance being performed, etc. Although details will be described later, in this embodiment, when the first notification performance is performed as an SP reach performance, a "suggested performance" may be performed that indicates that the performance content may develop from the first performance to the second performance. As this suggestive performance, the display change performance in which the display mode of the variable display TH changes is performed. In addition, the pachinko machine 1 is in principle to perform a suggested performance in the first performance when the first notification performance is performed as an SP reach performance.

[0139] The pachinko machine 1 displays a second reserved display indicating the second reserved random number on the display screen 28. Although not shown, in this embodiment, the second reserved display is configured with a triangular symbol. The second reserved display may have various shapes other than a triangle. The second reserved display may indicate the degree of expectation of the second reserved information by a difference in its display color, a difference in shape, etc. The expectation of the second reserved information is based on the second reserved information, like the expectation of the first reserved information. The second reserved display is displayed on the display screen 28 mainly in the variable time shortening state and the non-variable time shortening state in which the second special pattern is displayed variably.

[0140] As shown in FIG. 15, when the reserved display process is started, the CPU 581 analyzes the reserved information command received from the main control board 41 and acquires reserved information (S501). The acquired reserved information is stored in the RAM 582. In the process of S501, all information included in the reserved information indicated by the reserved information command may be acquired and stored, or part of information included in the reserved information indicated by the reserved information command may be acquired and stored. In this embodiment, in the process of S501, when the reserved information is the first reserved information, at least the first variation pattern read-ahead information is acquired and stored. Note that, for the first reserved information, other read-ahead information such as special chart 1 big win read-ahead information may be acquired and stored. When the reserved information is the second reserved information, at least the second variation pattern read-ahead information is acquired and stored.

[0141] The CPU 581 judges whether the reserved information acquired in S501 is the first reserved information (S502). If the acquired reserved information is the first reserved information (S502: YES), the CPU 581 determines the display mode of the first reserved display according to the first variation pattern look-ahead information acquired in S501 (S503). In the process of S503, the CPU 581 refers to the first reserved display mode determination table shown in FIG. 14 and determines one change pattern of the first reserved display corresponding to the first variation pattern look-ahead information acquired in S501. On the other hand, if the acquired reserved information is the second reserved information (S502: NO), the CPU 581 appropriately determines the display mode of the second reserved display according to the second variation pattern look-ahead information acquired in S501 (S505). The CPU 581 shifts the process to S506.

[0142] The CPU 581 sets the hold display command in the command buffer (S506). The hold display command is a command for instructing the performance control board 43 to display the hold display corresponding to the hold information acquired in S501 on the display screen 28. The CPU 581 generates a hold display command with contents instructing to display the hold display at any of positions H1 to H4 for the first hold display, and at a predetermined position on the display screen 28 for the second hold display. Specifically, the CPU 581 generates a hold display command with contents instructing to display the first hold display at position H1 when the first hold number indicated by the first hold information is 1, at position H2 when the first hold number is 2, at position H3 when the first hold number is 3, and at position H4 when the first hold number is 4. The CPU 581 also generates a hold display command with contents instructing to display the first hold display or the second hold display in the display mode determined in S503 or S505. The hold display commands set in the command buffer are sequentially transmitted to the performance control board 43. The CPU 431 of the performance control board 43 that has received the hold display command displays the first hold display at one of the positions H1 to H4 indicated by the hold display command in the display format indicated by the hold display command. The CPU 431 of the performance control board 43 also displays the second hold display at a predetermined position on the display screen 28 in the display format indicated by the hold display command. The CPU 581 returns the process to the sub-control board process.

[0143] Returning to the explanation of FIG. 12, the CPU 581 judges whether or not a stop symbol designation command has been received from the main control board 41 (S406). If the stop symbol designation command has not been received (S406: NO), the CPU 581 shifts the process to the judgment of S411. If the stop symbol designation command has been received (S406: YES), the CPU 581 analyzes the stop symbol designation command and acquires the type of special symbol (jackpot symbol or loss symbol) indicated by the command. The CPU 581 determines the combination of performance symbols 100 according to the acquired type of special symbol (S408). Specifically, if the received pending information command is a first stop symbol designation command, the CPU 581 acquires the type of first special symbol indicated by the first stop symbol designation command. When the first special symbol is a big win symbol, the CPU 581 determines a combination of the left symbol 101, the middle symbol 102, and the right symbol 103 with the same numbers as a combination when the left symbol 101, the middle symbol 102, and the right symbol 103 end the variable display and are displayed as a fixed display. The combination when the left symbol 101, the middle symbol 102, and the right symbol 103 end the variable display and are displayed as a fixed display is hereinafter referred to as a "fixed symbol". When the first special symbol is a losing symbol, the CPU 581 determines a combination other than a double number in which the left symbol 101, the middle symbol 102, and the right symbol 103 include different numbers as a fixed symbol. The determined fixed symbol is stored in the RAM 582. When the received stop symbol designation command is a second stop symbol designation command, the CPU 581 acquires the type of the second special symbol indicated by the second stop symbol designation command. The CPU 581 determines the fixed symbol depending on whether the acquired second special symbol is a big win symbol or a losing symbol. The CPU 581 shifts the process to the judgment of S411.

[0144] The CPU 581 judges whether or not a variation pattern designation command has been received from the main control board 41 (S411). If the variation pattern designation command has not been received (S411: NO), the CPU 581 shifts the process to the judgment of S413. If the variation pattern designation command has been received (S411: YES), the CPU 581 executes the notification performance execution process (S412) and shifts the process to the judgment of S413.

[0145] With reference to Fig. 16, the details of the notification performance execution process shown in S412 of Fig. 12 will be described. In the notification performance execution process, the notification performance is controlled based on the variation pattern specified by the variation pattern specification command. In addition, in the notification performance execution process, a process for determining the execution mode of the suggestion performance is also performed.

[0146] When the notification performance execution process is started, the CPU 581 analyzes the variation pattern designation command, identifies the variation pattern indicated by the command, and acquires the identified variation pattern (S511). The CPU 581 stores information indicating the acquired variation pattern in the RAM 582. The CPU 581 generates a hold display shift command, and sets the generated hold display shift command in the command buffer (S512). If the variation pattern acquired in S511 is the first variation pattern, the hold display shift command includes information instructing to move each of the first hold displays displayed at positions H2, H3, and H4 one position to the left. The hold display shift command also includes information instructing to move the first hold display displayed at position H1 to position H0 and enlarge it to display the corresponding variable display TH at position H0. In this embodiment, when the pachinko machine 1 moves the first reserved display from position H1 to position H0 and displays the variable display TH, the display size is enlarged and the variable display TH is displayed while keeping the display mode of the first reserved display displayed at position H1 as it is. Note that the reserved display shift command includes information for appropriately shifting the second reserved display to a predetermined position on the display screen 28 when the variable pattern acquired in S511 is the second variable pattern.

[0147] The CPU 581 executes a notice performance execution mode determination process (S513). The notice performance execution mode determination process shown in S513 of FIG. 16 will be described in detail with reference to FIG. 17. In the notice performance execution mode determination process, a process for determining the execution mode of the notice performance executed in the notification performance that starts execution by executing the current notification performance execution process is performed. When the notice performance execution mode determination process starts, the CPU 581 refers to information indicating a variation pattern stored in the RAM 582 (S521). The CPU 581 judges whether the referred information indicates the SP reach performance A, SP reach performance B, or SP reach performance C, which is the first variation pattern (S522). If the referred information does not indicate the SP reach performance A, SP reach performance B, or SP reach performance C (S522: NO), the CPU 581 appropriately determines the execution mode of the notice performance executed in the notification performance that starts execution this time according to the variation pattern indicated by the referred information (S525). The CPU 581 returns the process to the notification performance execution process.

[0148] When the referenced information indicates the SP reach performance A, the SP reach performance B, or the SP reach performance C (S522: YES), the CPU 581 determines the execution mode of the suggestion performance to be executed as the advance notice performance (S523). After that, the CPU 581 returns the process to the notification performance execution process.

[0149] With reference to FIG. 18, the suggestive performance execution mode determination table stored in the ROM 583 of the sub-control board 58 will be described. When the first notification performance is executed as the SP reach performance, the pachinko machine 1 provides a suggestive performance as a notice performance indicating that the performance content may develop from the first performance to the second performance. In addition, the pachinko machine 1 provides the display change performance and the boss cut-in performance as the suggestive performance. The suggestive performance execution mode determination table defines a ratio for determining whether or not to execute the display change performance and the boss cut-in performance, which are suggestive performances. The suggestive performance execution mode determination table also defines that, for the display change performance, a predetermined ratio is used to determine in what mode the variable change performance is executed when the display change performance is executed.

[0150] The suggestive performance execution mode decision table has a display change performance column and defines whether or not to execute the display change performance and the execution mode when executed according to the first change pattern corresponding to the SP reach performance. When the first change pattern is the SP reach performance A, the suggestive performance execution mode decision table defines "not executed", which indicates that the display change performance is not executed, as 85%. When the display change performance is executed, the pachinko machine 1 has three types, "one-step promotion", "two-step promotion", and "three-step promotion". "One-step promotion" indicates the display change performance in which the display mode of the variable display TH changes by one step, from normal reserve HD to blue reserve HH1, from blue reserve HH1 to green reserve HH2, from green reserve HH2 to red reserve HH3, and from red reserve HH3 to rainbow reserve HH4. "Two-stage promotion" refers to a display change presentation in which the display mode of the first reserved display changes from normal reserved HD to green reserved HH2, from blue reserved HH1 to red reserved HH3, and from green reserved HH2 to rainbow reserved HH4, changing the level of expectation by two stages. "Three-stage promotion" refers to a display change presentation in which the display mode of the first reserved display changes from normal reserved HD to red reserved HH3, and from blue reserved HH1 to rainbow reserve HH4, changing the level of expectation by three stages. When the first change pattern is SP reach presentation A, the suggestion presentation execution mode determination table defines "one-stage promotion" as 10% and "two-stage promotion" as 5%, respectively.

[0151] On the other hand, when the first variation pattern is the SP reach performance B, the suggestion performance execution mode determination table defines "not executed" as 30%, "one-step promotion" as 20%, "two-step promotion" as 40%, and "three-step promotion" as 10%, respectively. That is, when the first performance is executed after the reach state is constituted, but then the SP reach performance corresponding to the SP reach performance A in which the performance ends without developing into the second performance is executed, the rate at which the execution of the display change performance is determined is relatively low, and even if it is executed, "one-step promotion" is determined at a higher rate than "two-step promotion". On the other hand, when the first performance is executed after the reach state is constituted, and the SP reach performance corresponding to the SP reach performance B in which the performance develops from the first performance to the second performance is executed, the rate at which the execution of the display change performance is determined is higher than when the SP reach performance corresponding to the SP reach performance A is executed. Also, the rate at which "one-step promotion" and "two-step promotion" are determined as the display change performance is higher when the SP reach performance corresponding to the SP reach performance B is executed. Also, when the SP reach performance corresponding to the SP reach performance A is executed, the "three-stage promotion" is not determined, but when the SP reach performance corresponding to the SP reach performance B or the SP reach performance C is executed, the "three-stage promotion" may be determined. In this way, the suggestion performance execution mode determination table defines each determination ratio so that when the display change performance is executed in the first performance, the possibility of the performance developing into the second performance after the first performance is high, and the more stages of change in the display mode of the first pending display, the higher the possibility of the performance developing into the second performance after the first performance.

[0152] In addition, as the display mode of the change pending HH, a display mode of the change pending HH that shows a higher expectation than the rainbow reserve HH4 is not provided. Therefore, when the initial display mode of the change display TH displayed on H0 is the rainbow reserve HH4 and "one-stage promotion" is determined as the display change performance, the pachinko machine 1 cannot change the display mode of the change display TH from the rainbow reserve HH4. Similarly, when the initial display mode of the change display TH displayed on H0 is the red reserve HH3 and "two-stage promotion" is determined as the display change performance, the pachinko machine 1 can only change the display mode of the change display TH by one stage from the red reserve HH3 to the rainbow reserve HH4. Similarly, when the initial display mode of the change display TH displayed on H0 is the green reserve HH2 and "three-stage promotion" is determined as the display change performance, the pachinko machine 1 can only change the display mode of the change display TH by two stages from the green reserve HH2 to the rainbow reserve HH4. In such a case, the pachinko machine 1 changes the display mode of the variable display TH to the extent that it can be changed.

[0153] In this way, the pachinko machine 1 provides a suggestive effect to indicate that there is a possibility that the effect contents will develop from the first effect to the second effect when the first notification effect is executed as the SP reach effect. Therefore, when the SP reach effect corresponding to the SP reach effect A and the SP reach effect B is executed and it is decided to execute the suggestive effect, the suggestive effect is executed in the first effect executed after the reach state is constituted. In this way, when the pachinko machine 1 executes the first effect after the reach state is constituted, the player can be made to expect during the execution of the first effect whether the effect contents will develop into the second effect after the first effect.

[0154] Furthermore, the suggestive performance execution mode determination table also defines the determination ratio of whether or not the display change performance is executed when the first variation pattern is the SP reach performance C, and the mode of change of the first pending display when the performance is executed. As described above, the SP reach performance corresponding to the first variation pattern of the SP reach performance C is configured not to execute the first performance after the reach state is constituted, but to develop the performance content into the second performance. Therefore, when the pachinko machine 1 executes the SP reach performance corresponding to the first variation pattern of the SP reach performance C, it can execute the suggestive performance in the second performance.

[0155] In this embodiment, the suggestion performance execution mode determination table defines the determination ratio of the type of the display change performance when the first variation pattern is the SP reach performance C in the same way as when the first variation pattern is the SP reach performance B. This is one example. Therefore, each determination ratio when the first variation pattern is the SP reach performance C may be changed arbitrarily.

[0156] The suggestion performance execution mode determination table has a boss cut-in performance column and defines whether or not to execute a boss cut-in performance according to the first variation pattern corresponding to the SP reach performance. The boss cut-in performance is configured by a cut-in image EG1 showing a boss character C3 among the characters appearing in various performances of the pachinko machine 1 being displayed on the display screen 28 as shown in FIG. 21(H) and the like. In this embodiment, the boss character C3 is a character that does not appear in the first performance in the SP reach performance but appears in the second performance. Therefore, the boss cut-in performance using the cut-in image EG1 can suggest to the player that it is a performance related to the second performance. The boss cut-in performance is executed in the first performance when the SP reach performance corresponding to the SP reach performance A and the SP reach performance B is executed. The pachinko machine 1 can suggest to the player that the second performance may be executed after the first performance by executing the boss cut-in performance in the first performance.

[0157] When the first variation pattern is SP reach performance A, the suggestive performance execution mode determination table defines "not execute", which indicates that the boss cut-in performance will not be executed, as 80%, and "execute", which indicates that the boss cut-in performance will be executed, as 20%. On the other hand, when the first variation pattern is SP reach performance B, the suggestive performance execution mode determination table defines "not execute" as 40% and "execute" as 60%. In this way, the suggestive performance execution mode determination table defines each determination percentage so that when the boss cut-in performance is executed in the first performance, there is a high possibility that the performance will develop into the second performance after the first performance.

[0158] Furthermore, the suggestive performance execution mode determination table defines the determination ratio of whether or not to execute the boss cut-in performance when the first variation pattern is the SP reach performance C. As described above, the SP reach performance corresponding to the first variation pattern of the SP reach performance C is configured to develop the performance content into the second performance without executing the first performance after forming the reach state. Therefore, the pachinko machine 1 can execute the suggestive performance in the second performance when the SP reach performance corresponding to the first variation pattern of the SP reach performance C is executed.

[0159] In this embodiment, the suggestion performance execution mode determination table defines the determination ratio of execution or non-execution of the boss cut-in performance when the first variation pattern is the SP reach performance C in the same way as when the first variation pattern is the SP reach performance B. This is one example. Therefore, each determination ratio when the first variation pattern is the SP reach performance C may be changed arbitrarily.

[0160] Returning to the explanation of FIG. 16, the CPU 581 generates an annunciation performance start command and sets the generated annunciation performance start command in the command buffer (S515). The annunciation performance start command is a command for instructing the start of execution of an annunciation performance. The annunciation performance start command includes information indicating the performance pattern of the annunciation performance based on the variation pattern. The annunciation performance start command also includes information indicating the execution mode of the notice performance determined in S523 or S525 in the notice performance execution mode determination process shown in FIG. 17. The annunciation performance start command set in the command buffer is sequentially transmitted to the performance control board 43. The CPU 431 of the performance control board 43 that has received the annunciation performance start command reads out image data corresponding to the information indicating the performance pattern of the annunciation performance included in the annunciation performance start command from the CGROM. Then, the CPU 431 controls image processing by the image control circuit 435 to display the read image data on the display screen 28, thereby starting the display of the performance image of the annunciation performance. The CPU 431 also executes the advance notice performance appropriately during the execution of the announcement performance based on information indicating the execution mode and execution timing of the advance notice performance included in the announcement performance start command. The CPU 581 also controls the illumination performance of the frame lamp 38 and the board lamp 27 via the lamp control board 46. The CPU 581 also controls sound processing by the sound control circuit 585. This causes the announcement performance to be executed. The CPU 581 returns the processing to the sub-control board processing.

[0161] Returning to the explanation of Fig. 12, the CPU 581 judges whether or not a special symbol stop command has been received from the main control board 41 (S413). If the special symbol stop command has not been received (S413: NO), the CPU 581 shifts the process to the judgment of S416. If the special symbol stop command has been received (S413: YES), the CPU 581 executes the notification performance end process (S415) and shifts the process to the judgment of S416.

[0162] The CPU581 executes a process for ending the execution of the notification performance in the notification performance ending process of S415. Specifically, when the received special symbol stop command is a first special symbol stop command, the CPU581 generates a command for instructing the end of the execution of the first notification performance, and sets the generated command in the command buffer. The command generated here includes information for instructing the erasure of the variable display TH displayed at the position H0. When the received special symbol stop command is a second special symbol stop command, the CPU581 generates a command for instructing the end of the execution of the second notification performance, and sets the generated command in the command buffer. The commands set in the command buffer are sequentially transmitted to the performance control board 43. This command includes information on the fixed symbol determined in S415. The CPU431 of the performance control board 43 that receives this command controls the image processing by the image control circuit 435 to end the variable display of the performance pattern 100, and displays the performance pattern 100 as a fixed symbol. In addition, the CPU 431 erases the variable display TH displayed at the position H0, thereby completing the execution of the notification performance.

[0163] The CPU 581 determines whether other commands have been received from the main control board 41 (S416). If other commands have not been received (S416: NO), the CPU 581 ends the sub-control board processing. If other commands have been received (S416: YES), the CPU 581 executes various processes according to the commands (S418). The CPU 581 ends the sub-control board processing.

[0164] With reference to Figures 19 to 24, a specific example in which the first notification performance is executed as an SP reach performance and an example of a suggestion performance that may be executed in this case will be described in detail.

[0165] First, referring to FIG. 19 and FIG. 20, a specific example in which the first notification performance is executed based on the first variation pattern of the SP reach performance A will be described. As shown in FIG. 19(A), it is assumed that the performance pattern 100 starts to vary, and the first notification performance based on the first variation pattern of the non-reach performance A is started first. FIG. 19(A) shows a state in which the first reserved number is "2" and two first reserved displays are displayed in the normal reserved HD at positions H1 and H2. It is assumed that the normal reserved HD is determined as the display mode based on the first reserved display mode determination table by the processing of S503 for the first reserved random number corresponding to the first reserved display displayed at positions H1 and H2, based on the first variation pattern pre-reading information of each. FIG. 19(A) also shows a state in which the variable display TH of the display mode of the normal reserved HD is displayed at position H0.

[0166] After that, as shown in Fig. 19(B), the performance pattern 100 ends the pattern variation and is displayed as a combination of random numbers indicating a miss, and the first notification performance that was being performed ends. With the end of the first notification performance, the variable display TH is erased from the position H0.

[0167] FIG. 19(C) shows the state in which the first notification performance based on the first variation pattern of the SP reach performance A is started by the performance pattern 100 starting to vary following the first notification performance shown in FIG. 19(A) and (B). This first notification performance is executed to notify the result of a special chart 1 big win determination performed on the first reserved random number corresponding to the first reserved display displayed at position H1 in FIG. 19(B). The first reserved display displayed at position H1 in FIG. 19(B) is moved to position H0 and becomes the variation display TH. Then, with the start of the first notification performance shown in FIG. 19(C), the first reserved display displayed at position H2 in FIG. 19(B) is moved to position H1 and displayed as the normal reserved HD.

[0168] As shown in Fig. 19(D), during the progress of the pattern variation of the performance pattern 100 in this first notification performance, a new first reserved random number is stored in response to a new entry of a game ball into the first starting hole 14, and a corresponding first reserved display is newly displayed at position H2. For the first reserved random number corresponding to the first reserved display newly displayed at position H2, the normal reserved HD is determined as its display mode based on the first reserved display mode determination table shown in Fig. 14 by the processing of S503 based on the first variation pattern pre-reading information.

[0169] Next, as shown in FIG. 19(E), the left pattern 101 and the right pattern 103 temporarily stop with the same number "3" and the performance pattern 100 forms a reach state. In this embodiment, the left pattern 101 and the right pattern 103 that temporarily stop in the reach state are in a state of slight swing fluctuation. The symbol Y2 shown in FIG. 19(E) etc. shows a schematic representation of the swing fluctuation of the left pattern 101 and the right pattern 103.

[0170] Fig. 19(F) shows an example in which the performance content develops into the first performance after the performance pattern 100 forms a reach state. In this embodiment, the first performance starts with a scene in which the friendly character C1 and the enemy character C2 appear. After that, the first performance progresses with the performance content in which the character C1 and the character C2 fight each other, as shown in Fig. 19(G).

[0171] Here, in the process of S523, it is assumed that, based on the suggestive performance execution mode determination table shown in FIG. 18, the display change performance among the suggestive performances is determined to be "promoted by one step" and the boss cut-in performance is determined to be "not executed." FIG. 19(H) shows an example in which the display change performance is executed as a suggestive performance during the execution of the first performance. As shown in FIG. 19(H), the display mode of the variable display TH changes by one step from normal reserve HD to blue reserve HH1. This allows the pachinko machine 1 to indicate that there is a possibility of the first performance progressing to the second performance.

[0172] Fig. 20(I) shows the state where the character C1 wins against the character C2 in the first performance after that. In this case, as shown in Fig. 20(J), the performance pattern 100 finishes changing and displays a combination of repeated numbers indicating a jackpot, and the first notification performance that was being performed ends. Although not shown, the jackpot game is then performed in response to the notification of the jackpot determination result.

[0173] On the other hand, Fig. 20(K) shows the state where the character C1 is defeated by the character C2 in the first performance after Fig. 19(H). In this case, as shown in Fig. 20(L), the performance pattern 100 ends the pattern variation and is displayed as a combination of random numbers indicating a loss, and the first notification performance that was being executed ends.

[0174] In this way, when the first notification performance is executed based on the first variation pattern of the SP reach performance A, the performance content develops into the first performance after the performance pattern 100 forms a reach state, and then the first notification performance ends. When the pachinko machine 1 executes a suggestion performance in the first performance, it can make the player expect that the second performance will be performed after the first performance.

[0175] Next, referring to FIG. 21 and FIG. 22, a specific example in which the first notification performance is executed based on the first variation pattern of the SP reach performance B will be described. As shown in FIG. 21(A), it is assumed that the performance pattern 100 starts to vary, and the first notification performance based on the first variation pattern of the non-reach performance A is started first. As in the example shown in FIG. 19(A), FIG. 21(A) shows a state in which two first reserved displays are displayed in the normal reserved HD at positions H1 and H2, respectively, and the corresponding variation display TH in the display mode of the normal reserved HD is displayed at position H0. After that, as shown in FIG. 21(B), it is assumed that the performance pattern 100 ends the pattern variation and displays a fixed display with a combination of random eyes indicating a miss, and the first notification performance that was being executed ends. With the end of the first notification performance, the corresponding variation display TH is erased from position H0.

[0176] FIG. 21(C) shows the state in which the first notification performance based on the first variation pattern of the SP reach performance B is started by the performance pattern 100 starting to vary following the first notification performance shown in FIG. 21(A) and (B). This first notification performance is executed to notify the result of a special chart 1 big win determination performed on the first reserved random number corresponding to the first reserved display displayed at position H1 in FIG. 21(B). The first reserved display displayed at position H1 in FIG. 21(B) is moved to position H0 and becomes the variation display TH. Then, with the start of the first notification performance shown in FIG. 21(C), the first reserved display displayed at position H2 in FIG. 21(B) is moved to position H1 and displayed as the normal reserved HD.

[0177] Fig. 21(D) shows an example in which a new first reserved random number is stored in response to a new winning ball entering the first starting hole 14 while the pattern variation of the performance pattern 100 in this first notification performance progresses, and the corresponding first reserved display is newly displayed at position H2, similar to Fig. 19(D). For the first reserved random number corresponding to the first reserved display newly displayed at position H2, the normal reserved HD is determined as its display mode based on the first reserved display mode determination table shown in Fig. 14 by the process of S503 based on the first variation pattern pre-reading information.

[0178] Next, as shown in FIG. 21(E), the performance pattern 100 forms a reach state. After that, as shown in FIG. 21(F), the performance content develops into the first performance after the performance pattern 100 forms the reach state. The content of this first performance is the same as when the first notification performance is executed based on the first variation pattern of the SP reach performance A. Therefore, the first performance progresses with the performance content in which the character C1 and the character C2 fight each other, as shown in FIG. 21(G).

[0179] Here, in the process of S523, it is assumed that, based on the suggestive performance execution mode determination table shown in FIG. 18, the display change performance of the suggestive performance is determined to be "two-stage promotion" and the boss cut-in performance is determined to be "executed". FIG. 21(H) shows an example in which the display change performance and the boss cut-in performance are executed as suggestive performances during execution of the first performance. As shown in FIG. 21(H), the display change performance is executed with the display mode of the variable display TH changing in two stages from normal reserve HD to green reserve HH2. Also, the boss cut-in performance is executed with the cut-in image EG1 showing the boss character C3 among the characters appearing in various performances of the pachinko machine 1 being displayed in a cut-in on the display screen 28. This allows the pachinko machine 1 to indicate that there is a possibility of the first performance progressing to the second performance.

[0180] Fig. 22(I) shows the state where character C1 wins against character C2 in the first performance after that. In this case, as shown in Fig. 22(J), the performance content is further developed from the first performance to start the second performance. The second performance starts with a scene where boss character C3 appears as an opponent of character C1. After that, the second performance progresses with the performance content in which character C1 and boss character C3 fight each other, as shown in Fig. 22(K).

[0181] Fig. 22(L) shows the state where the character C1 wins against the boss character C3 in the second performance after that. In this case, as shown in Fig. 22(M), the performance pattern 100 finishes changing and displays a combination of repeated numbers indicating a jackpot, and the first notification performance that was being performed ends. Although not shown, the jackpot game is then performed in response to the notification of the jackpot determination result.

[0182] On the other hand, Fig. 22(N) shows the state in which the character C1 is defeated by the boss character C3 in the first performance after Fig. 22(K). In this case, as shown in Fig. 22(O), the performance pattern 100 ends the pattern variation and is displayed as a combination of random numbers indicating a loss, and the first notification performance that was being executed ends.

[0183] In this way, when the first notification effect is executed based on the first variation pattern of the SP reach effect B, the effect content develops into the first effect after the effect pattern 100 forms a reach state, and then the effect content further develops from the first effect to the second effect. When the pachinko machine 1 executes a suggestion effect in the first effect, it can make the player expect that the second effect will be performed after the first effect. And, by developing the effect content from the first effect to the second effect, the pachinko machine 1 can further increase the player's expectation that the jackpot determination result will be notified by the first notification effect.

[0184] The display change effect or boss cut-in effect executed in the first effect has an aspect of having a function of simply increasing the sense of expectation for the first effect. On the other hand, if the display change effect or boss cut-in effect is executed in the first effect, and the execution of the notification effect does not end with the execution of the first effect alone, but the effect content then progresses to the second effect, the display change effect or boss cut-in effect executed in the first effect has a function of suggesting that the second effect may be executed after the first effect. In other words, if the effect content progresses to the second effect after the first effect, it is clear that the display change effect or boss cut-in effect executed during the execution of the first effect is a suggestive effect.

[0185] Next, referring to FIG. 23 and FIG. 24, a specific example in which the first notification performance is executed based on the first variation pattern of the SP reach performance C will be described. As shown in FIG. 23(A), it is assumed that the performance pattern 100 starts to vary, and the first notification performance based on the first variation pattern of the non-reach performance A is started first. As in the example shown in FIG. 19(A) and FIG. 21(A), FIG. 23(A) shows a state in which two first reserved displays are displayed in the normal reserved HD at positions H1 and H2, respectively, and the corresponding variation display TH in the display mode of the normal reserved HD is displayed at position H0. After that, as shown in FIG. 23(B), it is assumed that the performance pattern 100 ends the pattern variation and displays a fixed display with a combination of random eyes indicating a miss, and the first notification performance that was being executed ends. With the end of the first notification performance, the corresponding variation display TH is erased from position H0.

[0186] FIG. 23(C) shows the state in which the first notification performance based on the first variation pattern of the SP reach performance C is started by the performance pattern 100 starting to vary following the first notification performance shown in FIG. 23(A) and (B). This first notification performance is executed to notify the result of a special chart 1 big win determination performed on the first reserved random number corresponding to the first reserved display displayed at position H1 in FIG. 23(B). The first reserved display displayed at position H1 in FIG. 23(B) is moved to position H0 and becomes the variation display TH. Then, with the start of the first notification performance shown in FIG. 23(C), the first reserved display displayed at position H2 in FIG. 23(B) is moved to position H1 and displayed as the normal reserved HD.

[0187] Fig. 23(D), like Fig. 19(D) and Fig. 21(D), shows an example in which a new first reserved random number is stored in response to a new entry of a game ball into the first starting hole 14 while the pattern variation of the performance pattern 100 in this first notification performance progresses, and the corresponding first reserved display is newly displayed at position H2. For the first reserved random number corresponding to the first reserved display newly displayed at position H2, the normal reserved HD is determined as its display mode based on the first reserved display mode determination table shown in Fig. 14 by the processing of S503 based on the first variation pattern pre-reading information.

[0188] Fig. 23(D) also shows an example of a skip acquisition effect that is performed before the reaching state is formed in the first notification effect based on the first variation pattern of the SP reaching effect C. As shown in Fig. 23(D), the skip acquisition effect is performed by displaying an effect image EG2 including the text "Press the button!" and an image of a treasure box on the display screen 28.

[0189] When the player is prompted by the effect image EG2 and operates the effect button 35, or when a predetermined time has passed since the effect image EG2 was displayed, as shown in FIG. 23(E), the treasure box shown in the effect image EG2 opens, and a ticket appears from the treasure box. The ticket is displayed on the display screen 28 as a skip ticket image ST including the characters "SKIP TICKET". The ticket represented by the skip ticket image ST is hereinafter referred to as a "skip ticket". As shown in FIG. 23(F), the effect image EG2 is then erased from the display screen 28, but the display of the skip ticket image ST continues to be displayed at the top of the display screen 28 together with the display T1 showing the characters "★Ticket Reserve★". In this way, the pachinko machine 1 can indicate that the player has acquired a skip ticket by executing the skip acquisition effect.

[0190] Next, as shown in FIG. 23(G), it is assumed that the performance pattern 100 constitutes a reach state. In response to this, a skip performance is executed as shown in FIG. 23(H). The skip performance is carried out by using the skip ticket acquired in the skip acquisition performance. Specifically, in the skip performance, the skip ticket image ST displayed at the top of the display screen 28 moves toward the center of the display screen 28 and is enlarged. Then, a display T2 showing the words "One step skip!" is displayed near the enlarged skip ticket image ST.

[0191] After the skip performance is executed, the performance content develops into the second performance as shown in FIG. 24(I). That is, by executing the skip performance, the pachinko machine 1 can clearly inform the player that the first performance has been skipped and the performance content has suddenly developed into the second performance. The content of this second performance is the same as that in the case where the first notification performance is executed based on the first variation pattern of the SP reach performance B. Therefore, the second performance starts from a scene where the characters C1 and C2 appear as shown in FIG. 21(I).

[0192] In the pachinko machine 1, when the first notification effect is executed as the SP reach effect, the game flow is based on the principle of whether the effect will develop further to the second effect after the first effect. On the other hand, when the first notification effect is executed based on the first variation pattern of the SP reach effect C, after the effect pattern 100 forms a reach state, the first effect is not executed and the effect content develops abruptly to the second effect. By providing such an exception, the pachinko machine 1 aims to increase the interest of the game by drawing the player's attention to whether the subsequent performance content will develop to the first effect or the second effect when the reach state is formed.

[0193] On the other hand, if a player has little experience playing the pachinko machine 1, when the first notification effect is executed as the SP reach effect, even if the effect content develops to the second effect instead of the first effect after the reach state, there is a possibility that the player may not realize that this is an exceptional pattern. In addition, there are also cases where the player does not recognize that the second effect is an effect with a higher expectation than the first effect. In such a case, even if the pachinko machine 1 skips the first effect after the reach state and develops the effect content to the second effect, there is a possibility that the player's expectation may not be sufficiently improved.

[0194] In order to solve such a problem, when the first notification performance is executed based on the first variation pattern of the SP reach performance C, the pachinko machine 1 executes the skip acquisition performance before the reach state is formed. The pachinko machine 1 can suggest to the player that a predetermined performance will be skipped at a predetermined timing of the following first notification performance by having the player acquire a skip ticket in the skip acquisition performance. The pachinko machine 1 can also notify the player at a stage before the reach state is formed that a second performance with a higher expectation than the first performance will be executed after the reach state is formed by executing the skip acquisition performance. In this way, the pachinko machine 1 associates the occurrence of the skip acquisition performance with the execution of the second performance with a higher expectation than the first performance after the reach state is formed. This allows players with little experience playing the pachinko machine 1 to deepen their understanding that the expectation is higher when the performance content develops into the second performance instead of the first performance after the reach state, and allows the player to enjoy the gameplay more.

[0195] Moreover, by executing the skip acquisition effect, the pachinko machine 1 can enable players who have a lot of experience playing the pachinko machine 1 and understand the flow of the SP reach effect to anticipate that the first effect will be skipped after the reach state is established and the effect content will suddenly progress to the second effect. Also, by executing the skip acquisition effect, the pachinko machine 1 can enable players who have little experience playing the pachinko machine 1 and do not understand the flow of the SP reach effect to anticipate that some kind of effect related to the wording "skip" indicated by the skip ticket will be performed later.

[0196] Moreover, the pachinko machine 1 sets the timing of using the skip ticket acquired in the skip acquisition performance, that is, the timing of executing the skip performance, as the timing of the ready state being configured. This allows the pachinko machine 1 to clearly show the player that the first performance is skipped by the use of the skip ticket, and the performance content suddenly develops to the second performance. A player who has a lot of experience playing the pachinko machine 1 and recognizes that the first performance is skipped by the use of the skip ticket has been waiting for the performance content to develop to the second performance, not the first performance, after the ready state from the stage where the skip acquisition performance is executed, and feels elated. By executing the skip performance, the pachinko machine 1 can make the player enjoy the performance content developing to the second performance by skipping the first performance, while maintaining such a player's sense of elation. Furthermore, the pachinko machine 1 can show the player who has little experience playing the pachinko machine 1 and does not recognize that the first performance is skipped by the use of the skip ticket, that the performance that would be executed in the normal flow of the performance has been skipped, by executing the skip performance.

[0197] FIG. 24(J) shows an example of the progress of the second performance. As shown in FIG. 24(J), the pachinko machine 1 can execute a suggestive performance in the second performance when the first notification performance is executed based on the first variation pattern of the SP reach performance C. Here, in the process of S523, it is assumed that the display change performance among the suggestive performances is determined to be "three-stage promotion" and the boss cut-in performance is determined to be "executed" based on the suggestive performance execution mode determination table shown in FIG. 18. FIG. 24(J) shows an example in which the display change performance and the boss cut-in performance are executed as suggestive performances in the second performance accordingly. As shown in FIG. 23(J), the display mode of the variable display TH changes by three stages from normal reserve HD to red reserve HH3. Also, the boss cut-in performance is executed by displaying the cut-in image EG1 in a cut-in on the display screen 28.

[0198] If the pachinko machine 1 simply skips the first performance and develops into the second performance after the reach state is formed, the pachinko machine 1 reduces the opportunity for the player to enjoy the preview performance that can be executed in the first performance. For this reason, when the pachinko machine 1 skips the first performance and executes the second performance, it executes the suggested performance in the second performance. This allows the pachinko machine 1 to provide the player with an opportunity to enjoy the suggested performance even when the pachinko machine 1 skips the first performance and executes the second performance. Furthermore, if the first performance has been executed, the pachinko machine 1 executes in the second performance the suggested performance that is thought to have been executed in the first performance, thereby increasing the player's sense of expectation in the second performance. The pachinko machine 1 allows the player to feel as if he or she has re-experienced the suggested performance in the second performance by skipping the first performance, and can provide the player with a fresh interest.

[0199] In this embodiment, the mode of the suggestive performance executed in the second performance when the first notification performance is executed based on the first variation pattern of the SP reach performance C is the same as the mode of the suggestive performance executed in the first performance when the first notification performance is executed based on the first variation pattern of the SP reach performance B or the SP reach performance C. On the other hand, the mode of the suggestive performance executed in the second performance when the first notification performance is executed based on the first variation pattern of the SP reach performance C may be different from the mode of the suggestive performance executed in the first performance when the first notification performance is executed based on the first variation pattern of the SP reach performance B or the SP reach performance C. For example, the display time of the cut-in image EG1 of the boss cut-in performance in the first performance may be different between the case where the cut-in image EG1 is displayed in the first performance and the case where the cut-in image EG1 is displayed in the second performance. In addition, when the display change performance is performed in the first performance, a predetermined video effect is applied to the variable display TH, but when the display change performance is performed in the second performance, there may be a difference such as a simple change in color of the variable display TH without a video effect.

[0200] In addition, the suggestive performance executed in the second performance when the first notification performance is executed based on the first variation pattern of the SP reach performance C may be configured with a content indicating the content of the suggestive performance executed in the first performance if the first performance was executed without being skipped. Specifically, in the scene of Fig. 24(J), the suggestive performance may be executed by displaying an image indicating the words "If the first performance had not been skipped, the boss cut-in performance would have occurred in the first performance!" on the display screen 28 in conjunction with the cut-in image EG1 of the boss cut-in performance or in place of the cut-in image EG1.

[0201] Thereafter, the second performance proceeds with the character C1 and the boss character C3 fighting each other, as shown in Fig. 24(K). Note that Fig. 24(J) shows an example in which the suggestive performance is executed at a stage before the character C1 and the boss character C3 fight each other. However, the present invention is not limited to this, and the suggestive performance may be executed after the start of the fight between the character C1 and the boss character C3, as shown in Fig. 24(K). In other words, the suggestive performance may be executed at any timing in the second performance.

[0202] Fig. 24(L) shows the state where the character C1 wins against the boss character C3 in the second performance after that. In this case, as shown in Fig. 22(M), the performance pattern 100 finishes changing and displays a combination of repeated numbers indicating a jackpot, and the first notification performance that was being performed ends. Although not shown, the jackpot game is then performed in response to the notification of the jackpot determination result.

[0203] On the other hand, Fig. 24(N) shows the state in which the character C1 is defeated by the boss character C3 in the first performance after Fig. 24(K). In this case, as shown in Fig. 24(O), the performance pattern 100 ends the pattern variation and is displayed as a combination of random numbers indicating a loss, and the first notification performance that was being executed ends.

[0204] As described above, the pachinko machine 1 has the SP reach performance B and the SP reach performance C as the first variation pattern. When the first notification performance is executed based on the first variation pattern of the SP reach performance B, the performance content develops into the first performance after the reach state is formed, and then the performance content further develops into the second performance. When the first notification performance is executed based on the first variation pattern of the SP reach performance C, the first performance is not executed after the reach state is formed, and the performance content develops into the second performance. For this reason, the pachinko machine 1 cannot allow the player to experience the suggestive performance that is usually executed in the first performance in the SP reach performance based on the SP reach performance B, etc., as it is. Therefore, when the pachinko machine 1 executes the first notification performance based on the first variation pattern of the SP reach performance C, it can execute the suggestive performance in the second performance. Therefore, even when the pachinko machine 1 skips the first performance and executes the second performance, it can provide the player with the sense of expectation that can be obtained by the suggestive performance that can be executed in the first performance if the first performance is not skipped.

[0205] When the first notification performance is executed based on the first variation pattern of the SP reach performance B, the performance flow is such that the reach state is constituted, the performance content develops into the first performance, and then the performance content further develops into the second performance. On the other hand, when the first notification performance is executed based on the first variation pattern of the SP reach performance C, the performance flow is such that the reach state is constituted, and then the performance content develops into the second performance, not the first performance. A player who has little experience playing the pachinko machine 1 and does not have a deep understanding of the flow of the SP reach performance of the pachinko machine 1 may not realize that the second performance is an exceptional pattern, even if the reach state is constituted and the second performance is executed, not the first performance. In addition, if the player does not have a deep understanding, the player may not recognize that the second performance is a performance with a higher expectation than the first performance. When the pachinko machine 1 executes the first notification performance based on the first variation pattern of the SP reach performance C, a skip performance is executed at the timing when the reach state is constituted and the performance develops into the second performance. The skip performance is executed with the content indicating that the first performance is skipped and the second performance is executed. Therefore, the pachinko machine 1 can allow a player who sees the skip effect to recognize that the effect will develop into the second effect rather than the first effect.

[0206] When the pachinko machine 1 executes a skip performance, it executes a skip acquisition performance at a time before that. This allows the pachinko machine 1 to notify the player that the first performance will be skipped and the second performance will be executed after the reach state is formed in the SP reach performance. Therefore, the pachinko machine 1 can make the player recognize in advance that, as the flow of the SP reach performance, there is one in which the performance content develops to the first performance after the reach state is formed, and then the performance content develops to the second performance, and one in which the performance content develops to the second performance instead of the first performance after the reach state is formed, and that the performance content develops to the second performance after the reach state is formed thereafter. Therefore, the pachinko machine 1 can encourage the player to understand the flow of the SP reach performance in the pachinko machine 1, and can effectively increase the player's sense of expectation when the first performance is skipped and the second performance is executed after the reach state is formed.

[0207] In the pachinko machine 1, the rate at which the SP reach performance C is determined as the first variation pattern is lower than the rate at which the SP reach performance B is determined. In other words, the frequency at which the first notification performance is executed based on the first variation pattern of the SP reach performance C is lower than the frequency at which the first notification performance is executed based on the first variation pattern of the SP reach performance B. As a result, the pachinko machine 1 can allow the player to experience an exceptional situation in which the first performance is skipped and the performance content is developed into the second performance after the reach state is formed, although the flow of the game is such that the performance content develops into the first performance after the reach state is formed, as a rule. As a result, the pachinko machine 1 can give the player a surprise and increase the interest of the game.

[0208] In the above embodiment, the big win game state is an example of an "advantageous state". The big win determination is an example of an "advantageous determination". The CPU 51 of the main control board 41 that executes the big win determination in S95 and S103 of FIG. 9 is an example of a "determination means". The ROM 53 of the main control board 41 that stores the variation pattern determination table shown in FIG. 5 is an example of a "pattern storage means". The CPU 51 of the main control board 41 that executes the processing of S112 and S113 of FIG. 9 is an example of an "announcement performance execution means". The first variation pattern of the SP reach performance B is an example of a "first execution pattern". The first variation pattern of the SP reach performance C is an example of a "second execution pattern". The performance pattern 100 constituting a reach state in the SP reach performance is an example of a "specific opportunity". The first performance in which the character C1 and the character C2 fight is an example of a "first performance". The second performance in which the character C1 and the boss character C3 fight is an example of a "second performance". The display change performance and the boss cut-in performance are examples of a "suggestion performance". The ROM 583 of the sub-control board 58 that stores the suggested performance execution mode determination table shown in Fig. 18 is an example of a "suggested performance definition means". The CPU 581 of the sub-control board 58 that executes the process of S523 in Fig. 17 is an example of a "suggested performance execution determination means". The CPU 581 of the sub-control board 58 that executes the process of S515 in Fig. 16 is an example of a "suggested performance execution means".

[0209] The CPU 581 of the sub-control board 58 that executes a skip performance when executing a first notification performance based on the SP reach performance C in the processing of S515 in Fig. 16 is an example of a "skip performance execution means". The CPU 581 of the sub-control board 58 that executes a skip acquisition performance when executing a first notification performance based on the SP reach performance C in the processing of S515 in Fig. 16 is an example of a "skip acquisition performance execution means".

[0210] The present invention is not limited to the above-described embodiment, and various modifications are possible within the scope of the present invention. In the above embodiment, when the first notification performance is executed based on the first variation pattern of the SP reach performance C, the skip performance is executed when the performance content is developed to the second performance. When executing the skip performance, the pachinko machine 1 executes the skip acquisition performance at a timing before the performance content is developed to the second performance. In addition, when the first notification performance is executed based on the first variation pattern of the SP reach performance C, the pachinko machine 1 may provide a step in the notification performance execution process or the like for deciding whether or not to execute the skip performance. Then, when the pachinko machine 1 determines to execute the skip performance in that step, it may execute the skip performance. Then, when the pachinko machine 1 determines to execute the skip performance, it may determine to execute the skip acquisition performance. That is, when the first notification performance is executed based on the first variation pattern of the SP reach performance C, both the time when the skip performance and the skip acquisition performance are executed and the time when they are not executed may be provided.

[0211] In addition, the pachinko machine 1 may be provided with a case where the skip performance is executed without executing the skip winning performance when the first notification performance is executed based on the first variation pattern of the SP reach performance C. In this case, since the skip performance is executed without executing the skip winning performance, the pachinko machine 1 can give the player a sense of surprise and increase the interest of the game.

[0212] In addition, the pachinko machine 1 does not necessarily have to execute the skip acquisition effect and the skip effect. Even if the pachinko machine 1 does not execute the skip effect and the skip acquisition effect, the suggestion effect that is executed in the first effect in principle is executed in the second effect when the first effect is skipped and the second effect is executed, so that the player can be made to fully recognize that the first effect has been skipped.

[0213] In addition, the pachinko machine 1 may be provided with a case where the skip acquisition performance is executed but the skip performance is not executed when the first notification performance is executed based on the first variation pattern of the SP reach performance A and the SP reach performance B. In this case, even when the first performance is not actually skipped, the player's expectation that the first performance will be skipped can be increased.

[0214] The contents of the skip effect in the above embodiment are merely examples. Therefore, the contents of the skip effect may be changed arbitrarily as long as the contents explicitly or implicitly indicate that the first effect is not executed and is skipped from a specific trigger, and the effect content develops into the second effect. Similarly, the contents of the skip acquisition effect may be changed arbitrarily as long as the contents explicitly or implicitly indicate that the skip effect may be executed thereafter. Therefore, the skip acquisition effect does not have to be an effect that involves the operation of an operation means that can be operated by a player, such as the effect button 35. Furthermore, the skip effect may be composed of contents that involve the operation of an operation means that can be operated by a player, such as the effect button 35.

[0215] In the above embodiment, when the first notification performance is performed in the SP reach performance, the performance content develops into the first performance or the second performance after the performance pattern 100 forms a reach state. That is, in the pachinko machine 1, the branch point at which the performance content develops into the first performance or the second performance is set to the time when the reach state is formed. Not limited to this, the pachinko machine 1 may set the branch point at which the performance content develops into the first performance or the second performance at any timing of the SP reach performance. For example, the pachinko machine 1 may execute a predetermined performance after the reach state is formed, and then set a branch point at which the performance content develops into the first performance or the second performance.

[0216] The pachinko machine 1 may execute the skip acquisition effect as a so-called look-ahead effect. For example, assume that the CPU 581 of the sub-control board 58 acquires first variation pattern look-ahead information indicating the first variation pattern of the SP reach performance C in the process of S501 in the reserved display process shown in FIG. 15. In this case, the CPU 581 may execute the skip acquisition effect in the notification effect executed before the first notification effect based on the first variation pattern of the SP reach performance C is executed. That is, the skip acquisition effect is not limited to being executed in the first notification effect based on the first variation pattern of the SP reach performance C, but may be executed in the notification effect executed prior to the first notification effect based on the first variation pattern of the SP reach performance C. In this case, the pachinko machine 1 can notify the player that the skip effect will be executed and the first effect will be skipped from the stage of executing the notification effect executed prior to the execution of the first notification effect based on the first variation pattern of the SP reach performance C. Therefore, the pachinko machine 1 can maintain and improve the player's sense of expectation for the performance to progress to the second performance rather than the first performance after a reach state is formed for a longer period of time across multiple notification performances.

[0217] In the above embodiment, the SP reach performance corresponding to the "SP reach performance C" is configured so that the first performance is not executed at all after the reach state is constituted, and the performance content develops suddenly into the second performance. In this regard, the SP reach performance corresponding to the "SP reach performance C" may be configured so that only a part of the first performance is executed after the reach state is constituted, and then the execution of the first performance is skipped and the performance content develops into the second performance. In this case, the part of the first performance executed may be the beginning of the first performance, or may be a content showing a characteristic scene of the first performance. Specifically, the SP reach performance corresponding to the "SP reach performance C" may be configured so that only a scene in which the characters C1 and C2 appear as shown in FIG. 19(F) appears as part of the first performance after the reach state is constituted, and the scene of the first performance thereafter is skipped and the second performance is executed. In addition, as part of the first performance executed after the reach state is constituted, a video showing a digest of the character C1 and character C2 appearing in the first performance fighting each other may be used. In this case, in the first performance that is executed only partially, it is difficult to secure an opportunity to execute the suggestive performance. Even in such a case, the pachinko machine 1 can execute the suggestive effect in the second effect executed thereafter. Therefore, even when the pachinko machine 1 executes only a part of the first effect and skips the rest to execute the second effect, it can provide the player with the sense of expectation that would be obtained from the suggestive effect that would be executed in the first effect if the first effect was not skipped.

[0218] In the above embodiment, as shown in FIG. 18, when the first variation pattern is the SP reach performance B or the SP reach performance C, the display change performance may be determined to be "three-stage promotion", and when the first variation pattern is the SP reach performance A, the display change performance is not determined to be "three-stage promotion". In other words, when the display change performance is executed with the content of "three-stage promotion", it is determined that the SP reach performance corresponding to the SP reach performance B or the SP reach performance C, which has a higher expectation than the SP reach performance A, is executed as the second performance. The pachinko machine 1 may execute the display change performance at a stage before the reach state is constituted. Then, the pachinko machine 1 may execute the skip acquisition performance in accordance with the timing of executing the display change performance at a stage before the reach state is constituted. In particular, when the display change performance executed at a stage before the reach state is constituted is "three-stage promotion" which indicates that it is determined that the SP reach performance showing a degree of expectation of a predetermined level or more will be executed, the pachinko machine 1 may execute the skip acquisition performance at that timing. In this case, the pachinko machine 1 can suggest to the player that the occurrence of a notice effect suggesting that a SP reach effect showing a predetermined expectation level or higher will be executed corresponds to the acquisition of a skip ticket by the skip acquisition effect. This allows the pachinko machine 1 to deepen the player's understanding that the acquisition of a skip ticket corresponds to the execution of an effect with a high expectation level in the future. [Explanation of symbols]

[0219] 1. Pachinko Machines 41 Main control board 51,581 CPU 52,582 RAM 53,583 ROM

Claims

1. A determination means for executing an advantage determination for determining whether an advantageous state advantageous to a player will occur based on numerical information acquired in response to the establishment of a predetermined opportunity; A pattern storage means for storing a plurality of execution patterns of notification effects for notifying the result of the advantageous judgment; a notification performance execution means for selecting one of the execution patterns stored in the pattern storage means and executing the notification performance based on the selected execution pattern; Equipped with The execution pattern is: a first execution pattern in which, from a specific trigger during the execution of the notification performance, a first performance indicating that the determination result of a win indicating that the advantageous state will be generated by the notification performance is a first degree of expectation, and a second performance indicating that the expectation degree is a second degree higher than the first degree, are executed in sequence; A second execution pattern in which the second performance is executed without executing the first performance or after executing a part of the first performance from the specific trigger, A suggestion performance definition means for defining the content of a suggestion performance which is a performance that may be executed in the first performance when the notification performance is executed based on the first execution pattern, and which suggests that the second performance may be executed after the first performance; A suggestion performance execution decision means for deciding whether to execute the suggestion performance; a suggested performance execution means for executing the suggested performance defined in the suggested performance definition means when the suggested performance execution decision means has decided to execute the suggested performance; Equipped with The suggestive performance execution decision means can decide to execute the suggestive performance in the second performance that is executed when the notification performance is executed based on the second execution pattern. A gaming machine characterized by:

2. The gaming machine described in claim 1, characterized in that when the notification effect is executed based on the second execution pattern, it is further characterized by being equipped with a skip effect execution means that executes a skip effect to notify that the first effect will not be executed at the specific trigger and the second effect will be executed.

3. The gaming machine according to claim 2, further comprising a skip acquisition effect execution means for executing, when the skip effect is executed by the skip effect execution means, a skip acquisition effect suggesting that the skip effect will be executed at a time before the skip effect is executed.

4. 4. The gaming machine according to claim 1, wherein the frequency at which the notification effect is executed based on the second execution pattern is lower than the frequency at which the notification effect is executed based on the first execution pattern.

Citation Information

Patent Citations

  • Pinball game machine

    JP2017093971A