Game machine

The gaming machine addresses the challenge of enhancing player engagement by displaying variable identification information and allowing transitions between special game states, resulting in an improved and dynamic gaming experience.

JP2025050400APending Publication Date: 2025-04-04SANSEI R&D KK
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Patent Information

Application Number
JP2023159169
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-22
Publication Date
2025-04-04

AI Technical Summary

Technical Problem

Existing gaming machines lack effective methods to enhance player engagement and fun, particularly in the display of variable identification information.

Method used

A gaming machine that displays variations of identification information, allowing players to control special game states advantageous to them, with the ability to transition between two distinct special game states based on the completion of derivation display performances.

Benefits of technology

The solution improves player engagement and fun by providing a dynamic and responsive gaming experience, enhancing the excitement and anticipation of players through variable display performances.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of enhancing interest in a game.SOLUTION: There may be both cases in which an ending story performance 901 is completed and a winning pattern array is determined and stopped and a winning pattern array is determined and stopped without completion after the ending story performance 901 for presenting determination and stop of the winning pattern array is started, and a shift to a probability variable state is not determined in the former and a shift to a probability variable state is determined in the latter. For this reason, it may become interest for a player who expects a shift to a probability variable state whether the ending story performance 901 is completed and a winning pattern array is determined and stopped or whether it is not completed and a winning pattern array is determined and stopped. It also becomes possible to allow a player to have an element of surprise in which a possibility of becoming more advantageous to a player if a performance is not completed. Accordingly, interest can be increased by allowing a player to focus attention on a relationship between the ending story performance and determination / stop timing of a winning pattern array, and its element of surprise.SELECTED DRAWING: Figure 60
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Description

[Technical field]

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

[0002] Conventionally, there is known a gaming machine that can be controlled to a special gaming state advantageous to a player based on a specific display result derived and displayed as a display result of the variable display by performing a variable display of identification information. In this type of gaming machine, it is common to execute various effects such as reach effects and advance notice effects in association with the variable display of identification information (for example, see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2017-213382 A Summary of the Invention [Problem to be solved by the invention]

[0004] The presentation executed in association with the varying display of the identification information plays an important role in increasing interest in the game, but there is still room for improvement in order to increase interest in the game.

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

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

[0007] The gaming machine according to the first embodiment is A gaming machine that performs a variable display of identification information, and is capable of controlling to a special game state advantageous to a player based on a specific display result being derived and displayed as a display result of the variable display, and that may be controlled to a first special game state as the special game state, or may be controlled to a second special game state that is more advantageous than the first special game state, In the variable display, when a specific display result is derived and displayed as a display result of the variable display, a derived display performance execution means is provided which is capable of executing a derived display performance for producing a derived display of the specific display result; In the variable display, after the derived display performance is started, the ratio of being controlled to the second special game state is different between a case where the derived display performance is completed and a specific display result is derived and displayed, and a case where the derived display performance is not completed and a specific display result is derived and displayed. The gist of the present invention is as follows. Effect of the Invention

[0008] According to the present invention described above, it is possible to increase interest in games. [Brief description of the drawings]

[0009] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a rear view of the gaming machine according to the embodiment of the present invention. [Diagram 3] FIG. 2 is a front view showing the configuration of a game board according to an embodiment of the present invention. [Figure 4] 4 is an enlarged view of the main display shown in FIG. 3, showing displays provided in the gaming machine. FIG. [Diagram 5] 2 is a block diagram showing the electrical configuration of the gaming machine. FIG. [Figure 6] This is a table showing the correspondence between the type of jackpot and the opening pattern of the jackpot opening. [Figure 7] 13 is a table showing various random numbers acquired by the game control microcomputer. [Figure 8](A) is a diagram showing a jackpot determination table, (B) is a diagram showing a jackpot type determination table, (C) is a diagram showing a normal pattern hit determination table, and (D) is a diagram showing a normal pattern change pattern selection table. [Figure 9A] A figure showing a fluctuation pattern table for non-time-saving state. [Figure 9B] A figure showing a fluctuation pattern table for the time-saving state. [Figure 10] 13 is a flowchart of a main control process. [Figure 11] 13 is a flowchart of a main interrupt process. [Figure 12] 13 is a flowchart of a start port sensor detection process. [Figure 13] This is a flowchart of the processing at the time of the initial ball entry. [Figure 14] 13 is a flowchart of a general operation process. [Figure 15] 13 is a flowchart of normal symbol waiting processing. [Figure 16] This is a flowchart of the normal pattern correctness determination process. [Figure 17] 13 is a flowchart of normal pattern random number shift processing. [Figure 18] This is a flowchart of processing during normal pattern change. [Figure 19] 13 is a flowchart of the normal symbol determination process. [Figure 20] 13 is a flowchart of normal electric device processing. [Figure 21] 13 is a flowchart of special chart operation processing. [Figure 22] 13 is a flowchart of a special symbol waiting process. [Figure 23] This is a flowchart of the special chart 2 pass / fail determination process. [Figure 24] This is a flowchart of the special chart 2 variation pattern selection process. [Diagram 25] This is a flowchart of the special chart 2 variation pattern selection process. [Figure 26] Special Figure 2 is a flowchart of random number shift processing. [Figure 27] This is a flowchart of the special drawing 1 correctness determination process. [Figure 28] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 29] This is a flowchart of the special chart 1 variation pattern selection process. [Diagram 30] Special Figure 1 is a flowchart of random number shift processing. [Diagram 31] This is a flowchart of processing during special pattern change. [Diagram 32] 13 is a flowchart of a special symbol determination process. [Diagram 33] This is a flowchart of special electric device processing (jackpot play). [Diagram 34] 13 is a flowchart of a game status setting process. [Diagram 35] This is a flowchart for processing the number of reserved balls. [Diagram 36] 13 is a flowchart of a power interruption monitoring process. [Figure 37] 13 is a flowchart of a sub-control main process. [Figure 38] 13 is a flowchart of a reception interrupt process. [Figure 39] 13 is a flowchart of a 2 ms timer interrupt process. [Diagram 40] 13 is a flowchart of a 10 ms timer interrupt process. [Diagram 41] 13 is a flowchart of a received command analysis process. [Diagram 42] 13 is a flowchart of the variable performance start processing. [Diagram 43] 13 is a flowchart of the pending icon notification process. [Diagram 44] FIG. 1A is a diagram showing the movable performance member in a non-operating state (standby state), and FIG. 1B is a diagram showing the movable performance member in an operating state. [Diagram 45] A diagram showing the configuration of a performance hold information storage area. [Figure 46]1A is a diagram showing a pending icon notification basic execution pattern determination table, and FIG. 1B is a diagram showing a special icon display pattern determination table. [Figure 47] (A) is a diagram for explaining the display mode of the hold icon, (B) is a diagram for explaining the direct display pattern of the hold icon preview, and (C) is a diagram for explaining the display pattern of the hold icon preview via performance. [Figure 48] 1A is a diagram for explaining the flow of the pending icon notification according to the effect-via display pattern A, and FIG. 1B is a diagram for explaining the flow of the pending icon notification according to the effect-via display pattern B. [Figure 49] 13A is a diagram for explaining the first stage of the stage preview, and FIG. 13B is a diagram for explaining the second stage of the stage preview. [Figure 50] 13A is a diagram for explaining the third stage of the stage preview, and FIG. 13B is a diagram for explaining the fourth stage of the stage preview. [Figure 51] FIG. 13 is a diagram showing a stage notice determination table. [Figure 52] 13 is a flowchart of a step-by-step notification performance process according to the second embodiment. [Diagram 53] 13A is a diagram showing a stage-notification performance determination table according to the second embodiment, and FIG. 13B is a diagram showing a stage-notification determination table according to the second embodiment. [Figure 54] 13A and 13B are diagrams for explaining a stage notification pattern by a stage notification performance according to the second embodiment, and 13C is a diagram showing a stage notification image according to the second embodiment. FIG. [Figure 55] 13 is a diagram for explaining the flow of the step-by-step notification presentation in Example 2. FIG. [Figure 56] 13 is a diagram for explaining the flow of the step-by-step notification presentation in Example 2. FIG. [Figure 57] 13 is a flowchart of a staged advance notice setting process according to the second embodiment. [Figure 58] FIG. 11 is a diagram for explaining the flow of a variable presentation (SP reach variable presentation) that may result in a jackpot in Example 3. [Figure 59] FIG. 11 is a diagram for explaining an ending story presentation according to the third embodiment. [Figure 60] FIG. 11 is a diagram for explaining the flow of the variable presentation after the ending story presentation in the third embodiment has started. [Figure 61] FIG. 13 is a diagram showing an ending story effect pattern determination table according to the third embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

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

[0011] In the following description, the front side (forward) simply means the front side (near side) when the gaming machine is viewed from the front, where the player is positioned during play, and the rear side (rear) simply means the back side (rear side) when the gaming machine is viewed from the front. Also, the upper side (upper), lower side (lower), left side (left side), and right side (right side) simply mean the up, down, left, and right directions when the gaming machine is viewed from the front, for example, referring to the upper side, lower side, left side, and right side in Figures 1 and 3. EXAMPLES

[0012] The pachinko game machine 1 of this embodiment is a type (so-called "digital pachinko type") that displays a variable special pattern based on the entry of a game ball into the starting hole (also called "starting ball entry"), and based on the result of the variable display that the special pattern is displayed (stopped) in a pattern combination (jackpot pattern) corresponding to a jackpot, the machine can be controlled to a special game state advantageous to the player, such as a jackpot game state, a time-saving state, or a probability variable state. A game in which a special pattern is displayed in a variable manner is also called a "pattern variable game" or "variable game".

[0013] [Basic configuration of pachinko machine 1] As shown in Figs. 1 to 3, a pachinko game machine 1 includes a game machine frame 50 and a game board 2 attached within the game machine frame 50. The game board 2 is configured to be detachable from the game machine frame 50. Fig. 3 shows the game board 2 removed from the game machine frame 50.

[0014] The gaming machine frame 50 is composed of a front frame 51 having a decorative surface, a main frame 52 to which the gaming board 2 and the like are attached, and an outer frame 53 for mounting the pachinko gaming machine 1 to the island equipment of the hall. The front frame 51, the main frame 52, and the outer frame 53 are each pivoted at one end and configured to be openable and closable.

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

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

[0017] The pachinko gaming machine 1 is equipped with a left upper speaker 67L provided at the upper left of the front frame 51 and a right upper speaker 67R provided at the upper right of the front frame 51 as speakers 67. The pair of left and right speakers 67L, 67R can output stereo sound. Of course, it is also possible to output not only stereo sound but also monaural sound.

[0018] The effect button 63 functions as an operation means that can be operated by the player, and also functions as an input means used by the player when making an input. The player can use the effect button (the first effect button 63a or the second effect button 63b) to operate (use) depending on the game situation, the type of game effect to be executed, etc. For example, when the first effect button 63a or the second effect button 63b is operated during the execution of a game effect, a predetermined operation corresponding effect is performed based on the operation. In this embodiment, the first effect button 63a (also referred to as the "first input means" or "first operation means") is provided on the top surface (top surface) of the upper tray 61 of the front frame 51, and the second effect button 63b (also referred to as the "second input means" or "second operation means") is provided on the left front surface of the lower tray 62.

[0019] The first performance button 63a is configured as a movable operating means operable in a predetermined operating mode. In this embodiment, the operating mode is vibration. The vibration of the first performance button 63a can be realized, for example, by configuring the first performance button 63a as a performance button unit (performance button device) including an eccentric motor (vibration motor) and driving the eccentric motor. The first performance button 63a thus configured to be operable (vibrate) functions as a movable part for performance (also called a "performance movable part") operably provided on the front side (front component) of the pachinko game machine 1.

[0020] The operation mode of the first effect button 63a is not limited to vibration, and may be, for example, protruding upward or rotating, or may be configured to be operable in an operation mode selected based on the effect pattern from among a plurality of operation modes such as vibration, protruding, rotating, etc. The second effect button 63b may also be configured to be operable in a predetermined operation mode.

[0021] Furthermore, the configuration of the operation means (input means) is not limited to that of this embodiment (effect button 63), but it is sufficient if it is something that the player can operate (make input), and it may be, for example, a lever-type operation means, a contact-type input means (contact sensor) that detects contact with a part of the player's body (e.g., a fingertip) and makes an input, or a non-contact-type input means (non-contact sensor) that detects the proximity of a part of the player's body (e.g., the palm of the hand) and makes an input.

[0022] A game area 3, in which game balls launched by operating a launch handle 60 flow down, is formed on the game board 2 and is surrounded by a rail member 4. The game board 2 (game area 3) can be seen from the front side (player side) of the pachinko game machine 1 through a window (viewing window) provided in the front frame 51 (see FIG. 1).

[0023] In the play area 3, a number of game nails 16 for guiding game balls are protruding, and a ball return prevention piece 6 is provided at the tip of the rail member 4. The ball return prevention piece 6 is intended to prevent the game balls once guided to the play area from returning to the launching device. In addition, the game board 2 is also provided with decorative board lamps 5 (see FIG. 5) that can emit various lights according to the game situation.

[0024] An image display device 7 having a display screen 7a (display unit) capable of displaying various images (display objects) is provided near the center (within the play area) of the play board 2. The image display device 7 is equipped with a liquid crystal display (liquid crystal display), and is provided on the back side of the play board 2 so that the display screen 7a (display unit) can be viewed from the front through an opening provided in approximately the center of the play board 2 (play area 3).

[0025] The display screen 7a of the image display device 7 is provided with a performance pattern display area 7b (also referred to as the "performance pattern display section") in which the performance pattern 8 is displayed. The performance pattern 8 is composed of three patterns, a left performance pattern 8L, a center performance pattern 8C, and a right performance pattern 8R, and changes and displays in synchronization with the changing display of the special pattern described below, and stops and displays in synchronization with the stopping display of the special pattern. The changing display can be, for example, a scrolling display up and down, left and right, diagonally, etc. Any or all of the performance patterns 8L, 8C, and 8R are also simply referred to as the "performance pattern 8".

[0026] The performance symbol display area 7b consists of three symbol display areas, "left", "center", and "right", with the left symbol display area displaying the left performance symbol 8L, the center symbol display area displaying the center performance symbol 8C, and the right symbol display area displaying the right performance symbol 8R. The positions of the left, center, and right symbol display areas do not need to be set separately, and the left, center, and right symbol display areas may each be the entire symbol display area (performance symbol display area 7b).

[0027] In this embodiment, the performance patterns 8L, 8C, and 8R are each configured with number patterns (identification information type, pattern type) from "1" to "9", and these number patterns are displayed in order. Specifically, the change display of the performance pattern 8 is performed by scrolling the performance patterns in the order of "1" → "2" ... "8" → "9" (ascending order), and when it reaches "9", it returns to "1" and repeats the scrolling display until the change ends (stop display).

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

[0029] In addition, the performance pattern 8 can be constructed by adding a pattern (also called a "decorative pattern") showing a predetermined pattern or character to each of the number patterns "1" to "9". In other words, the performance pattern 8 can be constructed including a number pattern and a decorative pattern. In this case, a character (decorative pattern) corresponding to each of "1" to "9" (number pattern) may be set, or a character may be set only for one or more specific numbers (for example, "3" and "7").

[0030] The combination (stop display mode) of the left, center, and right performance symbols displayed (stop display) in the performance symbol display area 7b displays the result of the variable display of the first special symbol displayed on the first special symbol display device 41a (also called the "first special symbol display section") described later and the result of the variable display of the second special symbol displayed on the second special symbol display device 41b (also called the "second special symbol display section"), that is, the result of the special symbol hit / miss judgment (also simply called the "hit / miss judgment"), so that the player can easily recognize it. In this embodiment, the order (stop order) in which the three variable display performance symbols 8L, 8C, and 8R are stopped and displayed is, in principle, "left → right → center". That is, the first stop pattern in the stop order is the left performance symbol 8L, the second stop pattern in the stop order is the right performance symbol 8R, and the third (last) stop pattern in the stop order is the center performance symbol 8C. The first stop pattern in the stopping order is also called the "first stop pattern," the second stop pattern in the stopping order is also called the "second stop pattern," and the third stop pattern in the stopping order is also called the "third stop pattern" or "final stop pattern."

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

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

[0033] The stop display mode of the performance pattern 8 can be determined as follows. For example, if the result of the special pattern hit / miss judgment is a jackpot, the performance pattern 8 can be stopped and displayed in a pattern arrangement of three identical digits such as "222" or "777" (so-called "double numbers"), and if the result of the special pattern hit / miss judgment is a miss, the performance pattern 8 can be stopped and displayed in a pattern arrangement in which at least one of the three symbols is different from the other symbols such as "637" or "373" (so-called "variable numbers"). The pattern arrangement of three identical digits (double numbers) is also called a "winning pattern arrangement," and the pattern arrangement in which at least one symbol is different from the other symbols (variable numbers) is also called a "missing pattern arrangement." There are multiple types of pattern arrangements (stop display modes) for the winning pattern arrangement and the missing pattern arrangement. In addition, if the result of the special pattern hit / miss judgment is a jackpot, the performance pattern 8 can be stopped and displayed in a pattern arrangement other than a double number or a double number depending on the type of the jackpot.

[0034] The player can easily grasp the progress of the game by looking at the performance symbols 8 displayed on the display screen 7a of the image display device 7. In other words, the player does not generally grasp the result of the special symbol hit / miss judgment directly by looking at the special symbols displayed on the first special symbol display device 41a or the second special symbol display device 41b, but by looking at the performance symbols 8 displayed on the display screen 7a (performance symbol display area 7b). Such a game performance using the performance symbols 8 can be said to be a performance that notifies the player of the result of the special symbol hit / miss judgment. A game performance using the performance symbols 8 is also called a "performance symbol game performance," and a performance in which the performance symbols 8 are displayed in a variable manner and stopped (determined display) (i.e., a performance symbol game performance) is also called a "variable performance." A variable performance may also be written as a "variable display." A variable display means a variable display of either one or both of the special symbols and the performance symbols.

[0035] Here, the result of the special pattern hit / miss judgment is called a "jackpot" and a "miss" is called a "non-specific result." In addition, the display mode of the special pattern (jackpot pattern) corresponding to the result of the special pattern hit / miss judgment is called a "jackpot" and the display mode of the performance pattern 8 (success pattern arrangement) corresponding to the result of the special pattern hit / miss judgment is called a "specific mode" or "specific display result." The display mode of the special pattern (miss pattern) corresponding to the result of the special pattern hit / miss judgment is called a "miss" and the display mode of the performance pattern 8 (success pattern arrangement) corresponding to the result of the special pattern hit / miss judgment is called a "non-specific mode" or "non-specific display result." Furthermore, the display of changes in special patterns and / or performance patterns that are executed based on the result of the special pattern hit / miss judgment is also called a "jackpot hit" or "specific hit" and the display of changes in special patterns and / or performance patterns that are executed based on the result of the special pattern hit / miss judgment is also called a "miss hit" or "non-specific hit".

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

[0037] In the demo performance, a performance setting screen (not shown) can be displayed. The performance setting screen is a screen for a player to set the performance of the gaming machine, such as the volume of the sound output from the speaker 67, the brightness of the display screen 7a, the brightness of the electric decoration members such as the board lamp 5, the frame lamp 66, and the movable body lamp 15, the background display, and the execution conditions of the notice performance. The player can operate the performance button or other operating means (e.g., the operating lever, the cross key, the rotary knob, etc.) to display the performance setting screen on the display screen 7a while waiting for customers (while waiting) when the demo performance is performed, and can arbitrarily set various settings related to the performance (so-called "customization") by operating the performance button, etc. according to the contents of the performance setting screen. Note that the performance may be customized during variable play or special play (i.e., during play). In this case, customization during play is possible by displaying the performance setting screen on a part of the display screen 7a so as not to interfere with the game (performance) currently in progress.

[0038] The display screen 7a is provided with a judgment pattern display area 7c (see FIG. 3) in which a judgment pattern 8s is displayed that indicates (notifies) the result of the special pattern hit / miss judgment, in addition to the performance pattern 8. In this embodiment, the judgment pattern display area 7c is provided in the upper right corner of the performance pattern display area 7b (the upper right part of the display screen 7a) (see FIG. 3). The size of the judgment pattern display area 7c is smaller than the performance pattern display area 7b, and therefore the size of the judgment pattern 8s is also smaller than the performance pattern 8. The judgment pattern 8s is also called a "small pattern," "small identification information," or "fourth identification information."

[0039] The judgment symbol 8s is composed of three symbols, a left judgment symbol 8sL, a middle judgment symbol 8sC, and a right judgment symbol 8sR, and is displayed in a variable manner in synchronization with the variable display of the special symbol described below, and is displayed stationary in synchronization with the stationary display of the special symbol. The variable display of the judgment symbol 8s may be displayed, for example, in a manner in which it scrolls up and down or left and right, or in a manner in which it rotates up and down or left and right. Any or all of the left judgment symbol 8sL, the middle judgment symbol 8sC, and the right judgment symbol 8sR may be simply referred to as the "judgment symbol 8s".

[0040] In the judgment symbol display area 7c, the result of the special symbol hit / miss judgment is also displayed according to the combination (stop display mode) of the left, center, and right judgment symbols 8s. In other words, the judgment symbol 8s is displayed variably and stopped based on the result of the special symbol hit / miss judgment. In this embodiment, the judgment symbol 8s is displayed in the same stop display mode (pattern arrangement) as the stop display mode (pattern arrangement, confirmed stop pattern) of the performance symbol 8 displayed in the performance symbol display area 7b. However, the stop order like the performance symbol 8 is not determined, and the three judgment symbols 8sL, 8sC, and 8sR are configured to start changing display all at once with the start of the variable display of the special symbol, and to stop display all at once with the stop display of the special symbol.

[0041] The stop display mode may be different between the performance symbol 8 and the judgment symbol 8s. Also, the stop display mode (winning symbol arrangement) when the result of the special symbol hit / miss judgment is a big hit may be the same for the performance symbol 8 and the judgment symbol 8s, and the stop display mode (miss symbol arrangement) when the result is a miss may be different for the performance symbol 8 and the judgment symbol 8s. When the stop display mode (miss symbol arrangement) when the result is a miss is different for the performance symbol 8 and the judgment symbol 8s, the miss symbol arrangement of the judgment symbol 8s may be only one type (for example, "246"). This is because the player mainly looks at the performance symbol 8 to understand the result of the hit / miss judgment (hit / miss), so there is little need to provide multiple types of miss symbol arrangements for the judgment symbol 8s as with the performance symbol 8. In addition, the result of the special pattern hit / miss judgment performed during the game progress (the result of variable play) will almost always be a miss, considering the probability of a jackpot. By limiting the miss pattern arrangement of the judgment pattern 8s to one type, it is possible to improve the efficiency and simplify the pattern display control.

[0042] The reason for displaying the judgment symbol 8s (providing the judgment symbol display area 7c) is that, for example, during the execution of the variable performance, when a performance image such as a notice performance or a super reach performance, which will be described later, that stimulates the player's expectation for a big win, is displayed on almost the entire display screen 7a, the performance image may hide the performance symbol 8, or the performance symbol 8 may become invisible (erased), making the performance symbol 8 invisible. In other words, even if the performance symbol 8 becomes invisible (not displayed), it is possible to grasp through the judgment symbol 8s that the special symbol is being displayed in a variable manner or that it has been stopped (determined stopped). For this reason, the judgment symbol 8 is always displayed in a game state (also called a "variable game state") in which a variable game (variable display of identification information) is executable.

[0043] In this embodiment, the judgment pattern 8s is not differentiated by color, unlike the performance pattern 8, and is displayed in the same color regardless of the number (pattern type). In this embodiment, the color (display color) of the judgment pattern 8s is a single color, "gray," which is an intermediate color between white and black. The reason why the judgment pattern 8s is a relatively inconspicuous gray (intermediate color) is that the judgment pattern 8s does not function as a pattern that the player mainly looks at to understand the result of the special pattern hit / miss judgment (i.e., a pattern that notifies the player of the result of the special pattern hit / miss judgment), but mainly functions as a pattern that indicates the fluctuation status of the special pattern, and there is little need to make it stand out like the performance pattern 8. In addition, by making the color (display color) of the judgment pattern 8s a single color, it is possible to improve the efficiency and simplification of the pattern display control. However, the judgment pattern 8s may also include color information like the performance pattern 8, and may be color-coded in the same way as the performance pattern 8 or in a different way. In addition, the judgment pattern 8s is composed of only numerical patterns and does not include decorative patterns such as characters. This is because the display size is smaller than the performance pattern 8, and there is little need to make it stand out like the performance pattern 8.

[0044] The display screen 7a is provided with a first effect hold display area 9c (first effect hold display section) that displays the first effect hold 9a according to the number of stored first special pattern holds described later, and a second effect hold display area 9d (second effect hold display section) that displays the second effect hold 9b according to the number of stored second special pattern holds described later. In this embodiment, the first effect hold display area 9c and the second effect hold display area 9d are provided below the effect pattern display area 7b (lower part of the display screen 7a) (see FIG. 3). Depending on the display mode (display number) of the first effect hold and the second effect hold, the number of stored first special pattern holds displayed on the first special pattern hold display unit 43a described later and the number of stored second special pattern holds displayed on the second special pattern hold display unit 43b described later can be clearly shown to the player.

[0045] Here, the first performance hold 9a displayed in the first performance hold display area 9c is also called the "first hold icon" or "first memory display", the second performance hold 9b displayed in the second performance hold display area 9d is also called the "second hold icon" or "second memory display", and either or both of the first performance hold 9a and the second performance hold 9b are also called the "hold icon" or "memory display". Also, the first performance hold display area 9c is also called the "first hold icon display area", "first memory display section" or "first memory display means", the second performance hold display area 9d is also called the "second hold icon display area", "second memory display section" or "second memory display means", and either or both of the first performance hold display area 9c and the second performance hold display area 9d are also called the "hold icon display area", "memory display section" or "memory display means".

[0046] As shown in Fig. 3, the display screen 7a is provided with a variable hold display area 9e that displays the effect hold corresponding to the currently variable special pattern (first special pattern or second special pattern), i.e., the effect hold corresponding to the special pattern hold to be consumed (first effect hold 9a or second effect hold 9b) (see Fig. 3). In this embodiment, the variable hold display area 9e is provided to the left of the first effect hold display area 9c and the second effect hold display area 9d.

[0047] The first effect hold 9a displayed in the first effect hold display area 9c corresponds to the number of reserved balls of special pattern 1 "1", "2", "3", and "4" in order from the left end to the right end of the display area 9c, and the second effect hold 9b displayed in the second effect hold display area 9d corresponds to the number of reserved balls of special pattern 2 "1", "2", "3", and "4" in order from the left end to the right end of the display area 9d. Therefore, with the start of the variable display of the first special pattern corresponding to the number of reserved balls of special pattern 1 "1" (the consumption of the first special pattern hold), the first effect hold 9a corresponding to the hold (the first effect hold 9a displayed at the left end of the first effect hold display area 9c) moves (moves and is displayed) from the first effect hold display area 9c to the variable hold display area 9e. In addition, with the start of the variable display of the second special pattern corresponding to the number of reserved balls "1" in the special chart 2 (the consumption of the reserved second special chart), the second effect hold 9b (the second effect hold 9b displayed at the left end of the second effect hold display area 9d) corresponding to the hold moves (moves and is displayed) from the second effect hold display area 9d to the variable hold display area 9e. When the number of reserved balls in the special chart 1 and the number of reserved balls in the special chart 2 are both "0" and a game ball enters the start hole (the first start hole 20 or the second start hole 21) and the variable display of the special pattern starts, the effect hold (the first effect hold 9a or the second effect hold 9b) is displayed in the variable hold display area 9e with the start ball entering, which is the trigger for the start of the variable display (variable game).

[0048] In addition, the reserved number of balls in Special Figure 1 and the reserved number of balls in Special Figure 2 are also simply called "reserved number". In the following, the reserved number "0" may be written as "reserved 0", the reserved number "1" as "reserved 1", the reserved number "2" as "reserved 2", the reserved number "3" as "reserved 3", and the reserved number "4" as "reserved 4".

[0049] Here, the variable hold display area 9e can also be called a "memory display section" or a "memory display means", and the effect hold displayed in the variable hold display area 9e can also be called a "hold icon" or a "memory display". The effect hold displayed in the variable hold display area 9e is also called a "variable memory display", "variable icon", or "active icon", and the effect hold (hold icon) displayed in the effect hold display areas 9c and 9d and the effect hold (variable icon) displayed in the variable hold display area 9e are collectively called "hold icon" or "memory display", or simply called "icon". The variable hold display area 9e is also called a "variable icon display area", and either or both of the effect hold display areas 9c and 9d capable of displaying the effect holds 9a and 9b and the variable hold display area 9e are also called "effect hold display area", "effect hold display section", or "effect hold display means".

[0050] As described above, the display screen 7a (image display device 7) capable of displaying various performance displays and performance images (also called "display elements") is also called the "performance display unit" or "performance display means", or simply the "display unit". In addition, performances (performances performed on the display screen) that are performed by displaying the performance symbols 8, such as game performances (performance symbol game performances, variable performances), big win game performances, demo performances, and preview performances described later, are also called "display performances".

[0051] A center decorative body 10 (so-called "center accessory") is provided near the center of the game board 2 (game area 3) and in front of the image display device 7 (display means) so as to surround the display screen 7a. The center decorative body 10 is made of a plastic (resin) molded part, and is attached to the surface (front) of the game board 2 as a frame-shaped part (board part) with an opening in the center. The display screen 7a of the image display device 7 can be seen through the central opening of the center decorative body 10.

[0052] A stage section 11 having a ball rolling surface on which the balls can roll is provided at the bottom of the center decorative body 10, and a hollow warp section 12 is provided at the left of the center decorative body 10. The warp section 12 is provided with a warp entrance and a warp exit, and guides the balls flowing down the game area 3 (left game area 3A) to the stage section 11 by receiving the balls from the warp entrance and discharging them from the warp exit. The balls guided to the rolling surface of the stage section 11 are more likely to enter the first starting hole 20 described below than the balls not guided to the stage section 11. In addition, a decorative member 13 having an LED or other electric lighting member (board lamp 5) that can be turned on or off depending on the game status and that is shaped like letters or figures is provided at the top of the center decorative body 10.

[0053] A movable performance member 14 (also referred to as a "movable body") that can be operated in a predetermined operating manner is provided at the top of the center decorative body 10, to the left of the decorative member 13. In this embodiment, the movable performance member 14 (movable body) is a circular movable body with a sawtooth outer periphery, as shown in Figure 3, and is provided so as to be constantly visible to the player. The movable performance member 14 is normally (when not in operation) located in a standby position (initial position) on the upper left side (top left) of the center decorative body 10, and is designed so as not to cover the display screen 7a of the image display device 7 (see Figure 44 (A)).

[0054] When the condition for moving the movable performance member 14 from the standby position to the operating position (also called the "operating condition") is satisfied, the movable performance member 14 starts operating and moves from the standby position to a predetermined operating position. Specifically, the movable performance member 14 moves diagonally downward to the right from the standby position and stops at a position (operating position) that covers approximately the center part of the display screen 7a (see FIG. 44(B)). When the movable performance member 14 is in the operating position, the movable performance member 14 is located in front of the display screen 7a and covers a part of the display screen 7a (in this embodiment, a part of the performance pattern display area 7b). From this state, when the condition for moving the movable performance member 14 from the operating position to the standby position (also called the "return condition") is satisfied, the movable performance member 14 starts operating and moves from the operating position to the standby position. Specifically, the movable performance member 14 moves diagonally upward to the left from the operating position and stops at a standby position at the upper left of the display screen 7a (see FIG. 44(A)). In this way, the movable performance member 14 can move (operate) between the standby position and the operating position (displaceable). In addition, when the movable performance member 14 is in the standby position or when it has been moved to the operating position (in front of the display screen 7a), it can rotate about an axis (not shown) perpendicular to the display screen 7a (see FIG. 44(B)).

[0055] The movable performance member 14 (movable body) is configured to include a movable body lamp 15. Specifically, the movable body lamp 15 (also called "movable body illumination") consisting of multiple LEDs is provided on the surface side of the movable performance member 14. The movable body lamp 15 can emit light together with or separately from the performance (also called "movable performance") that operates the movable performance member 14, and for example, emits light when the movable performance member 14 is in a standby position or an operating position, emits light when the movable performance member 14 is rotating, or emits light when the movable performance member 14 moves between the standby position and the operating position.

[0056] In this embodiment, the moving performance can be performed as a notice performance during the variable display of the performance pattern 8 or as a part of the reach performance. By executing such a moving performance, it is possible to increase (incite) the player's expectation for a big win. In addition, the moving performance can be performed as a part of the round performance during a big win game.

[0057] Here, the movable performance member 14 corresponds to a so-called "gimmick", and the performance (moving performance) that operates the movable performance member 14 corresponds to a "gimmick performance". The movable performance member 14 (movable body) is also called a "moving part" or "moving performance means". In other words, the movable performance member 14 functions as a moving part for performance (moving performance part).

[0058] In this embodiment, one movable performance member 14 is provided on the upper part of the center decorative body 10, but the position where the movable performance member is provided and the number of movable performance members are not limited to this. For example, a movable performance member may be provided on either the left or right side or both sides of the central opening (display screen 7a) of the center decorative body 10, or a movable performance member may be provided below (on the stage section 11 side) the central opening (display screen 7a) of the center decorative body 10. A movable performance member may also be provided on the front frame 51. In this case, a pattern in which a movable performance that activates the movable performance member on the game board side (also called "board side movable performance" or "first movable performance") is performed, and a pattern in which a movable performance that activates the movable performance member on the frame side (also called "frame side movable performance" or "second movable performance") can be performed. The movable performance member on the game board side is also called "board side movable performance member" or "board side movable body", and the movable performance member on the frame side is also called "frame side movable performance member" or "frame side movable body". In this way, by increasing the variety of movable effects, it is possible to increase the interest in playing. In addition to the movable effect member 14, for example, when the effect button 63 vibrates, the effect (gimmick effect) that activates the effect button 63 can also be called a "movable effect", and the effect button 63 can also be called a "movable part" or a "movable effect means".

[0059] Also, the performance of generating (outputting) various sounds (sound effects) from the speaker 67 is also called sound performance, and the speaker 67 is also called "sound performance means." Also, the performance of illuminating the play board surface lamp 5, the frame lamp 66, the decorative member 13, the movable body lamp 15, etc. is also called "light-emitting performance" or "light performance," and the play board surface lamp 5, the frame lamp 66, the decorative member 13, the movable body lamp 15, etc. are also called "light-emitting part" or "light-emitting performance means." In addition to the board surface lamp 5, for example, when the performance button 63 or the launch handle 60 has an electric decoration member such as an LED built in and the electric decoration member lights up or flashes, the performance of illuminating the performance button 63 or the launch handle 60 can be called "light-emitting performance," and the electric decoration member built in the performance button 63 or the launch handle 60 can be called "light-emitting part" or "light-emitting performance means." The "display performance means," "movable performance means," "sound performance means," and "light-emitting performance means" are collectively called "performance means."

[0060] A fixed winning device 19 is provided below the image display device 7 in the game area 3 (below the stage section 11), which is equipped with a non-variable first starting hole 20 (also called a "non-variable starting hole" or a "fixed starting hole") in which the ease with which the game ball can enter (the probability of entering) does not change. A random number or the like for determining whether or not the special symbol has been hit is obtained based on the game ball entering the first starting hole 20, and when a predetermined condition is met, a hit / miss determination for the first special symbol (first special symbol hit / miss determination) is executed, and the variable display and stationary display of the first special symbol are executed based on the result of the hit / miss determination.

[0061] A variable winning device 22 is provided below the first starting hole 20. The variable winning device 22 (also called the "variable starting hole") has a variable second starting hole 21 that changes the ease of entry of the game ball (entry possibility). The variable winning device 22 (second starting hole 21) is normally provided as an electric device.

[0062] A random number or the like for determining whether the special pattern is a hit or not is obtained based on the entry of the game ball into the second starting hole 21, and when a predetermined condition is met, a hit or miss determination of the second special pattern (second special pattern hit or miss determination) is executed, and the varying display of the second special pattern and are executed and shown based on the result of the hit or miss determination.

[0063] The variable winning device 22 includes a movable member 23, and opens and closes the second starting hole 21 by the operation of the movable member 23. By this opening and closing operation, the second starting hole 21 can be changed between a first state (closed state) and a second state (open state) in which the game ball is more likely to enter than the first state. In other words, the movable member 23 changes the possibility of the game ball entering the second starting hole 21 by performing a predetermined operation (opening and closing operation). The movable member 23 is driven by a second starting hole solenoid 24 (see FIG. 5). In this embodiment, the second starting hole 21 is made possible for the game ball to enter only when the movable member 23 is in an open state, and is not possible for the game ball to enter when the movable member 23 is in a closed state. Note that the second starting hole 21 does not have to be completely impossible for the game ball to enter when the movable member 23 is in a closed state, as long as it is more difficult for the game ball to enter when the movable member 23 is in a closed state than when the movable member 23 is in an open state.

[0064] A big prize device 31 equipped with a big prize hole 30 (also called a "special prize hole" or a "variable prize hole") is provided to the right of the first starting hole 20 in the game area 3. This big prize device 31 (big prize hole 30) is provided as a special electric device.

[0065] The big prize winning device 31 is equipped with an opening / closing member 32, and opens and closes the big prize winning opening 30 by operating the opening / closing member 32. The opening / closing member 32 is driven by a big prize winning opening solenoid 33 (see FIG. 5). The big prize winning opening 30 allows game balls to enter only when the opening / closing member 32 is in the open state. In other words, the big prize winning device 31 can be changed between a ball entry prohibited state (closed state) in which game balls cannot enter and a ball entry permitted state (open state) in which game balls can enter, by the opening and closing operation of the opening / closing member 32.

[0066] A gate 28 (passing opening) through which the game ball can pass is provided in the right area of ​​the game area 3. A random number for determining whether or not the normal symbol is a winning symbol is acquired based on the passage of the game ball through the gate 28, and when a predetermined condition is met, a normal symbol winning / losing determination is executed to determine whether or not the second start opening 21 is opened, and the normal symbol is displayed in a variable manner and is displayed as a stopped state based on the result of the normal symbol winning / losing determination. When the winning normal symbol is displayed as a stopped state, the second start opening 21 is opened.

[0067] In the lower area of ​​the game area 3, multiple general winning holes 27 are provided. The first starting hole 20, the second starting hole 21, the large winning hole 30, and the general winning hole 27 are ball entry holes that trigger the payout of prize balls, and when a game ball enters each ball entry hole, a predetermined number of game balls (prize balls) are paid out to each ball entry hole. For example, the number of prize balls in the first starting hole 20 is "3", the number of prize balls in the second starting hole 21 is "1", the number of prize balls in the large winning hole 30 is "15", and the number of prize balls in the general winning hole 27 is "10".

[0068] The game area 3, which has multiple ball entry ports (first start port 20, second start port 21, big prize port 30, general prize port 27, and gate 28) arranged in this way, can be divided into a left game area 3A (first area) on the left side of the center in the left-right direction, and a right game area 3B (second area) on the right side. Firing a game ball so that it flows down the left game area 3A is also called "left hit," and firing a game ball so that it flows down the right game area 3B is also called "right hit."

[0069] Among the multiple ball entry ports, the first start port 20 and the left general winning port 27 are provided so that game balls flowing down the left game area 3A of the game area 3 can enter, and the second start port 21, the big winning port 30, the right general winning port 27, and the gate 28 are provided so that game balls flowing down the right game area 3B of the game area 3 can enter. For this reason, in the pachinko game machine 1, when starting a game, in principle, a left shot is used to aim for a ball to enter the first start port 20. On the other hand, when a big win is determined based on the ball entering the first start port 20 and the game state changes to a special game state, etc., in principle, a right shot is used to aim for a ball to enter the gate 28, the second start port 21, and the big winning port 30. The number of starting ports, big prize ports, general prize ports, and gates is not limited to that in this embodiment, and the number of each can be any number, such as three starting ports, two big prize ports, four general prize ports, two gates, etc.

[0070] As shown in Fig. 3 and Fig. 4, a main display 40 is provided outside the play area 3 (outside the play area) and at the lower right of the play board 2. The main display 40 includes a first special symbol display 41a (first special symbol display section) for displaying a first special symbol in a variable and stationary manner, a second special symbol display 41b (second special symbol display section) for displaying a second special symbol in a variable and stationary manner, a normal symbol display 42 (normal symbol display section) for displaying a normal symbol in a variable and stationary manner, a first special symbol reserved display 43a for displaying the number of hit / miss judgment information related to the first special symbol (first special symbol reserved), a second special symbol reserved display 43b for displaying the number of hit / miss judgment information related to the second special symbol (second special symbol reserved), and a normal symbol display 44 for displaying the number of hit / miss judgment information related to the second special symbol (second special symbol reserved). The main display 40 includes a regular symbol reserved indicator 44 that displays the number of reserved symbols (regular symbol reserved) stored in the symbol display 42, a round indicator 45 that indicates the number of rounds of the jackpot game that will be executed if the result of the first special symbol hit / miss or second special symbol hit / miss judgment is a jackpot, a game status indicator 46 that indicates that the probability fluctuation function is activated, a launch direction indicator 47 that indicates the launch direction of the game ball (whether it should be hit to the left or the right), and a hit indicator 48 that indicates that the result of the first special symbol hit / miss or second special symbol hit / miss judgment is a hit (see FIG. 4). The display of these various indicators included in the main display 40 is controlled by a main control unit 80 described later.

[0071] In addition, the first special pattern and the second special pattern are sometimes collectively referred to as special patterns, the first special pattern display device 41a and the second special pattern display device 41b are sometimes collectively referred to as the "special pattern display device" or "special pattern display unit", and the first special pattern reserve display device 43a and the second special pattern reserve display device 43b are sometimes collectively referred to as the "special pattern reserve display device" or "special pattern reserve display unit".

[0072] The special symbol display section displays a special symbol (identification information) in a variable manner for a predetermined period of time and then stops and displays it, and the result of the lottery (special symbol hit / miss judgment, big win lottery) based on the ball entering the first start hole 20 or the second start hole 21 is announced by the special symbol (stop symbol) that stops and is displayed. In other words, the variable display of the first special symbol is performed based on the game ball entering the first start hole 20, and the variable display of the second special symbol is performed based on the game ball entering the second start hole 21. The special symbol (stop symbol) that stops and is displayed is one stop symbol that is selected from a plurality of stop symbols according to the result of the special symbol hit / miss judgment.

[0073] The special symbol (stopped symbol) displayed as a stop indicates the display result of the variable display of the special symbol (identification information), and the display result of the variable display is derived and displayed by the special symbol being stopped after the variable display. If the stopped symbol is a predetermined jackpot symbol, that is, if the stopped display mode of the special symbol (display result of the variable display) is a specific mode (specific display result) indicating a jackpot, the game transitions to a jackpot game state (special game state) in which a jackpot game (special game) in which the jackpot winning hole 30 is opened in an opening pattern according to the type of the jackpot symbol displayed as a stop is possible. The opening pattern of the jackpot winning hole in the jackpot game will be described later.

[0074] The special symbol is displayed until a predetermined display time (determined display time) has elapsed. If the special symbol displayed is a losing symbol (non-specific display result) and a reserved special symbol is stored at the time of the display, the oldest (first) reserved special symbol in the memory order is consumed when the display time has elapsed, and the variable display of the next special symbol begins. If the special symbol displayed is a losing symbol and a reserved special symbol is not stored at the time of the display, the display state of the special symbol is maintained even after the display time has elapsed. On the other hand, if the special symbol displayed is a jackpot symbol, the display time elapses and the game moves to the opening period of the jackpot game, which will be described later, and the first round of the jackpot game begins after the opening period.

[0075] The stop display time of the special symbol is generally set to "0.5 seconds to 1.0 seconds", and in this embodiment, it is set to "0.6 seconds". The stop display time when the special symbol displayed is a miss symbol (miss stop display time) may be different from the stop display time when the special symbol displayed is a jackpot symbol (jackpot stop display time). In this case, the jackpot stop display time can be made longer than the miss stop display time, or the miss stop display time can be made longer than the jackpot stop display time. The stop display time may be made different depending on the game state such as a low base state or a high base state, which will be described later. The miss stop display time is also called "non-specific stop display time", and the jackpot stop display time is also called "specific stop display time".

[0076] As shown in Fig. 4, the first special symbol display 41a is composed of eight LEDs indicated by "i to p" and displays a special symbol according to the result of the first special symbol hit / miss judgment. In this embodiment, seven types of hits are provided as the result of the first special symbol hit / miss judgment: "10R 1st hit", "10R 2nd hit", "10R 3rd hit", "10R 4th hit", "10R 5th hit", "5R 6th hit", and "5R 7th hit" (see Figs. 6 and 8), and the LED of the first special symbol display 41a can display a display mode (specific display result) according to each of the seven types of hits. For example, if the result of the first special symbol hit / miss judgment is 10R 1st jackpot, two "ij" LEDs are turned on and the rest are turned off (10R 1st jackpot symbol), if it is 10R 2nd jackpot, two "in" LEDs are turned on and the rest are turned off (10R 2nd jackpot symbol), if it is 10R 3rd jackpot, two "im" LEDs are turned on and the rest are turned off (10R 3rd jackpot symbol), etc., various jackpot symbols are displayed by combinations of turning on and off the multiple LEDs that make up the first special symbol display 41a. Also, if the result of the first special symbol hit / miss judgment is a miss, one "p" LED is turned on and the rest are turned off (miss symbol).

[0077] On the other hand, the second special symbol display 41b is composed of eight LEDs indicated by "a-h" and displays special symbols according to the result of the second special symbol hit / miss judgment. In this embodiment, two types of big wins, "10R 8th big win" and "10R 9th big win", are provided as the result of the second special symbol hit / miss judgment (see Fig. 6 and Fig. 8), and the LEDs of the second special symbol display 41b can adopt a display mode (specific display result) according to each of the two types of big wins. For example, if the result of the second special symbol hit / miss judgment is a 10R 8th jackpot, the three "abd" LEDs are lit and the rest are turned off (10R 8th jackpot symbol), and if the 10R 9th jackpot is a 10R 9th jackpot, the three "abg" LEDs are lit and the rest are turned off (10R 9th jackpot symbol), etc., various jackpot symbols are displayed by combining the lighting and turning off of the multiple LEDs that make up the second special symbol display 41b. Also, if it is a miss, one "h" LED is lit and the rest are turned off (miss symbol).

[0078] In addition, the stopping display mode of the special pattern (stopping pattern) and the type of jackpot (type of number of rounds, number of jackpots, etc.) are not limited to these and can be set arbitrarily.

[0079] Before the special symbol is displayed in a stopped state, the special symbol is displayed in a predetermined time period. The special symbol can be displayed in a manner in which the LEDs are lit so that light flows repeatedly in a predetermined order, such as in a clockwise or counterclockwise direction. The first special symbol displayed in a stopped state on the first special symbol display 41a is maintained in the stopped state until the stopped display time has elapsed, and the next display is started when the stopped display time has elapsed. Similarly, the second special symbol displayed in a stopped state on the second special symbol display 41b is maintained in the stopped state until the stopped display time has elapsed, and the next display is started when the stopped display time has elapsed. If the next display is not started, the stopped display state is maintained even when the stopped display time has elapsed.

[0080] In the pachinko game machine 1, when a game ball enters the first start hole 20 or the second start hole 21, various information (also called "acquired information") such as a random number for determining whether or not a special symbol is hit is acquired based on the ball (acquisition means), and the acquired various information can be stored as a special symbol reservation (also called "reserved information") in a special symbol reservation memory unit (not shown) formed in the RAM of the main control unit 80 (reserved memory means). Specifically, if the ball enters the first start hole 20, the acquired information acquired based on the ball is stored as a first special symbol reservation (also called "first reserved information") in the first special symbol reservation memory unit (not shown), and if the ball enters the second start hole 21, the acquired information acquired based on the ball is stored as a second special symbol reservation (also called "second reserved information") in the second special symbol reservation memory unit (not shown). An upper limit is set for the number of special symbol reservations (acquired information) that can be stored in each special symbol reservation memory unit, and the upper limit value in this embodiment is "4".

[0081] Here, the "special drawing reservation memory unit" is also called "acquisition information storage means" or "reservation memory means", the first special drawing reservation memory unit is also called "first acquisition information storage means" or "first reservation memory means", and the second special drawing reservation memory unit is also called "second acquisition information storage means" or "second reservation memory means". In addition, either one or both of the first special drawing reservation memory unit and the second special drawing reservation memory unit are also called "special drawing reservation memory unit", "acquisition information storage means", or "reservation memory means", or simply called "storage means".

[0082] The reserved special symbols stored in the reserved special symbols storage unit are consumed with the start (execution) of the variable display of the special symbols based on the reserved special symbols. In other words, the consumption of reserved special symbols means judging the random number for judging whether the special symbols are hit or not corresponding to the reserved special symbols, and executing the variable display of the special symbols to show (report) the judgment result. Therefore, in the pachinko game machine 1, even if the variable display of the special symbols based on the ball entering the first start hole 20 or the second start hole 21 cannot be executed immediately at the time of the ball entering, that is, even if the variable display of the special symbols is being executed or a special game is being executed, it is possible to reserve the right to judge whether the ball is hit or not, up to a predetermined number ("4" in this embodiment).

[0083] The number of reserved special drawings stored in the reserved special drawing storage unit is displayed on the first reserved special drawing display 43a and the second reserved special drawing display 43b. Specifically, the first reserved special drawing display 43a is composed of two LEDs, "uv", and displays the number of reserved first special drawings by controlling the display of the LEDs according to the number of reserved first special drawings. For example, when the number of pending items is "0", the display can be "u□v□" (for example, □: off, ●: red, ▲: green) with both LEDs turned off; when the number of pending items is "1", the display can be "u□v●" with the "u" LED turned off and the "v" LED turned red; when the number of pending items is "2", the display can be "u●v□" with the "u" LED turned red and the "v" LED turned off; when the number of pending items is "3", the display can be "u●v●" with both LEDs lit red; and when the number of pending items is "4 (maximum number)", the display can be "u▲v▲" with both LEDs lit green.

[0084] In addition, the second special chart reserved indicator 43b is composed of two LEDs of "wx", and displays the number of second special chart reserved by controlling the display of the LEDs according to the number of second special chart reserved. For example, when the reserved number is "0", the display mode is "w□x□" (for example, □: off, ●: red light, ▲: green light), in which both LEDs are turned off, and the reserved numbers "1" to "4" are also determined in the same way as the first special chart reserved indicator 43a.

[0085] In addition, similar to the first effect hold display area 9c and the second effect hold display area 9d described above, the first special chart hold display device 43a can be referred to as the "first memory display unit" or "first memory display means", the second special chart hold display device 43b can be referred to as the "second memory display unit" or "second memory display means", and either or both of the first special chart hold display device 43a and the second special chart hold display device 43b can be referred to as the "memory display unit" or "memory display means".

[0086] The normal symbol is displayed in a variable manner when the game ball passes through the gate 28. The normal symbol display 42 displays the normal symbol in a variable manner for a predetermined period of time, and then displays it in a stopped state, and the result of the normal symbol hit / miss judgment based on the game ball passing through the gate 28 is announced by the stopped normal symbol (stopped symbol). The stopped normal symbol is one normal symbol selected from a plurality of types of normal symbols by the normal symbol hit / miss judgment. When the stopped normal symbol is a predetermined specific normal symbol (a winning normal symbol), an auxiliary game is played in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.

[0087] As shown in FIG. 4, the normal pattern display 42 is composed of two LEDs, "st", and it is possible to display a normal pattern according to the result of the normal pattern hit / miss judgment by the lighting state of the LEDs. For example, if the judgment result is a hit, a winning normal pattern with both LEDs lit is displayed as "s■t■" (for example, ■: lit, □: unlit). If the judgment result is a miss, a miss normal pattern (non-specific normal pattern) is displayed as "s□t■" with only the "t" LED lit. Before the normal pattern is displayed, the normal pattern is displayed for a predetermined variable time. The variable display mode is, for example, a mode in which both LEDs alternately light up and go out. In addition, the normal pattern displayed on the normal pattern display 42 is maintained in the stopped display mode until the stopped display time has elapsed, and the next variable display starts when the stopped display time has elapsed. If the next variable display does not start, the stopped display mode is maintained even after the stopped display time has elapsed.

[0088] In the pachinko game machine 1, when a game ball passes through the gate 28, various information (acquired information) such as a random number for determining whether a normal pattern is a hit or a miss is acquired based on the passage, and the acquired various information (acquired information) can be stored as a normal pattern reserve (reserved information) in a normal pattern reserve memory unit (not shown) formed in the RAM of the main control unit 80. An upper limit is set for the number of normal pattern reserves that can be stored in the normal pattern reserve memory unit, and the upper limit value in this embodiment is "4". The normal pattern reserve stored in the normal pattern reserve memory unit is consumed when it becomes possible to display a variable normal pattern based on that normal pattern reserve. The consumption of a normal pattern reserve means determining the random number for determining whether a normal pattern is a hit or a miss corresponding to that normal pattern reserve, and executing a variable normal pattern display to show the result of the determination. Therefore, in the pachinko game machine 1, even if the display of the normal symbols based on the passage of the game ball through the gate 28 cannot be executed immediately at the time of the passage, i.e., even if the display of the normal symbols is being executed or an auxiliary game is being executed, the right to judge whether the normal symbols are correct or not for the passage can be reserved up to a specified number.

[0089] The number of reserved ordinary maps stored in the reserved ordinary map memory unit is displayed on the reserved ordinary map display 44. Specifically, the reserved ordinary map display 44 is composed of two LEDs, "qr", and displays the number of reserved ordinary maps by turning on the LEDs according to the number of reserved ordinary maps. For example, when the reserved number is "0", the display mode is "q□r□" (for example, □: off, ●: red light, ▲: green light), in which both LEDs are off, and when the reserved number is "1", the display mode is "q□r●", in which the LED of "q" is off and the LED of "r" is lit in red. In addition, the reserved numbers "2" to "4" are also determined in the same way as the first reserved special map display 43a.

[0090] As shown in FIG. 4, the round display 45 is composed of two LEDs, a 5R lamp and a 10R lamp. In the round display 45, for example, when a 5R jackpot occurs, the 5R lamp is lit at the timing when the corresponding jackpot pattern is confirmed and displayed. Specifically, the display mode is "5▲10R△" (for example, △: off, ▲: on). Also, when a 10R jackpot occurs, the 10R lamp is lit at the timing when the corresponding jackpot pattern is confirmed and displayed. Specifically, the display mode is "5△10R▲" (for example, △: off, ▲: on).

[0091] [Electrical configuration of pachinko game machine 1] Next, the electrical configuration of the pachinko game machine 1 will be described with reference to Figures 2 and 5. The pachinko game machine 1 of this embodiment is equipped with at least a main control board (also called the "main control unit" or "game control unit") 80 that controls the progress of the game, such as determining whether a special symbol is hit or not, determining whether a normal symbol is hit or not, and transitioning between game states, as control boards for controlling the operation of the game machine 1, a sub-control board (also called the "sub-control unit" or "performance control unit") 90 that controls the performance executed as the game progresses, an image control board (also called the "image control unit") 100 that controls the display of the image display device 7, a sound control board 106 that controls the output of sound effects by the speaker 67, a lamp control board 107 that controls the drive of the board lamp 5, the frame lamp 66, etc., and a payout control board (also called the "payout control unit") 110 that controls the payout of game balls.

[0092] As shown in Fig. 2, a main control board storage case that stores the main control board 80 is provided in the approximate center of the back side (rear side) of the pachinko game machine 1, an image control board storage case that stores the sound control board 106, the lamp control board 107, and the image control board 100 is provided above the main control board case, and a sub-control board storage case that stores the sub-control board 90 is provided above the image control board storage case. In addition, a payout control board case that stores the payout control board 110 is provided on the lower left side of the main control board case, and a power supply board case that stores the power supply board 109 is provided on the right side of the payout control board case. The power supply board 109 supplies power required for driving (operation) to various boards provided in the pachinko game machine 1 and various electric components connected to the boards (power supply means).

[0093] 5, a one-chip game control microcomputer (also called a "game control microcomputer") 81 that controls the progress of the game in the pachinko game machine 1 according to a program is mounted on the main control board 80. The game control microcomputer 81 includes a ROM that stores programs for controlling the progress of the game, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM.

[0094] The game control microcomputer 81 transmits and receives data (information) to and from other boards, etc., via an input / output circuit 87 (I / O port section). The input / output circuit 87 may be built into the game control microcomputer 81. The ROM may be external. The ROM of the main control board 80 (game control microcomputer 81) stores various data necessary for controlling the progress of the game, such as tables used for various judgments and decisions (selections) related to the progress of the game, fluctuation patterns of special and normal symbols, and opening patterns of the second starting hole 21 and the big winning hole 30. The fluctuation pattern specifies the time required from the start to the end of the fluctuation display (fluctuation time) and the contents of the performance (fluctuation performance) to be executed according to the fluctuation time.

[0095] The RAM of the game control microcomputer 81 is provided with the above-mentioned special chart reservation memory section (first special chart reservation memory section and second special chart reservation memory section) and normal chart reservation memory section, etc. In addition, a memory area for use in various flags and various counting counters is secured at a predetermined address of the RAM (main control RAM) of the main control board 80 (game control microcomputer 81).

[0096] Various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input from each sensor to the main control board 80, and signals are output from the main control board 80 to each solenoid. Specifically, the first start hole sensor 20a, the second start hole sensor 21a, the gate sensor 28a, the special prize hole sensor 30a, and the general prize hole sensor 27a are connected as sensors capable of detecting game balls.

[0097] The first start hole sensor 20a is provided in the first start hole 20 and detects a game ball that has entered the first start hole 20. The second start hole sensor 21a is provided in the second start hole 21 and detects a game ball that has entered the second start hole 21. The gate sensor 28a is provided in the gate 28 and detects a game ball that has passed through the gate 28. The large prize hole sensor 30a is provided in the large prize hole 30 and detects a game ball that has entered the large prize hole 30. The general prize hole sensor 27a is provided in each general prize hole 27 and detects a game ball that has entered the general prize hole 27. The sensors capable of detecting these game balls are also called "ball detection sensors" or "game ball detection means".

[0098] As solenoids, a second start port solenoid 24 and a large prize port solenoid 33 are connected. The second start port solenoid 24 is for driving the movable member 23 of the variable prize device 22. The large prize port solenoid 33 is for driving the opening and closing member 32 of the large prize device 31.

[0099] In addition to the ball detection sensor, the sensors connected to the main control board 80 via the relay board 88 include a radio wave sensor 71 capable of detecting radio waves output from a radio wave output device, and a magnetic sensor 72 capable of detecting magnetic fields emitted from a magnet.

[0100] The radio wave sensor 71 detects radio waves when radio waves are output from a radio wave output device on the front side of the game board 2, for example. This radio wave sensor 71 is provided mainly to detect fraudulent acts (so-called "radio wave cheating") that cause the ball detection sensor to falsely detect the ball by radio waves (unauthorized radio waves), and one or more are provided depending on the number and positions of the ball entrances (ball detection sensors) that are the targets of the radio wave cheating countermeasures, the detection range of the radio waves (detection performance), etc. Specifically, for example, the radio wave sensor 71 can be provided for the first start entrance 20 (first start entrance sensor 20a) and the second start entrance 21 (second start entrance sensor 21a), which are the triggers for executing the judgment of whether the special symbol is a hit or not.

[0101] The detection signal of the radio wave sensor 71 (also called the "radio wave detection signal" or "radio wave sensor signal") input to the main control board 80 is, for example, OFF (non-detection state) when the radio wave sensor 71 is not detecting radio waves (unauthorized radio waves), and is ON (detection state) when the radio wave sensor 71 detects radio waves (unauthorized radio waves).

[0102] The magnetic sensor 72 detects the magnetism of a magnet when the magnet is brought close to the surface of the window (viewing window) of the front frame 51. This magnetic sensor 72 is provided mainly to detect fraudulent acts (so-called "magnet cheating") in which a magnet is used to forcibly guide a game ball to a start hole, a general winning hole, a specific area (V area), etc., and one or more magnetic sensors are provided depending on the number and positions of ball entry holes (ball detection sensors) that are the targets of the magnetic cheating countermeasures, the magnetic detection range (detection performance), etc. Specifically, for example, the magnetic sensor 72 can be provided for the first start hole 20, which is the trigger for executing the judgment of whether or not the special symbol has been won, and the general winning hole 27, which is the trigger for the payout of prize balls.

[0103] The detection signal of the magnetic sensor 72 (also referred to as the "magnetic detection signal" or "magnetic sensor signal") input to the main control board 80 is, for example, OFF (non-detection state) when the magnetic sensor 72 is not detecting a magnetism, and is ON (detection state) when the magnetic sensor 72 detects a magnetism.

[0104] The radio wave sensor 71 and the magnetic sensor 72 capable of detecting fraudulent acts such as radio wave tapping and magnet tapping are also called "fraud detection sensor" or "fraud detection means". It is also possible to provide a vibration sensor capable of detecting vibrations given to the gaming machine as the fraud detection sensor (fraud detection means). The vibration sensor is provided mainly to detect fraudulent acts (so-called "thumping") in which the gaming machine is struck to apply vibrations (impacts) to the gaming board (gaming area) and direct the gaming ball toward a specific area (V area) that is a trigger for granting a gaming privilege or a lottery area (e.g., a starting hole) that is a trigger for executing a lottery for granting a gaming privilege, when the gaming ball flows down the area. An example of a gaming privilege is a transition to a gaming state that is advantageous to the player, such as a jackpot gaming state or a probability variable gaming state.

[0105] Also connected to the main control board 80 are a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reserve display 43a, a second special symbol reserve display 43b, a normal symbol reserve display 44, a round display 45, a game status display 46, a launch direction display 47, and a win display 48. The display control of these main displays 40 is performed by a game control microcomputer 81.

[0106] The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 to monitor payout. The payout control board 110 is connected to a payout device 120 that pays out prize balls and loan balls, and a card unit 135 (installed adjacent to the pachinko game machine 1 and enabling ball lending based on information stored in an inserted prepaid card (game value storage medium) or the like), and is also connected to a launching device 112 via a launching control board (also called a "launching control unit") 111. The launching device 112 includes a launching handle 60 (see FIG. 1).

[0107] The payout control board 110 is equipped with a payout control one-chip microcomputer (also called a "payout control microcomputer") 116 that controls the payout of game balls according to a predetermined program. The payout control microcomputer 116 includes a ROM that stores programs for controlling the payout of game balls, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM.

[0108] The payout control microcomputer 116 drives the payout motor 121 of the payout device 120 to pay out prize balls and loan balls based on a signal from the game control microcomputer 81 and a signal from the card unit 135 connected to the pachinko game machine 1 via the input / output circuit 117. The paid-out game balls are detected by the payout sensors 122 and 123 for counting. When the launch handle 60 of the launch device 112 is operated, the touch switch 114 detects the touch of the launch handle 60 by the operator (player), and the launch volume 115 detects the amount of rotation of the launch handle 60. Then, the launch motor 113 is driven and controlled so that the game balls are launched with a strength (launch strength) according to the magnitude of the detection signal of the launch volume 115. In this embodiment, the number of game balls that can be continuously launched by the launch device 112 by driving the launch motor 113 is about 100 per minute.

[0109] A frame open detection switch 70 capable of detecting that the front frame 51 is open is connected to the payout control board 110. The frame open detection switch 70 is also called "open detection means". The frame open detection switch 70 is provided, for example, on the front frame 51 or the main frame 52, and is configured to switch on and off in response to a state change when the front frame 51 changes from a closed state (closed state) to an open state (open state) or from an open state to a closed state. In other words, the frame open detection switch 70 is also an open / close detection switch that detects the opening and closing of the front frame 51. The open / close detection switch is also called "open / close detection means". The front frame 51 is opened and closed by an operation (operation from outside) by a store clerk or the like of the game hall when, for example, performing maintenance work on the game board 2 or removing ball jams (so-called "grapes") in the game area 3.

[0110] The detection signal of the frame open detection switch 70 (also referred to as the "frame open detection signal") input to the dispensing control board 110 is, for example, OFF (non-detection state) when the front frame 51 is in a closed state, and ON (detection state) when the front frame 51 is in an open state. In other words, when the frame open detection switch 70 detects the opening of the front frame 51 (a change in the front frame 51 from a closed state to an open state), the detection signal of the frame open detection switch 70 turns ON. In addition, when the frame open detection switch 70 detects the closing of the front frame 51 (a change in the front frame 51 from an open state to a closed state), the detection signal of the frame open detection switch 70 turns OFF.

[0111] The frame open detection signal input to the payout control board 110 is input to the main control board 80. In other words, the detection signal of the frame open detection switch 70 is input to the main control board 80 via the payout control board 110. The game control microcomputer 81 is capable of detecting the state (open or closed) of the front frame 51 based on the state of the input frame open detection signal. In addition, the game control microcomputer 81 is capable of detecting radio wave cheating and magnetic cheating based on the state of the aforementioned radio wave detection signal and magnetic detection signal input to the main control board 80.

[0112] If the front frame 51 is opened or fraudulent activity occurs, it becomes difficult (impossible) to play normally, and the state of the pachinko game machine 1 becomes unsuitable for play. The occurrence of such an unsuitable state for play (in this embodiment, a state in which the front frame 51 is open or a state in which fraudulent activity has occurred) can be detected based on the state of the frame open detection signal, the radio wave detection signal, and the magnetic detection signal.

[0113] The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only transmission of signals from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.

[0114] 5, a one-chip microcomputer for performance control (also called a "microcomputer for performance control") 91 that controls the performance of the pachinko game machine 1 according to a predetermined program is mounted on the sub-control board 90. The microcomputer for performance control 91 includes a ROM that stores programs for controlling the performance performed as the game progresses, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM.

[0115] The performance control microcomputer 91 transmits and receives data to and from other boards, etc., via the input / output circuit 95. The input / output circuit 95 may be built into the performance control microcomputer 91, and the ROM may be external. The ROM of the sub-control board 90 (performance control microcomputer 91) stores various data necessary for controlling the performance, such as tables used for various judgments and decisions (selections) related to game performance, and performance patterns such as variable performance and advance notice performance. Also, a memory area is reserved at a predetermined address in the RAM (performance control RAM) of the sub-control board 90 (performance control microcomputer 91) for use in various flags and various counting counters.

[0116] The sub-control board 90 is connected to the image control board 100, the sound control board 106, the lamp control board 107, etc. The sub-control board 90 (the performance control microcomputer 91) cooperates with the image control board 100, the sound control board 106, and the lamp control board 107 according to the game situation, and causes corresponding performance devices, members, etc. (performance means) to execute various performances such as display performances, sound performances, and lamp performances (light-emitting performances). This sub-control board 90 (the performance control microcomputer 91) functions as a performance execution means (also called a "performance control means") that can execute various performances according to the game situation. At least one of the image control board 100, the sound control board 106, and the lamp control board 107 can also be considered to function as a performance execution means (performance control means) together with the sub-control board 90.

[0117] Based on commands received from the main control board 80, the sub-control board 90 (performance control microcomputer 91) causes the CPU of the image control one-chip microcomputer (also called the ``image control microcomputer'') 101 of the image control board 100 to control the display of the image display device 7.

[0118] The RAM of the image control board 100 is a memory for expanding image data. The ROM of the image control board 100 stores various image data such as still image data and video data to be displayed on the image display device 7, specifically, characters, items, figures, letters, numbers, symbols, etc. (including performance patterns, reserved patterns, etc.) and background images. The image control microcomputer 101 reads image data from the ROM based on a command from the performance control microcomputer 91. Then, display control is performed based on the read image data. Note that a VDP (Video Display Processor) may be provided instead of or in addition to the image control one-chip microcomputer 101 of the image control board 100.

[0119] The sub-control board 90 (performance control microcomputer 91) outputs various sounds from the speaker 67 via the audio control board 106 based on commands received from the main control board 80. The sounds output from the speaker 67 can be composed of music (BGM), voice, electronic sounds, etc., and the data of the sounds (sound data) is stored in the ROM of the sub-control board 90. In this embodiment, performance sounds (sound effects), notification sounds, and confirmation sounds are provided as sounds that the pachinko game machine 1 can output (sounds that can be output from the speaker 67).

[0120] Examples of the performance sounds include normal changing BGM (normal changing sound) output in conjunction with the changing display of the performance pattern 8 (changing performance), reach BGM (reach performance sound) output in conjunction with a reach performance, a pattern stop sound output in conjunction with the stop display of the performance pattern 8 (temporary stop and / or confirmed stop), a notice sound output in conjunction with a notice performance, a winning sound output in conjunction with the entry of a game ball into a specific winning port such as the start port, general winning port or big winning port, and a jackpot BGM (jackpot performance sound) output in conjunction with a jackpot game performance.

[0121] The alert sounds include, for example, a frame open sound that alerts that the frame open detection switch 70 has detected the opening of the front frame 51 (i.e., that the front frame 51 is open), a radio wave detection sound that alerts that the radio wave sensor 71 has detected radio waves, a magnetic detection sound that alerts that the magnetic sensor 72 has detected magnetism, a left hit instruction sound that instructs the player to hit to the left, and a lower tray full sound that alerts that the lower tray 62 is full.

[0122] The confirmation sound may be, for example, a volume confirmation sound that indicates (notifies) the player of the volume (volume setting content) after setting (adjustment) when the volume has been set (adjusted) through a specified volume adjustment operation, or a light intensity confirmation sound that indicates (notifies) the player of the light intensity (light intensity setting content) after setting (adjustment) when the light intensity has been set (adjusted) based on a specified light intensity adjustment operation.

[0123] A CPU may be mounted on audio control board 106, in which case audio control may be performed by the CPU. Furthermore, in this case, a ROM may be mounted on audio control board 106, in which audio data may be stored. Also, speaker 67 may be connected to image control board 100, and image control microcomputer 101 may be made to perform audio control. In this case, audio data may be stored in the ROM of image control board 100.

[0124] Based on commands received from the main control board 80, the sub-control board 90 (performance control microcomputer 91) determines light pattern data (data that determines on / off, light color, etc., and is also called "lamp data") that determines the light emission mode of lamps such as the frame lamp 66, panel lamp 5, and movable body lamp 15 from data stored in ROM, and controls the lighting of lamps (LEDs) such as the frame lamp 66, panel lamp 5, and movable body lamp 15 via the lamp control board 107.

[0125] The sub-control board 90 (performance control microcomputer 91) operates the movable performance member 14 (movable body) connected to the lamp control board 107 via the relay board 108 based on commands received from the main control board 80. The movable performance member 14 is operated by an electrical drive source (also called "drive means") such as a motor (not shown). The performance control microcomputer 91 determines (selects) data (also called "drive data") for operating the movable performance member 14 in a predetermined operating mode from a plurality of operation pattern data stored (memorized) in advance in the ROM of the sub-control board 90, and controls the operation (movable performance) of the movable performance member 14 based on the determined operation pattern data. The movable performance device includes the movable performance member 14 and the drive means for operating it.

[0126] A CPU may be mounted on the lamp control board 107, in which case the CPU may be made to execute control of the lighting of the lamps and control of the operation of the movable performance member 14. Furthermore, in this case, a ROM may be mounted on the lamp control board 107, and data relating to the light emission pattern and operation pattern may be stored in the ROM.

[0127] A position detection sensor 17 capable of detecting the position of the movable performance member 14 is connected to the sub-control board 90. In this embodiment, the position detection sensor 17 includes a standby position detection sensor 17a (also referred to as a "first position detection sensor" or "first position detection means") that is in a detection state (e.g., "ON") when the movable performance member 14 is in a standby position (initial position) and in a non-detection state (e.g., "OFF") when the movable performance member 14 is not in the standby position, and an actuation position detection sensor 17b (also referred to as a "second position detection sensor" or "second position detection means") that is in a detection state (e.g., "ON") when the movable performance member 14 is in an actuation position and in a non-detection state (e.g., "OFF") when the movable performance member 14 is not in the actuation position. The position detection sensor 17 (standby position detection sensor 17a, actuation position detection sensor 17b) can be configured, for example, by a photointerrupter equipped with a light emitting unit and a light receiving unit.

[0128] A signal indicating the detection state of standby position detection sensor 17a (also referred to as the "standby position detection signal") and a signal indicating the detection state of operation position detection sensor 17b (also referred to as the "operation position detection signal") are each input to sub-control board 90. Based on the input signal, performance control microcomputer 91 is configured to be able to determine whether movable performance member 14 is in the standby position or the operation position, i.e., the position (state) of movable performance member 14, and detect abnormalities in movable performance member 14.

[0129] For example, when the pachinko game machine 1 is in operation (when the power is ON), the standby position detection signal may be OFF (the standby position detection sensor 17a is in a non-detecting state) before the movable performance member 14 is activated (when the movable performance is not being executed) or when the movable performance member 14 starts to operate (when the movable performance starts), or the operating position signal may not be ON (the operating position detection sensor 17b is in a detecting state) or the standby position detection signal may not be ON (the standby position detection sensor 17a is in a non-detecting state) even though a predetermined time (for example, the time required for the movable performance member 14 to move from the standby position to the operating position) has elapsed since the condition for moving the movable performance member 14 from the standby position to the operating position (the operating condition of the movable performance member 14) was met. If the operating status of the movable performance member 14 and the position detection signal (detection state of the position detection sensor 17) do not match, such as the standby position detection signal remaining ON (standby position detection sensor 17a is in a detection state) or the operating position detection signal remaining ON (operating position detection sensor 17b is in a detection state) even though a predetermined time (for example, the time required for the movable performance member 14 to move from the operating position to the standby position) has elapsed since the condition for moving the movable performance member 14 from the operating position to the standby position (the return condition of the movable performance member 14) was met, then it can be determined that an abnormality has occurred in the movable performance member 14 (abnormality in the moving part).

[0130] The position detection sensor 17 (either or both of the standby position detection sensor 17a and the operating position detection sensor 17b) is also referred to as the "position detection means", the performance control microcomputer 91 capable of detecting abnormalities in the movable performance member 14 is also referred to as the "abnormality detection means", and either or both of the standby position detection signal and the operating position detection signal are also referred to as the "position detection signal".

[0131] The sub-control board 90 is connected to a first effect button detection switch 63c and a second effect button detection switch 63d that detect when the first effect button 63a or the second effect button 63b (see FIG. 1) is operated (pushed, rotated, pulled, etc.). When the player performs a predetermined input operation on the first effect button 63a or the second effect button 63b, a signal from the corresponding effect button detection switch is input to the sub-control board 90. The first effect button detection switch 63c is also called the "first operation detection means," and the second effect button detection switch 63d is also called the "second operation detection means." In addition, either or both of the first effect button detection switch 63c and the second effect button detection switch 63d are also called the "effect button detection switch" or the "operation detection means."

[0132] [Winning Summary] Next, an overview of the win of the pachinko game machine 1 will be described. In this embodiment, there are "jackpot" and "miss" as the results of the special symbol hit / miss judgment. As described above, in the event of a "jackpot", a "jackpot symbol" is displayed stationary in the special symbol display section (a specific display result is derived and displayed), and in the event of a "miss", a "miss symbol" is displayed stationary in the special symbol display section (a non-specific display result is derived and displayed). In other words, the special symbol is displayed as a jackpot symbol or a miss symbol depending on the result of the special symbol hit / miss judgment (jackpot or miss).

[0133] When the special symbol hit judgment determines that a jackpot has been reached, a "special game" is executed in which the jackpot winning hole 30 is opened in an opening pattern corresponding to the type (jackpot type) of the special symbol (jackpot symbol) stopped and displayed. The special game executed when a jackpot has been reached is also called a "jackpot game," the game state in which the special game can be played is also called a "special game state," and the game state in which the jackpot game can be played is also called a "jackpot game state."

[0134] The pachinko game machine 1 of this embodiment is provided with a plurality of jackpots. Specifically, as shown in Fig. 6, a total of nine types of jackpots are provided, including "10R (round) 1st jackpot", "10R 2nd jackpot", "10R 3rd jackpot", "10R 4th jackpot", "10R 5th jackpot", "5R 6th jackpot", "5R 7th jackpot", "10R 8th jackpot", and "10R 9th jackpot". Among these jackpots, "10R 1st jackpot", "10R 2nd jackpot", "10R 3rd jackpot", "10R 4th jackpot", "10R 5th jackpot", "5R 6th jackpot", and "5R 7th jackpot" are jackpots related to the first special symbol, and "10R 8th jackpot" and "10R 9th jackpot" are jackpots related to the second special symbol. The special symbol display section displays the winning symbols corresponding to the winning types. In this specification, round is sometimes written as "R".

[0135] The 10R 1st jackpot, 10R 8th jackpot, and 10R 9th jackpot are all jackpots with a round count of "10", a large prize winning hole 30 opening "once" for each round from 1R to 10R, and a large prize winning hole 30 opening time of "25 seconds" for each round from 1R to 10R. Opening for a "25 second" time is also called a "long opening".

[0136] The 5R 6th jackpot and the 5R 7th jackpot are both jackpots with the number of rounds being "5", the number of times the large prize opening 30 opens being "once" for each round from 1R to 5R, and the opening time of the large prize opening 30 being "25 seconds" for each round from 1R to 5R.

[0137] The 10R second jackpot is a jackpot in which the number of rounds is "10", the number of times the jackpot opening port 30 opens is "once" for each round from 1R to 10R, and the opening time of the jackpot opening 30 is "25 seconds" for each round from 1R to 10R.

[0138] The 10R 3rd jackpot is a jackpot with the number of rounds being "10", the number of times the jackpot entry port 30 is opened being "once" for each round from 1R to 10R, and the opening time of the jackpot entry port 30 being "25 seconds" for each round from 1R to 7R, and "0.1 seconds" for each round from 8R to 10R. Opening with an opening time of "0.1 seconds" is also called "short opening". Among the jackpot games related to the 10R 3rd jackpot (also called "10R 3rd jackpot games"), the opening time of the jackpot entry port 30 per round is an extremely short time of "0.1 seconds" for 8R to 10R, and the possibility of a game ball entering the jackpot entry port 30 is extremely low (effectively zero). Therefore, in the 10R 3rd jackpot game, the probability of the game ball entering the jackpot hole 30 increases in 1R to 7R where the opening time per round is "25 seconds", and it becomes possible to easily make the game ball enter the jackpot hole 30. Therefore, the 10R 3rd jackpot is essentially a "7R jackpot", and the 10R 3rd jackpot game is essentially a "7R jackpot game".

[0139] The 10R 4th jackpot is a jackpot with the number of rounds being "10", the number of times the jackpot entry port 30 is opened being "once" for each of the 1R to 10R rounds, and the opening time of the jackpot entry port 30 being "25 seconds" for each of the 1R to 5R rounds, and "0.1 seconds" for each of the 6R to 10R rounds. Among the jackpot games related to the 10R 4th jackpot (also called "10R 4th jackpot games"), the opening time of the jackpot entry port 30 per round is an extremely short time of "0.1 seconds" for 6R to 10R, and the possibility of the game ball entering the jackpot entry port 30 is extremely low (effectively zero). For this reason, in the 10R 4th jackpot game, the possibility of the game ball entering the jackpot entry port 30 is high in the 1R to 5R rounds where the opening time per round is "25 seconds", and it is possible to easily enter the game ball into the jackpot entry port 30. Therefore, a 10R 4th jackpot is essentially a "5R jackpot", and a 10R 4th jackpot game is essentially a "5R jackpot game".

[0140] The 10R 5th jackpot is a jackpot with the number of rounds being "10", the number of times the jackpot opening port 30 is "once" for each of the 1R to 10R rounds, and the opening time of the jackpot opening port 30 being "25 seconds" for each of the 1R to 3R rounds, and "0.1 seconds" for each of the 4R to 10R rounds. Among the jackpot games related to the 10R 5th jackpot (also called "10R 5th jackpot games"), the opening time of the jackpot opening port 30 per round is an extremely short time of "0.1 seconds" for the 4R to 10R rounds, and the possibility of the game ball entering the jackpot opening 30 is extremely low (substantially zero). For this reason, in the 10R 4th jackpot game, the possibility of the game ball entering the jackpot opening 30 is high in the 1R to 3R rounds where the opening time per round is "25 seconds", and it is possible to easily enter the game ball into the jackpot opening 30. Therefore, a 10R 5th jackpot is essentially a "3R jackpot", and a 10R 5th jackpot game is essentially a "3R jackpot game".

[0141] Of these nine types of jackpots, the 10R 1st jackpot, 5R 6th jackpot, 5R 7th jackpot, 10R 8th jackpot, and 10R 9th jackpot have a fixed interval time (for example, about 0.5 seconds to 1 second) set between each round (between rounds), and each round from the 1st round to the final round is consumed with the same (fixed) interval time in between. The 10R 1st jackpot, 5R 6th jackpot, 5R 7th jackpot, 10R 8th jackpot, and 10R 9th jackpot, which have rounds consumed in this way, can be said to be general jackpots.

[0142] In contrast, for the 10R 2nd and 10R 3rd jackpots (effectively 7R jackpots), the interval time is different between the rounds when the 3rd, 5th and 7th rounds are completed and between the rounds when the other rounds (1R, 2R, 4R, 6R, 8R, 9R) are completed, with the former having a longer interval time than the latter. For example, the interval time between the rounds when the 3rd, 5th and 7th rounds are completed is "about 3 to 5 seconds," and the interval time between the rounds when the other rounds (1R, 2R, 4R, 6R, 8R, 9R) are completed is "about 0.5 to 1 second."

[0143] For the 10R 4th jackpot (actually a 5R jackpot), the interval time is different between the rounds when the 3rd and 5th rounds are completed and the rounds when the other rounds (1R, 2R, 4R, 6R, 7R, 8R, 9R) are completed, with the former having a longer interval time than the latter. For example, the interval time between the rounds when the 3rd and 5th rounds are completed is "about 3 to 5 seconds," and the interval time between the rounds when the other rounds (1R, 2R, 4R, 6R, 8R, 9R) are completed (also called the "second interval time") is "about 0.5 to 1 second."

[0144] For the 10R 5th jackpot (actually a 3R jackpot), the interval time is different between the rounds when 3 rounds are completed and the rounds when other rounds (1R, 2R, 4R, 5R, 6R, 7R, 8R, 9R) are completed, and the former has a longer interval time than the latter. For example, the interval time between rounds when 3 rounds are completed is "about 3 to 5 seconds," and the interval time between rounds when other rounds (1R, 2R, 4R, 5R, 6R, 7R, 8R, 9R) are completed is "about 0.5 to 1 second."

[0145] In the 10R second to fifth jackpots, the relatively long interval time (for example, about 3 to 5 seconds) is also called the "first interval time", and the relatively short interval time (for example, about 0.5 to 1 second) is also called the "second interval time".

[0146] Between rounds (also called "interval period") when the first interval time is set, a presentation indicating whether the large prize opening 30 will be long-opened in the next round as well, i.e., whether a long-open round will be executed (continued), is executed using the image display device 7 (display screen 7a) or the like. The period between rounds when the first interval time is set is also called "round branching timing", and the presentation executed at the round branching timing is also called "round branching presentation".

[0147] For example, between rounds (round branching timing) when the third round of a 10R 5th jackpot game ends, a round branching effect is executed which suggests that the long opening round will not be executed (continued) from the next round onwards (for example, a long opening round end effect or a jackpot end effect), and between rounds (round branching timing) when the third round of a 10R 2nd to 4th jackpot game ends, a round branching effect is executed which suggests that the long opening round will be executed (continued) from the next round onwards (for example, a long opening round continuation effect).

[0148] In addition, between rounds (round branching timing) when the 5th round of the 10R 4th jackpot play ends, a round branching effect is executed which suggests that the long opening round will not be executed (continued) from the next round onwards (for example, a long opening round end effect or a jackpot end effect), and between rounds (round branching timing) when the 5th round of the 10R 2nd and 3rd jackpot play ends, a round branching effect is executed which suggests that the long opening round will be executed (continued) from the next round onwards (for example, a long opening round continuation effect).

[0149] In addition, between rounds (round branching timing) when the 7th round of the 10R third jackpot game ends, a round branching effect is executed that suggests that the long opening round will not be executed (continued) from the next round onwards (for example, a long opening round end effect or a jackpot end effect), and between rounds (round branching timing) when the 7th round of the 10R second jackpot game ends, a round branching effect is executed that suggests that the long opening round will be executed (continued) from the next round onwards (for example, a long opening round continuation effect).

[0150] In this way, between the rounds of the 10R 2nd to 5th jackpots, which are the branching points (round branching timing) between whether the long open round continues or not, a longer interval time (first interval time) is set compared to between the other rounds, and the round branching effect is executed using the interval time. In this way, the jackpot game related to the 10R 2nd to 5th jackpots, in which the round branching effect is executed at the round branching timing, is called a "rank up bonus", and is a special jackpot with a different playability from general jackpots such as the 10R 1st jackpot. Hereinafter, the rank up bonus may be abbreviated as "RUB".

[0151] Here, a round is also called a "round game", and a round game is also called a "big prize opening and closing game", "variable ball entry game" or "special ball entry game". In addition, the 5R 6th jackpot and the 5R 7th jackpot are collectively called "5R jackpot", and the 10R 1st to 5th jackpots and the 10R 8th and 9th jackpots are collectively called "10R jackpot". Furthermore, the 10R 2nd to 5th jackpots are also called "special jackpots", jackpots other than the 10R 2nd to 5th jackpots (special jackpots) (10R 1st to 8th to 9th jackpots, 5R 6th to 7th jackpots) are also called "general jackpots", jackpot games related to general jackpots (5R jackpot games or 10R jackpot games) are also called "first special games", and jackpot games related to special jackpots (rank-up bonus (RUB)) are also called "second special games". Also, when focusing on the number of rounds of jackpot games, 5R jackpot games can also be called "first special games", and 10R jackpot games can also be called "second special games".

[0152] In this embodiment, the jackpot types based on the difference in the number of rounds are two types, 5R jackpot and 10R jackpot, but it is possible to provide various jackpot types, such as three types, 3R jackpot, 6R jackpot, and 10R jackpot, or one type, 7R jackpot. In this embodiment, the maximum number of rounds in a jackpot game is 10R (10R jackpot), but the maximum number of rounds is not limited to this, and it is possible to set the maximum number of rounds to more than 10R (for example, 15R) or less than 10R (for example, 9R).

[0153] The pachinko game machine 1 of this embodiment is configured to transition the game state after the end of the jackpot game to a high probability state, time-saving state, high base state, etc., described later, depending on the type of jackpot that has occurred (won). That is, if the result of the special symbol hit / miss judgment is a jackpot and the jackpot is any of the above-mentioned 10R 1st to 5th jackpots, 5R 6th jackpot, and 10R 8th jackpot, the game state after the end of the jackpot game is controlled to a "high probability state, time-saving state, and high base state" described later (see FIG. 6). On the other hand, if the result of the special symbol hit / miss judgment is a jackpot and the jackpot is any of the above-mentioned 5R 7th jackpot and 10R 9th jackpot, the game state after the end of the jackpot game is controlled to a "low probability state, time-saving state, and high base state" described later (see FIG. 6). For this reason, the 1st to 5th jackpots in 10R, the 6th jackpot in 5R, and the 8th jackpot in 10R can be considered to be "certain jackpots", while the 7th jackpot in 5R and the 9th jackpot in 10R can be considered to be "non-certain jackpots" (also called "normal jackpots" or "time-saving jackpots").

[0154] Here, with regard to the jackpot pattern (specific pattern, specific display result) of the special pattern that triggers the execution of the jackpot game, the jackpot pattern can be distinguished by the jackpot type. For example, when distinguishing between non-probability jackpot and probability jackpot, the jackpot pattern related to the non-probability jackpot can be called the "non-probability jackpot pattern", "first specific pattern" or "first specific display result", and the jackpot pattern related to the probability jackpot can be called the "probability jackpot pattern", "second specific pattern" or "second specific display result". Also, when distinguishing between general jackpot and special jackpot, the jackpot pattern related to the general jackpot can be called the "first specific pattern" or "first specific display result", and the jackpot pattern related to the special jackpot can be called the "second specific pattern" or "second specific display result".

[0155] As shown in Figures 6 and 8(B), when the first special pattern (special pattern 1) is judged to be a hit, the distribution probability of each hit is 5% for 10R 1st hit, 5% for 10R 2nd hit, 7% for 10R 3rd hit, 10% for 10R 4th hit, 13% for 10R 5th hit, 15% for 5R 6th hit, and 45% for 5R 7th hit. In contrast, when the second special pattern (special pattern 2) is judged to be a hit, the distribution probability of each hit is 55% for 10R 8th hit, and 45% for 10R 9th hit. That is, when a jackpot is determined based on the ball entering the second starting hole 21 (special chart 2 hit / miss judgment), the occurrence rate (allocation probability) of a 10R jackpot is 100%, and the occurrence rate (allocation probability) of a 10R jackpot is higher than when a jackpot is determined based on the ball entering the first starting hole 20 (special chart 1 hit / miss judgment). In this way, the pachinko game machine 1 of this embodiment is configured so that a jackpot is more likely to be advantageous for a player in terms of the amount of prize balls that can be obtained when a jackpot is determined based on the ball entering the second starting hole 21 (special chart 2 hit / miss judgment) than when a jackpot is determined based on the ball entering the first starting hole 20 (special chart 1 hit / miss judgment). For this reason, a player plays the game in the hope of a ball entering the second starting hole 21. This is particularly noticeable when the opening extension function described below is in operation (when a high base state occurs), when the frequency of balls hitting the second starting hole 21 increases.

[0156] The judgment of whether or not it is a jackpot is made based on the "special symbol hit / miss judgment random number (also called "hit / miss judgment information")", and when the hit / miss judgment result is a jackpot, the judgment of the jackpot type is made based on the "jackpot type determination random number (also called "jackpot type determination information")". In this embodiment, as shown in FIG. 7(A), the special symbol hit / miss judgment random number takes a value in the range of "0 to 629", and the jackpot type determination random number takes a value in the range of "0 to 99". The special symbol hit / miss judgment random number and the jackpot type determination random number are random numbers (acquired information) obtained based on the ball entering the first start hole 20 or the second start hole 21. As mentioned above, the jackpot type corresponds to the type of jackpot symbol (see FIG. 6). For this reason, the jackpot type determination random number is also called the "symbol determination random number" or "symbol determination information". The values ​​(ranges) of the various random numbers exemplified in this specification are merely examples, and can be set arbitrarily according to the control specifications.

[0157] The random numbers (acquired information) acquired based on the ball entering the first starting hole 20 or the second starting hole 21 include a random number for determining whether or not a special symbol has been hit, a random number for determining the type of big win, and a "random number for determining a fluctuation pattern (also called "fluctuation pattern determination information")" as shown in Fig. 7(A). The random number for determining a fluctuation pattern is a random number for determining a fluctuation pattern including a fluctuation time, and in this embodiment, takes a value in the range of "0 to 198".

[0158] 7B is a random number for determining whether or not a normal symbol has been drawn. The random number for determining whether or not a normal symbol has been drawn is a random number for determining whether or not a supplementary game that opens the second starting hole 21 is to be played (a normal symbol lottery), and in this embodiment, the value of the random number ranges from 0 to 240.

[0159] [Game Status] Next, the game states of the pachinko game machine 1 will be explained. The pachinko game machine 1 has a plurality of game states by combinations of the probability variation function and variation time shortening function of the special symbol, the probability variation function and variation time shortening function of the normal symbol, and the opening extension function of the normal electric role object, which are in the activated or deactivated state. The state in which the probability variation function is activated for the special symbols (first special symbol and second special symbol) is also called the "high probability state" or "probability variable state", and the state in which it is not activated is also called the "low probability state", "normal state" or "non-probability variable state".

[0160] In the high probability state, the probability of a special symbol being determined to be a jackpot is higher than in the normal state (low probability state). In other words, in the normal state, the jackpot determination table for the normal state is used to determine whether or not a jackpot has been reached, and in the high probability state, the jackpot determination table for the high probability state, in which the value of the special symbol random number that is determined to be a jackpot is higher than in the normal state, is used to determine whether or not a jackpot has been reached (see FIG. 8(A)). In other words, when the probability variation function for the special symbol is activated, the probability that the result of the variable display of the special symbol will be a jackpot (the stopped symbol will be a jackpot symbol) is higher than when it is not activated.

[0161] In addition, the state in which the time-saving function is activated for the special symbols (first special symbol and second special symbol) is also called the "time-saving state" or "shortened-time-saving state," and the state in which it is not activated is also called the "non-time-saving state" or "normal-time-saving state." In the time-saving state, the average value of the time of fluctuation of the special symbols (the time from the start of the display of the fluctuation of the special symbols to the end (determined display) of the display, also called the "special symbol fluctuation time") is shorter than the average value of the time of fluctuation of the special symbols in the non-time-saving state. In other words, in the time-saving state, the fluctuation pattern is determined using a fluctuation pattern table that is determined so that a fluctuation pattern with a short fluctuation time of the special symbols (also called the "shortened-time-saving pattern") is more likely to be selected than in the non-time-saving state (see Figures 9A and 9B). As a result, in the time-saving state, the pace of consumption of the special symbol reservation is faster, and effective ball entry into the starting hole (ball entry that can be stored as a special symbol reservation) is more likely to occur. Therefore, it is possible to aim for a jackpot under smooth game progress.

[0162] The probability fluctuation function and the fluctuation time shortening function of the special symbols (first special symbol and second special symbol) may operate simultaneously, or only one of them may operate. The probability fluctuation function and the fluctuation time shortening function of the normal symbols are designed to operate in synchronization with the fluctuation time shortening function of the special symbols. In other words, the probability fluctuation function and the fluctuation time shortening function of the normal symbols operate in the time shortening state of the special symbols, and do not operate in the non-time shortening state. Therefore, in the time shortening state, the probability of a hit in the normal symbol hit / miss judgment is higher than in the non-time shortening state. Specifically, in the time shortening state, the normal symbol hit / miss judgment (normal symbol judgment) is performed using a normal symbol hit judgment table in which the value of the normal symbol random number (hit random number) that is judged as a hit is greater than that of the normal symbol hit judgment table used in the non-time shortening state (see FIG. 8(C)).

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

[0164] When the probability variation function and variation time shortening function for normal symbols, and the opening time extension function and opening count increase function of the variable winning device 22 are operating, the second start hole 21 is opened more frequently and the frequency of game balls entering the second start hole 21 increases compared to when these functions are not operating. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, the state in which these functions are operating is also called the "high base state" or "high frequency state," and the state in which they are not operating is also called the "low base state." In the high base state, you can aim for a jackpot without significantly reducing the game balls (held balls) in your hand.

[0165] It is not necessary that all the above functions are activated in the high base state (high frequency state). In other words, it is sufficient that the activation of at least one of the functions of the probability fluctuation function and the fluctuation time shortening function for the normal symbol, and the opening time extension function and the opening count increase function of the variable winning device 22 makes it easier for the second starting hole 21 to open (higher ball entry frequency) compared to when the function is not activated. Also, the high base state may be controlled independently without being associated with the time shortening state of the special symbol. The function that generates such a high base state is also called the "high base generation function."

[0166] In the pachinko game machine 1 of this embodiment, as described above, when any of the 10R 1st to 5th jackpots, the 5R 6th jackpot, and the 10R 8th jackpot occurs, the game state after the jackpot game (after the special game) becomes a high probability state of the special symbol, a time-saving state of the special symbol, and a high base state (see FIG. 6). This game state is also called a "high probability high base state." The high probability high base state ends when a predetermined number of special symbol variations are displayed, or when a jackpot is hit and a jackpot game is played. This high probability high base state is what the player calls a "probability change state."

[0167] In addition, when either the 5R 7th jackpot or the 10R 9th jackpot occurs, the game state after the jackpot game (after the special game) becomes the normal state (low probability state) of the special pattern, and also becomes the time-saving state and high base state of the special pattern (see Figure 6). This game state is also called the "low probability high base state." The low probability high base state ends when the special pattern is displayed in a variable manner a predetermined number of times (e.g. 100 times) or when a jackpot is won and the jackpot game is executed. This low probability high base state is included in the "non-probability variable state."

[0168] In the pachinko game machine 1 of this embodiment, three game states can be set as game states in which the variable display of special patterns (identification information) can be executed: a "low probability low base state," a "low probability high base state," and a "high probability high base state." In addition, it may also be possible to set a high probability state of the special pattern, a non-time-saving state of the special pattern, and a low base state, that is, a "high probability low base state."

[0169] In a high base state such as a low probability high base state or a high probability high base state, it is more advantageous to advance the game by making the game ball enter the right game area 3B by hitting from the right. In a high base state, the second start hole 21 is more easily opened than in a low base state, and it is easier to enter the second start hole 21 than the first start hole 20 (the game ball is more likely to enter the second start hole 21 than the first start hole). For this reason, the game ball is hit from the right to enter the second start hole 21 while passing through the gate 28, which is the trigger for determining whether the normal pattern is hit or not. This allows more start balls to be entered (opportunities for determining whether the special pattern is hit or not) than when hitting from the left. In this state, the launch direction indicator 47 is controlled to light in a predetermined manner, and it is notified that the game state is one in which the game ball should be launched toward the right game area 3B (right hit instruction notification).

[0170] On the other hand, in a low base state (for example, a low-probability low base state), it is more advantageous to advance the game by hitting the game ball from the left into the left game area 3A. In a low base state, the second starting hole 21 is less likely to open than in a high base state, and it is easier to hit the ball into the first starting hole 20 than into the second starting hole 21 (the game ball is more likely to enter the first starting hole than the second starting hole). Therefore, the game ball is hit from the left in order to enter the first starting hole 20. This allows more start balls to be hit (opportunities to determine whether or not the special pattern has been hit) than when hitting from the right. In this state, the launch direction indicator 47 is controlled to light up (display controlled) in a predetermined manner, and it is announced that the game state is one in which the game ball should be launched toward the left game area 3A (left-hit instruction announcement).

[0171] The launch direction indicator 47 has two LEDs, "yz", and can indicate the launch direction by turning on the LEDs depending on the game state. For example, in a low base state, it can notify that the ball should be launched to the left game area by displaying "y□z□" (for example, □: off, ■: on) with both LEDs turned off. Also, in a high base state, it can notify that the ball should be launched to the right game area by displaying "y■z■" (for example, □: off, ■: on).

[0172] As described above, in the pachinko game machine 1 of this embodiment, when the low-probability low base state in which the jackpot game is not being performed is used as a reference, this low-probability low base state can be regarded as a "normal game state", and the game in which the special symbol is variably displayed in this state (variable game) can be regarded as a "normal game". On the other hand, the low-probability high base state and the high-probability high base state, which are controllable based on the jackpot symbol being stopped and displayed in the variable game (normal game), are game states that are more advantageous to the player than the low-probability low base state, so these low-probability high base state and high-probability high base state can be regarded as a "special game state", and the game in which the special symbol is variably displayed in this state can be regarded as a "special game". In this case, the high-probability high base state (probability variable state) has a higher probability of winning than the low-probability high base state (non-probability variable state), so in this respect it can be said to be advantageous (highly advantageous) to the player. For this reason, among the special game states, the low-probability, high-base state can also be referred to as the "first special game state," and the high-probability, high-base state, which is more advantageous than the low-probability, high-base state, can also be referred to as the "second special game state."

[0173] In addition, the jackpot game is a game that can be executed by displaying a special symbol in a variable manner and stopping the jackpot symbol, and since the player can win a large number of prize balls by the entry of a game ball into the big prize winning port 30, the game state in which the jackpot game is played can be said to be a game state that is more advantageous to the player than the game state in which the jackpot game is not played (normal game state). Therefore, compared to the game state in which the jackpot game is not played, the game state in which the jackpot game is played can be regarded as a "special game state", and the jackpot game played in that state can be regarded as a "special game". In this embodiment, multiple types of jackpot games with different numbers of rounds are provided as the jackpot game. Focusing on the number of rounds, for example, the 10R jackpot game (second special game) has a larger number of prize balls that can be won than the 5R jackpot game (first special game), and can be said to be more advantageous (highly advantageous) to the player. For this reason, the special gaming state in which a 5R jackpot game is played can also be called the "first special gaming state," and the special gaming state in which a 10R jackpot game, which is more advantageous than a 5R jackpot game, is played can also be called the "second special gaming state."

[0174] In the pachinko game machine 1 of this embodiment, the type of jackpot (jackpot type) is classified into non-variable jackpot and variable jackpot, and the game state after the jackpot game related to the non-variable jackpot is controlled to a low probability high base state, and the game state after the jackpot game related to the variable jackpot is controlled to a high probability high base state that is more advantageous than the low probability high base state. For this reason, the game state in which the jackpot game related to the non-variable jackpot is played can be called the "first special game state," and the game state in which the jackpot game related to the variable jackpot is played can be called the "second special game state."

[0175] In addition, low base states such as a low probability low base state and a high probability low base state are game states in which the game progresses by making the game ball enter the left game area 3A by hitting from the left as described above, so the low base state can be regarded as a "left hitting game state." On the other hand, high base states such as a low probability high base state and a high probability high base state, and a state in which a jackpot game is played aiming for the game ball to enter the big prize hole are game states in which the game progresses by making the game ball enter the right game area 3B by hitting from the right as described above, so the high base state and the jackpot game state can be regarded as a "right hitting game state." As described above, in the high base state (right-hand play state), the second start hole 21 is more easily opened than in the low base state (left-hand play state), and the game ball can enter the second start hole 21 more easily than the first start hole 20. Also, it is set so that the player is more likely to win the jackpot by determining whether the second special symbol is hit or not based on the game ball entering the second start hole 21 than by determining whether the first special symbol is hit or not based on the game ball entering the first start hole 20. For this reason, the left-hand play state can be regarded as a "normal play state", and the game (variable play) in which the special symbol is displayed in a variable manner in this state can be regarded as a "normal play". In addition, the right-hand play state, which is a game state that is more advantageous to the player than the left-hand play state, can be regarded as a "special play state", and the game (variable play) in which the special symbol is displayed in a variable manner in this state can be regarded as a "special play".

[0176] The control related to the setting, transition, etc. of the various game states described above is performed by the main control board 80 (game control microcomputer 81). The main control board 80 (game control microcomputer 81), which controls the activation / deactivation of the probability fluctuation function, functions as a probability setting means capable of setting the winning probability (jackpot probability) of the special symbol hit / miss judgment to a low probability (first probability) or a high probability (second probability). The main control board 80 (game control microcomputer 81), which controls the activation / deactivation of the fluctuation time shortening function, functions as a shortened fluctuation state setting means (time-shortened state setting means) capable of setting a shortened fluctuation state (time-shortened state) in which the fluctuation time of the special symbol is shorter than usual.

[0177] [Main control main processing] Next, the operation (control processing by the main control unit 80) of the game control microcomputer 81 (game control means) will be described with reference to Fig. 10 to Fig. 36. Note that counters, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the RAM of the main control board 80. Also, in this specification, "S" such as S101 ("S" in the flowchart) means a step.

[0178] When the power supply to the pachinko game machine 1 is turned on and power supply to the pachinko game machine 1 is started, the game control microcomputer 81 reads out the program of the main control main process shown in FIG. 10 from the ROM of the main control board 80 and executes it. As shown in the figure, in the main control main process, first, initial settings are performed (S101). In the initial settings, for example, stack settings, constant settings, interrupt time settings, CPU settings of the main control board 80, settings of SIO, PIO, CTC (interrupt time controller), resetting of various flags, statuses, and counters, etc. are performed. The initial value of the flag is "0" or "OFF", the initial value of the status is "1", and the initial value of the counter is "0". The initial settings (S101) are performed only once after the power is turned on (when the power is turned on), and are not performed thereafter.

[0179] Furthermore, if a RAM clear switch (not shown) is pressed when the pachinko game machine 1 is powered on, i.e., if the power is turned on with the RAM clear switch pressed, the RAM (also called the "predetermined storage area") of the main control board 80 is initialized and a RAM clear command is sent to the sub-control board 90. Initialization of the RAM is also called "RAM clear." A switch for turning on the power (power switch) is provided on the power supply board 109 (see FIG. 2), and the RAM clear switch is provided near the power switch. Such initialization of the RAM of the main control board 80 (RAM clear) corresponds to one aspect of "initialization processing for initializing the memory contents of the predetermined storage area," and the game control microcomputer 81 that executes the initialization (initialization processing) of the RAM of the main control board 80 corresponds to one aspect of "initialization processing execution means."

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

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

[0182] [Interrupt processing] Next, the interrupt process (S105) will be described. As shown in FIG. 11, in the interrupt process (S105), first, the output process (S201) is executed. In the output process (S201), commands and the like set in the output buffer provided in the RAM of the main control board 80 in each process described below are output to the sub-control board 90, the dispensing control board 110, and the like. The command is, for example, made up of 2 bytes of information, and in this case, the upper byte is information related to the type of command, and the lower byte is information related to the content of the command. Information contained in commands that can be output from the main control board 80 includes, for example, information regarding the game status (also referred to as "game status information"), information regarding the result of the special pattern hit / miss determination (also referred to as "hit / miss determination result information"), information regarding the type of jackpot (type of jackpot pattern) (also referred to as "jackpot type information" or "jackpot pattern information"), information regarding the number of special patterns stored (number of reserved patterns) (also referred to as "storage information" or "number of reserved patterns information"), information regarding the change pattern of the special patterns (also referred to as "change pattern information"), and information regarding the result of the pre-determination described below (also referred to as "pre-determination result information").

[0183] In the input process (S202) carried out following the output process (S201), the detection signals detected by various sensors (such as the first start hole sensor 20a, the second start hole sensor 21a, and the big prize hole sensor 30a) attached to the pachinko game machine 1 are read and stored in the output buffer of the RAM as prize ball information. In addition, a detection signal from a lower tray full detection sensor (not shown) that detects whether the lower tray 62 is full is also taken in and stored in the output buffer of the RAM as lower tray full data.

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

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

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

[0187] If the number of reserved balls for normal symbols is not less than 4 (NO in S302), the process proceeds to S305. On the other hand, if the number of reserved balls for normal symbols is less than 4 (YES in S302), "1" is added to the number of reserved balls for normal symbols (S303), and a normal symbol random number acquisition process (S304) is performed. In the normal symbol random number acquisition process (S304), the value of the random number counter for determining whether or not a normal symbol has been selected (label -TRND-H, see FIG. 7(B)) stored in the update value memory area (not shown) of the RAM is acquired, and the acquired random number value (acquired information) is stored in an address space in the normal symbol reserved memory section provided in the RAM of the main control board 80 according to the current number of reserved balls for normal symbols.

[0188] In S305, it is determined whether or not a game ball has entered the second starting hole 21, that is, whether or not a game ball has been detected by the second starting hole sensor 21a (S305). If a game ball has not entered the second starting hole 21 (NO in S305), the process proceeds to S309. If a game ball has entered the second starting hole 21 (YES in S305), it is determined whether or not the number of reserved balls in the special chart 2 (the number of reserved second charts, specifically, the value of a counter that counts the number of reserved second charts provided in the RAM of the main control unit 80) is less than 4 (upper limit number) (S306). If the number of reserved balls in the special chart 2 is not less than 4 (NO in S306), the process proceeds to S309. If the number of reserved balls in the special chart 2 is less than 4 (YES in S306), 1 is added to the number of reserved balls in the special chart 2 (S307).

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

[0190] Next, it is determined whether or not a game ball has entered the first starting hole 20, that is, whether or not a game ball has been detected by the first starting hole sensor 20a (S309). If a game ball has not entered the first starting hole 20 (NO in S309), the process is terminated. If a game ball has entered the first starting hole 20 (YES in S309), it is determined whether or not the number of reserved balls for special chart 1 (the number of reserved first special charts, specifically, the value of a counter that counts the number of reserved first special charts provided in the RAM of the main control unit 80) is less than 4 (upper limit number) (S310). Then, if the number of reserved balls for special chart 1 is not less than 4 (NO in S310), the process is terminated, but if the number of reserved balls for special chart 1 is less than 4 (YES in S310), "1" is added to the number of reserved balls for special chart 1 (S311).

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

[0192] The main control unit 80 (game control microcomputer 81), which executes the special chart 2 related random number acquisition process (S308) and the special chart 1 related random number acquisition process (S312) in the above-mentioned start port sensor detection process (S204), functions as an "acquisition means."

[0193] [Processing at the start of the ball] As shown in FIG. 11, the game control microcomputer 81 performs the start ball entry process (S205) following the start ball entry sensor detection process (S204). As shown in FIG. 13, in the start ball entry process (S205), first, it is determined whether the number of reserved balls in the special figure 2 has increased by "1" (S315). If it is determined that the number of reserved balls in the special figure 2 has increased by "1" (YES in S315), the process proceeds to S316. This corresponds to the case where "1" is added to the number of reserved balls in the special figure 2 in S307 of the start ball entry sensor detection process (S204) based on the game ball entering the second start ball. On the other hand, if it is determined that the number of reserved balls in the special figure 2 has not increased (NO in S315), the process proceeds to S319.

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

[0195] In S317, the win or miss (jackpot or miss) is determined based on the random number value for determining whether or not the special pattern is a hit, out of the random number values ​​read out in S316, and if the result of the determination is a jackpot, the type of jackpot is determined based on the random number value for determining the type of jackpot.

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

[0197] The judgment of the jackpot type by S317 corresponds to a pre-judgment (pre-reading of the reserve) of the jackpot type for the reserve in the case where the second special reserve that is the subject of the judgment is a reserve that will be a jackpot (also called a "jackpot reserve"), which is made prior to the special chart 2 hit / miss judgment process (S1202) described later. In other words, the type of the jackpot in the case where the result of the hit / miss judgment made when the second special reserve is consumed is a jackpot, is judged (pre-read) prior to the special chart 2 hit / miss judgment process (S1202) described later. Note that the judgment of the jackpot type by S317 is also a judgment of the jackpot pattern. In other words, the jackpot pattern that is determined when the second special reserve (jackpot reserve) that will be a jackpot is consumed is judged (pre-read) prior to the special chart 2 hit / miss judgment process (S1202) described later.

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

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

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

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

[0202] Next, in S318, command data including information (pre-judgment result information) on the result of the pre-judgment by S317 (pre-judgment of the second special chart reservation), specifically, information that can identify the pre-judgment result of whether or not it is a hit (also referred to as "pre-judgment result information of whether or not it is a hit"), information that can identify the pre-judgment result of the jackpot type (also referred to as "pre-judgment result information of the jackpot type"), and information that can identify the pre-judgment result of the fluctuation pattern (also referred to as "pre-judgment result information of the fluctuation pattern"), is generated as a special chart 2 start ball entry command, and the command is set in the output buffer of the RAM (S318). Note that the special chart 2 start ball entry command may include information indicating a part or all of the special chart 2 acquisition random number value read in S316 as pre-judgment result information.

[0203] By analyzing the special chart 2 start ball entry command transmitted from the main control unit 80 (output by the output process (S201)) by the sub-control unit 90, it becomes possible for the sub-control unit 90 to determine whether the information is related to a jackpot, what the jackpot type is, what the fluctuation pattern is, etc. In other words, the sub-control unit 90 can execute a performance based on the pre-judgment result information specified by the received special chart 2 start ball entry command. This also applies to the case where the sub-control unit 90 receives the special chart 1 start ball entry command described below. Either or both of the special chart 1 start ball entry command and the special chart 2 start ball entry command are also referred to as "start ball entry commands". As a performance based on the pre-judgment result information specified by the start ball entry command (also referred to as "pre-performance" or "pre-reading performance"), for example, a performance suggesting the possibility of a jackpot (expectation of a jackpot, hereinafter simply referred to as "expectation") and a fluctuation pattern, etc. can be executed. The possibility (expectation) of a big win can be expressed in other words as the possibility that a specific display result will be derived and displayed as a display result of the variable display, or the possibility of being controlled into a special game state.

[0204] Next, in S319, as in the processing related to the special chart 2 described above, it is determined whether the number of reserved balls in the special chart 1 has increased by "1" (S319). If it is determined that the number of reserved balls in the special chart 1 has increased by "1" (YES in S319), the processing proceeds to S320. This corresponds to the case where "1" is added to the number of reserved balls in the special chart 1 in S311 in the starting hole sensor detection processing (S204) based on the game ball entering the first starting hole. On the other hand, if it is determined in S319 that the number of reserved balls in the special chart 1 has not increased (NO in S319), the processing ends as it is.

[0205] In S320, it is determined whether the time-saving flag is ON (S320), and if it is determined that the time-saving flag is ON, i.e., that the base state is high (YES in S320), this process ends without performing the processes from S321 onwards. On the other hand, if it is determined that the time-saving flag is OFF, i.e., that the base state is low (NO in S320), the process proceeds to the pre-determination processes from S321 onwards.

[0206] Here, when the time-saving flag is ON, that is, when the current game state is a high base state, the opening extension function that increases the frequency of balls entering the second starting hole 21 is activated, and the state is such that the hit / miss judgment of the special symbol 2 (the hit / miss judgment of the second special symbol) is easily performed. In addition, in this embodiment, as described later, the consumption of the second special symbol reservation (the variable display of the second special symbol) is executed in priority to the consumption of the first special symbol reservation (the variable display of the first special symbol) (so-called special symbol 2 priority variable machine). In such a configuration, for example, when a pre-judgment of the special symbol 1 is performed and the result is notified to the player by a performance such as a notice, and the result of the pre-judgment is clearly indicated as a jackpot, the player can use the priority consumption of the second special symbol reservation (priority fluctuation of the second special symbol) to intentionally eliminate the second special symbol reservation at any timing (set it to "0"), and intentionally generate a jackpot related to the special symbol 1 for which the result of the pre-judgment is indicated. This allows technical intervention. In this way, it is not desirable from the viewpoint of fairness in the game for the player to be able to adjust the timing of the big win. For this reason, if the current game state is not a low base state but a high base state (YES in S320), the process related to the advance judgment of the special chart 1 from S321 onwards is not performed, and this process is terminated.

[0207] The processing of S321 to S323 is the same as the processing of S316 to S318 described above for special symbol 1. That is, the latest acquired random number value (acquired information) acquired in the special symbol 1 related random number acquisition processing (S312) in the start hole sensor detection processing (S204) and stored in the first special symbol reservation memory unit is read (S321), and a preliminary judgment is made on the acquired random number value (random number value of the first special symbol reservation) related to the read first special symbol (S322).

[0208] In the advance judgment by S322 (advance judgment of the first special chart reserved), similar to the advance judgment by S317 (advance judgment of the second special chart reserved), advance judgment of hit / miss, advance judgment of the jackpot type, and advance judgment of the fluctuation pattern are performed. Among the advance judgments by S322, the advance judgment of hit / miss and advance judgment of the jackpot type are performed prior to the special chart 1 hit / miss judgment process (S1207) described later, and the advance judgment of the fluctuation pattern is performed prior to the special chart 1 fluctuation pattern selection process (S1208) described later.

[0209] The advance judgment of hit / miss, advance judgment of the jackpot type, and advance judgment of the fluctuation pattern by S322 can be performed in the same manner as the advance judgment of hit / miss, advance judgment of the jackpot type, and advance judgment of the fluctuation pattern by S317 described above, based on the jackpot judgment table (see FIG. 8(A)), the jackpot type judgment table (see FIG. 8(B)), and the fluctuation pattern table (see FIG. 9A, FIG. 9B). Therefore, a detailed explanation of the advance judgment of hit / miss, advance judgment of the jackpot type, and advance judgment of the fluctuation pattern by S322 will be omitted.

[0210] Then, command data including information (preliminary judgment result information) on the result of the preliminary judgment by S322 (preliminary judgment of the first special drawing reservation) is generated as a special drawing 1 start entry command, and the command is set in the output buffer of the RAM (S323). The special drawing 1 start entry command is the same as the special drawing 2 start entry command described above. Therefore, a detailed explanation of the special drawing 1 start entry command is omitted.

[0211] The main control unit 80 (game control microcomputer 81) which executes the processes of S317 and S322 in the above-mentioned start ball entry process (S205) functions as a "preliminary judgment means". In addition, the main control unit 80 (game control microcomputer 81) which executes the pre-judgment (S322) of the special chart 1 acquisition random number value (acquired information) acquired based on the ball entering the first start hole 20 functions as a "first pre-judgment means", and the main control unit 80 (game control microcomputer 81) which executes the pre-judgment (S317) of the special chart 2 acquisition random number value (acquired information) acquired based on the ball entering the second start hole 21 functions as a "second pre-judgment means".

[0212] Here, the variation pattern table used in the pre-determination of the variation pattern (S317, S322) and the variation pattern selection process (S1203, S1208) described later will be described with reference to Figs. 9A and 9B. In this embodiment, the variation pattern table includes a variation pattern table for a non-time-saving state (also called the "first variation pattern table") used when the game state when the variation game (variable display of the special symbol) is executed is a non-time-saving state, and a variation pattern table for a time-saving state (also called the "second variation pattern table") used when the game state when the variation game is executed is a time-saving state. Fig. 9A shows an example of the variation pattern table for a non-time-saving state (the first variation pattern table), and Fig. 9B shows an example of the variation pattern table for a time-saving state (the second variation pattern table). Note that the data structure of the variation pattern table, the type (content) of the variation pattern specified in the variation pattern table, the number of variation patterns, etc. are not limited to those shown in this embodiment, and can be appropriately changed according to the playability and specifications of the pachinko game machine.

[0213] As described above, the pachinko game machine 1 of this embodiment has three game states, namely, a low probability low base state, a low probability high base state, and a high probability high base state, in which a variable game (variable display of identification information) can be executed, and can be controlled to any one of the game states. The low base state (low probability low base state) is a state (left-hitting state) in which the game is played by hitting the ball from the left with the aim of entering the first starting hole 20, and is a game state in which the game of displaying the first special symbol in a variable manner (also called the "first variable game") is the main game state, and is also a non-time-saving state in which the variable time-saving function is not activated. For this reason, the variable pattern table (first variable pattern table) for the non-time-saving state shown in FIG. 9A is mainly used when determining (judging) the variable pattern of the variable display of the first special symbol in the low base state. However, although the possibility is low, in the case where a variable display of the second special pattern is executed due to a game ball entering the second starting hole 21 in a low base state, the first variable pattern table is used for the variable display of the second special pattern.

[0214] On the other hand, the high base state (low probability high base state, high probability high base state) is a state (right hit state) in which the game is played by hitting the ball to the right with the aim of entering the second starting hole 21, and the game in which the second special symbol is displayed in a variable manner (also called the "second variable game") is the main game. Since the high base state is also a time-saving state in which the variable time shortening function is activated, the variable pattern table for the time-saving state (second variable pattern table) shown in FIG. 9B is mainly used in determining (determining) the variable pattern of the variable display of the second special symbol in the high base state. However, although the possibility is low, when the variable display of the first special symbol caused by the game ball entering the first starting hole 20 is executed in the high base state, the second variable pattern table is used for the variable display of the first special symbol.

[0215] As shown in FIG. 9A, the first variation pattern table targets the variation patterns P1 to P10. In the first variation pattern table, a variation pattern determination random number value (random number range) is set for each of the variation patterns P1 to P10 as a judgment value (also called a "variation pattern judgment value") for determining the variation pattern of the variation display of the special symbol. Among the variation patterns P1 to P10, the variation patterns P1 to P3 are jackpot variation patterns that can be selected when the result of the hit / miss judgment is a jackpot, and the variation patterns P4 to P10 are miss variation patterns that can be selected when the result of the hit / miss judgment is a miss. The variation pattern judgment value is also called "judgment information."

[0216] The fluctuation patterns P1, P2, P4, and P5 are fluctuation patterns with a fluctuation time of 75,000 ms, the fluctuation patterns P3 and P6 are fluctuation patterns with a fluctuation time of 45,000 ms, the fluctuation pattern P7 is a fluctuation pattern with a fluctuation time of 30,000 ms, the fluctuation pattern P8 is a fluctuation pattern with a fluctuation time of 12,000 ms, the fluctuation pattern P9 is a fluctuation pattern with a fluctuation time of 4,000 ms, and the fluctuation pattern P10 is a fluctuation pattern with a fluctuation time of 2,000 ms. The contents of each of these fluctuation patterns (the contents of the fluctuation performance executed based on each fluctuation pattern) are as shown in FIG. 9A, but the details will be described later.

[0217] The fluctuation pattern judgment value corresponding to each of the fluctuation patterns P1 to P3 (jackpot fluctuation pattern) is the same regardless of the number of special reserved balls (1 to 4) when the fluctuation display starts. Specifically, the fluctuation pattern judgment value corresponding to the fluctuation pattern P1 is "0 to 74" regardless of the number of special reserved balls when the fluctuation display starts, the fluctuation pattern judgment value corresponding to the fluctuation pattern P2 is "75 to 149" regardless of the number of special reserved balls when the fluctuation display starts, and the fluctuation pattern judgment value corresponding to the fluctuation pattern P3 is "150 to 198" regardless of the number of special reserved balls when the fluctuation display starts.

[0218] The fluctuation pattern judgment value corresponding to each of the fluctuation patterns P4 to P7 (miss fluctuation pattern) may be the same regardless of the number of special balls reserved for the special chart (any of 1 to 4) when the fluctuation display is started, or may be different depending on the number of special balls reserved for the special chart (any of 1 to 4) when the fluctuation display is started.

[0219] Specifically, the fluctuation pattern judgment value corresponding to the fluctuation pattern P4 is set to "0 to 3" regardless of the number of reserved balls when the fluctuation display starts, and the fluctuation pattern judgment value corresponding to the fluctuation pattern P5 is set to "4 to 7" regardless of the number of reserved balls when the fluctuation display starts. In other words, the fluctuation pattern judgment value corresponding to the fluctuation pattern P4 and the fluctuation pattern judgment value corresponding to the fluctuation pattern P5 are both set to be the same (common) regardless of the number of reserved balls when the fluctuation display starts.

[0220] The fluctuation pattern determination value corresponding to the fluctuation pattern P6 is set to "8 to 20" when the number of reserved balls of the special chart when the fluctuation display is started is "1 or 2", and is set to "8 to 17" when the number of reserved balls of the special chart when the fluctuation display is started is "3" or "4". In other words, the fluctuation pattern determination value corresponding to the fluctuation pattern P6 is composed of a value ("8 to 17") that corresponds to the fluctuation pattern P6 regardless of the number of reserved balls of the special chart when the fluctuation display is started, and a value ("18 to 20") that may or may not correspond to the fluctuation pattern P6 depending on the number of reserved balls of the special chart when the fluctuation display is started. Therefore, the range (random number range) of the fluctuation pattern determination value corresponding to the fluctuation pattern P6 is made different depending on the number of reserved balls of the special chart when the fluctuation display is started.

[0221] The fluctuation pattern determination value corresponding to the fluctuation pattern P7 is set to "21 to 38" when the number of special reserved balls when the fluctuation display is started is "1 or 2", "18 to 38" when the number of special reserved balls when the fluctuation display is started is "3", and "18 to 33" when the number of special reserved balls when the fluctuation display is started is "4". In other words, the fluctuation pattern determination value corresponding to the fluctuation pattern P7 includes a value ("21 to 33") corresponding to the fluctuation pattern P7 regardless of the number of special reserved balls when the fluctuation display is started, and a value ("18 to 20" and "34 to 38") that may or may not correspond to the fluctuation pattern P7 depending on the number of special reserved balls when the fluctuation display is started. Therefore, the range (random number range) of the fluctuation pattern determination value corresponding to the fluctuation pattern P7 is different depending on the number of special reserved balls when the fluctuation display is started.

[0222] The fluctuation pattern judgment value corresponding to each of the fluctuation patterns P8 to P10 (miss fluctuation pattern) may or may not be set depending on the number of special reserved balls (1 to 4) when the fluctuation display is started.

[0223] Specifically, the fluctuation pattern judgment value corresponding to the fluctuation pattern P8 is set to "39 to 198" when the number of special reserved balls when the fluctuation display starts is "1 or 2", and is not set when the number of special reserved balls when the fluctuation display starts is "3" or "4". In other words, the fluctuation pattern judgment value corresponding to the fluctuation pattern P8 is set when the number of special reserved balls when the fluctuation display starts is "1 or 2", and is not set when the number of special reserved balls when the fluctuation display starts is "3" or "4". For this reason, for example, in the non-time-saving state, if the result of the first special pattern hit / miss judgment is a miss and the number of special reserved balls of the first special pattern when the fluctuation display of the first special pattern starts is "3" or "4", the fluctuation pattern P8 does not appear.

[0224] The fluctuation pattern judgment value corresponding to the fluctuation pattern P9 is set to "39 to 198" when the number of special reserved balls when the fluctuation display starts is "3", and is not set when the number of special reserved balls when the fluctuation display starts is "1 or 2" or "4". In other words, the fluctuation pattern judgment value corresponding to the fluctuation pattern P9 is set when the number of special reserved balls when the fluctuation display starts is "3", and is not set when the number of special reserved balls when the fluctuation display starts is "1 or 2" or "4". For this reason, for example, in the non-time-saving state, if the result of the first special pattern hit / miss judgment is a miss and the number of special reserved balls for the first special pattern when the fluctuation display starts is "1", "2", or "4", the fluctuation pattern P9 does not appear.

[0225] The fluctuation pattern judgment value corresponding to the fluctuation pattern P10 is set to "34 to 198" when the number of special reserved balls when the fluctuation display starts is "4", and is not set when the number of special reserved balls when the fluctuation display starts is "1 or 2" or "3". In other words, the fluctuation pattern judgment value corresponding to the fluctuation pattern P10 is set when the number of special reserved balls when the fluctuation display starts is "4", and is not set when the number of special reserved balls when the fluctuation display starts is "1 or 2" or "3". For this reason, for example, in the non-time-saving state, if the result of the first special pattern hit / miss judgment is a miss and the number of special reserved balls for the first special pattern when the fluctuation display starts is "1", "2", or "3", the fluctuation pattern P9 does not appear.

[0226] According to such a first fluctuation pattern table, for example, when a game ball enters the first start hole 20 (also called "first start ball entry") in a non-time-saving state (low probability low base state), even if the number of reserved balls in the special chart 1 when a pre-determination (S322) of the fluctuation pattern related to the first start ball entry is made is different from the number of reserved balls in the special chart 1 when the special chart 1 fluctuation pattern selection process (S1208) related to the first start ball entry is made (when the fluctuation display begins), there will be no inconsistency between the presentation based on the result of the pre-determination (special chart 1 start ball entry command) related to the first start ball entry and the fluctuation pattern determined at the start of the fluctuation, for fluctuation patterns P1 to P3 (jackpot fluctuation patterns) and fluctuation patterns P4 and P5 (miss fluctuation patterns).

[0227] That is, for example, in a non-time-saving state (low probability low base state), when the first start ball is entered when variable play is not being performed, the number of reserved balls in the special chart 1 changes from "0" to "1" due to the occurrence of the first start ball, and the number of reserved balls in the special chart 1 immediately after the first start ball is entered is "1". The number of reserved balls in the special chart immediately after the start ball is also called the "reserved number at the time of the start ball entry". After that, the variable display based on the first start ball (the start ball entry when variable play is not being performed) starts immediately, so the number of reserved balls in the special chart 1 at the start of the variable display is "1". The number of reserved balls in the special chart at the start of the variable display is also called the "reserved number at the start of the variable". In this case, the reserved number at the start ball entry and the reserved number at the start of the variable are both "1", and the reserved number at the start ball entry and the start of the variable are the same.

[0228] On the other hand, for example, suppose that the first start ball entry occurs in a non-time-saving state (low probability low base state), and the occurrence of the first start ball entry causes the number of reserved balls in the special chart 1 to change from "1" to "2". In this case, the number of reserved balls at the time of the start ball entry is "2". The first special chart reservation corresponding to the first start ball entry is called the "target reservation". After that, if the target reservation is consumed without the first start ball entry occurring until the target reservation is consumed, the number of reserved balls in the special chart 1 will decrease in the order of "2", "1", and "0". When the number of reserved balls in the special chart 1 changes from "1" to "0", that is, the number of reserved balls at the start of the fluctuation based on the target reservation is "1" (the number of reserved balls becomes "0" when the fluctuation display starts). In addition, if the first start ball entry occurs before the consumption of the target reservation, the number of reserved balls at the start of the fluctuation based on the target reservation can fluctuate between "1" and "4".

[0229] In this way, the number of reserved balls may be the same or different between the start of the fluctuation and the start of the fluctuation. In this regard, according to the first fluctuation pattern table, for fluctuation patterns P1 to P3 (big hit fluctuation patterns) and fluctuation patterns P4 and P5 (miss fluctuation patterns), the fluctuation pattern judgment value is set to be the same regardless of the number of reserved balls in the special chart when the fluctuation display starts (see FIG. 9A), so there is no inconsistency between the performance based on the result of the advance judgment regarding the first start of the fluctuation (special chart 1 start of the fluctuation command) and the fluctuation pattern determined at the start of the fluctuation.

[0230] The above is an explanation of the first fluctuation pattern table (fluctuation pattern table for non-time-saving state), but the same can be said about the second fluctuation pattern table (fluctuation pattern table for time-saving state). That is, as shown in FIG. 9B, the second fluctuation pattern table targets fluctuation patterns P11 to P18. In the second fluctuation pattern table, a random number value (random number range) for determining a fluctuation pattern is set for each of the fluctuation patterns P11 to P18 as a fluctuation pattern determination value. Among the fluctuation patterns P11 to P18, the fluctuation patterns P11 to P13 are jackpot fluctuation patterns that can be selected when the result of the hit / miss determination is a hit, and the fluctuation patterns P14 to P18 are miss fluctuation patterns that can be selected when the result of the hit / miss determination is a miss.

[0231] The fluctuation patterns P11 and P14 are fluctuation patterns with a fluctuation time of 75000 ms, the fluctuation patterns P12 and P15 are fluctuation patterns with a fluctuation time of 45000 ms, the fluctuation patterns P13 and P16 are fluctuation patterns with a fluctuation time of 30000 ms, the fluctuation pattern P17 is a fluctuation pattern with a fluctuation time of 12000 ms, and the fluctuation pattern P18 is a fluctuation pattern with a fluctuation time of 1000 ms. The contents of each of these fluctuation patterns (the contents of the fluctuation performance executed based on each fluctuation pattern) are as shown in FIG. 9B, and will be described in detail later.

[0232] The fluctuation pattern judgment value corresponding to each of the fluctuation patterns P11 to P13 (jackpot fluctuation pattern) is the same regardless of the number of reserved balls (1 to 4) when the fluctuation display starts. Specifically, the fluctuation pattern judgment value corresponding to the fluctuation pattern P11 is "0 to 69" regardless of the number of reserved balls when the fluctuation display starts, the fluctuation pattern judgment value corresponding to the fluctuation pattern P12 is "70 to 139" regardless of the number of reserved balls when the fluctuation display starts, and the fluctuation pattern judgment value corresponding to the fluctuation pattern P13 is "140 to 198" regardless of the number of reserved balls when the fluctuation display starts.

[0233] The fluctuation pattern judgment value corresponding to each of the fluctuation patterns P14 to P16 (miss fluctuation pattern) may be the same regardless of the number of special balls reserved (1 to 4) when the fluctuation display is started, or may be different depending on the number of special balls reserved (1 to 4) when the fluctuation display is started.

[0234] Specifically, the fluctuation pattern determination value corresponding to the fluctuation pattern P14 is set to "0 to 1" regardless of the number of special reserved balls when the fluctuation display is started. In other words, the fluctuation pattern determination value corresponding to the fluctuation pattern P14 is set to be the same regardless of the number of special reserved balls when the fluctuation display is started.

[0235] The fluctuation pattern determination value corresponding to the fluctuation pattern P15 is set to "2 to 5" when the number of reserved balls of the special chart when the fluctuation display is started is "1", and is set to "2 to 3" when the number of reserved balls of the special chart when the fluctuation display is started is "2, 3 or 4". In other words, the fluctuation pattern determination value corresponding to the fluctuation pattern P15 is composed of a value ("2 to 3") that corresponds to the fluctuation pattern P15 regardless of the number of reserved balls of the special chart when the fluctuation display is started, and a value ("4 to 5") that may or may not correspond to the fluctuation pattern P15 depending on the number of reserved balls of the special chart when the fluctuation display is started. Therefore, the range (random number range) of the fluctuation pattern determination value corresponding to the fluctuation pattern P15 is made different depending on the number of reserved balls of the special chart when the fluctuation display is started.

[0236] The fluctuation pattern determination value corresponding to the fluctuation pattern P16 is set to "6 to 11" when the number of reserved balls of the special chart when the fluctuation display is started is "1", and is set to "4 to 9" when the number of reserved balls of the special chart when the fluctuation display is started is "2, 3 or 4". In other words, the fluctuation pattern determination value corresponding to the fluctuation pattern P16 includes a value ("6 to 9") that corresponds to the fluctuation pattern P16 regardless of the number of reserved balls of the special chart when the fluctuation display is started, and a value ("4 to 5" and "10 to 11") that may or may not correspond to the fluctuation pattern P16 depending on the number of reserved balls of the special chart when the fluctuation display is started. Therefore, the range (random number range) of the fluctuation pattern determination value corresponding to the fluctuation pattern P16 is different depending on the number of reserved balls of the special chart when the fluctuation display is started.

[0237] The fluctuation pattern judgment value corresponding to each of the fluctuation patterns P17 and P18 (miss fluctuation pattern) may or may not be set depending on the number of special reserved balls (1 to 4) when the fluctuation display is started.

[0238] Specifically, the fluctuation pattern judgment value corresponding to the fluctuation pattern P17 is set to "12 to 198" when the number of special reserved balls when the fluctuation display starts is "1", and is not set when the number of special reserved balls when the fluctuation display starts is "2 to 4". In other words, the fluctuation pattern judgment value corresponding to the fluctuation pattern P17 is set when the number of special reserved balls when the fluctuation display starts is "1", and is not set when the number of special reserved balls when the fluctuation display starts is "2 to 4". For this reason, for example, in the time-saving state, if the result of the second special pattern hit / miss judgment is a miss and the number of special reserved balls for the second special pattern when the fluctuation display of the second special pattern starts is "2", "3", or "4", the fluctuation pattern P17 does not appear.

[0239] The fluctuation pattern judgment value corresponding to the fluctuation pattern P18 is set to "10 to 198" when the number of special reserved balls when the fluctuation display starts is "2 to 4", and is not set when the number of special reserved balls when the fluctuation display starts is "1". In other words, the fluctuation pattern judgment value corresponding to the fluctuation pattern P18 is set when the number of special reserved balls when the fluctuation display starts is "2 to 4", and is not set when the number of special reserved balls when the fluctuation display starts is "1". For this reason, for example, in the time-saving state, if the result of the second special pattern hit / miss judgment is a miss and the number of special reserved balls for the second special pattern when the fluctuation display of the second special pattern starts is "1", the fluctuation pattern P18 does not appear.

[0240] According to such a second variation pattern table, for example, even if a game ball enters the second start hole 21 (also called "second start ball entry") in a time-saving state (low probability high base state or high probability high base state), and the number of reserved balls in the special chart 2 when the pre-determination (S317) of the variation pattern related to the second start ball entry is performed is different from the number of reserved balls in the special chart 2 when the special chart 2 variation pattern selection process (S1203) related to the second start ball entry is performed (when the variation display starts), there will be no inconsistency between the performance based on the result of the pre-determination (special chart 2 start ball entry command) related to the second start ball entry and the variation pattern determined at the start of the variation, for the variation patterns P11 to P13 (big hit variation pattern) and the variation pattern P14 (miss variation pattern). The reason for this is the same as in the case of the first variation pattern table described above, so an explanation will be omitted.

[0241] Here, in the fluctuation pattern table, among the fluctuation pattern judgment values ​​(judgment information) set for each of the multiple fluctuation patterns, the judgment values ​​(judgment values ​​that are the same regardless of the number of balls reserved for the special chart when the fluctuation display is started) set for each of the fluctuation patterns P1 to P3 (jackpot fluctuation patterns), fluctuation patterns P4, P5 (miss fluctuation patterns), fluctuation patterns P11 to P13 (jackpot fluctuation patterns) and fluctuation pattern P14 are also called "specific judgment information", and any or all of the fluctuation patterns P1 to P3 (jackpot fluctuation patterns) and fluctuation patterns P4, P5 (miss fluctuation patterns) that correspond to the specific judgment information are also called "specific fluctuation patterns", and any or all of the other fluctuation patterns P6 to P10 and P15 to P18 (fluctuation patterns different from the specific fluctuation patterns) are also called "non-specific fluctuation patterns".

[0242] When a pre-determination of the fluctuation pattern is made based on the first fluctuation pattern table, it is possible to determine which of fluctuation patterns P1 to P10 (multiple fluctuation patterns) the fluctuation pattern of the fluctuation display based on the special chart reservation to be determined will be, or to determine whether or not it will be fluctuation pattern P1, P2, P3, P4 or P5 (specific fluctuation pattern) among fluctuation patterns P1 to P10 (multiple fluctuation patterns), and it is possible to execute a performance (pre-performance) based on the results of these determinations.

[0243] In the advance judgment of the fluctuation pattern based on the first fluctuation pattern table, the judgment of whether the fluctuation pattern of the fluctuation display based on the reserved special chart to be judged becomes a specific fluctuation pattern or not can be performed by judging whether the random number value for determining the fluctuation pattern (fluctuation pattern determination information) obtained based on the starting ball matches with a judgment value (judgment information) among the fluctuation pattern judgment values ​​in the first fluctuation pattern table that is considered to be the same regardless of the number of balls in the reserved special chart (if the result of the advance judgment of whether or not it is a hit is a jackpot, it is "0 to 74", "75 to 149", or "150 to 198", and if it is a miss, it is "0 to 3" or "4 to 7").

[0244] When a pre-determination of the fluctuation pattern is made based on the second fluctuation pattern table, it is possible to determine which of the fluctuation patterns P11 to P18 (multiple fluctuation patterns) the fluctuation pattern of the fluctuation display based on the reserved special chart to be determined will be, or to determine whether or not it will be fluctuation pattern P11, P12, P13 or P14 (specific fluctuation pattern) among the fluctuation patterns P11 to P18 (multiple fluctuation patterns), and it is possible to execute a performance (pre-performance) based on the results of these determinations.

[0245] In the advance judgment of the fluctuation pattern based on the second fluctuation pattern table, whether or not the fluctuation pattern of the fluctuation display based on the reserved special chart to be judged becomes a specific fluctuation pattern can be judged by judging whether or not the random number value for determining the fluctuation pattern (fluctuation pattern determination information) obtained based on the starting ball matches with a judgment value (judgment information) among the fluctuation pattern judgment values ​​in the second fluctuation pattern table that is considered to be the same regardless of the number of balls in the reserved special chart (if the result of the advance judgment of whether or not the result is a jackpot, it is "0 to 69," "70 to 139," or "140 to 198," and if it is a miss, it is "0 to 1").

[0246] [General Action Processing] The game control microcomputer 81 performs the normal symbol operation process (S206) shown in Fig. 14 after the start ball entry process (S205). In the normal symbol operation process (S206), the process related to the normal symbol display 42 and the variable winning device 22 is divided into four stages, and each stage is assigned a normal symbol operation status "1" to "4". If the normal symbol operation status is "1" (YES in S401), the normal symbol standby process (S402) is performed; if it is "2" (NO in S401, YES in S403), the normal symbol variable process (S404) is performed; if it is "3" (NO in both S401 and S403, YES in S405), the normal symbol determination process (S406) is performed; if it is "4" (NO in all of S401, S403, and S405), the normal electric accessory process (S407) is performed. The default setting for the map operation status is "1".

[0247] [Normal pattern waiting process] As shown in FIG. 15, in the normal symbol waiting process (S402), first, it is determined whether the number of reserved balls for the normal symbol is "0" (S501), and if it is "0" (YES in S501), this process is terminated without performing the process after S502. On the other hand, if it is not "0" (NO in S501), the normal symbol hit / miss determination process described later is performed (S502), and then the normal symbol change pattern selection process is performed (S503). In the normal symbol change pattern selection process, by referring to the normal symbol change pattern selection table shown in FIG. 8(D), if the game state is in the time-saving state, the normal symbol change pattern with a normal symbol change time of 1 second is selected. On the other hand, if the game state is not in the time-saving state, the normal symbol change pattern with a normal symbol change time of 30 seconds is selected.

[0248] Next, after performing the normal pattern random number shift process (S504) described later, the normal pattern variation start process (S505) is performed, and this process ends. In the normal pattern variation start process (S505), the normal pattern variation display is started based on the normal pattern variation pattern selected in S503, and the normal operation status is set to "2". In addition, in the normal pattern variation start process, a normal pattern variation start command is set to notify the sub-control board 90 of the start of the normal pattern variation.

[0249] [Normal pattern match determination process] As shown in FIG. 16, in the normal symbol hit / miss judgment process (S502), first, the value (label-TRND-H) of the random number counter for normal symbol hit / miss judgment (oldest memory) stored in the lowest area of ​​the normal symbol reservation memory section (i.e., the RAM area corresponding to the first normal symbol reservation) is read (S601). Next, it is judged whether the time-saving flag is ON (whether the game state is in the time-saving state or not) (S602). If it is judged that the time-saving flag is ON, that is, that the game state is in the time-saving state (YES in S602), a high probability normal symbol hit / miss judgment is made based on the table for the time-saving state (hit judgment value is "0" to "239") among the normal symbol hit judgment tables shown in FIG. 8 (C) (S604), and the process proceeds to S605. That is, it is judged whether the value (label-TRND-H) of the random number counter for normal symbol hit / miss judgment that has been read out matches any of the hit judgment values.

[0250] On the other hand, if it is determined in S602 that the time-saving flag is not ON, i.e., that the game is not in the time-saving state (NO in S602), a low-probability normal pattern hit determination is made based on the table for the non-time-saving state (hit determination values ​​are "0" and "1") among the normal pattern hit determination tables shown in Figure 8 (C) (S603), and processing proceeds to S605.

[0251] In S605, it is determined whether the result of the normal symbol hit / miss judgment (S603, S604) is a hit (normal symbol hit) or not (S605), and if it is determined that it is not a hit (miss) (NO in S605), the missing normal symbol (normal symbol miss symbol) to be displayed as a stop is determined (S606), and the process ends. On the other hand, if it is determined that it is a hit (normal symbol hit) (YES in S605), the winning normal symbol (normal symbol hit symbol) to be displayed as a stop is determined (S607), the normal symbol hit flag is turned ON (S608), and the process ends.

[0252] [Normal pattern random number shift processing] As shown in FIG. 17, in the normal pattern random number shift process (S504), first, the number of reserved normal pattern balls is subtracted by 1 (S701). Next, the storage location of each reserved normal pattern in the reserved normal pattern memory unit is shifted one position from the current position to the side to be read (S702). Then, the address space which is the storage location of the top reserved memory in the reserved normal pattern memory unit is made empty ("0"), that is, the RAM area corresponding to the fourth reserved normal pattern is cleared to 0 (S703), and the process is completed. In this way, the reserved normal patterns are consumed in the order of reservation.

[0253] [Normal pattern change processing] As shown in FIG. 18, in the normal pattern change process (S404), first, it is determined whether the normal pattern change time has elapsed (S801), and if it has not elapsed (NO in S801), this process ends without performing the process from S802 onwards. On the other hand, if the normal pattern change time has elapsed (YES in S801), a normal pattern change stop command is set (S802) and the normal pattern operation status is set to "3" (S803). Then, other processes such as stopping the display of the normal pattern (ending the display of the normal pattern change) with the display result (won normal pattern or lost normal pattern) according to the result of the random number for determining whether the normal pattern is a hit or miss are performed (S804), and this process ends.

[0254] [Normal pattern confirmation process] As shown in FIG. 19, in the normal pattern determination process (S406), first, it is determined whether or not the normal pattern hit flag is ON (S901). If the normal pattern hit flag is not ON (NO in S901), the normal pattern operation status is set to "1" (S905), and this process ends. On the other hand, if the normal pattern hit flag is ON (YES in S901), it is determined whether or not the time-saving flag is ON, that is, whether or not the time-saving state is in progress (S902). Then, if the time-saving state is in progress (YES in S902), the opening pattern during the time-saving state is set as the opening pattern of the variable winning device 22 (second starting hole 21) (S903). As described above, the opening pattern during the time-saving state is an opening pattern in which a 2.0-second opening is repeated three times. In response to this, in S903, the opening pattern of the second start port 21 during the time-saving state is set, and the second start port opening counter, which counts the number of times the second start port 21 is opened, is set to "3".

[0255] On the other hand, if the game is not in the time-saving state (NO in S902), the opening pattern during the non-time-saving state is set as the opening pattern of the variable winning device 22 (second starting hole 21) (S906). As described above, the opening pattern during the non-time-saving state is an opening pattern in which a 0.2-second opening is performed once. In response to this, in S906, the opening pattern during the non-time-saving state of the second starting hole 21 is set, and the second starting hole opening counter, which counts the number of times the second starting hole 21 has been opened, is set to "1". Then, following the setting of the opening pattern (S903, S906), the normal operation status is set to "4" (S904), and this process is terminated.

[0256] [Normal electric accessory processing] As shown in Fig. 20, in the normal electric accessory process (S407), first, it is determined whether the normal winning end flag is ON (S1001). The normal winning end flag is a flag indicating that the opening of the second starting hole 21 has ended in the auxiliary game that was executed as a winning one.

[0257] If the normal hit end flag is not ON (NO in S1001), it is determined whether or not second start port 21 is being opened (S1002). If it is not being opened (NO in S1002), it is determined whether or not the time (timing) to open second start port 21 has arrived (S1003). If not (NO in S1003), this process ends. If it has arrived (YES in S1003), second start port 21 is opened (S1004), and this process ends. On the other hand, if the second starting port 21 is open (YES in S1002), it is determined whether the time has come to close the second starting port 21 (i.e. whether a predetermined opening time has elapsed since the second starting port 21 was opened) (S1005), and if it has not come (NO in S1005), this processing is terminated, and if it has come (YES in S1005), the second starting port 21 is closed (S1006).

[0258] Following the closing process of the second start hole 21 (S1006), the value of the second start hole opening counter is decremented by 1 (S1007), and it is determined whether the value of the second start hole opening counter is "0" or not (S1008). If it is not "0" (NO in S1008), this process is terminated to open the second start hole 21 again. On the other hand, if the value of the second start hole opening counter is "0" (YES in S1008), a normal win end process is performed to end the auxiliary game (S1009), and a normal win end flag is set (S1010), and this process is terminated. Note that the second start hole opening counter becomes "0" when the second start hole 21 is opened (the opening operation of the movable member 23) three times during the time-saving state, and becomes "0" when the second start hole 21 is opened once during the non-time-saving state.

[0259] On the other hand, if it is determined in S1001 that the normal symbol winning end flag is ON (YES in S1001), the opening operation of the second starting port 21 for the number of times set in S903 or S906 has ended, so the normal symbol winning end flag is turned OFF (S1011), the normal symbol winning flag is turned OFF (S1012), the normal symbol operation status is set to "1" (S1013), and this process is terminated. As a result, in the next interrupt process, the normal symbol waiting process (S402) will be executed again as the normal symbol operation process (S206).

[0260] [Special diagram action processing] As shown in Fig. 11, the game control microcomputer 81 performs special symbol operation processing (S207) following normal symbol operation processing (S206). As shown in Fig. 21, in the special symbol operation processing (S207), the processing related to the special symbol display device 41 and the big winning device 31 is divided into four stages, and each stage is assigned one of the special symbol operation statuses "1" to "4".

[0261] If the "special symbol operation status" is "1" (YES in S1101), special symbol waiting processing (S1102) is performed; if it is "2" (NO in S1101, YES in S1103), special symbol changing processing (S1104) is performed; if it is "3" (NO in both S1101 and S1103, YES in S1105), special symbol determination processing (S1106) is performed; and if it is "4" (NO in S1101, S1103, S1105), special electric device processing (S1107) is performed as a jackpot game. The initial setting for the special symbol operation status is "1."

[0262] [Special pattern waiting process] As shown in FIG. 22, in the special symbol waiting process (S1102), first, it is determined whether the number of reserved balls in the second starting hole 21 (i.e., the number of reserved balls in the special symbol 2) is "0" (S1201). If the number of reserved balls in the special symbol 2 is "0" (YES in S1201), that is, if there is no memory of the random number counter value (obtained random number value, obtained information) acquired due to the ball entering the second starting hole 21, it is determined whether the number of reserved balls in the first starting hole 20 (i.e., the number of reserved balls in the special symbol 1) is "0" (S1206). If the number of reserved balls for special chart 1 is also "0" (YES in S1206), that is, if there is no memory of the random number counter value acquired due to a ball entering the first starting hole 20, it is determined whether or not the display screen 7a of the image display device 7 is being processed to be a standby screen (a demo screen for waiting for customers is being executed) (S1211). If so (YES in S1211), this process ends without processing S1212, and if not (NO in S1211), a standby screen setting process is executed to display the standby screen (S1212). The standby screen includes the aforementioned performance setting screen (not shown).

[0263] In the standby screen setting process (S1212), when the number of reserved balls for special charts (the number of reserved balls for special chart 1 and the number of reserved balls for special chart 2) is "0" and a predetermined time (e.g., 60 seconds) has elapsed in a state where variable play is not being performed, a standby screen is displayed on the display screen 7a. The state in which the standby screen is displayed, that is, the state in which the number of reserved balls for special charts is "0" and a variable play is not being performed continues for a predetermined time (e.g., 60 seconds), is also called a "standby state" or a "waiting for customers state."

[0264] If S1201 determines that the number of reserved balls for Special Chart 2 is not "0" (NO in S1201), that is, if there is one or more memories of random number counter values ​​(obtained random number values, obtained information) obtained due to a ball entering the second starting hole 21, the following Special Chart 2 hit / miss determination process (S1202), Special Chart 2 change pattern selection process (S1203), Special Chart 2 random number shift process (S1204), and Special Chart 2 change start process (S1205) are performed in this order. In addition, if the number of reserved balls for special chart 2 is "0" but the number of reserved balls for special chart 1 is not "0" (YES in S1201, NO in S1206), that is, if there is no memory of a random number counter value related to the second starting hole 21 but there is one or more memories of random number counter values ​​(acquired random number values, acquired information) obtained due to a ball entering the first starting hole 20, the special chart 1 hit / miss determination process (S1207), special chart 1 change pattern selection process (S1208), special chart 1 random number shift process (S1209), and special chart 1 change start process (S1210) described below are performed in this order.

[0265] In this embodiment, the display of the first special symbol based on the reserved first special symbol is performed only when the reserved second special symbol is "0" (YES in S1201). In other words, the consumption of the reserved second special symbol (display of the variable second special symbol) is executed in priority to the consumption of the reserved first special symbol (display of the variable first special symbol). In this embodiment, the judgment of whether or not the player has won based on the reserved second special symbol is more likely to result in a jackpot that is more profitable for the player than the judgment of whether or not the player has won based on the reserved first special symbol (see FIG. 8(B)).

[0266] [Special diagram 2 correctness judgment processing] As shown in FIG. 23, in the special pattern 2 hit / miss judgment process (S1202), first, the random number value (label-TRND-A) for the special pattern hit / miss judgment stored in the lowest area of ​​the second special pattern reserved memory section of the RAM (i.e., the RAM area corresponding to the first one of the second special pattern reserved) (oldest memory) is read (S1301). Next, it is judged whether the probability variable flag is ON or not, that is, whether it is in a high probability state or not (S1302). Then, if it is not in a high probability state (NO in S1302), that is, if it is in a normal state, a hit / miss judgment is made based on the hit judgment table for the normal state (the hit judgment value is "3" and "397") in the hit judgment table (see FIG. 8(A)) (S1303). On the other hand, if it is in a high probability state (YES in S1302), a hit / miss judgment is made based on the hit judgment table for the high probability state in the hit judgment table (see FIG. 8(A)) (S1304). In the jackpot determination table for high probability states, the jackpot determination values ​​are "3," "53," "113," "173," "227," "281," "337," "397," "449," and "503."

[0267] If the result of the hit / miss judgment (S1303, S1304) is a "jackpot" (YES in S1305), the random number value for determining the type of jackpot (label-TRND-AS) acquired (stored) together with the random number value for determining the type of special symbol read in S1301 is read out, the type of jackpot is judged based on the jackpot type judgment table shown in Fig. 8(B) (S1307), the jackpot symbol is determined based on the value of the random number for determining the type of jackpot (S1308), the jackpot flag is turned ON (S1309), and this process ends. On the other hand, if the result of the hit / miss judgment (S1303, S1304) is not a "jackpot" (NO in S1305), the miss symbol is determined (S1306), and this process ends.

[0268] Here, when determining the type of jackpot, in the case of a hit / miss judgment related to the first special symbol (also called "Special symbol 1 hit / miss judgment"), the type of jackpot is determined using the hit type judgment table for the first special symbol, and in the case of a hit / miss judgment related to the second special symbol (also called "Special symbol 2 hit / miss judgment"), the type of jackpot is determined using the hit type judgment table for the second special symbol. Note that the hit / miss judgment for the special symbol and the hit type judgment may each be called "judgment", or the judgment of the hit and which hit symbol will be obtained may also be called "judgment". These results may also be called "judgment results".

[0269] The main control unit 80 (game control microcomputer 81) that executes the win / loss judgment (S1303, S1304) for the second special symbol functions as a "special symbol 2 win / loss judgment execution means." The win / loss judgment for the second special symbol (S1303, S1304) corresponds to a process that determines whether or not to control the gaming state of the pachinko gaming machine 1 to a jackpot gaming state (special gaming state). Therefore, the main control unit 80 (game control microcomputer 81) that executes the win / loss judgment for the second special symbol (S1303, S1304) also functions as a "special gaming determination means."

[0270] [Special Chart 2 Variation Pattern Selection Processing] As shown in FIG. 22, in the special symbol waiting process (S1102), the special symbol 2 hit / miss determination process (S1202) is followed by the special symbol 2 variation pattern selection process (S1203). As shown in FIG. 24 and FIG. 25, in the special symbol 2 variation pattern selection process (S1203), first, it is determined whether the game state is in a time-saving state (whether the time-saving flag is ON or not) (S1401). As a result, if it is determined that the time-saving state is not in (NO in S1401), that is, if it is in a non-time-saving state, it is next determined whether the big win flag is ON or not (S1402).

[0271] In addition, in the non-time-saving state (low base state), the display of the variation of the first special symbol triggered by the ball entering the first starting hole 20 is mainly performed, and the display of the variation of the second special symbol is rarely performed. Therefore, in the non-time-saving state, the process related to the selection (setting) of the variation pattern of the second special symbol is rarely executed. For example, if the second special symbol reservation is stored when the game state transitions from the time-saving state (high base state) to the non-time-saving state (low base state), the second special symbol reservation will be consumed in the non-time-saving state, and in this case, the process related to the selection (setting) of the variation pattern of the second special symbol is executed in the non-time-saving state.

[0272] When it is determined in S1402 that the jackpot flag is ON (YES in S1402), the random number value for determining whether or not the special symbol has been hit is read out in S1301 and the random number value for determining the fluctuation pattern (label-TRND-T1) acquired (stored) in S308 is read out, and a fluctuation pattern is selected based on the table for non-time-saving jackpots (the portion of the fluctuation pattern table for non-time-saving states shown in FIG. 9A that corresponds to a jackpot) (S1403). In S1403, one of the fluctuation patterns P1 to P3 is selected. In other words, when a jackpot fluctuation is executed in a non-time-saving state, the fluctuation pattern of the jackpot fluctuation is determined to be one of P1 to P3. When the fluctuation pattern is determined, the fluctuation time is also determined.

[0273] On the other hand, if it is determined in S1402 that the jackpot flag is not ON (NO in S1402), it is then determined whether the reserved number of the second special symbol is "1" or "2" (S1405). The reserved number in this process is the number of memories including the information that determines the variation pattern by this process, so the number of reserved memories is set to any value from "1" to "4".

[0274] If it is determined in S1405 that the reserved number is "1" or "2" (YES in S1405), the random number value for determining the variation pattern (label-TRND-T1) acquired (stored) together with the random number value for determining whether or not the special pattern was hit and read in the above-mentioned S1301 is read, and a variation pattern is selected based on the first reserved number miss table (the part of the variation pattern table for the non-time-saving state shown in FIG. 9A that corresponds to a miss and the reserved number of balls "1, 2") (S1406). In S1406, one of the variation patterns P4 to P8 is selected. In other words, when a miss variation is executed in the non-time-saving state and the reserved number at the start of the variation is "1" or "2", the variation pattern of the miss variation is determined to be one of P4 to P8.

[0275] If it is determined in S1405 that the reserved number is not "1" or "2" (NO in S1405), it is determined whether the reserved number of the second special symbol is "3" or not (S1407). Then, if it is determined that the reserved number is "3" (YES in S1407), the random number value for determining the variation pattern (label-TRND-T1) acquired (stored) together with the random number value for determining whether the special symbol is hit or not read in the above-mentioned S1301 is read, and a variation pattern is selected based on the table for the second reserved number miss (the part of the variation pattern table for the non-time-saving state shown in FIG. 9A that corresponds to miss and the reserved ball number "3") (S1408). In S1408, one of the variation patterns P4 to P7, P9 is selected. In other words, when a miss variation is executed in the non-time-saving state and the reserved number at the start of the variation is "3", the variation pattern of the miss variation is determined to be one of P4 to P7, P9.

[0276] If it is determined in S1407 that the reserved number is not "3" (NO in S1407), that is, if the reserved number is "4", the random number value for determining the variation pattern (label-TRND-T1) acquired (stored) together with the random number value for determining whether or not the special pattern was hit, read out in the above-mentioned S1301, and select a variation pattern based on the third reserved number miss table (the part of the variation pattern table for the non-time-saving state shown in FIG. 9A that corresponds to a miss and the reserved number of balls "4") (S1409). In S1409, one of the variation patterns P4 to P7, P10 is selected. In other words, if a miss variation is executed in the non-time-saving state and the reserved number at the start of the variation is "4", the variation pattern of the miss variation is determined to be one of P4 to P7, P10.

[0277] Here, the variation pattern with the shortest variation time selectable in the first reserved number missing table (12000 ms) has a longer variation time than that in the second reserved number missing table (4000 ms) and the third reserved number missing table (2000 ms). Also, the first reserved number missing table is set so that the variation time is relatively longer than that in the second reserved number missing table and the third reserved number missing table. Therefore, when a miss variation is executed in a non-time-saving state, when the reserved number at the start of the variation is less than "3", the variation time becomes relatively longer, while when the reserved number is "3" or more, the variation time becomes relatively shorter, and when the reserved number is "4", it becomes even shorter. This makes it possible to efficiently consume the miss variation while making it difficult for the variation display (variation play) to be interrupted.

[0278] Next, the process related to the selection (determination) of the special symbol 2 variation pattern in the time-saving state will be described. That is, when it is determined in S1401 that the time-saving state is present (YES in S1401), it is determined whether the jackpot flag is ON or not (S1410). As a result, when it is determined that the jackpot flag is ON (YES in S1410), the random number value for determining the variation pattern (label-TRND-T1) acquired (stored) together with the random number value for determining whether or not the special symbol is hit, which was read out in the above-mentioned S1301, is read out, and a variation pattern is selected based on the time-saving state jackpot table (the part corresponding to the jackpot in the variation pattern table for the time-saving state shown in FIG. 9B) (S1411). In S1411, one of the variation patterns P11 to P13 is selected. That is, when a jackpot variation is executed in the time-saving state, the variation pattern of the jackpot variation is determined to be one of P11 to P13.

[0279] On the other hand, if it is determined in S1408 that the jackpot flag is not ON (NO in S1408), it is determined whether the reserved number is "1" or not (S1412). The reserved number here is the same as described above, and the reserved number is set to any value from "1" to "4". If it is determined in S1412 that the reserved number is "1" (YES in S1412), the random number value for determining the fluctuation pattern (label-TRND-T1) acquired (stored) together with the random number value for determining whether the special symbol is hit or not read in the above-mentioned S1301 is read, and a fluctuation pattern is selected based on the third reserved number miss table (the part of the fluctuation pattern table for the time-saving state shown in FIG. 9B that corresponds to miss and the reserved ball number "1") (S1413). In S1413, one of the fluctuation patterns P14 to P17 is selected. In other words, when a miss variation is executed in the time-saving state and the number of reserved numbers at the start of the variation is "1", the variation pattern of the miss variation is determined to be one of P14 to P17.

[0280] When it is determined in S1412 that the reserved number is not "1" (NO in S1412), that is, when the reserved number is any of "2" to "4", the random number value for determining the variation pattern (label-TRND-T1) acquired (stored) together with the random number value for determining whether or not the special pattern was selected in S1301 described above is read out, and a variation pattern is selected based on the fourth table for the number of reserved balls that is lost (the portion of the variation pattern table for the time-saving state shown in FIG. 9B that corresponds to a lost ball and the number of reserved balls that is "2 to 4") (S1414). In S1414, one of the variation patterns P14 to P16, P18 is selected. In other words, when a loss variation is executed in the time-saving state and the reserved number at the start of the variation is any of "2" to "4", the variation pattern of the loss variation is determined to be one of P14 to P16, P18.

[0281] Here, the variation pattern selected in the case of a miss in the time-saving state is more likely to have a shorter variation time (1000 ms) than the variation pattern selected in the case of a miss in the non-time-saving state. This is to speed up the consumption speed of the special chart reservation (miss variation) in the time-saving state. This makes it possible to quickly progress the variation game during the time-saving state and efficiently aim for a jackpot.

[0282] After the variation pattern is selected as described above, other processing shown in Fig. 24 is performed (S1404), and this processing ends. In the other processing (S1404), a variation pattern designation command corresponding to the selected variation pattern is set in the output buffer of the RAM, etc. The set variation pattern designation command is included in a variation start command, which will be described later, and is transmitted to the sub-control unit 90 by the output processing (S201).

[0283] In addition, the types and number of special pattern change patterns (also called "special pattern change patterns") are not limited to those shown in this embodiment (see Figures 9A and 9B), and the types and number are arbitrary, such as increasing or decreasing the change patterns compared to this embodiment.

[0284] [Special Illustration 2: Random Number Shift Processing] As shown in FIG. 26, in the special chart 2 random number shift process (S1204), first, the number of reserved balls in the special chart 2 is subtracted by 1 (S1501). Next, the storage location of various counter values ​​in the second special chart reserved memory unit is shifted to the lower side (for example, to the address "0000" side when the second special chart reserved memory unit consists of an address space corresponding to addresses "0000" to "0003") (S1502). Then, "0" is set in the top address space of the second special chart reserved memory unit (S1503), and this process is completed.

[0285] After the special symbol 2 random number shift process (S1204) is executed, the special symbol 2 variation start process (S1205) is executed as shown in Fig. 22. In the special symbol 2 variation start process (S1205), the special symbol operation status is set to "2" and the variation start command is set in the output buffer of the RAM to start the variation display of the second special symbol.

[0286] [Special Diagram 1 Correctness Judgment Processing] As shown in FIG. 27, in the special symbol 1 hit / miss judgment process (S1207), the process (S1601-S1609) is performed in the same flow as the special symbol 2 hit / miss judgment process (S1202) shown in FIG. 23. Therefore, detailed description of this process is omitted. However, since this process is a process related to the special symbol 1, in S1601, the random number value for special symbol hit / miss judgment stored in the lowest area of ​​the first special symbol reservation memory section of the RAM (i.e., the RAM area corresponding to the first one of the first special symbol reservations) is read and processed. The main control unit 80 (game control microcomputer 81) that executes the hit / miss judgment related to the first special symbol (S1603, S1604) functions as a "special symbol 1 hit / miss judgment execution means". In addition, the hit / miss judgment related to the first special symbol (S1603, S1604) corresponds to a process that determines whether or not to control the game state of the pachinko game machine 1 to a jackpot game state (special game state). Therefore, the main control unit 80 (game control microcomputer 81) that executes the win / loss judgment regarding the first special symbol (S1603, S1604) also functions as a "special game determination means."

[0287] [Special Chart 1 Variation Pattern Selection Processing] As shown in Figures 28 and 29, in the special chart 1 variation pattern selection process (S1208), processing (S1701 to S1714) is performed in the same flow as the special chart 2 variation pattern selection process (S1203) shown in Figures 24 and 25. Therefore, detailed description of this process will be omitted.

[0288] In addition, in the time-saving state (high base state), the display of the variation of the second special symbol triggered by the ball entering the second starting hole 21 is mainly performed, so the display of the variation of the first special symbol is rarely performed. Therefore, the process related to the selection (setting) of the variation pattern of the first special symbol is rarely performed in the time-saving state. For example, in the time-saving state (high base state), if the second special symbol reservation is all consumed (number of reserved balls for special symbol 2 = "0") and the first special symbol reservation is stored, the first special symbol reservation will be consumed in the time-saving state, so in this case, the process related to the selection (setting) of the variation pattern of the first special symbol is performed in the time-saving state.

[0289] Here, in the variation pattern selection process (S1203, S1208), the variation pattern of the special symbol variation display is determined based on the result of the hit / miss judgment (the result of the judgment by the special game decision means), the number of reserved balls at the start of the variation (the number of reserved balls stored when the variation display starts), the random number value for determining the variation pattern acquired based on the starting ball (variation pattern decision information acquired by the acquisition means), and the variation pattern judgment value (predetermined judgment information) of the variation pattern table. The main control unit 80 (game control microcomputer 81) that executes the variation pattern selection process (S1203, S1208) functions as the "variation pattern decision means".

[0290] Then, when determining the jackpot fluctuation pattern based on the fluctuation pattern table for the non-time-saving state, if the random number value for determining the fluctuation pattern obtained based on the starting ball is "0 to 74", the fluctuation pattern is determined to be P1 regardless of the number of balls reserved for the special chart, if the random number value for determining the fluctuation pattern is "75 to 149", the fluctuation pattern is determined to be P2 regardless of the number of balls reserved for the special chart, and if the random number value for determining the fluctuation pattern is "150 to 198", the fluctuation pattern is determined to be P3 regardless of the number of balls reserved for the special chart (see FIG. 9A). Therefore, in the non-time-saving state, it is possible to make the jackpot fluctuation by any of the fluctuation patterns P1 to P3 appear regardless of the number of balls reserved at the start of the fluctuation. In other words, it is possible to fix (stabilize) the appearance mode of the fluctuation patterns P1 to P3.

[0291] In addition, when selecting (determining) a miss fluctuation pattern based on the fluctuation pattern table for the non-time-saving state, if the random number value for determining the fluctuation pattern acquired based on the starting ball is "0 to 3", the fluctuation pattern is determined to be P4 regardless of the number of balls reserved for the special chart, if the random number value for determining the fluctuation pattern is "4 to 7", the fluctuation pattern is determined to be P5 regardless of the number of balls reserved for the special chart, and if the random number value for determining the fluctuation pattern is a value other than "0 to 7" ("8 to 198"), the fluctuation pattern is determined to be one of P6 to P10 according to the number of balls reserved for the special chart (see FIG. 9A). Therefore, in the non-time-saving state, it is possible to make a miss fluctuation due to the fluctuation pattern P4 or P5 appear regardless of the number of reserved balls at the start of the fluctuation, while it is possible to make a miss fluctuation due to one of the fluctuation patterns P6 to P10 appear depending on the number of reserved balls at the start of the fluctuation. In other words, it is possible to fix (stabilize) the appearance mode for the fluctuation patterns P4 and P5, and it is possible to adjust the appearance mode for the fluctuation patterns P6 to P10 depending on the number of reserved balls at the start of the fluctuation.

[0292] In addition, when determining the jackpot fluctuation pattern based on the fluctuation pattern table for the time-saving state, if the random number value for determining the fluctuation pattern obtained based on the starting ball is "0 to 69", the fluctuation pattern is determined to be P11 regardless of the number of balls reserved for the special chart, if the random number value for determining the fluctuation pattern is "70 to 139", the fluctuation pattern is determined to be P12 regardless of the number of balls reserved for the special chart, and if the random number value for determining the fluctuation pattern is "140 to 198", the fluctuation pattern is determined to be P13 regardless of the number of balls reserved for the special chart (see FIG. 9B). Therefore, in the time-saving state, it is possible to make the jackpot fluctuation by any of the fluctuation patterns P11 to P13 appear regardless of the number of balls reserved at the start of the fluctuation. In other words, it is possible to fix (stabilize) the appearance mode of the fluctuation patterns P11 to P13.

[0293] In addition, when selecting (determining) a miss fluctuation pattern based on the fluctuation pattern table for the time-saving state, if the random number value for determining the fluctuation pattern acquired based on the starting ball is "0 to 1", the fluctuation pattern is determined to be P14 regardless of the number of balls reserved for the special chart, and if the random number value for determining the fluctuation pattern is a value other than "0 to 1" ("2 to 198"), the fluctuation pattern is determined to be one of P15 to P18 according to the number of balls reserved for the special chart (see FIG. 9B). Therefore, in the time-saving state, it is possible to make a miss fluctuation due to the fluctuation pattern P14 appear regardless of the number of reserved balls at the start of the fluctuation, while it is possible to make a miss fluctuation due to one of the fluctuation patterns P15 to P18 appear depending on the number of reserved balls at the start of the fluctuation. In other words, it is possible to fix (stabilize) the appearance mode for the fluctuation pattern P14, and it is possible to adjust the appearance mode for the fluctuation patterns P15 to P18 depending on the number of reserved balls at the start of the fluctuation.

[0294] [Special Illustration 1: Random number shift processing] As shown in Fig. 30, in the special chart 1 random number shift process (S1209), first, the number of reserved balls in the special chart 1 is subtracted by 1 (S1801). Next, the storage location of various counter values ​​in the first special chart reserved memory unit is shifted downward by one (S2002). Then, "0" is set in the top address space of the first special chart reserved memory unit (S1803), and this process is completed.

[0295] After the special pattern 1 random number shift process (S1209) is executed, the special pattern 1 variation start process (S1210) is executed as shown in Fig. 22. In the special pattern 1 variation start process (S1210), the special pattern operation status is set to "2" and a variation start command is set in the output buffer of the RAM to start the variation display of the first special pattern.

[0296] [Special pattern change processing] As shown in Fig. 31, in the special symbol variation process (S1104), first, it is determined whether the variation time of the special symbol, that is, the variation time determined according to the variation pattern selected in the above-mentioned S1203 or S1208 (see Fig. 9), has elapsed (S1901). If it is determined that the variation time has not elapsed (NO in S1901), this process is terminated without performing the processes from S1902 onwards. This allows the variation display of the special symbol to continue.

[0297] On the other hand, if it is determined that the fluctuation time has elapsed (YES in S1901), a fluctuation stop command is set (S1902). Then, it is determined whether the high probability flag is ON (S1903), and if it is ON (YES in S1903), the high probability counter is decremented by 1 (S1904), and it is determined whether the value of the high probability counter is "0" (S1905). If it is determined that the high probability counter is "0" (YES in S1905), the high probability flag is turned OFF, and the process proceeds to S1907. The high probability state (high probability state) ends by the process of S1906. On the other hand, if it is determined in S1903 that the high probability flag is not ON (NO in S1903), or if it is determined in S1905 that the high probability counter is not "0" (NO in S1905), the process proceeds to S1907.

[0298] In S1907, it is determined whether the time-saving flag is ON (S1907), and if it is determined that the time-saving flag is ON (YES in S1907), the value of the time-saving counter that counts the number of times the variable display of the special pattern is performed during the time-saving state is decremented by 1 (S1908), and it is determined whether the value of the time-saving counter is "0" (S1909). If the value of the time-saving counter is "0" (YES in S1909), the time-saving flag is turned OFF (S1910), and the process proceeds to S1911. The time-saving state (and the high base state) ends by the process of S1910. On the other hand, if it is determined that the time-saving flag is not ON in S1907 (NO in S1907), or if it is determined that the value of the time-saving counter is not "0" in S1909 (NO in S1909), the process proceeds to S1911.

[0299] In S1911, the special symbol operation status is set to "3" (S1911). Then, other processing such as stopping the special symbol with a display result according to the judgment results of the special symbol hit / miss judgment random number and the jackpot type determination random number is performed (ending the variable display of the special symbol) (S1912), and this processing ends. When stopping (ending) the variable display of the special symbol, the game control microcomputer 81 sets the stopped display time (stopped display period) of the special symbol (stopped symbol). Then, when the set stopped display time (stopped display period) has elapsed, the special symbol determination processing (S1106) is performed.

[0300] In addition, the main control unit 80 (game control microcomputer 81) which executes processes (S1906, S1910) such as turning off the special probability flag when the value of the special probability counter becomes "0" and turning off the time-saving flag when the value of the time-saving counter becomes "0" functions as a "game state control means."

[0301] [Special design confirmation process] As shown in FIG. 32, in the special symbol determination process (S1106), first, it is determined whether the jackpot flag is ON (S2001). If the jackpot flag is ON (YES in S2001), it is then determined whether the determined jackpot (the current jackpot) is a 10R jackpot (S2002). As a result, if it is determined to be a 10R jackpot (YES in S2002), the round counter that counts the number of rounds executed during the jackpot game is set to "10" (S2003), and the process proceeds to S2009. On the other hand, if it is determined in S2002 that the jackpot is not a 10R jackpot (NO in S2002), the determined jackpot (the current jackpot) is a 5R jackpot, so the round counter is set to "5" (S2004), and the process proceeds to S2009.

[0302] In S2009, a large prize opening pattern corresponding to the type of the determined large prize (large prize type) is set (S2009), and the process proceeds to S2010. As described above, the opening pattern of the large prize opening is determined according to the type of the large prize (see FIG. 6), so in S2009, a large prize opening opening pattern (long opening, short opening, number of openings, etc.) corresponding to the determined large prize is set. Then, the opening operation of the large prize opening 30 based on the large prize opening opening pattern set in S2009 is executed in the large prize game (special game).

[0303] In S2010, the opening command for the jackpot is set to start the jackpot game (S2010). In this embodiment, as the opening command, a first opening command corresponding to the 10R 1st jackpot, a second opening command corresponding to the 10R 2nd to 5th jackpots, a third opening command corresponding to the 5R 6th jackpot, a fourth opening command corresponding to the 5R 7th jackpot, a fifth opening command corresponding to the 10R 8th jackpot, and a sixth opening command corresponding to the 10R 9th jackpot are provided in total as six types.

[0304] In S2010, an opening command corresponding to the type of the currently determined jackpot (the jackpot to be started) is set. Then, the main control unit 80 (game control microcomputer 81) transmits the set opening command to the sub-control unit 90 at a predetermined timing by the output process (S201). The sub-control unit 90, which receives the opening command, performs a process of executing a predetermined opening performance based on the opening command. In this embodiment, the opening command corresponding to the 10R second jackpot to the 5th jackpot is a common command (second opening command), and the 10R second jackpot to the 5th jackpot have a common opening performance (similar performance mode). This is to make it difficult for the player to determine the type of jackpot through the performance related to the jackpot (special jackpot) such as the opening performance, in consideration of the playability of RUB, that is, the playability that draws the player's attention to how long the long opening round will continue.

[0305] Next, the opening period of the big win game is started (S2011), and the special chart operation status is set to "4" (S2012). Also, if it is determined in S2001 that the big win flag is not ON (NO in S2001), the special chart operation status is set to "1" (S2013), and the process is terminated.

[0306] The opening period is a period that is set before the first opening operation of the big prize opening in a big win game is started and after the stop display time (also called the "stop display period" or "fixed stop period") of the special pattern (performance pattern) stopped and displayed in the big win pattern has elapsed, and is a period during which the variable display of the special pattern (performance pattern) cannot be executed. The opening period is also called the "start period", and the performance (opening performance) executed in the opening period (start period) is also called the "start performance". In this embodiment, the opening period is included in the special game state. The opening period may not be included in the special game state.

[0307] In this embodiment, the opening period (opening time) is determined by the type of the determined jackpot and the game state when the jackpot is determined (when the jackpot pattern is stopped and displayed), and the opening period can be specified by the above-mentioned opening command. Therefore, the sub-control unit 90 that receives the opening command can perform an opening performance based on the jackpot type and opening period specified by the opening command. The length of the opening period (opening time) is generally set to a length that allows the player to recognize that a jackpot game is about to start, and can be, for example, longer than the jackpot stop display time. In addition, the length of the opening period (opening time) may be made different depending on the game state when the jackpot occurs and the type of jackpot.

[0308] The main control unit 80 (game control microcomputer 81) which executes the above-mentioned special symbol waiting process (S1102), special symbol varying process (S1104), and special symbol determination process (S1106) functions as a "variable game execution means."

[0309] [Special electric device processing (jackpot play)] As shown in FIG. 33, in the special electric role processing (S1107), first, it is determined whether or not the probability variable flag is ON (S2101), and if it is determined that the probability variable flag is ON (YES in S2101), it is turned OFF (S2102), and then it is determined whether or not the time-saving flag is ON (S2103). If it is determined that the time-saving flag is ON in S2103 (YES in S2103), it is turned OFF (S2104), and the process proceeds to S2105. Note that if it is determined that the probability variable flag is not ON in S2101 (NO in S2101), the probability variable flag is OFF, so the process proceeds to S2103 without performing the process of S2102. Also, if it is determined that the time-saving flag is not ON in S2103 (NO in S2103), the time-saving flag is OFF, so the process proceeds to S2105 without performing the process of S2104. In other words, during the execution of the jackpot game, the game is controlled to a low probability state and a non-time-saving state. In this embodiment, since the game is always in a low base state during the non-time-saving state, the game is also controlled to a low base state during the execution of the jackpot game.

[0310] Next, it is determined whether the jackpot end flag is ON (S2105). The jackpot end flag is a flag indicating that all operation processes (opening process of the jackpot opening 30) of the jackpot game of the jackpot game have been completed (the jackpot game has ended). If the jackpot end flag is not ON (NO in S2105), it is then determined whether it is time to start a round (S2106). This is determined based on the jackpot opening pattern set for each jackpot type described above. For example, if it is before the start of the first round, it is determined whether the opening period has ended and it is the timing to execute the first opening process of the first round. Also, if the first round has already started, it is determined whether the previous round has ended and a predetermined interval time has passed (the interval period has ended).

[0311] When it is determined in S2106 that it is time to start a round (YES in S2106), a round start command for the corresponding round is set (S2107), and a special prize opening process is performed (S2108). This causes the special prize opening 30 to be in an open state, and a specific round begins. In S2107, a round start command that can specify the round to be started is set, for example, a "1R start command" for the start of the first round, and a "2R start command" for the start of the second round. The set round start command is transmitted to the sub-control unit 90 by the output process of S201. In addition, in the special prize opening process of S2108, the opening / closing member 32 is operated (opened) to open the special prize opening 30 based on a special prize opening opening pattern determined according to the type of special prize to be executed, that is, the special prize opening opening pattern set in S2009 described above.

[0312] If it is determined in S2106 that it is not time to start a round (NO in S2106), the process proceeds to S2112. Here, examples of cases in which it is determined that it is not time to start a round include an opening period before the start of a round, during a round game, and during an interval period after the end of a round game (during the closing process of the big prize opening).

[0313] In S2112, it is determined whether the special prize opening operation is being performed, that is, whether the special prize opening opened by the processing of S2108 is still open (during a round game) (S2112). If it is determined that the special prize opening operation is not being performed (during a round game) (NO in S2112), the process proceeds to S2116, and if it is determined that the special prize opening operation is being performed (during a round game) (YES in S2112), it is determined whether the end condition of the ongoing round game (round end condition) is met (S2113).

[0314] Here, the round end conditions in this embodiment are defined as follows: (1) the opening time (e.g., 25 seconds) of the special prize opening set in the ongoing round game, i.e., the execution time of the round game, has elapsed, and (2) a predetermined number (e.g., 10 balls) of game balls have entered the special prize opening in the ongoing round game. If either one of the conditions is met first, the round end condition is met based on the condition that was met first. If it is determined in S2113 that the round end condition is not met (NO in S2113), the process ends.

[0315] If it is determined in S2113 that the round end condition is met (YES in S2113), a round end command for the corresponding round is set (S2114), and the process proceeds to S2115. In S2114, a round end command that can specify the round to end is set, such as a "1R end command" for the end of the first round, or a "2R end command" for the end of the second round. The set round end command is sent to the sub-control unit 90 by the output process of S201.

[0316] In S2115, a special prize opening closing process is performed, and the opening / closing member 32 of the special prize opening 30 is operated (closed), to close the special prize opening 30 (S2115). In addition, in the special prize opening closing process (S2115), a closing time for keeping the special prize opening 30 closed, that is, an interval time, is set. As described above, in this embodiment, a first interval time (e.g., about 3 to 5 seconds) and a second interval time (e.g., about 0.5 to 1 second) are provided as interval times, so that the first interval time or the second interval time is set according to the type of the special prize game being executed and the number of rounds of the round game that has been completed (S2115).

[0317] Next, in S2116, it is determined whether the interval time has elapsed (S2116), and if it is determined that the interval time has not elapsed (it is during the interval period) (NO in S2116), this process ends as it is. On the other hand, if it is determined that the interval time has elapsed (YES in S2116), the round counter value is decremented by 1 (S2117), and it is determined whether the round counter value is "0" (S2118). Then, if it is determined that the round counter value is not "0" (NO in S2118), this process ends as it is. On the other hand, if it is determined that the round counter value is "0" (YES in S2118), as a jackpot ending process that ends the jackpot game, a jackpot ending command is set (S2119), a jackpot ending period is started (S2120), and a jackpot ending flag is turned ON (S2121), and this process ends. The value of the round counter becomes "0" when all rounds of play in the jackpot game being executed have been completed.

[0318] In S2119, an ending command corresponding to the game state at the time of the current jackpot occurrence, the type of the current jackpot, the game state after the jackpot game, etc. is selected from a plurality of predetermined ending commands, and the selected command is set. The ending period (ending time) to be executed (set) is determined by the type of ending command set in this way. The ending period is a period that is set after all opening operations of the large prize winning port 30 in the jackpot game are completed and before the variable display of the special pattern (performance pattern) can be executed. The ending period is also called the "end period". In the ending period (end period), the large prize winning port 30 is in a closed state. The performance executed in the ending period (end period) is also called the "ending performance" or "end performance". In this embodiment, the ending period is included in the special game state. The ending period may not be included in the special game state.

[0319] The main control unit 80 (game control microcomputer 81) transmits the ending command set in S2119 to the sub-control unit 90 at a predetermined timing by the output process (S201). Then, the sub-control unit 90 that receives the ending command performs a process of executing a predetermined ending performance based on the ending command.

[0320] If it is determined in S2105 that the jackpot end flag is ON (YES in S2105), the final round in the jackpot game has ended, so it is determined whether the jackpot ending time has elapsed, that is, whether the end timing of the ending period started in the above-mentioned processing of S2120 has arrived (S2122). As a result, if it is determined that the ending time has not elapsed (NO in S2122), this processing is terminated as it is. On the other hand, if it is determined that the ending time has elapsed (YES in S2122), the jackpot end flag is turned OFF (S2123), and a game state setting processing (S2124) described later is performed. Next, the jackpot flag is turned OFF (S2125), the special symbol operation status is set to "1" (S2126), and this processing is terminated. As a result, in the next interrupt processing, the special symbol standby processing (S1102) will be executed again as the special symbol operation processing (S207).

[0321] The main control unit 80 (game control microcomputer 81) which executes the above-mentioned special electric device processing (S1107) functions as a "special game execution means."

[0322] [Game status setting process] As shown in FIG. 34, in the game state setting process (S2124), first, it is determined whether the jackpot game that has ended this time is related to a probability variable jackpot (S2201). In this embodiment, as described above, since the three types of probability variable jackpots, 10R first jackpot, 5R second jackpot, and 10R fourth jackpot, are considered to be probability variable jackpots, in S2201, it is determined whether the game corresponds to any of the three types. Then, if it is determined that the game that has ended this time is a probability variable jackpot (YES in S2201), the probability variable flag is turned ON (S2202), the probability variable counter is set to "10,000" (S2203), the time-saving flag is turned ON (S2204), and the time-saving counter is set to "10,000" (S2205), and the process is terminated.

[0323] Here, the value set in the probability variation counter is the number of times that a special symbol hit / miss judgment (in other words, a variable display of a special symbol) can be performed in a high probability state. In this embodiment, the value of "10,000" (10,000 times) is set, taking into consideration the probability of a big win in a high probability state, the business hours of a gaming establishment in one day, and the number of times that a special symbol hit / miss judgment can be performed during the business hours, and the like, and is essentially the same as guaranteeing a high probability state until the next big win occurs or until the business hours end. Therefore, when the gaming state is set to a high probability state, it can be said that the high probability state is guaranteed until the next big win occurs (effectively the same). In addition, when the probability variation flag is ON, the time-saving counter is also set to "10,000", so that it can be said that the time-saving state (open extension state) is also set while this high probability state is set. In other words, when the big win game related to the probability variation big win ends, the gaming state becomes a "high probability high base state" (second gaming state). As in this embodiment, the high probability high base state may be set to the high probability counter and the time-saving counter with a value of "10,000", which effectively sets the high probability high base state until the next jackpot, or when the high probability flag and the time-saving flag are ON, control may be adopted such that no value is set in the counter, but the high probability high base state is set until the next jackpot occurs.

[0324] On the other hand, if it is determined in S2201 that the jackpot is not a probability variable jackpot (NO in S2201), that is, if the jackpot game that has ended this time is related to a non-probability variable jackpot (normal jackpot), the time-saving flag is turned ON without turning ON the probability variable flag (S2206), the time-saving counter is set to "100" (S2207), and the process ends. In this embodiment, as described above, the 5R third jackpot and the 10R fifth jackpot are two types of non-probability variable jackpots (normal jackpots), so when a jackpot game related to either of these two types ends, the game state becomes a "low probability high base state" (first game state). The low probability high base state ends when one of the following conditions is met: the special pattern variable display is performed 100 times (the special pattern hit / fail judgment is performed 100 times), or the next jackpot occurs.

[0325] The time-saving counter and the probability-changing counter count the total number of times the first special symbol changes and the second special symbol changes. The values ​​set (set) in the time-saving counter and the probability-changing counter are not limited to those in this embodiment, and can be arbitrarily determined in consideration of the playability, ball-discharging performance, and specifications of the pachinko game machine 1. Also, different values ​​may be set in each counter.

[0326] The main control unit 80 (game control microcomputer 81) which executes the above game state setting process (S2124) functions as a "game state control means."

[0327] [Reserved ball count processing] As shown in FIG. 11, the game control microcomputer 81 performs reserved ball number processing (S208) following the special symbol operation processing (S207). As shown in FIG. 35, in the reserved ball number processing (S208), first, the reserved ball number of special symbol 1, the reserved ball number of special symbol 2, and the reserved ball number of normal symbols stored in the RAM of the main control board 80 are read (S2501). Next, command data including information (storage information) indicating the read reserved ball number is generated as a reserved ball number command, and the command is set in the output buffer of the RAM (S2502). The reserved ball number command is provided for each of the reserved ball number of special symbol 1, the reserved ball number of special symbol 2, and the reserved ball number of normal symbols, and includes the reserved ball number command of special symbol 1, the reserved ball number command of special symbol 2, and the reserved ball number command of normal symbols. Either or both of the reserved ball number command of special symbol 1 and the reserved ball number command of special symbol 2 are also referred to as the "reserved ball number command of special symbol." The reserved ball count command (memorized information) set in S2502 is output (sent to the sub-control unit 90) by the output process (S201) in the next interrupt process (S105).

[0328] The sub-control unit 90 that has received the reserved ball number command can specify the current number of reserved balls for special pattern 1, the number of reserved balls for special pattern 2, and the number of reserved balls for normal pattern by analyzing the received reserved ball number command. Then, when it is determined that the number of reserved balls for special pattern has increased or decreased based on the received reserved ball number command for special pattern, the display contents of the effect reserved display area (first effect reserved display area 9c, second effect reserved display area 9d, variable reserved display area 9e) on the display screen 7a of the image display device 7 are updated accordingly. Specifically, for example, when the number of reserved balls for special pattern 1 increases by 1 from "3" to "4", the first effect reserved 9a corresponding to the increased number of reserved balls for special pattern 1 "4" is additionally displayed in the first effect reserved display area 9c. In addition, when the number of reserved balls for special chart 1 decreases by one from "2" to "1" (i.e., when the first special chart reservation is consumed), the first performance reservation 9a displayed at the left end of the first performance reservation display area 9c (the location corresponding to the number of reserved balls for special chart 1 "1", see Figure 3) is moved to the variable reservation display area 9e, and accordingly the first performance reservation 9a displayed in the first performance reservation display area 9c is moved (shifted) by one to the left (in the direction of decreasing the number of reservations).

[0329] When the number of reserved balls in the special chart is added by the above-mentioned S307 or S311, that is, the number of reserved balls in the special chart accompanying the occurrence of the starting ball, if the number of reserved balls in the special chart is a reserved ball number command for the special chart 1 (a command caused by S311), it is output (sent to the sub-control unit 90) by the output process (S201) together with the special chart 1 starting ball command set in the above-mentioned S323 (by the same interrupt), and if the number of reserved balls in the special chart 2 (a command caused by S307), it is output (sent to the sub-control unit 90) by the output process (S201) together with the special chart 2 starting ball command set in the above-mentioned S318 (by the same interrupt). As a result, the sub-control unit 90 receives the reserved ball number command for the special chart together with the starting ball command, and links the number of reserved balls in the special chart (storage information) included in the reserved ball number command with the result of the advance judgment (advance judgment result information) included in the starting ball command, and processes it on the sub-control unit 90 side.

[0330] In addition, information indicating the number of reserved balls of the special pattern when the number of reserved balls of the special pattern is added, that is, information indicating the number of reserved balls of the special pattern associated with the start ball, may be included in the start ball entry command. In this case, since it is not necessary to provide a command for the number of reserved balls of the special pattern associated with the start ball entry, it is possible to reduce the number of commands sent from the main control unit 80 to the sub-control unit 90. In addition, information indicating the number of reserved balls of the special pattern when the number of reserved balls of the special pattern is subtracted, that is, information indicating the number of reserved balls of the special pattern associated with the start of the variation of the special pattern (special pattern reservation consumption), may be included in the variation start command. In this case, since it is not necessary to provide a command for the number of reserved balls of the special pattern associated with the start of the variation, it is possible to reduce the number of commands sent from the main control unit 80 to the sub-control unit 90. The same applies to normal patterns.

[0331] [Power off monitoring process] As shown in Fig. 11, the game control microcomputer 81 performs the reserved ball count process (S208) followed by the power off monitoring process (S209). As shown in Fig. 36, in the power off monitoring process (S209), first, it is determined whether or not a power off signal has been input (S2601), and if there is no input (NO in S2601), the process ends. On the other hand, if there is a power off signal input (YES in S2601), data regarding the current state of the gaming machine (whether or not it is in a special mode, whether or not it is a winning game, how many reserved balls there are, how many times the special mode and time reduction are remaining, etc.) is stored in the RAM (S2602), the power off flag is turned ON (S2603), and then the loop process is performed without returning to the interrupt process (S105).

[0332] [Sub-control main processing] Next, the operation of the performance control microcomputer 91 (performance control means) (control processing by the sub-controller 90) will be described with reference to Figures 37 to 43. Note that counters, flags, statuses, buffers, timers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the RAM of the sub-control board 90 (sub-controller).

[0333] When the power supply to the pachinko gaming machine 1 is turned on and power supply to the pachinko gaming machine 1 is started, the performance control microcomputer 91 reads out the sub-control main processing program shown in Fig. 37 from the ROM of the sub-control board 90 and executes it. When the power is turned on, a power-on command is sent from the main control board 80 to the sub-control board 90, and the performance control microcomputer 91 reads out the sub-control main processing program from the ROM of the sub-control board 90 based on the reception of the power-on command.

[0334] 37, in the sub-control main processing, first, CPU initialization processing is performed (S4001). In the CPU initialization processing (S4001), stack setting, constant setting, CPU 92 setting, SIO, PIO, CTC (interrupt time controller) setting, etc., various flags, statuses, counters, etc. are reset.

[0335] Next, in S4002, it is determined whether the power-off signal is ON and the contents of the RAM of the sub-control board 90 are normal (S4002). If the result of this determination is NO (NO in S4002), the RAM (predetermined storage area) of the sub-control board 90 is initialized (S4003), and the process proceeds to S4004. On the other hand, if the result of the determination is YES (YES in S4002), the RAM of the sub-control board 90 is not initialized and the process proceeds to S4004. That is, if the power-off signal is not ON, or if the power-off signal is ON but the contents of the RAM are not normal (NO in S4002), the RAM of the sub-control board 90 is initialized, but if the power-off signal is ON due to a power outage or the like but the contents of the RAM are maintained normal (YES in S4002), the RAM is not initialized. When the RAM is initialized, various flags, statuses, and counter values ​​are reset.

[0336] The RAM (predetermined memory area) of the sub-control board 90 is also initialized if a RAM clear switch (not shown) is pressed when the pachinko game machine 1 is powered on, i.e., if the power is turned on with the RAM clear switch pressed (if a RAM clear command is received). Such initialization (RAM clearing) of the RAM of the sub-control board 90 corresponds to one aspect of "initialization processing for initializing the memory contents of a predetermined memory area", and the performance control microcomputer 91 which executes the initialization (RAM clearing) of the RAM of the sub-control board 90 corresponds to one aspect of "initialization processing execution means".

[0337] The processes of S4001 to S4003 are executed only once after the power is turned on (when the power is turned on), and are not executed thereafter. That is, as described above, when the power is turned on, a power-on command is sent from the main control board 80 to the sub-control board 90 (when the RAM clear switch is pressed, a RAM clear command is also sent), so the performance control microcomputer 91 executes the processes of S4001 to S4003 based on the reception of the power-on command (and the RAM clear command). In this embodiment, the performance control microcomputer 91 also performs the same process as the power cut monitoring process (S209) by the game control microcomputer 81 shown in FIG. 11, and when a power cut signal is turned ON due to a power cut or the like, data related to the performance control at that time is stored in the RAM of the sub-control board 90. That is, data related to the performance control at the time of power cut such as a power cut is backed up. For this reason, when the power is turned on after recovery from a power outage or other power outage (when power is restored), the state of performance control by the performance control microcomputer 91 will return to the state before the power outage occurred, unless the RAM of the sub-control board 90 is initialized (S4003).

[0338] In S4004, interrupts are inhibited. Next, a random number seed update process is executed (S4005). In the random number seed update process (S4005), the values ​​of various random number counters for determining effects are updated. The updated random number counter values ​​are stored sequentially in a predetermined update value storage area (not shown) of the RAM of the sub-control board 90. The random numbers for determining effects include a random number for determining a variable effect that determines the mode (variable effect pattern) of the effect pattern game effect to be executed, a random number for determining a notice effect that determines a notice effect, and a random number for determining an effect pattern that determines an effect pattern. The method of updating the random numbers can be the same as the method of updating the random numbers performed by the main control board 80 described above. Note that when updating the random numbers, the random number values ​​may be added by 2 instead of by 1.

[0339] The random number for determining the effect is acquired at a predetermined timing. This timing can be, for example, when a control signal (starting ball entry command) notifying that a starting ball has been entered is sent from the main control board 80, when a control signal (starting ball entry command) notifying the start of a fluctuation is sent from the main control board 80, or when a fluctuation effect pattern described later is determined. The acquired random number for determining the effect is stored in a predetermined random number counter value storage area (not shown) in the RAM of the sub-control board 90.

[0340] When the random number seed update process (S4005) is completed, a command transmission process is executed (S4006). In the command transmission process, various commands (control signals) stored in the output buffer (also called the "sub output buffer") in the RAM of the sub control board 90 are transmitted to the control board that is the corresponding command transmission destination among the image control board 100, the voice control board 106, and the lamp control board 107. Each control board (each control unit) that receives the command executes various effects (effect pattern game effects, special game effects, etc.) using various performance devices (image display device 7, speaker 67, board lamp 5, frame lamp 66, movable performance member 14, etc.) according to the received command.

[0341] The performance control microcomputer 91 then permits an interrupt (S4007). Thereafter, S4004 to S4007 are looped. While the interrupt is permitted, it is possible to execute a reception interrupt process (S4008), a 2 ms timer interrupt process (S4009), and a 10 ms timer interrupt process (S4010). By executing these control processes, it is possible to perform display control (display performance control) of an image (display object) by the image display device 7 (display screen 7a), light emission control (light emission performance control) of various lamps, operation control (movable performance control) of the movable performance member 14, sound output control (sound performance control) from the speaker 67, and the like, as the game progresses.

[0342] [Receive interrupt processing] 38, in the reception interrupt process (S4008), it is determined whether or not the strobe signal (STB signal) is ON, that is, whether or not the strobe signal sent from the main control board 80 has been input to the external INT input section of the performance control microcomputer 91 (S4101). Then, in S4101, if it is determined that the strobe signal is not ON (NO in S4101), the process ends.

[0343] On the other hand, if it is determined that the strobe signal is ON (YES in S4101), the various commands transmitted from the main control board 80 are stored in the RAM of the sub control board 90 (S4102), and this process ends. This reception interrupt process (S4008) is executed with priority over other interrupt processes (S4009, S4010).

[0344] [2ms timer interrupt processing] The 2 ms timer interrupt process (S4009) is a process executed every time an interrupt pulse with a 2 msec period is input to the sub-control board 90. As shown in FIG. 39, in the 2 ms timer interrupt process (S4009), first, an input process is performed to create switch data (edge ​​data and level data) based on the detection signal from the performance button detection switches 63c and 63d (S4201). Next, a lamp data output process (S4202) is performed to output lamp data for illuminating various lamps (illumination members) such as the frame lamp 66 and the panel lamp 5, and a drive data output process (S4203) is performed to output drive data for operating the movable performance member 14 (driving the drive means). The lamp data and drive data are created in the 10 ms timer interrupt process described later. Then, a watchdog timer process is performed to reset the watchdog timer (S4204).

[0345] [10ms timer interrupt processing] The 10 ms timer interrupt process (S4010) is a process executed every time an interrupt pulse with a 10 msec period is input to the sub-control board 90. As shown in FIG. 40, in the 10 ms timer interrupt process (S4010), first, a received command analysis process (S4302) described later is performed. Next, a switch state acquisition process is performed to store the switch data created in the 2 ms timer interrupt process in the RAM of the sub-control board 90 as switch data for the 10 ms timer interrupt process (S4303), and a switch process is performed to set the display contents of the display screen 7a based on the stored switch data (S4304). Then, other processes such as creating lamp data for illuminating the electric lighting member, creating drive data for operating the movable performance member 14 (driving the drive means), and updating the random number for performance determination are performed (S4305), and this process ends.

[0346] The drive data for the movable performance member 14 is created based on the operation pattern (movable performance pattern) of the movable performance member 14 included in the variable performance pattern set in S4505 described later or the preview performance pattern set in S4506 described later when the preview performance pattern includes the operation (movable performance) of the movable performance member 14. In addition, the lamp data for the movable body lamp 15 among the illumination members is created based on the variable performance pattern set in S4505 described later or the preview performance pattern set in S4506, the operation pattern (movable performance pattern) of the movable performance member 14, etc.

[0347] [Received command analysis process] As shown in Fig. 41, in the received command analysis process (S4302), first, it is determined whether or not a start shot command has been received from the main control board 80 (S4390). If it is determined that a start shot command has been received (YES in S4390), the processes of S4395 to S4400 are performed and the process proceeds to S4401. On the other hand, if it is determined that a start shot command has not been received (NO in S4390), the process proceeds to S4401 without performing the processes of S4395 to S4400.

[0348] The effect pending information storage process of S4395 stores information based on the start entry command (special chart 1 start entry command or special chart 2 start entry command) received in S4390 as effect pending information in a predetermined effect pending information storage area provided in the RAM of the sub-control board 90. The effect pending information stored in the effect pending information storage area is used to execute various effects such as variable effects, preview effects, and effect modes, which will be described later.

[0349] As shown in Figure 45, the performance pending information memory area has first memory areas 1 to 4 corresponding to the first special pattern and second memory areas 1 to 4 corresponding to the second special pattern, and each memory area is provided with an area for storing in association with pre-determination result information (win / lose pre-determination result information, jackpot type pre-determination result information, and fluctuation pattern pre-determination result information) that can be identified based on the start ball entry command.

[0350] The first storage areas 1 to 4 are provided according to the upper limit number of reserved balls for special pattern 1 ("4" in this embodiment), and when a special pattern 1 start ball entry command is received, information (command data) based on the received special pattern 1 start ball entry command is stored in order from the first storage area 1. Then, each time the variable display of the first special pattern starts (the consumption of the first special pattern reservation), the information in the first storage area 1 is deleted, and at this time, if information is stored in the first storage area 2, the information is shifted to the first storage area 1, if information is stored in the first storage area 3, the information is shifted to the first storage area 2, and if information is stored in the first storage area 4, the information is shifted to the first storage area 3.

[0351] The second storage areas 1 to 4 are provided according to the upper limit number of the number of reserved balls for the special symbol 2 ("4" in this embodiment), and when the special symbol 2 start ball entry command is received, information (command data) based on the received special symbol 2 start ball entry command is stored in order from the second storage area 1. Then, each time the variable display of the second special symbol starts (the consumption of the reserved second special symbol), the information in the second storage area 1 is deleted, and at this time, if information is stored in the second storage area 2, the information is shifted to the second storage area 1, if information is stored in the second storage area 3, the information is shifted to the second storage area 2, and if information is stored in the second storage area 4, the information is shifted to the second storage area 3.

[0352] When the performance control microcomputer 91 performs the performance pending information storage process (S4395), it checks whether there is an abnormality (abnormality) in the storage (storage contents) of the performance pending information by this process. Specifically, it checks whether there is a memory leak (command omission) of information based on the received start ball entry command, whether there is an inconsistency between the number of reserved balls that can be specified based on the number of reserved balls command received together with the start ball entry command and the storage (storage location, number of memories) of the advance judgment result information, whether there is a omission of the command for the number of reserved balls.

[0353] For example, if the area in which new pre-judgment result information based on the received start ball entry command is stored is the "first memory area 3," and the number of reserved balls for special chart 1 identified based on the special chart 1 reserved ball number command received along with the start ball entry command is "3," then the storage of the pre-judgment result information and the number of reserved balls for special chart 1 are consistent, so it can be determined that the storage of the performance reserved information by this performance reserved information storage process (S4395) was performed normally (no abnormalities).

[0354] In contrast, if, for example, the number of reserved balls for special chart 1 specified based on the reserved ball number command is "3" but no pre-judgment result information is stored in the first memory area 3 (the first memory area 3 is empty), or if hit / miss pre-judgment result information is stored in the first memory area 3 but no fluctuation pattern pre-judgment result information is stored, or if fluctuation pattern pre-judgment result information is stored but no hit / miss pre-judgment result information is stored, and part or all of the pre-judgment result information based on the start ball entry command is not stored in the corresponding memory area, it is possible that the start ball entry command has been missed or the command has been garbled, and it can be determined that the storage of the performance pending information by this performance pending information storage process (S4395) was not performed normally (there is an abnormality).

[0355] Also, for example, if new pre-judgment result information based on the received start ball entry command is stored but the number of reserved balls for special chart 1 at the time of storage cannot be identified, or if the area in which the new pre-judgment result information is stored is not consistent with the number of reserved balls for special chart 1 identified based on the received number of reserved balls command for special chart 1 (for example, if the area in which the new pre-judgment result information is stored is the "first memory area 3" and the identified number of reserved balls for special chart 1 is "2"), it is possible that the number of reserved balls command has been missed or the command has been garbled, and it can be determined that the storage of the performance reserved information by this performance reserved information storage process (S4395) has not been performed normally (there is an abnormality).

[0356] Furthermore, if the effect pending information storage process (S4395) has been performed (the start ball entry command has been received), but some or all of the new pre-judgment result information based on the start ball entry command is not stored in the corresponding memory area, and the number of special balls on hold cannot be identified, then it is possible that both the start ball entry command and the number of reserved balls command have been missed or the commands have been garbled, and it can be determined that the storage of the effect pending information by this effect pending information storage process (S4395) was not performed normally (there is an abnormality).

[0357] When the effect pending information storage process (S4395) is performed and it is confirmed that there is an abnormality in the storage (storage contents) of the effect pending information by this process (YES in S4397), that is, when there is an abnormality in at least one of the start ball entry command (preliminary judgment result information) received in S4390 and the special reserved ball count command (storage information) received together with the start ball entry command, the advance notice effect restriction flag is turned ON (S4399) and the process proceeds to S4400. On the other hand, when it is confirmed that there is no abnormality in the information storage by the effect pending information storage process (S4395) (NO in S4397), the process proceeds to S4400 without performing the process of S4399.

[0358] Here, the preview performance restriction flag is a flag for restricting the execution of performance (preview performance, etc.) based on performance pending information stored in the performance pending information storage area, i.e., on the preliminary determination result information. When the preview performance restriction flag is OFF, the execution of performance based on the preliminary determination result information is permitted (performance based on the preliminary determination result information can be executed), and when it is ON, the execution of performance based on the preliminary determination result information is restricted (prohibited) (performance based on the preliminary determination result information cannot be executed).

[0359] If an effect based on the pre-determination result information is performed under circumstances where an abnormality is found in the information stored by the effect pending information storage process (S4395), there is a risk that an error (false information) will occur in the content of the effect, misleading the player. In this regard, in this embodiment, if an abnormality is found in the information stored by the effect pending information storage process (S4395), the execution of the effect based on the pre-determination result information is restricted, so that it is possible to prevent an effect that misleads the player (an effect based on false information) from being performed. This makes it possible to avoid a loss of reliability in the effect and suppress a decline in interest in the game.

[0360] In this embodiment, after the notice performance restriction flag is turned ON, the state (notice performance restriction state) is maintained until a predetermined restriction release condition is satisfied, and when the restriction release condition is satisfied, the notice performance restriction flag is turned OFF, and the execution of the performance based on the advance judgment result information is permitted (made possible). Specifically, after the notice performance restriction flag is turned ON, the situation where no abnormality is found in the storage of the performance pending information based on the reception of the start ball entry command (storage of the performance pending information is performed normally) continues until the start ball entry command is received a predetermined number of times (for example, 10 times) (that is, until the variable display of the special pattern based on a new start ball entry is performed a predetermined number of times), or when the power supply of the pachinko game machine 1 is turned ON again, the restriction release condition is satisfied and the notice performance restriction flag is turned OFF. In other words, the restriction release condition is that no abnormality is found in the storage of the performance pending information until the start ball entry command is received a predetermined number of times (for example, 10 times), or the power supply of the pachinko game machine 1 is turned ON again. The restriction release conditions are not limited to these, and may be, for example, that all special reserved symbols stored when an abnormality is found in the storage of the effect hold information (when the advance effect limit flag is ON) are consumed, or that the number of special reserved symbols stored when an abnormality is found in the storage of the effect hold information (number of special reserved balls) + α (α = 1 or more) is displayed as a number of times.

[0361] The storage contents (performance pending information) of the performance pending information storage area are not inconsistent with the storage contents (acquired information, pending information) of the special chart pending storage section (first special chart pending storage section, second special chart pending storage section) of the main control board 80, and the meanings of both are the same. For this reason, the performance pending information storage area of ​​the sub-control board 90 can also be called the "acquired information storage means" or the "pending storage means."

[0362] The performance pending information is also called "pre-reading information", the special chart 1 performance pending information is also called "first...

Claims

[Claim 1] A gaming machine that performs a variable display of identification information, and is capable of controlling to a special game state advantageous to a player based on a specific display result being derived and displayed as a display result of the variable display, and that may be controlled to a first special game state as the special game state, or may be controlled to a second special game state that is more advantageous than the first special game state, In the variable display, when a specific display result is derived and displayed as a display result of the variable display, a derived display performance execution means is provided which is capable of executing a derived display performance for producing a derived display of the specific display result; In the variable display, after the derived display performance is started, the ratio of being controlled to the second special game state is different between a case where the derived display performance is completed and a specific display result is derived and displayed, and a case where the derived display performance is not completed and a specific display result is derived and displayed. A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2017213382A