Game machine

By designing a control mechanism in the game console and adjusting the selection criteria for the time of identification mode change, the problem of insufficient improvement of game fun in the existing technology is solved, and a richer gaming experience is achieved.

JP2025068511AInactive Publication Date: 2025-04-28SANSEI R&D KK
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Patent Information

Application Number
JP2023178471
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-10-16
Publication Date
2025-04-28
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

The prior art lacks effective improvement in the fun of the game when selecting the time of identification mode change in the game console.

Method used

By designing a control mechanism in the game console, when the player reaches a certain number of favorable game states continuously, the selection criteria for identifying the change time is adjusted, and the appropriate change time is selected based on the remaining number of times.

Benefits of technology

It improves the fun of the game and makes the game experience more colorful.

✦ Generated by Eureka AI based on patent content.

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Abstract

To increase the interest of a game.SOLUTION: When the number of consecutive times which controls a game state to an advantageous game state (high probability state) reaches a predetermined upper limit (e.g., 9 times or 4 times), a Pachinko game machine 1 limits the control to the advantageous game state (controlling a game state to a low probability state by activating a probability variation limiter). In the advantageous game state, the variation time of an identification symbol (special symbol) is selected on the basis of a selection criterion (a special symbol variation symbol determination table according to a value of a limiter reaching remaining counter) according to the remaining number of times until the consecutive times controlled to the advantageous game state reaches the predetermined upper limit.SELECTED DRAWING: Figure 37
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Description

[Technical field]

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

[0002] Conventionally, pachinko gaming machines perform a jackpot determination to determine whether or not a jackpot has been reached on the condition that a gaming ball enters the starting hole (ball entrance hole). When a jackpot determination is made, a special symbol (identification symbol) is displayed in a variable manner to notify the result of the jackpot determination. When the variable display of the special symbol indicates that the result of the jackpot determination is a jackpot, a jackpot game (one example of a special game) that is advantageous to the player is executed. After the jackpot game ends, the machine may be controlled to a high probability state where the probability of winning a jackpot is high, or to a time-saving state where it is easier for the gaming ball to enter the variable ball entrance hole.

[0003] In the high probability state or time-saving state, the special symbol fluctuation time is selected based on the fluctuation pattern determination table corresponding to the game state. For example, in the gaming machine described in the following Patent Document 1, the special symbol fluctuation time is determined based on the fluctuation pattern determination table for the non-time-saving state in the non-time-saving state, but when a jackpot is won and the game is controlled to the time-saving state after the jackpot game, the special symbol (identification symbol) fluctuation time is selected based on the fluctuation pattern determination table for the time-saving state. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2015-171494 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, the method of selecting the variation time of the identification symbols in the gaming machine described in the above document has room for improvement in order to increase interest in the game. [Means for solving the problem]

[0006] The gaming machine according to the present invention comprises: A symbol display means for changing the identification symbol and then stopping the identification symbol in a stopping manner that indicates a result of a predetermined lottery; A game state control means for controlling the game state to an advantageous game state that is advantageous to a player based on the establishment of a predetermined control condition, the game state control means, when the number of consecutive times that the game state has been controlled to the advantageous game state has reached a predetermined upper limit number, restricts the control to the advantageous game state based on the establishment of the predetermined control condition; This gaming machine is characterized in that, in the advantageous game state, the variation time of the identification pattern is selected based on a selection criterion corresponding to the remaining number of consecutive plays until the number of consecutive plays reaches the specified upper limit number. Effect of the Invention

[0007] According to the present invention, it is possible to increase interest in games. [Brief description of the drawings]

[0008] [Figure 1] 1 is a front view of a gaming machine according to a first embodiment of the present invention. [Diagram 2] 2 is a schematic front view showing the game board of the gaming machine. FIG. [Diagram 3] 1A is an enlarged view of the area around the first large prize device and the second large prize device of the gaming machine, (A) showing the distribution member in the first state, and (B) showing the distribution member in the second state. [Figure 4] 2 is an enlarged view of a portion A shown in FIG. 1, showing displays provided on the gaming machine. FIG. [Diagram 5] A block diagram showing the electrical configuration of the main control board of the gaming machine. [Figure 6] 1 is a block diagram showing an electrical configuration of a sub-control board of the gaming machine; [Figure 7] 13 is a hit type determination table. [Figure 8] This is a table showing the opening modes of the big prize opening. [Figure 9] 13 is a table showing various random numbers acquired by the game control microcomputer. [Figure 10] (A) is a jackpot determination table, (B) is a reach determination table, and (C) is a normal symbol hit determination table. [Figure 11] This is a special chart variation pattern determination table used in low probability states. [Figure 12] This is a special chart variation pattern determination table used in high probability states. [Figure 13] This is a table for determining general fluctuation patterns. [Figure 14] This is a table for determining the electric chute opening pattern. [Figure 15] 4 is a flowchart of a main control process. [Figure 16] 13 is a flowchart of a main-side timer interrupt process. [Figure 17] 13 is a flowchart of a start port sensor detection process. [Figure 18] 13 is a flowchart of a gate passing process. [Figure 19] 13 is a flowchart of a normal operation process. [Figure 20] 13 is a flowchart of a special action process. [Figure 21] 13 is a flowchart of a special symbol waiting process. [Figure 22] 13 is a flowchart of a jackpot determination process. [Figure 23] 13 is a flowchart of a variation pattern selection process. [Figure 24] 13 is a flowchart of a variation pattern selection process. [Diagram 25] This is a flowchart of processing during special pattern change. [Figure 26] 13 is a flowchart of a special symbol determination process. [Figure 27] 13 is a flowchart of a game status management process. [Figure 28] 13 is a flowchart of a game status reset process. [Figure 29] 13 is a flowchart of special electric device processing. [Diagram 30] 13 is a flowchart of a game status setting process. [Diagram 31] 13 is a flowchart of a specific area sensor detection process. [Diagram 32] 13 is a flowchart of a sub-control main process. [Diagram 33] 13 is a flowchart of a 1 ms timer interrupt process. [Diagram 34] 13 is a flowchart of a 10 ms timer interrupt process. [Diagram 35] 13 is a flowchart of a received command analysis process. [Diagram 36] 13 is a flowchart of the variable performance start processing. [Figure 37] This is a timing chart for explaining the transition of the special chart fluctuation pattern determination table in the case where the first jackpot is hit with jackpot pattern 1 and the game is played until the special jackpot limiter is activated, and in the case where the first jackpot is hit with jackpot pattern 2 and the game is played until the special jackpot limiter is activated. [Figure 38] A figure showing a specific example of the presentation from the ending of a jackpot game to the establishment of a reach in a high-probability time-saving state. [Figure 39] This figure shows a specific example of a battle reach that is executed when a battle reach variation is selected based on the first high probability table (a special chart variation pattern determination table for when the value of the limiter reaching remaining counter is between 9 and 5). [Diagram 40] This figure shows a specific example of the presentation that is executed when an episode reach variation is selected based on the second high probability table (a special chart variation pattern determination table for when the value of the limiter reaching remaining counter is between 4 and 1), and shows a specific example of the presentation from the ending of a jackpot game to the execution of the first episode of an episode reach in a high probability time-saving state. [Diagram 41] FIG. 13 is a diagram showing a specific example of the presentation when the first episode of an episode reach is executed. [Diagram 42]A figure showing a specific example of the presentation from the ending of a jackpot game to the second episode of an episode reach. [Diagram 43] 13 is a hit type determination table according to the second embodiment. [Diagram 44] This is a special chart variation pattern determination table used in a high probability state in the gaming machine of the second embodiment. [Diagram 45] 13 is a flowchart showing a part of the variation pattern selection process according to the second embodiment. [Figure 46] 13 is a flowchart of a game status reset process according to the second embodiment. [Figure 47] This is a timing chart relating to a game example of the second embodiment, and is a timing chart for explaining the transition of the special chart fluctuation pattern determination table in a case where a first hit is made with jackpot pattern 1 based on the drawing of special chart 1 and the game is played until the special jackpot limiter is activated, and then a pullback is made with jackpot pattern 4 based on the drawing of special chart 2 and the game is played until the special jackpot limiter is activated. [Figure 48] This figure shows a specific example of a long battle reach that is executed when a long battle reach variation is selected based on high probability table A (a special chart variation pattern determination table for when the probability variation limiter is set based on the lottery of special chart 1 and the value of the limiter reaching remaining counter is between 9 and 7). [Figure 49] This figure shows a specific example of the presentation that is executed when immediate change after development is selected based on high probability table B (a special chart change pattern judgment table for when the special chart 1 drawing is used to determine the case where the special chart 1 drawing is used to determine the value of the limiter reaching remaining counter, which is between 6 and 1, and when the special chart 2 drawing is used to determine the special chart change pattern), and shows a specific example of the presentation from the ending of a jackpot game to when the result of the change presentation is shown in the high probability time-saving state. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] 1. Structure of the gaming machine A pachinko game machine according to one embodiment of the present invention will be described with reference to the drawings. In the following description, the vertical and horizontal directions of each part of the pachinko game machine as an example of a game machine will be described as being the vertical and horizontal directions for a player facing the pachinko game machine. Also, the front direction of each part of the pachinko game machine will be described as the direction approaching the player facing the pachinko game machine, and the rear direction of each part of the pachinko game machine will be described as the direction away from the player facing the pachinko game machine.

[0010] As shown in FIG. 1, the pachinko game machine 1 of the first embodiment includes a game machine frame 50 and a game board 2 attached inside the game machine frame 50. The front frame 51 of the game machine frame 50 is provided with a handle 60 for launching game balls with a launch strength according to the rotation angle, a ball supply tray (upper tray) 61 for storing game balls, and a surplus ball receiving tray (lower tray) 62 for storing game balls that cannot be accommodated in the ball supply tray 61. The front frame 51 is also provided with a performance button 63 that can be operated by the player during a performance executed as the game progresses. The front frame 51 is also provided with a decorative frame lamp 66 and a speaker 67.

[0011] On the game board 2, a game area 3, in which game balls released by operating a handle 60 flow down, is formed and surrounded by a rail member 4. In addition, the game board 2 is provided with a decorative board lamp 5. In the game area 3, a plurality of game nails 29 for guiding the game balls are protruded.

[0012] In addition, an image display device (display means) 7, which is a liquid crystal display device, is provided near the center of the game area 3. The display screen 7a of the image display device 7 has a performance pattern display area that performs variable display and stationary display of performance patterns 8L, 8C, and 8R synchronized with the variable display and stationary display of the first special pattern and the second special pattern described later. The performance that displays the performance patterns 8L, 8C, and 8R is called a performance pattern change performance. The performance pattern change performance is also called a "decorative pattern change performance" or simply a "change performance", or even a "derived display performance". The performance pattern display area is composed of three pattern display areas, for example, "left", "middle", and "right". The left pattern display area displays the left performance pattern 8L, the middle pattern display area displays the middle performance pattern 8C, and the right pattern display area displays the right performance pattern 8R. Each performance pattern is composed of a plurality of patterns representing, for example, numbers from "1" to "9". The image display device 7 clearly displays the results of the variable display of the first special pattern and the second special pattern displayed on the first special pattern display device 41a and the second special pattern display device 41b described below (i.e., the result of the jackpot lottery) by combining the left, center, and right performance patterns.

[0013] For example, if a jackpot is won, the display will stop with a repeating number such as "777". If a loss occurs, the display will stop with a random number (missing number) such as "637". This makes it easier for the player to grasp the progress of the game. In other words, the player generally does not grasp the result of the jackpot lottery from the first special symbol display device 41a or the second special symbol display device 41b, but from the image display device 7. The position of the symbol display area does not have to be fixed. Also, the variable display of the performance symbols can be, for example, scrolled up and down.

[0014] The image display device 7 displays on the display screen 7a not only the effect pattern change effect using the effect patterns as described above, but also the big win effect performed in parallel with the big win game, the demo effect for waiting for customers, etc. In the effect pattern change effect, in addition to the effect patterns such as numbers, effect images other than the effect patterns such as background images are also displayed.

[0015] The display screen 7a of the image display device 7 also has a first effect hold display area 201 that displays the effect hold 9A according to the number of first special symbol holds stored, which will be described later, and a second effect hold display area 202 that displays the effect hold 9B according to the number of second special symbol holds stored, which will be described later. By displaying the effect holds 9A and 9B, the number of first special symbol holds stored, which will be displayed on the first special symbol hold display device 43a described later, and the number of second special symbol holds stored, which will be displayed on the second special symbol hold display device 43b described later, can be clearly shown to the player. In this embodiment, a corresponding change effect hold display area 200 that displays the effect hold 9C corresponding to the change being executed (also called the change) is also provided on the display screen 7a.

[0016] A center decorative body 10 is disposed near the center of the game area 3 and in front of the image display device 7. A stage section 11 capable of guiding game balls rolling on the upper surface to a first starting hole 20 described below is formed below the center decorative body 10. A warp section 12 is provided below the left of the center decorative body 10, which allows game balls to flow in from an entrance and out of the stage section 11 from an exit. A decorative member 13 depicting letters and figures is disposed above the center decorative body 10, and a movable board body 15 is disposed behind the decorative member 13.

[0017] Below the image display device 7 in the game area 3, a fixed winning device 19 is provided with a first starting hole 20 that always allows the game ball to enter with a constant ease. The first starting hole 20 is also called the first starting winning hole, the first ball entry hole, the first ball entry section, or the first starting area. Winning at the first starting hole 20 triggers a lottery for the first special symbol (a big win lottery, i.e., obtaining and determining a big win random number, etc.).

[0018] 2, a ball winning unit UN is disposed in the game area 3 to the right of the fixed winning device 19, i.e., in the lower right portion of the game area 3. The ball winning unit UN mainly comprises a first big winning device 31, a second big winning device 36, a normal variable winning device 22, and a gate 28, and these devices 31, 36, 22 and the gate 28 are unitized.

[0019] This ball entry unit UN is detachable from the game board 2. Therefore, the above-mentioned devices 31, 36, 22 and the gate 28 can be assembled as a unit to the game board 2 and can be removed from the game board 2. Therefore, compared with the case where the above-mentioned devices 31, 36, 22 and the gate 28 are assembled to the game board 2 or removed from the game board 2 separately, the assembly and removal work can be made easier.

[0020] As shown in FIG. 2, a normal variable winning device (so-called electric chute) 22 is disposed on the right side of the ball entry unit UN. The electric chute 22 has a second start opening 21. The second start opening 21 is also called the second start winning opening, the second ball entry opening, the second ball entry section, or the second start area. The entry of a game ball into the second start opening 21 triggers the drawing of a lottery for a second special symbol (a big win drawing). The electric chute 22 has a moving member (movable member) 23 that can move forward and backward relative to the game board 2, and the second start opening 21 is opened and closed by the operation of the moving member 23. The moving member 23 is driven by an electric chute solenoid 24 described later. The second start opening 21 is only allowed to receive a game ball when the moving member 23 is in a retracted state (open state) retracted backward. The advancing / retracting member 23 may be configured to allow game balls to enter the ball hole at a lower ball entry rate when in an advanced state (closed state) advanced forward than when in a retracted state.

[0021] 2, a gate 28 is disposed above the second starting hole 21 in the ball entry unit UN. The gate 28 has a passage area 28b through which the gaming ball can pass in the vertical direction, and is equipped with a gate sensor 28a (a sensor for detecting the passage of the gaming ball into the passage area 28b) described below. The passage of the gaming ball into the gate 28 (passage area 28b) triggers the execution of a lottery for a normal symbol (i.e., the acquisition and determination of a normal symbol random number (winning random number)) that determines whether or not the electric chute 22 is opened.

[0022] As shown in FIG. 2, a first large prize device (another special prize means) 31 equipped with a first large prize opening (another special prize opening) 30 is disposed below and to the left of the electric chute 22 in the ball entry unit UN. The first large prize device 31 is equipped with an opening / closing member (another special prize opening opening / closing member) 32, and opens and closes the first large prize opening 30 by operating the opening / closing member 32. The opening / closing member 32 is driven by a first large prize opening solenoid 33, which will be described later. The first large prize opening 30 can receive game balls only when the opening / closing member 32 is open. The first large prize device 31 is provided with a first large prize opening sensor 30a (a sensor that detects the entry of game balls into the first large prize opening 30), which will be described later.

[0023] As shown in FIG. 2, a second large prize device (special prize means) 36 having a second large prize opening (special prize opening) 35 is disposed to the left of the electric chute 22 in the ball entry unit UN, i.e., above the first large prize device 31. The second large prize device 36 has an opening / closing member (special prize opening opening / closing member) 37, and opens and closes the second large prize opening 35 by operating the opening / closing member 37. The opening / closing member 37 is driven by a second large prize opening solenoid 38, which will be described later. The second large prize opening 35 can receive game balls only when the opening / closing member 37 is open. The second large prize device 36 is provided with a second large prize opening sensor 35a (a sensor that detects the entry of game balls into the second large prize opening 35), which will be described later.

[0024] 3(A), a specific area (also called V area) 39 through which a gaming ball that has passed through the second large prize opening 35 can pass and a non-specific area (also called non-V area) 70 are formed inside the second large prize device 36. The second large prize device 36 is provided with a specific area sensor 39a that detects the passage of a gaming ball into the specific area 39 and a non-specific area sensor 70a that detects the passage of a gaming ball into the non-specific area 70.

[0025] The second large prize device 36 also includes a distribution member 71 that distributes game balls that have passed through the second large prize opening 35 to either the specific area 39 or the non-specific area 70, and a distribution member solenoid 73, which will be described later. The distribution member 71 is driven by the distribution member solenoid 73. The distribution member 71 is rotatable about an axis of rotation along the front-rear direction. The distribution member solenoid 73 switches the distribution of game balls by the distribution member 71 depending on whether or not electricity is applied.

[0026] 3(A), when the distribution member solenoid 73 is energized, the distribution member 71 is in a first state (passage permitted state) in which the game ball is distributed to the specific area 39. As a result, the game ball that has entered the second large prize opening 35 passes through the second large prize opening sensor 35a, rolls on the surface of the distribution member 71, and passes through the specific area 39. This route of the game ball is called the first route.

[0027] On the other hand, as shown in Fig. 3(B), when the distribution member solenoid 73 is not energized, the distribution member 71 is in a second state (passage blocking state) in which the game ball is distributed to the non-specific area 70. As a result, the game ball that has entered the second large prize opening 35 passes through the second large prize opening sensor 35a and then passes through the non-specific area 70 without hitting the distribution member 71. This route of the game ball is called the second route.

[0028] In this pachinko game machine 1, the passage of the game ball into the specific area 39 is the trigger for transition to a high probability state, which will be described later. In other words, the specific area 39 is a probability activation port. In contrast, the non-specific area 70 is not a probability activation port. Also, the first big prize device 31 does not have a specific area as a probability activation port. In other words, only a non-specific area is provided.

[0029] Returning to FIG. 1, furthermore, at the bottom of the game area 3, there are provided a normal winning hole 27 and an outlet 16 for discharging game balls that have not won in any of the winning holes to the outside of the game area 3.

[0030] In this way, the game area 3 in which various winning holes are arranged has a left game area (first game area) 3A on the left side of the center in the left-right direction, and a right game area (second game area) 3B on the right side. A hitting method in which the game ball is shot so that it flows down the left game area 3A is called a left hit. On the other hand, a hitting method in which the game ball is shot so that it flows down the right game area 3B is called a right hit. In this pachinko game machine 1, a left hit can aim for winning at the first start hole 20. On the other hand, a right hit can aim for passing through the gate 28 and winning at the second start hole 21, the first large winning hole 30, and the second large winning hole 35.

[0031] As shown in FIG. 2, the game board 2 is provided with a right-hit guide member 150 that directs a game ball hit to the right toward the top of the gate 28. In this embodiment, a game ball hit to the right always passes through a ball passage in the right-hit guide member 150 and flows out from the exit portion 150a. The exit portion 150a of the right-hit guide member 150 is located directly above the passage area 28b of the gate 28. In addition, the passage area 28b of the gate 28 is located directly above the second starting hole 21 of the electric chute 22. Therefore, when a game ball hit to the right flows out from the exit portion 150a of the right-hit guide member 150, it can pass through the gate 28 and reach above the forward / backward member 23 of the electric chute 22.

[0032] As shown in Fig. 1 and Fig. 2, the display devices 40 are arranged at the lower right of the game board 2. As shown in Fig. 4, the display devices 40 include a first special symbol display device 41a that variably displays a first special symbol (first symbol, an example of a distinguishing symbol), a second special symbol display device 41b that variably displays a second special symbol (second symbol, an example of a distinguishing symbol), and a normal symbol display device 42 that variably displays a normal symbol. The display devices 40 also include a first special symbol reserve display device 43a that displays the number of reserved activations (first special symbol reserve) of the first special symbol display device 41a, a second special symbol reserve display device 43b that displays the number of reserved activations (second special symbol reserve) of the second special symbol display device 41b, and a normal symbol reserve display device 44 that displays the number of reserved activations (normal symbol reserve) of the normal symbol display device 42.

[0033] The variable display of the first special symbol is triggered by the entry of a game ball into the first starting hole 20. The variable display of the second special symbol is triggered by the entry of a game ball into the second starting hole 21. In the following description, the first special symbol and the second special symbol are sometimes collectively referred to as special symbols. Also, the first special symbol display device 41a and the second special symbol display device 41b are sometimes collectively referred to as special symbol display device 41. Also, the first special symbol reserve display device 43a and the second special symbol reserve display device 43b are sometimes collectively referred to as special symbol reserve display device 43.

[0034] The special symbol display 41 notifies the result of a lottery (special symbol lottery, big win lottery) based on winning at the first start port 20 or the second start port 21 by displaying a special symbol in a variable manner (variable display) and then displaying it in a stopped state. The special symbol displayed in a stopped state (stopped symbol, special symbol derived and displayed as a display result of a variable display) is one special symbol selected from a plurality of types of special symbols by a special symbol lottery. When the stopped symbol is a predetermined specific special symbol (special symbol in a specific stopping mode, for example, a big win symbol), a special game (for example, a big win game) is played in which the first large prize opening 30 or the second large prize opening 35 is opened in an opening pattern according to the type of the specific special symbol displayed in a stopped state (i.e., the type of winning). The opening pattern of the big prize opening (the first large prize opening 30 and the second large prize opening 35) in the special game will be described later.

[0035] Specifically, the special symbol display 41 is composed of, for example, eight LEDs (Light Emitting Diodes) arranged side by side, and displays a special symbol according to the result of the big win lottery by the lighting state of the LEDs. For example, when a big win (one of the multiple types of big wins described later) is won, the big win symbol is displayed with the first, second, fifth, and sixth LEDs from the left lit, such as "○○●●○○●●" (○: lit, ●: unlit). Also, when a loss occurs, a losing symbol is displayed with only the rightmost LED lit, such as "●●●●●●●○". A mode in which all LEDs are turned off as a losing symbol may be adopted. Note that the losing symbol is not a specific special symbol. Also, before the special symbol is stopped and displayed, the special symbol is displayed in a variable manner for a predetermined variable time, and the variable display mode is, for example, a mode in which each LED is lit so that light flows repeatedly from left to right. The manner in which the variable display takes place may be any manner, such as all LEDs flashing at the same time, as long as the individual LEDs are not displayed as stopped (illuminated in a specific manner).

[0036] In this pachinko game machine 1, when a game ball enters the first start hole 20 or the second start hole 21, the values ​​(judgment information, numerical information) of various random numbers such as the jackpot random number acquired for the winning are temporarily stored in the special chart reservation memory unit 85 described later. In detail, if the winning is in the first start hole 20, it is stored in the first special chart reservation memory unit 85a as the first special chart reservation, and if the winning is in the second start hole 21, it is stored in the second special chart reservation memory unit 85b as the second special chart reservation. There is an upper limit to the number of special chart reservations that can be stored in each special chart reservation memory unit 85, and in this embodiment, the upper limit number of the first special chart reservations and the upper limit number of the second special chart reservations are each "4". Note that the upper limit number of the first special chart reservations and the upper limit number of the second special chart reservations can be changed arbitrarily.

[0037] The reserved special symbols stored in the reserved special symbols memory unit 85 are consumed when the variable display of the special symbols based on the reserved special symbols becomes possible. The consumption of reserved special symbols means that the jackpot random number corresponding to the reserved special symbols is determined, and the variable display of the special symbols is executed to show the result of the determination. Therefore, in this pachinko game machine 1, even if the variable display of the special symbols based on the winning of the game ball into the first start hole 20 or the second start hole 21 cannot be executed immediately after the winning, that is, even if the winning occurs during the variable display of the special symbols or during the execution of the special game, the right to the jackpot lottery for the winning can be reserved up to a predetermined number.

[0038] The number of reserved special drawings is displayed on the reserved special drawing display 43. Specifically, each reserved special drawing display 43 is composed of, for example, four LEDs, and displays the number of reserved special drawings by lighting up the LEDs as many as the number of reserved special drawings.

[0039] The variable display of the normal symbol is triggered by the passage of the game ball through the gate 28. The normal symbol display device 42 notifies the result of the normal symbol lottery based on the passage of the game ball through the gate 28 by displaying the normal symbol in a variable manner and then stopping it. The normal symbol that is stopped and displayed (normal stop symbol, normal symbol that is derived and displayed as the display result of the variable display) is one normal symbol selected from a plurality of types of normal symbols by the normal symbol lottery. If the normal symbol that is stopped and displayed is a specific normal symbol that has been determined in advance (a normal symbol in a predetermined stopping mode, i.e., a normal winning symbol), an auxiliary game is performed 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.

[0040] Specifically, the normal pattern display 42 is composed of, for example, two LEDs, and displays a normal pattern according to the result of the normal pattern lottery depending on the lighting state of the LEDs. For example, if the lottery result is a win (normal win), a normal winning pattern with both LEDs lit is displayed, such as "○○" (○: lit, ●: unlit). If the lottery result is a loss, a normal loss pattern with only the right LED lit is displayed, such as "●○". A mode in which all LEDs are turned off may be adopted as a normal loss pattern. Note that the normal loss pattern is not a specific normal pattern. Before the normal pattern is displayed in a stopped state, the normal pattern is displayed in a specified changing time, and the mode of the changing display is, for example, a mode in which both LEDs are alternately lit. Note that the mode of the changing display may be anything, such as all LEDs flashing at once, unless each LED is displayed in a stopped state (lighting display in a specific mode).

[0041] In this pachinko game machine 1, when a game ball passes through the gate 28, the value of the normal symbol random number (winning random number) obtained for that passage is temporarily stored as a normal symbol reserve in a normal symbol reserve memory unit 86 described later. There is an upper limit to the number of normal symbol reserves that can be stored in the normal symbol reserve memory unit 86, and the upper limit number of normal symbol reserves in this embodiment is "4". Note that the upper limit number of normal symbol reserves can be changed as desired.

[0042] The reserved normal symbols stored in the reserved normal symbols memory unit 86 are consumed when the variable display of the normal symbols based on the reserved normal symbols becomes possible. The consumption of reserved normal symbols means judging the normal symbol random number (winning random number) corresponding to the reserved normal symbols and executing the variable display of the normal symbols to show the judgment result. Therefore, in this pachinko game machine 1, even if the variable display of the normal symbols based on the passage of the game ball to the gate 28 cannot be performed immediately after the passage, that is, even if a prize is won during the variable display of the normal symbols or during the execution of the auxiliary game, the right to draw the normal symbols for the passage can be reserved up to a predetermined number.

[0043] The number of such reserved maps is displayed on the reserved map display 44. Specifically, the reserved map display 44 is composed of, for example, four LEDs, and displays the number of reserved maps by lighting up the LEDs corresponding to the number of reserved maps.

[0044] 2. Electrical configuration of the gaming machine Next, the electrical configuration of the pachinko game machine 1 will be described with reference to Fig. 5 and Fig. 6. As shown in Fig. 5 and Fig. 6, the pachinko game machine 1 includes a main control board (game control board) 80 that controls game profits such as big win lottery and transition of game state, a sub-control board (performance control board) 90 that controls performance executed as the game progresses, and a payout control board 110 that controls payout of game balls. The main control board 80 constitutes a main control unit, and the sub-control board 90 constitutes a sub-control unit together with an image control board 100, a lamp control board 107, and a sound control board 106, which will be described later. Note that the sub-control unit only needs to include at least the sub-control board 90 and be capable of controlling game performance using performance means (such as the image display device 7, the board lamp 5, the frame lamp 66, the speaker 67, and the board movable body 15).

[0045] The pachinko game machine 1 also includes a power supply board 152. The power supply board 152 supplies power to the main control board 80, the sub-control board 90, and the payout control board 110, and also supplies necessary power to other devices via these boards. The power supply board 152 is provided with a backup power circuit 153. When power is not supplied to the pachinko game machine 1, the backup power circuit 153 supplies power to a RAM (Random Access Memory) 84 of the main control board 80 and a RAM 94 of the sub-control board 90, which will be described later. Therefore, information stored in the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90 is retained even when the power to the pachinko game machine 1 is cut off. In addition, a power switch 155 is connected to the power supply board 152. The power supply is turned on and off by turning the power switch 155 on and off. In addition, a backup power supply circuit for the RAM 84 of the main control board 80 may be provided on the main control board 80, and a backup power supply circuit for the RAM 94 of the sub-control board 90 may be provided on the sub-control board 90.

[0046] A one-chip microcomputer for game control (hereinafter, "microcomputer for game control") 81 that controls the progress of the game of the pachinko game machine 1 according to a program is mounted on the main control board 80. The microcomputer for game control 81 includes a ROM (Read Only Memory) 83 that stores programs for controlling the progress of the game, a RAM 84 used as a work memory, a CPU (Central Processing Unit) 82 that executes the programs stored in the ROM 83, and an I / O port section (input / output circuit) 87 for inputting and outputting data and signals. The ROM 83 may be external.

[0047] The RAM 84 is provided with the above-mentioned special drawing reservation memory unit 85 (the first special drawing reservation memory unit 85a and the second special drawing reservation memory unit 85b) and the normal drawing reservation memory unit 86. The first special drawing reservation memory unit 85a corresponds to the first storage means, and the second special drawing reservation memory unit 85b corresponds to the second storage means.

[0048] 5, 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 sensors connected include the first start hole sensor 20a, the second start hole sensor 21a, the gate sensor 28a, the first large prize hole sensor 30a, the second large prize hole sensor 35a, the specific area sensor 39a, the non-specific area sensor 70a, and the normal prize hole sensor 27a.

[0049] 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 first large prize hole sensor 30a is provided in the first large prize hole 30 and detects a game ball that has entered the first large prize hole 30. The second large prize hole sensor 35a is provided in the second large prize hole 35 and detects a game ball that has entered the second large prize hole 35. The specific area sensor 39a is provided in a specific area 39 in the first large prize hole 30 and detects a game ball that has passed through the specific area 39. The non-specific area sensor 70a is provided in the non-specific area 70 in the first large prize opening 30 and detects game balls that have passed through the non-specific area 70. The regular prize opening sensor 27a is provided in each regular prize opening 27 and detects game balls that have entered the regular prize opening 27.

[0050] Also connected as solenoids are the electric chute solenoid 24, the first large prize opening solenoid 33, the second large prize opening solenoid 38, and the distribution member solenoid 73. The electric chute solenoid 24 drives the advance / retract member 23 of the electric chute 22. The first large prize opening solenoid 33 drives the opening / closing member 32 of the first large prize device 31. The second large prize opening solenoid 38 drives the opening / closing member 37 of the second large prize device 36. The distribution member solenoid 73 drives the distribution member 71 of the second large prize device 36.

[0051] Furthermore, the main control board 80 is connected to a special symbol display 41, a normal symbol display 42, a special symbol reserve display 43, and a normal symbol reserve display 44. That is, the display control of these displays 40 is performed by a game control microcomputer 81.

[0052] The main control board 80 also 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 the prize ball payout device 120, the loan ball payout device 130, and the card unit 135 (installed adjacent to the pachinko game machine 1 and enabling ball lending based on information on an inserted prepaid card, etc.), and is also connected to the launching device 112 via a launch control circuit 111. The launching device 112 includes the handle 60 described above.

[0053] The payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 to pay out prize balls or pay out loan balls based on a signal from the game control microcomputer 81 or a signal from the card unit 135 connected to the pachinko game machine 1. The paid out prize balls and loan balls are detected by the prize ball sensor 122 for counting. When the player operates the handle 60 (see FIG. 1) of the launching device 112, the touch switch 114 detects the contact with the handle 60, and the launch volume 115 detects the amount of rotation of the handle 60. Then, the launching motor 113 is driven so that the game ball is launched with a strength according to the magnitude of the detection signal of the launch volume 115. In this pachinko game machine 1, one game ball is launched in about 0.6 seconds.

[0054] Furthermore, 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 only enables transmission of signals from the main control board 80 to the sub-control board 90. That is, 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 restricting means.

[0055] As shown in Fig. 6, a one-chip microcomputer for performance control (hereinafter referred to as "microcomputer for performance control") 91 that controls the performance of the pachinko game machine 1 according to a program is mounted on the sub-control board 90. The microcomputer for performance control 91 includes a ROM 93 that stores programs for controlling the performance as the game progresses, a RAM 94 used as a work memory, a CPU 92 that executes the programs stored in the ROM 93, and an I / O port section (input / output circuit) 97 for inputting and outputting data and signals. The ROM 93 may be external.

[0056] As shown in FIG. 6, the image control board 100, the sound control board 106, and the lamp control board 107 are connected to the sub-control board 90. The performance control microcomputer 91 of the sub-control board 90 causes the CPU 102 of the image control board 100 to control the display of the image display device 7 based on a command received from the main control board 80. The RAM 104 of the image control board 100 is a memory for expanding image data. The ROM 103 of the image control board 100 stores still image data and video data to be displayed on the image display device 7, specifically image data of characters, items, figures, letters, numbers, symbols, etc. (including performance patterns) and background images. The CPU 102 of the image control board 100 reads image data from the ROM 103 based on a command from the performance control microcomputer 91. Then, the CPU 102 executes display control based on the read image data.

[0057] Furthermore, the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the voice control board 106 based on commands received from the main control board 80. Sound data such as voice output from the speaker 67 is stored in the ROM 93 of the sub-control board 90. A CPU may be implemented in the voice control board 106, and in this case, the CPU may be made to execute the voice control. Furthermore, in this case, a ROM may be implemented in the voice control board 106, and the sound data may be stored in the ROM. Furthermore, the speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may be made to execute the voice control. Furthermore, in this case, the sound data may be stored in the ROM 103 of the image control board 100.

[0058] Based on commands received from the main control board 80, the performance control microcomputer 91 also controls the lighting of the frame lamps 66 provided on the gaming machine frame 50 and the board lamps 5 provided on the gaming board 2 via the lamp control board 107. In detail, the performance control microcomputer 91 creates light emission pattern data (data determining on / off, light emission color, etc., also called lamp data) that determines the light emission mode of lamps such as the frame lamps 66 and the board lamps 5, and controls the lighting of lamps such as the frame lamps 66 and the board lamps 5 according to the light emission pattern data. Note that data stored in the ROM 93 of the sub-control board 90 is used to create the light emission pattern data.

[0059] Furthermore, the performance control microcomputer 91 operates the movable board 15 connected to the lamp control board 107 based on the command received from the main control board 80. The movable board 15 is a so-called movable gimmick provided on the upper part of the center decorative body 10. The movable board 15 can be displaced from a stored state (see FIG. 2) in which it is compactly folded and stored around the periphery of the display screen 7a (the upper part in this embodiment) to an exposed state (not shown) in which it is unfolded and exposed in front of almost the entire area including the center of the display screen 7a. When the movable board 15 is controlled to the exposed state, an effect image is displayed on the display screen 7a for a certain period of time.

[0060] In detail, the performance control microcomputer 91 creates operation pattern data (also called drive data) that determines the operation mode of the board movable body 15, and controls the operation of the board movable body 15 according to the operation pattern data. Data stored in ROM 93 of the sub-control board 90 is used to create the operation pattern data. A CPU may be implemented in the lamp control board 107, in which case the CPU may be made to execute lamp lighting control and operation control of the board movable body 15. Furthermore, in this case, a ROM may be implemented in the lamp control board 107, and data relating to the light emission pattern and operation pattern may be stored in the ROM.

[0061] In addition, a performance button detection switch (SW) 63a is connected to the sub-control board 90 via a frame relay board 98. The performance button detection switch 63a detects that the performance button 63 described above has been pressed. When the performance button 63 is pressed, a detection signal is output from the performance button detection switch 63a to the sub-control board 90.

[0062] 3. Explanation of the jackpot etc. In this embodiment of the pachinko game machine 1, the results of the jackpot lottery (special symbol lottery) are a "jackpot" and a "loss." When a "jackpot" occurs, a "jackpot symbol" is displayed frozen on the special symbol display 41. When a "loss" occurs, a "loss symbol" is displayed frozen on the special symbol display 41. When a jackpot is won, a "jackpot game" is executed in which the jackpot openings (first jackpot opening 30 and second jackpot opening 35) are opened in an opening pattern that corresponds to the type of special symbol (type of jackpot) that is frozen and displayed. The jackpot game is an example of a special game.

[0063] In this embodiment, the jackpot game includes multiple round games (unit opening games), an opening (also written as OP) before the first round game starts, and an ending (also written as ED) after the final round game ends. Each round game starts with the end of the OP or the end of the previous round game, and ends with the start of the next round game or the start of the ED. The time (interval time) for closing the jackpot opening between round games is included in the open round game before the closure.

[0064] There are multiple types of jackpots. The types of jackpots are as shown in Figs. 7 and 8. As shown in Figs. 7 and 8, in this embodiment, the types of jackpots are broadly divided into two types: a V-long jackpot and a V-short jackpot. A "V-long jackpot" is a jackpot that operates the opening / closing member 32 and the opening / closing member 37 in a first opening pattern (V-long opening pattern) that allows the game ball to pass through to the specific area 39 during the jackpot game. A "V-short jackpot" is a jackpot that operates the opening / closing member 32 and the opening / closing member 37 in a second opening pattern (V-short opening pattern) that does not allow the game ball to pass through to the specific area 39 during the jackpot game.

[0065] More specifically, as shown in FIG. 8, the "V Long Jackpot" has a total of 16 rounds. In rounds 1 to 13 and round 15, the first large prize opening 30 is opened for a maximum of 25.0 seconds per round. In rounds 14 and 16, the second large prize opening 35 is opened for a maximum of 25.0 seconds per round. In rounds 14 and 16, it is easy to pass through to the specific area 39 in the second large prize opening 35.

[0066] In contrast, the "V Short Jackpot" has a total of 16 rounds, but the actual total number of rounds is 13R. In other words, from 1R to 13R, the first major prize slot 30 is opened for a maximum of 25.0 seconds per round, but in 15R, the first major prize slot 30 is opened for only 0.08 seconds per round, and in 14R and 16R, the second major prize slot 35 is opened for only 0.08 seconds per round. Therefore, in this V Short Jackpot, the opening time of the major prize slot is extremely short from 14R to 16R, making it a round where no prize balls can be expected. In other words, the V Short Jackpot is effectively a 13R jackpot.

[0067] In addition, in 14R and 16R of a V short jackpot, the second large prize opening 35 is opened, but the opening time is extremely short, making it almost impossible for a game ball to pass through the specific area 39 in the second large prize opening 35. In 14R and 16R of a V short jackpot, not only is the opening time of the second large prize opening 35 short, but also the relationship between the opening timing of the second large prize opening 35 and the operation timing of the distribution member 71 (the timing at which the second state shown in FIG. 3(B) is controlled to the first state shown in FIG. 3(A)), makes it almost impossible for a game ball to pass through the specific area 39.

[0068] In the pachinko game machine 1 of this embodiment, the game state after the end of the jackpot game is shifted to a high probability state, which will be described later, based on the passage of the game ball into the specific area 39 during the jackpot game. Therefore, when the above-mentioned V-long jackpot is won, the game state after the jackpot game can be shifted to a high probability state by passing the game ball into the specific area 39 during the execution of the jackpot game. On the other hand, when the V-short jackpot is won, the game ball cannot be passed into the specific area 39 during the execution of the jackpot game, so the game state after the jackpot game becomes a normal probability state (non-high probability state), which will be described later. The V-long jackpot is also called a probability-changing jackpot, and the V-short jackpot is also called a non-probability-changing jackpot or a normal jackpot. The number of rounds in various jackpots and the opening pattern of the jackpot winning holes (the first jackpot winning hole 30 and the second jackpot winning hole 35) can be changed as appropriate.

[0069] As shown in Fig. 7, the distribution rate of the jackpot in the lottery of the first special pattern (special pattern 1) is 50% for the V-long jackpot and 50% for the V-short jackpot. More specifically, the jackpot patterns that can be won based on the lottery of the special pattern 1 include "special pattern 1_jackpot pattern 1" which is distributed at 45%, "special pattern 1_jackpot pattern 2" which is distributed at 5%, and "special pattern 1_jackpot pattern 3" which is distributed at 50%. When "special pattern 1_jackpot pattern 1" or "special pattern 1_jackpot pattern 2" is won, the opening and closing members 32 and 37 are opened in a V-long opening pattern, and when "special pattern 1_jackpot pattern 3" is won, the opening and closing members 32 and 37 are opened in a V-short opening pattern.

[0070] In contrast, all jackpots won in the lottery for the second special symbol (special symbol 2) are V-long jackpots. More specifically, the jackpot symbols that can be won based on the lottery for the special symbol 2 include the "special symbol 2_jackpot symbol 4" that is distributed at 100%, and when the "special symbol 2_jackpot symbol 4" is won, the opening and closing members 32 and 37 are opened in a V-long opening pattern. In this way, in this pachinko game machine 1, when a jackpot is won by a lottery based on the entry into the second starting hole 21, which becomes possible to enter by the execution of the electric support control described later, it is always a V-long jackpot. In other words, in this embodiment, the jackpot lottery (lottery for special symbol 2) that is held when a game ball enters the second starting hole 21 is set to be more advantageous for the player than the jackpot lottery (lottery for special symbol 1) that is held when a game ball enters the first starting hole 20.

[0071] Here, the pachinko game machine 1 of this embodiment is equipped with a function of a probability limiter. The probability limiter is a function that limits the number of consecutive times that can be controlled to a high probability state after the end of a jackpot game to a predetermined upper limit number. When "Special chart 1_jackpot pattern 1" is won in a low probability state, or when "Special chart 2_jackpot pattern 4" is won in a low probability state, the number of consecutive times that can be controlled to a high probability state is limited to 9 times (an example of the first upper limit number). In other words, in these cases, if there are 10 consecutive probability jackpots (V long jackpots) including the probability jackpot in the low probability state (the so-called first hit or the probability jackpot as a pullback), the machine is forcibly set to the low probability state. The pachinko game machine 1 of this embodiment has a limiter reaching remaining counter, which will be described later, as a counter for measuring the activation timing of the special probability limiter, and when "Special chart 1_jackpot pattern 1" is won in a low probability state, or when "Special chart 2_jackpot pattern 4" is won in a low probability state, the value of the limiter reaching remaining counter is set to 10 (see Figure 7).

[0072] In addition, when "Special chart 1_Big win pattern 2" is won in the low probability state, the number of consecutive control times to the high probability state is limited to four times (an example of the second upper limit number). In other words, in this case, if five consecutive special jackpots (V long jackpots) including the special jackpot in the low probability state occur, the state is forcibly set to the low probability state. When "Special chart 1_Big win pattern 2" is won in the low probability state, the value of the limiter reaching remaining counter is set to 5 (see FIG. 7). In this manner, in this embodiment, when a special jackpot is won in the low probability state, the number of special jackpot limiters (the number of times that can be controlled to the high probability state consecutively) is set to one of two values. As will be described in detail later, the pachinko game machine 1 of this embodiment changes the selection criteria for the special chart variation pattern (the special chart variation pattern determination table to be referred to) according to the value of the limiter reaching remaining counter in the high probability state (see FIG. 12). Therefore, even if the number of consecutive jackpots is the same when the first hit is on "Special Chart 1_Jackpot Pattern 1" and when the first hit is on "Special Chart 1_Jackpot Pattern 2", the tendency of the selected variable time in the high probability state will be different.

[0073] In this pachinko game machine 1, the selection of whether or not there is a jackpot is made based on a "jackpot random number," and the selection of the type of jackpot won is made based on a "win type random number." As shown in FIG. 9(A), the jackpot random number has a value in the range of 0 to 65535. The win type random number has a value in the range of 0 to 99. The random numbers obtained based on winning at the first start port 20 or the second start port 21 include the jackpot random number and win type random number, as well as the "reach random number" and the "special chart variation pattern random number."

[0074] The reach random number is a random number that determines whether or not a reach occurs in the performance pattern variation performance that indicates the result when the result of the jackpot judgment is a miss. A reach is a state in which there is only one performance pattern remaining among multiple performance patterns (decorative patterns) that are displayed in a variable manner, and depending on which of the performance patterns that are displayed in a variable manner are displayed, a combination of performance patterns that indicates a jackpot win (for example, a "7↓7" state). Note that the performance pattern that is displayed in a stopped state in the reach state may be displayed as if it is shaking slightly on the display screen 7a, or may be displayed as if it is repeatedly enlarging and shrinking. When the performance pattern is displayed in a reach state, it is also called that the performance pattern is displayed in a reach mode. This reach random number has a value in the range of 0 to 127.

[0075] The special symbol variation pattern random number is a random number for determining a variation pattern including the variation time of the special symbol. The special symbol variation pattern random number has a value in the range of 0 to 99. The random numbers obtained based on the passage of the gate 28 include the normal symbol random number (winning random number) and the normal symbol variation pattern random number shown in FIG. 9(B). The normal symbol random number is a random number for a lottery (normal symbol lottery) for deciding whether or not to play the auxiliary game that opens the electric chute 22. The normal symbol random number has a value in the range of 0 to 65535. The normal symbol variation pattern random number is a random number for determining a variation pattern including the variation time of the normal symbol. The normal symbol variation pattern random number has a value in the range of 0 to 232.

[0076] 4. Description of game status Next, the game state of the pachinko game machine 1 of this embodiment will be described. The special symbol display 41 and the normal symbol display 42 of the pachinko game machine 1 each have a probability variation function and a variation time shortening function. The state in which the probability variation function of the special symbol display 41 is activated is called the "high probability state", and the state in which it is not activated is called the "normal probability state (non-high probability state, low probability state)". In the high probability state, the probability of a jackpot is higher than in the normal probability state. That is, a jackpot determination is performed using a jackpot determination table in which the value of the jackpot random number determined as a jackpot is greater than that of the jackpot determination table used in the normal probability state (see FIG. 10(A)). That is, when the probability variation function of the special symbol display 41 is activated, the probability that the display result of the variable display of the special symbol by the special symbol display 41 (i.e., the stopped symbol) will be a jackpot symbol is higher than when it is not activated.

[0077] In addition, the state in which the variable time shortening function of the special symbol display 41 is operating is called the "time shortening state", and the state in which it is not operating is called the "non-time shortening state". In the time shortening state, the variable time of the special symbol (the time from the start of the variable display to the derivation display of the display result) is shorter than in the non-time shortening state. In other words, the variable pattern is determined using a variable pattern determination table that is determined so that a variable pattern with a short variable time is selected more often than in the non-time shortening state. In other words, when the variable time shortening function of the special symbol display 41 is operating, a short variable time is more likely to be selected as the variable time of the variable display of the special symbol compared to when it is not operating. As a result, in the time shortening state, the pace of consumption of the special symbol reservation is faster, and effective winning (winning that can be stored as a special symbol reservation) at the starting port is more likely to occur. Therefore, it is possible to aim for a jackpot under smooth game progress.

[0078] The probability variation function and the variation time shortening function of the special symbol display 41 may operate simultaneously, or only one of them may operate. The probability variation function and the variation time shortening function of the normal symbol display 42 are designed to operate in synchronization with the variation time shortening function of the special symbol display 41. That is, the probability variation function and the variation time shortening function of the normal symbol display 42 operate in the time shortening state, and do not operate in the non-time shortening state. Therefore, in the time shortening state, the probability of winning in the normal symbol lottery is higher than in the non-time shortening state. That is, a win judgment (judgment of the normal symbol) is performed using a normal symbol win judgment table in which the value of the normal symbol random number (win random number) judged as a win is greater than that of the normal symbol win judgment table used in the non-time shortening state (see FIG. 10(C)). That is, when the probability variation function of the normal symbol display 42 operates, the probability that the display result of the variable display of the normal symbol by the normal symbol display 42 will be a normal winning symbol is higher than when it is not operating.

[0079] In addition, in the time-saving state, the normal symbol fluctuation time is shorter than in the non-time-saving state. In other words, the fluctuation pattern is determined using a fluctuation pattern determination table that is determined so that a fluctuation pattern with a short fluctuation time is selected more often than in the non-time-saving state (see FIG. 13). In other words, when the fluctuation time reduction function of the normal symbol display 42 is activated, a short fluctuation time is more likely to be selected as the fluctuation time of the variable display of the normal symbol compared to when it is not activated.

[0080] Specifically, as shown in Fig. 13, in the non-time-saving state, the variation time of 500 ms is selected at a rate of about 33% (77 / 233), the variation time of 1500 ms is selected at a rate of about 33.5% (78 / 233), and the variation time of 2400 m is selected at a rate of about 33.5% (78 / 233). In contrast, in the time-saving state, the variation time of 300 ms is selected at a rate of about 57% (133 / 233), the variation time of 1100 ms is selected at a rate of about 21.5% (50 / 233), and the variation time of 2000 ms is selected at a rate of about 21.5% (50 / 233).

[0081] The reason why the normal symbol fluctuation time in the time-saving state (electric support control state described later) is selected from three types, 300 ms, 1100 ms, and 2000 ms, is as follows. That is, in this embodiment, the number of winning balls based on the entry into the second starting hole 21 is two. Therefore, if a so-called stop shot is performed using a firing stop switch (not shown) in the time-saving state, there is a possibility that the player can increase the number of balls he has. Therefore, three types of fluctuation time are provided as the normal symbol fluctuation time to prevent such a strategic shot.

[0082] In addition, in the time-saving state, the opening time of the electric chute 22 in the auxiliary game is longer than in the non-time-saving state (see FIG. 14). That is, the opening time extension function of the electric chute 22 is activated.

[0083] When the probability variation function and variation time shortening function of the normal symbol display 42 and the opening time extension function of the electric chute 22 are operating, the electric chute 22 opens more frequently and game balls enter the second starting hole 21 more frequently than 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 called a "high base state," and the state in which they are not operating is called a "low base state." In the high base state, you can aim for a jackpot without significantly reducing the number of game balls you have. The high base state is a state in which so-called electric support control (control that supports the electric chute 22 to enter the second starting hole 21) is being executed. The high base state is also called an electric support control state, and the low base state is also called a non-electric support control state.

[0084] In addition to the probability fluctuation function and the fluctuation time shortening function of the normal symbol display 42 and the opening time extension function of the electric chute 22, in the time-saving state, the number of times the electric chute 22 opens in the auxiliary game may be made greater than in the non-time-saving state. In other words, the function of increasing the number of times the electric chute 22 opens may be activated. In addition, in the high base state (electric support control state), the activation of one or more functions among the probability fluctuation function of the normal symbol display 42, the fluctuation time shortening function of the normal symbol display 42, the opening time extension function of the electric chute 22, and the opening time increase function of the electric chute 22 may make it easier for the electric chute 22 to open than when the function is not activated. In addition, the high base state (electric support control state) may be controlled independently without being associated with the time-saving state.

[0085] In the pachinko game machine 1 of this embodiment, the game state after the jackpot game due to winning the V-long jackpot is a high probability state, a time-saving state, and a high base state if the player passes through the specific area 39 during the jackpot game. This game state is particularly called a "high probability high base state" or a "high probability time-saving state." The high probability high base state ends when the variable display of the special symbols is executed a predetermined number of times (100 times in this embodiment) or when the jackpot is won and the jackpot game is executed.

[0086] In addition, the game state after a jackpot game due to a V short jackpot win is a normal probability state (non-high probability state, i.e., low probability state), time-saving state, and high base state if the player does not pass through the specific area 39 during the jackpot game (which almost never happens). This game state is particularly called a "low probability high base state" or "low probability time-saving state." The low probability high base state ends when the variable display of special symbols is executed a predetermined number of times (100 times in this embodiment), or when a jackpot is won and the jackpot game is executed.

[0087] When playing the pachinko game machine 1 for the first time, the game state after powering on is a normal probability state, a non-time-saving state, and a low base state. This game state is particularly called a "low probability low base state" or a "low probability non-time-saving state." The low probability low base state is also called a "normal game state." In addition, the state during which a special game (jackpot game) is being played is called a "special game state (jackpot game state)." The high probability state is an example of an advantageous game state.

[0088] In this embodiment, the end condition of the high base state is that the total number of times the variable display of special chart 1 and the variable display of special chart 2 have been performed is 100 times, but the end condition of the high base state may be that the number of times the variable display of special chart 1 has been performed is a predetermined number (for example, 50 times) or that the number of times the variable display of special chart 2 has been performed is a predetermined number (for example, 30 times). In this case, there may be no end condition based on the total number of times the variable display of special chart 1 and the variable display of special chart 2 have been performed.

[0089] In a high base state such as a high probability high base state or a low probability high base state, it is more advantageous to advance the game by hitting the ball to the right game area 3B (see FIG. 2). This is because the electric support control makes it easier to open the electric chute 22 than in a low base state, and it is easier to win the second start hole 21 than the first start hole 20. Therefore, the ball is hit to the right in order to win the second start hole 21 while passing through the gate 28, which is the trigger for the normal pattern lottery. This allows more start wins (wins at the start hole) to be obtained than by hitting to the left. In this pachinko game machine 1, the game is played by hitting to the right even during a jackpot game.

[0090] On the other hand, in the low base state, it is more advantageous to hit the game ball from the left to enter the left game area 3A (see FIG. 2) in order to progress in the game. Because the electric support control is not being executed, the electric chute 22 is less likely to open than in the high base state, and it is easier to win in the first start hole 20 than in the second start hole 21. Therefore, the game ball is hit from the left in order to win in the first start hole 20. This allows more start wins to be obtained than by hitting from the right.

[0091] 5. Operation of the gaming control microcomputer 81 [Main control main processing] Next, the operation of the game control microcomputer 81 will be described with reference to Figs. 15 to 31. The counter, timer, flag, status, buffer, etc., which appear in the operation description of the game control microcomputer 81, are provided in the RAM 84. When the power supply of the pachinko game machine 1 is turned on, the game control microcomputer 81 provided in the main control board 80 reads out the program of the main control main processing shown in Fig. 15 from the ROM 83 and executes it. As shown in the figure, in the main control main processing, initial settings are first performed (S001). In the initial settings, for example, stack settings, constant settings, interrupt time settings, CPU 82 settings, SIO, PIO, CTC (circuit for managing interrupt time), various flags, statuses, counters, etc. are reset. The initial value of the flag is "0", that is, "OFF", and the initial value of the status is "1". The initial settings (S001) are performed only once after the power supply is turned on, and are not executed thereafter.

[0092] Following the initial setting (S001), interrupts are prohibited (S002), and the normal and special symbol main random number update process (S003) is executed. In this normal and special symbol main random number update process (S003), the various random number counter values ​​shown in FIG. 9 are updated by incrementing them by 1. When each random number counter value 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. Each random number may be a so-called hardware random number generated by using a known random number generating circuit consisting of a counter IC or the like. In this case, there is no need for software to update the random numbers.

[0093] When the normal and special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main side timer interrupt process (S005) can be executed. The main side timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the CPU 82, for example, at a 4 msec cycle. That is, it is executed at a 4 msec cycle, for example. Then, from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005), the update process of various counter values ​​by the normal and special symbol main random number update process (S003) is repeatedly executed. Note that, if an interrupt pulse is input to the CPU 82 when the interrupt is prohibited, the main side timer interrupt process (S005) is not started immediately, but is started after the interrupt is permitted (S004).

[0094] [Main timer interrupt processing] Next, the main timer interrupt processing (S005) will be described. As shown in Fig. 16, in the main timer interrupt processing (S005), output processing (S101) is executed first. In the output processing (S101), commands and the like set in the output buffer provided in the RAM 84 of the main control board 80 in each processing described below are output to the sub control board 90, the payout control board 110, and the like.

[0095] Next, the game control microcomputer 81 performs input processing (S102). In the input processing (S102), the microcomputer 81 reads detection signals detected by various sensors (the first start hole sensor 20a, the second start hole sensor 21a, the first large prize hole sensor 30a, the second large prize hole sensor 35a, the normal prize hole sensor 27a, etc. (see FIG. 5)) attached mainly to the pachinko game machine 1, and sets payout data for paying out prize balls according to the type of prize hole in the output buffer of the RAM 84.

[0096] The normal and special symbol main random number update process (S103) that is performed next is the same as the normal and special symbol main random number update process (S003) that is performed in the main control main process of Fig. 15. That is, the update process of the various random number counter values ​​(including the normal symbol random number counter value and the normal symbol variation pattern random number counter value) shown in Fig. 9 is performed both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005)).

[0097] Following the normal pattern / special pattern main random number update process (S103), the start port sensor detection process (S104), normal operation process (S105), special operation process (S106), and specific area sensor detection process (S107) are executed. After that, other processes (S108) are executed, and the main side timer interrupt process (S005) is terminated. As the other processes (S108), the second special pattern reserved indicator 43b is controlled to a display mode showing the number based on the number of reserved balls of the special pattern 2 described later, and the first special pattern reserved indicator 43a is controlled to a display mode showing the number based on the number of reserved balls of the special pattern 1 described later. Then, the processes of steps S002 to S004 of the main control main process are repeatedly executed (see FIG. 15) until the next interrupt pulse is input to the CPU 82, and when the interrupt pulse is input (after about 4 msec), the main side timer interrupt process (S005) is executed again. In the output process (S101) of the main side timer interrupt process (S005) executed again, the commands etc. set in the output buffer of the RAM 84 in the previous main side timer interrupt process (S005) are output.

[0098] [Start Gate Sensor Detection Processing] As shown in Fig. 17, in the start gate sensor detection processing (S104), first, it is determined whether or not the gaming ball has passed through the gate 28, that is, whether or not the gaming ball has been detected by the gate sensor 28a (S201). If the gaming ball has passed through the gate 28 (YES in S201), a gate passing processing (S202) described below is performed. On the other hand, if the gaming ball has not passed through the gate 28 (NO in S201), the gate passing processing (S202) is skipped and the process proceeds to step S203.

[0099] In step S203, 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 (S203). If a game ball has not entered the second starting hole 21 (NO in S203), the process proceeds to step S207. If a game ball has entered the second starting hole 21 (YES in S203), 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 the counter that counts the number of reserved second charts provided in the RAM 84) has reached "4" (upper limit number) (S204). If the number of reserved balls in the special chart 2 has reached "4" (YES in S204), the process proceeds to step S207. If the number of reserved balls in the special chart 2 is less than "4" (NO in S204), "1" is added to the number of reserved balls in the special chart 2 (S205).

[0100] Next, a special chart 2 related random number acquisition process (S206) is performed. In the special chart 2 related random number acquisition process (S206), the jackpot random number counter value (label-TRND-A), the hit type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the special chart fluctuation pattern random number counter value (label-TRND-T1) are acquired (i.e., the random number group shown in FIG. 9(A) is acquired), and the acquired random number values ​​are stored in the memory area of ​​the second special chart reservation memory unit 85b according to the current number of reserved balls for the special chart 2 in the second special chart reservation memory unit 85b.

[0101] Next, in the start hole sensor detection process (S104), it is determined whether or not a game ball has entered the first start hole 20, that is, whether or not a game ball has been detected by the first start hole sensor 20a (S207). If a game ball has not entered the first start hole 20 (NO in S207), the process is terminated. However, if a game ball has entered the first start hole 20 (YES in S207), it is determined whether or not the number of reserved balls in the special chart 1 (the number of reserved first special charts, specifically, the value of the counter that counts the number of reserved first special charts provided in the RAM 84) has reached "4" (upper limit number) (S208). Then, if the number of reserved balls in the special chart 1 has reached "4" (YES in S208), the process is terminated. However, if the number of reserved balls in the special chart 1 is less than "4" (NO in S208), "1" is added to the number of reserved balls in the special chart 1 (S209).

[0102] Next, a special chart 1 related random number acquisition process (S210) is performed. In the special chart 1 related random number acquisition process (S210), as in the special chart 2 related random number acquisition process (S206), the jackpot random number counter value (label-TRND-A), the hit type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the special chart fluctuation pattern random number counter value (label-TRND-T1) are acquired (i.e., the random number group shown in FIG. 9(A) is acquired), and the acquired random number values ​​are stored in the memory area of ​​the first special chart reservation memory unit 85a corresponding to the current number of reserved balls for special chart 1 in the first special chart reservation memory unit 85a, and the process is terminated.

[0103] [Gate Passing Process] As shown in FIG. 18, in the gate passing process (S202), it is determined whether the number of reserved balls for normal symbols (the number of reserved normal symbols, specifically, the value of the counter that counts the number of reserved normal symbols provided in the RAM 84) is "4" or more (S301). If the number of reserved balls for normal symbols is "4" or more (YES in S301), the process is terminated. On the other hand, if the number of reserved balls for normal symbols is not "4" or more (NO in S301), "1" is added to the number of reserved balls for normal symbols (S302), and a normal symbol random number acquisition process (S303) is performed. In the normal symbol random number acquisition process (S303), the normal symbol random number counter value (value of label-TRND-H) and the normal symbol variation pattern random number counter value (value of label-TRND-J1) are acquired (i.e., the random number group shown in FIG. 9(B) is acquired), and the acquired random number values ​​are stored in a memory area corresponding to the current number of reserved normal symbol balls in the normal symbol reservation memory unit 86 of the RAM 84.

[0104] [Normal operation processing] After the start hole sensor detection processing (S104), the game control microcomputer 81 performs the normal operation processing (S105) shown in FIG. 19. In the normal operation processing (S105), first, it is determined whether the electric chute 22 is in operation (S401). If the electric chute is not in operation (NO in S401), it is then determined whether or not a normal symbol is being displayed in a stopped state (S402). If the normal symbol is not being displayed in a stopped state (NO in S402), it is then determined whether or not a normal symbol is being displayed in a variable state (S403). If the normal symbol is not being displayed in a variable state (NO in S403), it is then determined whether or not the number of reserved balls for the normal symbol is "0" (S404). If the number of reserved balls for the normal symbol is "0" (YES in S404), this processing is terminated.

[0105] In step S404, if the number of reserved balls of the normal pattern is not "0" (NO in S404), a hit determination process (S405) is performed. In the hit determination process (S405), the normal pattern random number counter value (value of label-TRND-H) stored in the normal pattern reserved memory unit 86 is read, and if the time is reduced, it is determined whether or not there is a hit based on the time-reduction state part (hit determination value is "1" to "65535") of the normal pattern hit determination table shown in FIG. 10(C), and if the time is not reduced, it is determined whether or not there is a hit based on the non-time-reduction state part (hit determination value is "1" to "6379") of the normal pattern hit determination table shown in FIG. 10(C). Then, a pattern determination process is performed to set normal pattern stop data according to the result of the hit determination in a predetermined storage area of ​​the RAM 84 (S406). That is, in the pattern determination process (S406), if there is a "miss", data corresponding to the "normal miss pattern" is set, and if there is a "win", data corresponding to the "normal win pattern" is set.

[0106] Next, the game control microcomputer 81 performs a normal symbol variation time determination process (S407). In the normal symbol variation time determination process (S407), the normal symbol variation pattern random number counter value (the value of label-TRND-J1) stored in the normal symbol reservation memory unit 86 is read, and if the game state is in a time-saving state, a normal symbol variation pattern in which the normal symbol variation time is 300 ms, 1100 ms, or 2000 ms is selected by referring to the normal symbol variation pattern determination table shown in FIG. 13. On the other hand, if the game state is not in a time-saving state, a normal symbol variation pattern in which the normal symbol variation time is 500 ms, 1500 ms, or 2400 ms is selected.

[0107] Next, the game control microcomputer 81 decrements the number of reserved balls of normal symbols by 1 (S408). Then, the storage location (memory area) of each reserved normal symbol in the reserved normal symbol memory unit 86 is shifted from the current position to the side from which it is read, and the memory area corresponding to the fourth reserved normal symbol in the reserved normal symbol memory unit 86 (the memory area farthest from the side from which it is read) is cleared (S409). In this way, the reserved normal symbols are consumed in the order in which they were reserved. After that, the game control microcomputer 81 starts displaying the variation of the normal symbols in the normal symbol variation pattern selected in step S407 (S410). In addition, in conjunction with this, a normal symbol variation start command is set to inform the sub-control board 90 of the start of the variation of the normal symbols.

[0108] If the normal symbol is being displayed in a variable manner in step S403 (YES in S403), it is then determined whether the normal symbol variation time has elapsed (S411), and if not, the process is terminated. On the other hand, if the time has elapsed (YES in S411), the normal symbol variation display is stopped with the display result (normal winning symbol or normal losing symbol) according to the determination result of the normal symbol random number (S412). Then, a normal symbol variation stop command is set to inform the sub-control board 90 that the normal symbol variation has stopped (S413), and the normal symbol stop time is set (S414), and the process is terminated.

[0109] Also, if the normal symbol is being displayed in the above-mentioned step S402 (YES in S402), it is then determined whether the normal symbol stop time (see FIG. 13) set in step S414 has elapsed (S415), and if it has not elapsed, the process is terminated. On the other hand, if it has elapsed (YES in S415), it is determined whether the normal symbol stop symbol data for the normal winning symbol has been set (S416), and if it is not the data for the normal winning symbol (i.e., if it is not a win (NO in S416)), the process is terminated. On the other hand, if it is the data for the normal winning symbol (i.e., if it is a win (YES in S416)), the opening pattern of the electric chute 22 is set (S417). In detail, if the time-saving state is in effect, the opening pattern during the time-saving state (see electric chute opening TBL2 in FIG. 14) is set as the opening pattern of the electric chute 22. On the other hand, if the game is in a non-time-saving state, the opening pattern during the non-time-saving state (see electric chute opening TBL1 in FIG. 14) is set as the opening pattern of the electric chute 22. Then, the electric chute 22 is operated according to the opening pattern set in step S417 (S418).

[0110] If the electric chute 22 is in operation in step S401 (YES in S401), it is then determined whether the operation time of the electric chute 22 has elapsed (S419), and if not, the process ends. On the other hand, if the time has elapsed (YES in S419), the operation of the electric chute 22 is ended (S420).

[0111] [Special Operation Processing] As shown in FIG. 20, in the special operation processing (S106), the processing related to the special pattern display 41 and the large prize device (first large prize device 31 and second large prize device 36) is divided into four stages, and a "special operation status 1, 2, 3, 4" is assigned to each stage. If the "special operation status" is "1" (YES in S1301), a special symbol waiting process (S1302) is performed; if the "special operation status" is "2" (NO in S1301, YES in S1303), a special symbol changing process (S1304) is performed; if the "special operation status" is "3" (NO in both S1301 and S1303, YES in S1305), a special symbol determination process (S1306) is performed; and if the "special operation status" is "4" (NO in all of S1301, S1303, and S1305), a special electric device process (S1307) is performed as a jackpot game. The special operation status is initially set to "1."

[0112] [Special symbol waiting process] As shown in Fig. 21, in the special symbol waiting process (S1302), 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" (S1401). If the number of reserved balls in the special symbol 2 is "0" (YES in S1401), that is, if there is no memory of the random number counter value group acquired due to winning in 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" (S1407). If the number of reserved balls for special chart 1 is also "0" (YES in S1407), that is, if there is no memory of the random number counter value group acquired due to winning at the first starting port 20, it is determined whether the display screen 7a of the image display device 7 has already been set to the standby screen (demo screen for waiting for customers) (S1413), and if so (YES in S1413), the process ends, and if not (NO in S1413), a predetermined standby time is waited for, and a standby command for waiting for customers is set to display the standby screen (S1414). The sub-control board 90 that has received the standby command for waiting for customers executes the standby performance on the image display device 7, etc.

[0113] In step S1401, if the number of reserved balls for the special chart 2 is not "0" (NO in S1401), that is, if there is one or more random counter value groups (reserved information for the special chart 2) acquired due to winning the second starting hole 21, the special chart 2 big win determination process (S1402) and the special chart 2 variation pattern selection process (S1403) described later are performed. After that, the game control microcomputer 81 decrements the number of reserved balls for the special chart 2 by 1 (S1404). Then, the storage location (storage area) of various counter values ​​in the second special chart reservation memory unit 85b is shifted from the current position to the side to be read, and the memory area (the memory area farthest from the side to be read) corresponding to the fourth reserved ball in the second special chart reservation memory unit 85b is cleared (S1405). In this way, the second special chart reservation is consumed in the order in which it was reserved. Next, the game control microcomputer 81 executes the special chart 2 variation start process (S1406). In the special symbol 2 variation start process (S1406), the special operation status is set to "2" and a variation start command is set to start the variation display of the second special symbol. The variation start command (also called the special symbol 2 variation start command) set in the special symbol 2 variation start process (S1406) includes information on the special symbol stop symbol data set in the special symbol 2 big win determination process (S1402) and information on the variation pattern set in the special symbol 2 variation pattern selection process (S1403) (including information on the variation time).

[0114] 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 S1401 and NO in S1407), that is, if there is no reserved information for special chart 2 but there is one or more random number counter value groups acquired due to winning in the first starting hole 20 (reserved information for special chart 1), the special chart 1 big win determination process (S1408) and the special chart 1 variation pattern selection process (S1409) described later are performed. After that, the game control microcomputer 81 decrements the number of reserved balls for special chart 1 by 1 (S1410). Then, the storage location (storage area) of various counter values ​​in the first special chart reservation memory unit 85a is shifted by one from the current position to the side to be read, and the memory area corresponding to the fourth reserved ball in the first special chart reservation memory unit 85a (the memory area farthest from the side to be read) is cleared (S1411). In this way, the first special chart reservations are consumed in the order in which they were reserved. Next, the game control microcomputer 81 executes the special symbol 1 variation start process (S1412). In the special symbol 1 variation start process (S1412), the special operation status is set to "2" and a variation start command is set to start the variation display of the first special symbol. The variation start command (also called the special symbol 1 variation start command) set in the special symbol 1 variation start process (S1412) includes information on the special symbol stop symbol data set in the special symbol 1 big win determination process (S1408) and information on the variation pattern set in the special symbol 1 variation pattern selection process (S1409) (information including information on the variation time).

[0115] As described above, in this embodiment, the display of the special pattern based on the first special pattern reservation is performed only when the second special pattern reservation is "0" (YES in S1401). In other words, the consumption of the second special pattern reservation is executed in priority to the consumption of the first special pattern reservation. And in this embodiment, the lottery based on the second special pattern reservation makes it easier for the player to win a jackpot (V long jackpot) that is more profitable for the player than the lottery based on the first special pattern reservation (see FIG. 7).

[0116] [Special chart 2 big win determination process (special chart 1 big win determination process)] The special chart 2 big win determination process (S1402) and the special chart 1 big win determination process (S1408) have the same process flow, so they will be explained together based on FIG. 22. As shown in FIG. 22, in the special chart 2 big win determination process (S1402) or the special chart 1 big win determination process (S1408), first, the big win random number counter value (value of label-TRND-A) is read as a determination value (S1501). In detail, in the special chart 2 big win determination process (S1402), the big win random number counter value stored in the first storage area (i.e., the storage area corresponding to the first of the second special chart reservations) of the second special chart reservation storage unit 85b of the RAM 84 is read. In addition, in the special chart 1 jackpot determination process (S1408), the jackpot random number counter value stored in the first memory area (i.e., the memory area corresponding to the first of the first special chart reservations) of the first special chart reservation memory unit 85a of the RAM 84 is read out.

[0117] Next, the jackpot determination table (FIG. 10(A)) is set (S1502). Next, it is determined whether the probability flag is ON, that is, whether the state is high probability or not (S1503). Then, if the state is not high probability (NO in S1503), that is, if the state is normal probability state (non-high probability state), it is determined whether the jackpot is a jackpot or not based on the table for non-high probability state (jackpot determination value is "10001" to "10263") in the jackpot determination table (FIG. 10(A)) (S1504). On the other hand, if the state is high probability (YES in S1503), it is determined whether the jackpot is a jackpot or not based on the table for high probability state (jackpot determination value is "10001" to "10792") in the jackpot determination table (FIG. 10(A)) (S1505).

[0118] If the result of the jackpot determination (S1504, S1505) is "jackpot", the win type random number counter value (value of label-TRND-AS) is read out and the win type is determined based on the win type determination table shown in Fig. 7 (S1506). After the win type is determined (S1506), the jackpot flag is turned ON (S1507), and the special chart stop pattern data (see Fig. 7) corresponding to the win type is set in the special chart buffer provided in the RAM 84 (S1508), and the process is terminated. On the other hand, if the result of the jackpot determination (S1504, S1505) is "miss", the special chart stop pattern data (01H) corresponding to the miss pattern is set in the special chart buffer (S1508), and the process is terminated.

[0119] [Special chart 2 variation pattern selection process (special chart 1 variation pattern selection process)] The special chart 2 variation pattern selection process (S1403) and the special chart 1 variation pattern selection process (S1409) have the same processing flow, so they will be explained together based on Figures 23 and 24. As shown in Figures 23 and 24, in the special chart 2 variation pattern selection process (S1403) or the special chart 1 variation pattern selection process (S1409), first, it is determined whether the game state is in a time-saving state (whether the time-saving flag is ON or not) (S1601). Then, if it is not in a time-saving state (NO in S1601), that is, if it is in a non-time-saving state, it is next determined whether the jackpot flag is ON or not (S1602). If it is ON (YES in S1602), it is further determined whether the type of the jackpot that was won is a V-long jackpot based on the set special chart stop pattern data (S1603). In the case of a V-long jackpot (YES in S1603), the special chart fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (value of label-TRND-T1) by referring to the V-long jackpot table during non-time-saving state (the portion of the special chart fluctuation pattern determination table shown in FIG. 11 that corresponds to the low probability state, non-time-saving state, and V-long jackpot) (S1604). Specifically, either the special chart fluctuation pattern P1 or P2 is selected.

[0120] Also, in step S1603, if it is not a V long jackpot (NO in S1603), since it is a V short jackpot, the V short jackpot table during non-time-saving state (the part of the special chart fluctuation pattern determination table shown in FIG. 11 that corresponds to the low probability state, non-time-saving state, and V short jackpot) is referenced, and a special chart fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (S1605). Specifically, in the special chart 1 fluctuation pattern selection process (S1409), either special chart fluctuation pattern P3 or P4 is selected. Note that the V short jackpot cannot be won in the special chart 2 lottery.

[0121] Also, in step S1602, if the jackpot flag is not ON (NO in S1602), it is determined whether the reach random number counter value (the value of label-TRND-RC) is a reach establishment random number value (S1606). As shown in FIG. 10(B), the reach establishment random number value is "0" to "13" in the non-time-saving state, and "0" to "5" in the time-saving state. In other words, in the time-saving state, it is less likely that a reach will occur when there is a miss than in the non-time-saving state. This is to speed up the consumption of special reserved charts by selecting more non-reach misses with short fluctuation times in the time-saving state.

[0122] When the reach random number counter value is a reach establishment random number value (YES in S1606), that is, in the case of reach with miss, the non-time-saving state reach with miss table (the part of the special chart fluctuation pattern determination table shown in FIG. 11 that corresponds to the low probability state, non-time-saving state, and reach with miss) is referenced, and a special chart fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (S1607). Specifically, either the special chart fluctuation pattern P5 or P6 is selected.

[0123] If the reach random number counter value is not a reach establishment random number value (NO in S1606), that is, in the case of a miss without a reach (a big miss), a special chart change pattern is selected based on the special chart change pattern random number counter value by referring to the no-reach miss table during non-time-saving state (the part of the special chart change pattern determination table shown in FIG. 11 that corresponds to a low probability state, a non-time-saving state, and a miss without a reach) (S1608). In this no-reach miss, a function of shortening the change according to the number of reserved balls is activated. In other words, when the number of reserved balls of the special pattern is "3" or "4", a special chart change pattern with a shorter change time is selected compared to when the number of reserved balls of the special pattern is "0" to "2". Specifically, the change pattern P7 or P8 is selected.

[0124] Here, as shown in FIG. 11, once the special pattern variation pattern is determined, the variation time of the special pattern is also determined. In addition, when a reach occurs, it is also determined whether the reach will be a normal reach (N reach) or a super reach (SP reach). An SP reach is a reach that has a longer variation time after the reach than an N reach. In this embodiment, the SP reach is executed in a progressive manner through an N reach. That is, after the performance patterns 8L, 8C, and 8R are displayed on the display screen 7a in a reach state, the performance as an SP reach is executed. In a low probability state, a mission reach is executed as an SP reach (see FIG. 11), and in a high probability state, a battle reach or episode reach is executed as an SP reach (see FIG. 12).

[0125] Incidentally, a fluctuation in which an SP reach is executed is called an SP fluctuation, and a fluctuation in which an N reach is executed but an SP reach is not executed is called an N fluctuation. Furthermore, among the SP fluctuations, a fluctuation in which a mission reach is executed is called a mission reach fluctuation, a fluctuation in which a battle reach is executed is called a battle reach fluctuation, and a fluctuation in which an episode reach is executed is called an episode reach fluctuation. Furthermore, a special chart fluctuation based on the judgment result of a jackpot win is called a jackpot fluctuation, and among the jackpot fluctuations, a fluctuation in which an SP reach is executed is called an SP reach jackpot fluctuation, and a fluctuation in which an N reach is executed but an SP reach is not executed is called an N reach jackpot fluctuation. Furthermore, among the SP reach jackpot fluctuations, a fluctuation in which a mission reach is executed is called a mission reach jackpot fluctuation, a fluctuation in which a battle reach is executed is called a battle reach jackpot fluctuation, and a fluctuation in which an episode reach is executed is called an episode reach jackpot fluctuation. Also, the special chart fluctuation based on the result of the miss judgment is called a miss fluctuation, and among the miss fluctuations, the fluctuation in which the SP reach is executed is called an SP reach miss fluctuation, and the fluctuation in which the N reach is executed but the SP reach is not executed is called an N reach miss fluctuation. And among the SP reach miss fluctuations, the fluctuation in which the mission reach is executed is called a mission reach miss fluctuation, the fluctuation in which the battle reach is executed is called a battle reach miss fluctuation, and the fluctuation in which the episode reach is executed is called an episode reach miss fluctuation.

[0126] As shown in the special chart variation pattern determination table in the low probability non-time-saving state in FIG. 11, in this form, the SP reach (mission reach) is more likely to be executed when the jackpot is won than when it is lost. Also, the SP reach (mission reach) is more likely to be executed when the V long jackpot is won than when the V short jackpot is won. Therefore, the SP reach functions as a reach performance with a higher expectation of winning the jackpot than the N reach, and also functions as a reach performance with a higher expectation of winning the V long jackpot.

[0127] When the SP reach big win variation (special chart variation pattern P1 or P3) is selected in the low probability non-time-saving state, a mission reach of a successful mode that notifies the winning of a big win is executed as the reach performance of the SP reach (see FIG. 11). On the other hand, when the SP reach miss variation (special chart variation pattern P5) is selected in the low probability non-time-saving state, a mission reach of a failed mode that notifies the miss is executed as the reach performance of the SP reach (see FIG. 11). The mission reach is a reach performance in which an ally character appearing in the work that is the motif of the pachinko game machine 1 challenges a predetermined mission, and the mode in which the ally character clears the mission is the successful mode, and the mode in which the ally character does not clear the mission is the failed mode.

[0128] Next, the determination of the special chart variation pattern in the time-saving state will be explained. In step S1601 of FIG. 23, if it is determined that the game state is the time-saving state (YES in S1601), as shown in FIG. 24, it is determined whether it is in a high probability state (whether the probability variation flag is ON) (S1609). If it is not in a high probability state (NO in S1609), that is, if it is in a low probability time-saving state, a special chart variation pattern is selected based on the special chart variation pattern random number counter value by referring to the special chart variation pattern determination table for the low probability time-saving state (the part of the special chart variation pattern determination table shown in FIG. 11 that corresponds to the low probability state and the time-saving state) (S1610). Specifically, one of the special chart variation patterns P21 to P27 will be selected. In addition, in determining the special chart variation pattern, the result of the jackpot determination, the result of the jackpot pattern type determination, the result of the reach determination, the number of balls reserved for the special chart, etc. are referenced, as in the case of the low probability non-time-saving state.

[0129] In addition, when the mission reach big win variation (special chart variation pattern P21) is selected in the low probability time-saving state, the mission reach of the success mode that notifies the big win is executed as the reach performance of the SP reach. On the other hand, when the mission reach miss variation (special chart variation pattern P24) is selected in the low probability time-saving state, the mission reach of the failure mode that notifies the miss is executed as the reach performance of the SP reach.

[0130] On the other hand, if the result of the judgment in step S1609 in FIG. 24 is YES, that is, if the state is a high probability time-saving state, it is next judged whether the value of the limiter reaching remaining counter is 5 or more (S1611). If the judgment result of step S1611 is YES, the first high probability table (the part where the column of the limiter reaching remaining counter in the table shown in FIG. 12 corresponds to 9 to 5) is referred to and a special chart fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (S1612), and if the judgment result of step S1611 is NO, the second high probability table (the part where the column of the limiter reaching remaining counter in the table shown in FIG. 12 corresponds to 4 to 1) is referred to and a special chart fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (S1613). The first high probability table is an example of the first selection criterion, and the second high probability table is an example of the second selection criterion.

[0131] In this embodiment, when "Special chart 1_jackpot pattern 1" or "Special chart 2_jackpot pattern 4" is won in the low probability state, the value of the limiter remaining counter is set to "10" at the start of the jackpot game, and when "Special chart 1_jackpot pattern 2" is won in the low probability state, the value of the limiter remaining counter is set to "5" at the start of the jackpot game. The value of the limiter remaining counter is decremented by 1 before turning on the probability variable flag at the end of the jackpot game. Therefore, when the type of probability variable jackpot (V long jackpot) drawn in the low probability state is "Special chart 1_jackpot pattern 1" or "Special chart 2_jackpot pattern 4", the value of the limiter remaining counter in the first high probability state is "9", and thereafter, the value of the limiter remaining counter in the high probability state is decremented by 1 each time the probability variable jackpot is consecutive. On the other hand, if the type of the special jackpot (V long jackpot) hit in the low probability state is "Special chart 1_jackpot pattern 2", the value of the limiter reaching remaining counter in the first high probability state will be "4", and thereafter, the value of the limiter reaching remaining counter in the high probability state will be decremented by one each time a special jackpot is hit in succession.

[0132] Therefore, if the type of the probability variable jackpot (V long jackpot) drawn in the low probability state is "Special chart 1_jackpot pattern 1" or "Special chart 2_jackpot pattern 4", the special chart variation pattern is selected based on the first high probability table until the jackpot drawn in the low probability state (first hit or pullback jackpot) is reached for six consecutive wins, and the special chart variation pattern is selected based on the second high probability table from the sixth consecutive win until the tenth consecutive win. On the other hand, if the type of the probability variable jackpot (V long jackpot) drawn in the low probability state is "Special chart 1_jackpot pattern 2", the special chart variation pattern is selected based on the second high probability table from the first high probability state based on the jackpot drawn in the low probability state (first hit or pullback jackpot).

[0133] Here, as shown in FIG. 12, the first high probability table and the second high probability table differ in the type of special chart change pattern selected as the SP reach jackpot change when a certain jackpot (V long jackpot) is won, and the type of special chart change pattern selected as the SP reach miss change when there is a reach miss, and the type of special chart change pattern selected in other cases is the same.

[0134] Specifically, in the case of neither SP reach jackpot fluctuation nor SP reach miss fluctuation, whether the first high probability table or the second high probability table is used, one of the special chart fluctuation patterns P32, P33, P35, P36, or P37 is selected depending on the result of the jackpot judgment, the result of the jackpot pattern type judgment, the result of the reach judgment, the number of balls reserved for the special chart, etc.

[0135] On the other hand, in the case of SP reach jackpot fluctuation, if the first high probability table is used, a special chart fluctuation pattern P31 (battle reach jackpot fluctuation) with a fluctuation time of 30 seconds is selected, and if the second high probability table is used, a special chart fluctuation pattern P41 (episode reach jackpot fluctuation) with a fluctuation time of 60 seconds is selected. In addition, in the case of SP reach miss fluctuation, if the first high probability table is used, a special chart fluctuation pattern P34 (battle reach miss fluctuation) with a fluctuation time of 30 seconds is selected, and if the second high probability table is used, a special chart fluctuation pattern P44 (episode reach miss fluctuation) with a fluctuation time of 60 seconds is selected. Note that the fluctuation time of 30 seconds is an example of the first fluctuation time, and the special chart fluctuation patterns P31 and P34 are examples of the first fluctuation pattern. Also, the fluctuation time of 60 seconds is an example of the second fluctuation time, and the special chart fluctuation patterns P41 and P44 are examples of the second fluctuation pattern.

[0136] When the special chart variation pattern P31 or P34 is selected based on the first high probability table, a battle reach is executed as the reach performance of the SP reach. The battle reach is a reach performance in which an ally character appearing in the work that is the motif of the pachinko game machine 1 battles an enemy character, and the mode in which the ally character wins against the enemy character is a successful mode, and the mode in which the ally character is defeated by the enemy character is a failed mode. In the battle reach big win variation, a battle reach of a successful mode is executed, and in the battle reach failure variation, a battle reach of a failed mode is executed. The reach performance of the battle reach is executed using about 10 seconds of the 30-second variation time.

[0137] In addition, when the special chart variation pattern P41 or P44 is selected based on the second high probability table, an episode reach is executed as the reach performance of the SP reach. The episode reach is a reach performance in which the episode included in the work that is the motif of the pachinko game machine 1 is the performance content. There are four episodes in total (first episode, second episode, third episode, and final episode), and one episode (for example, the first episode) and the next episode (for example, the second episode) are connected as a story. Therefore, by executing the first episode to the final episode in sequence, the player can understand the entire story of the work that is the motif of the pachinko game machine 1. In this embodiment, the performance control microcomputer 91 counts the number of consecutive big wins, and when it receives a special chart variation start command including information that the special chart variation pattern is P41 or P44, it is possible to execute an episode reach with contents according to the number of consecutive big wins. In addition, the mode in which the ending of each episode is successful is the success mode, and the mode in which the ending is unsuccessful is the failure mode. In the episode reach big win variation, the episode reach of the success mode is executed, and in the episode reach failure variation, the episode reach of the failure mode is executed. The reach performance of the episode reach is performed using about 40 seconds out of the 60 second variation time.

[0138] In this way, in the high probability time-saving state in which the special pattern variation pattern is selected based on the second high probability table, the variation time of the special pattern tends to be longer than in the high probability time-saving state in which the special pattern variation pattern is selected based on the first high probability table, and this long variation time tends to provide the player with a rich performance. For this reason, the player can feel the interest of the game by enjoying a long performance such as an episode reach. On the other hand, in the high probability time-saving state in which the special pattern variation pattern is selected based on the first high probability table, the variation time of the special pattern tends to be shorter than in the high probability time-saving state in which the special pattern variation pattern is selected based on the second high probability table, and it is possible to feel the interest of the game by a speedy performance such as a battle reach. Thus, in this form, when the probability limiter is set to allow up to 10 consecutive wins, it is possible to enjoy a game with different flavors until 6 consecutive wins and after 6 consecutive wins. Also, when the probability limiter is set to 5 consecutive wins, you can enjoy the same excitement as when you have not yet won a consecutive win, as you can after 6 consecutive wins when the probability limiter is set to 10 consecutive wins. Examples of battle reach and episode reach will be described later.

[0139] In addition, in the time-saving state (low-probability time-saving state, high-probability time-saving state), the function of shortening the variation according to the number of reserved balls when there is no reach and misses works when the number of reserved balls is "2" to "4". In other words, shortening the variation is more likely to be selected in the time-saving state than in the non-time-saving state. Also, the variation time for shortening the variation is shorter in the time-saving state than in the non-time-saving state. In other words, the variation pattern determination table in the time-saving state is a table in which the variation time of the special pattern is shorter than that in the variation pattern determination table in the non-time-saving state.

[0140] After selecting the variation pattern as described above, the selected variation pattern is set (S1616) as shown in Fig. 23, and this process ends. The information on the set variation pattern is included in the variation start command for the special symbol, and is sent to the sub-control board 90 by the output process (S101).

[0141] It should be noted that the above-mentioned SP reach presentation content is merely one example, and can be changed as appropriate as long as it does not interfere with the game.

[0142] [Special symbol variation processing] As shown in Fig. 25, in the special symbol variation processing (S1304), first, it is determined whether the special symbol variation time (variation time determined according to the variation pattern selected in step S1403 or S1409, see Fig. 11 and Fig. 12) has elapsed (S1801). If it has not elapsed (NO in S1801), this processing is immediately ended. This allows the variation display of the special symbol to continue.

[0143] On the other hand, if the variation time has elapsed (YES in S1801), a variation stop command is set (S1802) and the special operation status is set to "3" (S1803). Then, other processing such as stopping the special symbol variation display at a symbol (a big win symbol or a losing symbol) according to the set special symbol stop symbol data is performed (S1804), and this processing ends.

[0144] [Special symbol determination process] As shown in Fig. 26, in the special symbol determination process (S1306), first, it is determined whether the stop time of the special symbol (600 ms in this embodiment, see Fig. 11 and Fig. 12) has elapsed (S1901). If it has not elapsed (NO in S1901), this process is immediately ended. This allows the stop display of the special symbol to continue.

[0145] On the other hand, if the stop time has elapsed (YES in S1901), the game status management process (S1902) described below is performed. Next, it is determined whether the jackpot flag is ON (S1903). If the jackpot flag is ON (YES in S1903), an opening pattern (see Figures 7 and 8 for details) corresponding to the type of jackpot won is set (S1904). At this time, the value of a round counter that counts the number of unit opening games (round games) executed during the jackpot game is set to the number of rounds corresponding to the type of jackpot won.

[0146] Following step S1904, the game control microcomputer 81 performs a game state reset process (S1905) to be described later. After that, in order to start the jackpot game, it sets a jackpot opening command (see FIG. 7) (S1906), starts the opening of the jackpot game (S1907), and sets the special operation status to "4" (S1908).

[0147] Also, if the big win flag is not ON in step S1903 (NO in S1903), the big win game does not start, so the special action status is set to "1" (S1909) and the process ends.

[0148] [Game Status Management Process] As shown in FIG. 27, in the game status management process (S1902), first, it is determined whether the probability change flag is ON or not (S2001). If it is ON, the value of the probability change counter that counts the number of special symbol variations executed during the high probability state is decremented by 1 (S2002), and it is determined whether the value of the probability change counter is "0" or not (S2003). If it is "0", the probability change flag is turned OFF (S2004), and the value of the limiter reaching remaining counter that counts the number of consecutive control times remaining to the high probability state until the function of the probability change limiter is activated is cleared to "0" (S2005), and the process proceeds to step S2006. Also, if the determination result of step S2001 or S2003 is NO, the process proceeds to step S2006. In this pachinko game machine 1, the value of the probability change counter is set to "100" when the state transitions to the high probability state. This point will be described later.

[0149] Next, it is determined whether the time-saving flag is ON (S2006), and if it is ON, the value of the time-saving counter that counts the number of special symbol variations executed during the time-saving state is decremented by 1 (S2007), and it is determined whether the value of the time-saving counter is "0" (S2008), and if it is "0", the time-saving flag is turned OFF (S2009), and the process proceeds to step S2010. Also, if the determination result of step S2006 or S2008 is NO, the process proceeds to step S2010. In this pachinko game machine 1, the value of the time-saving counter is set to "100" when the state is changed to the time-saving state. This point will be described later.

[0150] After that, the game control microcomputer 81 updates the value of the game status indicating the current game state (S2010), sets the game status designation command including the information of the current game state to the output buffer of the RAM 84 (S2011), and ends this process. As shown in the table in FIG. 27, the pachinko game machine 1 sets the value of the game status indicating the current game state to "1" in the low probability non-time-saving state (normal game state) (when both the probability variable flag and the time-saving flag are OFF), sets the value of the game status to "2" in the low probability time-saving state (when the probability variable flag is OFF and the time-saving flag is ON), and sets the value of the game status to "3" in the high probability time-saving state (when both the probability variable flag and the time-saving flag are ON) if the value of the limiter reaching remaining counter is 5 or more, and sets the value of the game status to "4" if the value of the limiter reaching remaining counter is less than 5.

[0151] [Game Status Reset Processing] As shown in FIG. 28, in the game status reset processing (S1905), first, it is determined whether the probability variable flag is ON or not (S2101). If it is ON (YES in S2101), the probability variable flag is turned OFF (S2102), and the process proceeds to step S2104. On the other hand, if the probability variable flag is OFF in step S2101 (NO in S2101), the value of the limiter reaching remaining counter is set according to the type of the winning jackpot pattern (S2103), and the process proceeds to step S2104. Specifically, in step S2103, if the winning jackpot pattern is "Special chart 1_jackpot pattern 1" or "Special chart 2_jackpot pattern 4", the value of the limiter reaching remaining counter is set to "10", and if the winning jackpot pattern is "Special chart 1_jackpot pattern 2", the value of the limiter reaching remaining counter is set to "5" (see FIG. 7).

[0152] In addition, if the winning jackpot pattern is "Special 1_Jackpot pattern 3", V passing will not occur during the jackpot game, and the game state after the jackpot game ends will be a low probability state, so the value of the limiter reaching remaining counter is not set. However, even if the winning jackpot pattern is "Special 1_Jackpot pattern 3", there is a possibility that V passing will occur as an irregular event, so the value of the limiter reaching remaining counter may be set to "10", the same as when "Special 1_Jackpot pattern 1" is won.

[0153] In step S2104, the game control microcomputer 81 judges whether the time-saving flag is ON or not. If the judgment result in step S2104 is YES, the time-saving flag is turned OFF (S2105) and the process is terminated, and if the judgment result in step S2104 is NO, the process is immediately terminated. In this way, in this embodiment, the game is controlled to a non-high probability state and a non-time-saving state during the execution of the big win game. In this embodiment, since the non-time-saving state is always in a low base state, the game is also controlled to a low base state during the execution of the big win game. In this embodiment, the low base state is a low base state in the sense that there is no winning support due to the electric chute 22 being frequently opened, and does not take into account the base-up based on the operation of the big win device.

[0154] [Special Electric Device Processing] As shown in Fig. 29, in the special electric device processing (S1307), first, it is determined whether the big win end flag is ON (S2201). The big win end flag is a flag that indicates that the opening of all the big win devices (first big win device 31 and second big win device 36) in the big win game being executed has ended.

[0155] If the big win end flag is not ON (NO in S2201), it is determined whether the big win opening (first big win opening 30 or second big win opening 35) is being opened (i.e., whether the big win device is being opened) (S2202). If it is not being opened (NO in S2202), it is determined whether it is time to open the big win opening (first big win opening 30 or second big win opening 35), that is, whether the opening time for the big win has passed and it has reached the time to start opening in the first round of play, or whether the interval time (closing time) until the once closed big win opening is reopened has passed and it has reached the time to start opening (S2203).

[0156] If the result of the determination in step S2203 is NO, the process ends as it is. On the other hand, if the result of the determination in step S2203 is YES, it is determined whether the currently executed jackpot game is a jackpot game as a V-long jackpot (S2204). If it is not a V-long jackpot, the process proceeds to step S2207. If it is a V-long jackpot, it is determined whether it is time to start the 14th or 16th round to open the second large winning port 35, that is, whether the value of the round counter is "3" or "1" (S2205). If it is not time to start the 14th or 16th round (NO in S2205), the process proceeds to step S2207 as it is. On the other hand, if it is time to start the 14th or 16th round (YES in S2205), the V valid period setting process (S2206) is performed.

[0157] In the V valid period setting process (S2206), the V valid period during which the second large winning opening 35 is open and several seconds after the second large winning opening 35 is closed in the 14th and 16th rounds of the V long jackpot is set as the V valid period during which the detection of the game ball by the specific area sensor 39a is judged to be valid. In this embodiment, the other period (including when the jackpot game is not being executed) is set as the V invalid period during which the detection of the game ball by the specific area sensor 39a is judged to be invalid. Here, judging the detection of the game ball by the specific area sensor 39a to be valid means that the V flag is turned ON based on the detection of the game ball by the specific area sensor 39a (see the specific area sensor detection process (FIG. 31) described later). Also, judging the detection of the game ball by the specific area sensor 39a to be invalid means that the V flag is not turned ON even if the game ball is detected by the specific area sensor 39a. In addition, the V valid period includes a few seconds after the second large prize opening 35 is closed, taking into consideration the fact that a game ball may enter the second large prize opening 35 just before it is closed.

[0158] That is, in this embodiment, the V flag is turned ON only when a V passage (a game ball passing through the specific area 39) is detected during the V valid period, and the V flag is not turned ON when a V passage is detected outside the V valid period (V invalid period). When the V flag is ON, the probability variable flag is turned ON as long as the value of the limiter reaching remaining counter has not reached the upper limit value, that is, the game state after the big win game is set to a high probability state (see the game state setting process (Figure 30) described later). In this way, the V flag is not turned ON based on a V passage caused by fraudulent behavior, that is, the high probability state is not set.

[0159] In step S2207, the large prize opening (first large prize opening 30 or second large prize opening 35) is opened according to an opening pattern (see FIG. 7 and FIG. 8) according to the type of the large prize. The distribution member 71 always moves in a constant manner from the start of the round game (for example, a passing-allowed state for 10 ms, a passing-blocked state for 3 seconds, and a passing-allowed state for 10 seconds). In the opening pattern of the V-long large prize (V-long opening pattern), the opening / closing member 37 is opened so that the game ball that has won the second large prize opening 35 can pass through the specific area 39 with ease in the 14th and 16th rounds. In contrast, in the opening pattern of the V-short large prize (V-short opening pattern), the opening / closing member 37 is opened so that the game ball cannot win the second large prize opening 35 in the 14th and 16th rounds. In the V-short opening pattern, the opening timing of the opening / closing member 37 with respect to the operation of the distribution member 71 is set so that even if a game ball can enter the second large winning opening 35, it cannot pass through the specific area 39. The operation of the distribution member 71 may be based on the number of winning balls in the second large winning opening 35. For example, in the 14R and 16R of the V-long jackpot, a V-short opening (opening of the specific area 39 for 10 ms) is performed when one ball enters, and a V-long opening (opening of the specific area 39 for 10 seconds) is performed when three balls enter, and in the 14R and 16R of the V-short jackpot, a V-short opening is performed when one ball enters, and a V-long opening is performed when seven balls enter (it is unlikely that seven balls enter).

[0160] In the next step S2208, a round designation command transmission determination process is performed. In the round designation command transmission determination process (S2208), it is determined whether the opening of the jackpot opening in step S2207 is the first opening in one round of play, and if so, a round designation command (see FIG. 7) including information on the number of rounds of the jackpot game being played is set in the output buffer of RAM 84. In this embodiment, the jackpot opening is not opened multiple times during one round of play. Therefore, in this step S2208, a round designation command is always set.

[0161] In step S2202 of the special electric device processing (FIG. 29), if the large prize opening (first large prize opening 30 or second large prize opening 35) is open (YES in S2202), it is determined whether or not the closing condition for the large prize opening is met (S2209). In this embodiment, the closing condition is that either the number of prizes won into the large prize opening in that round of play has reached the specified maximum number of prizes (8 prizes per round in this embodiment), or the time has come to close the large prize opening (i.e., a specified opening time (see FIG. 8) has passed since the large prize opening was opened) has been met. Then, if the closing condition for the large prize opening is not met (NO in S2209), the processing ends.

[0162] On the other hand, if the conditions for closing the large prize opening are met (YES in S2209), the large prize opening (first large prize opening 30 or second large prize opening 35) is closed (blocked) (S2210). Then, if one round of play ends due to the closure in step S2210 (YES in S2211), the round counter value is decremented by 1 (S2212), and it is determined whether the round counter value is "0" or not (S2213). If it is not "0" (NO in S2213), the process ends as is to start the next round of play.

[0163] On the other hand, if it is "0" (YES in S2213), the jackpot ending command (see FIG. 7) is set (S2214) as the jackpot ending process to end the jackpot game, and the jackpot ending is started (S2215). Then, the jackpot ending flag is set and the process is ended (S2216).

[0164] Also, if the jackpot end flag is ON in step S2201 (YES in S2201), the final round has ended, so it is determined whether the jackpot ending time has elapsed (S2217), and if the ending time has not elapsed (NO in S2217), the process is terminated. On the other hand, if the ending time has elapsed (YES in S2217), the jackpot end flag is turned OFF (S2218), the jackpot flag is turned OFF (S2219), and the special operation status is set to "1" (S2220). As a result, in the next main side timer interrupt process, the special symbol standby process (S1302) is executed again as the special operation process (FIG. 20). After that, the game state setting process (S2221) described later is performed, and this process is terminated.

[0165] [Game Status Setting Process] As shown in FIG. 30, in the game status setting process (S2221), first, it is determined whether the V flag is ON or not (S2301). If the V flag is not ON (NO in S2301), the high probability state is not controlled, so the value of the limiter reaching remaining counter is cleared to "0" (S2302). Then, the time-saving flag is turned ON (S2303), and the value of the time-saving counter is set to "100" (S2304), and the process proceeds to step S2312. As a result, the game status after this big win game becomes a non-high probability state, a time-saving state, and a high base state (i.e., a low probability high base state (low probability time-saving state)). The low probability high base state ends when either of the following conditions is met: the variable display of the special pattern is performed 100 times, or the next big win is won.

[0166] On the other hand, if the V flag is ON in step S2301, the value of the limiter reaching remaining counter is subtracted by "1" (S2305), and it is determined whether the value of the limiter reaching remaining counter has become "0" (S2306). If the value of the limiter reaching remaining counter is not "0" (NO in S2306), the probability variable flag is turned ON (S2307), and the probability variable counter value is set to "100" (S2308), and the process proceeds to step S2309. As a result, the state is controlled to a high probability state. On the other hand, if the result is YES in step S2306, the number of consecutive control times to the high probability state has reached the upper limit number of times, so the process proceeds to step S2309 without performing the processes of steps S2307 and S2308. As a result, even if there is a V passage, the state is controlled to a low probability state. This function is the probability variable limiter.

[0167] In step S2309, the game control microcomputer 81 turns off the V flag (S2309). Next, the time-saving flag is turned on (S2310), the time-saving counter value is set to "100" (S2311), and the process proceeds to step S2312. In this way, when there is a V pass, if the probability limiter function is not activated, the game state after the current jackpot game is controlled to a high probability state, time-saving state, and high base state (i.e., high probability high base state (high probability time-saving state)), and if the probability limiter function is activated, the game state after the current jackpot game is controlled to a low probability high base state (low probability time-saving state). The high probability high base state ends when either of the following conditions is met: the variable display of the special pattern is performed 100 times, or the next jackpot is won.

[0168] In step S2312, the game control microcomputer 81 updates the value of the game state status based on the ON / OFF status of the probability variable flag and the time-saving flag, and the value of the limiter remaining counter. Specifically, if the probability variable flag is OFF and the time-saving flag is ON, the game is in a low probability time-saving state, so the value of the game state status is set to "2." If both the probability variable flag and the time-saving flag are ON and the value of the limiter remaining counter is 5 or more, the value of the game state status is set to "3." If both the probability variable flag and the time-saving flag are ON and the value of the limiter remaining counter is less than 5, the value of the game state status is set to "4."

[0169] Then, the game control microcomputer 81 sets a game state designation command including the information of the currently set game state (information of the game state status) in the output buffer of the RAM 84 (S2313). Then, the game state setting process is completed.

[0170] [Specific area sensor detection process] As shown in FIG. 31, in the specific area sensor detection process (S107), the game control microcomputer 81 first judges whether or not a game ball has been detected by the specific area sensor 39a (S2401). If there is no detection in step S2401 (NO in S2401), the process ends, but if there is detection (YES in S2401), it judges whether or not it is during the V valid period (S2402). The V valid period is the period set in the V valid period setting process (S2206) in the special electric role process (FIG. 29) described above. The V valid period is set as the period during the 14th and 16th rounds of the V long jackpot.

[0171] If it is determined in step S2402 that the V valid period is in progress (YES in S2402), the V flag is turned ON (S2403), a V passing command is set (S2404), and this process ends. The V passing command is a command for causing the sub control board 90 to notify the user of V passing.

[0172] 6. Operation of the performance control microcomputer 91 [Sub-control main processing] Next, the operation of the performance control microcomputer 91 will be described with reference to Figs. 32 to 36. The counters, timers, flags, status, buffers, etc., which appear in the description of the operation of the performance control microcomputer 91, are provided in the RAM 94. When the power supply of the pachinko gaming machine 1 is turned on, the performance control microcomputer 91 provided in the sub-control board 90 reads out the program of the sub-control main processing shown in Fig. 32 from the ROM 93 and executes it. As shown in the figure, in the sub-control main processing, first, a CPU initialization processing is performed (S4001). In the CPU initialization processing (S4001), settings such as stack setting, constant setting, CPU 92 setting, SIO, PIO, CTC (circuit for managing interrupt time), etc. are performed.

[0173] Next, it is determined whether the power-off signal is ON and the contents of the RAM 94 are normal (S4002). If the result of this determination is NO, the RAM 94 is initialized (S4003) and the process proceeds to step S4004. On the other hand, if the result of the determination is YES (YES in S4002), the RAM 94 is not initialized and the process proceeds to step S4004. That is, if the power-off signal is not ON, or if the contents of the RAM 94 are not normal even if the power-off signal is ON (NO in S4002), the RAM 94 is initialized, but if the power-off signal is ON due to a power outage or the like but the contents of the RAM 94 are maintained normal (YES in S4002), the RAM 94 is not initialized. Note that when the RAM 94 is initialized, the values ​​of various flags, statuses, counters, etc. are reset. Note that steps S4001 to S4003 are executed only once after the power is turned on and are not executed thereafter.

[0174] In step S4004, interrupts are inhibited. Next, a random number update process is executed (S4005). In the random number update process (S4005), the values ​​of various random number counters for determining effects are updated. The random numbers for determining effects include random numbers for determining effect patterns, random numbers for determining variable effect patterns, and pre-notification effect random numbers for lottery execution of pre-notification effects. The method of updating the random numbers can be the same as the method of the random number update process performed by the main control board 80 described above. When updating, the random number value may be added by 2 instead of by 1. This is also the case in the random number update process performed by the main control board 80 described above.

[0175] When the random number update process (S4005) is completed, a command transmission process is executed (S4006). In the command transmission process, various commands stored in the output buffer in the RAM 94 of the sub-control board 90 are transmitted to the image control board 100. The image control board 100 that has received the command executes various effects (such as a performance symbol change effect, a notice effect, a pre-reading effect, and a big win effect (opening effect, round effect, ending effect) associated with a big win game) using the image display device 7 according to the command. In addition, in accordance with the execution of various effects by the image control board 100, the sub-control board 90 outputs sound from the speaker 67 via the sound control board 106, causes the board lamp 5 and the frame lamp 66 to emit light via the lamp control board 107, and drives the board movable body 15. The performance control microcomputer 91 then permits interruption (S4007). Thereafter, steps S4004 to S4007 are looped. While interrupts are enabled, it is possible to execute a receive interrupt process (S4008), a 1 ms timer interrupt process (S4009), and a 10 ms timer interrupt process (S4010).

[0176] The reception interrupt process (S4008) is executed in priority over other interrupt processes (S4009, S4010) when the strobe signal (STB signal) turns ON, that is, when the strobe signal sent from the main control board 80 is input to the external INT input section of the performance control microcomputer 91. In the reception interrupt process (S4008), various commands sent from the main control board 80 are stored in the reception buffer of the RAM 94.

[0177] [1 ms timer interrupt processing] The 1 ms timer interrupt processing (S4009) is executed each time an interrupt pulse with a 1 msec period is input to the sub-control board 90. As shown in Fig. 33, the 1 ms timer interrupt processing (S4009) first performs input processing (S4201). In the input processing (S4201), switch data (edge ​​data and level data) is created based on the detection signal from the performance button detection switch 63a.

[0178] Next, lamp data output processing (S4202) is performed. In the lamp data output processing (S4202), in order to make the board lamp 5 and the frame lamp 66 emit light at a timing that matches the performance, lamp data created in the lamp processing (S4304) in the 10 ms timer interrupt processing described later and other processing is output to the lamp control board 107. In other words, the board lamp 5 and the frame lamp 66 emit light in a predetermined emission mode according to the lamp data.

[0179] Next, a drive control process (S4203) is performed. In the drive control process (S4203), drive data (data for driving the board movable body 15) is created and output in order to drive the board movable body 15 at a timing that matches the performance. In other words, the board movable body 15 is driven in a predetermined operating mode according to the drive data.

[0180] Then, a watchdog timer process (S4204) is performed to reset the watchdog timer, and this process ends.

[0181] [10 ms timer interrupt processing] The 10 ms timer interrupt processing (S4010) is executed every time an interrupt pulse with a 10 msec period is input to the sub-control board 90. As shown in FIG. 34, the 10 ms timer interrupt processing (S4010) first performs a received command analysis processing (S4301) described later. Next, a switch state acquisition processing (S4302) is performed in which the switch data created in the 1 ms timer interrupt processing is stored in the RAM 94 as switch data for the 10 ms timer interrupt processing. Next, a switch processing (S4303) is performed in which the display contents of the display screen 7a and the drive data of the panel movable body 15 are set based on the switch data stored in the switch state acquisition processing.

[0182] Then, lamp processing (S4304) is performed. In lamp processing (S4304), lamp data (data for controlling the light emission of the board lamp 5 and frame lamp 66) is created, and light emission performance time is managed. Next, audio control processing (S4305) is performed. In audio control processing (S4305), audio data (data for controlling the output of audio from the speaker 67) is created and output to the audio control board 106, and audio performance time is managed. As a result, audio appropriate for the performance to be executed is output from the speaker 67.

[0183] Then, other processing such as updating the random numbers for determining the effect is performed (S4306), and this processing ends.

[0184] [Received command analysis processing] As shown in FIG. 35, in the received command analysis processing (S4301), the performance control microcomputer 91 first determines whether or not a fluctuation start command has been received from the main control board 80 (S4401), and if so, performs the fluctuation performance start processing (S4402) described below.

[0185] Next, the performance control microcomputer 91 judges whether or not a fluctuation stop command has been received from the main control board 80 (S4403), and if so, performs a fluctuation performance end process (S4404). In the fluctuation performance end process (S4404), the fluctuation stop command is analyzed, and a fluctuation performance end command for ending the fluctuation performance is set in the output buffer of the RAM 94 based on the analysis result.

[0186] Next, the performance control microcomputer 91 determines whether an opening command has been received from the main control board 80 (S4405), and if so, performs an opening performance selection process (S4406). In the opening performance selection process (S4406), the opening command is analyzed, and a pattern (content) of the opening performance to be executed during the opening of the big win game is selected based on the analysis result. Then, an opening performance start command for starting the opening performance with the selected opening performance pattern is set in the output buffer of the RAM 94.

[0187] Next, the performance control microcomputer 91 judges whether or not a round designation command has been received from the main control board 80 (S4407), and if so, performs a round performance selection process (S4408). In the round performance selection process (S4408), the round designation command is analyzed, and a pattern (content) of the round performance to be executed during the round play of the big win game is selected based on the analysis result. Then, a round performance start command for starting the round performance with the selected round performance pattern is set in the output buffer of the RAM 94.

[0188] Next, the performance control microcomputer 91 judges whether an ending command has been received from the main control board 80 (S4409), and if so, performs an ending performance selection process (S4410). In the ending performance selection process (S4410), the ending command is analyzed, and a pattern (content) of the ending performance to be executed during the ending of the big win game is selected based on the analysis result. Then, an ending performance start command for starting the ending performance with the selected ending performance pattern is set in the output buffer of the RAM 94.

[0189] Next, the microcomputer 91 for effect control judges whether or not a V passage command has been received from the main control board 80 (S4411), and if so, performs V passage notification effect start processing (S4412). In the V passage notification effect start processing (S4412), a V passage notification effect start command for starting the V passage notification effect is set in the output buffer of the RAM 94. The V passage notification effect is an effect for notifying the player that there has been a V passage (passage to the specific area 39). In this embodiment, it is an effect for displaying a predetermined V passage notification image (for example, a character image showing the character "V") on the display screen 7a. In this pachinko game machine 1 that performs control to a high probability state based on the passage to the specific area 39, the display of the character image of "V" as this V passage notification effect also has a meaning as a transition notification to a high probability state. Note that the V passage notification effect may be in other forms, such as outputting a special sound effect from the speaker 67.

[0190] Next, as other processing (S4413), processing based on received commands other than the above commands (for example, processing to set the value of a variable indicating the current game status based on a game status designation command in order to grasp the game status) is performed, and the received command analysis processing is completed.

[0191] [Variable performance start processing] As shown in Fig. 36, in the variable performance start processing (S4402), first, the performance control microcomputer 91 analyzes the variable start command (S5001). The variable start command contains information on the special chart variable pattern set in the variable pattern selection processing (Figs. 23 and 24).

[0192] Next, the combination of the performance symbols 8L, 8C, and 8R to be finally displayed in the variable performance is selected (S5002). Specifically, a random number for determining the performance symbols is obtained, and one table is selected based on the analysis result of the variable start command from among multiple tables classified according to the type of special symbols to be displayed as a result of the special symbol lottery and the presence or absence of a reach, and the performance symbol is selected by determining the obtained random number for determining the performance symbol using the selected table. This determines the combination of the performance symbols 8L, 8C, and 8R to be finally displayed (for example, "7·7·7").

[0193] Next, the microcomputer 91 for controlling the performance selects a variable performance pattern (S5003). In the selection of the variable performance pattern (S5003), a variable performance pattern is selected based on a variable performance pattern selection table classified according to the special chart variable pattern (P1 in FIG. 11, etc.). This determines the details of the variable performance.

[0194] Next, the performance control microcomputer 91 sets a variable performance start command to start a variable performance with the selected performance design and variable performance pattern in the output buffer of the RAM 94 (S5004), and ends this process.

[0195] When the variable performance start command set in step S5004 is sent to the image control board 100 by the command sending process (S4006), the CPU 102 of the image control board 100 reads out a specified performance image from the ROM 103 and performs a variable performance pattern on the display screen 7a of the image display device 7.

[0196] In the selection of the variation presentation pattern (S5003), specifically, for example, when the special chart variation pattern indicated by the variation start command received from the game control microcomputer 81 is P31 (see FIG. 12), the presentation control microcomputer 91 selects a variation presentation pattern corresponding to the successful battle reach. Then, when this variation presentation pattern is selected, a variation presentation accompanied by a successful battle reach is executed using various presentation means (image display device 7, speaker 67, board lamp 5, frame lamp 66, etc.). Also, when the special chart variation pattern indicated by the variation start command received from the game control microcomputer 81 is P34 (see FIG. 12), the presentation control microcomputer 91 selects a variation presentation pattern corresponding to the unsuccessful battle reach. Then, when this variation presentation pattern is selected, a variation presentation accompanied by a unsuccessful battle reach is executed using various presentation means.

[0197] Also, when the special chart change pattern indicated by the change start command received from the game control microcomputer 81 is P41 (see FIG. 12), the performance control microcomputer 91 selects a story (either the first, second, third, or final story) that matches the number of consecutive wins of the special jackpot from among the change performance patterns corresponding to the episode reach of the successful mode. Also, when the special chart change pattern indicated by the change start command received from the game control microcomputer 81 is P44 (see FIG. 12), the performance control microcomputer 91 selects a story (either the first, second, third, or final story) that matches the number of consecutive wins of the special jackpot from among the change performance patterns corresponding to the episode reach of the failed mode. In this embodiment, the performance control microcomputer 91 counts the number of consecutive wins of the special jackpot until the function of the special jackpot limiter is activated, and is capable of executing an episode reach of a story according to the number of consecutive wins. In this way, the performance control microcomputer 91 can use various performance means to execute a variable performance accompanied by an episode reach in a successful or unsuccessful mode.

[0198] 7. Transition of special chart change pattern judgment table according to consecutive big wins Next, the transition of the special pattern change pattern determination table according to consecutive big wins will be explained based on Fig. 37. First, the case where the big win pattern related to the first win (a big win based on the lottery of special pattern 1 in a low probability non-time shortening state) is "Special pattern 1_Big win pattern 1" will be explained, and then the case where the big win pattern related to the first win is "Special pattern 1_Big win pattern 2" will be explained.

[0199] <In the case of first winning with jackpot pattern 1> As shown in Fig. 37(A)(B)(C)(E), if jackpot pattern 1 is won based on the lottery of special pattern 1 in the low probability non-time-saving state, if the game is played correctly and a V pass occurs during the jackpot game, the game will be controlled to a high probability time-saving state according to the end of the jackpot game. Here, in the case of the first winning with jackpot pattern 1, the value of the limiter reaching remaining counter is set to 10 at the start of the jackpot game (see step S2103 in Fig. 28). After that, the value of the limiter reaching remaining counter is decremented by 1 each time a jackpot game in which a V pass is ended is ended (see step S2305 in Fig. 30).

[0200] In the initial high probability state after the first win, the value of the limiter remaining counter is "9", and in the high probability state after the second consecutive jackpot, the value of the limiter remaining counter is "8". Similarly, each time the game is controlled to the high probability state, the value of the limiter remaining counter is subtracted, and in the high probability state after the ninth consecutive jackpot, the value of the limiter remaining counter is "1". And, if the tenth consecutive jackpot is won, even if a V pass occurs during the jackpot game based on that jackpot, the value of the limiter remaining counter is decremented by 1 at the end of the jackpot game to "0", and the function of the jackpot limiter is activated, so that the game state after the end of the jackpot game becomes a low probability time-saving state (see steps S2301, S2305, and S2306 in FIG. 30). In addition, in a high probability state, the game progresses by drawing the special chart 2, so the winning pattern for the second consecutive win onwards will be "Special chart 2_jackpot pattern 4."

[0201] Here, in this embodiment, when the value of the limiter reaching remaining counter is "9", "8", "7", "6", or "5" in the high probability time-saving state, that is, until the sixth consecutive big win is won, the game control microcomputer 81 selects a special chart variation pattern based on the first high probability table (see FIG. 12). In the selection of the special chart variation pattern based on the first high probability table, a battle reach variation with a variation time of 30 seconds is selected as the SP variation.

[0202] And, when the value of the limiter reaching remaining counter is "4", "3", "2" or "1" in the high probability time shortening state, that is, after winning the 6th consecutive jackpot (from the game aiming for the 7th consecutive jackpot), the game control microcomputer 81 selects the special chart variation pattern based on the second high probability table (see FIG. 12). In the selection of the special chart variation pattern based on the second high probability table, the episode reach variation with a variation time of 60 seconds is selected as the SP variation.

[0203] In this way, in this form, if the first hit is "jackpot pattern 1", the game period in which you can enjoy the SP reach of the battle reach is relatively short until you win the 6th consecutive jackpot, while the game period in which you can enjoy the SP reach of the episode reach is relatively long from the time you win the 6th consecutive jackpot until the function of the probability change limiter is activated. This makes it possible to provide the player with different types of fun depending on the number of consecutive jackpots, improving the game's interest.

[0204] In the low probability time-saving state after the probability change limiter is activated, the player aims to win the "jackpot pattern 4" (so-called pullback jackpot) based on the lottery of the special pattern 2. At this time, the game control microcomputer 81 determines the special pattern variation pattern using the special pattern variation pattern determination table (see FIG. 11) for the low probability time-saving state. Therefore, the mission reach variation with a variation time of 50 seconds is selected as the SP variation.

[0205] <In the case of first winning with jackpot pattern 2> On the other hand, as shown in Fig. 37(A)(B)(D)(E), if jackpot pattern 2 is won based on the lottery of special pattern 1 in the low probability non-time-saving state, if the game is played correctly and a V pass occurs during the jackpot game, the game will be controlled to a high probability time-saving state according to the end of the jackpot game. Here, when the first winning with jackpot pattern 2 occurs, the value of the limiter reaching remaining counter is set to 5 at the start of the jackpot game (see step S2103 in Fig. 28). After that, the value of the limiter reaching remaining counter is decremented by 1 each time a jackpot game that has a V pass ends (see step S2305 in Fig. 30).

[0206] Therefore, in this case, in the initial high probability state after the first win, the value of the limiter remaining counter is "4", and in the high probability state after the second consecutive jackpot, the value of the limiter remaining counter is "3". Similarly, every time the game is controlled to a high probability state, the value of the limiter remaining counter is subtracted, and in the high probability state after the fourth consecutive jackpot, the value of the limiter remaining counter becomes "1". And, if the fifth consecutive jackpot is won, even if a V pass occurs during the jackpot game based on that jackpot, the value of the limiter remaining counter is decremented by 1 at the end of the jackpot game to "0", and the function of the jackpot limiter is activated, so that the game state after the end of the jackpot game becomes a low probability time-saving state (see steps S2301, S2305, and S2306 in FIG. 30).

[0207] As described above, in this embodiment, when the value of the limiter reaching remaining counter is "4", "3", "2", or "1" in the high probability time-saving state, the game control microcomputer 81 selects a special chart variation pattern based on the second high probability table (see FIG. 12) that allows the selection of an episode reach variation with a variation time of 60 seconds. In this manner, in this embodiment, when the first winning pattern is "jackpot pattern 2", the special chart variation pattern is selected based on the second high probability table from the initial high probability state. Therefore, unlike the case where the first winning pattern is "jackpot pattern 1", it is not the case that the episode reach cannot be enjoyed until six consecutive wins. In other words, when the first winning pattern is "jackpot pattern 2", the same gaming interest as after six consecutive wins when the first winning pattern is "jackpot pattern 1" can be enjoyed even before consecutive wins.

[0208] 8. Example of SP reach during high probability time-saving state Next, an example of the execution of SP Reach during the high probability time-saving state will be described with reference to Figs. 38 to 42. In the normal game state (low probability non-time-saving state), if "Special chart 1_jackpot pattern 1" is selected in the lottery for special chart 1 and the game ball passes through the specific area 39 during the jackpot game, the game will be controlled to the high probability time-saving state after the jackpot game ends. In this case, at the end of the jackpot game, a performance image including a text image of the name of the performance mode corresponding to the high probability time-saving state, "XX RUSH" (a performance image of "XX RUSH Enter!") is displayed on the display screen 7a (Fig. 38(A)).

[0209] Then, in the initial high probability time-saving state (the value of the limiter reaching remaining counter is "9"), when a battle reach big win variation (special chart variation pattern P31 in FIG. 12) or a battle reach miss variation (special chart variation pattern P34 in FIG. 12) is selected based on the first high probability table, a 30-second variation performance with a battle reach is executed. Specifically, the variation display of the performance patterns 8L, 8C, and 8R starts (FIG. 38(B)), and after the performance patterns 8L, 8C, and 8R become a reach (FIG. 38(C)), it develops into a battle reach as shown in FIG. 39. During the high probability time-saving state, a right-hit notification image RI is displayed in the upper right corner of the display screen 7a to encourage the player to hit the right (FIG. 38(B)(C)).

[0210] In a battle reach, first, an image is displayed showing that an ally character and an enemy character are engaged in a battle (FIG. 39(A)), followed by a scene in which the ally character attacks the enemy character (FIG. 39(B)). Then, if the currently executing variation performance is based on the "battle reach big win variation" (special chart variation pattern P31), an image of a success performance showing that the ally character has defeated the enemy character is displayed (FIG. 39(C)). On the other hand, if the currently executing variation performance is based on the "battle reach miss variation" (special chart variation pattern P34), an image of a failure performance showing that the ally character has been defeated by the enemy character is displayed (FIG. 39(E)). The duration of the reach performance of such a battle reach is about 10 seconds.

[0211] When a successful battle reach (a battle reach that results in a successful performance) is executed, the screen returns to the night background for the high probability time-saving state, and the performance symbols 8L, 8C, and 8R are displayed as a repeated number (here, "7 7 7") (Figure 39(D)). Then, the opening performance of the big win is executed.

[0212] On the other hand, if a failed battle reach (a battle reach that results in a failed performance) is executed, the background will return to the night background for the high probability time-saving state, and the performance symbols 8L, 8C, and 8R will definitely stop and be displayed with the reach failure number (here, "7·8·7") (Figure 39(F)). Then, the next variable performance will start.

[0213] In this way, in the high probability time-saving state, while the value of the limiter reaching remaining counter is between 9 and 5, a battle reach fluctuation of 30 seconds of fluctuation time is performed based on the first high probability table.

[0214] The consecutive wins start from the first win with "jackpot pattern 1", and when the sixth consecutive jackpot game ends and the sixth high probability time-saving state is controlled, the value of the limiter reaching remaining counter is "4". From this point on, until the function of the probability change limiter is activated, the second high probability table is referenced in the high probability time-saving state, and a variation performance is executed based on the special chart variation pattern related to the second high probability table. Specifically, for example, at the end of the sixth consecutive jackpot game, a performance image of "〇〇 RUSH Continue!" indicating that the state is controlled again to the high probability time-saving state is displayed on the display screen 7a and the state transitions to the high probability time-saving state (Fig. 40(A)). In this high probability time-saving state, when an episode reach jackpot variation (special chart variation pattern P41 in Fig. 12) or an episode reach miss variation (special chart variation pattern P44 in Fig. 12) is selected based on the second high probability table, a 60-second variation performance with an episode reach is executed. In this changing performance, the changing display of performance patterns 8L, 8C, and 8R begins (Figure 40(B)), and after performance patterns 8L, 8C, and 8R become a reach (Figure 40(C)), it develops into an episode reach for the first episode (Figure 40(D)).

[0215] If the episode reach of the first episode is based on the episode reach jackpot variation (special chart variation pattern P41), then as a result of the episode reach of the first episode, a successful performance indicating a jackpot win is executed (FIG. 41(A)(B)). Note that the successful episode reach includes the display of a performance image suggesting that the story continues (specifically, a text image of "To be continued"). Incidentally, the successful episode reach of the final episode includes the display of a performance image suggesting that the story has concluded (for example, a text image of "Complete"), rather than a performance image suggesting that the story continues.

[0216] On the other hand, if the episode reach of the first episode is based on the episode reach failure variation (special chart variation pattern P44), then as a result of the episode reach of the first episode, a failure mode presentation indicating a miss is executed (Fig. 41 (A) (E)). Note that a failure mode episode reach includes the display of a presentation image suggesting a miss (specifically, a text image of "Too bad..."). The presentation time required for such an episode reach reach presentation is about 40 seconds.

[0217] When a successful episode reach (Figure 41(B)) is executed, the game then returns to the night background for the high-probability time-saving state, and the performance symbols 8L, 8C, and 8R are definitely displayed as a repeated number (here, "7·7·7") (Figure 41(C)), and the opening performance of the jackpot (in this form, a performance image showing the name of the jackpot, "XX BONUS!", is displayed on the display screen 7a) is executed (Figure 41(D)).

[0218] On the other hand, if a failed episode reach (Figure 41(E)) is executed, the background will return to the night background for the high probability time-saving state, and the performance symbols 8L, 8C, and 8R will definitely stop and be displayed with the reach failure number (here, "7·8·7") (Figure 41(F)). Then, the next variable performance will start (Figure 41(G)).

[0219] In this way, in this form, consecutive jackpots progress from the first jackpot with "jackpot pattern 1", and when the sixth consecutive jackpot game ends, the type of special chart change pattern determination table referenced in the high probability time-saving state switches from the first high probability table to the second high probability table, thereby changing the SP change time from 30 seconds to 60 seconds, and the content of the executed SP reach is changed from battle reach to episode reach.

[0220] The determination of the special pattern variation pattern based on the second high probability table continues until the probability limiter is activated. Here, when the seventh consecutive jackpot game ends and the seventh high probability time-saving state is reached (the limiter reaching remaining counter value is "3"), if an episode reach jackpot variation (special pattern variation pattern P41 in FIG. 12) or an episode reach miss variation (special pattern variation pattern P44 in FIG. 12) is selected based on the second high probability table, the episode reach of the second episode, which is a continuation of the first episode, is executed in the variation performance (FIG. 42(A)-(C)).

[0221] If the episode reach of the second story is based on the episode reach big win variation (special chart variation pattern P41), then as a result of the episode reach of the second story, a performance of a success mode indicating a big win is executed (FIG. 42(C)(D)). On the other hand, if the episode reach of the second story is based on the episode reach miss variation (special chart variation pattern P44), then as a result of the episode reach of the second story, a performance of a failure mode indicating a miss is executed (FIG. 42(C)(E)). The performance time required for the reach performance of the episode reach of the second story is also about 40 seconds, similar to the performance time required for the reach performance of the episode reach of the first story. In this way, in this form, after the second high probability table is referenced in the high probability state, an episode reach with a different performance content is executed each time a consecutive win occurs, which improves the interest in the game.

[0222] Next, a case where "Special chart 1_jackpot pattern 2" is selected in the lottery for special chart 1 in the normal game state (low probability non-time-saving state) will be described. Even if the first jackpot pattern is "Special chart 1_jackpot pattern 2", if the game ball passes through the specific area 39 during the jackpot game, the game state after the jackpot game ends will be a high probability time-saving state. Therefore, at the ending of this jackpot game, a performance image including a text image of the name of the performance mode corresponding to the high probability time-saving state, "XX RUSH" (a performance image of "XX RUSH Enter!") is displayed on the display screen 7a (see FIG. 38(A)).

[0223] However, in this case, the value of the limiter reaching remaining counter is "4" in the initial high probability time-saving state (see FIG. 37(A)(B)(D)). Therefore, the special chart change pattern is selected based on the second high probability table from the initial high probability time-saving state. For this reason, the episode reach big win change (special chart change pattern P41 in FIG. 12) or the episode reach miss change (special chart change pattern P44 in FIG. 12) is selected as the SP change. In other words, from the initial high probability time-saving state, the reach performance of the episode reach as shown in FIG. 40 and FIG. 41 is executed. Also, if the consecutive wins progress, the episode reach of the next episode as shown in FIG. 42 is executed in the high probability time-saving state. In this way, in this form, when the initial winning pattern is the big win pattern 2, the reach performance that can only be executed after six consecutive wins when the initial winning pattern is the big win pattern 1 can be executed from when there is no consecutive win.

[0224] In the above explanation of the execution example of the episode reach, the specific contents of the episode are omitted, but the content of the performance to be executed as the episode reach can be set appropriately. Specifically, for example, if the work that is the motif of the pachinko game machine is a work that has a martial arts theme, the first episode can be "practice for the match", the second episode can be "qualifying match", the third episode can be "semi-final match", and the last episode (fourth episode) can be "final match".

[0225] 9.Effects of this Form As described above in detail, according to this form of pachinko game machine 1, it is possible to change the time for which the special pattern changes in the high probability state depending on the value of the limiter reaching remaining counter, in other words, depending on the remaining number of times until the upper limit number of times that the high probability state can be continuously controlled (see Figures 12 and 37), which prevents the game from becoming monotonous when the game is controlled to the high probability state multiple times (so-called consecutive winning periods), and is expected to increase interest.

[0226] In addition, according to this form of pachinko game machine 1, when "Special chart 1_jackpot pattern 1" is won in a low probability state and the value of the limiter reaching remaining counter is set to "10" at the start of the jackpot game (in other words, when the upper limit number of times that can be controlled continuously in a high probability state is set to 9 times (first upper limit number)), and when "Special chart 1_jackpot pattern 2" is won in a low probability state and the value of the limiter reaching remaining counter is set to "5" at the start of the jackpot game (in other words, when the upper limit number of times that can be controlled continuously in a high probability state is set to 4 times (second upper limit number)). Depending on which jackpot pattern was first won, the expected number of consecutive jackpots (benefits that the player can obtain) changes, which is expected to increase interest. Furthermore, even if the number of consecutive times that can be controlled to the high probability state is the same, when the upper limit number of times (first upper limit number) that the high probability state can be controlled to be reached is set to 9 times (second upper limit number), the selection criteria for the special pattern change time (the special pattern change pattern determination table referenced) will be different (see Figure 37), which can prevent the game from becoming more monotonous and is expected to increase interest.

[0227] Furthermore, according to this form of pachinko game machine 1, when the upper limit number of times that can be continuously controlled to the high probability state is set to 9 times (first upper limit number of times) and when the upper limit number of times that can be continuously controlled to the high probability state is set to 4 times (second upper limit number of times), the change time of the special pattern that can be selected changes even if the number of times of continuous control to the high probability state is the same (because there is a high probability time-saving state in which a change time of 30 seconds can be selected and a high probability time-saving state in which a change time of 60 seconds can be selected), so even if the number of times of continuous control to the high probability state is the same, the time of the presentation executed in accordance with the change of the special pattern can be changed, making it easier to increase interest in the presentation. Specifically, in a high-probability time-saving state where a 30-second fluctuation time can be selected, a battle reach (Figure 39) with a presentation time of approximately 10 seconds is performed as an SP reach, and in a high-probability time-saving state where a 60-second fluctuation time can be selected, an episode reach (Figure 41) with a presentation time of approximately 40 seconds is performed as an SP reach.This makes it possible to give the player different impressions even in the same high-probability time-saving state, and to increase interest through the presentation.

[0228] 10.Example of changes The following describes modified examples. In the description of the modified examples, the same components as those in the pachinko gaming machine 1 of the above embodiment are given the same reference numerals and the description is omitted. Of course, the components of the modified examples may be appropriately combined. Furthermore, the technical features in the above embodiment and the modified examples described below may be appropriately deleted unless they are described as essential in this specification.

[0229] <Second embodiment> Next, the pachinko game machine of the second embodiment will be described with reference to Figs. 43 to 49. In the pachinko game machine of the second embodiment, unlike the pachinko game machine 1 of the first embodiment, there is only one type of the number of times of the probability change limiter. Specifically, in the pachinko game machine of the second embodiment, as shown in Fig. 43, the jackpot pattern that can be won based on the lottery of the special chart 1 is "Special chart 1_jackpot pattern 1" (allocation rate 50%) and "Special chart 1_jackpot pattern 3" (allocation rate 50%), and the jackpot pattern that can be won based on the lottery of the special chart 2 is "Special chart 2_jackpot pattern 4" (allocation rate 100%). When the jackpot pattern 1 or the jackpot pattern 4 is won in the low probability state, the value of the limiter reaching remaining counter is set to "10" at the start of the jackpot game. As a result, the number of consecutive control times to the high probability state is limited to 9 times. In other words, the game state after 10 consecutive V-long jackpots is controlled to a low probability time-saving state even if a V-pass occurs during the 10th consecutive jackpot game. In the second embodiment, the high probability state is an example of a specific game state.

[0230] In the pachinko game machine of the second embodiment, in the high probability time-saving state, the special pattern variation pattern is selected based on the special pattern variation pattern determination table shown in Fig. 44. Specifically, in the pachinko game machine of the second embodiment, depending on whether the type of the probability variable pattern (the jackpot pattern of the V long jackpot) won in the low probability state is the jackpot pattern based on the lottery of the special pattern 1 (special pattern 1_jackpot pattern 1) or the jackpot pattern based on the lottery of the special pattern 2 (special pattern 2_jackpot pattern 4), the type of the special pattern variation pattern determination table (corresponding to the selection criterion) used in the continuous high probability state until the probability variable limiter is activated changes.

[0231] As shown in FIG. 44, when the type of the winning probability variable pattern in the low probability state is "Special pattern 1_Big win pattern 1", that is, when the first winning big win pattern is "Special pattern 1_Big win pattern 1", when the value of the limiter reaching remaining counter in the high probability time-saving state is "9", "8", or "7" (until the third high probability time-saving state after three consecutive wins), the special pattern variation pattern is selected based on the high probability table A (an example of the first selection criterion), and when the value of the limiter reaching remaining counter in the high probability time-saving state is "6", "5", "4", "3", "2", or "1" (from the fourth high probability time-saving state after four consecutive wins), the special pattern variation pattern is selected based on the high probability table B (an example of the second selection criterion). Note that, for the consecutive number of times controlled to the high probability state, a number of times less than 4 is an example of the "first number of times", and a number of times 4 or more is an example of the "second number of times".

[0232] In contrast, when the type of the winning probability symbol in the low probability state is "Special symbol 2_Big win symbol 4," the special symbol variation pattern is selected based on the high probability table B, regardless of whether the value of the limiter reaching remaining counter in the high probability time-saving state is "9" to "1."

[0233] Between high probability table A and high probability table B, the type of special chart fluctuation pattern selected as the SP reach jackpot fluctuation when a special jackpot (V long jackpot) is won, and the type of special chart fluctuation pattern selected as the SP reach miss fluctuation when there is a reach miss, are different, and the type of special chart fluctuation pattern selected in other cases is the same.

[0234] Specifically, in the case of neither SP reach jackpot fluctuation nor SP reach miss fluctuation, whether high probability table A or high probability table B is used, one of the special chart fluctuation patterns P32, P33, P35, P36, or P37 is selected depending on the result of the jackpot judgment, the result of the jackpot pattern type judgment, the result of the reach judgment, the number of balls reserved for the special chart, etc.

[0235] On the other hand, in the case of SP reach jackpot fluctuation, if the table A is for high probability, the special chart fluctuation pattern P51 (long battle reach jackpot fluctuation) with a fluctuation time of 70 seconds is selected, and if the table B is for high probability, the special chart fluctuation pattern P61 (immediate jackpot fluctuation after development) with a fluctuation time of 25 seconds is selected. Also, in the case of SP reach miss fluctuation, if the table A is for high probability, the special chart fluctuation pattern P54 (long battle reach miss fluctuation) with a fluctuation time of 70 seconds is selected, and if the table B is for high probability, the special chart fluctuation pattern P64 (immediate miss fluctuation after development) with a fluctuation time of 25 seconds is selected. Note that the 70-second fluctuation time is an example of the first fluctuation time, and the special chart fluctuation patterns P51 and P54 are examples of the first fluctuation pattern. Also, the 25-second fluctuation time is an example of the second fluctuation time, and the special chart fluctuation patterns P61 and P64 are examples of the first fluctuation pattern.

[0236] When the special chart variation pattern P51 or P54 is selected based on the high probability table A, a long battle reach is executed as the reach performance of the SP reach. The long battle reach is a battle reach with a longer performance time than the battle reach executed by the pachinko game machine 1 of the first embodiment, and is a reach performance in which an ally character appearing in a work that is the motif of the pachinko game machine of the second embodiment has a long battle with an enemy character, and the mode in which the ally character wins against the enemy character is a successful mode, and the mode in which the ally character loses to the enemy character is a failed mode. In the long battle reach big win variation, a long battle reach of a successful mode is executed, and in the long battle reach failure variation, a long battle reach of a failed mode is executed. The reach performance of the long battle reach is executed using about 50 seconds of the 70-second variation time.

[0237] In addition, when the special chart change pattern P61 or P64 is selected based on the high probability table B, a change performance is executed in which the three performance symbols 8L, 8C, and 8R are stopped and displayed in a manner that shows the lottery result immediately after appearing to develop from N reach to SP reach. This type of performance is called an immediate performance after development. In the immediate big win change after development (special chart change pattern P61), the performance symbols 8L, 8C, and 8R are stopped and displayed in a double number immediately after appearing to develop from N reach to SP reach. In contrast, in the immediate loss change after development (special chart change pattern P64), the performance symbols 8L, 8C, and 8R are stopped and displayed in a reach loss number immediately after appearing to develop from N reach to SP reach. The state in which the performance symbols 8L, 8C, and 8R are stopped and displayed immediately after appearing to develop from N reach to SP reach is performed using about 5 seconds out of the 25-second change time.

[0238] In this manner, in this embodiment, in a high probability time-saving state in which a special pattern change pattern is selected based on high probability table B, the change time of the special pattern tends to be shorter than in a high probability time-saving state in which a special pattern change pattern is selected based on high probability table A, making it possible to enjoy speedy gameplay.

[0239] Here, in the pachinko game machine of the second embodiment, when the type of the probability variable pattern won in the low probability state is "Special pattern 2_jackpot pattern 4", even if the value of the limiter reaching remaining counter in the high probability time-saving state is any value between "9" and "1", the special pattern variable pattern is selected based on the high probability table B for the following reasons.

[0240] That is, when the pachinko game machine of the second embodiment is played, first, in the low probability non-time-saving state (normal game state), the "jackpot pattern 1" is won based on the drawing of the special chart 1, and the game is controlled to the first high probability time-saving state. Then, when the probability variable jackpot is 10 consecutively, after the 10th consecutive jackpot game ends, the game is controlled to the low probability time-saving state by the operation of the probability variable limiter. In the low probability time-saving state, the game is advanced by drawing the special chart 2, as in the high probability time-saving state. Therefore, in this low probability time-saving state, the "special chart 2_jackpot pattern 4" can be won based on the drawing of the special chart 2. Also, even if this low probability time-saving state ends without winning a jackpot, after the transition to the low probability non-time-saving state, the drawing of the special chart 2 is first performed based on the reserved (maximum 4) of the special chart 2, and after the reserved number of the special chart 2 becomes 0, the game is advanced by drawing the special chart 1. Therefore, even in the low probability non-time-saving state immediately after the end of the low probability time-saving state, it is possible to win "Special Chart 2_Big Win Pattern 4" based on the reservation of Special Chart 2. Even if the probability limiter is activated and controlled to a low probability state in this way, it is possible to win the probability big win based on the lottery of Special Chart 2.

[0241] In such a case, it is desirable to use the high probability table B uniformly, instead of using the high probability table A and the high probability table B according to the number of consecutive jackpots, as in the case of winning "Special chart 1_jackpot pattern 1" based on the drawing of the special chart 1 in a low probability state. In the situation where a special jackpot is drawn back based on the drawing of the special chart 2 in a low probability state after the activation of the special jackpot limiter, it is more realistic to consider it as the continuation of the consecutive jackpot period from before the activation of the special jackpot limiter (consider it as one consecutive jackpot period) than to consider it as the end of the consecutive jackpot period once and the start of a new consecutive jackpot period. In consideration of this, in this embodiment, when a special jackpot (jackpot pattern 4) is drawn back based on the drawing of the special chart 2, the special chart variation pattern is selected using the high probability table B, even when the value of the limiter remaining counter is between "9" and "7", in the same way as when it is between "6" and "1". This makes it possible to prevent players from feeling annoyed that, even though they are enjoying a series of big wins, a long-time fluctuation pattern is selected again in the high probability state of three wins from the pullback big win. Note that the game period in the low probability time-saving state and the game period in which the game has moved from the low probability time-saving state to the low probability non-time-saving state but the fluctuation based on the reserved special chart 2 (remaining reserved special chart 2) accumulated in the low probability time-saving state has not yet ended are called specific game periods, and the game period in the low probability non-time-saving state with no remaining reserved special chart 2 is called normal game periods.

[0242] Next, the processing by the game control microcomputer 81 in the pachinko game machine of the second embodiment will be described. In the pachinko game machine of the second embodiment, the game control microcomputer 81 performs a variation pattern selection process (S1403, S1409, see Figs. 23 and 24) performed by the pachinko game machine 1 of the first embodiment with some modifications. Specifically, if it is determined that the current game state is a time-saving state (YES in step S1601 in FIG. 23), as shown in FIG. 45, it is then determined whether or not it is a high probability state (S1609). If it is not a high probability state (NO in S1609), a special chart fluctuation pattern is selected based on the special chart fluctuation pattern determination table for low probability time-saving state (see FIG. 11) (S1610) and the selected fluctuation pattern is set (S1616, FIG. 23). If it is a high probability state (YES in S1609), it is then determined whether or not the value of the game state status is "3" (S1621). If the result of this determination is YES, a special chart fluctuation pattern is selected based on high probability table A (FIG. 44) and the process proceeds to step S1616. If the result of the determination in step S1621 is NO, a special chart fluctuation pattern is selected based on high probability table B (FIG. 44) and the process proceeds to step S1616.

[0243] As shown in the table in Fig. 45, in the pachinko game machine of the second embodiment, if the game is in a low probability non-time-saving state (both the probability variable flag and the time-saving flag are OFF), the game status value is set to "1", and if the game is in a low probability time-saving state (the probability variable flag is OFF and the time-saving flag is ON), the game status value is set to "2". Also, if the initial value of the limiter reaching remaining counter is set to "10" due to winning a probability variable jackpot (jackpot pattern 1) based on the lottery of special chart 1 in a low probability state, and if the value of the limiter reaching remaining counter is "7" or more, the game status value is set to "3". In addition, when the initial value of the limiter remaining counter is set to "10" due to winning a special jackpot (jackpot pattern 1) based on the drawing of special chart 1 in a low probability state and the value of the limiter remaining counter is less than "7", and when the initial value of the limiter remaining counter is set to "10" due to winning a special jackpot (jackpot pattern 4) based on the drawing of special chart 2 in a low probability state and the value of the limiter remaining counter is "1" or more, the value of the game status status is set to "4". These game status status settings are appropriately performed in step S2010 of the game status management process (Fig. 27) or step S2312 of the game status setting process (Fig. 30).

[0244] In the pachinko game machine of the second embodiment, the game control microcomputer 81 performs a game state reset process (S1905, see FIG. 28) performed by the pachinko game machine 1 of the first embodiment with some modifications. Specifically, as shown in FIG. 46, if the result of the determination as to whether the probability variable flag is ON or not is NO (NO in S2101), regardless of the type of the big win symbol that has been won, the value of the limiter reaching remaining counter is set to "10" (S2110), and the process proceeds to step S2104.

[0245] Next, the transition of the special pattern change pattern judgment table according to the consecutive big wins in the second embodiment will be explained based on FIG. 47. First, assume that "Special pattern 1_Big win pattern 1" is won based on the lottery of special pattern 1 in the low probability non-time shortening state. In other words, assume that the first big win pattern is big win pattern 1. In this case, as shown in FIG. 47(A)(B)(C)(D), if the game is played correctly and a V pass occurs during the big win game, the game is controlled to a high probability time shortening state according to the end of the big win game. The value of the limiter reaching remaining counter is set to "10" at the start of the big win game as the first win (see step S2110 in FIG. 46), and thereafter, it is decremented by one each time a big win game in which a V pass occurs ends (see step S2305 in FIG. 30).

[0246] In the initial high probability state after the first win, the value of the limiter remaining counter is "9", and in the high probability state after the second consecutive jackpot, the value of the limiter remaining counter is "8". Similarly, each time the game is controlled to the high probability state, the value of the limiter remaining counter is subtracted, and in the high probability state after the ninth consecutive jackpot, the value of the limiter remaining counter is "1". And, if the tenth consecutive jackpot is won, even if a V pass occurs during the jackpot game based on that jackpot, the value of the limiter remaining counter is decremented by 1 at the end of the jackpot game to "0", and the function of the jackpot limiter is activated, so that the game state after the end of the jackpot game becomes a low probability time-saving state (see steps S2301, S2305, and S2306 in FIG. 30). In addition, in a high probability state, the game progresses by drawing the special chart 2, so the winning pattern for the second consecutive win onwards will be "Special chart 2_jackpot pattern 4."

[0247] In this embodiment, in the consecutive win period starting with the first winning of the special jackpot based on the lottery of the special jackpot 1, if the value of the limiter reaching remaining counter in the high probability time-saving state is "9", "8", or "7", that is, until the fourth consecutive jackpot is won, the game control microcomputer 81 selects a special jackpot variation pattern based on the high probability table A (see FIG. 44). In the selection of the special jackpot variation pattern based on the high probability table A, the long battle reach variation with a variation time of 70 seconds is selected as the SP variation.

[0248] During the consecutive win period starting with the first winning of the special jackpot based on the lottery of the special chart 1, if the value of the limiter reaching remaining counter in the high probability time-saving state is "6", "5", "4", "3", "2", or "1", that is, after winning the fourth consecutive jackpot (from the game aiming for the fifth consecutive jackpot), the game control microcomputer 81 selects the special chart variation pattern based on the high probability table B (see FIG. 44). In the selection of the special chart variation pattern based on the high probability table B, the SP variation is selected to be the immediate variation after the development with a variation time of 25 seconds.

[0249] Thus, in this form, when a player wins a chance jackpot (jackpot pattern 1) based on the lottery of special chart 1 in a low probability state (first win), the game period until the fourth consecutive jackpot is won is a relatively long game period in which the SP reach of the long battle reach is enjoyed, while the game period from the fourth consecutive jackpot to the activation of the chance jackpot limiter is a relatively short game period in which the lottery result is shown and the player enjoys the immediate change after the development (in other words, a game period in which the player enjoys a speedy game development). This improves the game interest during the consecutive jackpot period.

[0250] In the low probability time-saving state after the probability-changing limiter is activated, the player aims to win the "jackpot pattern 4" (so-called pull-back jackpot) based on the lottery of the special pattern 2. At this time, the game control microcomputer 81 determines the special pattern variation pattern using the special pattern variation pattern determination table (see FIG. 11) for the low probability time-saving state. Therefore, the mission reach variation with a variation time of 50 seconds is selected as the SP variation.

[0251] Then, in the low probability time-saving state after the activation of the probability change limiter, it is assumed that "Special chart 2_jackpot pattern 4" is won based on the drawing of the special chart 2. In other words, it is assumed that the jackpot pattern 4 is won based on the drawing of the special chart 2 as a pull-back jackpot. This winning of the jackpot pattern 4 is the 11th jackpot (11th consecutive jackpot) counting from the first win. In this case, as shown in FIG. 47(A)(B)(E)(F), even if the value of the limiter reaching remaining counter in the high probability time-saving state is any of "9" to "1", the game control microcomputer 81 selects the special chart variation pattern based on the high probability table B (see FIG. 44). Therefore, if the pull-back by the drawing of the special chart 2 is successful, from the first high probability time-saving state after the activation of the probability change limiter, the SP variation is selected to be an immediate variation after the development with a variation time of 25 seconds. This makes it possible to avoid a situation in which a long fluctuation time such as a long battle reach fluctuation occurs again in a high probability time-saving state after a pull-back big win game, and it is expected that interest in the game will increase.

[0252] Next, an example of the execution of SP Reach during the high probability time-saving state will be explained based on Figures 48 to 49. In the low probability state, if the first hit is "Special chart 1_Big win pattern 1" based on the lottery of special chart 1, if the value of the limiter reaching remaining counter is "9" to "7" in the high probability time-saving state, the special chart change pattern is determined based on the high probability table A. Then, based on the high probability table A, if a long battle reach big win change (special chart change pattern P51 in Figure 44) or a long battle reach miss change (special chart change pattern P54 in Figure 44) is selected, a 70-second change performance accompanied by a long battle reach is executed. In this change performance, the change display of the performance patterns 8L, 8C, and 8R starts (see Figure 38(B)), and after the performance patterns 8L, 8C, and 8R become reach (see Figure 38(C)), it develops into a long battle reach as shown in Figure 48.

[0253] In the long battle reach, first, an image showing a battle between an ally character and an enemy character is displayed (FIG. 48(A)), followed by a scene in which the ally character attacks the enemy character (FIG. 48(B)), and then a scene in which the enemy character attacks the ally character (FIG. 48(C)). After that, a scene in which the ally character and the enemy character compete is displayed (FIG. 48(D)), leading to a win / lose branch. Then, if the currently running variation performance is based on the "long battle reach big win variation" (special chart variation pattern P51), an image of a success performance showing that the ally character has won against the enemy character is displayed (FIG. 48(E)). On the other hand, if the currently running variation performance is based on the "long battle reach miss variation" (special chart variation pattern P54), an image of a failure performance showing that the ally character has been defeated by the enemy character is displayed (FIG. 48(G)). The duration of the long battle reach reach performance is about 50 seconds.

[0254] When a successful long battle reach (a long battle reach resulting in a successful performance) is executed, the background returns to the night background for the high probability time-saving state, and the performance symbols 8L, 8C, and 8R are definitely displayed as a double number (here, "7 7 7") (Figure 48 (F)). Then, the opening performance of the big win is executed.

[0255] On the other hand, if a failed long battle reach (a long battle reach that results in a failed performance) is executed, the background will return to the night background for the high probability time-saving state, and the performance symbols 8L, 8C, and 8R will definitely stop and be displayed with the reach failure number (here, "7·8·7") (Figure 48(H)). Then, the next variable performance will start.

[0256] In this way, after the first win based on the lottery of Special Chart 1, if the value of the limiter reaching remaining counter is 9 to 7 in the high probability time-saving state, a long battle reach fluctuation with a fluctuation time of 70 seconds will be performed based on high probability table A.

[0257] The consecutive wins start from the first win with "Special chart 1_Big win pattern 1", and when the fourth consecutive big win game ends and the fourth high probability time-saving state is controlled, the value of the limiter reaching remaining counter is "6". From this point on, until the function of the probability change limiter is activated, the high probability table B is referenced in the high probability time-saving state, and a variation effect according to the special chart variation pattern related to the high probability table B is executed. Specifically, for example, at the end of the fourth consecutive big win game, a performance image of "〇〇 RUSH continues!" indicating that the state is controlled again to the high probability time-saving state is displayed on the display screen 7a (Fig. 49(A)), and the state transitions to the high probability time-saving state, and in this high probability time-saving state, if a big win variation immediately after development (special chart variation pattern P61 in Fig. 44) or a loss variation immediately after development (special chart variation pattern P64 in Fig. 44) is selected, a 25-second variation effect is executed. In this changing performance, the display of changing performance symbols 8L, 8C, and 8R begins, and after performance symbols 8L, 8C, and 8R reach (Figure 49(B)), the middle performance symbol 8C changes at a faster speed than before while an effect image is displayed (Figure 49(C)), making it appear as if the N reach is progressing to an SP reach.

[0258] If this variation performance is based on the immediate big win variation after development (special pattern variation pattern P61 in Figure 44), after the high-speed variation of the medium performance pattern 8C accompanied by the display of the effect image is performed for 5 seconds, the performance patterns 8L, 8C, and 8R suddenly stop and are displayed as a repeat number (here, "7 7 7") (Figure 49 (D)). Then, the opening performance of the big win is executed.

[0259] On the other hand, if this variation performance is based on the immediate miss variation after development (special pattern variation pattern P64 in Figure 44), after the high-speed variation of the middle performance pattern 8C accompanied by the display of the effect image is performed for 5 seconds, the performance patterns 8L, 8C, and 8R suddenly stop and are displayed definitively at the reach miss number (here, "7·8·7") (Figure 49 (E)). Then, the next variation performance starts.

[0260] In this way, in the second embodiment, the series progresses from the first hit with "Special chart 1_Big win pattern 1", and when the fourth big win game ends, the type of special chart change pattern judgment table referenced in the high probability time-saving state switches from high probability table A to high probability table B, and the SP change time is changed from 70 seconds to 25 seconds, allowing you to enjoy speedy game development. In this form, the performance in which the middle performance pattern 8C changes at high speed with the display of the effect image is not an SP reach, but the immediate change after development is considered to be one of the SP changes for convenience.

[0261] As the consecutive wins continue, the player enters a low probability time-saving state due to the activation of the probability limiter, and in this low probability time-saving state, the player wins the jackpot pattern 4 based on the drawing of the special chart 2. In other words, the player succeeds in pulling back based on the drawing of the special chart 2. In this case, when the value of the limiter reaching remaining counter is "9", that is, when the player is in the first high probability time-saving state after the probability limiter is activated, the special chart variation pattern based on the high probability table B is selected. Therefore, the SP variation is performed immediately after the development (see Figure 49), and it is possible to enjoy the same speedy game development as after the first win based on the drawing of the special chart 1 and the four consecutive wins.

[0262] As explained above, in the pachinko gaming machine of the second embodiment, even if the consecutive number of times control to the high probability state is the same, the tendency of the selected fluctuation time differs depending on whether the initial control to the high probability state (control to the high probability state based on a win in a low probability state) is based on the result of the drawing for special chart 1 (first drawing) or the result of the drawing for special chart 2 (second drawing) (see Figures 44 and 47), which is expected to suppress a decline in interest in playing during the high probability state.

[0263] Furthermore, according to the pachinko game machine of the second embodiment, even when the control to the high probability state is limited because the consecutive number of times controlled to the high probability state has reached nine (a predetermined upper limit number) (when the function of the special probability limiter is activated), a specific game period (a game period in a low probability time-saving state, and a game period with the remaining reserve of special chart 2 after entering a low probability non-time-saving state) remains in which the game is mainly played through the drawing of special chart 2 (second drawing) as in the high probability state, and when the game is again controlled to the high probability state based on the drawing of special chart 2 during this game period, the variable time is selected using selection criteria different from when the initial control to the high probability state was based on the result of the drawing of special chart 1 (first drawing) (see Figures 44 and 47). In particular, in the pachinko game machine of the second embodiment, when the jackpot pattern 4 is drawn back based on the drawing of the special pattern 2, even if the number of consecutive controls to the high probability state is less than four, the special pattern variation pattern is selected according to the high probability table B in the same way as when the first win is made with the jackpot pattern 1 based on the drawing of the special pattern 1 and the number of consecutive controls to the high probability state is four or more. Therefore, the tendency to select the variation time before the function of the probability variation limiter is activated is prevented from being repeated, and it is possible to suppress a decrease in interest in the game.

[0264] <Other changes> In the first embodiment described above, in the high probability time-saving state, the special pattern variation pattern is determined using one of two special pattern variation pattern determination tables (first high probability table, second high probability table, FIG. 12) according to the value of the limiter reaching remaining counter. In contrast, there may be three or more types of special pattern variation pattern determination tables that can be selected according to the value of the limiter reaching remaining counter (according to the remaining number of continuous control times to the high probability state).

[0265] In the second embodiment described above, the special chart fluctuation pattern determination table is configured to use the number of remaining high probability control times (the value of the limiter reaching remaining counter) until the function of the high probability limiter is activated, but it may be configured to use the special chart fluctuation pattern determination table according to the number of continuous control to the high probability state. In a gaming machine with one type of the number of times of the high probability limiter, the tendency of the special chart fluctuation pattern (the fluctuation time of the special chart) according to the number of consecutive big wins does not change regardless of the configuration. Specifically, for example, a configuration may be provided with a counter that counts up until the limiter is reached, and the special chart fluctuation pattern determination table may be configured to be switchable based on the number of times of this count-up counter (i.e., based on the number of consecutive high probability control times, which are the number of times that control is continuously performed to the high probability state). In the second embodiment, using the special chart fluctuation pattern determination table according to the number of remaining high probability control times (the value of the limiter reaching remaining counter) until the function of the high probability limiter is activated is included in using the special chart fluctuation pattern determination table according to the number of consecutive times that control is performed to the high probability state.

[0266] In the above-mentioned second embodiment, when the winning jackpot pattern in the low probability state is a jackpot pattern based on the drawing of the special drawing 1 (when the first win is based on the drawing of the special drawing 1), either the high probability table A or the high probability table B is used according to the number of continuous controls to the high probability state (the number of high probability controls remaining until the function of the probability variable limiter is activated) (see FIG. 44), but any of three or more types of special drawing fluctuation pattern judgment tables may be referred to. In the second embodiment, when the winning jackpot pattern in the low probability state is a jackpot pattern based on the drawing of the special drawing 2 (when the drawing is pulled back based on the drawing of the special drawing 2), regardless of the number of continuous controls to the high probability state (the number of high probability controls remaining until the function of the probability variable limiter is activated), the high probability table B is used, but it may be configured to use one of the multiple special drawing fluctuation pattern judgment tables according to the number of continuous controls to the high probability state (the number of high probability controls remaining until the function of the probability variable limiter is activated). However, in the first high probability state after the pullback, it is desirable to use the special chart variation pattern determination table that was used in the high probability state before the pullback.

[0267] In the above embodiment, the time for which the special symbols change in each special symbol change pattern can be changed as appropriate.

[0268] In the first embodiment described above, when the number of consecutive big wins is small (when the value of the limiter remaining counter is large), a special pattern with a long change time may be selected (i.e., a configuration in which one special pattern change takes time), and when the number of consecutive big wins is large (when the value of the limiter remaining counter is small), a special pattern with a short change time may be selected (i.e., a configuration in which one special pattern change does not take time). Also, a high probability state in which a special pattern with a long change time can be selected and a high probability state in which a special pattern with a short change time can be selected may be alternately repeated every time a big win occurs.

[0269] In addition, in the second embodiment described above, when a jackpot based on the lottery of special chart 1 is regarded as the first jackpot, it may be configured so that a special chart fluctuation pattern with a short fluctuation time can be selected when the number of consecutive jackpots is small (when the value of the remaining limiter reaching counter is large), and a special chart fluctuation pattern with a long fluctuation time can be selected when the number of consecutive jackpots is large (when the value of the remaining limiter reaching counter is small).

[0270] In the above embodiment, the upper limit number of times that can be controlled to a high probability state (advantageous gaming state, specific gaming state) can be changed as appropriate.

[0271] In addition, in the above embodiment and each modified example, the number of consecutive control times of the high probability state is limited (the number of consecutive control times has a function of a probability limiter), but the number of consecutive control times of the time-saving state may be limited (the number of consecutive control times has a function of a time-saving limiter). In this case, the time-saving state corresponds to the advantageous game state or the specific game state.

[0272] In the above-mentioned second embodiment, when the upper limit number of times of the probability variable limiter based on the drawing of the special chart 1 is set, the special chart variation pattern is determined depending on the remaining number of times until the probability variable limiter is activated in the high probability state, but when the upper limit number of times of the probability variable limiter based on the drawing of the special chart 2 is set, it can be said that the special chart variation pattern is determined uniformly without depending on the remaining number of times until the probability variable limiter is activated in the high probability state. In the second embodiment, multiple types of probability variable jackpots (V long jackpots) that can be won in the drawing of the special chart 1 may be provided, or multiple types of probability variable jackpots (V long jackpots) that can be won in the drawing of the special chart 2 may be provided. In such a case, when the upper limit number of times of the probability variable limiter is set by the jackpot based on the drawing of the special chart 1, it is desirable to make the relationship between the number of consecutive wins and the type of the special chart variation pattern determination table to be referred to common in each high probability state during the subsequent consecutive win period, regardless of the type of jackpot. In addition, when the upper limit number of times for the special jackpot limiter is set by a jackpot based on the lottery of special chart 2, it is desirable to make the relationship between the number of consecutive wins and the type of special chart fluctuation pattern determination table referenced common in each high probability state during the subsequent consecutive win period, regardless of the type of jackpot.

[0273] In the above embodiment, the type of jackpot pattern that can be won in the drawing of special chart 1 or the drawing of special chart 2, the distribution rate, the upper limit of the number of continuous controls to a high probability state (advantageous game state, specific game state) according to the jackpot pattern, etc. can be changed as appropriate. For example, in the drawing of special chart 1, the jackpot pattern A with the upper limit of the number of continuous controls to a high probability state set to 3 times and the jackpot pattern B with the upper limit of the number of continuous controls to a high probability state set to 7 times can be won at a rate of 50% each, while in the drawing of special chart 2, the jackpot pattern C with the upper limit of the number of continuous controls to a high probability state set to 3 times can be won at a rate of 30% (a rate smaller than the distribution rate of the jackpot pattern A in the drawing of special chart 1) and the jackpot pattern D with the upper limit of the number of continuous controls to a high probability state set to 7 times can be won at a rate of 70% (a rate larger than the distribution rate of the jackpot pattern B in the drawing of special chart 1).

[0274] In the first embodiment described above, in the high probability state, the special pattern variation pattern determination table to be referenced may be determined based not only on the value of the limiter reaching remaining counter, but also on the type of jackpot pattern that triggered the control of the high probability state, and / or the game state at the time of winning. In the second embodiment described above, in the high probability state, the special pattern variation pattern determination table to be referenced may be determined based not only on whether the upper limit value setting of the limiter reaching remaining counter (the set of "10") was based on the drawing of special pattern 1 or the drawing of special pattern 2, but also on the game state at the time of winning.

[0275] In addition, in the above-mentioned form, the presentation contents of various variable presentations (for example, the presentation contents of each SP reach (battle reach, episode reach, long battle reach)) can be changed as appropriate.

[0276] In addition, in the above embodiment, the fluctuation time of the SP fluctuation is configured to differ depending on the value of the limiter remaining counter in a high probability state. However, even if the value of the limiter remaining counter differs, the fluctuation time of the SP fluctuation does not change, but it may be configured so that when the value of the limiter remaining counter differs, the selection ratio of various fluctuation times (special chart fluctuation patterns) changes.

[0277] In the above embodiment, the machine is a so-called V-type machine (a gaming machine that controls the state to a high probability state based on the passage to the specific area 39), but it may be a pattern probability machine (a gaming machine in which whether or not the state transitions to a high probability state is determined based on the type of the winning jackpot pattern). In this case, the winning of the jackpot pattern that triggers the transition to the high probability state corresponds to the "predetermined control condition." In addition, the machine is configured as a so-called ST machine (a gaming machine with a limited number of chances), but it may be configured as a so-called probability loop machine. It may also be a so-called type 1 / type 2 mixed machine.

[0278] In the above embodiment, the player can get more bonuses when the jackpot game is played based on the drawing of the special chart 2 than when the jackpot game is played based on the drawing of the special chart 1, but it may be the other way around or the same. The bonuses that the player can get include the amount of prize balls that can be won in the jackpot game and various settings related to the game state after the jackpot game (whether or not the game is controlled to a high probability state, the number of times the game will be played when the game is controlled to a high probability state, whether or not the game is controlled to a time-saving state, the number of times the game will be played when the game is controlled to a time-saving state, etc.).

[0279] In the above embodiment, the display unit that performs the variable performance is configured by the display screen of one display device (the display screen 7a of the image display device 7), but it may be configured by each display screen of two or more display devices. For example, in a configuration that includes a sub-display device in addition to the image display device 7 as the main display device, the display screen of the main display device may perform the variable performance of the performance symbols 8L, 8C, and 8R, and the display screen of the sub-display may perform the variable performance of so-called small symbols (for example, performance symbols displayed smaller than the performance symbols 8L, 8C, and 8R). Note that a touch panel consisting of a touch sensor and a liquid crystal display device may be mounted on the gaming machine frame 50, and the liquid crystal display device in this touch panel may be used as the sub-display device.

[0280] In the above embodiment, the second starting hole 21 is a starting hole related to the electric chute 22 (a starting hole in which the ease with which the game ball can enter can be changed), but it may also be a starting hole in which the ease with which the game ball can enter can be unchanged.

[0281] In the above embodiment, four random numbers, such as a jackpot random number, are obtained as random numbers (judgment information) based on winning at the first start port 20 or the second start port 21, but it is also possible to obtain one random number and determine whether or not there is a jackpot, the type of jackpot symbol, the presence or absence of a reach, and the type of variation pattern based on that random number. In other words, the number of random numbers obtained based on the start winning and what is determined by each random number can be set arbitrarily.

[0282] 11. The invention shown in the above embodiment The above-mentioned embodiment describes the invention of each of the following means. In the following description of the means, the corresponding component names and expressions in the above-mentioned embodiment and the symbols used in the drawings are added in parentheses for reference. However, the components of each invention are not limited to these additions.

[0283] The invention according to means A1 is as follows: A pattern display means (processing related to the variation and stop of the special pattern by the game control microcomputer 81) that varies the identification pattern (special pattern) and then stops it in a stop mode that indicates the result of a predetermined lottery (special pattern lottery); A game state control means (processing related to the control of the game state by the game control microcomputer 81) capable of controlling the game state to an advantageous game state (high probability state) advantageous to the player based on the establishment of a predetermined control condition (passing the game ball through the specific area 39), The game state control means, when the number of consecutive times controlled to the advantageous game state reaches a predetermined upper limit number (for example, 9 times or 4 times), limits the control to the advantageous game state based on the establishment of the predetermined control condition (even if a V is passed, the probability of winning is controlled to a low probability state by the operation of a probability limiter, see FIG. 30); In the advantageous game state, the gaming machine (pachinko gaming machine 1) is characterized in that the variation time of the identification pattern is selected (see Figure 37) based on a selection criterion corresponding to the remaining number of consecutive plays until the predetermined upper limit number is reached (a special pattern variation pattern determination table corresponding to the value of the limiter reaching remaining counter, see Figure 12).

[0284] According to a gaming machine of this configuration, it is possible to change the time for which the identification pattern changes in the advantageous gaming state depending on the remaining upper limit number of times that the advantageous gaming state can be continuously controlled, which prevents the game from becoming monotonous when the game is controlled repeatedly in the advantageous gaming state, and is expected to increase interest.

[0285] The invention according to means A2 is as follows: A gaming machine according to the means A1, The predetermined upper limit number may be set to a first upper limit number (e.g., 9 times) or may be set to a second upper limit number (e.g., 4 times) that is smaller than the first upper limit number, This gaming machine is characterized in that, whether the specified upper limit number is set to the first upper limit number (when the first hit is jackpot pattern 1) or the second upper limit number (when the first hit is jackpot pattern 2), the variation time of the identification pattern is selected based on a selection criterion corresponding to the remaining number of times until the consecutive number reaches the specified upper limit number (a special pattern variation pattern determination table corresponding to the value of the limiter reaching remaining counter, see Figures 12 and 37).

[0286] According to the gaming machine of this configuration, the upper limit number of times that can be continuously controlled to the advantageous gaming state is sometimes set to the first upper limit number and sometimes set to the second upper limit number, so the benefits that the player can obtain change depending on which is set, and interest can be increased. Furthermore, even if the number of times of continuous control to the advantageous gaming state is the same when the first upper limit number is set and when the second upper limit number is set, the selection criteria for the time when the identification symbol changes, so it is possible to prevent the game from becoming more monotonous and to increase interest.

[0287] The invention according to means A3 is as follows: A gaming machine according to the means A2, When the remaining number of times is a first value (for example, 8), the first variation pattern (special pattern variation pattern P31 or P34) of the first variation time (30000 ms) can be selected based on the first selection criterion (first high probability table), and the variation time of the identification pattern is selected. When the remaining number of times is a second value (e.g., 3) smaller than the first value, the first fluctuation pattern is not selected, and a second fluctuation pattern (special pattern fluctuation pattern P41 or P44) having a second fluctuation time (60,000 ms) different from the first fluctuation time is selected based on a second selection criterion (second high probability table) which selects the fluctuation time of the identification pattern (see Figure 12).

[0288] With a gaming machine of this configuration, even if the number of consecutive controls to the advantageous game state is the same when it is set to the first upper limit number and when it is set to the second upper limit number, the time for which the identifying pattern that can be selected changes. Therefore, if the configuration is such that the presentation is performed in accordance with the change in the identifying pattern, the time for the presentation to be executed can be changed even if the number of consecutive controls to the advantageous game state is the same, making it easier to increase interest in the presentation.

[0289] The invention according to means B1 is as follows: A pattern display means (processing related to the variation and stop of the special patterns 1 and 2 by the game control microcomputer 81) which varies the first identification pattern (special pattern 1) and then stops it in a stop state showing the result of the first lottery (the lottery for special pattern 1), and varies the second identification pattern (special pattern 2) and then stops it in a stop state showing the result of the second lottery (the lottery for special pattern 2); A variable time selection means for selecting the variable time of the first identification pattern or the second identification pattern (selection processing of a special pattern variable pattern by the game control microcomputer 81); A game state control means (processing related to the control of the game state by the game control microcomputer 81) capable of controlling the game state to a specific game state (high probability state) advantageous to the player based on the result of the first lottery or the result of the second lottery, The game state control means, when the number of consecutive times controlled to the specific game state reaches a predetermined upper limit number (for example, 9 times), limits the control to the specific game state (controls to a low probability state by operating a probability limiter); The variable time selection means In the specific game state, the variable time can be selected based on the selection criteria according to the continuous number of times (a special chart variable pattern determination table according to the value of the limiter reaching remaining counter, see FIG. 44); This is a gaming machine (pachinko gaming machine of the second embodiment) characterized in that, even if the number of consecutive times is the same (for example, the number of consecutive controls to the high probability state is 2, i.e., the value of the limiter reaching remaining counter is 8), the variable time can be selected based on different selection criteria (high probability table A, high probability table B, see Figure 44) when the control to the initial specific gaming state that is the subject of the consecutive number count is based on the result of the first lottery (lottery for special chart 1) (when special chart 1_jackpot pattern 1 is the first winning pattern) and when it is based on the result of the second lottery (lottery for special chart 2) (when special chart 2_jackpot pattern 4 is the first winning pattern).

[0290] According to a gaming machine of this configuration, in a gaming machine in which the variation time of the identification pattern changes depending on the number of consecutive times that control is performed to a specific game state, the tendency of the variation time that can be selected can be changed depending on whether the initial control to the specific game state is based on the result of a first lottery or a second lottery, even if the consecutive number of times that control is performed to a specific game state is the same, so that it is possible to increase the design freedom of the variation time of the identification pattern during a specific game state, which is expected to suppress a decline in interest in the game.

[0291] The invention according to means B2 is as follows: A gaming machine according to the means B1, In the specific game state (high probability state), the game is mainly played through the second lottery (lottery for special chart 2), This gaming machine is characterized in that when the control to the specific game state is restricted because the consecutive number of times has reached the specified upper limit number (when the function of the special probability limiter is activated), the game enters a specific game period in which game play is mainly carried out through the second lottery (a game period in a low probability non-time-saving state, or a game period with remaining reserve of special chart 2 in a low probability non-time-saving state) before entering a normal game period in which game play is mainly carried out through the first lottery (a game period in a low probability non-time-saving state).

[0292] With a gaming machine of this configuration, even if the number of consecutive times that control to the specific gaming state reaches a predetermined upper limit and control to the specific gaming state is restricted, a specific gaming period remains in which game play is mainly carried out through the second lottery, as in the specific gaming state, and when control is again exercised to the specific gaming state based on the second lottery during this gaming period, the variable time is selected using selection criteria different from those used when control to the specific gaming state was initially exercised based on the results of the first lottery. This prevents the same tendency to select variable times as when control to the specific gaming state was initially exercised based on the results of the first lottery from being repeated, making it possible to suppress a decline in interest in the game.

[0293] The invention according to means B3 is as follows: A gaming machine according to means B2, The variable time selection means When the control to the initial specific game state to be counted for the consecutive number of times is based on the result of the first lottery (lottery for special chart 1) (in the case of the first hit with "Special Chart 1_Big Win Pattern 1"), when the consecutive number of times is the first number of times (for example, 2 times), the first fluctuation pattern (special chart fluctuation pattern P51 or P54) of the first fluctuation time (70000 ms) can be selected based on the first selection criterion (high probability table A) and when the consecutive number of times is the second number of times (for example, 7 times) greater than the first number of times, the first fluctuation pattern is not selected, and the second fluctuation pattern (special chart fluctuation pattern P61 or P64) of the second fluctuation time (for example, 25000 ms) different from the first fluctuation time is selected based on the second selection criterion (high probability table B) (see FIG. 44), This is a gaming machine characterized in that when the control to the initial specific game state that is the subject of the count of the consecutive number of times is based on the result of the second lottery (lottery for special chart 2) (in the case of a pullback with ``Special chart 2_jackpot pattern 4'') and the consecutive number of times is the first number of times (2 times), the fluctuation time is selected based on the second selection criterion (table B for high probability) (see Figure 44).

[0294] According to a gaming machine of this configuration, when the number of continuous controls to the specific game state reaches a predetermined upper limit number and the control to the specific game state is restricted, and the specific game state is again controlled based on a second lottery during the specific game period, even if the number of continuous controls to the specific game state is the first number which is smaller than the second number, the variation time of the identification pattern can be selected according to the same second selection criterion as when the initial control to the specific game state was based on the result of the first lottery and the number of continuous controls to the specific game state was the second number. Therefore, the tendency of the variation time before the function restricting the control to the specific game state was activated is prevented from being repeated, and a decrease in interest in the game can be suppressed. [Explanation of symbols]

[0295] 1. Pachinko machine 7...Display device 7a…Display screen 39…Specific area 81...Game control microcomputer 91...Performance control microcomputer 100...Image control board

Claims

1. A symbol display means for changing the identification symbol and then stopping the identification symbol in a stopping manner that indicates a result of a predetermined lottery; A game state control means for controlling the game state to an advantageous game state that is advantageous to a player based on the establishment of a predetermined control condition, the game state control means, when the number of consecutive times that the game state has been controlled to the advantageous game state has reached a predetermined upper limit number, restricts the control to the advantageous game state based on the establishment of the predetermined control condition; A gaming machine characterized in that, in the advantageous game state, a variation time of the identification pattern is selected based on a selection criterion corresponding to the remaining number of consecutive times until the predetermined upper limit number is reached.

2. 2. The gaming machine according to claim 1, The predetermined upper limit number may be set to a first upper limit number or may be set to a second upper limit number that is smaller than the first upper limit number, A gaming machine characterized in that, regardless of whether the specified upper limit number is set to the first upper limit number or the second upper limit number, a variation time of the identification pattern is selected based on a selection criterion corresponding to the remaining number of times until the consecutive number reaches the specified upper limit number.

3. 3. The gaming machine according to claim 2, When the remaining number of times is a first value, a variation time of the identification pattern is selected based on a first selection criterion by which a first variation pattern of a first variation time can be selected; A gaming machine characterized in that, when the remaining number of times is a second value smaller than the first value, the first variation pattern is not selected, and a variation time of the identification pattern is selected based on a second selection criterion in which a second variation pattern of a second variation time different from the first variation time is selected.

Citation Information

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