Game machine

JP2025081406A5Inactive Publication Date: 2025-06-23KYORAKU IND CO LTD
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Patent Information

Application Number
JP2025020644
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-12
Publication Date
2025-06-23
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing gaming machines lack innovative effects to enhance player interest and engagement.

Method used

A gaming machine with a main control unit and an effect control unit that determines whether to perform a special game, executes variable displays, and outputs specific sounds and effects, including reach effects and variable patterns, to enhance gameplay experience.

Benefits of technology

The solution improves the amusement value of the game by providing dynamic and engaging visual and auditory effects, increasing player interest and enjoyment.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of increasing the interest of a game.SOLUTION: In a game machine, performance control means can execute: a ready-to-win performance in which symbols in a part of rows among symbols in multiple rows are stopped and symbols in the remaining rows continue to be varied; and a specific variable performance in which the symbols in multiple rows are displayed in an arrangement indicating that a special game is not performed, after starting the ready-to-win performance. The ready-to-win performance includes a first ready-to-win performance and a second ready-to-win performance having a higher expectation that the special game is executed than that of the first ready-to-win performance. The specific variable performance includes a first specific variable performance in which the first ready-to-win performance is executed and the second ready-to-win performance is not executed, and a second specific variable performance in which the second ready-to-win performance is executed. In the first specific variable performance, the performance control means can output a specific sound different from a predetermined sound when a symbol in a specific row is stopped in the specific display mode. In the second specific variable performance, the performance control means can output no specific sound when a symbol in a specific row is stopped in the specific display mode.SELECTED DRAWING: Figure 278
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Description

Technical Field

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

Background Art

[0002] In gaming machines, for example, Patent Document 1 describes performing effects using a display screen or the like.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in gaming machines as described in the above patent documents, there is room for further improvement in the effects in terms of enhancing the interest of the game.

[0005] An object of the present invention is to enhance the interest of the game.

Means for Solving the Problems

[0006] The present invention that achieves the above object is realized as a gaming machine as follows. This gaming machine (for example, pachinko gaming machine 100) includes main control means (for example, game control unit 200) for controlling the progress of the game, and effect control means (for example, effect control unit 300) for controlling the effects. The main control means can determine whether to perform a special game based on the establishment of a start condition, and can execute a variable display based on the result of the determination. The effect control means can execute a variable effect in which a plurality of columns of symbols (for example, three columns of decorative symbols 41) are varied and then stopped on a display means (for example, image display unit 114) along with the variable display, and can output a predetermined sound (for example, variable BGM) in the variable effect. The effect control means can execute a reach effect in which symbols in a part of the columns among the plurality of columns of symbols are stopped and the variation of the symbols in the remaining columns is continued. After starting the reach effect, the effect control means can execute a specific variable effect (for example, a losing variable effect) that indicates that the special game is not performed and displays the plurality of columns of symbols. The reach effect includes a first reach effect (for example, a normal reach effect) and a second reach effect (for example, an SP reach effect) with a higher expectation of executing the special game than the first reach effect. The specific variable effect includes a first specific variable effect in which the first reach effect is performed and the second reach effect is not performed, and a second specific variable effect in which the second reach effect is performed. In the first specific variable effect, when the symbols in a specific column (for example, the middle column decorative symbol 41) stop in a specific display mode (for example, a highly decorative display mode shown in FIG. 265(27)), a specific sound (for example, a stop sound) different from the predetermined sound can be output. In the second specific variable effect, when the symbols in the specific column (for example, the middle column decorative symbol 41) stop in the specific display mode (for example, a highly decorative display mode shown in FIG. 278(42)), it is possible not to output the specific sound (stop sound).

[0007] Note that the above symbols in this column are attached exemplarily in the description of the present invention, and the present invention is not limited by these symbols.

Advantages of the Invention

[0008] According to the present invention, the amusement of the game can be improved.

Brief Description of the Drawings

[0009]

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Mode for Carrying Out the Invention

[0010] (First Embodiment) Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings. 〔Basic Configuration of Pachinko Machine〕 FIG. 1 is a schematic front view of a pachinko machine 100 according to the present embodiment. FIG. 2 is a rear view of the pachinko machine 100 when viewed from the rear side. As an example of the gaming machine shown in FIG. 1, the pachinko machine 100 is configured to pay out a prize ball when a game ball launched by a player's instruction operation wins. This pachinko machine 100 includes a game board 110 on which game balls are launched and a frame member 150 surrounding the game board 110. The game board 110 is detachably attached to the frame member 150.

[0011] The game board 110 has, on the front surface, a game area 111 for playing a game with game balls, a rail member 112 that forms a passage through which a game ball launched from below rises and heads toward the upper position of the game area 111, and a guide member 113 that guides the game ball to the right side of the game area 111. In the present embodiment, an image display unit 114 for displaying various images for the performance is disposed at a position of the game area 111 that is easily visible to the player. This image display unit 114 includes a display screen using a liquid crystal display or the like, and displays, for example, a decorative pattern for notifying the player of the lottery result (pattern variation result) of a special pattern lottery or an effect image due to the appearance of a character or an item as the game progresses by the player. In addition, the image display unit 114 is provided with a plurality of layers as layers on which images are displayed, and images are displayed on each of these plurality of layers. In addition, on the front surface of the game board 110, there are provided three movable devices 115 and panel lamps 116 used for various effects. The three movable devices 115 are arranged side by side in the left-right direction above the image display unit 114. When explaining each of the three movable devices 115 individually, the movable device 115 arranged on the left side is referred to as the "left movable device 115A". The movable device 115 arranged in the center is referred to as the "middle movable device 115B". The movable device 115 arranged on the right side is referred to as the "right movable device 115C". When not particularly distinguishing each of the three movable devices 115, they are simply referred to as the movable device 115. The movable device 115 performs various effects by operating on the game board 110. The panel lamp 116 performs various effects by emitting light.

[0012] In the game area 111, there are provided game nails (not shown), windmills, etc. for changing the direction in which the game balls fall. In the game area 111, various devices related to winning and lottery are arranged at predetermined positions. In the game area 111, there is provided a discharge port 117 for discharging the game balls that have been launched into the game area 111 but have not won the winning port outside the game area 111. The pachinko gaming machine 100 is provided with an out ball detection switch (SW) 227 (see FIG. 4 described later) for detecting out balls composed of the game balls flowing into the discharge port 117.

[0013] In the present embodiment, as various devices related to winning and lottery, there are provided a first starting port 121 and a second starting port 122 at which a special symbol lottery (big win lottery) starts when a game ball wins, and a starting gate (hereinafter simply referred to as a gate) 124 at which a normal symbol lottery (opening and closing lottery) starts when a game ball passes through, on the game board 110. In FIG. 1, the gates 124 are respectively provided on the left and right of the game area 111. The left gate 124 is denoted as 124L, and the right gate 124 is denoted as 124R. Also, the first starting port 121 and the second starting port 122 referred to here mean winning ports that serve as the activation trigger for a predetermined special symbol display device. Specifically, the first starting port 121 and the second starting port 122 are provided with switches (the first starting port switch 211 and the second starting port switch 212 described later) for detecting the passage of a game ball during winning. When a game ball wins at the first starting port 121 or the second starting port 122, the detection of the passage of the game ball by this switch becomes the trigger for activating the special symbol display device.

[0014] The second starting port 122 includes an electric tulip (opening and closing member) 123 as a normal electric device in which a pair of blades in the shape of a tulip flower open and close and light up by an electric solenoid. When the blades of the electric tulip 123 are closed, it is difficult for a game ball to enter the second starting port 122. On the other hand, when the blades open, the entrance of the second starting port 122 expands and it becomes easier for a game ball to enter the second starting port 122. And when the electric tulip 123 wins the normal symbol lottery, the blades open for a specified time (for example, 0.15 seconds to 1.8 seconds) and a specified number of times (for example, 1 time to 3 times) while lighting or flashing.

[0015] The pachinko gaming machine 100 has, as game states, an electric support-off state in which the chance of winning the second start port 122 is low, and an electric support state in which the chance of winning the second start port 122 is higher than in the electric support-off state. And, for example, under predetermined conditions such as triggered by the number of lottery draws for a big win or a special symbol lottery, it is controlled to either the electric support-off state or the electric support state. The electric support state is a game state controlled by any one or a combination of, for example, shortening the normal symbol variation time, extending the opening time of the electric tulip 123, and increasing the winning probability of the normal symbol lottery to a high probability. Also, the pachinko gaming machine 100 has, as game states, a short-time-off state in which the special symbol variation time is long, and a short-time state in which the special symbol variation time is shorter than in the short-time-off state. Here, the short-time state is a state more advantageous to the player than the short-time-off state. In this embodiment, it is assumed that the electric support state and the short-time state are controlled simultaneously. Also, in the following description, the electric support state and the short-time state are simply referred to as the short-time state, and the electric support-off state and the short-time-off state are simply referred to as the short-time-off state.

[0016] Also, in this embodiment, as other devices related to winning and lottery, the first big winning port 125 and the second big winning port 126 as special electric devices that open according to the result of the special symbol lottery, and the normal winning port 127 where no lottery is conducted even if a game ball wins, are arranged on the game board 110. And, the first big winning port 125 is provided with a first big winning port door 125D for opening and closing the first big winning port 125. Also, the second big winning port 126 is provided with a second big winning port door 126D for opening and closing the second big winning port 126. In the following description, the opening and closing state and operation of the first big winning port door 125D may be described, for the sake of convenience, as the opening and closing state and operation of the first big winning port 125. Also, in the following description, the opening and closing state and operation of the second big winning port door 126D may be described, for the sake of convenience, as the opening and closing state and operation of the second big winning port door 126D. In this embodiment, a display 130 for displaying lottery results and hold counts is arranged at the lower left position of the game board 110.

[0017] Incidentally, in the pachinko gaming machine 100 shown in FIG. 1, the second start port 122 having the electric tulip 123, the gate 124R, the first big winning port 125, and the second big winning port 126 are arranged in the right region of the game area 111. Therefore, in the pachinko gaming machine 100 of the present embodiment, when attempting to win at the second start port 122, the gate 124R, the first big winning port 125, the second big winning port 126, etc., the game balls are caused to flow down in the right region of the game area 111. Here, the left region of the game area 111 is regarded as the first game area. Also, the right region of the game area 111 is regarded as the second game area. Note that in the illustrated example, the second start port 122 having the electric tulip 123, the gate 124R, the first big winning port 125, and the second big winning port 126 are arranged in the right region of the game area 111, but it is not limited thereto. The second start port 122 having the electric tulip 123, the gate 124R, the first big winning port 125, and the second big winning port 126 may be arranged in the left region of the game area 111, and the first start port 121, the gate 124L, and the normal winning port 127 may be arranged in the left region of the game area 111. In this case, the right region of the game area 111 is regarded as the first game area. Also, the left region of the game area 111 is regarded as the second game area.

[0018] On the back surface of the game board 110, a game control board 200B for determining the winning of special symbols and the like, and an effect control board 300B for comprehensively controlling the effects are attached. Also, on the back surface of the game board 110, various boards (not shown) such as an image control board for controlling effects by images and sounds, and a lamp control board for controlling effects by various lamps and movable accessory members 115 are attached. Further, on the back surface of the game board 110, a connector 200C for connecting the game control board 200B and the effect control board 300B, and a switching power supply (not shown) for converting the supplied 24V AC power into DC power and outputting it to various boards and the like are arranged. The connector 200C is provided with a plurality of wirings (not shown) for connecting the game control board 200B and the effect control board 300B.

[0019] The frame member 150 includes a launching device (not shown) that launches game balls at a hitting force corresponding to the operation angle at a predetermined time interval (for example, 100 balls per minute) when the player touches the handle 151 and rotates the lever 152 clockwise. Further, the frame member 150 includes a supply device (not shown) that sequentially supplies game balls to the launching device one by one at a timing linked to the operation of the player's lever 152, and a tray 153 that temporarily stores the game balls supplied by the supply device to the launching device. The payout balls from the payout unit, for example, are paid out onto this tray 153. In this embodiment, the tray 153 is configured as an integrated upper and lower tray, but a configuration example in which the upper tray and the lower tray are separated is also conceivable. Also, a configuration example in which the handle 151 of the launching device emits light under predetermined conditions is also conceivable.

[0020] Further, the frame member 150 includes a stop button 154 for temporarily stopping the launch of game balls even when the player is touching the handle 151 of the launching device, and a take-out button 155 for dropping the game balls accumulated in the tray 153 into a box (not shown) and taking them out. Further, the frame member 150 includes a speaker 156 and a frame lamp 157 that inform the gaming state and situation of the pachinko gaming machine 100 and perform various effects. The speaker 156 performs various effects using music, voices, and sound effects. The frame lamp 157 is composed of a light emitter such as an LED, and performs various effects by light, such as patterns by lighting and blinking and differences in emission colors. Regarding the frame lamp 157, a configuration example that enables an effect of changing the light irradiation direction can be considered. Further, the frame member 150 includes a transparent plate (not shown) for separating the game board 110 from the player.

[0021] FIG. 3 is a diagram for explaining the pachinko gaming machine 100 according to the present embodiment. FIG. 3(a) is an enlarged view showing an example of the display 130 disposed at the lower left of the game board 110, FIG. 3(b) is a partial plan view of the pachinko gaming machine 100, and FIG. 3(c) is an enlarged view showing an example of the sub-information display 80 disposed at the lower left of the game board. As shown in FIG. 3(a), the display 130 of the pachinko gaming machine 100 includes a first special symbol display 221 that operates in response to winning in the first start port 121, a second special symbol display 222 that operates in response to winning in the second start port 122, and a normal symbol display 223 that operates in response to passing through the gate 124. The first special symbol display 221 variably displays a special symbol based on winning in the first start port 121 and then stops displaying to show the lottery result. The second special symbol display 222 variably displays a special symbol based on winning in the second start port 122 and then stops displaying to show the lottery result. The first special symbol display 221 and the second special symbol display 222 perform a cycle variation (cycle display) with a cycle of 1 cycle (= 256 ms) for the change in the display mode a plurality of times, and stop displaying when the variation time of the special symbol has elapsed. The normal symbol display 223 variably displays the normal symbols based on the passing of the game ball through the gate 124, and then stops the display to show the lottery result. In this embodiment, the first special symbol display 221 and the second special symbol display 222 are each constituted by a display device in which LEDs are arranged, and the lottery result of the special symbol lottery is shown by the lighting pattern thereof. Similarly, the normal symbol display 223 is also constituted by a display device in which LEDs are arranged, and the lottery result of the normal symbol lottery is shown by the lighting pattern thereof.

[0022] In addition, the display 130 includes a first special symbol hold display 218 that operates corresponding to the hold in the first special symbol display 221, a second special symbol hold display 219 that operates corresponding to the hold in the second special symbol display 222, and a normal symbol hold display 220 that operates corresponding to the hold in the normal symbol display 223. In this embodiment, the first special symbol hold display 218, the second special symbol hold display 219, and the normal symbol hold display 220 are each constituted by a display device in which LEDs are arranged, and the number of holds is shown by the lighting pattern thereof.

[0023] Here, the hold will be explained. When a game ball wins in the first start port 121 or the second start port 122 during the variable display operation of the special symbol (while the variable display for one winning is being performed), since the special symbol is in the middle of the variable display, the variable display operation of the special symbol based on the subsequent winning cannot be started. Therefore, the subsequent wins are stored up to a specified number (for example, 4), and the right to start the special symbol for the winning game ball is held until the variable display operation for the previously winning game ball ends. Regarding the normal symbols as well, the same processing as that for the special symbols is performed. The fact that such a hold is made and the number of such holds (the number of unvaried ones) are shown on the first special symbol hold display 218, the second special symbol hold display 219, and the normal symbol hold display 220.

[0024] Furthermore, the display 130 includes a status indicator 224 that displays the state of the pachinko gaming machine 100. In the present embodiment, the status indicator 224 is composed of a display device in which two LEDs are arranged. One of the two LEDs notifies, by lighting, whether the state of the pachinko gaming machine 100 is in a short-time state where the special symbol variation time is short. The other one notifies, by lighting, whether the player is in an advantageous state by hitting the ball to the right (by changing the hitting force of the game ball).

[0025] In addition, the display 130 includes a round number indicator 225 that displays the number of rounds when the first big winning opening 125 is activated in a big win game performed according to the lottery result of the special symbol lottery. The big win game will be described later. The round number indicator 225 is composed of a display device in which LEDs are arranged, and the number of operating rounds of the first big winning opening 125 in the big win game is displayed by the lighting mode thereof.

[0026] In addition, the display 130 includes a status confirmation indicator 226. The status confirmation indicator 226 is composed of one LED and is for indicating that it is set to the setting change mode described later or the setting confirmation mode described later. When shifting to the setting change mode or the setting confirmation mode, the lighting of the LED is started, and when the setting change mode or the setting confirmation mode ends, the LED is turned off. Thus, since the status confirmation indicator 226 is provided on the front (surface) of the gaming machine, it is possible to easily confirm whether it is set to the setting change mode or the setting confirmation mode. The installation position of the status confirmation indicator 226 may be the front (surface) of the pachinko gaming machine 100, and it may be installed in other places.

[0027] Also, in this embodiment, regardless of whether it is set to the setting change mode or the setting confirmation mode, it is configured to display in the same display mode (lighting display). However, it may be displayed in a recognizable manner which mode it is set to. For example, in the setting change mode, the status confirmation display 226 may be lit, and in the setting confirmation mode, the status confirmation display 226 may blink, or vice versa.

[0028] Also, in this embodiment, the status confirmation display 226 is provided as a dedicated display to indicate that it is set to the setting change mode or the setting confirmation mode, but it may be used in combination with other displays. For example, in the setting change mode and the setting confirmation mode, since the first special symbol display 221, the second special symbol display 222, the first special symbol hold display 218, the second special symbol hold display 219, the round number display 225, the status display 224, etc. are turned off, one or more LEDs of these displays may be lit.

[0029] The frame member 150 of the pachinko gaming machine 100 is provided with an input device for the player to input for the effect. As shown in FIG. 3(b), in this embodiment, as an example of the input device, an effect button 161 and an effect key 162 which is adjacent to the effect button 161 and consists of a plurality of keys arranged in a substantially cross shape are disposed on the frame member 150. In the illustrated example, consider the case of performing an effect that accepts an operation of selecting one image from a plurality of images. In this case, for example, the player operates the effect key 162 consisting of four keys arranged in a cross to indicate any one of the plurality of images displayed on the image display unit 114, and operates the effect button 161 to perform an effect of selecting the indicated image. Also, as the form of the input device, in addition to the illustrated effect button 161 and effect key 162, various input forms can be adopted according to the content of the effect, such as a lever or a handle.

[0030] In addition, the pachinko gaming machine 100 of the present embodiment includes a sub-information display 80 composed of a sub-first variable display 81, a sub-second variable display 82, a sub-first hold display 83, a sub-second hold display 84, a sub-normal pattern variable display 85, a sub-normal pattern hold display 86, and a sub-right hit display 87 inside the game area 111. Basically, the sub-information display 80 is composed of LEDs and is configured to perform dynamic lighting. Note that the sub-information display 80 is not provided with a display indicating that it is set in a setting change mode or a setting confirmation mode like the status confirmation display 226.

[0031] The sub-first variable display 81 is for displaying (notifying) whether or not the first special symbol is in the variable display state, and the sub-second variable display 82 is for displaying (notifying) whether or not the second special symbol is in the variable display state. Each is composed of one LED. When the variable display of the corresponding special symbol starts, the LED blinks at a predetermined cycle (1 second) (0.5 seconds on → 0.5 seconds off), and when the corresponding special symbol stops being displayed, it lights up. In other words, the sub-first variable display 81 and the sub-second variable display 82 repeatedly perform cycle display with one blink as one cycle (= 1 second), and light up when the corresponding special symbol stops being displayed.

[0032] Note that the sub-first variable display 81 or the sub-second variable display 82 may be configured to notify the result of the jackpot determination of the special symbol. In this case, the LED may be lit in the case of a jackpot and turned off in the case of a miss.

[0033] The sub first hold indicator 83 is for displaying the number of first hold information (first hold count) described later, and the sub second hold indicator 84 is for displaying the number of second hold information (second hold count) described later. Each is composed of two LEDs. When the hold count is "0", the left and right LEDs are turned off. When the hold count is "1", the left LED is turned on and the right LED is turned off. When the hold count is "2", the left and right LEDs are turned on. When the hold count is "3", the left LED blinks and the right LED is turned on. When the hold count is "4", the left and right LEDs blink.

[0034] The sub normal symbol variable indicator 85 is for displaying (notifying) the result of the winning lottery. It is composed of one LED. When the variable display of the normal symbol starts, the LED blinks (variable display) at a predetermined interval. When the normal symbol stops being displayed, the mode indicating the result of the winning lottery (lit in the case of a win, turned off in the case of a loss) stops being displayed.

[0035] Note that in the sub normal symbol variable indicator 85, it may be configured to blink during the variable display of the normal symbol and be lit or turned off when the display stops, so that only whether the variable display of the normal symbol is in progress can be grasped.

[0036] The sub normal symbol hold indicator 86 is for displaying the number of normal symbol hold memories (normal symbol hold count). It is composed of two LEDs. When the normal symbol hold count is "0", the left and right LEDs are turned off. When the normal symbol hold count is "1", the left LED is turned on and the right LED is turned off. When the normal symbol hold count is "2", the left and right LEDs are turned on. When the normal symbol hold count is "3", the left LED blinks and the right LED is turned on. When the normal symbol hold count is "4", the left and right LEDs blink.

[0037] The sub right shooter display 87 is for prompting the shooting of game balls toward the right area of the game area 111 (so-called right shooting), and is composed of one LED. During the jackpot state (special game) and the time-saving game state, the LED lights up, and in other game states, the LED goes out.

[0038] 〔Configuration of the control unit〕 Next, the control unit that performs operation control and signal processing in the pachinko machine 100 will be described. FIG. 4 is a block diagram showing the internal configuration of the control unit of the pachinko machine according to the present embodiment. FIG. 5 is an explanatory diagram of the image / audio control unit and the lamp control unit according to the present embodiment.

[0039] As shown in FIG. 4, the control unit includes, as game control means, a game control unit 200 that determines the winning of special symbols and the like. Further, as effect control means, it includes an effect control unit 300 that comprehensively controls effects, and a payout control unit 330 that controls the payout of payout balls.

[0040] 〔Configuration and functions of the game control unit〕 The game control unit 200 includes a CPU 201 that performs arithmetic processing when determining the winning of special symbols and the like, a ROM 202 in which programs and various data executed by the CPU 201 are stored, and a RAM 203 used as a working memory of the CPU 201 and the like.

[0041] The game control unit 200 controls the game state of the pachinko machine 100 in either a non-time-limited state or a time-limited state. The game state of the pachinko machine 100 in the non-time-limited state may be referred to as the normal game state hereinafter. Also, the game state of the pachinko machine 100 in the time-limited state may be referred to as the time-limited game state hereinafter. Further, in the present embodiment, the time-limited game state includes a special time-limited game state and a specific time-limited game state. The special time-limited game state is a game state controlled via a jackpot game. Also, the specific time-limited game state is a game state controlled when the number of times of variable display of a special symbol executed from the establishment of predetermined conditions (execution of RAM clear, reset of the number of fluctuations) reaches a specific number of times (300 times in the present embodiment). Thereby, the game state of the pachinko machine 100 becomes any one of the normal game state, the special time-limited game state, and the specific time-limited game state. Then, the game control unit 200 switches between the normal game state and the special time-limited game state based on predetermined conditions. Also, the game control unit 200 switches between the normal game state and the specific time-limited game state based on predetermined conditions. Further, the game control unit 200 switches between the specific time-limited game state and the special time-limited game state based on predetermined conditions. Also, in the time-limited game state, the game control unit 200 performs controls such as increasing the winning probability of the normal symbol lottery higher than that in the normal game state, shortening the normal symbol variation time, and extending the opening time of the electric tulip 123.

[0042] The game control unit 200 conducts a special symbol lottery when a game ball wins in the first start port 121 or the second start port 122. Then, according to the judgment result of the special symbol lottery, it conducts special games such as a big win game or a small win game. In the big win game, the game control unit 200 controls to repeat a round in which the first big winning port 125, which is a special electric accessory, remains open until it satisfies a predetermined condition (for example, 29.5 seconds have elapsed or 10 game balls have won) for a predetermined number of times. And the game control unit 200 controls the opening and closing operation interval when the first big winning port 125 opens. Also, in the small win game, the game control unit 200 controls to repeat a round in which the second big winning port 126, which is a special electric accessory, remains open until it satisfies a predetermined condition (for example, 0.9 seconds have elapsed) for a predetermined number of times (for example, 2 times). And the game control unit 200 controls the opening and closing operation interval when the second big winning port 126 opens.

[0043] Also, the game control unit 200 conducts a normal symbol lottery when a game ball passes through the gate 124. Then, according to the judgment result of the normal symbol lottery, it controls the operation of the electric tulip. Also, the game control unit 200 sets holds generated when a game ball wins in the first start port 121 or the second start port 122 during the special symbol variation, or holds generated when a game ball passes through the gate 124 during the normal symbol variation. Furthermore, the game control unit 200 sends information related to game control, such as the judgment results of the special symbol lottery and the normal symbol lottery, the change information between the time-saving non-state and the time-saving state, and the hold setting information, to the effect control unit 300 by a command described later.

[0044] Further, when a game ball wins a prize at the first start port 121, the second start port 122, the first big winning port 125, the second big winning port 126, or the normal winning port 127, the game control unit 200 gives an instruction to the payout control unit 330 to pay out a predetermined number of prize balls per game ball according to the location where the game ball wins a prize. For example, when a game ball wins a prize at the first start port 121, 3 prize balls are paid out; when a game ball wins a prize at the second start port 122, 4 prize balls are paid out; when a game ball wins a prize at the second big winning port 126, 9 prize balls are paid out; when a game ball wins a prize at the first big winning port 125, 13 prize balls are paid out; and when a game ball wins a prize at the normal winning port 127, 10 prize balls are paid out. An instruction command (command) is sent to the payout control unit 330. Even if it is detected that a game ball has passed through the gate 124, no instruction is given to the payout control unit 330 for the payout of prize balls associated therewith. When the payout control unit 330 pays out prize balls according to the instruction of the game control unit 200, the game control unit 200 obtains information regarding the number of the paid-out prize balls from the payout control unit 330. Thereby, the number of the paid-out prize balls is managed.

[0045] As shown in FIG. 4, the game control unit 200 is connected with a first start port detection unit (first start port switch (SW)) 211 that detects the winning of a game ball at the first start port 121, a second start port detection unit (second start port switch (SW)) 212 that detects the winning of a game ball at the second start port 122, an electric tulip opening / closing unit 213 that opens and closes the electric tulip 123, and a gate detection unit (gate switch (SW)) 214 that detects the passing of a game ball through the gate 124, as detection means. Furthermore, the game control unit 200 is connected to a first major winning opening detector (first major winning opening switch (SW)) 215 that detects the winning of a game ball into the first major winning opening 125, a first major winning opening door opening / closing unit 216 that sets the first major winning opening door 125D of the first major winning opening 125 to a closed state and a protruding and inclined open state, a second major winning opening detector (second major winning opening switch (SW)) 209 that detects the winning of a game ball into the second major winning opening 126, a second major winning opening door opening / closing unit 210 that sets the second major winning opening door 126D of the second major winning opening 126 to a closed state and a protruding and inclined open state, and a normal winning opening detector (normal winning opening switch (SW)) 217 that detects the winning of a game ball into the normal winning opening 127.

[0046] In addition, the game control unit 200 is connected to a magnetic detection sensor 207 that detects abnormal magnetism over a predetermined period and a radio wave detection sensor 208 that detects abnormal radio waves over a predetermined period. The magnetic detection sensor 207 and the radio wave detection sensor 208 are connected to the game control board 200B via wiring (not shown). Moreover, the game control unit 200 is connected to a first special symbol hold indicator 218 that displays the number of held undisturbed wins when a game ball wins into the first start opening 121 during the variation of the special symbol, a second special symbol hold indicator 219 that displays the number of held undisturbed wins when a game ball wins into the second start opening 122 during the variation of the special symbol, and a normal symbol hold indicator 220 that displays the number of held undisturbed wins when passing through the gate 124 during the variation of the normal symbol. Furthermore, the game control unit 200 is connected to a first special symbol indicator 221 that displays the variation display of the special symbol and the result of the special symbol lottery performed by the winning of a game ball into the first start opening 121, a second special symbol indicator 222 that displays the variation display of the special symbol and the result of the special symbol lottery performed by the winning of a game ball into the second start opening 122, a normal symbol indicator 223 that displays the variation display of the normal symbol and the result of the normal symbol lottery, and a state indicator 224 that displays the state of the pachinko game machine 100.

[0047] Then, the detection signals detected by the first start port switch 211, the second start port switch 212, the gate switch 214, the first big winning port switch 215, the second big winning port switch 209, the normal winning port switch 217, the magnetic detection sensor 207, and the radio wave detection sensor 208 are sent to the game control unit 200. Also, the control signals from the game control unit 200 are sent to the electric tulip opening / closing unit 213, the first big winning port door opening / closing unit 216, the second big winning port door opening / closing unit 210, the first special symbol hold indicator 218, the second special symbol hold indicator 219, the normal symbol hold indicator 220, the first special symbol indicator 221, the second special symbol indicator 222, the normal symbol indicator 223, and the status indicator 224. Thereby, the game control unit 200 performs various controls related to the above-mentioned paid-out prize balls number.

[0048] Also, on the surface side of the game control board, there are a RAM clear switch 228 for inputting a signal to clear the stored content of the RAM 203 of the game control unit 200 or to update a set value (the probability determined as a big win) which is the degree of advantage of the game, a setting key switch 229 for inputting a signal to shift to a setting change mode or a setting confirmation mode described later by an operation using a setting key, an information display 230 for displaying performance information and set values that enable grasping of the actual performance of the gaming machine, and other electronic components and the like are mounted.

[0049] The information display 230 is composed of four 7-segment displays (230a to 230d, see FIG. 48 described later) arranged in the left-right direction. And, an identification segment for displaying identification information indicating the type (data type) of the performance information is constituted by the two 7-segment displays 230a and 230b from the left, and a numerical segment for displaying numerical information indicating the set value and the numerical value of the performance information is constituted by the two 7-segment displays 230c and 230d from the right (see FIG. 47). Note that when displaying the set value, static lighting is performed, and when displaying the performance information, dynamic lighting is performed.

[0050] Furthermore, an external information terminal board 350 for the pachinko machine, which transmits various types of information to a host computer (not shown) installed in the hall, is connected to the game control unit 200. Then, the game control unit 200 transmits information regarding the number of prize balls paid out and information indicating the state of the game control unit 200, which are acquired from the payout control unit 330, to the host computer via the external information terminal board 350 for the pachinko machine.

[0051] 〔Configuration and Function of Payout Control Unit〕 The payout control unit 330 includes a CPU 331 that performs arithmetic processing when controlling the payout of payout balls, a ROM 332 that stores programs and various data executed by the CPU 331, and a RAM 333 used as a working memory of the CPU 331. Then, the payout control unit 330 controls the payout of payout balls based on the command sent from the game control unit 200. Specifically, the payout control unit 330 acquires from the game control unit 200 a command to pay out a predetermined number of prize balls according to the location where the game ball wins (such as the first start port 121). Then, it controls the payout drive unit 334 to pay out the number of prize balls specified in the command. Here, the payout drive unit 334 is composed of a drive motor that sends out game balls from the storage unit of the game balls.

[0052] In addition, a payout ball detection unit 335 that detects the number of prize balls actually paid out from the storage unit of the game balls by the payout drive unit 334, a ball presence detection unit 336 that detects the presence or absence of storage of game balls in the storage unit (not shown), and a full detection unit 337 that detects whether the dish 153 that holds the game balls used by the player during the game and the paid-out prize balls is in a full state are connected to the payout control unit 330. Then, the payout control unit 330 receives the detection signals detected by the payout ball detection unit 335, the ball presence detection unit 336, and the full detection unit 337, and performs predetermined processing according to these detection signals. Furthermore, an external information terminal board 340 for frames for transmitting various types of information to the host computer installed in the hall is connected to the payout control unit 330. Then, the payout control unit 330 transmits information regarding the number of prize balls instructed to be paid out to, for example, the payout drive unit 334, and information regarding the actual number of prize balls paid out detected by the payout ball detection unit 335, etc. to the host computer via the external information terminal board 340 for frames. Also, the same type of information is transmitted to the game control unit 200 as well.

[0053] 〔Configuration and Functions of the Effect Control Unit〕 The effect control unit 300 includes a CPU 301 that performs arithmetic processing when controlling effects, a ROM 302 that stores programs executed by the CPU 301, various data, etc., a RAM 303 used as a working memory of the CPU 301, etc., and a real-time clock (RTC) 304 that measures the date and time. The effect control unit 300 sets the effect content based on, for example, the determination result of winning or not winning in the special symbol lottery sent from the game control unit 200 and the variation pattern. At that time, there may be a case where the effect content corresponding to the operation input from the user using the effect button 161 or the effect key 162 is set. In this case, for example, a signal (operation signal) corresponding to the operation is received from a controller (not shown) such as the effect button 161, and the operation content identified by this operation signal is reflected in the setting of the effect. Also, when the game is interrupted for a predetermined period, the effect control unit 300 instructs the setting of a screen display for waiting for customers as one of the effects. Furthermore, the effect control unit 300 sets the effect content based on the change information of the short-time non-state and the short-time state received from the game control unit 200. Also, the effect control unit 300 sends commands instructing the execution of the set effect content to the image / sound control unit 310 and the lamp control unit 320.

[0054] Furthermore, an image / sound control unit 310 that controls effects using images and sounds and a lamp control unit 320 that controls effects using various lamps and the movable accessory 115 are connected to the effect control unit 300.

[0055] 〔Configuration and Functions of Image / Audio Control Unit〕 As shown in FIG. 5, the image / audio control unit 310 includes a CPU 311 that performs arithmetic processing when controlling images and audio for expressing production contents, a ROM 312 that stores programs executed by the CPU 311, various data, etc., a RAM 313 used as a working memory of the CPU 311, a VDP (Video Display Processor) 314, a CGROM 315, and an SNDROM 316.

[0056] Then, based on the commands sent from the production control unit 300, the image / audio control unit 310 controls the images displayed on the image display unit 114 and the audio output from the speaker 156. Specifically, the CGROM 315 stores image data such as symbol images and background images displayed during the game on the image display unit 114, decorative symbols for notifying the player of the lottery result, characters and items for displaying a preview production to the player, etc. Also, the SNDROM 316 stores various audio data such as music, voices output from the speaker 156 in synchronization with the image data or independently of the image data, and further sound effects such as jingles. Based on the pending number command or variable production start command sent from the production control unit 300, the CPU 311 performs analysis of the animation pattern, creation of a display list that summarizes commands related to drawing, and transmission of the display list to the VDP 314.

[0057] Based on the display list received from the CPU 311, the VDP 314 reads out the image data and audio data stored in the CGROM 315 and SNDROM 316 respectively. Furthermore, the VDP 314 performs drawing processing such as background image display, symbol image display, symbol image variation, and character / item display using the read image data, and audio processing using the read audio data. Then, the VDP 314 controls the screen display on the image display unit 114 with the drawn image data. Also, the VDP 314 controls the sound output from the speaker 156 with the audio-processed audio data. Note that in this embodiment, the VDP 314 is configured to perform audio processing in conjunction with the drawing processing, but it is not limited to this, and a dedicated processor for performing audio processing may be provided separately.

[0058] 〔Configuration and Function of Lamp Control Unit〕 The lamp control unit 320 includes a CPU 321 that performs arithmetic processing when controlling the lighting of the panel lamp 116 and the frame lamp 157 and the operation of the movable accessory 115, a ROM 322 that stores programs, various data, etc. executed by the CPU 321, and a RAM 323 used as a working memory of the CPU 321. Then, based on the command sent from the effect control unit 300, the lamp control unit 320 controls the lighting / flashing and emission color, etc. of the panel lamp 116 and the frame lamp 157. Also, it controls the operation of the movable accessory 115.

[0059] Specifically, the ROM 322 of the lamp control unit 320 stores lighting / flashing pattern data and emission color pattern data (emission pattern data) of the panel lamp 116 and the frame lamp 157 according to the effect content set by the effect control unit 300. The CPU 321 selects and reads out the one corresponding to the command sent from the effect control unit 300 from the emission pattern data stored in the ROM 322. Then, the lamp control unit 320 controls the emission of the panel lamp 116 and the frame lamp 157 with the read emission pattern data. In addition, the ROM 322 of the lamp control unit 320 stores operation pattern data of the movable accessory 115 according to the production content set by the production control unit 300. The CPU 321 controls the operation of the movable accessory 115 according to the read operation pattern data.

[0060] In this embodiment, each of the game control unit 200, the production control unit 300, the image / audio control unit 310, the lamp control unit 320, and the payout control unit 330 is individually configured on a game control board 200B as a main board disposed on the rear surface of the game board 110, a production control board 300B as a sub-board, an image control board, a lamp control board, and a payout control board. Also, in the configuration example described with reference to FIG. 5, the production button 161 and the production key 162 are connected to the production control unit 300 and controlled by the production control unit 300, but are not limited thereto. The production button 161 and the production key 162 may be connected to the lamp control unit 320 and controlled by this lamp control unit 320.

[0061] 〔Functional Configuration of Game Control Unit〕 Subsequently, the functional configuration of the game control unit 200 will be described. FIG. 6 is a block diagram showing the functional configuration of the game control unit 200. As shown in FIG. 6, the game control unit 200 includes, as functional units that execute various lottery processes, a random number acquisition unit 231, a normal symbol determination unit 232, a special symbol variation control unit 233, a special symbol determination unit 234, and a normal symbol variation control unit 236. In addition, the game control unit 200 includes a variation pattern selection unit 235 as a functional unit that executes processes associated with special symbol variations. Furthermore, the game control unit 200 includes, as functional units that execute operation control of various accessories and data processing related to bonus balls and the like, a big winning opening operation control unit 237, an electric tulip operation control unit 238, a bonus ball processing unit 239, an output control unit 240, and a random number control unit 241.

[0062] The random number acquisition unit 231 acquires a random number value used for the special symbol lottery and a random number value used for the normal symbol lottery. In the case of the random number value used for the special symbol lottery, specifically, on the condition that a game ball wins in the first start port 121 or the second start port 122, one numerical value (random number value) is selected (acquired) from numerical values within a predetermined range for each type of random number. The acquired random number value is used for the determination by the special symbol determination unit 234. Although details will be described later, examples of the random numbers used for the special symbol lottery include jackpot random numbers indicating whether it is a jackpot, symbol random numbers indicating the type of jackpot, variation pattern random numbers, reach random numbers, and the like. Also, in the case of the random number value used for the normal symbol lottery, specifically, on the condition that a game ball passes through the gate 124, one numerical value (random number value) is selected (acquired) from numerical values within a predetermined range. The acquired random number value is used for the determination by the normal symbol determination unit 232. In addition to the hit random number indicating whether it is a hit, there are cases where symbol random numbers indicating the type of hit, variation pattern random numbers, and the like are set as the random numbers used for the normal symbol lottery. When the special symbol lottery is conducted, the special symbol variation control unit 233 controls the variation of the special symbol on the first special symbol display 221 or the second special symbol display 222 according to the lottery result.

[0063] At the start of the variation of the special symbol, the special symbol determination unit 234 uses a random number table as shown in FIG. 23 described later to determine whether the lottery result of the special symbol lottery is "a jackpot or not", "the type of jackpot when winning a jackpot", and "a minor hit or a miss when not winning a jackpot". That is, the random number acquisition unit 231 acquires a random number value related to the special symbol when the passage of the game ball is detected by the first start port switch 211 or the second start port switch 212 which are detection means, and the special symbol determination unit 234 determines whether to conduct a special game (such as a jackpot game) advantageous to the player based on the acquired random number value. Note that the above-mentioned special symbol lottery (jackpot lottery) refers to the processing in the random number acquisition unit 231 and the special symbol determination unit 234.

[0064] The variable pattern selection unit 235 selects the variable pattern (variation time) of the special symbol to be displayed on the first special symbol display 221 and the second special symbol display 222. Specifically, the variable pattern selection unit 235 determines the variable pattern based on the determination result of whether to conduct a big win game and the determination result of whether to use a variable pattern (for example, 15.0 seconds or more) that enables a reach effect in the decorative symbol variation performance accompanying the special symbol variation. Then, based on the variable pattern selected by the variable pattern selection unit 235, the special symbol variation control unit 233 controls the variation of the special symbol. Details of the operations of the variable pattern selection unit 235 and the special symbol variation control unit 233 will be described later. Here, "reach" is an effect for making the player expect a big win in the decorative symbol described later.

[0065] When the normal symbol variation starts, the normal symbol determination unit 232 determines whether the lottery result of the normal symbol is a "win" or not using a random number table as shown in FIG. 23(e) described later. That is, the normal symbol determination unit 232 determines whether to conduct an auxiliary game to open and close the electric tulip 123 based on the random number value for normal symbol lottery obtained by the random number acquisition unit 231. Also, when multiple types of wins are set in the normal symbol lottery, the normal symbol determination unit 232 determines the "type of win" when the determination result is a win. Note that the normal symbol lottery is a process performed by the random number acquisition unit 231 and the normal symbol determination unit 232. When the normal symbol lottery is conducted, the normal symbol variation control unit 236 controls the variation of the normal symbol by the normal symbol display 223 according to the lottery result. When the normal symbol determination unit 232 determines a "win" in the normal symbol lottery, the electric tulip operation control unit 238 opens the electric tulip 123 for a specified time and a specified number of times, creating a state where it is easier for the game balls to enter the second start port 122. Also, when it is determined as a "loss", such an open state of the electric tulip 123 is not created. Regarding the operation pattern of the electric tulip 123, which will be described later, for example, there are an operation pattern of opening once with an opening time of 0.15 seconds and an operation pattern of opening three times with an opening time of 1.80 seconds.

[0066] When the special symbol determination unit 234 determines a "big win" in the special symbol lottery, the big winning opening operation control unit 237 controls the opening operation of the first big winning opening 125 in an operation pattern specified based on the type of the winning big win as a big win game. Also, when the special symbol determination unit 234 determines a "small win" in the special symbol lottery, the big winning opening operation control unit 237 opens the second big winning opening 126 for a specified time and a specified number of times as a small win game. The prize ball processing unit 239 sets control commands for managing the number of winning balls in various devices related to winning and lottery and for paying out prize balls according to winning. The output control unit 240 controls the output of control commands from the game control unit 200 to the effect control unit 300 and the payout control unit 330. The random number control unit 241 updates various random number values acquired by the random number acquisition unit 231 at a predetermined timing.

[0067] 〔Basic Operations of the Pachinko Machine〕 Next, the basic operations of the pachinko machine 100 will be described. When the power of the pachinko machine 100 is turned on, as basic processing at startup, the game control unit 200 performs initialization and initial settings of various devices. Then, after performing the basic processing, the game control unit 200 repeatedly executes the main control processing, which is a series of processes related to the progress of the game. Also, when turning off the power, the game control unit 200 executes a series of power-off processing.

[0068] FIG. 7 is a flowchart showing the operation of the basic process by the game control unit 200. When the power of the pachinko game machine 100 is turned on, the game control unit 200 first permits access to the RAM 203 (see FIG. 4) (step (hereinafter, steps are described as "S") 701). Then, the game control unit 200 determines whether or not the RAM clear switch for clearing the RAM 203 is ON (S702). If the RAM clear switch is OFF (No in S702), next, the game control unit 200 determines whether or not the backup flag regarding the operation at the time of power-off is ON (S703). If the backup flag is ON (Yes in S703), next, the game control unit 200 determines whether or not the checksum created at the time of power-off is normal (S704). If the checksum is normal (Yes in S704), next, the game control unit 200 executes a return process (S705). In this return process, the game control unit 200 sets the sub-control means such as the effect control unit 300 accompanying the return from the state where the power is turned off. Specifically, the game control unit 200 outputs a command for setting the sub-control means to the effect control unit 300 so as to reflect the game state of the pachinko game machine 100 at the time when the power is turned off (whether or not it is in a jackpot game, any one of the normal game state, the special short-time game state, and the specific short-time game state). Also, in this return process, the game control unit 200 turns off the backup flag.

[0069] On the other hand, when any of the following conditions is met: the RAM clear switch is ON (Yes in S702), the backup flag is OFF (No in S703), or the checksum is abnormal (No in S704), next, the game control unit 200, as an initialization process, clears the stored content of the RAM 203 (S706) and sets the working area of the RAM 203 (S707). Then, the game control unit 200 outputs a command for setting (initializing) the sub-control means to the effect control unit 300 to set the sub-board (sub-control means) (S708). The setting of the sub-board includes clearing the RAMs 303, 313, and 323 mounted on each sub-board.

[0070] After the return process (see S705) is completed or after the setting of the sub-board (see S708) is completed, the game control unit 200 sets various counters and timers used for game control (S709). Then, the game control unit 200 repeatedly executes, as a loop process, interrupt enable (S710), interrupt disable (S711), symbol random number control process (S712), initial value random number update process (S713), and determination of whether the power-off flag is ON (S714). Here, interrupt enable (S710) and interrupt disable (S711) are provided to enable the execution of the interrupt process during the execution of this loop process (S710 to S714). In the present embodiment, the main control process in game control is executed by this interrupt process. Details of the main control process will be described later. In the symbol random number control process (S712), the game control unit 200 updates the variable pattern random number used in the special symbol lottery. In the initial value random number update process (S713), the game control unit 200 updates the initial values of various random number values used in game control. In the determination of the power-off flag, when the power-off flag is OFF (No in S714), the power of the pachinko gaming machine 100 is not turned off, and the game control unit 200 repeatedly executes the main control process by interruption together with the loop process (S710 to S714). On the other hand, when the power-off flag is ON (Yes in S714), the game control unit 200 starts a process (power-off time process) for turning off the power of the pachinko gaming machine 100.

[0071] FIG. 8 is a flowchart showing the operation of the power-off time process by the game control unit 200. In the power-off time process, the game control unit 200 first clears the setting of the output port for performing various outputs (S801). Next, the game control unit 200 creates a checksum and stores it in the RAM 203 (S802). Next, the game control unit 200 turns on the backup flag (S803), prohibits access to the RAM 203 (S804), and shifts to an infinite loop.

[0072] 〔Main Control Process of Gaming Machine〕 Next, the main control process of the pachinko gaming machine 100 will be described. In the main control process, the game control unit 200 controls the game in the pachinko gaming machine 100, instructs the effect control unit 300, which is a sub-control means, to control the effect, and instructs the payout control unit 330 to control the payout of prize balls.

[0073] FIG. 9 is a flowchart showing the main control process of the game control unit 200. The main control process consists of a series of processes in game control and is repeatedly executed at regular intervals (for example, 4 milliseconds) set in advance. In the present embodiment, the game control unit 200 generates an interruption at regular intervals set in advance, and when the interruption is permitted (refer to S710) in the loop process shown in FIG. 7, the main control process is executed as an interruption process. As shown in FIG. 9, in the main control process, the random number update process, the switch process, the symbol process, the electric accessory process, the prize ball process, and the output process are sequentially executed (S901 to S906).

[0074] In the random number update process (S901), the game control unit 200 calls the function (subroutine) of the random number control unit 241 to update the values of various random numbers used in the game control by the game control unit 200. Details of the setting of random numbers and the update of random number values will be described later.

[0075] As the switch process (S902), the start port switch process, the gate switch process, and the second big winning port switch process are performed. In the start port switch process, the game control unit 200 calls the function (subroutine) of the random number acquisition unit 231, monitors the states of the first start port switch 211 and the second start port switch 212 in FIG. 4, and when the switch is turned ON, executes the process for special symbol lottery. Also, although details will be described later, when performing the pre-determination process at the first start port switch 211 and the second start port switch 212, the functions (subroutines) of the special symbol determination unit 234 and the variation pattern selection unit 235 are called to execute the process for pre-determination. In the gate switch process, the game control unit 200 calls the function (subroutine) of the random number acquisition unit 231, monitors the state of the gate switch 214 in FIG. 4, and when the switch is turned ON, executes the process for normal symbol lottery. In the second big winning port process, the game control unit 200 monitors the state of the second big winning port switch 209 in FIG. 4, and when the switch is turned ON, executes the process for performing a big win game. Details of these switch processes will be described later.

[0076] As the symbol process (S903), the special symbol process and the normal symbol process are performed. In the special symbol process, the game control unit 200 calls the functions (subroutines) of the special symbol variation control unit 233, the special symbol determination unit 234, and the variation pattern selection unit 235 to execute the special symbol variation and the processes associated with this symbol variation. In the normal symbol process, the game control unit 200 calls the functions (subroutines) of the normal symbol determination unit 232 and the normal symbol variation control unit 236 to execute the normal symbol variation and the processes associated with this symbol variation. The detailed content of these symbol processes will be described later.

[0077] As the electric accessory process (S904), the first large winning opening process, the second large winning opening process, and the electric tulip process are performed. In the first large winning opening process, the game control unit 200 calls the function (subroutine) of the large winning opening operation control unit 237 and controls the opening operation of the first large winning opening 125, which is a special electric accessory, based on predetermined conditions. In the second large winning opening process, the game control unit 200 calls the function (subroutine) of the large winning opening operation control unit 237 and controls the opening operation of the second large winning opening 126, which is a special electric accessory, based on predetermined conditions. In the electric tulip process, the game control unit 200 calls the function (subroutine) of the electric tulip operation control unit 238 and controls the opening operation of the electric tulip 123, which is a normal electric accessory, based on predetermined conditions. The detailed content of these electric accessory processes will be described later.

[0078] In the prize ball process (S905), the game control unit 200 calls the function (subroutine) of the prize ball process unit 239 and sets control commands for managing the number of winning times and paying out prize balls according to winning.

[0079] In the output process (S906), the game control unit 200 calls the function (subroutine) of the output control unit 240, outputs the effect control commands to the effect control unit 300, and outputs the payout control commands to the payout control unit 330. The effect control commands are generated in each process from S902 to S904 and stored (set) in the storage area for control commands provided in the RAM 203. The payout control commands are generated in the process of S905 and stored (set) in the storage area for control commands provided in the RAM 203. In the RAM 203, storage areas are set for each type of control command.

[0080] The output control unit 240 sequentially checks the storage areas of each control command in the RAM 203. If a control command is stored in an individual storage area (that is, if a control command is generated in the processes of S902 to S905), the control command is read out and output to the output destination (the effect control unit 300 or the payout control unit 330).

[0081] In the present embodiment, as shown in FIG. 9, output processing is performed at the end of a series of main control processes. That is, the commands generated in each of the processes of S902 to S905 by the above-described respective functions as the first processing means are stored in the corresponding storage areas of the RAM 203 in each of those processes. Then, after these processes, the output control unit 240 as the second processing means collectively outputs the commands generated in each process, which are stored in the storage areas of the RAM 203. In other words, in the present embodiment, when one cycle of the main control process is executed, the commands generated in that one-cycle execution are output after the last command generation in that one-cycle execution is performed.

[0082] [Modification Example of the Basic Operation of the Gaming Machine] Note that in the operation example described with reference to FIGS. 7 to 9, interrupts were permitted in the loop processing part of the basic processing, and the main control process consisting of a series of processes was executed as the interrupt processing. However, the main control process only needs to be configured to be repeatedly executed at regular intervals, and the specific implementation means (execution procedure) is not limited to the examples shown in FIGS. 7 to 9. For example, the main control process may be incorporated into a series of operations of the basic processing, the elapsed time may be measured at a predetermined timing, and the process may return to the main control process at regular intervals (for example, every 4 milliseconds). Also, while incorporating the main control process into a series of operations of the basic processing, similar to the operation described with reference to FIGS. 7 to 9, interrupts may be generated at regular intervals, and if an interrupt occurs, the process may return to the main control process incorporated into the basic processing.

[0083] Also, when outputting the commands generated by the basic process, in principle, each time a command is generated, it is stored in the command storage area of the RAM 203, and the function of the output control unit 240, which is the second processing means, is called to output it. The basic process is a special process such as an initial operation that is performed only when the power is turned on, different from the main control process related to the progress of the game. Also, since the processing procedure of the basic process may vary depending on the branch based on conditions such as the state of the pachinko game machine 100 when the power is turned on, it is a process of quickly outputting the generated commands so that there is no omission in the output process. Note that, in the case where commands are continuously generated by a plurality of related processes, etc., according to the requirements of specific processes, a processing procedure of storing a plurality of commands in the command storage area of the RAM 203 and outputting them collectively may be adopted.

[0084] 〔Random number update process by game control unit〕 As the random number value used as the determination information for various lotteries in game control such as special symbol lottery, it is counted by a counter, starting from a predetermined initial value, and is incremented by 1 each time the random number update process (S901) of the main control process shown in FIG. 9 is performed. Then, the value at the time when each lottery is performed is acquired in the start port switch process (FIG. 10) and the gate switch process (FIG. 11), and is used in the special symbol process (FIG. 13) and the normal symbol process (FIG. 18). This counter for the random number value is an infinite loop counter, and after the counted random number value reaches the maximum value of the set random number (for example, 299 for the jackpot random number shown in FIG. 23(a) described later), it returns to the initial value again. Also, since the random number update process is performed at regular intervals, if the initial value of each random number is specified, there is a risk that the winning value will be estimated based on the update interval and the information of the initial value. Therefore, after returning from the main control process to the basic process shown in FIG. 7, in the initial value random number update process of S713, the initial value of each random number is randomly changed.

[0085] 〔Start port switch process by game control unit〕 FIG. 10 is a flowchart showing the content of the start port switch process among the switch processes shown in S902 of FIG. 9. This start port switch process sequentially performs the process for a winning at the first start port 121 and the process for a winning at the second start port 122. Referring to FIG. 10, the game control unit 200 first determines whether a game ball has won at the first start port 121 and the first start port switch 211 has turned ON (S1001). If the first start port switch 211 has turned ON, then next the game control unit 200 determines whether the number of held unchanged U1 in the winning at the first start port 121 is less than the upper limit value (S1002). In the example shown in FIG. 10, the upper limit value is set to 4. When the number of held U1 has reached the upper limit value (No in S1002), since it is not possible to hold any more winnings of unchanged portions, the process for the winning at the first start port 121 is terminated.

[0086] On the other hand, when the number of held U1 is less than the upper limit value (Yes in S1002), the random number acquisition unit 231 of the game control unit 200 acquires a random number value for the determination due to this winning and stores it in the RAM 203 (S1003). Here, since it is a winning at the first start port 121, a random number value for the special symbol lottery is acquired. The random number value acquired at this time is the value updated in the random number update process of S901. Then, based on this random number value, the result of the special symbol lottery is determined in the subsequent special symbol process. The random number values referred to here include a jackpot random number value for determining a big win, a small win, or a loss, a symbol random number value (big win symbol random number value) for determining the type of big win, a variation pattern random number value for specifying the variation pattern in the symbol variation, a reach random number value for determining whether to make the variation pattern (variation time) in which the reach effect described later can be executed in case of a loss, and the like.

[0087] Next, the game control unit 200 performs a pre-determination process (S1004). The pre-determination process is a process of performing the determination of the random number (pre-determination) for the winning balls (held balls) for which the random number has already been acquired due to a winning at the start port but the determination of the random number has not yet been performed by the special symbol process described later, before the determination of the random number by the special symbol process.

[0088] Then, based on the determination result of the random number (preliminary determination result) determined by the preliminary determination process, the effect control unit 300 of the present embodiment can perform a preview effect that suggests the determination result before the random number is determined by the special symbol process and the determination result is notified. This preview effect is performed, for example, in response to the generation of a winning ball (reserved ball) in which the acquisition of the random number has already been performed by winning at the start port but the determination of the random number has not yet been performed by the special symbol process, using a reserved display effect (described later) displayed on the image display unit 114 or the like. By this preview effect based on the preliminary determination, for the reserved ball corresponding to the preliminary determination related to the preview effect, the determination result when the random number is determined by the special symbol process later is suggested to the player. Thereby, the player can play the game while having an expectation for the reserved ball. Details of the preview effect based on the preliminary determination will be described later.

[0089] Then, the game control unit 200 increments the value of the reserved number U1 by 1 (S1005). After that, in order to notify the effect control unit 300 of the preliminary determination result, the game control unit 200 sets a preliminary determination result command including the preliminary determination information by the preliminary determination process of S1004 in the RAM 203 (S1006). Furthermore, the game control unit 200 sets a reserved number increase command for notifying the effect control unit 300 of the increase in the reserved number U1 by S1005 in the RAM 203 (S1007), and ends the process for winning at the first start port 121.

[0090] Next, the process for winning at the second start port 122 is performed. Referring to FIG. 10, next, the game control unit 200 determines whether or not a game ball has won at the second start port 122 and the second start port switch 212 has become ON (S1008). If the second start port switch 212 has become ON, then next, the game control unit 200 determines whether or not the unchanged reserved number U2 in the winning at the second start port 122 is less than the upper limit value (S1009). In the example shown in FIG. 10, the upper limit value is set to 4. When the reserved number U2 has reached the upper limit value (No in S1009), since it is not possible to reserve any more unchanged winnings, the process for winning at the second start port 122 is ended.

[0091] On the other hand, when the hold count U2 is less than the upper limit value (Yes in S1009), the random number acquisition unit 231 of the game control unit 200 acquires a random number value for the lottery due to the current winning and stores it in the RAM 203 (S1010). Here, since it is a winning at the second start port 122, similar to S1003 above, random number values for special symbol lottery (big win random number value, big win symbol random number value, small win symbol random number value, reach random number value, variation pattern random number value, etc.) are acquired. The random number value acquired at this time is the value updated in the random number update process of S901. Then, the result of the special symbol lottery is determined in the subsequent special symbol process based on this random number value.

[0092] Next, the game control unit 200 performs a preliminary determination process (S1011). The content of this preliminary determination process is the same as that of S1004 above. Then, the game control unit 200 adds 1 to the value of the hold count U2 (S1012). After that, in order to notify the effect control unit 300 of the preliminary determination result, the game control unit 200 sets a preliminary determination result command including the preliminary determination information from the preliminary determination process of S1011 in the RAM 203 (S1013). Furthermore, the game control unit 200 sets a hold count increase command for notifying the effect control unit 300 of the increase in the hold count U2 by S1012 in the RAM 203 (S1014), and ends the process for the winning at the second start port 122.

[0093] 〔Gate Switch Process by Game Control Unit〕 FIG. 11 is a flowchart showing the content of the gate switch process when a game ball passes through the gate 124. In this gate switch process, the game control unit 200 first determines whether a game ball has passed through gate 124 and gate switch 214 has turned ON (S1101). If gate switch 214 has turned ON, then the game control unit 200 next determines whether the number G of pending winnings that have not yet been varied is less than the upper limit value (S1102). In the example shown in FIG. 11, the upper limit value is set to 4. If the number G of pending winnings has reached the upper limit value (No in S1102), then since no more winnings that have not yet been varied can be put on hold, the gate switch process ends.

[0094] On the other hand, when the number G of pending winnings is less than the upper limit value (Yes in S1102), the random number acquisition unit 231 of the game control unit 200 acquires a random number value for the lottery due to this winning and stores it in the RAM 203 (S1103). Here, since it is a winning at gate 124, a random number value (such as a winning random number value) for the normal symbol lottery is acquired.

[0095] Next, the game control unit 200 increments the value of the number G of pending winnings by 1 (S1104). After the value of the number G of pending winnings is incremented in S1104, the game control unit 200 sets a number G increment command in the RAM 203 to notify the effect control unit 300 of the increase in the number G of pending winnings due to S1104 (S1105), and ends the process for the winning at gate 124.

[0096] 〔Second major winning port switch process by game control unit〕 FIG. 12 is a flowchart showing the content of the second major winning port switch process among the switch processes shown in S902 of FIG. 9. In this second major winning port switch process, the game control unit 200 first determines whether a game ball has passed through the second major winning port 126 and the second major winning port switch 209 has turned ON (S1201). If the second major winning port switch 209 has not turned ON (NO in S1201), then the current second major winning port switch process ends.

[0097] On the other hand, when the second largest winning opening switch 209 is turned on (YES in S1201), the game control unit 200 determines whether it is in a small win game (S1202). If it is in a small win game (YES in S1202), the game control unit 200 sets a second largest winning opening passing command in the RAM 203 (S1203). The second largest winning opening passing command is a command indicating that a game ball has passed through the second largest winning opening 126. The second largest winning opening passing command set in S1203 is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9. On the other hand, if it is not in a small win game (NO in S1202), the game control unit 200 causes the effect control board 300 to notify a second largest winning opening passing error. The second largest winning opening passing error is an error that occurs when a game ball passes through the second largest winning opening 126 at an abnormal timing.

[0098] Note that, in the right area of the game area 111, an area different from the second largest winning opening 126 is defined as a specific area, and a specific area switch for detecting that a game ball has passed through this specific area may be provided in the pachinko game machine 100. Then, instead of determining whether the second largest winning opening switch 209 is turned on, the game control unit 200 determines whether the specific area switch is turned on. If it is turned on during a small win game, a jackpot game described later may be executed after the end of the small win game. That is, the area for detecting whether a game ball has passed through during a small win game is not limited to the second largest winning opening 126.

[0099] 〔Special symbol process by game control unit〕 FIG. 13 is a flowchart showing the content of the special symbol process among the symbol processes shown in S903 of FIG. 9. In this special symbol process, the special symbol variation control unit 233 of the game control unit 200 first checks whether the jackpot game flag is ON in the setting of the flag set in the RAM 203 (hereinafter referred to as flag setting) (S1301). Here, the jackpot game flag is a flag set to identify that the result of the special symbol lottery is a jackpot.

[0100] When the jackpot game flag is ON, since the pachinko gaming machine 100 is already in the jackpot state, the special symbol process ends without starting the special symbol variation (Yes in S1301). On the other hand, when the jackpot game flag is OFF (No in S1301), next, the special symbol variation control unit 233 determines whether the current state of the pachinko gaming machine 100 is in the middle of a special symbol variation (S1302). If it is not in the middle of a special symbol variation (No in S1302), next, the special symbol variation control unit 233 performs processing related to the remaining numbers U1 and U2 (see FIG. 10) of the unvaried special symbols (S1303 to S1306). In the present embodiment, since the remaining number U1 related to the winning of the first start port 121 and the remaining number U2 related to the winning of the second start port 122 are distinguished, this processing is also performed individually for each corresponding start port.

[0101] Specifically, the special symbol variation control unit 233 first determines whether the remaining number U2 related to the winning of the second start port 122 is 1 or more (S1303). If the remaining number U2 is 1 or more (Yes in S1303), the special symbol variation control unit 233 subtracts 1 from the value of the remaining number U2 (S1304). On the other hand, when the remaining number U2 = 0 (No in S1303), the special symbol variation control unit 233 next determines whether the remaining number U1 related to the winning of the first start port 121 is 1 or more (S1305). If the remaining number U1 is 1 or more (Yes in S1305), the special symbol variation control unit 233 subtracts 1 from the value of the remaining number U1 (S1306). On the other hand, when the remaining number U1 = 0 (No in S1305), since it means that there is no winning for starting the special symbol lottery, the special symbol variation is not started, and the waiting setting process for customers in another routine is executed to end the process (S1319). Note that in the present embodiment, the processing related to the remaining number U2 related to the winning of the second start port 122 is given priority. That is, when the remaining number U2 is 1 or more, the processing related to the remaining number U2 is performed, and when the remaining number U2 = 0, the processing related to the remaining number U1 is performed (see S1303 to S1306). On the other hand, regardless of which of the first start port 121 and the second start port 122 wins, it is also possible to perform control such that the remaining numbers U1 and U2 are subtracted in the order of winning.

[0102] After subtracting the reserved number U1 or the reserved number U2 in S1304 or S1306, the special symbol variation control unit 233 generates a game state command indicating the current game state of the pachinko game machine 100 and sets it in the RAM 203 (S1307). The game state command set in S1307 is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9. Further, the special symbol variation control unit 233 turns off the customer waiting flag set in the flag setting of the RAM 203 (S1308). The customer waiting flag is a flag for identifying that the pachinko game machine 100 is in the customer waiting state, and is set in the customer waiting setting process (see FIG. 17 described later, S1319).

[0103] Next, the special symbol variation control unit 233 executes a jackpot determination process and a variation pattern selection process by a separate routine (S1309, S1310). Although it will be described in detail later, the jackpot determination process and the variation pattern selection process determine the setting information (jackpot symbol, game state, variation pattern, etc.) for the variation of the special symbol variably displayed on the first special symbol display 221 and the second special symbol display 222. Note that this information is included in the variation start command sent to the effect control unit 300.

[0104] Thereafter, the special symbol variation control unit 233 starts the variation of the special symbol displayed by the first special symbol display 221 and the second special symbol display 222 shown in FIG. 3 based on the setting content determined in the jackpot determination process and the variation pattern selection process (S1311). Then, a variation start command including the setting information (jackpot symbol, game state, variation pattern, etc.) indicating this setting content is generated and set in the RAM 203 (S1312). The variation start command set in S1312 is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9. Next, the special symbol variation control unit 233 increments by one the number of times of the variation display of the special symbol executed from the establishment of a predetermined condition (execution of RAM clear, reset of the number of variations) (S1313). Then, it generates a variation number command indicating the added number of variation displays and sets it in the RAM 203 (S1314). The variation number command set in S1314 is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9.

[0105] If it is determined in S1302 that the special symbol is in variation (Yes in S1302), or after the variation number command is set in S1314, the special symbol variation control unit 233 determines whether or not the variation time has elapsed (S1315). That is, it is determined whether or not the elapsed time since the start of the variation of the special symbol in S1311 has reached the variation time set in the variation pattern selection process of S1310. If the variation time has not elapsed (No in S1315), the variation of the special symbol continues, and thus the special symbol process ends as it is.

[0106] On the other hand, if the variation time has elapsed (Yes in S1315), the special symbol variation control unit 233 first stops the variation of the special symbol in the first special symbol display 221 and the second special symbol display 222 with the symbol determined in the jackpot determination process of S1309 (S1316). Then, it executes a stop process during a separate routine (S1317). The content of the stop process will be described later. Also, the special symbol variation control unit 233 sets a variation stop command for stopping the decorative symbol, which will be described later, in the RAM 203 (S1318). The variation stop command set in S1318 is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9. During the variation of the special symbol triggered by winning at the first start port 121, if a winning occurs at the second start port 122, a variation of the special symbol triggered by winning at the second start port 122 may be performed during the variation of the special symbol triggered by winning at the first start port 121. Also, for example, during the variation of the special symbol triggered by winning at the second start port 122, if a winning occurs at the first start port 121, a variation of the special symbol triggered by winning at the first start port 121 may be performed during the variation of the special symbol triggered by winning at the second start port 122.

[0107] Also, in the example shown in FIG. 13, after subtracting the value of the hold number U2 or the hold number U1 (see S1304, S1306), the jackpot determination process and the variation pattern selection process are executed (see S1309, S1310), but it is not limited to this. In the special symbol process, after the jackpot determination process and the variation pattern selection process are executed, a process of subtracting the value of the hold number U2 or the hold number U1 may be executed. In this case, in the variation pattern selection process, the variation pattern is selected based on the value of the hold number U2 or the hold number U1 before the subtraction.

[0108] 〔Jackpot Determination Process by Game Control Unit〕 FIG. 14 is a flowchart showing the content of the jackpot determination process (S1309 in FIG. 13). In this jackpot determination process, the special symbol determination unit 234 of the game control unit 200 first determines the jackpot random number value in the current special symbol lottery (S1401), and determines whether a jackpot or a minor win has occurred (S1402, S1405). Whether a jackpot or a minor win has occurred is determined by determining whether the value of the jackpot random number obtained in S1003 or S1010 in FIG. 10 matches the value set as the winning value for the jackpot or the value set as the winning value for the minor win (see FIG. 23(a)).

[0109] If the result of the random number determination in S1401 is a big win (Yes in S1402), next, the special symbol determination unit 234 performs a determination of the big win symbol random number value (S1403). Depending on the result of this determination, the type of big win is determined. Which big win it is depends on which of the preset values for each type of big win the value of the big win symbol random number obtained in S1003 or S1010 of FIG. 10 matches (see FIG. 23(b)). After the above determination, the special symbol determination unit 234 sets, as setting information, a symbol (big win symbol) representing the type of big win determined by the determination of the big win symbol random number in the RAM 203 (S1404).

[0110] If the result of the random number determination in S1401 is a small win (No in S1402, Yes in S1405), next, the special symbol determination unit 234 performs a determination of the small win symbol random number value (S1406). Depending on the result of this determination, the type of small win is determined. Which small win it is depends on which of the preset values for each type of small win the value of the big win symbol random number obtained in S1003 or S1010 of FIG. 10 matches (see FIG. 23(c)). After the above determination, the special symbol determination unit 234 sets, as setting information, a symbol (small win symbol) representing the type of small win determined by the determination of the small win symbol random number in the RAM 203 (S1407).

[0111] If the result of the random number determination in S1401 is neither a big win nor a small win (No in S1402, S1405), next, the special symbol determination unit 234 sets, as setting information, a symbol (hereinafter, losing symbol) representing that the lottery has failed in the RAM 203 (S1408).

[0112] 〔Variable Pattern Selection Process by Game Control Unit〕 FIG. 15 is a flowchart showing the content of the variable pattern selection process (S1310 in FIG. 13). In this variable pattern selection process, the variable pattern selection unit 235 of the game control unit 200 first refers to the game state of the pachinko game machine 100 (which state among the normal game state, the special short-time game state, and the specific short-time game state) (S1501). Then, it determines whether a jackpot has been won in the current special symbol lottery using the determination result of S1402 in the jackpot determination process (FIG. 14) (S1502). And if a jackpot has been won (Yes in S1502), the variable pattern selection unit 235 reads the variable pattern table for jackpot from the ROM202 and sets it in the RAM203 (S1503).

[0113] On the other hand, if no jackpot has been won (No in S1502), next, the variable pattern selection unit 235 determines whether a minor win has been won in the current special symbol lottery using the determination result of S1405 in the jackpot determination process (FIG. 14) (S1504). And if a minor win has been won (YES in S1504), the variable pattern selection unit 235 reads the variable pattern table for minor win from the ROM202 and sets it in the RAM203 (S1505).

[0114] On the other hand, if no minor win has been won (NO in S1504), a determination of a random number value is made to decide whether to perform a so-called reach effect to make the player expect a jackpot. Whether to perform the reach effect is determined by judging whether the value of the reach random number obtained in S1003 or S1010 of FIG. 10 matches a preset value (see FIG. 23(d)). As a result of the determination using the random number value, if the reach effect is to be performed (Yes in S1507), the variable pattern selection unit 235 reads the variable pattern table for reach from the ROM202 and sets it in the RAM203 (S1508). Also, if the reach effect is not to be performed (No in S1507), the variable pattern selection unit 235 reads the variable pattern table for loss from the ROM202 and sets it in the RAM203 (S1509). Here, the variation pattern table is a table that associates a plurality of previously prepared variation patterns (variation times such as 3 seconds, 7 seconds, 13 seconds, 15 seconds, 30 seconds, 60 seconds, 90 seconds, etc.) with the values of variation pattern random numbers.

[0115] Next, the variation pattern selection unit 235 determines the variation pattern random number value (S1510) using the variation pattern random number value acquired in S1003 or S1010 of FIG. 10 and the variation pattern table set in S1503, S1505, S1508, and S1509. That is, the variation pattern selection unit 235 refers to the variation pattern table set in the RAM 203 and selects a variation pattern corresponding to the random number value of the variation pattern random number. Therefore, even when the same random number value is acquired, the variation pattern tables referred to vary depending on differences such as the game state of the pachinko machine 100 (time-limited state or non-time-limited state), the result of the special symbol lottery (whether a big win occurred, whether a small win occurred, and whether to perform a reach effect when neither a big win nor a small win occurred), etc., so the determined variation patterns are different.

[0116] After that, the variation pattern selection unit 235 sets the variation pattern selected in S1510 in the RAM 203 as setting information (S1511). The setting information of the variation pattern set in S1511 is included in the variation start command set in S1312 of FIG. 13 and is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9. Details of the variation pattern selected and its setting in the present embodiment will be described later.

[0117] 〔Processing during stop by game control unit〕 FIG. 16 is a flowchart showing the content of the processing during stop (S1317 in FIG. 13). In this suspended process, the game control unit 200 first checks whether a flag indicating a time-shortened state (hereinafter referred to as the time-shortened flag) is ON in the flag setting of the RAM 203 (S1601). If the time-shortened flag is ON (Yes in S1601), the game control unit 200 subtracts 1 from the value of the lottery count (fluctuation count) J in the time-shortened state (S1602), and checks whether the lottery count J has become 0 (S1603). If the lottery count J = 0 (Yes in S1603), the time-shortened flag is turned OFF (S1604). The operation of turning ON the time-shortened flag and the setting of the initial value of the lottery count J are performed in the game state setting process (Fig. 21) in the first big winning opening process (Fig. 19) described later. Also, when the lottery count J is not 0 (NO in S1603), the game control unit 200 generates a time-shortened count command indicating the value of the lottery count J in the time-shortened state and sets it in the RAM 203 (S1605). The time-shortened count command set in S1605 is transmitted to the effect control unit 300 in the output process shown in S906 of Fig. 9.

[0118] When the time-shortened flag is OFF (No in S1601) or after turning OFF the time-shortened flag in S1604, or after setting the time-shortened count command in S1605, next, the game control unit 200 generates a game state command and sets it in the RAM 203 (S1606). The game state command set in S1606 is transmitted to the effect control unit 300 in the output process shown in S906 of Fig. 9. Next, the game control unit 200 determines whether a jackpot has occurred in the current special symbol lottery (S1607). Here, the determination of whether it is a jackpot can be made based on the determination result of the jackpot determination process (Fig. 14). For example, if any of the symbols shown in the chart of Fig. 23(b) described later is set, it is Yes in S1607. If a losing symbol or a minor jackpot symbol is set in the RAM 203 by the jackpot determination process, it is No in S1607.

[0119] If it is a big win (Yes in S1607), next, the game control unit 200 turns on the big win game flag (S1608). As a result, the game state setting in the RAM 203 becomes the big win game state. Next, the game control unit 200 initializes the value of the lottery count J (S1609). Also, when the time shortening flag is ON in S1601 and the lottery count J is not 0 in S1603, the game control unit 200 turns off the time shortening flag (S1610).

[0120] After initializing the value of the lottery count J in S1610, the game control unit 200 starts the opening operation of the big win game (S1611). After that, the game control unit 200 sets an opening command for performing an opening operation according to the big win game flag in the effect control unit 300 in the RAM 203 (S1612), and ends the suspended process. This opening command is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9.

[0121] On the contrary, if the result of this special symbol lottery is not a big win (No in S1607), next, the game control unit 200 determines whether the result of this special symbol lottery is a small win (S1613). If it is a small win (YES in S1613), next, the game control unit 200 turns on the small win game flag (S1614). As a result, the game state setting in the RAM 203 becomes the small win game state. Further, the game control unit 200 starts the opening operation of the small win game (S1615). Next, the game control unit 200 sets an opening command for performing an opening operation according to the small win game flag in the effect control unit 300 in the RAM 203 (S1616). This opening command is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9.

[0122] On the other hand, if it is not a near miss (No in S1613), the game control unit 200 determines whether or not the number of times of the variable display of the special symbol executed from the establishment of the predetermined conditions (execution of RAM clear, reset of the number of fluctuations) has reached a specific number of times (300 times in this embodiment) (S1617). If the specific number of times is reached (YES in S1617), the game control unit 200 executes a game state setting process of a separate routine (S1618). The content of the game state setting process will be described later. Also, if the number of times of the variable display has not reached the specific number of times (NO in S1617), the process during stop is terminated.

[0123] 〔Customer waiting setting process by game control unit〕 FIG. 17 is a flowchart showing the content of the customer waiting setting process (S1319 in FIG. 13). In this customer waiting setting process, the game control unit 200 first checks whether or not the customer waiting flag is ON in the flag setting of the RAM 203 (S1701). Here, the customer waiting flag is a flag set to identify that the pachinko game machine 100 is in the customer waiting state.

[0124] If the customer waiting flag is ON, since the pachinko game machine 100 is in the customer waiting state, the process is terminated as it is (Yes in S1701). On the other hand, if the customer waiting flag is OFF (No in S1701), the game control unit 200 generates a customer waiting command, sets it in the RAM 203 (S1702), and turns on the customer waiting flag (S1703). The customer waiting command set in S1702 is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9. Note that the customer waiting flag is set when the variation of the special symbol stops and there is no hold.

[0125] 〔Normal symbol process by game control unit〕 FIG. 18 is a flowchart showing the content of the normal symbol process among the symbol processes shown in S903 of FIG. 9. In this normal symbol process, the normal symbol variation control unit 236 of the game control unit 200 first checks whether the auxiliary game flag is ON in the flag setting of the RAM 203 (S1801). Here, the auxiliary game flag is a flag set when winning in the normal symbol lottery. The state in which the auxiliary game flag is set is a state in which the electric tulip 123 is released according to the electric tulip process (Fig. 22) described later, and it is easy to win the second start port 122 (auxiliary game state).

[0126] If the auxiliary game flag is ON, it is already in the auxiliary game state and the normal symbol has stopped, so the normal symbol process ends without starting the normal symbol variation (Yes in S1801). On the other hand, if the auxiliary game flag is OFF (No in S1801), next, the normal symbol variation control unit 236 determines whether the current state of the pachinko game machine 100 is in the middle of normal symbol variation (S1802). If it is not in the middle of normal symbol variation (No in S1802), next, the normal symbol variation control unit 236 determines whether the number of remaining holds G (see Fig. 11) of the unvaried part of the normal symbol is 1 or more (S1803). If the number of remaining holds G = 0 (No in S1803), it means that there is no winning for starting the normal symbol lottery, so the process ends without starting the normal symbol variation.

[0127] On the contrary, when the number of remaining holds G is 1 or more (Yes in S1803), the normal symbol variation control unit 236 subtracts 1 from the value of the number of remaining holds G (S1804). Then, the normal symbol determination unit 232 determines the winning random number in the current normal symbol lottery and determines whether it has won the normal symbol lottery (S1805). Whether it has won is determined by judging whether the value of the winning random number obtained in S1103 of Fig. 11 matches the value set as the winning value in the table shown in Fig. 23(e) described later.

[0128] Next, the normal symbol variation control unit 236 sets the normal symbol according to the result of the normal symbol lottery (S1806). That is, when winning the normal symbol lottery, a symbol indicating the win (hereinafter referred to as the winning symbol) is set in the RAM 203 as the setting information. On the other hand, when not winning the normal symbol lottery, a symbol indicating the loss of the lottery (hereinafter referred to as the losing symbol) is set in the RAM 203 as the setting information.

[0129] Next, the normal symbol variation control unit 236 sets the variation time of the normal symbol (S1807). This variation time is set based on the short-time flag set in processes such as S1604 and S1610 in FIG. 16 and S2101 in FIG. 21 described later. That is, when the short-time flag is ON at the time of setting by S1807, it is set to a short time (for example, 1.5 seconds), and when the short-time flag is OFF, it is set to a long time (for example, 4.0 seconds). After this setting, the normal symbol variation control unit 236 starts the variation of the normal symbol in the normal symbol display 223 shown in FIGS. 2(a) and 4 based on the setting content of S1807 (S1808). Note that the variation pattern of the normal symbol can also be determined by lottery. In this case, for example, when the game ball passes through the gate 124, the random number acquisition unit 231 acquires the variation pattern random number value of the normal symbol, and in S1807, the normal symbol variation control unit 236 determines the variation pattern random number value of the normal symbol, thereby setting the variation time.

[0130] After starting the variation of the normal symbol in S1808, or when it is determined that the normal symbol is in the process of variation in S1802 (Yes in S1802), the normal symbol variation control unit 236 determines whether the variation time has elapsed (S1809). That is, it is determined whether the elapsed time since starting the variation of the normal symbol in S1808 has reached the variation time set in S1807. If the variation time has not elapsed (No in S1809), the variation of the normal symbol continues, and thus the normal symbol process ends as it is.

[0131] On the other hand, when the variable time has ended (Yes in S1809), the normal symbol variation control unit 236 stops the variation of the normal symbol on the normal symbol display 223 (S1810). Then, the normal symbol variation control unit 236 determines whether the determination result in S1805 is a winning result (S1811). If it is a winning result (Yes in S1811), the auxiliary game flag is turned ON (S1812). On the other hand, if the lottery fails (No in S1811), the normal symbol process ends without turning ON the auxiliary game flag.

[0132] 〔Processing of the First Big Winning Opening by the Game Control Unit〕 FIG. 19 is a flowchart showing the content of the processing of the first big winning opening among the pachinko accessory processing shown in S904 of FIG. 9. In this first big winning opening process, the big winning opening operation control unit 237 of the game control unit 200 first checks whether the jackpot game flag is ON in the flag setting of the RAM 203 (S1901). If the jackpot game flag is OFF, there is no winning in the first big winning opening, so the first big winning opening process ends (No in S1901). On the other hand, if the jackpot game flag is ON (Yes in S1901), next, the big winning opening operation control unit 237 determines whether it is during the opening operation in the operation control at the time of jackpot started in the stopped game process (FIG. 16) of the pachinko game machine 100 (S1902).

[0133] When the pachinko gaming machine 100 is in the opening state (Yes in S1902), next, the big winning opening operation control unit 237 determines whether or not the time (opening time) for performing the preset opening operation has elapsed (S1903). If the opening time has not elapsed, the opening operation at the first big winning opening 125 continues, so the first big winning opening process ends (No in S1903). On the other hand, if the opening time has elapsed (Yes in S1903), next, the big winning opening operation control unit 237 performs the operation setting of the first big winning opening 125 (S1904), initializes the winning count C (C = 0) (S1905), adds 1 to the value of the round number R of the operation of the first big winning opening 125 from the current value (S1906), and starts (opens) the operation of the first big winning opening 125 (S1907).

[0134] In the operation setting of S1904, the operation pattern of the first big winning opening 125 and the number of rounds (operation round number) to be operated in that operation pattern are set. The operation pattern and the number of rounds are variously set according to the type of jackpot in the special symbol lottery. In the jackpot game, it is stipulated that the operation of the first big winning opening 125 is continuously performed multiple times (multiple rounds). For example, it is operated for 15 rounds (15R), and in one round, the opening is performed once for 29.5 seconds. Another example is that it is operated for 2 rounds (2R), and in one round, the opening is performed once for 0.9 seconds. Further explanation is that after opening for 0.9 seconds and closing for 1.0 second, it opens for 0.9 seconds again.

[0135] Next, the big winning opening operation control unit 237 determines whether or not the opening time in the operation pattern set in S1904 has elapsed (S1908). If the opening state at the first big winning opening 125 has not elapsed the opening time (No in S1908), next, the big winning opening operation control unit 237 determines whether or not the number of winning times C at the first big winning opening 125 is equal to or more than a specified number (for example, 9) (S1909). If the opening time has not elapsed and the number of winning times C is less than the specified number, the operation state (opening state) of the first big winning opening 125 is continued, so the first big winning opening process ends (No in S1909). On the other hand, if the opening time has elapsed (Yes in S1908) or the number of winning times C has reached the specified number (Yes in S1909), the big winning opening operation control unit 237 ends the operation (closes) of the first big winning opening 125 (S1910).

[0136] Next, the big winning opening operation control unit 237 determines whether or not the number of rounds R of the operation of the first big winning opening 125 has reached the maximum value set in S1904 (S1911). If the maximum value has not been reached, since the remaining operations are performed, the first big winning opening process ends (No in S1911).

[0137] If the number of rounds R of the operation of the first big winning opening 125 has reached the maximum value (Yes in S1911), next, the big winning opening operation control unit 237 starts an ending operation (S1912). Here, the content of the ending operation corresponds to the state of the jackpot game flag. After that, the big winning opening operation control unit 237 sets an ending command for performing an effect in the ending operation according to the jackpot game flag in the effect control unit 300 in the RAM 203 (S1913). This ending command is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9.

[0138] Next, after the big winning opening operation control unit 237 resets the round number R of the operation of the first big winning opening 125 to 0 (S1914), it determines whether or not the elapsed time from the start of the ending operation has reached the preset time (ending time) for which the ending operation should be performed (S1917). If the ending time has not elapsed, since the ending operation continues, the first big winning opening process ends (No in S1917). On the other hand, if the ending time has elapsed (Yes in S1917), next, the big winning opening operation control unit 237, after the game state setting process by the game control unit 200 (S1918), turns off the big win game flag and ends the first big winning opening process (S1919). The details of the game state setting process will be described later.

[0139] In S1902, when it is determined that the pachinko gaming machine 100 is not in the opening state (No in S1902), next, the big winning opening operation control unit 237 determines whether or not it is in the ending state (S1915). If it is in the ending state (Yes in S1915), the operations after S1917 above are executed.

[0140] On the other hand, if the pachinko gaming machine 100 is not in the ending state (No in S1915), next, the big winning opening operation control unit 237 determines whether or not the first big winning opening 125 is in operation (open) (S1916). If it is not in operation (No in S1916), the operations after S1905 above are executed, and if it is in operation (Yes in S1916), the operations after S1908 above are executed.

[0141] 〔Second Big Winning Opening Process by Game Control Unit〕 FIG. 20 is a flowchart showing the content of the second big winning opening process among the electric accessory processes shown in S904 of FIG. 9. In this second big winning opening process, the big winning opening operation control unit 237 of the game control unit 200 first checks whether the small win game flag is ON in the flag setting of the RAM 203 (S2001). If the small win game flag is OFF (No in S2001), since there is no winning at the second big winning opening 126, the second big winning opening process ends. On the other hand, if the small win game flag is ON (Yes in S2001), next, the big winning opening operation control unit 237 determines whether it is during the opening operation in the operation control at the time of a small win started in the stop process (Figure 16) of the pachinko game machine 100 (S2002).

[0142] If the pachinko game machine 100 is in the opening state (Yes in S2002), next, the big winning opening operation control unit 237 determines whether the preset opening operation time (opening time) has elapsed (S2003). If the opening time has not elapsed, since the opening operation at the second big winning opening 126 continues, the second big winning opening process ends (No in S2003). On the other hand, if the opening time has elapsed (Yes in S2003), next, the big winning opening operation control unit 237 performs the operation setting of the second big winning opening 126 (S2004), initializes the winning count C (C = 0) (S2005), adds 1 to the value of the round number R of the operation of the second big winning opening 126 from the current value (S2006), and starts the operation (opens) the second big winning opening 126 (S2007).

[0143] In the operation setting of S2004, the operation pattern of the second big winning opening 126 and the number of rounds (operation round number) to be operated in that operation pattern are set. The operation pattern and the number of rounds are set variously according to the type of small win in the special symbol lottery. It should be noted that it is stipulated that the cumulative opening time of the second big winning opening 126 must be set within 1.8 seconds at the time of a small win.

[0144] Next, the big winning opening operation control unit 237 determines whether the opening time in the operation pattern set in S2004 has elapsed (S2008). If the opening state at the second big winning opening 126 has not elapsed the opening time (No in S2008), next, the big winning opening operation control unit 237 determines whether the number of winning balls C entering the second big winning opening 126 is equal to or more than a specified number (S2009). If the opening time has not elapsed and the number of winning balls C is less than the specified number, since the operation state (opening state) of the second big winning opening 126 continues, the second big winning opening process ends (No in S2009). On the other hand, if the opening time has elapsed (Yes in S2008) or the number of winning balls C has reached the specified number (Yes in S2009), the big winning opening operation control unit 237 ends the operation of the second big winning opening 126 (closes it) (S2010).

[0145] Next, the big winning opening operation control unit 237 determines whether the number of rounds R of the operation of the second big winning opening 126 has reached the maximum value set in S2004 (S2011). If it has not reached the maximum value, since the remaining operations are performed, the second big winning opening process ends (No in S2011).

[0146] If the number of rounds R of the operation of the second big winning opening 126 has reached the maximum value (Yes in S2011), next, the big winning opening operation control unit 237 determines whether a game ball has passed through the second big winning opening 126 during a small winning game (S2012). This determination is made based on the determination of the second big winning opening switch process (S1202 in FIG. 12). If a game ball has passed through the second big winning opening 126 (YES in S2012), the game control unit 200 turns on the big winning game flag (S2013). As a result, the game state setting in the RAM 203 becomes the big winning game state. Next, the game control unit 200 starts the opening operation of the big winning game (S2014). Then, the opening command for performing the opening operation according to the big winning game flag is set in the RAM 203 in the effect control unit 300 (S2015). Further, the first big winning opening process of another routine (see FIG. 19) is executed to end the second big winning opening process (S2016).

[0147] On the other hand, when the game ball has not passed through the second big winning opening 126 (NO in S2012), the big winning opening operation control unit 237 starts the ending operation (S2017). After that, the big winning opening operation control unit 237 sets an ending command for performing the effect in the ending operation according to the small hit game flag in the effect control unit 300 in the RAM 203 (S2018). This ending command is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9.

[0148] Next, after the big winning opening operation control unit 237 resets the round number R of the operation of the second big winning opening 126 to 0 (S2019), it determines whether or not the elapsed time from the start of the ending operation has passed the preset time for performing the ending operation (ending time) (S2020). If the ending time has not passed (No in S2020), the ending operation is continued, so the second big winning opening process ends. On the other hand, if the ending time has passed (Yes in S2020), next, the big winning opening operation control unit 237 generates a game state command and sets it in the RAM 203 (S2021). Further, the small hit game flag is turned off, and the second big winning opening process ends (S2022).

[0149] In S2002, when it is determined that the pachinko game machine 100 is not in the opening state (No in S2002), next, the big winning opening operation control unit 237 determines whether or not it is in the ending state (S2023). If it is in the ending state (Yes in S2023), the operations after S2020 described above are executed.

[0150] On the other hand, if the pachinko game machine 100 is not in the ending state (No in S2023), next, the big winning opening operation control unit 237 determines whether or not the second big winning opening 126 is in operation (open) (S2024). If it is not in operation (No in S2024), the operations after S2005 described above are executed, and if it is in operation (Yes in S2024), the operations after S2008 described above are executed.

[0151] [Game state setting process] The content of the game state setting process (S1618, S1918) by the game control unit 200 is shown in FIG. 21. First, the game control unit 200 determines whether the lottery result of the special symbol lottery is either a big win or a small win (S2101, S2103). These determinations can be made based on, for example, the type of symbol set as setting information in the RAM 203 in the big win determination process (FIG. 14). Note that since these determinations are generally the same as S1402, S1403, S1405, and S1406 in the big win determination process (FIG. 14), the determination results of S1402, S1403, S1405, and S1406 may also be used.

[0152] If it is a big win (YES in S2101), the game control unit 200 sets the initial value of the lottery count J based on the type of big win symbol set as setting information in the RAM 203 (S2102). This initial value is, for example, 30 times. When the lottery of the set lottery count J is performed, the time-saving game state ends and the normal game state is entered. If it is a small win (NO in S2101, YES in S2103), the game control unit 200 sets the initial value of the lottery count J based on the type of small win symbol set as setting information in the RAM 203 (S2104). This initial value is, for example, 30 times.

[0153] Next, the game control unit 200 resets the number of times of the variable display of the special symbol executed from the establishment of the predetermined conditions (execution of RAM clear, reset of the number of fluctuations) (S2105). Further, the game control unit 200 generates a variable count command indicating the number of times of the variable display and sets it in the RAM 203 (S2106). This variable count command is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9. Next, the game control unit 200 turns on the special time-saving flag (S2107). As a result, the game state setting in the RAM 203 becomes the special time-saving game state.

[0154] On the other hand, when it is neither a big win nor a small win (NO in S2101 and NO in S2103), the game control unit 200 sets the initial value of the number of lottery draws J (S2108). In this embodiment, the initial value of the number of lottery draws J is 295 times. Therefore, when 295 lottery draws are performed in the time-saving game state, the time-saving game state ends and the normal game state is entered. Next, the game control unit 200 turns on the specific time-saving flag (S2109). As a result, the game state setting in the RAM 203 becomes the specific time-saving game state.

[0155] Next, the game control unit 200 generates a game state command and sets it in the RAM 203 (S2110). This game state command is transmitted to the effect control unit 300 in the output process shown in S906 of FIG. 9.

[0156] 〔Electric Tulip Process by Game Control Unit〕 FIG. 22 is a flowchart showing the content of the electric tulip process in the electric accessory process shown in S904 of FIG. 9. In the electric tulip process, the electric tulip operation control unit 238 of the game control unit 200 first checks whether the auxiliary game flag is ON in the flag setting of the RAM 203 (S2201). If the auxiliary game flag is OFF, since the electric tulip 123 is not released, the electric tulip process ends (No in S2201). On the other hand, if the auxiliary game flag is ON (Yes in S2201), next, the electric tulip operation control unit 238 determines whether the electric tulip 123 is in operation (S2202).

[0157] When the electric tulip 123 is not in operation (No in S2202), the electric tulip operation control unit 238 sets the operation pattern of the electric tulip 123 (S2203), and operates the electric tulip 123 with the set operation pattern (S2204). Here, the operation pattern is set based on the short-time flag set in the processes such as S1604 and S1610 in FIG. 16, and S2107 and S2109 in FIG. 21. For example, when the short-time flag is OFF during the setting in S2203, an operation pattern of opening once with an opening time of 0.15 seconds is set, and when the short-time flag is ON, an operation pattern of opening three times with an opening time of 1.80 seconds is set. In this way, usually, when the short-time flag is ON (in the short-time state), the electric tulip 123 is opened for a long time and multiple times, and a winning support (electric tulip support) that makes it easier to win the second start port 122 is performed. Note that a plurality of operation patterns (types of auxiliary games) of the electric tulip 123 in the case where the short-time flag is ON or OFF may be prepared, and the operation pattern may be set according to the type of win determined in the normal symbol process (see FIG. 18).

[0158] When it is determined in S2202 that the electric tulip 123 is in operation (Yes in S2202), or after operating the electric tulip 123 in S2204, the electric tulip operation control unit 238 determines whether the opening time in the set operation pattern has elapsed (S2205). If the opening time has not elapsed, the operation state (opening state) of the electric tulip 123 is continued, so the electric tulip process ends (No in S2205). On the other hand, if the opening time has elapsed (Yes in S2205), the electric tulip operation control unit 238 turns off the auxiliary game flag and ends the electric tulip process (S2206).

[0159] 〔Method of determination by random number〕 Here, the method of determination by random number performed in the big win determination process (FIG. 14), the variable pattern selection process (FIG. 15), the normal symbol process (FIG. 18), etc. will be described in detail. FIG. 23 is a diagram showing a configuration example of random numbers (judgment tables) used in the special symbol lottery and the normal symbol lottery in the present embodiment. FIG. 23(a) shows a configuration example of jackpot random numbers used in the special symbol lottery, FIG. 23(b) shows a configuration example of jackpot symbol random numbers used in the special symbol lottery, FIG. 23(c) shows a configuration example of small win symbol random numbers used in the special symbol lottery, FIG. 23(d) shows a configuration example of reach random numbers used in the special symbol lottery triggered by the winning of a game ball in the first start port 121 in the normal game state, and FIG. 23(e) shows a configuration example of winning random numbers used in the normal symbol lottery.

[0160] Referring to FIG. 23(a), a jackpot and a small win are set as judgment values of the jackpot random numbers. The value ranges of the random numbers (jackpot random numbers) are all 300 numbers from 0 to 299. Also, winning values for the jackpot are set for each of the first start port 121 and the second start port 122 that trigger the special symbol lottery, while winning values for the small win are set only for the second start port 122. For the jackpot, three winning values are set for both the first start port 121 and the second start port 122, and the winning probability is 3 / 300 (=1 / 100). Also, ten winning values for the small win are set, and the winning probability is 10 / 300 (=1 / 30). Here, taking an example of the special symbol lottery, it is determined whether the jackpot random number value (refer to S1003, S1010) obtained by triggering the winning in the first start port 121 or the second start port 122 matches any of "8", "58", and "208", which are the winning values of the jackpot lottery in FIG. 23(a). Although detailed explanations are omitted, the same applies to the special symbol lottery for the small win.

[0161] Referring to FIG. 23(b), there are five types of jackpot symbols: jackpot symbol A, jackpot symbol B, jackpot symbol C, jackpot symbol D, and jackpot symbol E. Here, jackpot symbol A, jackpot symbol B, and jackpot symbol C are symbols indicating that the lottery result of the special symbol lottery triggered by winning the first start port 121 is a jackpot. Among them, jackpot symbol A indicates an 8-round jackpot. Jackpot symbol B indicates a 4-round jackpot. Jackpot symbol C indicates a 15-round jackpot. Also, jackpot symbol D and jackpot symbol E are symbols indicating that the lottery result of the special symbol lottery based on winning the second start port 122 is a jackpot. Among them, jackpot symbol D indicates a 15-round jackpot. Jackpot symbol E indicates an 8-round jackpot. The range of the random number values is 100 numbers from 0 to 99.

[0162] For jackpot symbol A, 20 values are assigned as winning values for the first start port 121. Therefore, when winning the jackpot in the special symbol lottery started by winning the first start port 121, the probability of winning with jackpot symbol A is 20 / 100 (=2 / 10). For jackpot symbol B, 70 values are assigned as winning values for the first start port 121. Therefore, when winning the jackpot in the special symbol lottery started by winning the first start port 121, the probability of winning with jackpot symbol B is 70 / 100 (=7 / 10). For jackpot symbol C, 10 values are assigned as winning values for the first start port 121. Therefore, when winning the jackpot in the special symbol lottery started by winning the first start port 121, the probability of winning with jackpot symbol C is 10 / 100 (=1 / 10).

[0163] In the big win symbol D, 50 values are assigned as the winning values when winning the second start port 122. Therefore, the probability of winning in the big win symbol D when winning the big win in the special symbol lottery started by winning the second start port 122 is 50 / 100 (= 5 / 10). In the big win symbol E, 50 values are assigned as the winning values when winning the second start port 122. Therefore, the probability of winning in the big win symbol E when winning the big win in the special symbol lottery started by winning the second start port 122 is 50 / 100 (= 5 / 10).

[0164] Here, taking the big win symbol A as an example, it is determined whether the big win symbol random number value (refer to S1003) obtained by winning the first start port 121 matches the winning values of "0 to 19" of the big win symbol A in Fig. 23(b). Although detailed explanations are omitted, the same applies to the special symbol lottery of other big win symbols such as the big win symbol B.

[0165] Here, the pachinko gaming machine 100 of the present embodiment can set a set value which is a stage of the degree of advantage of the game. In the pachinko gaming machine 100, the set value can be set to any of, for example, six levels of "1", "2", "3", "4", "5" and "6". In the pachinko gaming machine 100, when the set value is set to "1", the winning probability is the lowest. For example, when the set value is "1", the winning probability is 1 / 100. Also, in the pachinko gaming machine 100, when the set value is set to "6", the winning probability is the highest. For example, when the set value is "6", the winning probability is 1 / 95. Thus, in the pachinko gaming machine 100, the winning probability is set to increase in the order of the set values "1" < "2" < "3" < "4" < "5" < "6".

[0166] Referring to FIG. 23(c), there are three types of minor winning symbols: minor winning symbol A, minor winning symbol B, and minor winning symbol C. Here, minor winning symbol A, minor winning symbol B, and minor winning symbol C all indicate minor wins in two rounds. The range of the random number values is 100 from 0 to 99.

[0167] For minor winning symbol A, 20 values are assigned as winning values for the second start port 122. Therefore, when winning a minor win in the special symbol lottery started by winning the second start port 122, the probability of winning with minor winning symbol A is 20 / 100 (=2 / 10). For minor winning symbol B, 50 values are assigned as winning values for the second start port 122. Therefore, when winning a minor win in the special symbol lottery started by winning the second start port 122, the probability of winning with minor winning symbol B is 50 / 100 (=5 / 10). For minor winning symbol C, 30 values are assigned as winning values for the second start port 122. Therefore, when winning a minor win in the special symbol lottery started by winning the second start port 122, the probability of winning with minor winning symbol C is 30 / 100 (=3 / 10).

[0168] Next, the determination of the reach random number will be described. The reach random number is set according to the number of holds as will be described later. Here, as an example, the reach random number when the number of holds of the first start port 121 is 1 will be described. Referring to Fig. 23(d), the range of the random number values is 250 from 0 to 249, and a variable pattern (variation time) capable of executing the reach effect is set (for example, 15.0 seconds or more). Twenty-two random number values are assigned to the lottery result (with reach) that can execute the reach effect, and 228 random number values are assigned to the lottery result (without reach) that cannot execute the reach effect (for example, less than 15.0 seconds). That is, in the illustrated example, when a big win is not achieved in the special symbol lottery, the reach effect is performed with a probability of 22 / 250 (=11 / 125). Here, the reach effect is an effect performed on the image display unit 114 when the special symbol varies. Hereinafter, the effect when the special symbol varies without being able to execute the reach effect is called a reach-less effect, and correspondingly, the effect when the special symbol varies with a variable pattern capable of executing the reach effect is called a reach-present effect.

[0169] Here, taking the reach-present as an example, it is determined whether the reach random number value obtained upon winning the first start port 121 (see S1003) matches the winning values of "0 to 21" for the reach-present in Fig. 23(d). Although detailed explanations are omitted, the same applies to the special symbol lottery without reach. Also, the reach random numbers used in the special symbol lottery based on winning the first start port 121 and the reach random numbers used in the special symbol lottery based on winning the second start port 122 may have the same or different numbers of winning values. Also, the reach random numbers used in the special symbol lottery in the normal game state, the reach random numbers used in the special symbol lottery in the special short-time game state, and the reach random numbers used in the special symbol lottery in the specific short-time game state may have the same or different numbers of winning values, respectively.

[0170] In many cases, when the special symbol changes, in conjunction with the display control of the first special symbol display 221 and the second special symbol display 222 (hereinafter referred to as special symbol displays 221 and 222 without distinction), an effect using a decorative symbol is performed on the image display unit 114. The decorative symbol is composed of, for example, three rows of symbols in which numbers from 1 to 9 are continuously written in the vertical direction, for example. Then, when the variable display of the special symbol on the special symbol displays 221 and 222 starts, the decorative symbol displayed on the image display unit 114 starts to scroll. Also, after a predetermined time has elapsed since the start of the variable display of the special symbol (start of scrolling of the decorative symbol), when the special symbol stops being displayed, the decorative symbol also stops definitely. Generally, when the determination result of the special symbol lottery is a big win or a small win, in the stopped display of the decorative symbol, three identical numbers line up horizontally, vertically, or diagonally. The effect performed along with this variable display of the special symbol is called a variable effect. Note that the variable effect executed based on the determination result of the special symbol lottery being a big win or a small win may be referred to as a big win variable effect hereinafter. Also, the variable effect executed based on the determination result of the special symbol lottery being a miss may be referred to as a miss variable effect hereinafter.

[0171] In the effect with a near miss, as a variable effect, the following operation is performed on the decorative symbol. First, before the decorative symbol scrolling vertically (horizontally) stops definitely, first, any two symbols (number sequences) temporarily stop first. At this time, the same number is temporarily stopped on a straight line horizontally (vertically) or diagonally. To explain further, if the decorative symbol is scrolling vertically, the same number is temporarily stopped in one row horizontally. Next, the last row gradually slows down the scrolling speed to give the player a sense of expectation that three identical numbers might line up on a straight line. Then, after the last row temporarily stops, the three symbols stop definitely. Here, in the production with reach, before the three symbols are fixed and stopped, there may be SP reach production or SPSP reach production. Note that the SP reach production is generally called super reach or special reach, and it is a production that makes players expect a bigger win than a regular reach. It is a video production where various characters appear and a story unfolds. Also, the SPSP reach production is generally called super super reach or special special reach, and it is a production that makes players expect an even bigger win than the SP reach production. It is a video production where various characters appear and a story unfolds. Note that the reach production without any SP reach production and SPSP reach production may be referred to as normal reach production below. Also, as shown in FIG. 24 to be described later, in this embodiment, when the variation time is longer (for example, 90 seconds or 60 seconds), it is set to execute the SP reach production or the SPSP reach production. On the other hand, in the production without reach, until the decorative symbols that scroll vertically (horizontally) are fixed and stopped, there is no production that gives players a sense of expectation like the production with reach. The symbols are fixed and stopped in a state where the same numbers are not aligned in a straight line horizontally (vertically) or diagonally.

[0172] In this way, the reach random number determines whether to perform a production with reach, which is a variable pattern that enables the reach production to be executed on the image display unit 114, or a production without reach, which is not a variable pattern that enables the reach production, when the result of the big win random number determination is a miss. Also, the reach random number changes the execution ratio of the production with reach according to the number of holds, etc., to enable efficient game progress and give players an appropriate sense of expectation. Incidentally, when winning a big win, a production with reach is performed, and finally, the decorative symbols can be fixed and stopped in a state where the same numbers are aligned in a straight line horizontally (vertically) or diagonally. In contrast, in the case of winning a small win or a miss, in the production with reach, the decorative symbols are fixed and stopped in a state where the same numbers are not aligned in the above straight line.

[0173] Next, the determination of the winning random number used in the normal symbol lottery will be described. Referring to FIG. 23(e), the range of the random number values is 10 values from 0 to 9, one value is assigned as the winning value when the time-saving flag is OFF, and nine values are assigned as the winning values when the time-saving flag is ON. Therefore, when a game ball passes through gate 124 and a normal symbol lottery is conducted in the time-saving-free state, the winning probability is 1 / 10. On the other hand, when a game ball passes through gate 124 and a normal symbol lottery is conducted in the time-saving state, the winning probability is 9 / 10.

[0174] Here, taking the time-saving flag OFF as an example, it is determined whether the winning random number value (see S1103) obtained when a game ball passes through the above gate 124, the first start port 121, or the second start port 122 matches the winning value of "0" when the time-saving flag is OFF in FIG. 23(e). Although detailed description is omitted, the same applies to the normal symbol lottery when the time-saving flag is ON.

[0175] Also, although not particularly shown, a plurality of wins with different contents of the auxiliary game (opening pattern of the electric tulip 123) performed when it is determined as a win in the normal symbol lottery can be set. In this case, for example, a winning symbol random number for specifying the type of big win in the special symbol lottery (see FIG. 23(b)) is set in the same way as a winning symbol random number for specifying the type of win in the normal symbol lottery. Then, the game control unit 200 acquires the random number value of the winning symbol random number together with the random number value of the winning random number in the gate switch process (see FIG. 11) by the random number acquisition unit 231, and the normal symbol determination unit 232 specifies the type of win based on the acquired random number value. Note that the range of the random numbers, the ratio of the winning values, and each value of the winning values shown in the configuration example of each random number in FIG. 23 are merely examples and are not limited to the illustrated values.

[0176] 〔Example of setting the variation pattern〕 Next, an example of the setting of the variation pattern and the table used in the variation pattern selection process shown in FIG. 15 will be described. FIG. 24 is a diagram showing an example of the setting of the variation pattern and the table used in the variation pattern selection process shown in FIG. 15. Note that FIG. 24 shows an example of the setting when the special symbol variation is performed based on the winning in the first start port 121 in the normal game state.

[0177] As shown in FIG. 24, when the determination result of the special symbol lottery is a big win (Yes in S1502 of FIG. 15), the special symbol variation control unit 233 determines the variation pattern based on the big win symbol and the variation pattern random number. Specifically, the special symbol variation control unit 233 determines the variation pattern based on whether the variation pattern random number value (see S1003) acquired together with the big win random number value by the random number acquisition unit 231 matches any of the variation pattern random number values assigned to each big win symbol. For example, when the big win symbol is "big win symbol C" and the variation pattern random number is "51", since it matches the variation pattern random number range "50 - 69" assigned to "big win symbol C" in FIG. 24, "PB3" is selected as the variation pattern. Note that the special symbol variation time in this "PB3" is "90.18 seconds".

[0178] In addition, when the determination result of the special symbol lottery is a loss (when the answer is No in both S1502 and S1504 in FIG. 15), the special symbol variation control unit 233 determines the variation pattern based on the carry-over number U1 of the first special symbol lottery, the reach random number, and the variation pattern random number. Specifically, when the carry-over number U1 of the first special symbol lottery is "1", the special symbol variation control unit 233 determines whether the reach random number value (see S1003) obtained together with the jackpot random number value by the random number acquisition unit 231 is assigned to the reach random number range "0 to 21" of the "loss" carry-over number "1" in FIG. 23, or to the reach random number range "22 to 249". When the obtained reach random number is included in the reach random number range "0 to 21", the special symbol variation control unit 233 determines the variation pattern based on which of the variation pattern random number values assigned to the reach random number range "0 to 21" the variation pattern random number value (see S1003) obtained together with the jackpot random number value by the random number acquisition unit 231 matches. For example, when the variation pattern random number is "51", since it matches the variation pattern random number range "50 to 69", "PR8" is selected as the variation pattern. Note that the "..." shown in the "Variation Pattern" of FIG. 24 means that there is a variation pattern with the illustration omitted.

[0179] FIG. 25 is a diagram showing a setting example of the variation pattern and the table used in the variation pattern selection process. Note that FIG. 25 shows a setting example when the variation of the special symbol is performed based on the winning in the second start port in the normal game state. In the table shown in FIG. 25, variation patterns corresponding to the determination result of the special symbol lottery and the variation pattern random number are provided. More specifically, variation patterns associated with "jackpot", "minor win", and "loss" are provided for the "determination result", respectively. In the table shown in FIG. 25, a variable pattern is provided in which "time" is "7.00" as the "big win symbol D". Also, a variable pattern is provided in which "time" is "7.01" as the "big win symbol E". Also, a variable pattern is provided in which "time" is "6.00" as the "small win symbol A". Also, a variable pattern is provided in which "time" is "6.01" as the "small win symbol B". Also, a variable pattern is provided in which "time" is "6.02" as the "small win symbol C". Also, a variable pattern is provided in which "time" is "0.50" as the "loss".

[0180] Note that in this table, no winning value by the reach random number is assigned to the "loss". Therefore, in the special symbol variation where the lottery result based on winning in the second start port 122 in the normal game state is a loss, no reach is performed.

[0181] FIG. 26 is a diagram showing an example of the setting of the variable pattern and the table used in the variable pattern selection process. Note that FIG. 26 shows an example of the setting when the special symbol variation based on winning in the second start port 122 in the special time-short game state is performed. In the table shown in FIG. 26, a variable pattern corresponding to the determination result of the special symbol lottery, the number of holds U2 of the second special symbol lottery, the reach random number, and the variable pattern random number is provided. In the table shown in FIG. 26, fluctuation patterns are provided where the "time" is "2.50" and "4.00" for "no reach" with a "pending number" of "1". The "time" values of "2.50" and "4.00" are shorter than the "time" values of "8.00", "10.00", and "11.00" in the "fluctuation pattern" provided for "no reach" with a "pending number" of "1" in the table shown in FIG. 24. Also, in the table shown in FIG. 26, fluctuation patterns are provided where the "time" is "2.00" and "4.00" for "no reach" with a "pending number" of "2 - 3". The "time" values of "2.00" and "4.00" are shorter than the "time" values of "6.80" and "10.00" in the "fluctuation pattern" provided for "no reach" with a "pending number" of "2 - 3" in the table shown in FIG. 24. Further, in the table shown in FIG. 26, fluctuation patterns are provided where the "time" is "1.50" and "4.00" for "no reach" with a "pending number" of "4". The "time" values of "1.50" and "4.00" are shorter than the "time" values of "4.60" and "10.00" in the "fluctuation pattern" provided for "no reach" with a "pending number" of "4" in the table shown in FIG. 24. Note that the "…" shown in the "fluctuation pattern" of FIG. 26 means that a fluctuation pattern with the illustration omitted is provided.

[0182] FIG. 27 is a diagram showing an example of the setting of the fluctuation pattern and the table used in the fluctuation pattern selection process. Note that FIG. 27 shows an example of the setting when the special symbol fluctuation is performed based on the winning in the first start port 121 in the special short game state. In the table shown in FIG. 27, a determination result of the special symbol lottery, a pending number U1 of the first special symbol lottery, and a fluctuation pattern corresponding to the fluctuation pattern random number are provided. Note that in this table, no winning value by the reach random number is assigned to the "fluctuation pattern" where the "determination result" is "miss". Therefore, when the lottery result of the special symbol lottery based on the winning in the first start port 121 in the special short game state is a miss, no reach is performed in the special symbol fluctuation. In the table shown in FIG. 27, a variation pattern is provided in which the "number of holds" is "1 to 4" and the "time" is "14.00". The "time" of this variation pattern is longer than any of the "times" of the "variation patterns" provided as "no reach" in the table shown in FIG. 26. That is, when the lottery result of the special symbol lottery in the special short-time game state is "a miss" and "no reach", the variation time of the special symbol variation based on the winning in the second start port 122 is shorter than the variation time of the special symbol variation based on the winning in the first start port 121.

[0183] The game control unit 200 determines a table used for selecting a variation pattern of the special symbol based on which of the first start port 121 and the second start port 122 the game ball has won, and the game state of the pachinko game machine 100. Then, as described above, based on the variation pattern random number value obtained when the game ball wins in the first start port 121 and the second start port 122 (see S1003 and S1010 in FIG. 10), conditions such as the presence or absence of a reach effect and the number of holds, etc., the variation pattern of the special symbol is determined. Then, the information on the determined variation pattern of the special symbol is included in the variation start command and sent from the game control unit 200 to the effect control unit 300. In the effect control unit 300, as will be described later, as an effect at the time of special symbol variation, an effect corresponding to the variation time specified based on the information on the variation pattern included in the variation start command (an effect that can be executed at that variation time) is selected and executed.

[0184] [Configuration of the RAM of the Game Control Unit and the RAM of the Effect Control Unit for Performing a Preview Effect Based on a Preliminary Judgment] Next, the configuration of the RAM 203 of the game control unit 200 and the RAM 303 of the effect control unit 300 in the present embodiment for executing a preview effect based on a preliminary judgment will be described. FIG. 28 is a block diagram for explaining a configuration example of the RAM 203 (see FIG. 4) of the game control unit 200 according to the present embodiment. FIG. 28(a) is a block diagram showing the configuration of the storage area 204, and FIG. 28(b) is a block diagram showing the configuration of each of the storage units shown in FIG. 28(a).

[0185] As shown in FIG. 28(a), the RAM 203 includes a storage area 204 as a special symbol hold storage area for storing a jackpot random number obtained by jackpot random number extraction. This storage area 204 has eight storage units corresponding to the maximum value of the hold numbers of the first start port 121 and the hold numbers of the second start port 122 (when the upper limit value of each hold number is 4). Specifically, the storage area 204 has a first storage unit 204a, a second storage unit 204b, a third storage unit 204c, a fourth storage unit 204d, a fifth storage unit 204e, a sixth storage unit 204f, a seventh storage unit 204g, and an eighth storage unit 204h.

[0186] Also, as shown in FIG. 28(b), each of these storage units 204a to 204h has an area for storing information indicating the winning start port (the first start port 121 or the second start port 122), an area for storing the obtained jackpot random number, an area for storing the symbol random number, an area for storing the reach random number, and an area for storing the variation pattern random number. That is, each of the storage units 204a to 204h stores a jackpot random number, a symbol random number, a reach random number, and a variation pattern random number.

[0187] Here, each random number is stored in order from the first storage unit 204a. More specifically, for example, when no random number is stored in any of the first storage unit 204a to the eighth storage unit 204h, the obtained random number is stored in the first storage unit 204a. Also, for example, when random numbers are already stored in the first storage unit 204a to the fourth storage unit 204d, the obtained random number is stored in the fifth storage unit 204e.

[0188] FIG. 29 is a block diagram for explaining a configuration example of the RAM 303 (see FIG. 4) of the effect control unit 300 according to the present embodiment. FIG. 29(a) is a block diagram showing the configurations of the hold storage areas 305 and 306, and FIG. 29(b) is a block diagram showing the configuration of each of the storage units shown in FIG. 29(a). As shown in FIG. 29(a), the RAM 303 includes a first hold memory area 305 and a second hold memory area 306 as hold status memory areas for memorizing the situation where the hold balls are held. The first hold memory area 305 and the second hold memory area 306 respectively correspond to the hold for winning in the first start port 121 and the hold for winning in the second start port 122, and each has four memory parts. Specifically, the first hold memory area 305 has a first memory part 305a, a second memory part 305b, a third memory part 305c, and a fourth memory part 305d. Further, the second hold memory area 306 has a first memory part 306a, a second memory part 306b, a third memory part 306c, and a fourth memory part 306d.

[0189] Also, as shown in FIG. 29(b), each of these memory parts 305a to 305d, 306a to 306d has a hold flag memory area for turning on / off the hold flag and a notification flag memory area for turning on / off the notification flag. The hold flag is a flag for identifying the presence or absence of the hold balls for each of the memory parts 305a to 305d, 306a to 306d. That is, for example, when the number of holds due to winning in the first start port 121 is 3, the hold flags are turned on in the three hold flag memory areas of the first to third memory parts 305a, 305b, 305c. The notification flag is a flag for setting whether to perform a pre-announcement effect based on the pre-judgment result regarding each hold ball. In the pachinko gaming machine 100 of the present embodiment, in the effect control unit 300, it is possible to set whether to perform a pre-announcement effect based on the pre-judgment result according to the gaming state and the situation of the effect. Therefore, when performing the pre-announcement effect, the notification flag is turned on, and when not performing the pre-announcement effect, the notification flag is turned off. For example, when performing a pre-announcement effect for the third hold ball among the above three hold balls, the notification flag is turned on in the notification flag memory area of the third memory part 305c.

[0190] Also, although not particularly shown, separately from the configuration shown in FIG. 28(a), the RAM 203 has an area in which pre-determination information is stored (hereinafter referred to as the pre-determination information storage area). The pre-determination information is information obtained by the pre-determination process (see S1004 and S1011 in FIG. 10) based on each of the above random numbers. The content of the pre-determination information is the same as the information obtained as various determination results in the special symbol process (see FIG. 13). Specifically, it is information indicating whether a big win has occurred (and whether a small win has occurred), the type of the big win if a big win has occurred, whether the variation pattern (variation time) is a length capable of executing the reach effect, and the content of the variation pattern. The pre-determination information stored in the pre-determination information storage area is included in the pre-determination result command and sent from the game control unit 200 to the effect control unit 300 together with the hold information (hereinafter referred to as the hold information) related to the hold corresponding to the winning ball (held ball) for which the pre-determination process has been performed, or at a unique timing separately from this hold information.

[0191] 〔Pre-determination Process〕 Next, the pre-determination process (see S1004 and S1011 in FIG. 10) will be described in detail. In the pre-determination process in the present embodiment, the game control unit 200 performs pre-determination as follows using a random number table similar to the configuration example of the random numbers described with reference to FIGS. 24 to 27.

[0192] FIG. 30 is a flowchart showing the content of the pre-determination process (S1004 and S1011 in FIG. 10) according to the present embodiment. As shown in FIG. 30, first, the game control unit 200 refers to the game state (S3201), selects a table corresponding to the current game state of the pachinko game machine 100, and performs pre-determination of the big win random number and the big win symbol random number (S3202). Next, the game control unit 200 selects a table corresponding to the current game state of the pachinko game machine 100 and performs pre-determination of the reach random number (S3203). Further, a table corresponding to the current game state is selected and pre-determination of the variation pattern random number is performed (S3204). Although not shown in the drawings, in S3202, S3203, and S3204, a dedicated table is selected according to whether it is a pre-determination process based on a winning in either the first start port 121 or the second start port 122.

[0193] Next, the game control unit 200 selects a pre-determination pattern according to the results of the pre-determinations in S3202, S3203, and S3204 (S3205). After that, the game control unit 200 stores the results of the pre-determination of the jackpot random number, the results of the pre-determination of the jackpot symbol random number, the results of the pre-determination of the reach random number, the results of the pre-determination of the variation pattern, and the pre-determination pattern obtained as described above in the pre-determination information storage area as pre-determination information (S3206). Further, in order to transmit the pre-determination information to the effect control unit 300, a pre-determination result command including the pre-determination information is set in the RAM 203 (S3207).

[0194] Here, the above-mentioned pre-determination is performed using a random number value (refer to S1003 and S1010 in FIG. 10) obtained according to the winning of the game balls in the first start port 121 and the second start port 122, and a determination table having the same configuration as the determination table (refer to FIG. 23) used in the jackpot determination process. That is, the determination itself after selecting the determination table to be used is the same as the determination in the jackpot determination process (refer to S1401 in FIG. 14). Therefore, in the present embodiment, a subroutine of the jackpot determination process (refer to S1309 in FIG. 13 and FIG. 14) used in the special symbol process (refer to FIG. 13) is called to perform the determination of the random number in the above-mentioned pre-determination.

[0195] With such a configuration, in this embodiment, in order to determine the random number in the pre-determination process, there is no need to prepare a processing function (subroutine) for determining the random number separately from the jackpot determination process. Therefore, the number of control instructions can be reduced, and an increase in the size of the program related to the jackpot determination process and the pre-determination process can be suppressed. Also, as described above, when the determination table used for pre-determination has the same configuration as the determination table used for jackpot determination, the determination table used for jackpot determination may also be used for pre-determination.

[0196] Also, although only the pre-determination (whether it is a jackpot or not) regarding the special symbol lottery has been described here, in this embodiment, pre-reading (pre-determination) is also performed on the variation pattern when performing the variation display and stop display of the special symbol. The selection of the variation pattern in the special symbol lottery is performed using the random number value for variation pattern selection (see S1003 and S1010 in FIG. 10) acquired according to the winning of the game balls into the first start port 121 and the second start port 122 and the variation pattern table (see FIGS. 24 to 29) (see S1310 in FIG. 13 and FIG. 15). Therefore, also in the pre-reading of the variation pattern, the variation pattern to be selected can be pre-read using the random number value for variation pattern selection acquired at the time of winning and a pre-reading table having the same configuration as the variation pattern table used in the variation pattern selection process of the special symbol process. That is, different pre-reading tables can be used for each game state of the pachinko gaming machine 100. Also, different pre-reading tables can be used depending on whether the winning is in the first start port 121 or the second start port 122.

[0197] In this case, in order to pre-read the variation pattern selected in the variation pattern selection process, the subroutine of the variation pattern selection process (refer to S1310 in FIG. 13 and FIG. 15) used in the special symbol process (refer to FIG. 13) can be called and used. Also, regarding the pre-read table used for pre-reading the variation pattern selection, the variation pattern table used in the variation pattern selection process of the special symbol process may be used. With such a configuration, the number of control instructions regarding the pre-reading of the variation pattern selection can be reduced, and an increase in the program size can be suppressed.

[0198] Note that when the pre-determination process and the big win determination process at the time of special symbol variation are performed in the same subroutine using the same determination table group, since the execution times of each process are different, the pre-determination result and the determination result by the big win determination process at the time of special symbol variation may be different. That is, it is a case where the game state (any one of the normal game state, special short game state, and specific short game state) of the pachinko gaming machine 100 changes after the execution of the pre-determination process and before the start of the special symbol variation. In this case, since different types of determination tables are used according to the game state, the specific determination tables used for determination are different between the execution time of the pre-determination process and the execution time of the big win determination process. Therefore, even when the same random number value obtained at the time of winning in the first start port 121 and the second start port 122 is used, the pre-determination result and the determination result of the big win determination process may be different. In such a case, in the effect control unit 300, when the game state changes after the execution of the pre-determination process and before the start of the special symbol variation, control such as not executing the effect based on the pre-determination result (prohibited rule) may be performed.

[0199] Note that, in accordance with the commands output from the game control unit 200 to the effect control unit 300 as described above, the effect control unit 300 controls, for example, the image display unit 114, the panel lamp 116, the speaker 156, the frame lamp 157, and the like. For example, when the effect control unit 300 receives a command indicating the start of a door opening error, the effect control unit 300 causes the image display unit 114 to display a message such as "Please call the staff." and an image indicating an abnormal state. Further, the effect control unit 300 outputs an alarm indicating an abnormal state from the speaker 156 and restricts the output of music, voice, sound effects, and the like. Further, as a mode indicating an abnormal state, the effect control unit 300 lights up the panel lamp 116 and the frame lamp 157 in red, for example.

[0200] Incidentally, here, it has been described that the effect control unit 300 uses all of the image display unit 114, the panel lamp 116, the speaker 156, and the frame lamp 157 to notify that an error has occurred, but a mode using a part of these may also be used. Further, the notification mode may be switched according to the content of the error. For example, when a door opening error occurs, all of the image display unit 114, the panel lamp 116, the speaker 156, and the frame lamp 157 may be used as described above. Further, when a payout error occurs, the image display unit 114 and the speaker 156 notify that an error has occurred. This enables the store staff of the game parlor (pachinko hall) to easily determine the urgency of the error occurring in the gaming machine.

[0201] 〔Example of setting of pre-determination pattern〕 Next, an example of setting of the pre-determination pattern and the table used in the pre-determination process shown in FIG. 30 will be described. FIG. 31 is a diagram showing an example of setting of the pre-determination pattern and the table used in the pre-determination process shown in FIG. 30. Note that FIG. 31 shows an example of setting when the special symbol variation based on the winning in the first start port 121 in the normal game state is performed.

[0202] In the table shown in FIG. 31, "judgment result", "symbol", "reach random number", "variation pattern random number", "scheduled variation pattern", and "preliminary judgment pattern" are provided in association with each other. The game control unit 200 determines a scheduled variation pattern and a preliminary judgment pattern based on the preliminary judgment results of the jackpot random number and the jackpot symbol random number, the preliminary judgment result of the reach random number, and the preliminary judgment result of the variation pattern random number. Note that "..." shown in the "preliminary judgment pattern" of FIG. 31 means that a preliminary judgment pattern with the illustration omitted is provided.

[0203] FIG. 32 is a diagram showing an example of the setting of the preliminary judgment pattern and the table used in the preliminary judgment process. Note that FIG. 32 shows an example of the setting when the variation of the special symbol is performed based on the winning in the second start port 122 in the special time-short game state. In the table shown in FIG. 32, "judgment result", "symbol", "reach random number", "variation pattern random number", "scheduled variation pattern", and "preliminary judgment pattern" are provided in association with each other.

[0204] 〔Operation of the effect control unit〕 Next, the operation of the effect control unit 300 will be described. FIG. 33 is a flowchart showing the operation of the effect control unit 300. The operation of the effect control unit 300 consists of the main process shown in FIG. 33(a) and the interrupt process shown in FIG. 33(b). Referring to FIG. 33(a), the effect control unit 300 first performs initial settings at startup (S3601), sets the period of the CTC (Counter / Timer Circuit) (S3602), and then receives the interrupt process while updating the random number used in the effect control according to the set period (S3603).

[0205] The interruption process is periodically performed according to the period set in S3602. Referring to FIG. 33(b), in this interruption process, the effect control unit 300 receives a command from the game control unit 200 and performs a command reception process (S3611). In this command reception process, an effect content (effect pattern) is selected. Further, the effect control unit 300 performs a specific short-time related effect process for executing an effect related to the specific short-time game state (S3612). Further, the effect control unit 300 performs an effect button process for receiving an operation of an effect button 161 or the like by the player (S3613). After that, the effect control unit 300 performs a command transmission process of transmitting a command including information on the selected effect pattern to the image / sound control unit 310 and the lamp control unit 320 (S3614). Thereby, effects such as image display on the image display unit 114, sound output, operation of the movable accessory 115, and lighting of the panel lamp 116 and the frame lamp 157 are performed.

[0206] 〔Command Reception Process by Effect Control Unit〕 FIG. 34 is a flowchart showing the content of the command reception process (S3611 in FIG. 33(b)). In this command reception process, the effect control unit 300 first determines whether it has received a pre-determination result command and a hold count increase command (S3701). The pre-determination result command and the hold count increase command are commands that are set in the game control unit 200 in the start port switch process shown in FIG. 10 (S1006, S1007, S1013, S1014) and transmitted to the effect control unit 300 in the output process shown in FIG. 9 (S906). Then, when the effect control unit 300 determines that it has received a pre-determination result command and a hold count increase command (Yes in S3701), it increments the value of the hold count held in the RAM 303 by 1 (S3702). Furthermore, the effect control unit 300 performs a pre-determination effect selection process based on the pre-determination result command and the hold count increase command (S3703). The content of the pre-determination effect selection process will be described later.

[0207] When the received command is not a pre-judgment result command or a hold count increase command (No in S3701), the effect control unit 300 determines whether the received command is a variation start command (S3704). This variation start command is set in the special symbol process shown in FIG. 13 in the game control unit 200 (S1312) and is the command transmitted to the effect control unit 300 in the output process (S906) shown in FIG. 9. When the received command is a variation start command (Yes in S3704), the effect control unit 300 executes an effect selection process (S3705). Also, when a variation start command is received, a random number value for effect control used in the effect selection process is acquired. This random number value is the random number value that is periodically updated in S3603 of the main process shown in FIG. 33(a). Details of the effect selection process will be described later.

[0208] When the received command is not a pre-judgment result command, a hold count increase command, or a variation start command (No in S3701 and S3704), the effect control unit 300 determines whether the received command is a variation stop command (S3706). This variation stop command is set in the special symbol process shown in FIG. 13 in the game control unit 200 (S1318) and is the command transmitted to the effect control unit 300 in the output process (S906) shown in FIG. 9. When the received command is a variation stop command (Yes in S3707), the effect control unit 300 executes a process during the end of the variation effect (S3707). In the process during the end of the variation effect, the effect control unit 300 analyzes the received variation stop command and sets a variation effect end command for instructing the end of the symbol variation effect in the RAM 303.

[0209] When the received command is not a pre-judgment result command, a reserved number increase command, a variation start command, or a variation stop command (No in S3701, S3704, and S3706), the effect control unit 300 determines whether the received command is an opening command for starting the opening operation of the jackpot game (S3708). This opening command is set in the stopped state process (S1618) shown in FIG. 16 or the second big winning opening process (S2015) shown in FIG. 20 (S1618), and is the command transmitted to the effect control unit 300 in the output process (S906) shown in FIG. 9. When the received command is an opening command (Yes in S3708), the effect control unit 300 executes a jackpot effect selection process (S3709). Details of the jackpot effect selection process will be described later.

[0210] When the received command is not a pre-judgment result command, a reserved number increase command, a variation start command, a variation stop command, or an opening command (No in S3701, S3704, S3706, and S3708), the effect control unit 300 determines whether the received command is an ending command for starting the ending operation of the jackpot game (S3710). This ending command is set in the first big winning opening process shown in FIG. 19 (S1913), and is the command transmitted to the effect control unit 300 in the output process (S906) shown in FIG. 9. When the received command is an ending command (Yes in S3710), the effect control unit 300 executes an ending effect selection process (S3711). Details of the ending effect selection process will be described later.

[0211] When the received command is not a pre-judgment result command, a reserved number increase command, a variation start command, a variation stop command, an opening command, or an ending command (No in S3701, S3704, S3706, S3708, and S3710), next, the effect control unit 300 executes a customer waiting command reception process for shifting to the customer waiting state for the received command (S3712). Details of the customer waiting command reception process will be described later.

[0212] Figure 35 is a flowchart showing the contents of the pre-determination effect selection process (S3703) and the effect selection process (S3705) of FIG. 34. In the pre-determination effect selection process, the effect control unit 300 first analyzes the pre-determination result command received from the game control unit 200 (S3801). Further, the effect control unit 300 analyzes the hold count increase command received from the game control unit 200 (S3802). Then, the effect control unit 300 selects an effect pattern (pre-determination effect pattern) used in the pre-determination effect based on the pre-determination result command and the hold count increase command (S3803).

[0213] Here, as the pre-determination effect pattern, various effect patterns can be provided that announce the random number determination result by the special symbol process before the start of the variation based on the random number determination result by the special symbol process. For example, an effect such as a hold display effect or a continuous announcement effect can be provided as the pre-determination effect pattern. In the present embodiment, when a hold ball occurs, a display representing the number of hold balls is displayed on the first special symbol hold display 218 and the second special symbol hold display 219 of the display 130 (see FIG. 3), and a hold display suggesting the occurrence of a hold and the number of holds is performed on the image display unit 114 (hold display effect). Therefore, in this hold display effect, by reflecting the pre-determination result in the display mode or the like of the hold display, it is possible to provide a pre-determination effect that suggests to the player the determination result when the random number is determined by the special symbol process for the hold ball.

[0214] Here, the case where the hold display effect is used as the pre-determination effect has been described, but by reflecting it in various effect contents performed before the start of the variation based on the random number determination result by the special symbol process, it becomes possible to perform various announcement effects. For example, an effect using the effect image displayed on the image display unit 114, an effect by the lighting of the panel lamp 116 or the frame lamp 157, an effect by the operation of the movable accessory, an effect by the acoustic output such as music or sound effects, etc. can be set as the pre-determination effect pattern.

[0215] Further, the preliminary determination effect may be executed in accordance with the symbol variation for other winning balls that is performed prior to the symbol variation for the winning balls (hold balls) for which the preliminary determination has been made. In the present embodiment, the maximum number of hold balls for one starting port (the first starting port 121 or the second starting port 122) is four (see FIG. 10). Also, priority is given to clearing the hold balls of the second starting port 122. In this case, for example, if a preliminary determination is made for a certain hold ball of the second starting port 122, before the symbol variation for that hold ball is performed, symbol variations for up to four winning balls, including the current variation in progress (referred to as "the current variation"), will be performed. In the preview effect for the hold ball for which the preliminary determination has been made, if multiple symbol variations are performed before the symbol variation for that hold ball, a preview effect (continuous preview effect) spanning those multiple symbol variations may be performed.

[0216] Then, the effect control unit 300 sets a hold count command including the value of the hold count after addition and the information on the preliminary determination effect pattern selected in the preliminary determination effect selection process in the RAM 303 (S3804). Note that the hold count command includes information indicating the pattern in order to notify the CPU 311 of the image / sound control unit 310 of the selected preliminary determination effect pattern. By receiving the hold count command, the CPU 311 creates a display list or the like for causing the VDP 314 to draw and output an image or sound corresponding to the selected preliminary determination effect pattern. Based on the display list or the like, the VDP 314 reads out image data and sound data for representing the selected preliminary determination effect pattern from the CGROM 315 and the SNDROM 316, and expresses the preliminary determination effect using the image display unit 114 and the speaker 156.

[0217] In the performance selection process, the performance control unit 300 first analyzes the received variation start command (S3811). Also, it subtracts 1 from the value of the number of pending operations held in the RAM 303 (S3812). Then, based on various setting information (such as the type of jackpot, the game state after the jackpot game, information on the variation pattern, etc.) obtained from the analysis result of the variation start command, the performance control unit 300 selects a variation performance pattern of the symbol variation by the image to be displayed on the image display unit 114 (S3813). Note that after the variation performance pattern is selected, the value of the number of pending operations held in the RAM 303 may be subtracted by 1. That is, the variation performance pattern may be selected in the state before the value of the number of pending operations held in the RAM 303 is subtracted by 1.

[0218] Finally, the performance control unit 300 sets a variation performance start command for instructing the start of execution of the selected performance in the RAM 303 (S3814). Note that the variation performance start command includes information indicating the pattern in order to notify the CPU 311 of the selected variation performance pattern. By receiving the variation performance start command, the CPU 311 creates a display list or the like for causing the VDP 314 to perform drawing and output processing of an image and sound corresponding to the selected variation performance pattern. Based on the display list or the like, the VDP 314 reads out image data and sound data for representing the selected variation performance pattern from the CGROM 315 and the SNDROM 316, and expresses the variation performance using the image display unit 114 and the speaker 156.

[0219] Although not described in detail, in the selection process of the variation effect pattern of the symbol variation in S3813, the variation effect pattern is determined based on the variation pattern. Based on the variation effect pattern determined here, the variation display of the decorative symbol, the background effect, the preview effect, etc. are determined. Note that the variation display of the decorative symbol is an effect display performed by the image display unit 114 along with the variation display of the special symbol performed by the first special symbol display 221 or the second special symbol display 222. In this variation display of the decorative symbol, a reach effect or the like is executed. Note that, unlike this embodiment, when a plurality of variation effect patterns are set for the variation pattern, a lottery may be used to select the variation effect pattern using an effect random number (one of the random numbers updated in S3603 in FIG. 33(a), and the effect random number value is acquired when the variation start command is received).

[0220] FIG. 36 is a flowchart showing the content of the jackpot effect selection process (S3709) in FIG. 34. In this jackpot effect selection process, the effect control unit 300 first analyzes the received opening command (including information about the type of the jackpot symbol) (S3901), and selects an effect pattern (jackpot effect pattern) (S3902). Then, the effect control unit 300 reads out the image data and sound data used for the effect according to the selected jackpot effect pattern from the ROM 302, sets a jackpot effect start command for instructing the selected effect together with these data in the RAM 303, and ends the jackpot effect selection process (S3903). Thereby, the effect during the jackpot is determined. Note that, in the selection of the jackpot effect pattern (S3902), a determination based on the random number value acquired when the command is received may be made.

[0221] FIG. 37 is a flowchart showing the content of the ending effect selection process (S3711) in FIG. 34. In this ending production selection process, the production control unit 300 first analyzes the received ending command (including information about the type of jackpot symbol) (S4001), and selects a production pattern (ending production pattern) (S4002). Then, the production control unit 300 reads out the image data and audio data used for the production according to the selected ending production pattern from the ROM 302, sets an ending production start command indicating the selected production together with these data in the RAM 303, and ends the ending production selection process (S4003). Note that in the selection of the ending production pattern (S4002), a determination may be made based on the random number value obtained when the command is received.

[0222] FIG. 38 is a flowchart showing the content of the customer waiting command reception process (S3712) of FIG. 34. The production control unit 300 determines whether or not it has received a customer waiting command for shifting to the customer waiting state (S4101). When the customer waiting command is received (Yes in S4101), the production control unit 300 starts measuring the elapsed time (S4102) and turns on the measurement flag in the RAM 303 (S4103). On the other hand, when the received command is not a customer waiting command (No in S4101), the production control unit 300 determines whether or not the measurement flag held in the RAM 303 is on (S4104). If the measurement flag is off (No in S4104), the customer waiting command reception process ends.

[0223] When the measurement flag is on (Yes in S4104 or after being turned on in S4103), next, the production control unit 300 determines whether or not the measured time has reached a preset timeout time (for example, 10 seconds) (S4105). If the timeout has not occurred (No in S4105), the customer waiting command reception process ends. On the other hand, when the timeout has occurred (Yes in S4105), the production control unit 300 turns off the measurement flag held in the RAM 303 (S4106).

[0224] Next, the effect control unit 300 determines whether the current game state of the pachinko gaming machine 100 is a specific short game state (S4107). If it is a specific short game state (YES in S4107), the effect control unit 300 determines whether it is before the start of the first variation effect in the special short game state (S4108). If it is not before the start of the first variation effect (NO in S4108), the effect control unit 300 sets a customer waiting effect command for performing the first customer waiting effect in the RAM 303 and ends the customer waiting command reception process (S4109). Also, if it is not a specific short game state (NO in S4107) or if it is before the start of the first variation effect in the specific short game state (YES in S4108), the effect control unit 300 sets a customer waiting effect command for performing the second customer waiting effect (demo effect) in the RAM 303 and ends the customer waiting command reception process (S4110). The second customer waiting effect is an effect in a different mode from the first customer waiting effect.

[0225] When the command reception process is completed as described above, one of a variation effect start command, a variation effect end command, a big win effect start command, an ending effect start command, and a customer waiting effect command is set in the RAM 303.

[0226] FIG. 39 is a flowchart showing the content of the specific short game related effect process (S3612) in FIG. 33(b). The effect control unit 300 determines whether the current game state of the pachinko gaming machine 100 is a normal game state (S4201). If it is a normal game state (YES in S4201), the effect control unit 300 determines whether it has been controlled from the specific short game state to the normal game state (S4202). If it has been controlled from the specific short game state to the normal game state (YES in S4202), the specific short game related effect process ends. Also, if it has not been controlled from the specific short game state to the normal game state (NO in S4202), the effect control unit 300 determines whether a variation effect is being executed (S4203). If a variation effect is not being executed (NO in S4203), the specific short game related effect process ends.

[0227] On the other hand, when in the variable effect (YES in S4203), the effect control unit 300 determines whether RAM clear has been executed at the time of the most recent return from the state where the power of the pachinko gaming machine 100 has been turned off (S4204). When RAM clear has not been executed (NO in S4204), the effect control unit 300 determines whether the number of times the decoration symbol has varied after the most recent return is equal to or greater than the first number of times (S4205). In the present embodiment, the first number of times is 50 times. However, the first number of times may be any value. When the number of times of variation is less than the first number of times (NO in S4205), the specific short-time related effect process ends. Note that the effect control unit 300 may set the condition for determining that the number of times of variation is equal to or greater than the first number of times as the completion of the first variation or the start of the first variation. When the number of times of variation is equal to or greater than the first number of times (YES in S4205), the effect control unit 300 determines whether the number of times the decoration symbol has varied after the return is equal to or greater than the second number of times (S4206). The second number of times is a number of variations greater than the first number of times. In the present embodiment, the second number of times is, for example, 101 times. However, the second number of times may be any value as long as it is a number of variations greater than the first number of times. Note that the effect control unit 300 may set the condition for determining that the number of times of variation is equal to or greater than the second number of times as the completion of the second variation or the start of the second variation. When the number of times of variation is less than the second number of times (NO in S4206), the effect control unit 300 determines whether the number of times the decoration symbol has varied after the return is equal to the third number of times (S4207). In the present embodiment, the third number of times is 100 times. Note that the effect control unit 300 may set the condition for determining that the number of times of variation is equal to the third number of times as the completion of the third variation or the start of the third variation.

[0228] When the number of fluctuations is not the third number (NO in S4207), the effect control unit 300 determines whether to execute a clear negative effect by lottery (for example, at a ratio of 1 / 2) (S4208). The clear negative effect is an effect indicating that the RAM clear has not been executed. When it is determined not to execute the clear negative effect (NO in S4208), the specific short-time related effect process ends. When it is determined to execute the clear negative effect (YES in S4208), the effect control unit 300 executes the clear negative effect and the remaining number notification effect (S4209). The remaining number notification effect is an effect that notifies the number of fluctuation effects required until the specific short-time gaming state is reached.

[0229] Also, when the number of fluctuations is the third number (YES in S4207), the effect control unit 300 determines whether the clear negative effect has been executed (S4210). When the clear negative effect has not been executed (NO in S4210), the effect control unit 300 executes the clear negative effect and the remaining number notification effect (S4211).

[0230] On the other hand, when the RAM clear has been executed at the time of the most recent return from the state where the power of the pachinko gaming machine 100 has been turned off (YES in S4204), the effect control unit 300 determines whether the most recent reset of the number of fluctuations is a reset based on a big win (S2105 in FIG. 21) (S4212). When it is not a reset based on a big win (NO in S4212), the effect control unit 300 determines whether the number of fluctuations after the most recent return from the state where the power of the pachinko gaming machine 100 has been turned off is the fourth number or more (S4213). The fourth number is a number of fluctuations greater than the first number. In the present embodiment, the fourth number is 100. However, the fourth number may be any value as long as it is a number of fluctuations greater than the first number. When the number of fluctuations is less than the fourth number (NO in S4213), the specific short-time related effect process ends. Note that the effect control unit 300 may regard the condition for determining that the number of fluctuations is the fourth number or more as the end of the fourth fluctuation or the start of the fourth fluctuation.

[0231] Also, when the number of fluctuations is 4 or more (YES in S4213) or when the most recent reset is a jackpot-based reset (YES in S4212), the effect control unit 300 determines whether or not the remaining number notification effect has been executed (S4214). When the remaining number notification effect has not been executed (NO in S4214), the effect control unit 300 executes the remaining number notification effect (S4215). Also, when YES in S4206, when YES in S4210, after the execution of S4209, after the execution of S4211, when YES in S4214, or after the execution of S4215, the effect control unit 300 executes the remaining number update effect (S4216). The remaining number update effect is an effect that notifies the updated number of variable effects required until a specific short game state is reached.

[0232] On the other hand, when it is not the normal game state (NO in S4201), the effect control unit 300 determines whether or not the current game state of the pachinko gaming machine 100 is a specific short game state (S4217). When it is not the specific short game state (NO in S4217), the specific short game-related effect process is terminated. When it is the specific short game state (YES in S4217), the effect control unit 300 determines whether or not it is before the start of the first variable effect in the specific short game state (S4218). When it is before the start of the first variable effect (YES in S4218), the effect control unit 300 determines whether or not there is no hold (S4219). When there is a hold (NO in S4219), the specific short game-related effect process is terminated. Also, when there is no hold (YES in S4219), the effect control unit 300 starts the right hit notification (S4220). More specifically, the effect control unit 300 starts a notification for prompting the player to fire the game ball toward the right side in the game area 111.

[0233] On the other hand, when it is after the start of the first variable effect in the specific short game state (NO in S4218), the effect control unit 300 determines whether or not it is before the start of the right hit notification (S4221). When it is after the start of the right hit notification (NO in S4221), the specific short game-related effect process is terminated. When it is before the start of the right strike notification (YES in S4221), the effect control unit 300 starts the right strike notification (S4222). Further, the effect control unit 300 executes a specific short-time notification effect (S4223). The specific short-time notification effect is an effect that notifies that the pachinko gaming machine 100 is in a specific short-time gaming state.

[0234] Figure 40 is a flowchart showing the content of the effect button process (S3613 in FIG. 33(b)). In this effect button process, the effect control unit 300 first determines whether an operation means such as the effect button 161 by the player has been operated during a predetermined reception period (operation valid period described later) (S4301). Here, the operation of the operation means includes that the effect button 161 is pressed so as to be displaced from the non-operation position (reference position) when not operated to a predetermined position and becomes ON, and that the center key or the peripheral key of the effect key 162 is pressed and becomes ON. Further, when an operation device other than the effect button 161 and the effect key 162, such as a touch panel, is provided in the pachinko gaming machine 100, it includes detecting the operation of that device. The effect control unit 300 receives an operation signal from the controllers of these devices and detects that an operation has been performed. When the operation means such as the effect button 161 has not been operated (No in S4301), the effect button process ends.

[0235] If the operation means such as the effect button 161 has been operated (Yes in S4301), the effect control unit 300 sets an effect button command including information indicating the operation content of the operation means in the RAM 303 and ends the effect button process (S4302).

[0236] After that, the production control unit 300 performs the command transmission process (S3614) in FIG. 33(b) to transmit the commands set in the RAM 303 by the above command reception process and production button process to the image / sound control unit 310 and the lamp control unit 320. Then, based on the received commands, the image / sound control unit 310 and the lamp control unit 320 control the image display on the image display unit 114, the sound output, the operation of the movable accessory 115, the lighting of the panel lamp 116 and the frame lamp 157, etc., to execute the set production.

[0237] [Display information of the information display in each game section] Next, with reference to FIG. 41, the display information of the information display 230 in each game section will be described. In the table of the display information in FIG. 41, the section counter value (type of game section), the number of normal outs, the data selection counter value, and the display content of the information display 230 are associated with each other. Here, the first game section shown in FIG. 41 starts at the first power-on. Also, the setting of a total of 60,000 outs is a value that can approximately guarantee the operation of a pachinko machine with 100 shots per minute for one day. Regarding the normal base value, it is always displayed in two digits on the numeric segment. Also, when the number of normal outs is "0" and when the normal base value is 100 or more, "99." is displayed on the numeric segment.

[0238] As the identification information displayed on the identification segment of the information display 230, there are "bL." indicating that it is the normal base value of the current game section, "b1." indicating that it is the normal base value of the previous game section, "b2." indicating that it is the normal base value of the game section two times before, and "b3." indicating that it is the normal base value of the game section three times before.

[0239] As the numerical information displayed on the numerical segments of the information display 230, there are "--" indicating that there is no calculated normal base value, "00" indicating that the normal base value is "0" or the number of normal outs is "0", "01" to "99" respectively indicating that the number of normal outs is "1" or more and the normal base value is "1" to "99", and "99." indicating that the normal base value is "100" or more. When the normal base value is less than "10", the tens digit of the numerical information is always "0" and it is displayed in two digits.

[0240] And regarding the numerical information displayed on the numerical segments, the display mode does not change (is lit) regardless of the game section or the number of normal outs, but regarding the identification information displayed on the identification segments, the display mode changes (flashes or is lit) depending on the game section, the number of normal outs, etc. (the presence or absence of the calculated normal base value and the presence or absence of the reliability of the calculated normal base value).

[0241] Specifically, in the first to fourth game sections, when displaying the identification information of the game section where there is no calculated normal base value, the identification information will flash. Also, in the game sections after the second game section, when displaying the identification information of the current game section ("bL."), if the reliability of the calculated normal base value is low (the number of normal outs is 0 to 5999), the identification information will flash. Otherwise, the identification information is lit.

[0242] Here, as an example of the display of the information display 230, when the section counter value is "1", the number of normal outs is within the range of 0 to 5999, the data selection counter value is "0", and the normal base value stored in the first area of the base memory area is "35", "bL." will flash on the identification segments of the information display 230, and "35" will be lit on the numerical segments.

[0243] Thus, when the normal base value is "99" or less, performance information that does not use the decimal point DP of the 7-segment display from "00" to "99" is displayed in the numerical segment. On the other hand, when the normal base value is "100" or more, performance information using the decimal point DP of the 7-segment display of "99." is displayed in the numerical segment, making it easier to grasp that the normal base value is abnormal.

[0244] Also, when the normal base value is less than "10", "0" is always displayed in the tens place of the numerical segment and is displayed in two digits (for example, "01", etc.). Therefore, it is possible to effectively use two 7-segment displays as the numerical segment to make the display easy to understand.

[0245] Also, when displaying the normal base value of the current game section, if the number of normal outs in the current game section is between 0 and 5999 and has not reached a sufficient quantity to calculate the normal base value, the identification information "bL." displayed in the identification segment blinks, making it easier to grasp that the currently displayed normal base value is information with low reliability.

[0246] Also, when there is no calculated normal base value, "--" which is not a numerical value is displayed in the numerical segment, making it easier to grasp that the normal base value has not been calculated in the game section corresponding to the identification information displayed in the identification segment.

[0247] Note that instead of executing the game ball counting process, the performance information calculation process, and the performance display data setting process as information programs, any one or two of them may be executed as game programs (for example, the game ball counting process is executed within the input control process that monitors the presence or absence of signal inputs from various switches), while the remaining ones are executed as information programs.

[0248] Also, the process of outputting display data for displaying performance information to the information display 230 may be executed not in the output control process which is a game program, but in a performance program.

[0249] Further, instead of detecting the game balls that have won in the normal winning opening 127, the first start opening 121, the second start opening 122, the first big winning opening 125, and the second big winning opening 126, and the out balls consisting of the game balls that have flowed into the discharge port 117 by the out ball detection switch 227, it may be configured to detect only the game balls that have flowed into the out opening by the out ball detection switch 227. In that case, each time a game ball is detected by the out ball detection switch 227, the normal winning opening switch 217, the first start opening switch 211, the second start opening switch 212, the first big winning opening switch 215, and the second big winning opening switch 209, the number of outs (total number of outs, number of normal outs during play) may be incremented by 1.

[0250] (Main process of the overall control unit) Using FIG. 42, the main process of the image / sound control unit 310 will be described. FIG. 42 is a flowchart showing the main process of the image / sound control unit 310. This main process is performed when a system reset generated by the supply of a power voltage from a power supply board (not shown) is input to the CPU 311.

[0251] First, in step T1, the CPU 311 prohibits all interrupts, and in step T2, performs initialization processing. Specifically, it performs initial settings of the CPU such as setting of built-in registers, permits access to the RAM 313, initializes (clears to 0) all RAM areas of the RAM 313, activates a CTC (counter timer circuit) for generating a timer interrupt, etc., and in step T3, permits all interrupts.

[0252] In step T4, the CPU 311 performs adjustment mode switching processing. Specifically, it refers to an input signal from a switch (not shown) operable by a game store employee to adjust the volume (value) of the effect sound output from the speaker 156 and the light quantity (value) of the backlight of the image display unit 114, and to switch the adjustment mode related to the adjustment of the volume and light quantity (whether volume adjustment is possible, whether light quantity adjustment is possible, the initial value of the volume value (any one of 0 to 5) and the initial value of the light quantity value (any one of 0 to 5), the adjustment range of the volume value (0 to 5 or 1 to 5) and the adjustment range of the light quantity value (0 to 5 or 1 to 5)).

[0253] Here, the switch (not shown) is provided on the game control board as the main board, and switches the adjustment mode related to the adjustment of the volume of the effect sound output from the speaker 156 and the light quantity of the display device (image display unit 114, sub-display device (a display device that displays an image related to the effect separately from the image display unit 114)) and various lighting devices (frame lamp 157, panel lamp 116). Regarding the setting (adjustment) of the volume value and light quantity value by the switch (not shown), it can be performed at all times as long as the pachinko game machine 100 is in the power-on state (after the image / audio control unit 310 is started).

[0254] In step T5, the CPU 311 performs volume adjustment processing. Specifically, it performs processing for adjusting the volume (value) of the effect sound output from the speaker 156 based on detection signals (left button detection signal, right button detection signal) from a detection switch that detects an operation of the effect key 162 operable by the player.

[0255] In step T6, the CPU 311 performs light quantity adjustment processing. Specifically, it performs processing for adjusting the light quantity (value) of the backlight of the image display unit 114 based on detection signals (down button detection signal, up button detection signal) from a detection switch that detects an operation of the effect key 162 operable by the player.

[0256] Regarding the setting (adjustment) of the volume value and the light quantity value by the effect key 162, it is restricted (limited) at the start of the variable effect and at the end of the variable effect (stop of the decorative pattern 41). Also, during the period from when the power of the pachinko gaming machine 100 is turned on until the start of game progress control (specifically, during the setting change mode, the RAM clear preparation mode, the setting confirmation mode, and until the timer interrupt is started on the game control board during the initial operation of various drive sources, etc.), even during the notification of important (high security level) abnormalities (power-on, power recovery, illegal winning, abnormal winning, magnetic error, radio wave error, door opening error) that should be notified with priority over the dish full error and the payout abnormality, it is restricted (limited).

[0257] Also, during the output of the abnormal notification sound, even if the current volume value is lower than the maximum volume value, the volume of various effect sounds (BGM, etc.) output from the speaker 156 is decreased from the volume until then, and when the output of the abnormal notification sound ends, the volume of the various effect sounds is restored to the volume before the decrease.

[0258] The CPU 311 performs eco-mode control processing in step T7. Specifically, it performs processing for controlling the start and end of the eco-mode that reduces the light quantity of the backlight of the image display unit 114 to suppress power consumption.

[0259] The CPU 311 determines in step T8 whether it has received an effect instruction command or a notification instruction command transmitted from the effect control unit 300. If it has not received the effect instruction command or the notification instruction command, the process proceeds to step T11, and if it has received the effect instruction command or the notification instruction command, the process proceeds to step T9.

[0260] The CPU 311 performs anime pattern setting processing in step T9. Specifically, it performs processing for determining an anime pattern from an anime group of the type corresponding to the received effect instruction command or notification instruction command and setting (setting) it in a predetermined area of the RAM 313.

[0261] In step T10, the CPU 311 performs sound pattern setting processing. Specifically, it determines a sound pattern from a sound group of a type corresponding to the received production instruction command or notification instruction command and sets (stores) it in a predetermined area of the RAM 313.

[0262] In step T11, the CPU 311 determines whether a frame switching flag indicating that it is the frame update timing for updating the display image of the image display unit 114 in the RAM 313 is set. If the frame switching flag exists, the process proceeds to step T12, and if the frame switching flag does not exist, the process proceeds to step T4.

[0263] Note that the frame switching flag is set in the vertical blank interrupt process that is executed every time the image / acoustic control unit 310 receives a vertical blanking signal transmitted from the VDP 314 every 1 / 30 second (the time when the drawing / display of the production image for one frame is expected to be completed). Therefore, the processes of steps T12 to T15 described below are executed every time the vertical blank interrupt process is executed (at the frame update timing).

[0264] In step T12, the CPU 311 clears the frame switching flag set in the RAM 313, and in step T13, it performs scene update processing. Specifically, it refers to the scene switching counter, wait frame counter, and frame counter updated in the above-described vertical blank interrupt process, updates the address of the animation scene based on the animation pattern determined in step T9 above, and updates the address of the sound scene based on the sound pattern determined in step T10 above.

[0265] In step T14, the CPU 311 performs drawing control processing. Specifically, according to the priority (drawing order) of the animation group to which the animation scene belongs, a display list composed of a drawing control command group is generated from the display information (sprite identification number, display position, etc.) of one frame of the animation scene at the updated address, and this display list is output to the VDP 314, and a process of instructing the drawing of a display image based on the display list is performed.

[0266] As a result, in the VDP 314, a display image based on the display list is drawn in the drawing frame buffer, and a process of displaying the image (production image, abnormality notification image) drawn in the display frame buffer on the image display unit 114 is performed. That is, the frame update timing is set to be the start timing or end timing of various productions (image display and sound output such as hold display, variable production, jackpot preview production, pre-reading production, etc.) performed in the image display unit 114. Note that for productions directly controlled by the production control unit 300 or the lamp control unit 320 (production operations of the movable accessory 115), there may be cases where it coincides with the frame update timing and cases where it does not coincide with the frame update timing.

[0267] In step T15, the CPU 311 performs audio control processing. Specifically, an audio control command is generated from the sound information at the updated address, and a process of outputting this audio control command to the image / acoustic control unit 310 is performed.

[0268] As a result, in the image / acoustic control unit 310, a process of outputting various production sounds and notification sounds based on the audio control command from the speaker 156 is performed. When this process ends, the process moves to step T4.

[0269] In this way, at the start of the variable effect and at the end of the variable effect (when the decorative pattern 41 stops), volume adjustment and light quantity adjustment can be performed by a changeover switch (not shown) operable by the game store staff, but volume adjustment and light quantity adjustment by the effect key 162 operable by the player are regulated (restricted). Therefore, it becomes possible to prevent the player from easily missing important points such as the start and end of the variable effect, and to prevent the interest of the game from decreasing.

[0270] Also, during the notification of important (high security level) abnormalities (power-on, power recovery, irrecoverable error, illegal winning, abnormal winning, magnetic error, radio wave error, door open error) that should be notified with priority over full dish error and payout abnormality, volume adjustment and light quantity adjustment can be performed by a changeover switch (not shown) operable by the game store staff, but volume adjustment and light quantity adjustment by the effect key 162 operable by the player are regulated (restricted). Therefore, it becomes possible to improve the convenience regarding volume adjustment and light quantity adjustment on the game store side while avoiding inconveniences such as the player who is trying to perform volume adjustment and light quantity adjustment not noticing the occurrence of an abnormality.

[0271] Also, during the output of the abnormality notification sound, even if the current volume value is lower than the maximum volume value, the volume of various effect sounds (BGM, etc.) output from the speaker 156 is decreased from the volume until then, and when the output of the abnormality notification sound ends, the volume of the various effect sounds is restored to the volume before the decrease. Therefore, it is possible to avoid inconveniences such as not noticing the abnormality notification sound due to various effect sounds, and it becomes possible to ensure the security of the gaming machine.

[0272] Note that during the notification of an abnormality (output of the abnormality notification sound), it may be made impossible to set (adjust) the volume value and light quantity value by the effect key 162 operable by the player, or the adjustment range of the volume value and light quantity value may be restricted, for example, between 0 and 2.

[0273] (Initial processing of the accessory of the lamp control unit) Using FIG. 43, the initial processing of the accessory of the lamp control unit 320 will be described. FIG. 43 is a flowchart showing the initial processing of the accessory of the lamp control unit 320, and this processing is executed within a timer interrupt process that is executed every predetermined period (4 milliseconds) in the lamp control unit 320.

[0274] In step R101, the CPU 321 determines whether it has received a power-on command (power-on designation command, power recovery designation command) from the game control unit 200. If it has received a power-on command, the process proceeds to step R102; if it has not received a power-on command, the process proceeds to step R103.

[0275] In step R102, the CPU 321 sets "1" for the initial processing number updated in each process of the accessory initial processing to execute the origin return process of the accessories (the movable accessory 115, the sub-image display unit (not shown), the effect button 161).

[0276] In step R103, the CPU 321 determines whether the initial processing number is "1". If the initial processing number is not "1", the process proceeds to step R105 without executing the origin return process of the accessory. If the initial processing number is "1", in step R104, the origin return process is performed and the current accessory initial processing is terminated. Specifically, processes such as executing the return operation of the accessory (the movable accessory 115, the sub-image display unit (not shown), the effect button 161) to the origin position based on the input signal from the position detection sensor or setting the initial processing number to "2" are performed. The details of the origin return process will be described later.

[0277] In step R105, the CPU 321 determines whether the initial processing number is "2". If the initial processing number is not "2", this initial accessory processing ends without executing the initial operation processing of the accessory. If the initial processing number is "2", the initial operation processing is performed and this initial accessory processing ends. Specifically, processing such as performing an initial operation and initial light emission to confirm whether the accessory operates normally, or setting the initial processing number to "0" is performed. Note that the details of the initial operation processing will be described later.

[0278] As described above, according to the accessory initial processing shown in FIG. 43, the origin return processing for performing the return operation of various accessories to the origin position and the initial operation processing for performing the initial operation and initial light emission of various accessories are not executed simultaneously. Therefore, the return operation of various accessories to the origin position and the initial operation and initial light emission of various accessories do not coexist, and it becomes possible to separately check the return operation and the initial operation and initial light emission.

[0279] Also, according to the accessory initial processing shown in FIG. 43, the origin return processing is executed before the initial operation processing. Therefore, various accessories will perform an initial operation from the origin position, and it becomes possible to easily grasp whether there is an abnormality in the operation of various accessories.

[0280] (Origin Return Processing of Lamp Control Unit) Using FIG. 44, the origin return processing of the lamp control unit 320 will be described. FIG. 44 is a flowchart showing the origin return processing in the lamp control unit 320.

[0281] In step R105-1, the CPU 321 determines whether the accessory processing number indicating the transition of the origin return status of the board accessories (movable accessory 115, sub-image display unit (not shown)) is "0". If the accessory processing number is not "0", the process proceeds to step R105-3. If the accessory processing number is "0", in step R105-2, the drive target for origin return is set to the movable accessory 115 (movable effect device), and the process proceeds to step R105-5.

[0282] In step R105-3, the CPU 321 determines whether the board accessory process number is "1". If the board accessory process number is not "1", the process proceeds to step R105-12. If the board accessory process number is "1", in step R105-4, the drive target for origin return is set to a sub-display device (not shown), and the process proceeds to step R105-5.

[0283] In step R105-5, the CPU 321 determines whether the accessory to be driven is at the origin position (standby position). Specifically, it determines the input signal from the position detection sensor that detects that each board accessory is at the origin position. If the board accessory to be driven is not at the origin position, the process proceeds to step R105-6. If the board accessory to be driven is at the origin position, the process proceeds to step R105-11.

[0284] In step R105-6, the CPU 321 drives the drive motor for moving the board accessory to be driven so that it returns to the origin position, and in step R105-7, the board accessory abnormality determination timer for determining the occurrence of a return abnormality where the board accessory does not return to the origin position within a predetermined time is incremented by 1.

[0285] In step R105-8, the CPU 321 determines whether the updated board accessory abnormality determination timer has reached the upper limit value (for example, 5 seconds). If the board accessory abnormality determination timer has reached the upper limit value, the process proceeds to step R105-9 assuming that a return abnormality has occurred in the board accessory to be driven. If the board accessory abnormality determination timer has not reached the upper limit value, the process proceeds to step R105-12.

[0286] In step R105-9, the CPU 321 sets return abnormality information (movable effect device return abnormality information, sub-display device return abnormality information) indicating that a return abnormality has occurred in the board accessory to be driven in the RAM 323, and in step R105-10, the board accessory abnormality determination timer is cleared.

[0287] In step R105-11, the CPU 321 updates the board accessory processing number by incrementing it by 1. Specifically, if the board accessory processing number is "0", the board accessory processing number is updated to "1" to drive the sub-image display unit (not shown), and if the board accessory processing number is "1", the board accessory processing number is updated to "2" to end the process of returning the board accessory (the movable accessory 115, the sub-image display unit (not shown)) to the origin.

[0288] In step R105-12, the CPU 321 determines whether the frame accessory processing number indicating the transition of the origin return status of the frame accessory (the effect button 161) is "0". If the frame accessory processing number is "0", the process proceeds to step R105-13, and if the board accessory processing number is not "0", the process proceeds to step R105-20.

[0289] In step R105-13, the CPU 321 determines whether the effect button 161 is at the origin position (standby position). Specifically, it determines the input signal from the position detection sensor that detects that the effect button 161 is at the origin position. If the effect button 161 is not at the origin position, the process proceeds to step R105-14, and if the effect button 161 is at the origin position, the process proceeds to step R105-19.

[0290] In step R105-14, the CPU 321 drives the effect button drive motor for moving the effect button 161 so that the effect button 161 returns to the origin position, and in step R105-15, it updates the frame accessory abnormality determination timer for determining the occurrence of a return abnormality in which the effect button 161 does not return to the origin position within a predetermined time by incrementing it by 1.

[0291] In step R105-16, the CPU 321 determines whether the updated frame accessory abnormality determination timer has reached the upper limit value (for example, 5 seconds). If the frame accessory abnormality determination timer has reached the upper limit value, the process proceeds to step R105-17 assuming that a return abnormality has occurred in the effect button 161, and if the frame accessory abnormality determination timer has not reached the upper limit value, the current origin return process ends.

[0292] In step R105-17, the CPU 321 sets return abnormality information indicating that a return abnormality has occurred in the effect button 161 to the RAM 323, and in step R105-18, clears the frame accessory abnormality determination timer.

[0293] In step R105-19, the CPU 321 updates the frame accessory processing number by +1. Specifically, if the frame accessory processing number is "0", the frame accessory processing number is updated to "1" to end the process of returning the frame accessory (effect button 161) to the origin.

[0294] In step R105-20, the CPU 321 determines whether the board accessory processing number and the frame accessory processing number satisfy the end condition. Specifically, it determines whether the board accessory processing number is "2" and the frame accessory processing number is "1". If the end condition is satisfied, the process proceeds to step R105-21; if the end condition is not satisfied, the current origin return process ends.

[0295] In step R105-21, the CPU 321 clears the board accessory processing number and the frame accessory processing number, and in step R105-22, sets "2" for executing the initial operation process of the accessory to the above-mentioned initial processing number, and ends the current origin return process.

[0296] As described above, according to the origin return process shown in FIG. 44, when the movable accessory 115 and the sub-image display unit (not shown) where the effect position (moving area) overlaps at the time of power-on are not at the origin position (standby position), they are not returned to the origin position (standby position) simultaneously, but are returned to the origin position in a predetermined order (in the order of the movable accessory 115 → the sub-image display unit (not shown)). Therefore, it becomes possible to easily confirm whether various board accessories have returned to the origin position. Also, in a case where the movable accessory 115 and the sub-image display unit (not shown) are in contact with each other such that it is difficult to separate them, it is possible to suppress the situation where the two accessories apply loads to each other, and to suppress the inconvenience that the two accessories are damaged simultaneously.

[0297] Also, according to the origin return process shown in FIG. 44, the return operation of the board accessories (the movable accessory 115, the sub-image display unit (not shown)) to the origin position and the return operation of the frame accessories (the effect button 161) to the origin position can be executed simultaneously (at the same time period). Therefore, the time required for the return operations of various accessories can be shortened, and it becomes possible to smoothly transition to the initial operations of various accessories to be executed next.

[0298] Also, according to the origin return process shown in FIG. 44, an upper limit is set for the time of the return operation of each accessory to the origin position. Therefore, it becomes possible to suppress inconveniences such as the return operation of various accessories never ending. Therefore, it is possible to avoid a situation where various accessories perform return operations during variable effects and no effect operations are performed, and it becomes possible to prevent the interest of the game from decreasing.

[0299] Also, according to the origin return process shown in FIG. 44, when both the return operation of the board accessories (the movable accessory 115, the sub-image display unit (not shown)) to the origin position and the return operation of the frame accessories (the effect button 161) to the origin position are completed, the process for transitioning to the initial operation process is performed. Therefore, the return operation of various accessories to the origin position and the initial operation of various accessories are not executed simultaneously, and it becomes possible to separately check the return operation and the initial operation of various accessories.

[0300] Note that although the movable accessory 115 and the sub-image display unit (not shown) return to the origin position in a predetermined order (in the order of the movable accessory 115 → the sub-image display unit (not shown)), they may be made to start the return operation to the origin position simultaneously. By doing so, the time required for the return operations of the movable accessory 115 and the sub-image display unit (not shown) can be shortened, and it becomes possible to smoothly transition to the initial operations of various accessories to be executed next.

[0301] (Initial operation process of the lamp control unit) The initial operation process of the lamp control unit 320 will be described with reference to FIG. 45. FIG. 45 is a flowchart showing the initial operation process of the lamp control unit 320.

[0302] In step R107-1, the CPU 321 determines whether the processing number of the board accessory indicating the transition of the initial operation status of the board accessory is "0". If the processing number of the board accessory is "0", the process proceeds to step R107-2. If the processing number of the board accessory is not "0", the process proceeds to step R107-7.

[0303] In step R107-2, the CPU 321 determines whether the return abnormality information of the board accessory (movable accessory 115, sub-image display unit (not shown)) is set in the RAM 323. If the return abnormality information is not set, the process proceeds to step R107-4 assuming that the initial operation and initial light emission of the board accessory are to be performed. If the return abnormality information is set, in step R107-3, "2" is set in the board accessory processing number assuming that the initial operation of the board accessory is not to be performed, and the process proceeds to step R107-7.

[0304] In step R107-4, the CPU 321 selects a board accessory initial operation pattern determination table (see FIG. 46(a)) for determining the initial operation pattern of the board accessory. The details of the board accessory initial operation pattern determination table will be described later.

[0305] In step R107-5, the CPU 321 determines the initial operation pattern of the board accessory (movable accessory...

Claims

[Claim 1] The determination information can be obtained based on the establishment of a starting condition, A variation effect can be executed in which a plurality of rows of symbols are varied and then temporarily stopped in the display means based on the judgment information, The presentation mode for executing the variable presentation can be executed by a first presentation mode and a second presentation mode different from the first presentation mode, The above-mentioned change performance includes: A first variation performance in which a path of variation of the symbols in a specific column is a first path in the first performance mode; In the second performance mode, a path of the variation of the pattern of the specific column is a second path different from the first path. The symbols can be displayed by a first column capable of forming a reach in the variable performance and a second column different from the first column capable of being temporarily stopped at the end of the reach, In the variation performance, after executing a reach, a specific variation performance can be executed which indicates that a special game is not performed and further displays the plurality of rows of symbols; The display mode of the pattern displayed in the specific variable performance includes a first display mode and a second display mode different from the first display mode, A specific sound can be output when the symbol is temporarily stopped, The specific sound includes a first sound and a second sound different from the first sound, The first sound is It is possible to output in the first column or the second column during a first suggestion period in which the bet is temporarily stopped without reaching a reach, The second sound is When the reach ends, it can be output during a second suggestion period in which the second column is included and temporarily stopped, The first sound is less likely to be executed when the symbols in the second row are temporarily stopped in the first display mode than when the symbols in the first row are temporarily stopped in the first display mode; In this gaming machine, the second sound is less likely to be executed when the symbols in the second row are displayed temporarily stopped in the first display mode than when the symbols in the second row are displayed temporarily stopped in the second display mode.