Game machine

The gaming machine addresses the issue of uniform game properties by incorporating dynamic image sizes and privilege-granting mechanisms, resulting in enhanced game interest and engagement through innovative game effects and display modes.

JP2025083439AActive Publication Date: 2025-05-30SANSEI R&D KK
View PDF 4 Cites 0 Cited by

Patent Information

Application Number
JP2025036948
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-09
Publication Date
2025-05-30
Estimated Expiration
2045-03-09

AI Technical Summary

Technical Problem

Conventional gaming machines face a challenge in maintaining high game interest due to uniform game properties, which can lead to reduced player engagement.

Method used

A gaming machine with a display screen that showcases a first image with varying size and a second image with constant size, along with privilege-granting mechanisms based on the display of identification information, enhancing game dynamics and interest.

Benefits of technology

The solution provides a novel game effect with high ingenuity, diversifies display modes, and enhances player engagement by introducing dynamic and varied game elements.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025083439000001_ABST
    Figure 2025083439000001_ABST
Patent Text Reader

Abstract

To solve the problem of uniform game properties and game performances and decrease in interest in a game although a player can obtain a large amount of game profit in a short time and hence interest in a game is enhanced by changing a jackpot probability to a high probability and setting to a high-probability high-base state for performing winning / losing determination and setting to a state in which a jackpot may occur for multiple times in a short time when a jackpot pattern is stopped and displayed with a predetermined pattern in a conventional game machine.SOLUTION: New game properties and game performances are provided, thus providing a highly amusing game machine.SELECTED DRAWING: Figure 57
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a gaming machine, and can be particularly applied to a pachinko gaming machine or the like.

Background Art

[0002] In a conventional gaming machine, a winning or losing determination is made with a predetermined jackpot probability based on the ball entry into the start port, and at the same time, symbols are variably displayed. When the result of the winning or losing determination is a jackpot, the symbols are stopped and displayed as jackpot symbols, and a jackpot game for opening a large winning port is executed. Further, game effects (reach effects, character effects, etc.) are executed along with the variable display of the symbols, and the possibility that the result of the winning or losing determination becomes a jackpot depending on the execution mode of the game effect, that is, the possibility that the symbols are stopped and displayed as jackpot symbols (jackpot reliability) is shown (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the gaming machine as described above, since a plurality of characters are displayed in accordance with the variable display of the symbols, while the game is easy to understand and the game interest is enhanced, there is also a possibility that the game property becomes uniform and the game interest is reduced.

[0005] The present invention has been made in view of the above circumstances, and provides a gaming machine that enhances the game interest.

Means for Solving the Problems

[0006] The gaming machine of the first invention for solving the above problems is a display screen capable of displaying a predetermined game image, privilege - granting means for granting a privilege when the identification information displayed on the display screen stops being displayed in a specific manner; As the game image, it has a first image whose size with respect to the entire display area of the display screen varies, and a second image whose size with respect to the entire display area of the display screen does not vary; Depending on the variable display of the identification information, there may be a case where both the first image and the second image are displayed on the display screen; When a first condition is satisfied in a situation where both the first image and the second image are displayed, an image is additionally displayed in the display area where the first image is displayed, and the size of the additionally displayed image with respect to the entire display area of the display screen is varied and displayed; When a second condition is satisfied in a situation where both the first image and the second image are displayed, an image is additionally displayed in the display area where the first image is displayed, and the size of the additionally displayed image with respect to the entire display area of the display screen is displayed without being varied.

[0007] According to such a gaming machine, as the game image, it has a first image whose size with respect to the entire display area of the display screen varies, and a second image whose size with respect to the entire display area of the display screen does not vary. And, depending on the variable display of the identification information, when a first condition is satisfied in a situation where both the first image and the second image are displayed on the display screen, in the display area where the first image is displayed, the size with respect to the entire display area of the display screen is varied and displayed in the same manner as the first image, and when a second condition is satisfied, in the display area where the first image is displayed, the size with respect to the entire display area of the display screen is displayed without being varied in the same manner as the second image. Thereby, as an effect that can be executed along with the variable display, a novel game effect with high ingenuity is provided, and the display mode can be diversified.

Advantages of the Invention

[0008] According to the gaming machine of the present invention, it is possible to provide a gaming machine with high ingenuity capable of executing various effects.

Brief Description of the Drawings

[0009]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Figure 11

Figure 12

Figure 13

Figure 14

Figure 15

Figure 16

Figure 17

Figure 18

Figure 19

Figure 20

Figure 21

Figure 22

Figure 23

Figure 24

Figure 25

Figure 26

Figure 27

Figure 28

Figure 29

Figure 30

Figure 31

Figure 32

Figure 33

Figure 34

Figure 35

Figure 36

Figure 37

Figure 38

Figure 39

Figure 40

Figure 41

Figure 42

Figure 43

Figure 44

Figure 45

Figure 46

Figure 47

Figure 48

Figure 49

Figure 50

Figure 51

Figure 52

Figure 53

Figure 54

Figure 55

Figure 56

Figure 57

Figure 58

Figure 59

Figure 60

Figure 61

Figure 62

Figure 63

Figure 64

Mode for Carrying Out the Invention

[0010] Next, embodiments of the present invention will be described using examples. In the following examples, the game medium used in the game is a game ball, and the present invention is applied to a pachinko game machine (a ball shooting game machine, sometimes simply referred to as a "game machine") that can advance the game by shooting the game ball toward the game board surface. Specifically, a pachinko game machine will be described as an example, in which a special symbol is variably displayed based on the entry of a game ball into the start port, and when the large winning symbol stops and is displayed at the end of the variable display of the special symbol, a jackpot game (special game) in which a predetermined amount of game benefits (for example, prize balls) can be given to the player can be executed.

[0011] In the following description, the front side (front) simply refers to the front side when the game machine is viewed from the front (the side where the player is located during the game), and the rear side (rear) simply refers to the back side when the game machine is viewed from the front. Also, the upper side (upper), lower side (lower), left side (left), and right side (right) simply refer to the upper, lower, left, and right directions when the game machine is viewed from the front, for example, referring to the upper side, lower side, left side, and right side in FIG. 1 and FIG. 3.

Example

[0012] As shown in FIGS. 1 to 3, the pachinko gaming machine 1 of the first embodiment includes a gaming machine frame 50 and a game board 2 attached within the gaming machine frame 50. The game board 2 is configured to be detachable from the gaming machine frame 50. FIG. 3 shows a state in which the game board 2 is removed from the gaming machine frame 50. The gaming machine frame 50 includes a front frame 51 having a decorative surface, a main body frame 52 to which the game board 2 and the like are attached, and an outer frame 53 for attaching the pachinko gaming machine 1 to the island equipment in the hall. The front frame 51, the main body frame 52, and the outer frame 53 are pivotally supported on one side end side and are each configured to be openable and closable.

[0013] Further, on the front frame 51, there are provided a firing handle 60 for firing a game ball with a firing intensity corresponding to the operation amount (rotation angle) of the player, a hitting ball supply dish (upper dish) 61 for storing game balls and supplying the stored game balls to the firing device side, and a surplus ball receiving dish (lower dish) 62 for storing game balls that cannot be accommodated in the hitting ball supply dish 61. Furthermore, on the front frame 51, there are also provided a first effect button 63a and a second effect button 63b (these two effect buttons are collectively referred to simply as "effect button 63" or "input means") that can be operated by the player during the execution of a game effect executed as the game progresses, a decorative frame lamp 66 capable of emitting various lights according to the game situation, a speaker 67 capable of emitting various sounds (sound effects) according to the game situation, and the like.

[0014] The effect button 63 functions as an input means through which the player can input. The effect buttons used can be properly selected according to the type of game effect. For example, when the first effect button 63a or the second effect button 63b is operated during the execution of a game effect, a predetermined operation-corresponding effect is performed based on the operation. Note that the configuration of the effect button 63 is not limited to the aspect of the first embodiment, and any means through which the player can input is sufficient. For example, it may be an input means (e.g., a pop-up type, a touch sensor type, etc.) in which the player directly contacts the button part to input, or a non-contact input means (e.g., a photoelectric type) that detects that a part of the player's body is close and then inputs. Further, the effect button may be one that performs an effect operation such as protruding upward or forward or vibrating (a movable effect operation means).

[0015] In the game board 2, a game area 3 through which the game balls launched by operating the launch handle 60 flow down is formed surrounded by a rail member 4. In the game area 3, a plurality of game pins 16 for guiding the game balls are projectingly provided, and at the tip of the rail member 4, a ball return prevention piece 6 is provided. The ball return prevention piece 6 is for preventing the game balls once guided into the game area from returning to the launcher side. Further, the game board 2 is also provided with a decorative panel lamp 5 (see FIG. 5) capable of emitting various lights according to the game situation.

[0016] Near the center of the game area 3, an image display device 7 which is an aspect of the effect display means is provided. The image display device 7 of the present embodiment is composed of a liquid crystal display device, and on its display screen 7a, there are provided an effect symbol display area 7b (also referred to as an "effect symbol display section") where effect symbols 8L, 8C, 8R (also simply referred to as "effect symbol 8") are displayed, and a background display area 7c where a background image constituting the background of the display screen 7a is displayed. The effect symbols 8L, 8C, 8R perform a variable display in synchronization with the variable display of the first special symbol and the variable display of the second special symbol described later. As an aspect of the variable display, for example, there is an aspect of scrolling display in the vertical, horizontal, diagonal directions, etc. In the present embodiment, in principle, it scrolls and displays in the vertical direction. The effect symbol display area 7b is composed of, for example, three symbol display areas of "left", "center", and "right". The left effect symbol 8L is displayed in the left symbol display area, the middle effect symbol 8C is displayed in the middle symbol display area, and the right effect symbol 8R is displayed in the right symbol display area. Incidentally, it is not necessary to distinguish the positions of the left, middle, and right symbol display areas respectively, and the display areas of the left, middle, and right effect symbols may be each the entire symbol display area (effect symbol display area 7b).

[0017] The effect symbols 8L, 8C, and 8R of this embodiment each consist of a plurality of symbols (identification information) representing numbers from "1" to "9". The combination (stop display mode) of the left, middle, and right effect symbols stopped and displayed in the effect symbol display area 7b is used to display the display result of the variable display of the first special symbol displayed on the first special symbol display 41a (also referred to as the "first special symbol display section") described later and the display result of the variable display of the second special symbol displayed on the second special symbol display 41b (also referred to as the "second special symbol display section"), that is, the result of the special symbol win / loss determination (simply referred to as the "win / loss determination") in a manner that is easy for the player to recognize. In this embodiment, the stop order of the effect symbols 8L, 8C, and 8R that are variably displayed is basically set as "left → right → middle". Incidentally, the first special symbol, the second special symbol, or any of the effect symbols may be simply referred to as "symbol" or "identification information". Also, the normal symbol may be referred to as "normal symbol", the special symbol as "special symbol", the first special symbol as "special symbol 1" or "first special symbol", and the second special symbol as "special symbol 2" or "second special symbol".

[0018] For example, when the result of the special symbol win / loss determination (win / loss determination game) is a big win, it is possible to stop and display the effect symbols as three identical symbols (also referred to as "winning effect symbols") such as "777". Also, when it is a small win, it is possible to stop and display the effect symbols with preset chance symbols such as "135" or dedicated symbols such as "3★3" (also referred to as "small win effect symbols"). Also, when it is a loss, it is possible to stop and display the effect symbols with a scattered symbol in which at least one of the three symbols such as "637" or "373" is different (also referred to as "losing effect symbol"). As a result, the player can easily grasp the progress of the game by looking at the stopped and displayed effect symbols. That is, generally, the player does not directly grasp the result of the special symbol win / loss determination by looking at the special symbols displayed on the first special symbol display 41a or the second special symbol display 41b, but grasps it by looking at the effect symbols displayed in the effect symbol display area 7b.

[0019] Here, among the stop display modes of the effect symbols, the stop display mode corresponding to the case where the result of the special symbol hit determination is a big win (the double symbol in this embodiment) may be referred to as the "big win mode" or "specific display result", etc., and the stop display mode corresponding to the case where the result of the special symbol hit determination is a miss (the scattered symbol in this embodiment) may be referred to as the "miss mode" or "non-specific display result", etc. Also, the stop display mode corresponding to the case where the result of the special symbol hit determination is a small win may be referred to as the "small win mode" or "predetermined display result", etc.

[0020] On the display screen 7a of the image display device 7, in addition to displaying a game effect (effect symbol game effect) using the above-described effect symbols, a win game effect executed along with a winning game and a demo effect for waiting for customers are also displayed. In the effect symbol game effect, the win game effect, and the demo effect, various effect images other than the effect symbols such as a background image and a character image are also displayed in addition to the effect symbols such as numbers. Also, since the effect symbol game effect is an effect executed to show the result of the special symbol hit determination to the player, it is also called a hit determination game. Also, the game effect executed along with the effect symbol game effect is also called a hit determination game.

[0021] Further, on the display screen 7a of the image display device 7 of this embodiment, there are provided a first effect hold display area 9c (first effect hold display unit) for displaying a first effect hold 9a according to the number of stored first special symbol holds described later, and a second effect hold display area 9d (second effect hold display unit) for displaying a second effect hold 9b according to the number of stored second special symbol holds described later. By the display modes (display numbers) of the first effect hold and the second effect hold, the number of stored first special symbol holds displayed by a first special symbol hold display 43a (see FIG. 4) described later and the number of stored second special symbol holds displayed by a second special symbol hold display 43b can be easily shown to the player.

[0022] Furthermore, on the display screen 7a of the image display device 7 of this embodiment, there is provided a variable hold display area 9e for displaying an effect hold corresponding to the currently changing special symbol (first special symbol or second special symbol), that is, an effect hold corresponding to the consumed special symbol hold (first effect hold 9a or second effect hold 9b) (see FIG. 3).

[0023] In addition, on the display screen 7a of the image display device 7, a left hit display area 70c (left hit instruction image display unit) for displaying a left hit instruction image 70, which will be described later, and a right hit display area 71c (right hit instruction image display unit) for displaying a right hit instruction image 71, which will be described later, are provided according to the game state. Incidentally, the left hit instruction image 70 and the right hit instruction image 71 are collectively referred to as the "launch instruction image".

[0024] Near the center of the game area 3 and in front of the image display device 7, a center decorative body 10 is provided so as to surround the effect symbol display area 7b. At the lower part of the center decorative body 10, a stage part 11 having a game ball rolling surface on which the game ball can roll is provided. In addition, a hollow warp part 12 is provided on the left part of the center decorative body 10. The warp part 12 is provided with a warp entrance and a warp exit, receives the game balls flowing down in the game area 3 from the warp entrance, discharges the game balls from the warp exit, and guides them to the stage part 11. The game balls guided to the rolling surface of the stage part 11 are more likely to enter the first starting port 20, which will be described later, than the game balls not guided to the stage part 11. Further, on the upper part of the center decorative body 10, a decorative member 13 having a lighting decorative member (panel lamp 5) such as an LED and capable of lighting according to the game state and imitating characters, figures, etc. is arranged.

[0025] In addition, on the upper part of the center decorative body 10 and behind the decorative member 13, a movable decorative member 14 capable of operating along with the game effect is provided. In FIG. 3, only a part of the movable decorative member 14 is visible. For example, along with the execution of a game effect with a relatively high probability of winning, the movable decorative member 14 drops downward, covers the front surface of the display screen 7a, and most of it becomes visible. As a result, the player's expectation of winning is enhanced.

[0026] Below the image display device 7 in the gaming area 3, a fixed prize device 19 is provided which includes a non-variable first starting port 20 where the ease of entry of game balls does not change. Based on the entry of game balls into the first starting port 20, random numbers for special symbol winning or losing determination, etc. are obtained. When a predetermined condition is satisfied, a winning or losing determination (first special symbol winning or losing determination) for the first special symbol is executed, and the first special symbol is variably displayed and then stopped and displayed based on the result of the winning or losing determination.

[0027] Below the first starting port 20, a variable prize device 22 (also referred to as a "variable starting port") is provided which includes a variable second starting port 21 where the ease of entry of game balls changes. Based on the entry of game balls into the second starting port 21, random numbers for special symbol winning or losing determination, etc. are obtained. When a predetermined condition is satisfied, a winning or losing determination (second special symbol winning or losing determination) for the second special symbol is executed, and the second special symbol is variably displayed and then stopped and displayed based on the result of the winning or losing determination.

[0028] The variable prize device 22 includes a movable member 23, and the operation of the movable member 23 opens and closes the second starting port 21. By this opening and closing operation, the second starting port 21 can change from a first mode (closed state) to a second mode (open state) where the possibility of game balls entering is higher than in the first mode. That is, the movable member 23 changes the possibility of game balls entering the second starting port 21 by performing a predetermined operation (opening and closing operation). This movable member 23 is driven by a second starting port solenoid 24 (see FIG. 5). In this embodiment, the second starting port 21 is enabled for game balls to enter only when the movable member 23 is in the open state, and game balls cannot enter when the movable member 23 is in the closed state. Note that the second starting port 21 does not have to be completely unable to allow game balls to enter when the movable member 23 is in the closed state as long as it is more difficult for game balls to enter when the movable member 23 is in the closed state than when it is in the open state.

[0029] On the right side of the first start port 20 in the gaming area 3, there is a first big winning port 30 (also referred to as the "first variable ball entry port"), and a first big winning device 31 equipped with the first big winning port 30 is provided. The first big winning device 31 includes an opening and closing member 32, and the first big winning port 30 is opened and closed by the operation of the opening and closing member 32. The opening and closing member 32 is driven by a first big winning port solenoid 33 (see Fig. 5). The first big winning port 30 allows game balls to enter only when the opening and closing member 32 is in the open state. That is, the first big winning device 31 can be changed between a non-ball-entry state (closed state) where game balls cannot enter and a ball-entry possible state (open state) where game balls can enter by the opening and closing operation of the opening and closing member 32.

[0030] Also, above the first big winning port 30 in the gaming area 3 and at the lower right part of the center decorative body 10, there is a second big winning port 35 (also referred to as the "second variable ball entry port"), and a second big winning device 36 equipped with the second big winning port 35 is provided. The second big winning device 36 includes an opening and closing member (blade member) 37, and the second big winning port 35 is opened and closed by the operation of the opening and closing member 37. The opening and closing member 37 is driven by a second big winning port solenoid 38 (see Fig. 5). The second big winning port 35 allows game balls to enter only when the opening and closing member 37 is in the open state. That is, the second big winning device 36 can be changed between a non-ball-entry state (closed state) where game balls cannot enter and a ball-entry possible state (open state) where game balls can enter by the opening and closing operation of the opening and closing member 37.

[0031] In the second big winning device 36, a specific area 39 through which the game balls that have entered the second big winning port 35 can pass is formed. In this pachinko gaming machine 1, based on the detection that at least one of the game balls that have entered the second big winning port 35 has passed through the specific area 39, a high-probability state described later is generated. That is, the specific area 39 serves as a probability-changing operation port. Such a specific area 39 is not provided in the first big winning device 31. The second big winning port 35 (second big winning device 36) having such a specific area 39 (V area) as a probability-changing operation port is also referred to as a "V attacker". Note that the high-probability state is one of the gaming privileges given to the player separately from the special game.

[0032] In the right region of the center decoration body 10 in the gaming area 3, a gate 28 (a gaming ball passage opening) through which gaming balls can pass is provided. Based on the passage of the gaming balls through the gate 28, random numbers for determining the success or failure of the normal symbol, etc. are acquired, and when a predetermined condition is satisfied, a normal symbol success or failure determination for determining whether to open the second start opening 21 is executed, and the normal symbol is variably displayed and stopped and displayed based on the result of the normal symbol success or failure determination. When the winning normal symbol is stopped and displayed, the second start opening 21 is opened. Further, a plurality of general winning openings 27 are provided at the lower part of the gaming area 3. In this embodiment, four general winning openings 27 are provided, three of which are left general winning openings provided to the left of the first start opening 20, and one is a right general winning opening provided to the right of the first big winning opening 30. The first start opening 20, the second start opening 21, the first big winning opening 30, the second big winning opening 35, and the general winning opening 27 are each an entry port that serves as an opportunity for paying out prize balls. When a gaming ball enters each entry port, a predetermined number of gaming balls (prize balls) are paid out at each entry port. Specifically, the number of prize balls for the first start opening 20 is "4", the number of prize balls for the second start opening 21 is "2", the number of prize balls for the first big winning opening 20 and the second big winning opening 35 is "15", and the number of prize balls for the general winning opening 27 is "10".

[0033] The gaming area 3 where a plurality of ball inlets (the first starting port 20, the second starting port 21, the first major winning port 30, the second major winning port 35, the general winning port 27, and the gate 28) and the like are arranged can be divided into a left gaming area 3A (the first area) on the left side of the center in the left-right direction and a right gaming area 3B (the second area) on the right side. Shooting a game ball so that it flows down in the left gaming area 3A is called "left shooting", and shooting a game ball so that it flows down in the right gaming area 3B is called "right shooting". Here, among the plurality of ball inlets, the first starting port 20 and the three left general winning ports 27 are provided so that game balls flowing down in the left gaming area 3A of the gaming area 3 can enter. The second starting port 21, the first major winning port 30, the second major winning port 35, the right general winning port 27, and the gate 28 are provided so that game balls flowing down in the right gaming area 3B of the gaming area 3 can enter. In this pachinko gaming machine 1, at the start of the game, in principle, an attempt is made to get a ball into the first starting port 20 by left shooting. On the other hand, when a win is determined based on a ball entering the first starting port 20 and the gaming state changes, in principle, an attempt is made to get a ball into the gate 28, the second starting port 21, the first major winning port 30, and the second major winning port 35 by right shooting.

[0034] An out port 25 is provided at the most downstream of the gaming area 3. When a game ball launched into the gaming area 3 does not enter any of the above-mentioned ball inlets (starting port, major winning port, general winning port), finally, it enters the out port and is discharged to the back side of the game board.

[0035] Further, as shown in FIGS. 3 and 4, a main display 40 is arranged at the lower right part of the game board 2. The main display 40 includes a first special symbol display 41a (first special symbol display section) for variably displaying and stopping the display of the first special symbol, a second special symbol display 41b (second special symbol display section) for variably displaying and stopping the display of the second special symbol, and a normal symbol display 42 (normal symbol display section) for variably displaying and stopping the display of the normal symbol. The main display 40 also includes a first special symbol retention display 43a for displaying the stored number of the win / loss determination information (first special symbol retention) related to the first special symbol, a second special symbol retention display 43b for displaying the stored number of the win / loss determination information (second special symbol retention) related to the second special symbol, and a normal symbol retention display 44 for displaying the stored number of the operation retention (normal symbol retention) of the normal symbol display 42. Furthermore, the main display 40 includes a win display 48 indicating that the result of the first special symbol win / loss determination or the second special symbol win / loss determination is a win, a round display 45 indicating the number of rounds of the win game executed when the result of the first special symbol win / loss determination or the second special symbol win / loss determination is a win, a game state display 46 indicating that the probability variation function is in operation, and a launch direction display 47 indicating the launch direction of the game ball, that is, whether it should be launched to the right or to the left. These various displays included in the main display 40 are controlled for display by the main control section described later.

[0036] The variable display of the first special symbol is performed based on the entry of the game ball into the first start port 20. The variable display of the second special symbol is performed based on the entry of the game ball into the second start port 21. In the following description, the first special symbol and the second special symbol may be collectively referred to as the "special symbol". Also, the first special symbol display 41a and the second special symbol display 41b may be collectively referred to as the "special symbol display section 41". Also, the first special symbol retention display 43a and the second special symbol retention display 43b may be collectively referred to as the "special symbol retention display section 43".

[0037] In the special symbol display unit 41, after variably displaying a special symbol (identification information) for a predetermined time, it stops displaying, and the result of a lottery (special symbol winning / losing determination, big win lottery) based on the entry of a ball into the first start port 20 or the second start port 21 is notified by the stopped special symbol (stopped symbol). The special symbol to be stopped and displayed is one special symbol selected from among a plurality of types of special symbols by the special symbol winning / losing determination. When the stopped symbol is a predetermined specific special symbol (specific identification information), that is, when the mode of the stopped display of the special symbol (display result of the variable display of the special symbol) is a winning mode such as a big win symbol or a small win symbol, a special game (big win game, small win game) is performed in which the first big winning port 30 or the second big winning port 35 is opened in an opening pattern corresponding to the type of the stopped winning symbol. Note that the opening pattern of the big winning ports (the first big winning port 30 and the second big winning port 35) in the special game will be described later.

[0038] As shown in FIG. 4, the first special symbol display 41a is composed of eight LEDs indicated by "i~p", and displays a special symbol according to the result of the first special symbol winning / losing determination. In this embodiment, there are provided four types of big wins, namely, "15R first big win", "15R second big win", "5R third big win", and "2R fourth big win", and a first small win as the results of the first special symbol winning / losing determination (see FIGS. 6 and 8). The LEDs of the first special symbol display 41a can adopt display modes corresponding to each of those big wins and small wins. For example, when the result of the first special symbol winning / losing determination is the first big win (15R big win), three LEDs of "ijn" are lit and the rest are turned off (15R first big win symbol). When it is the second big win (15R big win), three LEDs of "ijk" are lit and the rest are turned off (15R second big win symbol). When it is the third big win (15R big win), three LEDs of "ijl" are lit and the rest are turned off (15R third big win symbol). When it is the fourth big win (2R big win), four LEDs of "jnop" are lit and the rest are turned off (2R fourth big win symbol). When it is the first small win, four LEDs of "mnop" are lit and the rest are turned off (small win symbol). When it is a miss, two LEDs of "lo" are lit and the rest are turned off (miss symbol).

[0039] On the other hand, the second special symbol display 41b is composed of eight LEDs indicated by "a~h", and displays a special symbol according to the result of the second special symbol win / loss determination. In this embodiment, two types of big wins, namely "15R fifth big win" and "15R sixth big win", are provided as the results of the second special symbol win / loss determination (see FIG. 8), and the LEDs of the second special symbol display 41b can adopt display modes corresponding to each of these big wins. For example, when the result of the second special symbol win / loss determination is the fifth big win (15R big win), three LEDs of "abd" are lit and the rest are turned off (15R fifth big win symbol). Also, when it is the sixth big win (15R big win), three LEDs of "abc" are lit and the rest are turned off (15R sixth big win symbol). Also, when it is the second small win, four LEDs of "cdeh" are lit and the rest are turned off (second small win symbol). Also, when it is a miss, two LEDs of "eh" are lit and the rest are turned off (miss symbol).

[0040] Note that the stop display mode (stop symbol) of the special symbol is not limited to these and can be arbitrarily set. Also, before the special symbol is stopped and displayed, the special symbol is variably displayed for a predetermined variable time, and the mode of the variable display can be, for example, a mode in which each LED is lit so that light repeatedly flows from left to right in a predetermined order.

[0041] In the pachinko gaming machine 1, when a game ball enters the first start port 20 or the second start port 21, various types of information (also referred to as "acquired information") such as a special symbol winning / losing determination random number are acquired based on the ball entry. The acquired various types of information are temporarily stored in a special symbol hold memory section (not shown) formed in the RAM of the main control unit. Specifically, if the ball enters the first start port 20, it is stored in the first special symbol hold memory section (not shown) as the first special symbol hold (first acquired information), and if the ball enters the second start port 21, it is stored in the second special symbol hold memory section (not shown) as the second special symbol hold (second acquired information). The number of special symbol holds (acquired information) that can be stored in each special symbol hold memory section is set to a predetermined number, and the upper limit value in this embodiment is "4" respectively. These first special symbol hold memory section and second special symbol hold memory section are also referred to as "first acquired information storage means" and "second acquired information storage means" respectively, and are collectively referred to as "acquired information storage means".

[0042] The special symbol hold stored in the special symbol hold memory section is consumed when the variable display of the special symbol based on the special symbol hold becomes possible. The consumption of the special symbol hold means determining the special symbol winning / losing determination random number etc. corresponding to the special symbol hold and executing the variable display of the special symbol to show the determination result. Therefore, in the pachinko gaming machine 1, when the variable display of the special symbol based on the entry of the game ball into the first start port 20 or the second start port 21 cannot be immediately executed at the time of the ball entry, that is, even when the variable display of the special symbol is being executed or a special game is being executed, it is possible to reserve the right to determine whether the special symbol wins or loses for the ball entry, with a predetermined number as the upper limit.

[0043] The number of reserved special figures stored in the special figure reservation memory unit is displayed on the first special figure reservation display 43a and the second special figure reservation display 43b. Specifically, the first special figure reservation display 43a is composed of two LEDs, "u" and "v", and by controlling the display of the LEDs according to the number of the first special figure reservation, the number of the first special figure reservation is displayed. For example, when the number of reservations is "0", both LEDs are turned off, such as in the display mode of "u□v□" (for example, □: off, ●: red on, ▲: green on). When the number of reservations is "1", the "u" LED is turned off and the "v" LED is turned on in red, such as in the display mode of "u□v●". When the number of reservations is "2", the "u" LED is turned on in red and the "v" LED is turned off, such as in the display mode of "u●v□". When the number of reservations is "3", both LEDs are turned on in red, such as in the display mode of "u●v●". When the number of reservations is "4 (the upper limit number)", both LEDs can be turned on in green, such as in the display mode of "u▲v▲".

[0044] Also, the second special figure reservation display 43b is composed of two LEDs, "w" and "x", and by controlling the display of the LEDs according to the number of the second special figure reservation, the number of the second special figure reservation is displayed. For example, when the number of reservations is "0", both LEDs are turned off, such as in the display mode of "w□x□" (for example, □: off, ●: red on, ▲: green on). For the number of reservations from "1" to "4", it is defined in the same way as the first special figure reservation display 43a.

[0045] The variable display of the normal symbol is triggered by the passage of the game ball through the gate 28. In the normal symbol display 42, after the normal symbol is variably displayed for a predetermined time, it stops and is displayed, and the result of the normal symbol validity determination based on the passage of the game ball through the gate 28 is notified by the stopped normal symbol (stopped symbol). The normal symbol to be stopped and displayed is one normal symbol selected from a plurality of types of normal symbols by the normal symbol validity determination. When the stopped normal symbol is a predetermined specific normal symbol (winning normal symbol), an auxiliary game is performed to open the second start port 21 in an opening pattern according to the current game state. The opening pattern of the second start port 21 will be described later.

[0046] Specifically, as shown in FIG. 4, the normal symbol display 42 is composed of two LEDs of "st", and displays a normal symbol corresponding to the result of the normal symbol win / loss determination according to its lighting pattern. For example, when the determination result is a win, a winning normal symbol where both LEDs are lit, such as "s■t■" (e.g., ■: lit, □: extinguished), is stopped and displayed. When the determination result is a loss, a losing normal symbol in a mode where only the "t" LED is lit, such as "s□t■", is displayed. Note that the losing normal symbol is not a specific normal symbol. Before the normal symbol is stopped and displayed, the normal symbol is variably displayed for a predetermined variable time, and the mode of the variable display is, for example, a mode in which both LEDs alternately light and go out.

[0047] In this pachinko gaming machine 1, when a game ball passes through the gate 28, various information such as a random number for normal symbol win / loss determination (also referred to as "acquired information") is acquired based on the passage, and the acquired various information is temporarily stored as a normal symbol reservation in a normal symbol reservation storage unit (not shown) formed in the RAM of the main control unit. The number of normal symbol reservations that can be stored in the normal symbol reservation storage unit is set to a predetermined number, and the upper limit value in this embodiment is "4". The normal symbol reservation stored in the normal symbol reservation storage unit is consumed when the variable display of the normal symbol based on the normal symbol reservation becomes possible. The consumption of the normal symbol reservation means determining the random number for normal symbol win / loss determination corresponding to the normal symbol reservation and executing the variable display of the normal symbol indicating the determination result. Therefore, in this pachinko gaming machine 1, even when the variable display of the normal symbol based on the passage of the game ball through the gate 28 cannot be immediately executed at the time of the passage, that is, when the variable display of the normal symbol or the execution of the auxiliary game is in progress, the right to determine the win / loss of the normal symbol for the passage can be reserved up to a predetermined number.

[0048] The number of general pattern holds stored in the general pattern hold memory unit is displayed on the general pattern hold display 44. Specifically, the general pattern hold display 44 is composed of two LEDs of "qr", and displays the number of general pattern holds by lighting the LEDs according to the number of general pattern holds. For example, when the number of holds is "0", both LEDs are turned off in a display mode such as "q□r□" (for example, □: off, ●: red on, ▲: green on), and when the number of holds is "1", the "q" LED is turned off and the "r" LED is lit in red in a display mode such as "q□r●". Also, for the number of holds "2" to "4", it is defined in the same way as the first special pattern hold display 43a.

[0049] Next, based on FIGS. 2 and 5, the electrical configuration of the pachinko gaming machine 1 will be described. The pachinko gaming machine 1 of this embodiment includes a main control board 80 (also referred to as the "main control unit" or the "game control unit") that controls game progress and game benefits such as special symbol winning / losing determination, normal symbol winning / losing determination, and transition of game states, a sub-control board 90 (also referred to as the "sub-control unit" or the "production control unit") that controls production related to the production executed as the game progresses, a payout control board 110 (also referred to as the "payout control unit") that controls the payout of game balls, an image control board 100 (image control unit, display control means) that performs display control of the image display device 7, the production display 102, the production first special pattern hold display 103a, the production second special pattern hold display 103b, etc.

[0050] Also, as shown in FIG. 2, a main control board storage case storing the main control board 80 is provided at a substantially central portion on the rear side (back side) of the pachinko gaming machine 1. Above this main control board case, an image control board etc. storage case storing the audio control board 106, the lamp control board 107, and the image control board 100 is provided. On the image control board etc. storage case, a sub-control board storage case storing the sub-control board 90 is provided. Also, a payout control board case storing the payout control board is provided on the lower left side of the main control board case, and a power supply board case storing the power supply board 109 is provided on the right side thereof.

[0051] On the main control board 80, a one-chip microcomputer for game control (hereinafter referred to as "game control microcomputer") 81 that controls the progress of the pachinko game machine 1 according to a program is mounted. The game control microcomputer 81 includes a ROM that stores programs and the like for controlling the progress of the game, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM. The game control microcomputer 81 transmits and receives data (information) to and from other boards and the like via an input / output circuit 87 (I / O port section). The input / output circuit 87 may be built into the game control microcomputer 81. Also, the ROM may be external. In the RAM of the game control microcomputer 81, the above-mentioned special figure reservation storage sections (the first special figure reservation storage section and the second special figure reservation storage section) and the general figure reservation storage section are provided. Also, at a predetermined address in the RAM (main control RAM) of the main control board 80 (game control microcomputer 81), storage areas for various flags and various counting counters are secured.

[0052] Various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input to the main control board 80 from each sensor, and signals are output from the main control board 80 to each solenoid. Specifically, as the sensors, a first start port sensor 20a, a second start port sensor 21a, a gate sensor 28a, a first big winning port sensor 30a, a second big winning port sensor 35a, a specific area sensor 39a, a non-specific area sensor 49a, and a general winning port sensor 27a are connected. These various sensors are also referred to as "game ball detection means".

[0053] The first start port sensor 20a is provided inside the first start port 20 and detects a game ball that has entered the first start port 20. The second start port sensor 21a is provided inside the second start port 21 and detects a game ball that has entered the second start port 21. The gate sensor 28a is provided inside the gate 28 and detects a game ball that has passed through the gate 28. The first big winning port sensor 30a is provided inside the first big winning port 30 and detects a game ball that has entered the first big winning port 30. The second big winning port sensor 35a is provided inside the second big winning port 35 and detects a game ball that has entered the second big winning port 35. The specific area sensor 39a is provided in the specific area 39 inside the second big winning port 35 and detects a game ball that has passed through the specific area 39. The non-specific area sensor 49a is provided in a non-specific area (not shown) inside the second big winning port 35 and detects a game ball that has passed through the non-specific area among the game balls that have entered the second big winning port 35 (that is, a game ball that has not passed through the specific area 39). The general winning port sensor 27a is provided inside each general winning port 27 and detects a game ball that has entered the general winning port 27.

[0054] Also, as solenoids, the second start port solenoid 24, the first big winning port solenoid 33, and the second big winning port solenoid 38 are connected. The second start port solenoid 24 is for driving the movable member 23 of the variable winning device 22. The first big winning port solenoid 33 is for driving the opening and closing member 32 of the first big winning device 31. The second big winning port solenoid 38 is for driving the opening and closing member 37 of the second big winning device 36.

[0055] Furthermore, on the main control board 80, a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol hold display 43a, a second special symbol hold display 43b, a normal symbol hold display 44, a round display 45, a game state display 46, a firing direction display 47, and a hit display 48 are connected. That is, the display control of these main displays 40 is performed by the game control microcomputer 81.

[0056] In addition, the main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 for payout monitoring. Connected to the payout control board 110 are a payout device 120 that pays out prize balls and loan balls, and a card unit 135 (installed adjacent to the pachinko gaming machine 1 and enabling ball lending based on information stored in an inserted prepaid card (gaming value storage medium) or the like). Also connected via a launch control board 111 (also referred to as a "launch control unit") is a launch device 112. The launch device 112 includes a launch handle 60 (see FIG. 1).

[0057] The payout control board 110 is equipped with a one-chip microcomputer 116 for payout control (also referred to as a "payout control microcomputer") that controls the payout of game balls of the pachinko gaming machine 1 according to a program. The payout control microcomputer 116 includes a ROM that stores programs and the like for controlling the payout of game balls, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM. Based on signals from the game control microcomputer 81 and signals from the card unit 135 connected to the pachinko gaming machine 1 via the input / output circuit 117, the payout control microcomputer 116 drives the payout motor 121 of the payout device 120 to pay out prize balls or to pay out loan balls. The game balls being paid out are detected by payout sensors 122 and 123 for counting purposes. When the player operates the handle 60 (see FIG. 1) of the launch device 112, the touch switch 114 detects the player's contact with the launch handle 60, and the launch volume 115 detects the amount of rotation of the launch handle 60. Then, the launch motor 113 is driven and controlled so that the game balls are launched with a strength corresponding to the magnitude of the detection signal of the launch volume 115. In this embodiment, the number of game balls that the launch device 112 can continuously launch by driving the launch motor 113 is approximately 100 per minute.

[0058] In addition, the main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only the transmission of signals from the main control board 80 to the sub-control board 90. That is, a unidirectional circuit (for example, a circuit using a diode), not shown in the figure, as a communication direction restricting means, is interposed between the main control board 80 and the sub-control board 90.

[0059] Also, as shown in FIG. 5, on the sub-control board 90, there is mounted a one-chip microcomputer 91 for performance control (hereinafter referred to as the "performance control microcomputer") that controls the performance of the pachinko game machine 1 according to a program. The performance control microcomputer 91 includes a ROM that stores programs and the like for controlling the performance as the game progresses, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM. The performance control microcomputer 91 transmits and receives data to and from other boards and the like via the input / output circuit 95. The input / output circuit 95 may be built into the performance control microcomputer 91. Further, the ROM may be external. Also, at a predetermined address in the RAM (performance control RAM) of the sub-control board 90 (performance control microcomputer 91), storage areas for various flags and various counting counters are secured.

[0060] An image control board 100, an audio control board 106, and a lamp control board 107 are connected to the sub-control board 90. Note that the sub-control board 90 (sub-control unit), the image control board 100 (image control unit), the audio control board 106 (audio control unit), and the lamp control board 107 (lamp control unit) function as performance control means (performance execution means) that perform control to cause various performances such as display performances, audio performances, and lamp performances (light performances) to be executed on corresponding performance devices and members (performance means) according to the game situation.

[0061] The effect control microcomputer 91 on the sub-control board 90 causes the CPU of the one-chip microcomputer 101 for image control (the "image control microcomputer") on the image control board 100 to perform display control of the image display device 7, the effect display 102, the first effect reserved display 103a, and the second reserved display 103b based on the command received from the main control board 80. The RAM on the image control board 100 is a memory for expanding image data. The ROM on the image control board 100 stores image data such as still image data and moving image data to be displayed on the image display device 7, specifically, characters, items, graphics, characters, numbers, symbols, etc. (including effect symbols, reserved symbols, etc.) and background images. The image control microcomputer 101 reads out the image data from the ROM based on the command from the effect control microcomputer 91. Then, display control is executed based on the read image data.

[0062] The performance display 102 consists of two LEDs, and performs variable display and stop display in accordance with the variable display and stop display of the performance symbol 8, and stops displaying in a display mode indicating the display result (the result of the special symbol winning or losing determination) of the performance symbol 8 by the lighting and extinguishing or color combination of the two LEDs. Also, the first special figure hold display 103a and the second hold display 103b for the performance similarly consist of two LEDs. And, by the lighting and extinguishing or color combination of the two LEDs, the first special figure hold display 103a is display-controlled in a display mode indicating the same number of holds as the number of holds displayed in the first performance hold display area 9c and the number of holds displayed by the first special figure hold display 43a. Also, the second special figure hold display 103b is display-controlled in a display mode indicating the same number of holds as the number of holds displayed in the second performance hold display area 9d and the number of holds displayed by the second special figure hold display 43b. This is because when the character symbol is displayed over substantially the entire display screen 7a (performance symbol display section), or when the movable decorative member 14 is operated to cover the performance symbol display area 7b (performance symbol display section) of the display screen 7a, part or all of the performance symbol, the first performance hold display section, or the second performance hold display section may become unviewable, and thus such a display is provided. Note that instead of or in addition to the one-chip microcomputer 101 for image control on the image control board 100, a VDP (Video Display Processor) may be provided.

[0063] Also, based on the command received from the main control board 80, the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the voice control board 106. The acoustic data such as voice output from the speaker 67 is stored in the ROM of the sub-control board 90. Note that a CPU may be mounted on the voice control board 106, and in that case, the CPU may execute voice control. Further, in this case, a ROM may be mounted on the voice control board 106, and the acoustic data may be stored in that ROM. Also, the speaker 67 may be connected to the image control board 100, and the image control microcomputer 101 may execute voice control. Further, in this case, the acoustic data may be stored in the ROM of the image control board 100.

[0064] Furthermore, based on the command received from the main control board 80, the effect control microcomputer 91 determines light emission pattern data (also referred to as lamp data, which determines on / off states, light emission colors, etc. of lamps such as the frame lamp 66 and the panel lamp 5) for determining the light emission modes of the lamps from the data stored in the ROM, and controls the lighting of the lamps (LEDs) such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107.

[0065] Also, based on the command received from the main control board 80, the effect control microcomputer 91 operates the movable decorative member 14 connected to the lamp control board 107 via the relay board 108. As described above, the movable decorative member 14 is a so-called gimmick provided in the center decorative body 10 (behind the decorative member 13). The effect control microcomputer 91 determines operation pattern data (also referred to as "drive data") for operating the movable decorative member 14 in a predetermined operation mode from the data stored in the ROM of the sub-control board 90, and controls the operation of the movable decorative member 14 based on the determined operation pattern data. Note that a CPU may be mounted on the lamp control board 107. In this case, the CPU may execute the lighting control of the lamp and the operation control of the movable decorative member 14. Further, in this case, a ROM may be mounted on the lamp control board 107, and data related to the light emission pattern and the operation pattern may be stored in the ROM.

[0066] Also, a first effect button detection switch 63c and a second effect button detection switch 63d for detecting that the first effect button 63a or the second effect button 63b (see FIG. 1) has been operated (pressed, rotated, pulled, etc.) are connected to the sub-control board 90. Therefore, when a player performs a predetermined input operation on the first effect button 63a or the second effect button 63b, a signal is output from the corresponding effect button detection switch to the sub-control board 90. Note that the first effect button detection switch 63c and the second effect button detection switch 63d are collectively referred to simply as the "effect button detection switch".

[0067] In addition, a first effect activation sensor 248 and a second effect activation sensor 249 are connected to the sub-control board 90. Although details will be described later, the first effect activation sensor 248 and the second effect activation sensor are arranged in the same game ball passage as the first start port sensor 20a, and the game ball detected by the first start port sensor 20a is detected by the first effect activation sensor 248 after a predetermined time, and further detected by the second effect activation sensor 249 after that predetermined time.

[0068] Next, the control (judgment means) related to the win / loss judgment in the pachinko game machine 1 of this embodiment will be described. As a result of the special symbol win / loss judgment, there are "big win", "small win", and "miss". When the result of the special symbol win / loss judgment is "big win", the "big win symbol" is stopped and displayed on the special symbol display unit 41. When it is "small win", the "small win symbol" is stopped and displayed on the special symbol display unit 41. When it is "miss", the "miss symbol" is stopped and displayed on the special symbol display unit 41. When it is determined as a big win or a small win, a "special game" is executed to open the first big winning port 30 or the second big winning port 35 in an opening pattern according to the type of the special symbol that is stopped and displayed. The special game executed when it is a big win is called a "big win game", and the special game executed when it is a small win is called a "small win game".

[0069] There are multiple types of wins. As shown in FIG. 6, the types of big wins include "15R (round) first big win", "15R second big win", "15R third big win", "2R fourth big win", "15R fifth big win", and "15R sixth big win". "15R first big win" and "15R fifth big win" are big wins in which the number of times the big winning port (the first big winning port 30 or the second big winning port 35) is opened (the number of rounds) is 15, and the second big winning port 35 is opened in a mode where it is possible (easy) for the game ball to pass through the specific area 39 in the first round and the second round. The round aiming for the game ball to pass through this specific area 39 is also called the "V round" or the "chance round".

[0070] "The '15R Second Big Win', '15R Third Big Win' and '15R Sixth Big Win' are big wins where the number of openings (rounds) of the big winning opening (the first big winning opening 30 or the second big winning opening 35) is 15, but the opening times of the first and second rounds of the aforementioned V-round are extremely short (instant opening and closing), making it difficult (or even impossible) for the game balls to pass through the specific area 39. That is to say, these big wins can be said to be big wins that do not open the second big winning opening 35 in a manner that allows the game balls to pass through the specific area 39 (easily).

[0071] The '2R Fourth Big Win' is a big win where the number of openings (rounds) of the big winning opening (the first big winning opening 30 or the second big winning opening 35) is 2, and the second big winning opening 35 is opened in a manner that allows the game balls to pass through the specific area 39 in the first and second rounds of the V-round. However, since the total opening time of the second big winning opening 35 in the first and second rounds is 1.8 seconds, the possibility of the game balls passing through the specific area is lower than that of the 15R First Big Win.

[0072] In the pachinko gaming machine 1 of this embodiment, based on the passage of the game balls through the specific area 39 during the big win game, the gaming state after the end of the big win game is shifted to the high-probability state described later. Therefore, when the result of the special symbol win / loss determination is the 15R First Big Win or the 15R Fifth Big Win, the V-rounds of the first and second rounds are executed in a manner that makes it extremely likely for the game balls to pass through the specific area 39. Thus, by passing the game balls through the specific area 39 during the execution of the big win game, the gaming state after the big win game can be shifted to the high-probability state. Also, when the result of the special symbol win / loss determination is the 2R Fourth Big Win, although it is not as high as the 15R First Big Win or the 15R Fifth Big Win, the V-rounds of the first and second rounds are executed in a manner that allows the game balls to pass through the specific area 39. Therefore, if the game balls can be passed through the specific area 39 during the execution of the big win game, the gaming state after the big win game can be shifted to the high-probability state.

[0073] On the other hand, when the result of the special symbol validity determination is a 15R second major win, a 15R third major win, or a 15R sixth major win, since the opening times of the V rounds in the first and second rounds are each 0.1 seconds, it is very difficult to make a game ball enter the second major winning opening. Therefore, the possibility of a game ball passing through the specific area 39 during the execution of the major winning game becomes extremely low (virtually impossible), and the game state after the major winning game is very likely to become the normal state (low probability state) described later (it may be said that it becomes the low probability state).

[0074] On the other hand, minor wins (the first minor win, the second minor win) are wins that open the major winning opening (the second major winning opening 35) with the same opening pattern as the apparent 2R fourth major win. That is, in the case of a minor win, the second major winning opening 35 is opened in a manner that allows a game ball to pass through the specific area 39. However, even if a game ball passes through the specific area 39 during the execution of the minor win game, the game state after the execution of the minor win game is not changed from before the execution of the minor win game. Therefore, if the game state before the execution of the minor win game is the normal state (low probability state), the game state after the execution of the minor win game also becomes the normal state. And from the perspective of the player, it is impossible to distinguish between the above-mentioned 2R fourth major win and the minor win even by looking at the opening pattern of the major winning opening (the second major winning opening 35). That is, it is difficult for the player to recognize whether the result of the special symbol validity determination is a "2R fourth major win" or a "minor win". Therefore, even if a game ball passes through the specific area 39 during the special game as a 2R fourth major win (during the major winning game), it is difficult to recognize just from this whether the subsequent game state has shifted to the high probability state. Also, even if a game ball passes through the specific area 39 during the special game as a minor win (during the minor win game), it is difficult to recognize just from this whether the subsequent game state remains in the normal state or has shifted to the high probability state. As a result, when a minor win occurs and when a 2R fourth major win occurs, the player can proceed with the game while having the expectation that it may be in the high probability state, which can enhance the gaming interest. Note that in the case of a minor win, the number of times the major winning opening is opened is simply referred to as the number of opening times, not the number of rounds.

[0075] In the pachinko gaming machine 1 of this embodiment, the opening patterns of the big winning openings when a big win or a small win occurs are as shown in FIG. 6. That is, when a 15R first big win occurs (when a 15R first big win symbol stops and is displayed on the first special symbol display 41a) and when a 15R fifth big win occurs (when a 15R fifth big win symbol stops and is displayed on the second special symbol display 41b), the second big winning opening 35 is opened for a maximum of 28 seconds from 1R to 2R, and the first big winning opening 30 is opened for a maximum of 28 seconds from 3R to 15R. In this win, since the opening times of the second big winning opening 35 in the first round and the second round are 28 seconds each, the possibility that the game ball passes through the specific area 39 during that round (during the V round) is extremely high.

[0076] Also, when a 15R second big win occurs (when a 15R second big win symbol stops and is displayed on the first special symbol display 41a), when a 15R third big win occurs (when a 15R third big win symbol stops and is displayed on the first special symbol display 41a), and when a 15R sixth big win occurs (when a 15R sixth big win symbol stops and is displayed on the second special symbol display 41b), the second big winning opening 35 is opened for a maximum of 0.1 seconds from 1R to 2R, and the first big winning opening 30 is opened for a maximum of 28 seconds from 3R to 15R. In this win, since the opening times of the second big winning opening 35 in the first round and the second round are extremely short at a maximum of 0.1 seconds each (opening and closing in an instant), it is almost impossible for the game ball to pass through the specific area 39 during that round (during the V round).

[0077] Thus, in this embodiment, the opening patterns for the 15R second, third, and sixth jackpots are different from the opening patterns for the 15R first and fifth jackpots in the first round and the second round (V round) in terms of the opening mode. In the 15R first and fifth jackpots, the second large winning opening 35 is opened for 28 seconds in the first round and the second round. Therefore, in this V round, as long as there are no problems such as ball jams or troubles in the game ball launching system, the game ball will almost surely enter the second large winning opening 35 and pass through the specific area 39 with a high probability. In contrast, in the 15R second, third, and sixth jackpots, the second large winning opening 35 is only opened for 0.1 seconds in the first round and the second round. Therefore, it is very difficult for the game ball to enter the second large winning opening 35. Therefore, the possibility that the game ball passes through the specific area 39 during the execution of the jackpot game related to the 15R second, third, and sixth jackpots is considerably lower than that of the 15R first and fifth jackpots, and it can be said that it is substantially impossible to pass through.

[0078] In addition, a jackpot in which the V round is executed in a manner where the possibility (V passing possibility) of the game ball passing through the specific area 39 is extremely high is also referred to as a "V passing scheduled jackpot", and a jackpot in which the V round is executed in a manner where the V passing possibility is extremely low is also referred to as a "V non-passing scheduled jackpot".

[0079] Also, as shown in FIG. 6, when a 2R fourth big win occurs (when a 2R fourth big win symbol stops and is displayed on the first special symbol display 41a), the second large winning opening 35 is opened for a maximum of 0.9 seconds from 1R to 2R. In this win, since the total opening time of the second large winning openings 35 for the first and second rounds is at most 1.8 seconds, it is possible to let a game ball enter the second large winning opening 35 and pass through the specific area 39 during that round. In the pachinko gaming machine 1 of this embodiment, since one game ball is launched in about 0.6 seconds, if the opening time of the second large winning opening 35 is 1.8 seconds, it is sufficiently possible to aim to let a game ball enter the second large winning opening 35 and pass the game ball through to the specific area 39. However, in the case of a 2R fourth big win, since the total opening time of the second large winning opening is as short as 1.8 seconds, it is not possible to expect as many prize balls (gaming profits) as in the case of other 15R big wins. That is, it is a big win in which almost no prize balls can be obtained compared to other big wins.

[0080] Also, when a first small win occurs (when a first small win symbol stops and is displayed on the first special symbol display 41a) and when a second small win occurs (when a second small win symbol stops and is displayed on the second special symbol display 41b), the second large winning opening 35 is opened twice for a maximum of 0.9 seconds each. That is, the large winning opening is opened in the same opening pattern as the 2R fourth big win. Also in this small win, since the total opening time of the second large winning opening 35 is 1.8 seconds in total, it is possible to let a game ball enter the second large winning opening 35 and pass through the specific area 39. However, as described above, even if there is passage to the specific area 39 in the small win game, there is no change in the gaming state before and after the small win game. Also, in the small win game, since the total opening time of the large winning opening is as short as 1.8 seconds, it is not possible to expect as many prize balls as in the case of the 2R fourth big win. That is, the small win is almost no benefit to the player in terms of both the transition of the gaming state and the prize balls (only prize balls due to ball entry).

[0081] In this embodiment, as the opening patterns of the second major winning opening 35, there can be a first opening pattern (15R first major win, 15R fifth major win) through which a game ball can pass (easily pass) through the specific area 39, a second opening pattern (15R second major win, 15R third major win, 15R sixth major win) through which a game ball has difficulty passing (cannot pass) through the specific area 39, and a third opening pattern (2R fourth major win) through which a game ball can pass through the specific area and has a lower passing probability than the first opening pattern. Also, as the opening pattern for small wins, there can be a fourth opening pattern through which a game ball can pass through the specific area 39 but no privilege is given even if it passes (a high-probability state is not generated). This fourth opening pattern may be an opening pattern through which the specific area 39 cannot be passed as another aspect.

[0082] In addition, in the determination of whether the first special symbol (special figure 1) is a winning symbol, the allocation probability to each major win is as follows: 40% for 15R first major win, 20% for 15R second major win, 30% for 15R third major win, and 10% for 2R fourth major win (refer to the column of major win type determination random numbers in Fig. 6). On the other hand, in the determination of whether the second special symbol (special figure 2) is a winning symbol, the major wins are 80% for 15R fifth major win and 20% for 15R sixth major win (refer to the column of major win type determination random numbers in Fig. 6). It can be said that this allocation probability represents the probability that a game ball passes through the specific area 39 during a major win game, that is, the probability of a high-probability state, and it can also be said that it represents the probability of a high-base state in which the opening extension function described later operates.

[0083] That is, regarding the probability of a high-probability state, when a winning determination (first special symbol winning determination) is made based on the entry of a game ball into the first start opening 20 and it is a major win, the probability is at least 40%, and when including the case where a game ball passes through the specific area 39 during a major win game related to the 2R fourth major win, the probability is 50%. On the other hand, when a winning determination (second special symbol winning determination) is made based on the entry of a game ball into the second start opening 21 and it is a major win, the probability is 80%.

[0084] Regarding the probability of entering the high-base state, when a big win occurs in the first special symbol winning or losing determination in a gaming state where the release extension function is not activated (low-base state), the probability is 60%. When including the 2R fourth big win in the case of a big win in the first special symbol winning or losing determination in the high-base state, the probability is 70%. On the other hand, when a big win occurs in the second special symbol winning or losing determination, the probability is 100%. And when a big win occurs in the second special symbol winning or losing determination, the 2R big win that can occur when a big win occurs in the first special symbol winning or losing determination does not occur, and it will always be a 15R big win.

[0085] In this way, in the pachinko gaming machine 1 of this embodiment, in the second special symbol winning or losing determination (second special symbol big win lottery) in which a game ball enters the second starting port 21, rather than in the first special symbol winning or losing determination (first special symbol big win lottery) in which a game ball enters the first starting port 20, when a big win occurs, compared to the case of a big win in the first special symbol winning or losing determination, the probability of entering a high-probability state, the probability of entering a high-base state, and furthermore, the possibility of obtaining a prize ball for 15R is higher. That is, the case of a big win in the second special symbol winning or losing determination is set to be more advantageous for the player compared to the case of a big win in the first special symbol winning or losing determination, and the variable display of the second special symbol is more likely to work advantageously for the player than the variable display of the first special symbol. For this reason, the player will play the game expecting a ball to enter the second starting port 21. This is particularly prominent during the operation of the release extension function (high-base state) when the frequency of balls entering the second starting port 21 increases. Note that the above-mentioned distribution probability is an example and can be arbitrarily set in consideration of game characteristics, specifications, etc.

[0086] In addition, in this embodiment, since the second special symbol is superior to the first special symbol, when both the first special symbol variable display and the second special symbol variable display are executable, that is, when the first special symbol reservation and the second special symbol reservation are both "1" or more, the second special symbol variable display (consumption of the second special symbol reservation) is prioritized over the first special symbol variable display (consumption of the first special symbol reservation). As a result, in a high base state in which the frequency of balls entering the second starting hole 21 increases, the frequency of the second special symbol variable display increases, so it can be said that it is a state in which the player can advantageously proceed with the game. Nevertheless, for the player, the display of the first special pattern changes in a high base state will ruin the game in an advantageous state (high base state), and the display of the first special pattern changes may be less favorable than the display of the second special pattern changes, so it can be said that the display of the first special pattern changes in a high base state is not desirable for the player.

[0087] Here, as the mode of the stop display of the special symbols, the jackpot symbol is also called the "specific display result", the small jackpot symbol is also called the "predetermined display result", and the miss symbol is also called the "predetermined mode" or "non-specific display result". In addition, the jackpot symbol that does not trigger the setting of the high base state (15R third jackpot symbol, 2R fourth jackpot symbol in the low base state) is also called the "first specific display result", and the jackpot symbol that triggers the setting of the high base state (15R first, second, fifth, and sixth jackpot symbols, 2R fourth jackpot symbol in the high base state) is also called the "second specific display result". In addition, as the game state when the special symbols are displayed variably, the game state in which the opening extension function does not operate (low base state) is also called the "first game state", and the game state in which the opening extension function operates (high base state) is also called the "second game state".

[0088] In the pachinko gaming machine 1, the determination of whether it is a big win, a small win, or a loss is made based on the "random number for special symbol win / loss determination (also referred to as "information for win / loss determination")", and the determination of the type of big win when a big win occurs is made based on the "random number for determining big win type (also referred to as "random number for determining symbol", "information for determining symbol")". As shown in FIG. 7(A), the random number for special symbol win / loss determination takes values in the range of "0 to 629", and the random number for determining big win type takes values in the range of "0 to 99". In addition, among the random numbers (acquired information) acquired based on the ball entry into the first starting port 20 and the second starting port 21, there is a "variation pattern random number (also referred to as "variation pattern information")" in addition to the random number for special symbol win / loss determination and the random number for determining big win type. The variation pattern random number is a random number for determining a variation pattern including the variation time, and takes values in the range of "0 to 198". In addition, among the random numbers acquired based on the passage through the gate 28, there is a random number for normal symbol win / loss determination shown in FIG. 7(B). The random number for normal symbol win / loss determination is a random number for determining whether to perform an auxiliary game for opening the second starting port 21 (normal symbol lottery), and takes values in the range of "0 to 240".

[0089] Next, the gaming state of the pachinko gaming machine 1 of this embodiment will be described. The pachinko gaming machine 1 has a plurality of gaming states depending on the combination of whether the probability variation function for special symbols, the probability variation function for normal symbols, the variation time shortening function, and the opening extension function are in an operating state or a non-operating state. The state in which the probability variation function for special symbols (the first special symbol and the second special symbol) is operating is referred to as the "high probability state", and the state in which it is not operating is referred to as the "normal state (also referred to as the "low probability state")". In the high probability state, the probability of being determined as a big win in the special symbol win / loss determination is higher than that in the normal state. That is, in the normal state, the win / loss determination is made using the win determination table for the normal state, and in the high probability state, the win / loss determination is made using the win determination table for the high probability state in which the values of the random numbers for special symbol win / loss determination determined as big wins are more than those in the normal state (see FIG. 8(A)). That is, when the probability variation function of the special symbol operates, the probability that the display result of the variable display of the special symbol becomes a big win (the stop symbol becomes a big win symbol) is higher than when it does not operate.

[0090] Also, the state in which the variable time shortening function is operating for the special symbols (the first special symbol and the second special symbol) is referred to as the "time shortening state", and the state in which it is not operating is referred to as the "non-time shortening state". In the time shortening state, the average value of the variable time of the special symbol (the time from the start of the variable display to the determined display) is shorter than the average value of the variable time of the special symbol in the non-time shortening state. That is, in the time shortening state, the determination of the variable pattern is performed using a variable pattern table defined such that a variable pattern with a shorter variable time is selected more often than in the non-time shortening state (see Fig. 9). As a result, in the time shortening state, the digestion pace of the special symbol hold is accelerated, and an effective entry ball (an entry ball that can be stored as a special symbol hold) into the start port is likely to occur. Therefore, it is possible to aim for a big win under smooth game progress.

[0091] The probability variation function and the variable time shortening function for the special symbols (the first special symbol and the second special symbol) may operate simultaneously, or only one of them may operate. And the probability variation function and the variable time shortening function for the normal symbol operate in synchronization with the variable time shortening function of the special symbol. That is, the probability variation function and the variable time shortening function of the normal symbol operate in the time shortening state of the special symbol and do not operate in the non-time shortening state. Therefore, in the time shortening state, the winning probability in the normal symbol success / failure determination is higher than in the non-time shortening state. That is, the normal symbol success / failure determination (the determination of the normal symbol) is performed using a normal symbol winning determination table in which the value of the normal symbol random number (winning random number) determined to be a win is more than that of the normal symbol winning determination table used in the non-time shortening state (see Fig. 8(C)). That is, when the probability variation function for the normal symbol operates, the probability that the display result of the variable display of the normal symbol becomes a win (the stop symbol becomes a normal winning symbol) is higher than when it is not operating.

[0092] Also, in the time-saving state, the variation time of the normal symbol is shorter than that in the non-time-saving state. In this embodiment, the variation time of the normal symbol is 30 seconds in the non-time-saving state, but 1 second in the time-saving state (see Fig. 8(D)). Further, in the time-saving state, the opening time extension function of the variable winning device 22 (the second starting port 21) is activated, and the opening time of the second starting port 21 in the auxiliary game is longer than that in the non-time-saving state. In addition, in the time-saving state, the opening times increase function of the variable winning device 22 is activated, and the number of opening times of the second starting port 21 in the auxiliary game is more than that in the non-time-saving state. Specifically, when the result of the normal symbol winning or losing determination is a win in the non-time-saving state, the movable member 23 of the variable winning device 22 (the second starting port 21) performs an opening operation for 0.2 seconds once, and when the result of the normal symbol winning or losing determination is a win in the time-saving state, the movable member 23 of the variable winning device 22 (the second starting port 21) performs an opening operation for 2.0 seconds three times.

[0093] Under the situation where the probability variation function and the variation time shortening function for the normal symbol, as well as the opening time extension function and the opening times increase function of the variable winning device 22 are activated, compared with the case where these functions are not activated, the second starting port 21 is opened frequently, and the frequency of the game balls entering the second starting port 21 becomes high (also referred to as the "high frequency state"). As a result, the base, which is the ratio of the number of prize balls to the number of launched balls, becomes high. Therefore, the state where these functions are activated is also referred to as the "high base state", and the state where they are not activated is also referred to as the "low base state". In the high base state, it is possible to aim for a big win without significantly reducing the number of held game balls (held balls).

[0094] The high base state (high frequency state) does not necessarily require all of the above functions to be activated. That is, as long as at least one of the probability variation function and the variation time shortening function for the normal symbol, as well as the opening time extension function and the opening times increase function of the variable winning device 22 is activated, and the second starting port 21 is more likely to be opened (the ball entry frequency is high) than when that function is not activated. Also, the high base state may be controlled independently without being accompanied by the time-saving state of the special symbol. The function that generates such a high base state can also be referred to as the "high base generation function".

[0095] In the pachinko gaming machine 1 of this embodiment, when the jackpot game ends in the case of the 15R first and fifth jackpots, if the game ball has passed through the specific area 39 during the jackpot game, the special symbol will be in a high-probability state, a short-time state of the special symbol, and a high-base state (see Fig. 6). This gaming state is particularly referred to as the "high-probability high-base state". The high-probability high-base state ends when the variable display of the special symbol is executed a predetermined number of times (100 times in this example), or when a jackpot occurs and the jackpot game is executed.

[0096] Also, when the jackpot game ends in the case of the 15R second and sixth jackpots, since it is extremely difficult for the game ball to pass through the specific area 39 during the jackpot game, the special symbol will be in the normal state, and in addition, it will be in the short-time state of the special symbol and the high-base state (see Fig. 6). This gaming state is particularly referred to as the "low-probability high-base state". The low-probability high-base state ends when the variable display of the special symbol is executed a predetermined number of times (100 times in this example), or when a jackpot is won before the variable display of the special symbol is executed a predetermined number of times (100 times in this example) and the special game (jackpot game) related to the jackpot is executed. Incidentally, although the possibility is extremely low, if the game ball passes through the specific area 39 during the jackpot game related to the 15R second and sixth jackpots, the gaming state after the end of the jackpot game will be the "high-probability high-base state". Also, although the possibility is extremely low, if the game ball does not pass through the specific area 39 during the jackpot game related to the 15R first and fifth jackpots, the gaming state after the end of the jackpot game will be the "low-probability high-base state".

[0097] In addition, when the 15R third jackpot occurs, the game state after the jackpot game ends is that the probability of the game ball passing through the specific area 39 during the jackpot game is extremely low. Therefore, the special symbol returns to the normal state, and in addition, it becomes a non-time-reduced state and a low-base state of the special symbol (see Fig. 6). This game state is particularly referred to as the "low-probability low-base state". The low-probability low-base state is the basic game state in this pachinko machine 1, that is, the initial game state. Incidentally, although the probability is extremely low, if the game ball passes through the specific area 39 during the jackpot game related to the 15R third jackpot, the game state after the jackpot game ends will be the "high-probability low-base state" described below.

[0098] In addition, in the low-probability low-base state, when the 2R fourth jackpot occurs, the game state after the jackpot game ends is that if the game ball passes through the specific area 39 during the jackpot game, it becomes a high-probability state of the special symbol, a non-time-reduced state of the special symbol, and a low-base state (see Fig. 6). This game state is particularly referred to as the "high-probability low-base state". The high-probability low-base state ends when the variable display of the special symbol is executed a predetermined number of times (100 times in this example) or when a jackpot occurs and the jackpot game is executed.

[0099] This high-probability low-base state is a state in which the high-probability state is latent, that is, a state in which it is difficult for the player to recognize that it is a high-probability state. That is, the high-probability low-base state is a so-called "latent probability variation state (also referred to as the "probability non-disclosure state"). In contrast, the above high-probability high-base state is a state in which the high-probability state is obvious to the player. That is, the high-probability high-base state is a so-called "probability variation game state".

[0100] In addition, in the high-base state, when the 2R fourth jackpot occurs, the game state after the jackpot game ends is the "high-probability high-base state" if the game ball passes through the specific area 39 during the jackpot game (see Fig. 6). That is, regarding the time reduction function and the base state of the special symbol, it is set to the same state as before the execution of the jackpot game.

[0101] In a high-base state such as a high-probability high-base state or a low-probability high-base state, it is more advantageous to make the game ball enter the right game area 3B by a right shot to advance the game. In the high-base state, the second starting port 21 is more likely to be opened compared to the low-base state, and it is easier for the game ball to enter the second starting port 21 than to enter the first starting port 20. Therefore, in the high-base state, while passing the game ball through the gate 28 that triggers the normal symbol winning or losing determination, by making a right shot to make the game ball enter the second starting port 21, more starting ball entries (opportunities for special symbol winning or losing determination) can be obtained than by making a left shot. In this state, the launch direction indicator 47 is controlled to light in a predetermined manner to notify that it should be launched into the right game area.

[0102] On the other hand, in a low-base state such as a high-probability low-base state or a low-probability low-base state, it is more advantageous to make the game ball enter the left game area 3A by a left shot to advance the game. In the low-base state, the second starting port 21 is less likely to be opened compared to the high-base state, and it is easier for the game ball to enter the first starting port 20 than to enter the second starting port 21. Therefore, in the low-base state, by making a left shot to make the game ball enter the first starting port 20, more starting ball entries (opportunities for special symbol winning or losing determination) can be obtained than by making a right shot. In this state, the launch direction indicator 47 is controlled to light (display controlled) in a predetermined manner to notify that it should be launched into the left game area.

[0103] Specifically, the launch direction indicator 47 is composed of two LEDs of "yz" and indicates the launch direction by lighting the LEDs according to the game state. For example, in the low-base state, it can be notified that it should be launched into the left game area as a display mode of turning off both LEDs such as "y□z□" (for example, □: off, ■: on). Also, in the high-base state, it can be notified that it should be launched into the right game area as a display mode of turning on both LEDs such as "y■z■" (for example, □: off, ■: on).

[0104] In addition, in this embodiment, the emission instruction notification for indicating whether to emit the game ball toward the left game area 3A or the right game area 3B in the game area 3 is performed not only by the display mode of the LEDs in the emission direction indicator 47 but also by the display of the emission instruction images (left hit instruction image 70, right hit instruction image 71) on the image display device 7 (display screen 7a). Generally speaking, for the player, it can be said that the image display device 7 (display screen 7a) is easier to visually recognize and understand the display content than the emission direction indicator 47. Therefore, generally, the player looks at the emission instruction images displayed on the image display device 7 (display screen 7a) and grasps whether to perform "left hit" or "right hit", that is, whether the current game state is a "left hit game state" for performing left hit or a "right hit game state" for performing right hit.

[0105] In addition, in this embodiment, as described above, since "right hit" is performed when the game state is a special game state (big win game state) or a high base state (high probability high base state, low probability low base state), the "right hit game state" refers to a special game state or a high base state. This "right hit game state" is also referred to as a "predetermined game state", the "special game state" is also referred to as a "first predetermined game state", and the "high base state" is also referred to as a "second predetermined game state".

[0106] As described above, in the pachinko gaming machine 1 of this embodiment, based on the low probability low base state in which small win games and big win games are not being played, this low probability low base state can be regarded as the "normal game state" or "normal state", and the game in which the special symbol is variably displayed in this state can be regarded as the "normal game".

[0107] The big win game is a game that can be executed by variably displaying the special symbol and then stopping the display of the big win symbol. For the player, it is an advantageous game in which a large number of prize balls can be obtained by the game ball entering the big winning openings (the first big winning opening 32, the second big winning opening 35). Therefore, the big win game can be regarded as a "special game", and the game state in which the big win game is performed can be regarded as a "special game state".

[0108] In addition, although the small win game is not as big as the big win game, it is possible to obtain prize balls by the entry of game balls into the big winning openings (the first big winning opening 32 and the second big winning opening 35). Therefore, it can be said that it is a game that is advantageous to the player compared to the normal game. Thus, the small win game can also be regarded as a "special game", and the game state in which the small win game is performed can also be regarded as a "special game state". In addition, in order to distinguish the special game as a big win game from the special game as a small win game, the special game as a small win game can also be regarded as a "small profit special game".

[0109] [Main control main process] Next, based on FIGS. 10 to 38, the operation of the game control microcomputer 81 (control processing by the main control unit) will be described. In addition, the counters, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the RAM of the main control board 80. When the power of the pachinko game machine 1 is turned on, the game control microcomputer 81 provided on the main control board 80 reads out and executes the program of the main control main process shown in FIG. 10 from the ROM of the main control board 80. As shown in the figure, in the main control main process, first, initial settings are made (S101). In the initial settings, for example, stack settings, constant settings, interrupt time settings, CPU settings of the main control board 80, SIO, PIO, CTC (controller for interrupt time) settings, and reset of various flags, statuses, and counters are performed. The initial value of the flag is "0", that is, "OFF", the initial value of the status is "1", and the initial value of the counter is "0". In addition, the initial settings (S101) are executed only once after the power is turned on and are not executed thereafter.

[0110] Following the initial setting (S101), interrupts are prohibited (S102), and the main random number update process for the normal symbol and special symbol (S103) is executed. In this main random number update process for the normal symbol and special symbol (S103), the values of various random number counters shown in FIG. 7 are updated by adding 1. When the value of each random number counter reaches the upper limit value, it returns to "0" and is added again. Note that the initial value of each random number counter may be a value other than "0" or may be randomly changed. The updated random number counter values are sequentially stored in a predetermined update value storage area (not shown) in the RAM of the main control board 80.

[0111] When the main random number update process for the normal symbol and special symbol (S103) ends, interrupts are permitted (S104). While interrupts are permitted, the execution of the interrupt process (S105) becomes possible. This interrupt process (S105) is executed based on interrupt pulses repeatedly input to the CPU of the main control board 80, for example, at a cycle of 4 ms. Then, between the end of the interrupt process (S105) and the start of the next interrupt process (S105), the update process of various counter values by the main random number update process for the normal symbol and special symbol (S103) is repeatedly executed. Note that when an interrupt pulse is input to the CPU in the interrupt prohibited state, the interrupt process (S105) is not started immediately but is started after interrupts are permitted (S104).

[0112] [Interrupt Process] Next, the interrupt process (S105) will be described. As shown in FIG. 11, in the interrupt process (S105), first, the output process (S201) is executed. In the output process (S201), commands (control signals) and the like set in the output buffer provided in the RAM of the main control board 80 in each process described below are output to the sub-control board 90, the payout control board 110, and the like. Examples of the commands and the like output here include information regarding the game state, the result of the special symbol hit or miss determination, the symbol as the big win type, the variation pattern, and the like. Note that the command consists of, for example, 2-byte information. The upper 1 byte is information regarding the type of the command, and the lower 1 byte is information regarding the content of the command.

[0113] In the input process (S202) that is performed after the output process (S201), mainly detection signals detected by various sensors (first start port sensor 20a, second start port sensor 21a, first big winning port sensor 30a, second big winning port sensor 35a, general winning port sensor 27a, etc. (see FIG. 5)) attached to the pachinko gaming machine 1 are read, and are stored in the output buffer of the RAM as winning ball information. Also, when the first start port sensor 20a or the second start port sensor 21a detects a gaming ball, start entry ball commands corresponding to the respective start ports are stored in the output buffer of the RAM by the start entry ball process (S205) described later. Furthermore, a detection signal from the bottom plate full switch that detects the full state of the bottom plate 62 is also captured and stored in the output buffer of the RAM as bottom plate full data.

[0114] The normal symbol and special symbol main random number update process (S203) performed next is the same as the normal symbol and special symbol main random number update process (S103) performed in the main control main process of FIG. 10. That is, the update process of various random number counter values (including the normal symbol random number counter value) shown in FIG. 7 is performed in both the execution period of the timer interrupt process (S105) and the other period (the period after the end of the interrupt process (S105) until the next interrupt process (S105) is started).

[0115] After the normal symbol and special symbol main random number update process (S203), the start port sensor detection process (S204), start entry ball process (S205), normal symbol operation process (S206), special symbol operation process (S207), specific area sensor detection process (S208), reserved ball number process (S209), and power-off monitoring process (S210) described later are executed. In addition, "other processes" necessary for advancing the game are executed to end the interrupt process (S105). Then, the processes of S102 to S104 of the main control main process are repeatedly executed until an interrupt pulse is input to the CPU of the main control board 80 next (see FIG. 10). When an interrupt pulse is input (after about 4 msec), the interrupt process (S105) is executed again. In the output process (S201) of the interrupt process (S105) executed again, commands and the like set in the output buffer of the RAM in the previous interrupt process (S105) are output.

[0116] [Start Opening Sensor Detection Process] As shown in FIG. 12, in the start opening sensor detection process (S204), first, it is determined whether or not the game ball has passed through gate 28, that is, whether or not the game ball has been detected by gate sensor 28a (S301). If the game ball has not passed through gate 28 (NO in S301), the process proceeds to the process of S305. If the game ball has passed through gate 28 (YES in S301), it is determined whether or not the number of normal symbol holding balls (the number of normal symbol holds, specifically, the value of the counter that counts the number of normal symbol holds provided in the RAM) is less than 4 (S302).

[0117] If the number of normal symbol holding balls is not less than 4 (NO in S302), the process proceeds to the process of S305. On the other hand, if the number of normal symbol holding balls is less than 4 (YES in S302), "1" is added to the number of normal symbol holding balls (S303), and the normal symbol random number acquisition process (S304) is performed. In the normal symbol random number acquisition process (S304), the value of the normal symbol win / loss determination random number counter (label - TRND - H, FIG. 7(B)) stored in the update value storage area (not shown) of the RAM is acquired, and the acquired random number value (acquired information) is stored in the address space corresponding to the current number of normal symbol holding balls in the normal symbol holding storage unit provided in the RAM of the main control board 80.

[0118] In S305, it is determined whether or not the game ball has entered the second start opening 21, that is, whether or not the game ball has been detected by the second start opening sensor 21a (S305). If the game ball has not entered the second start opening 21 (NO in S305), the process proceeds to the process of S309. If the game ball has entered the second start opening 21 (YES in S305), it is determined whether or not the number of special symbol 2 holding balls (the number of second special symbol holds, specifically, the numerical value of the counter that counts the number of second special symbol holds provided in the RAM of the main control unit 80) is less than 4 (the upper limit number) (S306). Then, if the number of special symbol 2 holding balls is not less than 4 (NO in S306), the process proceeds to the process of S309. If the number of special symbol 2 holding balls is less than 4 (YES in S306), 1 is added to the number of special symbol 2 holding balls (S307).

[0119] Subsequently, the special drawing 2-related random number acquisition process (S308) is performed. In the special drawing 2-related random number acquisition process (S308), the values of the special symbol win / loss determination random number counter (label - TRND - A), the big win type determination random number counter (label - TRND - AS), and the variation pattern random number counter (label - TRND - T1) stored in the RAM update value storage area (not shown) are acquired (that is, the random number values shown in FIG. 7(A) are acquired), and these acquired random number values (acquired information) are stored in the address space corresponding to the current number of special drawing 2 hold balls in the second special drawing hold storage unit 85b.

[0120] Subsequently, it is determined whether or not a game ball has entered the first start port 20, that is, whether or not a game ball has been detected by the first start port sensor 20a (S309). If no game ball has entered the first start port 20 (NO in S309), the process ends. If a game ball has entered the first start port 20 (YES in S309), the number of special drawing 1 hold balls (the number of special drawing 1 holds, specifically, the numerical value of the counter that counts the number of special drawing 1 holds provided in the RAM of the main control unit 80) is determined whether it is less than 4 (the upper limit number) (S310). If the number of special drawing 1 hold balls is not less than 4 (NO in S310), the process ends. If the number of special drawing 1 hold balls is less than 4 (YES in S310), "1" is added to the number of special drawing 1 hold balls (S311).

[0121] Subsequently, the special drawing 1-related random number acquisition process (S312) is performed. In the special drawing 1-related random number acquisition process (S312), similar to the special drawing 2-related random number acquisition process (S308), the values of the special symbol win / loss determination counter (label - TRND - A), the big win type determination random number counter (label - TRND - AS), and the variation pattern random number counter (label - TRND - T1) stored in the RAM update value storage area (not shown) are acquired (that is, the random number values shown in FIG. 7(A) are acquired), and these acquired random number values are stored in the address space corresponding to the current number of special drawing 1 hold balls in the first special drawing hold storage unit.

[0122] [Processing at the time of start port ball entry] As shown in FIG. 11, the game control microcomputer 81 performs the start ball entry time process (S205) following the start port sensor detection process (S204). As shown in FIG. 13, in the start ball entry time process (S205), first, it is determined whether or not the number of reserved balls in FIG. 2 has increased by "1" (S315). Then, when it is determined that the number of reserved balls in FIG. 2 has increased by "1" (YES in S315), the process proceeds to the process of S316. This corresponds to the case where "1" is added to the number of reserved balls in FIG. 2 in S307 in the start port sensor detection process (S204) based on the entry of a game ball into the second start port. On the other hand, when it is determined that the number of reserved balls in FIG. 2 has not increased (NO in S315), the process proceeds to the process of S319.

[0123] In S316, the most recently acquired random number value (acquisition information) acquired in the special figure 2 related random number acquisition process (S308) in the immediately preceding start port sensor detection process (S204) and stored in the second special figure reserved memory unit is read out (S316). Next, the acquired random number value related to the second special symbol is determined (S317). In S317, among the read acquired random number values, for the value of the special symbol hit or miss determination random number counter (special symbol hit or miss determination random number value), it is determined whether it is a big win or a miss according to the current game state (low probability state or high probability state). If the result of this determination is a big win, the type of big win is further determined. The process of S317 corresponds to a preliminary determination (so-called "reservation look-ahead") that is performed prior to the hit or miss determination (S1303, S1309) in the special figure 2 hit or miss determination process (S1202) described later.

[0124] Prior determination of whether it is a big win or not can be made by determining whether it matches the big win determination value based on the big win determination table (see Fig. 8(A)), that is, the big win determination table for the high-probability state if it is in the high-probability state, and the big win determination table for the normal state (low-probability state) if it is in the normal state. Also, as another prior determination mode, it is assumed to have a variation pattern information determination table capable of determining variation pattern information, including a variation pattern information determination table for the normal state (low-probability state) and a variation pattern information determination table for the high-probability state. And in the prior determination, it is possible to select predetermined variation pattern information based on the acquired random number value (such as the value of the special symbol winning / losing determination random number counter) and the variation pattern information determination table corresponding to the game state. And from this selected variation pattern information, it is possible to identify whether it is a big win, the type of big win, whether a game effect with a high big win reliability is to be executed, etc.

[0125] Next, in S318, command data including game information (prior determination information) related to the result of the prior determination in S317, specifically, information indicating whether the random number value for special symbol winning / losing determination matches the big win determination value (winning / losing information), information indicating the value of the big win type determination random number counter (big win type determination random number value), information indicating the value of the variation pattern random number counter (variation pattern random number value), etc., is generated as a special figure 2 start ball entry command, and the command is set in the output buffer of the RAM (S318). Incidentally, as the special figure 2 start ball entry command, part or all of the value of the special figure 2 acquired random number read in S316 may be directly transmitted to the sub-control board, or the value of the special figure 2 acquired random number may not be directly transmitted, and game information (for example, the above-mentioned variation pattern information, etc.) acquired based on the value of the special figure 2 acquired random number may be transmitted.

[0126] Also, by analyzing the special drawing 2 start winning ball command transmitted from the main control unit 80 in the sub-control unit 90, the sub-control unit 90 can identify whether it is information related to a big win, which big win type it is, which variation pattern it is, and so on. Also, in this embodiment, in addition to this, by analyzing the special drawing 2 start winning ball command, it is possible to specify whether it will be a big win when the obtained special drawing 2 obtained random number is determined in a high probability state, and whether it will be a big win when determined in a low probability state. Thereby, the sub-control unit 90 stores the received special drawing 2 start winning ball command as a hold (production hold information), pre-determines the production hold information at a specific timing, and determines whether there is production hold information that is determined to be a big win when the pass / fail determination is made in the low probability state.

[0127] Still, from the perspective of preventing fraud, the random number value for special symbol pass / fail determination among the obtained random number values read in S316 is not directly transmitted to the sub-control unit. Instead, command data including the value of the other big win type determination random number counter (big win type determination random number value), the value of the variation pattern random number counter (variation pattern random number value), and the information indicating the result of the pre-determination can be generated as the special drawing 2 start winning ball command and set.

[0128] Next, in S319, in the same manner as the processing related to the special drawing 2 described above, it is determined whether the number of hold balls for the special drawing 1 has increased by "1" (S319). And when it is determined that the number of hold balls for the special drawing 1 has increased by "1" (YES in S319), the process proceeds to the process of S320. This corresponds to the case where "1" is added to the number of hold balls for the special drawing 1 in S311 in the start port sensor detection process (S204) based on the entry of a game ball into the first start port. On the other hand, when it is determined in S319 that the number of hold balls for the special drawing 1 has not increased (NO in S319), the process ends as it is.

[0129] In S320, it is determined whether or not the time-saving flag is ON (S320). If it is determined that the time-saving flag is ON, that is, in the high base state (YES in S320), the process ends as it is. On the other hand, if it is determined in S320 that the time-saving flag is OFF, that is, in the low base state (NO in S320), the process proceeds to the process related to the preliminary determination after S321.

[0130] The processes of S321 to S323 perform the same processes as S316 to S318 described above for Special Figure 1. That is, the latest acquired random number value (acquired information) acquired in the special figure 1 related random number acquisition process (S312) in the start port sensor detection process (S204) and stored in the first special figure reserved memory unit is read out (S321), and a preliminary determination is made for the read acquired random number value (S322). Then, command data including game information related to this preliminary determination is generated as a special figure 1 start ball entry command, and the command is set in the output buffer of the RAM (S323). Note that the preliminary determination (reserved destination reading) in S322 is performed prior to the determination of success or failure (S1603, S1609) in the determination of success or failure process (S1207) of Special Figure 1 described later.

[0131] Here, in the high base state, the opening extension function that increases the ball entry frequency into the second start port 21 is operating, and it is in a state where the determination of success or failure of Special Figure 2 (see FIG. 8(B)) is likely to be performed. Also, in this embodiment, as will be described later, the digestion of the reservation of Special Figure 2 (variable display of the second special symbol) is executed prior to the digestion of the reservation of Special Figure 1 (variable display of the first special symbol). From this, in this embodiment, the preliminary determination related to the reservation of Special Figure 1 (Special Figure 1 preliminary determination) is performed in the low base state where the variable display of the first special symbol is mainly performed, and for the preliminary determination related to the reservation of Special Figure 2 (Special Figure 2 preliminary determination), it is performed regardless of whether it is in the low base state or the high base state. Further, in the pachinko game machine 1 of this embodiment, as will be described later, during the big win game, it is controlled to be in the low probability low base state, but even if a game ball enters the first start port 20 during the big win game and the reserved ball number of Special Figure 1 increases by "1", the processes of S321 to S323 (Special Figure 1 preliminary determination process) are not performed.

[0132] [Normal Pattern Operation Processing] After the start ball entry game process (S206), the game control microcomputer 81 performs the normal pattern operation process (S207) shown in FIG. 14. In the normal pattern operation process (S207), the processing related to the normal symbol display device 42 and the variable winning device 22 is divided into four stages, and "normal pattern operation status 1, 2, 3, 4" are assigned to each of these stages. Then, when the "normal pattern operation status" is "1" (YES in S401), the normal symbol standby process (S402) is performed. When the "normal pattern operation status" is "2" (NO in S401, YES in S403), the normal symbol variation process (S404) is performed. When the "normal pattern operation status" is "3" (both NO in S401 and S403, YES in S405), the normal symbol determination process (S406) is performed. When the "normal pattern operation status" is "4" (all NO in S401, S403, and S405), the normal electric accessory process (S407) is performed. Note that the normal pattern operation status is "1" in the initial setting.

[0133] [Normal Symbol Standby Process] As shown in FIG. 15, in the normal symbol standby process (S402), first, it is determined whether the number of hold balls of the normal symbol is "0" (S501). If it is "0" (YES in S501), this process ends. On the other hand, if it is not "0" (NO in S501), the normal symbol hit determination process described later is performed (S502), and then the normal symbol variation pattern selection process is performed (S503). In the normal symbol variation pattern selection process, referring to the normal symbol variation pattern selection table shown in FIG. 8(D), if the game state is the time-saving state, a normal symbol variation pattern with a variation time of 1 second for the normal symbol is selected. On the other hand, if the game state is the non-time-saving state, a normal symbol variation pattern with a variation time of 30 seconds for the normal symbol is selected. After the normal symbol variation pattern selection process (S503) is completed, the normal symbol random number shift process (S504) described later is performed, and then the normal symbol variation start process (S505) is performed, and the process ends. In the normal symbol variation start process, based on the normal symbol variation pattern selected in S503, the variation display of the normal symbol is started, and the normal operation status is set to "2". Also, in the normal symbol variation start process, in order to notify the sub-control board 90 of the start of the normal symbol variation, a normal symbol variation start command is set.

[0134] [Normal Symbol Hit Determination Process] As shown in FIG. 16, in the normal symbol winning determination process (S502), first, the value of the random number counter for normal symbol winning determination (label - TRND - H) stored in the normal symbol hold memory unit is read out (S601). Next, it is determined whether the time - shortening flag is ON, that is, whether the game state is in the time - shortening state (S602). In S602, if it is determined that the time - shortening flag is ON, that is, the time - shortening state is determined (YES in S602), a high - probability normal symbol winning determination is made based on the table for the time - shortening state (winning determination values are from "0" to "239") in the normal symbol winning determination table shown in FIG. 8(C) to determine whether it is a win (S604), and the process proceeds to the process of S605. That is, it is determined whether the read value of the random number counter for normal symbol winning determination (label - TRND - H) matches any of the winning determination values. On the other hand, in S602, if it is determined that the time - shortening flag is not ON, that is, the non - time - shortening state is determined (NO in S602), a low - probability normal symbol winning determination is made based on the table for the non - time - shortening state (winning determination values are "0", "1") in the normal symbol winning determination table shown in FIG. 8(C) to determine whether it is a win (S603), and the process proceeds to the process of S605. Then, in S605, it is determined whether the result of the normal symbol winning determination (S603, S604) is a win (normal symbol win). If it is determined to be a miss (NO in S605), a losing normal symbol for stop display (normal symbol miss symbol) is determined (S606), and the process ends. On the other hand, if it is determined to be a win (normal symbol win) in S605 (YES in S605), a winning normal symbol for stop display (normal symbol win symbol) is determined (S607), the normal symbol win flag is turned ON (S608), and the process ends.

[0135] [Normal symbol random number shift process] As shown in FIG. 17, in the normal symbol random number shift process (S504), first, the number of normal symbol hold balls is decremented by 1 (S701). Next, the storage location of each normal symbol hold in the normal symbol hold memory unit is shifted by one to the side from which it is read out currently (S702). Then, the address space, which is the storage location of the most significant hold memory in the normal symbol hold memory unit, is set to empty ("0"), that is, the RAM area corresponding to the fourth normal symbol hold is cleared to 0 (S703), and the process ends. In this way, the normal symbol holds are consumed in the order of holding.

[0136] [Processing during normal symbol variation] As shown in FIG. 18, in the processing during normal symbol variation (S404), first, it is determined whether or not the variation time of the normal symbol has elapsed (S801). If it has not elapsed (NO in S801), the processing ends. On the other hand, if it has elapsed (YES in S801), a normal symbol variation stop command is set (S802), and the normal symbol operation status is set to "3" (S803). Then, other processing such as stopping the variation display of the normal symbol with the display result (winning normal symbol or losing normal symbol) according to the determination result of the random number for normal symbol validity determination is performed (S804), and this processing ends.

[0137] [Normal symbol determination processing] As shown in FIG. 19, in the normal symbol determination processing (S406), first, it is determined whether or not the normal symbol winning flag is ON (S901). If the normal symbol winning flag is not ON (NO in S901), the normal symbol operation status is set to "1" (S905), and this processing ends. On the other hand, if the normal symbol winning flag is ON (YES in S901), subsequently, it is determined whether or not the time-saving flag is ON, that is, whether or not it is in the time-saving state (S902). If it is in the time-saving state (YES in S902), the opening pattern during the time-saving state is set as the opening pattern of the variable winning device 22 (the second start port 21) (S903). The opening pattern during the time-saving state is, as described above, an opening pattern that repeats the opening for 2.0 seconds three times. Therefore, "3" is set in the second start port opening counter that counts the number of openings of the second start port 21.

[0138] On the contrary, if it is not in the time-saving state (NO in S902), the opening pattern during the non-time-saving state is set as the opening pattern of the variable winning device 22 (the second start port 21) (S906). The opening pattern during the non-time-saving state is, as described above, an opening pattern that performs the opening for 0.2 seconds once. Therefore, "1" is set in the second start port opening counter. Then, following the setting of the opening pattern (S903, S906), the normal symbol operation status is set to "4" (S904), and this processing ends.

[0139] [Normal Electric Game Device Processing] As shown in FIG. 20, in the normal electric game device processing (S407), first, it is determined whether the end flag per normal pattern is ON (S1001). The end flag per normal pattern is a flag indicating that the opening of the second start port 21 has ended in the auxiliary game executed when a win occurs.

[0140] If the end flag per normal pattern is not ON (NO in S1001), it is determined whether the second start port 21 is in the process of being opened (S1002). If it is not in the process of being opened (NO in S1002), it is determined whether the time (timing) to open the second start port 21 has arrived (S1003). If it has not arrived (NO in S1003), the process ends. If it has arrived (YES in S1003), the second start port 21 is opened (S1004), and the process ends. On the other hand, if the second start port 21 is in the process of being opened (YES in S1002), it is determined whether the time (timing) to close the second start port 21 has arrived (that is, whether a predetermined opening time has elapsed since the second start port 21 was opened) (S1005). If it has not arrived (NO in S1005), the process ends. If it has arrived (YES in S1005), the second start port 21 is set to the closed state (closed) (S1006).

[0141] Then, following the closing process of the second start port 21 (S1006), the value of the second start port opening counter is decremented by 1 (S1007), and it is determined whether the value of the second start port opening counter is "0" (S1008). If it is not "0" (NO in S1008), the process ends as it is to open the second start port 21 again. On the other hand, if it is "0" (YES in S1008), the end process per normal pattern for ending the auxiliary game is performed (S1009), and the end flag per normal pattern is set (S1010), and the process ends. Note that the second start port opening counter becomes "0" when the second start port 21 is opened (the opening operation of the movable member 23) three times during the time shortening state, and becomes "0" when the second start port 21 is opened once during the non-time shortening state.

[0142] On the other hand, if the end flag per ordinary pattern is ON in S1001 (YES in S1001), since the opening operation of the second start port 21 for the number of times set in S903 or S906 has ended, the end flag per ordinary pattern is set to OFF (S1011), the flag per ordinary pattern is set to OFF (S1012), the ordinary pattern operation status is set to "1" (S1013), and the process ends. As a result, in the next interrupt process, the ordinary pattern operation process (FIG. 13) will execute the ordinary symbol standby process (S402) again. [Ordinary electric accessory process] As shown in FIG. 20, in the ordinary electric accessory process (S407), first, it is determined whether the end flag per ordinary pattern is ON (S1001). The end flag per ordinary pattern is a flag indicating that the opening of the second start port 21 has ended in the auxiliary game executed when a win occurs.

[0143] If the end flag per ordinary pattern is not ON (NO in S1001), it is determined whether the second start port 21 is in the process of opening (S1002). If it is not in the process of opening (NO in S1002), it is determined whether the time (timing) to open the second start port 21 has arrived (S1003). If it has not arrived (NO in S1003), the process ends. If it has arrived, the second start port 21 is opened (S1004), and the process ends. On the other hand, if the second start port 21 is in the process of opening (YES in S1002), it is determined whether the time (timing) to close the second start port 21 has arrived (that is, whether the predetermined opening time has elapsed since the second start port 21 was opened) (S1005). If it has not arrived (NO in S1005), the process ends. If it has arrived (YES in S1005), the second start port 21 is set to the closed state (closed) (S1006).

[0144] And then, following the closing process of the second start port 21 (S1006), the value of the second start port open counter is decremented by 1 (S1007), and it is determined whether the value of the second start port open counter is "0" (S1008). If it is not "0" (NO in S1008), the process simply ends to open the second start port 21 again. On the other hand, if it is "0" (YES in S1008), an end process per common pattern for ending the auxiliary game is performed (S1009), and the end flag per common pattern is set (S1010) to end the process. Incidentally, the second start port open counter becomes "0" when the second start port 21 is opened (the opening operation of the movable member 23) three times during the time shortening state, and becomes "0" when the second start port 21 is opened once during the non-time shortening state.

[0145] On the contrary, if the end flag per common pattern is ON in S1001 (YES in S1001), since the opening operation of the second start port 21 for the number of times set in S903 or S906 has ended, the end flag per common pattern is turned OFF (S1011), the common pattern flag is turned OFF (S1012), the common pattern operation status is set to "1" (S1013) to end the process. As a result, in the next interrupt process, the normal symbol standby process (S402) is executed again as the common pattern operation process (FIG. 13).

[0146] [Special Pattern Operation Process] As shown in FIG. 11, the game control microcomputer 81 performs special symbol operation processing (S207) following general symbol operation processing (S206). As shown in FIG. 21, in the special symbol operation processing (S207), the processing related to the special symbol display 41 and the big winning devices (the first big winning device 31 and the second big winning device 36) is divided into five stages, and "special symbol operation status 1, 2, 3, 4, 5" is assigned to each of these stages. Then, when the special symbol operation status is "1" (YES in S1101), special symbol standby processing (S1102) is performed; when the special symbol operation status is "2" (NO in S1101, YES in S1103), special symbol variation processing (S1104) is performed; when the special symbol operation status is "3" (NO in both S1101 and S1103, YES in S1105), special symbol determination processing (S1106) is performed; when the special symbol operation status is "4" (NO in all of S1101, S1103, and S1105, YES in S1107), special electric accessory processing 1 as a big win game (S1108) is performed; when the special symbol operation status is "5" (NO in all of S1101, S1103, S1105, and S1107), special electric accessory processing 2 as a small win game (S1109) is performed. Note that the special symbol operation status is "1" in the initial setting.

[0147] [Special symbol standby processing] As shown in FIG. 22, in the special symbol standby processing (S1102), first, it is determined whether the number of stored balls in the second start port 21 (i.e., the number of special symbol 2 stored balls) is "0" (S1201). If the number of special symbol 2 stored balls is "0" (YES in S1201), that is, when there is no storage of the random number counter value obtained based on the ball entry into the second start port 21, it is determined whether the number of stored balls in the first start port 20 (i.e., the number of special symbol 1 stored balls) is "0" (S1206). Then, if the number of special symbol 1 stored balls is also "0" (YES in S1206), that is, when there is no storage of the random number counter value obtained based on the ball entry into the first start port 20 either, it is determined whether it is during the process of setting the display screen 7a of the image display device 7 as the standby screen (while executing the demo screen for waiting for customers) (S1211). If it is during the process (YES in S1211), the process ends; if it is not during the process (NO in S1211), the standby screen setting process is executed to display the standby screen (S1212).

[0148] In S1201, when the number of reserved balls in Special Figure 2 is not "0" (NO in S1201), that is, when there is one or more memories of the random number counter value obtained based on the ball entry into the second start port 21, the following Special Figure 2 success / failure determination process (S1202), Special Figure 2 variation pattern selection process (S1203), Special Figure 2 random number shift process (S1204), and Special Figure 2 variation start process (S1205) are performed in this order. Also, when the number of reserved balls in Special Figure 2 is "0" but the number of reserved balls in Special Figure 1 is not "0" (YES in S1201, NO in S1206), that is, when there is no memory of the random number counter value related to the second start port 21 but there is one or more memories of the random number counter value obtained based on the ball entry into the first start port 20, the following Special Figure 1 success / failure determination process (S1207), Special Figure 1 variation pattern selection process (S1208), Special Figure 1 random number shift process (S1209), and Special Figure 1 variation start process (S1210) are performed in this order. Thus, in this embodiment, the variable display of the first special symbol based on the reservation of the first special figure is performed only when the number of reserved balls in Special Figure 2 is "0" (when YES in S1201). That is, the consumption of the second special figure reservation (variable display of the second special symbol) is executed with priority over the consumption of the first special figure reservation (variable display of the first special symbol). And in this embodiment, the success / failure determination based on the second special figure reservation is more likely to result in a big win that is more profitable for the player than the success / failure determination based on the first special figure reservation (see Fig. 8(B)).

[0149] [Special Figure 2 Success / Failure Determination Process] As shown in FIG. 23, in the special drawing validity determination process (S1202), first, as a determination value, the value of the random number counter for special symbol validity determination (label - TRND - A) stored in the lowermost area of the special drawing retention memory section of the RAM (i.e., the RAM area corresponding to the first of the second special drawing retentions) (the oldest stored) is read (S1301). Next, it is determined whether the probability variation flag is ON, that is, whether it is in the high - probability state (S1302). If it is not in the high - probability state (NO in S1302), that is, if it is in the normal state, a validity determination is made based on the validity determination table for the normal state in the winning determination table (see FIG. 8(A)) (the big win determination values are "3" and "397") (S1303). On the other hand, if it is in the high - probability state (YES in S1302), a validity determination is made based on the big win determination table for the high - probability state in the winning determination table (see FIG. 8(A)) (S1309). In the big win determination table for the high - probability state, the big win determination values are "3", "53", "113", "173", "227", "281", "337", "397", "449", "503".

[0150] If it is determined that the result of the validity determination (S1303, S1309) is "big win" (YES in S1304), the value of the random number counter for big win type determination (label - TRND - AS) is read, and the big win type is determined based on the big win type determination table shown in FIG. 8(B) (S1310). Based on the value of the random number for big win type determination, the big win symbol is determined (S1311), the big win flag is turned ON (S1312), and the process ends. In the case of the validity determination related to the first special symbol, the big win type is determined using the big win type determination table for the first special symbol. In the case of the validity determination related to the second special symbol, the big win type is determined using the big win type determination table for the second special symbol. When it is determined as a big win in the validity determination of the first special symbol (special drawing 1), it is one of 15R first big win, 15R second big win, 15R third big win, and 2R fourth big win. When it is determined as a big win in the validity determination of the second special symbol (special drawing 2), it is 15R fifth big win or 15R sixth big win (see FIG. 8(B)).

[0151] In response to this, in this embodiment, as the jackpot flag, there is a long win flag that is turned ON when the jackpot type is the 15R first jackpot, 15R second jackpot, 15R third jackpot, 15R fifth jackpot, or 15R sixth jackpot, and a short win flag that is turned ON when it is the 2R fourth jackpot. When it becomes the 2R fourth jackpot and the short win flag is turned ON, at the timing when the 2R fourth jackpot symbol is definitely displayed, the 2R lamp (see FIG. 4) of the round display 45 is turned on and displayed. Specifically, it becomes a display mode such as "2R ▲ 15R △" (for example, ▲: lit, △: extinguished). Also, when any of the 15R first to third jackpots, 15R fifth jackpot, and 15R sixth jackpot results in the long win flag being turned ON, at the timing when the corresponding jackpot symbol is definitely displayed, the 15R lamp (see FIG. 4) is turned on and displayed. Specifically, it becomes a display mode such as "2R △ 15R ▲".

[0152] Here, the jackpot determination (special symbol win / loss determination) and the jackpot type determination can each be referred to as "determination", or the jackpot determination including which jackpot symbol it will be can also be referred to as "determination". Also, these results may be referred to as "determination results".

[0153] On the other hand, when it is determined that the result of the win / loss determination (S1303, S1309) is not "jackpot" (NO in S1304), it is determined whether it is a minor win (S1305). That is, it is determined whether the value of the random number counter for special symbol win / loss determination (label - TRND - A) matches any of the minor win determination values "101" to "105" (see FIG. 8(A)). And when it is determined that it is not a "minor win" (NO in S1305), the losing symbol is determined (S1308), and the process ends. That is, when the result of the win / loss determination (S1303, S1309) is neither "jackpot" nor "minor win", the result is "losing". On the other hand, when it is determined that the result of the minor win determination (S1305) is "minor win" (YES in S1305), the minor win symbol is determined (S1306), the minor win flag is turned ON (S1307), and the process ends. Note that the random number for determining whether it is a minor win may be provided separately from the random number for special symbol win / loss determination.

[0154] [Special Figure 2 Variation Pattern Selection Process] In the special symbol waiting process (Figure 22), following the special figure 2 validity determination process (S1202), a special figure 2 variation pattern selection process is performed (S1203). As shown in Figures 24 and 25, in the special figure 2 variation pattern selection process (S1203), first, it is determined whether the game state is a time-saving state (whether the time-saving flag is ON) (S1401). And if it is not in the time-saving state (NO in S1401), that is, if it is in the non-time-saving state, it is determined whether the jackpot flag is ON (S1402). If it is ON (YES in S1402), referring to the non-time-saving state jackpot table (the part of the variation pattern table shown in Figure 9 that corresponds to the non-time-saving state and the jackpot), a variation pattern is selected based on the variation pattern random number counter value (label - TRND - T1) (S1403). Note that once the variation pattern is determined, the variation time is also determined. Also, in this embodiment, the non-time-saving state jackpot table is also divided according to whether the jackpot is a long jackpot (15R jackpot) or a short jackpot (2R jackpot) (see Figure 9). However, this process is a variation pattern selection process for special figure 2, and among the jackpots won by the lottery of special figure 2, there is only a 15R fifth jackpot (long jackpot) (see Figure 6). Therefore, the part referred to in this process is always the part of the long jackpot, and variation pattern P1 or P2 is selected. Note that the non-time-saving state jackpot table does not necessarily have to be divided into a long jackpot part and a short jackpot part. This is the same for the time-saving state jackpot table described later.

[0155] On the other hand, if the jackpot flag is not ON (NO in S1402), it is determined whether the small win flag is ON (S1405). And if the small win flag is ON (YES in S1405), referring to the non-time-saving state small win table (the part of the variation pattern table shown in Figure 9 that corresponds to the non-time-saving state and the small win), a variation pattern is selected based on the variation pattern random number counter value (S1409). Specifically, in this embodiment, variation pattern P4 is always selected.

[0156] Also, if the small win flag is not ON (NO in S1405), it means a miss where there is neither a big win nor a small win. In this case, it is determined whether the number of hold counts of the second special symbol is "1" or "2" (S1406). The hold count here refers to the number of stored counts including the information determining the variation pattern by this process, so the number of hold memories is set to any value from "1" to "4". And in S1406, if it is determined that the hold count is "1" or "2" (YES in S1406), the non-time-shortened state first hold count miss table (the part of the variation pattern table shown in FIG. 9 that corresponds to non-time-shortened state, miss, and hold ball count "1, 2") is referred to, and a variation pattern is selected based on the variation pattern random number counter value (label - TRND-T1) (S1407). In this embodiment, any one of variation patterns P5 to P8 is selected.

[0157] On the other hand, in S1406, if it is determined that the hold count is not "1" or "2", that is, it is "3" or "4" (NO in S1406), the non-time-shortened state second hold count miss table (the part of the variation pattern table shown in FIG. 9 that corresponds to non-time-shortened state, miss, and hold ball count "3, 4") is referred to, and a variation pattern is selected based on the variation pattern random number counter value (label - TRND-T1) (S1408). In this embodiment, any one of variation patterns P9 to P12 is selected. Here, the non-time-shortened state first hold count miss table is set to be more likely to select a variation pattern with a relatively long variation time than the second hold count miss table. Also, the shortest selectable variation time (12000 ms) is set to be longer than that of the second hold count miss table (4000 ms). That is, when there is a miss, a function of shortened variation according to the number of hold balls works. When the number of hold balls of the special symbol is "3" or "4", a variation pattern with a shorter variation time is selected compared to when the number of hold balls of the special symbol is "1" or "2".

[0158] Also, in the aforementioned S1401, when it is determined that the game state is the time shortening state (YES in S1401), it is determined whether the jackpot flag is ON (S1410 in FIG. 25). And when it is determined that the jackpot flag is ON (YES in S1410), referring to the jackpot table for the time shortening state (the part corresponding to the time shortening state and jackpot among the variable pattern tables shown in FIG. 9), a variable pattern is selected based on the variable pattern random number counter value (label - TRND - T1) (S1411). As described above, this process is the variable pattern selection process for FIG. 2 of the special drawings. Since there is only the 15R fifth jackpot (long jackpot) in the jackpot won by the lottery in FIG. 2 of the special drawings (see FIG. 6), in S1411, the variable pattern P13 or P14 corresponding to the long jackpot is selected.

[0159] On the other hand, when it is determined in S1410 that the jackpot flag is not ON (NO in S1410), it is determined whether the small win flag is ON (S1412). And if the small win flag is ON (YES in S1412), referring to the small win table for the time shortening state (the part corresponding to the time shortening state and small win among the variable pattern tables shown in FIG. 9), a variable pattern is selected based on the variable pattern random number counter value (S1416). Specifically, in this embodiment, the variable pattern P16 is always selected.

[0160] Also, when it is determined in S1412 that the small hit flag is not ON (NO in S1412), that is, when it is a miss, it is determined whether the number of held special symbols is "1" (S1413). The number of held symbols here is the same as described above, and the number of held symbols is set to any value from "1" to "4". And when it is determined that the number of held symbols is "1" (YES in S1413), referring to the third out-of-held-number table during the time-saving state (the part of the variation pattern table shown in FIG. 9 that corresponds to the non-time-saving state, miss, and the number of held balls "1"), a variation pattern is selected based on the variation pattern random number counter value (label - TRND-T1) (S1414). In this embodiment, any one of variation patterns P17 to P20 is selected. On the other hand, in S1413, when it is determined that the number of held symbols is not "1", that is, when the number of held symbols is any one of "2" to "4" (NO in S1413), referring to the fourth out-of-held-number table during the time-saving state (the part of the variation pattern table shown in FIG. 9 that corresponds to the time-saving state, miss, and the number of held balls "2 to 4"), a variation pattern is selected based on the variation pattern random number counter value (label - TRND-T1) (S1415). In this embodiment, any one of variation patterns P21 to P24 is selected.

[0161] In this way, in the variation pattern table during the time-saving state (the part of the variation pattern table shown in FIG. 9 that corresponds to the time-saving state), the function of shortened variation according to the number of held balls at the time of a miss works when the number of held balls is from "2" to "4". Also, when winning a long jackpot among the big wins, a variation pattern with a shorter variation time than in the non-time-saving state is more likely to be selected. That is, the variation pattern table during the time-saving state is a table such that the average value of the variation time of the special symbol is shorter than that of the variation pattern table in the non-time-saving state. Thereby, in the time-saving state, compared with the non-time-saving state (normal state), the digestion speed of the special symbol hold is accelerated (the game during the time-saving state progresses rapidly).

[0162] After selecting the variation pattern as described above, perform other processes (S1404) shown in FIG. 24 to end this process. In the other processes (S1404), a variation pattern designation command corresponding to the selected variation pattern (variation pattern designation command corresponding to Special Figure 2) is set in the output buffer of the RAM. The set variation pattern designation command is included in the subsequent variation start command and sent to the sub-control board 90 by the output process (S201).

[0163] [Special Figure 2 Random Number Shift Process] As shown in FIG. 26, in the Special Figure 2 random number shift process (S1204), first, decrement the Special Figure 2 hold ball count by 1 (S1501). Next, shift the storage location of each counter value in the Second Special Figure Hold Memory Unit to one lower position (for example, if the Second Special Figure Hold Memory Unit consists of an address space corresponding to addresses "0000" to "0003", the "0000" side address) (S1502). Then, set "0" in the uppermost address space of the Second Special Figure Hold Memory Unit, that is, clear the RAM area corresponding to the fourth Special Figure Hold (if stored up to the upper limit number) to 0 (S1503), and end this process.

[0164] After executing the Special Figure 2 random number shift process (S1204), execute the Special Figure 2 variation start process (S1205) in the Special Symbol Wait Process (S1102) shown in FIG. 22. In the Special Figure 2 variation start process (S1205), set the special figure operation status to "2", set the variation start command in the output buffer of the RAM, and start the variation display of the second special symbol.

[0165] Also, in the Special Symbol Wait Process (S1102) of FIG. 22, when the Special Figure 2 hold ball count is "0" and the Special Figure 1 hold ball count is not "0" (YES in S1201 and NO in S1206), perform the Special Figure 1 validity determination process (S1207), the Special Figure 1 variation pattern selection process (S1208), the Special Figure 1 random number shift process (S1209), and the Special Figure 1 variation start process (S1210) in this order.

[0166] [Special Figure 1 Validity Determination Process] As shown in FIG. 27, in the special drawing 1 pass / fail determination process (S1207), processes (S1601 to S1612) are performed in the same flow as the special drawing 2 pass / fail determination process (S1202) shown in FIG. 23. Therefore, a detailed description of this process is omitted.

[0167] However, since this process is related to special drawing 1, in S1601, the random number counter value for special symbol pass / fail determination (label - TRND - A) stored in the lowest region of the first special drawing save memory section of the RAM (i.e., the RAM region corresponding to the first of the first special drawing saves) is read out. Also, in the jackpot type determination in S1610, it is possible to be determined as any of 15R first jackpot, 15R second jackpot, 15R third jackpot, and 2R fourth jackpot (FIG. 8(B)). As shown in the column of the first special symbol (special drawing 1) in FIG. 8(B), the allocation rate of each jackpot is 40% for 15R first jackpot, 20% for 15R second jackpot, 30% for 15R third jackpot, and 10% for 2R fourth jackpot. When it is determined as any of 15R first jackpot, 15R second jackpot, and 15R third jackpot in this jackpot type determination, the long jackpot flag is turned ON as the jackpot flag in S1612. On the other hand, when it is determined as 2R fourth jackpot, the short jackpot flag is turned ON as the jackpot flag in S1612.

[0168] [Special Drawing 1 Variation Pattern Selection Process] As shown in FIGS. 28 and 29, in the special drawing 1 variation pattern selection process (S1208), processes (S1701 to S1720) are performed in the same flow as the special drawing 2 variation pattern selection process (S1203) shown in FIGS. 24 and 25. Therefore, a detailed description of this process is omitted.

[0169] However, since this process relates to Special Figure 1, when YES in S1702 (Figure 28) (that is, when the jackpot flag is ON), it is further determined whether the type of jackpot is a 15R jackpot (any one of the 15R First Jackpot, 15R Second Jackpot, and 15R Third Jackpot) (S1703). And when it is a 15R jackpot (long jackpot) (YES in S1703), refer to the 15R Jackpot Table during Non-Time-Saving State (the part of the variation pattern table shown in Figure 9 that corresponds to the non-time-saving state and long jackpot), and select a variation pattern based on the variation pattern random number counter value (label - TRND-T1) (S1704). Specifically, variation pattern P1 or P2 is selected.

[0170] On the other hand, when it is determined in S1703 that it is not a 15R jackpot (NO in S1703), that is, when it is a 2R Fourth Jackpot (short jackpot), refer to the 2R Jackpot Table during Non-Time-Saving State (the part of the variation pattern table shown in Figure 9 that corresponds to the non-time-saving state and short jackpot), and select a variation pattern based on the variation pattern random number counter value (S1706). Specifically, variation pattern P3 is selected.

[0171] Also, in this Special Figure 1 variation pattern selection process, when YES in S1712 (Figure 29) (that is, when the jackpot flag is ON), it is further determined whether the type of jackpot is a 15R jackpot (any one of the 15R First Jackpot, 15R Second Jackpot, and 15R Third Jackpot) (S1713). And when it is a 15R jackpot (long jackpot) (YES in S1713), refer to the 15R Jackpot Table during Time-Saving State (the part of the variation pattern table shown in Figure 9 that corresponds to the time-saving state and long jackpot), and select a variation pattern based on the variation pattern random number counter value (S1714). Specifically, variation pattern P13 or P14 is selected.

[0172] On the other hand, when it is determined in S1713 that it is not a 15R big win (NO in S1713), that is, when it is a 2R fourth big win (short win), during the time shortening state, a 2R big win use table (the part corresponding to the time shortening state and short win among the variable pattern tables shown in FIG. 9) is referred to, and a variable pattern is selected based on the variable pattern random number counter value (S1715). Specifically, variable pattern P15 is selected.

[0173] In this variable pattern selection process of Special Figure 1, after selecting the variable pattern, other processes (S1705, FIG. 28) are performed to end this process. In other processes (S1705), a variable pattern designation command corresponding to the selected variable pattern (variable pattern designation command corresponding to Special Figure 1) is set in the output buffer of the RAM. The set variable pattern designation command is included in the variable start command described later and is sent to the sub-control board 90 by the output process (S201).

[0174] [Special Figure 1 Random Number Shift Process] As shown in FIG. 30, in the Special Figure 1 random number shift process (S1209), first, the Special Figure 1 reserved ball number is decremented by 1 (S1801). Next, the storage locations of various counter values in the first Special Figure reserved memory section are shifted one position lower (S1802). Then, "0" is set in the uppermost address space of the first Special Figure reserved memory section, that is, (when stored up to the upper limit number) the RAM area corresponding to the fourth of the first Special Figure reserved is cleared to 0 (S1803), and this process ends.

[0175] After executing the Special Figure 1 random number shift process (S1209), the Special Figure 1 variable start process (S1210) in FIG. 22 is executed. In the Special Figure 1 variable start process (S1210), the special figure operation status is set to "2", and a variable start command is set in the output buffer of the RAM to start the variable display of the first special symbol.

[0176] [During Special Symbol Variation Process] As shown in FIG. 31, in the special symbol variation in - process (S1104), first, it is determined whether or not the variation time of the special symbol (the variation time determined according to the variation pattern selected in S1203 or S1208 of FIG. 22, see FIG. 9) has elapsed (S1901). And when it is determined that the variation time has not elapsed (NO in S1901), the process ends. Thereby, the variation display of the special symbol is continued.

[0177] On the other hand, when it is determined that the variation time has elapsed (YES in S1901), a variation stop command is set (S1902). Then, it is determined whether or not the sure - win flag is ON (S1903). If it is ON (YES in S1903), the sure - win counter is decremented by 1 (S1904), and it is determined whether or not the value of the sure - win counter is "0" (S1905). When it is determined in S1905 that the sure - win counter is "0", the sure - win flag is turned OFF, and the process proceeds to the process of S1907. On the other hand, when it is determined that the sure - win flag is not ON (NO in S1903), or when it is determined that the sure - win counter is not "0" (NO in S1905), the process proceeds to the process of S1907.

[0178] And in S1907, it is determined whether or not the time - shortening flag is ON (S1907). When it is determined that the time - shortening flag is ON (YES in S1907), the value of the time - shortening counter that counts the number of variation displays of the special symbol executed during the time - shortening state is decremented by 1 (S1908), and it is determined whether or not the value of the time - shortening counter is "0" (S1909). If it is "0" (YES in S1909), the time - shortening flag is turned OFF (S1910), and the process proceeds to the process of S1911. Also, when it is determined that the time - shortening flag is not ON (NO in S1907), or when it is determined that the value of the time - shortening counter is not "0" (NO in S1909), the process proceeds to the process of S1911. In S1911, the special - figure operation status is set to "3" (S1911). And other processes such as stopping the variation display of the special symbol according to the determination results of the special - symbol win - loss determination random number and the big - win type determination random number are performed (S1912), and this process ends.

[0179] [Special Symbol Determination Process] As shown in FIG. 32, in the special symbol determination process (S1106), first, it is determined whether the jackpot flag is ON (S2001). If the jackpot flag is ON (YES in S2001), then it is subsequently determined whether the type of jackpot is a 15R jackpot (any one of the 15R first jackpot, 15R second jackpot, 15R third jackpot, and 15R fifth jackpot) (S2002). And if it is a 15R jackpot (that is, if the long win flag is ON), the value of the round counter that counts the number of rounds (in the mode of one opening per round, one round is from the opening to the closing of the big winning opening) to be executed during the jackpot game is set to "15", and as the opening pattern of the big winning opening (the first big winning opening 30 or the second big winning opening 35) (see FIG. 6), if it is a 15R first jackpot, the opening pattern for the 15R first jackpot, if it is a 15R second jackpot, the opening pattern for the 15R second jackpot, if it is a 15R third jackpot, the opening pattern for the 15R third jackpot, if it is a 15R fifth jackpot, the opening pattern for the 15R fifth jackpot, if it is a 15R sixth jackpot, the opening pattern for the 15R sixth jackpot is set respectively (S2003).

[0180] On the other hand, if it is determined in S2002 that it is not a 15R jackpot (that is, if the short win flag is ON), since the jackpot type is the 2R fourth jackpot, the value of the round counter is set to "2", and as the opening pattern of the big winning opening (the first big winning opening 30 or the second big winning opening 35), the opening pattern for the 2R fourth jackpot (see FIG. 6) is set (S2004).

[0181] After finishing the process of S2003 or S2004, in order to start the jackpot game, a jackpot opening command is set (S2005), the opening performance of the jackpot game is started (S2006), and the special symbol operation status is set to "4" (S2007).

[0182] Also, when it is determined in S2001 that the jackpot flag is not ON (NO in S2001), it is determined whether the small win flag is ON (S2008). As a result, if the small win flag is ON (YES in S2008), the value of the small win release counter that counts the number of times the large winning opening (the second large winning opening 35) is opened during the small win game is set to "2", and as the opening pattern of the large winning opening (the second large winning opening 35), the opening pattern for small wins (see Fig. 6) is set (S2009). Then, in order to start the small win game, a small win opening command is set (S2010), the opening effect of the small win game is started (S2011), and the special figure operation status is set to "5" (S2012). Incidentally, if the small win flag is not ON in S2008 (NO in S2008), neither the jackpot game nor the small win game is started, so the special figure operation status is set to "1" and the process ends.

[0183] [Special Electric Appliance Processing 1 (Jackpot Game)] As shown in Fig. 33, in the special electric appliance processing 1 (S1108), first, it is determined whether the probability variation flag is ON (S2101). If it is determined to be ON (YES in S2101), the probability variation flag is turned OFF (S2102). Also, it is determined whether the time shortening flag is ON (S2103). If it is determined to be ON (YES in S2103), the time shortening flag is turned OFF (S2104). That is, during the execution of the jackpot game, it is controlled to be in a low probability state and a non-time shortening state. In this embodiment, since it is always in a low base state during the non-time shortening state, it is also controlled to be in a low probability and low base state during the execution of the jackpot game.

[0184] Next, it is determined whether the jackpot end flag is ON (S2105). The jackpot end flag is a flag indicating that the openings of all the big winning holes (the first big winning hole 30 and the second big winning hole 35) in the jackpot game have ended (the jackpot game has ended). If the jackpot end flag is not ON (NO in S2105), it is determined whether a big winning hole (the first big winning hole 30 or the second big winning hole 35) is being opened (S2106). If it is not being opened (NO in S2106), it is determined whether the time (timing) to open the big winning hole (the first big winning hole 30 or the second big winning hole 35) has arrived, that is, whether the opening time of the jackpot has passed and it is time to start the first round, or whether the interval time between rounds has passed and it is time to start the next round (next opening) (S2107). This is determined based on the big winning hole opening pattern set for each of the above-described jackpot types. For example, if it is before the start of the first round, it is determined by whether the opening period has ended and it is the timing to execute the first opening process of the first round. Also, if the first round has already started, it is determined by whether the previous round has ended and the predetermined interval period has ended. Note that a round is also simply referred to as "R" or "round game".

[0185] If the determination result of S2107 is NO, the process ends as it is. On the other hand, if the determination result of S2107 is YES, it is determined whether the round to be executed corresponds to either the first round or the second round, that is, whether it is the V round (S2108). This determination may be made using the value of the round counter for each jackpot type, or a round counter may be provided to count which round is the round to be executed separately and the determination may be made using that. If the round to be executed is not the V round (NO in S2108), that is, if it is any of the 3rd to 15th rounds, the process proceeds to S2110, and the first major winning device 31 is activated to open the first major winning opening 30 according to the opening pattern corresponding to the type of jackpot (see FIG. 6). On the other hand, if it is determined that the round to be executed is the V round (the first round or the second round) (YES in S2108), after performing the V valid period setting process (S2109), the process proceeds to S2110, and the second major winning device 36 is activated to open the second major winning opening 35 according to the opening pattern corresponding to the type of jackpot (see FIG. 6). Also, when opening the major winning opening (the first major winning opening 30 or the second major winning opening 35), that is, when starting the round, the round start command for the corresponding round is set. For example, a round start command that can identify the round to start is set, such as "1R start command" for the start of the first round and "2R start command" for the start of the second round. The set round start command is transmitted to the sub-control unit 90 by the output process of S201.

[0186] In the valid period setting process (S2109), the period during which the detection of game balls by the specific area sensor 39a is valid (corresponding to the first period) is set to the period during which the second largest winning opening 35 is open and for several seconds after the second largest winning opening 35 is closed in the V round (one round or two rounds in this embodiment). In addition, in this embodiment, other periods (including when a small win is in progress or a special game is not being executed) are set to the period during which the detection of game balls by the specific area sensor 39a is invalid (corresponding to the second period). Here, determining that the detection of game balls by the specific area sensor 39a is valid means turning on the V flag based on the detection of game balls by the specific area sensor 39a (see S2401 to S2403 of the specific area sensor detection process described later), and determining that the detection of game balls by the specific area sensor 39a is invalid means not turning on the V flag even if there is detection of game balls by the specific area sensor 39a.

[0187] Here, at the timing when a game ball is detected by the specific area sensor 39a and the V flag is turned on, the game state display 46 is set to a predetermined display mode to notify that the game state after the big win game ends becomes a high probability state. Specifically, the game state display 46 is composed of three LEDs of "a1a2a3". In this embodiment, in the normal state (low probability state), the display mode is "a1□a2□a3□" (for example, □: off, ■: on). Also, at the timing when a game ball is detected by the specific area sensor 39a during the big win game and the V flag is turned on, the display mode is "a1■a2■a3■". Then, when the big win game ends and the game state is set to the high probability state, the display mode is "a1□a2□a3□". Also, the lighting control timing of the game state display 46 is not limited to such timing. During the big win game, even if a game ball passes through the specific area, the display mode remains "a1□a2□a3□", and at the timing of transitioning to the high probability state after the big win game ends, it is set to "a1■a2■a3■", and at the timing of transitioning from the high probability state to the low probability state, the display mode may be "a1□a2□a3□".

[0188] That is, in the specific area sensor detection process (S208) described later, the V flag is turned on only when a V passage (a game ball passing through the specific area 39) is detected during the V valid period, and the V flag is not turned on when a V passage is detected outside the V valid period (during the V invalid period). Incidentally, when the V flag is ON, the probability-variable flag is turned on, that is, the game state after the big win game is set to the high-probability state (refer to the game state setting process described later). By doing so, it is ensured that the V flag is not turned on based on a V passage due to fraud, that is, the high-probability state is not set fraudulently.

[0189] Also, if there is a V passage in the V round (the 1st or 2nd round) of the big win game, the game state after the end of the big win game is set to the high-probability state. On the other hand, even if there is a V passage during the small win game, if the game state before the small win game is the normal state, the game state after the end of the small win game is also the normal state, and if the game state before the small win game is the high-probability state, the game state after the end of the small win game is also the high-probability state. That is, the probability of winning or losing determination is not changed before and after the small win game.

[0190] Incidentally, in this embodiment, in the V valid period setting process (S2109), even in the case of the 15R second and third big wins, the period (the first period) during which the detection of the game ball by the specific area sensor 39a is determined to be valid is set. However, as another aspect, in the case of the 15R second and third big wins, it may be set that the first period is not set in the V round. That is, in the case of the 15R second and third big wins, the V round may be set to the second period. In the big win game related to the 15R second and third big wins, since the opening time of the second big winning port 35 is set to an extremely short time of 0.1 seconds, the possibility of the game ball entering the second big winning port 35 is extremely low. However, if it is set to the second period, even if the ball enters by chance, the V flag will not be turned on. Thereby, it is possible to prevent the V flag from being turned on fraudulently or being turned on due to a rare ball entry. Incidentally, in this embodiment, the 1st and 2nd rounds are set as the V rounds, and the detection of the game ball by the specific area sensor 39a is made valid in the V rounds, but the location of the V rounds is not limited to this.

[0191] If the big winning opening (the first big winning opening 30 or the second big winning opening 35) is open in S2106 (YES in S2106), it is determined whether the number of balls entered into the big winning opening in that round has reached the specified maximum number of balls entered (10 per round in this embodiment) (S2111). If the specified number of balls entered has not been reached (NO in S2111), it is determined whether the time (timing) to close the big winning opening has arrived, that is, whether a predetermined opening time (see FIG. 6) has elapsed since the big winning opening was opened (S2112). And if the opening time of the big winning opening has not elapsed (NO in S2112), the process ends.

[0192] On the other hand, when the specified number of winning balls has been reached (YES in S2111), or when the opening time of the big winning opening has elapsed (YES in S2112), that is, when either of the two round end conditions is satisfied, the big winning opening (the first big winning opening 30 or the second big winning opening 35) is closed (S2113). Then, the value of the round counter is decremented by 1 (S2114), and it is determined whether the value of the round counter is "0" (S2115). If it is determined that the value is not "0" (NO in S2115), the process ends in order to start the next round. Also, when closing the big winning opening (the first big winning opening 30 or the second big winning opening 35), that is, when ending the round, the round end command for the corresponding round is set. For example, when ending the first round, a round end command that can identify the round to end, such as "1R end command", is set. When ending the second round, a round end command such as "2R end command" is set. The set round end command is transmitted to the sub-control unit 90 by the output process of S201. Note that the round end command is transmitted when ending a round other than the final round of the big win game, that is, when it is determined in S2115 that the value of the round counter is not "0". For example, if the number of rounds of the big win game to be executed is a 15R big win game, the round end command is transmitted until the end of 14R, but is not transmitted when ending 15R. This is because the ending command set in the process of S2116 described later is transmitted when ending the final round.

[0193] On the other hand, when it is determined that the value of the round counter is "0" (YES in S2115), as a big win end process for ending the big win game, a big win ending command is set (S2116), and the big win ending effect is started (S2117). Then, the big win end flag is set (S2118), and the process ends. Note that the round counter becomes "0" when the opening of the big winning opening is executed 15 times in the case of a long win (15R big win), and becomes "0" when the opening of the big winning opening is executed 2 times in the case of a short win (2R big win).

[0194] Also, when it is determined in S2105 that the jackpot end flag is ON (YES in S2105), since the final round has ended, it is determined whether the execution time (ending time) of the jackpot ending effect has elapsed (S2119). If the ending time has not elapsed (NO in S2119), the process ends. On the other hand, if the ending time has elapsed (YES in S2119), after turning off the jackpot end flag (S2120), the game state setting process (S2121) described below is performed. Then, the jackpot flag is turned off (S2122), the special figure operation status is set to "1" (S2123), and the process ends. As a result, in the next interrupt process, the special figure standby process (S1102) is executed again as the special figure operation process (S207). It can be said that the game control microcomputer 81 that executes the above special electric accessory process 1 (S1108) functions as "special game execution means".

[0195] [Game state setting process] As shown in FIG. 34, in the game state setting process (S2121), first, it is determined whether the V flag is ON (S2201). The V flag is a flag that is turned ON in the specific area sensor detection process (FIG. 36) described below. If the V flag is ON (YES in S2201), the probability variable flag is turned ON (S2202), "100" is set in the probability variable counter (S2203), the V flag is turned off (S2204), and the process proceeds to the process of S2205. On the other hand, if the V flag is OFF (NO in S2201), the process proceeds to the process of S2205 without turning on the probability variable flag. That is, in this pachinko game machine 1, based on whether the V flag is ON or not in this game state setting process, it is determined whether to set the game state after the jackpot game ends to a high-probability state.

[0196] In S2205, it is determined whether the just-ended jackpot game (the jackpot game executed this time) is a 15R jackpot. If it is determined that it is a 15R jackpot (YES in S2205), then it is determined whether the 15R jackpot is a 15R third jackpot (S2206). If it is a 15R third jackpot (YES in S2206), the process ends as it is. If it is not a 15R third jackpot, that is, if it is any one of the 15R first, second, or fifth jackpots (NO in S2206), the time-shortening flag is turned ON (S2207), "100" is set in the time-shortening counter (S2208), and the process ends. Here, if the current jackpot game pertains to a 15R first jackpot or a 15R fifth jackpot, since the game ball should have passed through the specific area 39 (V passage) and the V flag should have been turned ON during the jackpot game (YES in S2201), the game state after the end of the jackpot game in this case becomes a high-probability high-base state. Also, if the current jackpot game pertains to a 15R second jackpot, since the V passage did not occur and the V flag should not have been turned ON during the jackpot game (NO in S2201), the game state after the end of the jackpot game in this case becomes a low-probability high-base state. Further, if the current jackpot game pertains to a 15R third jackpot, since the V passage did not occur and the V flag should not have been turned ON during the jackpot game (NO in S2201), the game state after the end of the jackpot game in this case becomes a low-probability low-base state.

[0197] On the other hand, in S2205, if it is determined that the just-ended jackpot game (the jackpot game executed this time) is not a 15R jackpot, that is, if it is a 2R fourth jackpot (NO in S2205), it is determined whether the game state before the start of the current jackpot game, that is, the game state when it became a 2R fourth jackpot, was a time-shortening state (S2209). If it is determined that it was not a time-shortening state (NO in S2209), the process ends as it is without turning on the time-shortening flag. As a result, if the V flag did not turn ON in the current jackpot game (NO in S2201), the game state after the end of the jackpot game becomes a low-probability low-base state, and if the V flag turned ON in the current jackpot game (YES in S2201), the game state after the end of the jackpot game becomes a high-probability low-base state.

[0198] On the other hand, in S2209, when it is determined that the gaming state at the time of the second 4th jackpot is the time-saving state (YES in S2209), the time-saving flag is turned ON (S2207), "100" is set in the time-saving counter (S2208), and the process ends. As a result, when the V flag is not turned ON in this jackpot game (NO in S2201), the gaming state after the jackpot game ends is the low-probability high-base state, and when the V flag is turned ON in this jackpot game (YES in S2201), the gaming state after the jackpot game ends is the high-probability high-base state.

[0199] In addition, the high-probability high-base state, the low-probability high-base state, and the high-probability low-base state all end when either the special symbol fluctuates and is displayed 100 times or the next jackpot occurs.

[0200] Also, the reason for performing the process of determining whether the gaming state before the start of the jackpot game related to the second 4th jackpot is the time-saving state (S2209) is to make the operating states of the time-saving function and the high-base function before and after the jackpot game the same as the state (conditions) when a small win occurs. If these operating states are different between the case of the second 4th jackpot and the case of a small win, even if it becomes difficult to recognize which win it is from the opening pattern of the big winning opening, it will become easy to distinguish which win it is based on the subsequent gaming state (the operating states of the time-saving function and the high-base function). Thus, it is made difficult to distinguish between the second 4th jackpot and a small win by the opening pattern of the big winning opening, and it is also made difficult to distinguish by the operating states of the subsequent time-saving function and high-base occurrence function.

[0201] [Special Electric Device Processing 2 (Small Win Game)] As shown in FIG. 35, in the special electric accessory process 2 (S1109), first, it is determined whether the small win end flag is ON (S2301). The small win end flag is a flag indicating that the opening of the second large winning opening 35 has been completed in the small win game. If the small win end flag is not ON (NO in S2301), it is determined whether the second large winning opening 35 is in the process of opening (S2302). If it is not in the process of opening (NO in S2302), it is determined whether the time to open the large winning opening (the first large winning opening 30 or the second large winning opening 35) has arrived, that is, whether the time of the small win opening has elapsed and it is time to start the first opening, or whether the interval time between multiple openings has elapsed and it is time to start the next opening (S2303). If the determination result of S2303 is NO, the process ends as it is. On the other hand, if the determination result of S2303 is YES, after performing the V invalid period setting process (S2304), the process proceeds to S2305, and the second large winning device 36 is operated to open the second large winning opening 35 according to the small win opening pattern (see FIG. 6).

[0202] In the V invalid period setting process (S2304), the period during which the second largest winning opening 35 is open in the small hit game and for several seconds after the second largest winning opening 35 is closed is set as the period (the second period) during which the detection of game balls by the specific area sensor 39a is determined to be invalid. Also, in this embodiment, the periods other than the period defined as the valid period in the above-described V valid period setting process (S2109) are the invalid periods (the second periods). Therefore, in this V invalid period setting process, it is confirmed whether it is not the valid period, that is, whether it is set as the invalid period. Specifically, it is confirmed whether a V timer (provided in the RAM of the main control board 80) that measures the elapse of the V valid period by countdown is set to "0" (that is, a state without a valid period). If the V timer is not "0", "0" is set to the V timer. Note that, without confirming whether the V timer is "0" or not, "0" may be set to the V timer, that is, it may be set to a state without a valid period. Thereby, even if there is a V passage during the small hit game, if the game state before the start of the small hit game is the normal state, the game state after the end of the small hit game will not shift to the high probability state. Note that, in this embodiment, since the periods other than the period defined as the valid period in the above-described V valid period setting process (S2109) are the invalid periods, the process of S2304 may be omitted.

[0203] If the second largest winning opening 35 is open in S2302 (YES in S2302), it is determined whether the number of balls entering the second largest winning opening 35 during the two openings, that is, the total number of game balls that have entered in the two openings, has reached the specified maximum number of balls entering (10 in this embodiment) (S2306). If it has not reached the specified number of balls entering (NO in S2306), it is determined whether the time has come to close the second largest winning opening 35, that is, whether a predetermined opening time (see FIG. 6) has elapsed since the second largest winning opening 35 was opened (S2307). Then, if the opening time of the second largest winning opening 35 has not elapsed (NO in S2307), the process ends.

[0204] On the other hand, if the number of balls entering the second largest winning opening 35 during the two openings reaches the specified number of balls (YES in S2306), the second largest winning opening 35 is closed (S2314), and the process proceeds to the small win end process of S2311. On the other hand, if it is determined in S2307 that the opening time of the second largest winning opening 35 has elapsed (YES in S2307), the second largest winning opening 35 is closed (S2308). Then, the value of the small win opening counter is decremented by 1 (S2309), and it is determined whether the value of the small win opening counter is "0" (S2310). If it is determined in S2310 that it is not "0" (NO in S2310), the process ends as it is in order to start the next opening.

[0205] On the other hand, if it is determined in S2310 that it is "0" (YES in S2310), the process proceeds to the small win end process of S2311. In S2311, as the small win end process for ending the small win game, a small win ending command is set (S2311), and the small win ending effect is started (S2312). Then, the small win end flag is set (S2313), and the process ends. Note that the small win opening counter becomes "0" when the second largest winning opening 35 is opened twice.

[0206] In S2301, if the small win end flag is ON (YES in S2301), since the two openings have ended, it is determined whether the small win ending time has elapsed (S2315). If the ending time has not elapsed (NO in S2315), the process ends. On the other hand, if the ending time has elapsed (YES in S2315), the small win end flag is set to OFF (S2316), the small win flag is set to OFF (S2317), and further, the special figure operation status is set to "1" (S2318), and the process ends. As a result, in the next interrupt process, the special figure operation process (S207) and the special symbol standby process (S1102) will be executed again.

[0207] When starting a small win game, the probability variation flag and the time reduction flag are not switched from ON to OFF. Also, when ending a small win game, the game state setting process (S2121, Figure 36) is not performed. That is, in this pachinko gaming machine 1, the game state is not changed before and after the execution of the small win game. The game control microcomputer 81 that executes the above special electric accessory process 2 (S1109) can be said to function as "small profit special game execution means".

[0208] [Specific area sensor detection process] As shown in Figure 11, the game control microcomputer 81 performs a specific area sensor detection process (S208) following the special figure operation process (S207). As shown in Figure 36, in the specific area sensor detection process (S208), first, it is determined whether or not the game ball has been detected by the specific area sensor 39a (S2401). If it is determined that there is no detection (NO in S2401), the process ends. On the other hand, if it is determined in S2401 that there is detection (YES in S2401), it is determined whether or not it is during the V valid period (S2402). The V valid period is the period set in the V valid period setting process (S2109) in the above-mentioned special electric accessory process 1 (S1108). In this embodiment, the V valid period is set for the first round and the second round in the jackpot game.

[0209] Also, if it is determined in S2402 that it is during the V valid period (YES in S2402), the V flag is turned ON (S2403), and it is determined whether or not the currently executed jackpot game is a 2R jackpot (2R fourth jackpot) (S2404). If it is determined that it is not a 2R jackpot (NO in S2404), that is, if it is a 15R jackpot, the first V passing command is set (S2405), and the process ends. On the other hand, if it is determined that it is a 2R jackpot (YES in S2404), the second V passing command is set (S2406), and the process ends. The CPU of the main control board 80 transmits this V passing command to the sub-control board 90 at a predetermined timing, and the sub-control board 90 executes a game effect in the effect symbol display area or the like according to the type of the received V passing command.

[0210] Also, when it is determined in S2402 that it is not during the V valid period (NO in S2402), without turning on the V flag, the third V-pass command is set (S2407), and the process ends. Note that the first V-pass command is a command for causing the sub-control board 90 to perform notification control for V passing. In contrast, the second V-pass command and the third V-pass command are commands for basically not causing the sub-control board 90 to perform notification control for V passing. Further, the game control microcomputer 81 functions as a means (specific area state switching means) for switching the validity of the passage of the game ball to the specific area 39 by executing such a specific area sensor detection process (S208) and V valid period setting process (S2109).

[0211] [Reserved ball number process] As shown in FIG. 11, the game control microcomputer 81 performs a reserved ball number process (S209) following the specific area sensor detection process (S208). As shown in FIG. 37, in the reserved ball number process (S209), first, the special drawing 1 reserved ball number, special drawing 2 reserved ball number, and normal symbol reserved ball number stored in the RAM of the main control board 80 are read (S2501). Next, the data of the reserved ball number (the reserved ball number command for transmitting the reserved ball number information to the sub-control board 90 or the like) is set in the output buffer of the RAM (S2502). The data (reserved ball number command) related to this reserved ball number is output by the output process (S201) in the next interrupt process (S105), and for each interrupt process, the setting (S2502) of the data (reserved ball number command) related to the reserved ball number to the output buffer and the output process (S201) are sequentially performed.

[0212] When the sub-control unit 90 that has received this hold ball count command determines that an increase or decrease has occurred in the special drawing hold ball count based on the received hold ball count command, accordingly, it updates the display content of the effect hold display area (the first effect hold display area 9c and the second effect hold display area 9d) on the display screen 7a of the image display device 7. Specifically, for example, when the special drawing 1 hold ball count increases by 1 from "3" to "4", the first effect hold 9a corresponding to the increased special drawing 1 hold ball count "4" is additionally displayed in the first effect hold display area 9c. Also, when the special drawing 1 hold ball count decreases by 1 from "2" to "1" (that is, when the first special drawing hold is consumed), the first effect hold 9a displayed at the left end of the first effect hold display area 9c (the location corresponding to the special drawing 1 hold ball count "1", see FIG. 3) is erased, or it is moved and displayed in the variable hold display area (not shown), and accordingly, the first effect hold 9a displayed in the first effect hold display area 9c is shifted one position to the left. On the other hand, for the second effect hold 9b (the second special drawing hold), the display content can be updated in the same manner as the first effect hold 9a (the first special drawing hold).

[0213] In addition, regarding the data of the special drawing hold ball count when the special drawing hold ball count is added, that is, the data of the special drawing hold ball count accompanying the occurrence of the start ball entry (start winning), it may be included in the aforementioned start ball entry command, or a hold ball count command indicating the special drawing hold ball count after the addition (after the start ball entry) may be set in the output buffer together with the start ball entry command. Also, regarding the data of the hold ball count when the special drawing hold ball count is subtracted, that is, the data of the special drawing hold ball count accompanying the start of the variation of the special symbol (consumption of the special drawing hold), it may be included in the aforementioned variation start command, or a hold ball count command indicating the special drawing hold ball count after the subtraction (after the consumption of the special drawing hold) may be set in the output buffer together with the variation start command.

[0214] [Power-off Monitoring Process] As shown in FIG. 11, the game control microcomputer 81 performs a power-off monitoring process (S210) following the held ball count process (S209). As shown in FIG. 38, in the power-off monitoring process (S210), first, it determines whether there is an input of a power-off signal (S2601). If there is no input (NO in S2601), the process ends. On the other hand, if there is an input of a power-off signal (YES in S2601), it stores data regarding the current state of the gaming machine (such as whether it is a certain probability variation, whether it is a winning game, how many held balls there are, how many remaining variation times of certain probability variation / short time variation, etc.) in the RAM (S2602), turns on the power-off flag (S2603), and then performs a loop process without returning to the interrupt process (FIG. 11).

[0215] [Sub-control main process] Next, based on FIGS. 39 to 44, the operation of the effect control microcomputer 91 (control process by the sub-control unit 90) will be described. Note that the counters, flags, statuses, buffers, timers, etc. that appear in the description of the operation of the effect control microcomputer 91 are provided in the RAM of the sub-control board 90 (sub-control unit). When the power of the pachinko gaming machine 1 is turned on, the effect control microcomputer 91 provided on the sub-control board 90 reads and executes the program of the sub-control main process shown in FIG. 39 from the ROM of the sub-control board 90. As shown in the same figure, in the sub-control main process, first, a CPU initialization process is performed (S4001). In the CPU initialization process (S4001), stack setting, constant setting, setting of the CPU 92, setting of SIO, PIO, CTC (controller for interrupt time), etc., and reset of various flags, statuses, and counters are performed.

[0216] Subsequently, at S4002, it is determined whether the power-off signal is ON and whether the content of the RAM of the sub-control board 90 is normal (S4002). If the determination result is NO (NO at S4002), the RAM of the sub-control board 90 is initialized (S4003), and the process proceeds to S4004. On the other hand, if the determination result is YES (YES at S4002), the process proceeds to S4004 without initializing the RAM of the sub-control board 90. That is, when the power-off signal is not ON, or even if the power-off signal is ON but the content of the RAM is not normal (NO at S4002), the RAM of the sub-control board 90 is initialized. However, when the power-off signal becomes ON due to a power failure or the like but the content of the RAM is kept normal (YES at S4002), the RAM is not initialized, and information is restored based on the data backed up in the RAM. If the RAM is initialized, the values of various flags, statuses, and counters are reset.

[0217] Note that S4001 to S4003 are executed only once after power-on (when power is turned on) and are not executed thereafter. Also, in the first embodiment, the effect control microcomputer 91 also performs the same process as the power-off monitoring process (S209) by the game control microcomputer 81 shown in FIG. 11. When the power-off signal becomes ON due to a power failure or the like, the data related to the effect control at that time is stored in the RAM of the sub-control board 90. That is, the data related to the effect control at the time of a power-off such as a power failure is backed up. Therefore, when power is turned on after a power-off such as a power failure (when power is restored after a power-off), the state of the effect control by the effect control microcomputer 91 returns to the state before the power-off unless the RAM of the sub-control board 90 is initialized (S4003).

[0218] In S4004, interrupts are prohibited. Next, a random number seed update process is executed (S4005). In the random number seed update process (S4005), the values of various effect determination random number counters are updated. The updated random number counter values are sequentially stored in a predetermined update value storage area (not shown) of the RAM of the sub-control board 90. The effect determination random numbers include a variable effect determination random number for determining the mode (variable effect pattern) of the executed effect symbol game effect, a preview effect determination random number for determining a preview effect, an effect symbol determination random number for determining an effect symbol, and the like. The method of updating the random number can be the same as the random number update process performed by the main control board 80 described above. Incidentally, when updating the random number, instead of adding 1 to the random number value one by one, it may be added 2 by 2 or the like. The effect determination random number is acquired at a predetermined timing. As this timing, for example, when a control signal (start ball-in command) notifying that a start ball-in has occurred is transmitted from the main control board 80, when a control signal (variable start command) notifying the start of variation is transmitted from the main control board 80, or when determining a variable effect pattern described later can be used. The storage location of the acquired effect determination random number is a predetermined random number counter value storage area (not shown) of the RAM of the sub-control board 90.

[0219] When the random number seed update process (S4005) ends, the command transmission process is executed (S4006). In the command transmission process, various commands (control signals) stored in the output buffer (also referred to as the "sub-output buffer") in the RAM of the sub-control board 90 are transmitted to the control board that is the corresponding command transmission destination among the image control board 100, the audio control board 106, and the lamp control board 107. Each control board (each control unit) that receives the command executes various effects (such as effect symbol game effects and special game effects related to jackpot games) using various effect devices (image display device 7, speaker 67, panel lamp 5, frame lamp 66, movable decoration member 14, etc.) according to the received command. Subsequently, the effect control microcomputer 91 permits interrupts (S4007). Thereafter, S4004 to S4007 are looped. While interrupts are permitted, the reception interrupt process (S4008), the 2 ms timer interrupt process (S4009), and the 10 ms timer interrupt process (S4010) can be executed. By executing these control processes, it becomes possible to perform display control of effect symbols and the like executed on the display screen 7a (effect symbol display area 7b) of the image display device 7, lighting control of various lamps, operation control of movable decoration members, audio output control from the speaker, and the like.

[0220] [Reception Interrupt Process] In the reception interrupt process (S4008), as shown in FIG. 40, it is determined whether the strobe signal (STB signal) is ON, that is, whether the strobe signal sent from the main control board 80 is input to the external INT input unit of the effect control microcomputer 91 (S4101). If it is determined in S4101 that the strobe signal is not ON (NO in S4101), the process ends. On the other hand, if it is determined in S4101 that the strobe signal is ON (YES in S4101), various commands transmitted from the main control board 80 are stored in the RAM of the sub-control board 90 (S4102), and the process ends. This reception interrupt process (S4008) is a process that is executed with priority over other interrupt processes (S4009, S4010).

[0221] [2 ms Timer Interrupt Process] The 2ms timer interrupt process (S4009) is a process that is executed every time an interrupt pulse with a 2msec period is input to the sub-control board 90. As shown in FIG. 41, in the 2ms timer interrupt process (S4009), first, an input process for creating switch data (edge data and level data) based on detection signals from the effect button detection switches 63c and 63d is performed (S4201). Next, a lamp data output process (S4202) for outputting lamp data for causing lamps such as the frame lamp 66 and the panel lamp 5 to emit light, and a drive data output process (S4203) for outputting drive data for driving the movable decorative member 14 (electric drive source) are performed. Note that the lamp data and the drive data are created in the 10ms timer interrupt process described later. Then, a watchdog timer process for performing a reset process of the watchdog timer is performed (S4204).

[0222] [10ms Timer Interrupt Process] The 10ms timer interrupt process (S4010) is a process that is executed each time an interrupt pulse with a period of 10 msec is input to the sub-control board 90. As shown in FIG. 42, in the 10ms timer interrupt process (S4010), first, a first effect mode setting process (S4301) is performed. In the first effect mode setting process (S4301), a predetermined effect mode is selected from a plurality of effect modes (also referred to as "game modes") based on a predetermined trigger, and the selected effect mode is set. These plurality of effect modes are such that part or all of the display modes of game effects (background images, effect symbols, reach effects, preview effects, etc.) displayed on the display screen are different, part or all of the display patterns of LEDs, etc. are different, or part or all of the sound patterns output from the speaker are different. Next, a received command analysis process (S4302) described later is performed. Next, a switch state acquisition process is performed (S4303) in which the switch data created in the 2ms timer interrupt process is stored in the RAM of the sub-control board 90 as switch data for the 10ms timer interrupt process, and a switch process is performed (S4304) in which the display content of the display screen 7a is set based on the switch data stored in the switch state acquisition process. Thereafter, other processes such as creating lamp data (data for controlling the lighting of the panel lamp 5 and the frame lamp 66) and updating the random number for effect determination are executed (S4305).

[0223] [Received Command Analysis Process] Next, with reference to FIGS. 43 and 44, the received command analysis process (S4302) will be described. In the received command analysis process (S4302), first, it is determined whether a start ball entry command has been received from the main control board 80 (S4401). If it is determined that the start ball entry command has not been received (NO in S4401), the process proceeds to the process of S4404. If it is determined that the start ball entry command has been received (YES in S4401), the effect hold information storage process (S4402) is performed, a pre-determination process is performed (S4403), and the process proceeds to the process of S4404. The effect hold information storage process (S4402) stores various information (game information such as pre-determination results, jackpot type determination random values, variation pattern random values, variation pattern information, etc.) included in the start ball entry command received in S4401 (Special Drawing 1 start ball entry command or Special Drawing 2 start ball entry command) in a predetermined effect hold information storage area of the RAM of the sub-control board 90 in a shift memory format according to the type of special symbol (First Special Symbol, Second Special Symbol) and the number of special drawing hold balls at the time of transmission and reception (command generation) of the start ball entry command.

[0224] For example, when the received start winning ball command is the start winning ball command corresponding to the number of balls on hold "4" in Special Figure 1, information such as the pre-determination result and winning type included in the start winning ball command of Special Figure 1 is stored as the Special Figure 1 effect hold information in the area corresponding to the number of balls on hold 4 in the Special Figure 1 effect hold information storage area. The effect hold information thus stored is used for executing various effects such as the variable effect, the preview effect, and the effect mode described later. The stored content (effect hold information) of the effect hold information storage area in the sub-control board 90 matches the stored content (acquired information) of the special figure hold memory unit (the first special figure hold memory unit, the second special figure hold memory unit) in the main control board (main control unit) 80 described above. From this, it can be said that the effect hold information storage area of the sub-control board 90 is also "acquired information storage means". The means for making a determination based on the acquired information in this sub-control board (sub-control unit) is also referred to as "determination execution means". Further, in the pre-determination process (S4403), various information stored in the effect hold information storage process is pre-determined, and a game effect (pre-effect) based on the result of the pre-determination is executed along with a variable display prior to the variable display related to the various information. The means for making a pre-determination based on various information (acquired information) in this sub-control board (sub-control unit) is also referred to as "pre-determination means".

[0225] Next, in S4404, it is determined whether a variable start command has been received from the main control board 80 (S4404). If it is determined that a variable start command has been received (YES in S4404), then a variable effect start process (S4405) is performed and the process proceeds to S4406. On the other hand, if it is determined that a variable start command has not been received (NO in S4404), the process proceeds to S4406 without performing the variable effect start process. In S4406, it is determined whether a variable stop command has been received from the main control board 80 (S4406). If it is determined that a variable stop command has been received (YES in S4406), a variable effect end process is performed to stop the display of the effect symbols and end the variable effect (S4407), and the process proceeds to S4408. On the other hand, if it is determined in S4406 that a variable stop command has not been received (NO in S4406), the process proceeds to S4408 without performing the variable effect end process.

[0226] Here, in the variable effect end process (S4407), a variable effect end command for stopping the display of the effect symbol 8 and ending the variable effect is set in the sub-output buffer. When the set variable effect end command is transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 stops the display of the effect symbol 8 that has been variably displayed on the display screen 7a of the image display device 7, and ends the variable effect (effect symbol gaming effect). Note that the variable effect refers to various effects performed in accordance with the variable display of the special symbol.

[0227] Subsequently, in S4408, it is determined whether a jackpot gaming related command has been received from the main control board 80 (S4408). Here, the jackpot gaming related command is a command transmitted from the main control board 80 during the execution of the jackpot gaming. Specifically, it corresponds to an opening command transmitted at the start of the jackpot gaming (occurrence of a jackpot), a round start command transmitted at the start of a round, a round end command transmitted at the end of a round, an ending command transmitted at the end of the jackpot gaming, and the like. In S4408, it is determined whether any of these jackpot gaming related commands has been received (S4408). If it is determined that a jackpot gaming related command has been received (YES in S4408), jackpot gaming related effect processing is performed according to the type of the received command (S4409), and the process proceeds to the process of S4410.

[0228] In the jackpot game-related effect process, for example, if the received command is an opening command, an opening effect command that designates an opening effect corresponding to the type of jackpot specified based on the command is set in the sub-output buffer. If it is a round start command, a round effect command that designates a round effect corresponding to the round specified based on the command is set in the sub-output buffer. If it is an ending command, an ending effect command that designates an ending effect corresponding to the type of jackpot specified based on the command is set in the sub-output buffer. When these various effect commands related to the set jackpot are transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 executes effects related to the jackpot game, such as opening effects and round effects, on the display screen 7a of the image display device 7 according to the progress of the jackpot game.

[0229] Also, S4409 is a process (a process executed when a jackpot occurs) that is executed when any of the above-mentioned jackpot game-related commands is received (for example, when an opening command is received). S4410 performs a process based on other received commands (for example, a normal symbol variation start command or a normal symbol variation stop command) excluding the above-mentioned various commands as other processes (S4410).

[0230] [Button operation effect] Next, with reference to FIGS. 45 to 48, the button operation effect (S5001) executed during the variable display of the special symbol in the pachinko game machine of the present embodiment will be described. The button operation effect of the present embodiment is an effect that starts at a predetermined timing after the effect symbol (special symbol) starts variable display, and is an effect that can progress the game effect (image effect) on the display screen with an input operation by the player on the effect button. Note that the button operation effect ends at a predetermined timing before the end of the variable display. Also, the entire variable display accompanied by the button operation effect (from the start to the end of the variable display) may be referred to as the button operation effect.

[0231] The button operation effect (S5001) of this embodiment is shown in FIG. 45. In the button operation effect (S5001), first, it is determined whether it is the execution timing of the button operation effect (specific button operation effect) in the variable display (S5101). If it is determined in S5101 that it is not the execution timing of the button operation effect (NO in S5101), since it is the execution timing of other symbol variation effects, the process ends.

[0232] If it is determined in S5101 that it is the execution timing of the button operation effect (YES in S5101), then it is determined whether it is the operation valid period during which the progress of the effect can be advanced by the input operation of the effect button (S5102). If it is determined in S5102 that it is not the operation valid period (NO in S5102), that is, if it is determined that the variable display including the button operation effect is being executed but it is before the start or after the end of the operation valid period, then it is determined whether a non-operation special effect is being executed (S5104). If it is determined that a non-operation special effect is not being executed, the process proceeds to the process of S5112.

[0233] Also, if it is determined in S5104 that a non-operation special effect is being executed (YES in S5104), a non-operation special effect end command is set (S5105), and the process proceeds to the process of S5112. Here, the non-operation special effect (second special effect) is a special effect that displays a non-operation special image (second special image) on the condition that the player does not input (input operation) to the effect button during a predetermined non-operation specified period (specific period, non-operation period) (see FIG. 47(f)). Also, by this process, if the non-operation special effect is being executed, the end condition is satisfied and the non-operation special effect ends when the operation valid period ends.

[0234] In S5102, if it is determined that it is during the operation valid period (YES in S5102), then it is determined whether there has been an operation of the effect button (S5103). In S5103, if it is determined that there has been a button operation (YES in S5103), it is determined whether a non-operation special effect is being executed (S5106). If it is determined that it is being executed (YES in S5106), a non-operation special effect end command is set (S5107), an operation corresponding image execution command is set (S5108), and the process proceeds to S5112. Also, in S5106, if it is determined that the non-operation special effect is not being executed (NO in S5106), an operation corresponding image execution command is set (S5108), and the process proceeds to S5112.

[0235] Thus, if there is an operation of the effect button by the player during the operation valid period, corresponding operation effects (display of operation corresponding images, button operation effects, first special effects) are executed corresponding to the operation. Also, when there is an operation of the effect button by the player during the operation valid period, if a non-operation special effect is being executed, the end condition is satisfied by the operation, and the currently executed non-operation special effect is ended and instead operation corresponding effects (display of operation corresponding images, button operation effects) are executed.

[0236] In S5103, if it is determined that there is no button operation (S5103), then it is determined whether the current is the preset non-operation period (non-operation specified period) (S5109). If it is determined that it is not the non-operation period (NO in S5109), the process proceeds to S5112. In S5109, if it is determined that it is the non-operation period (YES in S5109), it is determined whether the state of no operation has elapsed for the set period during the non-operation period (non-operation specified period) (S5110). That is, in the predetermined non-operation period, maintaining a non-operation state for a predetermined time or more is set as the start condition for the non-operation special effect. Assume that even when the power of the gaming machine is turned on and a non-operation state is maintained for a predetermined time or more, there are cases where the non-operation special effect is executed and cases where it is not executed. Assume that the non-operation special effect is executed when a non-operation state is maintained for a predetermined time or more in the predetermined non-operation period.

[0237] In S5110, when it is determined that the state without operation has not been maintained for more than the set period (NO in S5110), the process proceeds to the process of S5112 without performing the process of executing the non-operation special effect. On the other hand, in S5110, when it is determined that the state without operation has been maintained for more than the set period (the set time has elapsed without operation) (YES in S5110), a non-operation special effect command for executing the non-operation special effect is set (S5111), and the process proceeds to the process of S5112. In S5112, commands for executing the operation-responsive effect or the non-operation special effect, and commands for ending the non-operation special effect being executed are transmitted to the image control board (image control unit), and the process such as this is performed, and the process ends.

[0238] FIG. 46 is a timing chart showing a predetermined execution mode of the variable display for executing the button operation effect. FIG. 46(a) shows the flow of the main effects (periods) executed during the variable display. After starting the variable display of the special symbol (effect symbol), a reach effect (7↓7) is started at a predetermined timing. After that predetermined time, when the player operates the effect button at an arbitrary timing, a button operation effect for displaying a predetermined image and advancing the game effect (image effect) is started (t1). When starting the button operation effect, the operation effective period starts, and by operating (inputting, input operation) the effect button, a predetermined image can be displayed. Incidentally, the operation effective period during the variable display may be continuously effective for a predetermined period (from t1 to t2, for example, 30 seconds), or may be a discontinuous period (a configuration having a plurality of operation effective periods) with an operation invalid period interposed in the middle.

[0239] From a predetermined time after the start of the operation effective period to the set time (from S1 to S2, for example, 3 seconds), it is set as the aforementioned non-operation period (non-operation specified period), and when the player does not input to the effect button during this non-operation period which is the operation effective period, a non-operation special effect is executed (a non-operation special image is displayed). After the non-operation period ends and a predetermined time has elapsed, the button operation effect ends and the operation effective period ends (t2). After that, the special symbol (effect symbol) is fixedly stopped and displayed, and the variable display ends. The non-operation period exists during the execution period of the button operation effect.

[0240] Figure 46(b) is a timing chart showing an example of an execution pattern of a button operation effect. Figure 46(b) shows a pattern in which, when a player performs a button operation during a non-operation period, a non-operation special effect is not executed at a predetermined timing. In the pattern of Figure 46(b), during the operation valid period after the start of the button effect, button operations are executed at four timings of u1, u2, u3, and u4, and each time, a predetermined operation-corresponding image (first special image) is displayed for a predetermined time (for example, 1 second). Also, since the button operation u3 among them was performed during the non-operation periods s1 to s2, in this aspect, the non-operation special effect is not executed, and the button operation effect is terminated.

[0241] Figure 46(c) is a timing chart showing another example of an execution pattern of a button operation effect. Figure 46(c) shows a pattern in which, when a player does not perform a button operation during a non-operation period, a non-operation special effect is executed at a predetermined timing. In the pattern of Figure 46(c), during the operation valid period after the start of the button effect, button operations are executed at three timings of u5, u6, and u7. However, since none of the button operations were performed during the non-operation periods s1 to s2, the execution condition (start condition) of the non-operation special effect is satisfied, and the non-operation special effect is executed at a predetermined timing v1 after the condition is established. In this example, when the execution condition (start condition) of the non-operation special effect is satisfied, the non-operation special image is immediately displayed.

[0242] Also, the non-operation special effect is displayed until a predetermined end condition is satisfied. In this embodiment, when either the operation of the effect button occurs during the execution of the non-operation special effect or a predetermined time has elapsed since the non-operation special effect was executed (the button operation effect ends, the operation valid period ends), it is considered that the end condition is established, and the non-operation special effect is terminated. In Figure 46(c), after the non-operation special effect is started (v1), after a predetermined time has elapsed (for example, 6 seconds), the button operation u7 is executed, and at that timing (v2), the non-operation special effect ends. Also, based on the button operation u7, after the non-operation special effect ends, an operation-corresponding image is displayed instead of the non-operation special effect.

[0243] Figures 47 and 48 are diagrams showing an example of an execution mode of a button operation effect (battle effect 215) executed on the display screen 7a. Regarding the parts described in FIGS. 45 and 46, the description will be omitted. FIG. 47(a) shows a scene during the execution of a predetermined variable display. In FIG. 47(a), at a predetermined timing during the variable display, the left effect symbol 8 and the right effect symbol 8 stop and are displayed as the same (corresponding) effect symbol, resulting in a so-called reach mode 211 (7↓7), and a reach effect is executed in which the middle effect symbol continues the variable display.

[0244] FIG. 47(b) shows a scene after a predetermined time has elapsed from the scene in FIG. 47(a) with the same variable display as in FIG. 47(a). FIG. 47(b) shows the execution of the battle effect 215, which is a button operation effect. The battle effect 215 of this embodiment, which is a type of reach effect, suggests that when the friendly character 213 and the enemy character 214 fight and the friendly character wins, it is a big win, and when the enemy character wins, it is a miss. At the upper center of the display screen 7a, a reach name display section 212 (effect title display section) for displaying the title of the game effect to be performed or being performed is provided, and the name "Battle Reach" is displayed. On the upper left and right of the display screen 7a, the effect symbols 8 are displayed small as reach symbols.

[0245] FIG. 47(c) shows a scene of the same variable display after a predetermined time has elapsed from FIG. 47(b). A button operation effect that can progress the effect by operating the effect button starts at a predetermined timing after the start of the battle reach, and the effective period of the operation of the effect button starts. At the upper part of the display screen, an operation suggestion effect 221 for suggesting an operation (input operation) of the effect button to the player is displayed. The operation suggestion effect 221 is a combination of a button pattern 222 imitating the effect button of the gaming machine, the character "Push" indicating the operation mode, and an image of an arrow indicating the pushing direction. At the lower part of the display screen, a remaining time gauge 223 (effective period gauge, remaining time display section) indicating the remaining time of the effective period is displayed (remaining time, 30 seconds).

[0246] Figure 47(d) shows the same variable display scene after a predetermined time has elapsed from Figure 47(c). In Figure 47(d), since a predetermined time has elapsed since the start of the button operation effect, the remaining time of the operation valid period has decreased accordingly. Therefore, compared with Figure 47(c), the remaining time 223a indicated in black in the remaining time gauge 223 has decreased, and the elapsed time 223b indicated in white has increased. Also, Figure 47(d) shows a scene where the player operates the effect button, and corresponding to the operation (pressing operation), the operation suggestion effect 221 has changed to an operation execution effect 222a indicating the operation. It changes to an image expressing that the player has pressed the effect button.

[0247] Also, based on the operation of the effect button, an operation corresponding effect 225 (first special effect) in which the ally character 213 attacks the enemy character 214 is executed. Also, based on the operation of the effect button, an operation corresponding image 225a indicating that the attack has hit is displayed on the enemy character 214. Also, the operation corresponding image 225a displayed based on the operation of the effect button is an image suggesting that the ongoing battle reach is progressing advantageously for the player (the ally character is approaching victory). Thereby, the player enhances the expectation of a big win by operating the effect button.

[0248] Figure 47(e) shows the same variable display scene after a predetermined time has elapsed from Figure 47(d). Figure 47(e) shows a scene where the player is not operating the effect button, and shows a scene where a part of the non-operation period 231 (non-operation specified period) has elapsed in the non-operation state. Also, since the effect button is maintained in the non-operation state, it shows a scene where the player is being attacked by the enemy character 214. The non-operation period 231 is indicated by a dashed line. During the period indicated by this dashed line, if the effect button is not operated at all (when maintained in the non-operation state), a non-operation special effect 226 described later is executed. Also, since the operation suggestion effect 221 is executed during the elapse of the non-operation period 231, a player who operates the effect button accordingly cannot execute the non-operation special effect 226.

[0249] Figure 47(f) shows the same variable display scene after a predetermined time has elapsed from Figure 47(e). Figure 47(f) shows a scene where the player did not operate the effect button at all during the non-operation period 231, that is, the non-operation special effect 226 was executed because the execution conditions of the non-operation special effect 226 were satisfied. By passing the operation effective period without operating the effect button, that is, by setting the time during the operation effective period and not operating the effect button, the non-operation special effect is executed. Also, the non-operation special effect is executed immediately after the elapse of the non-operation period.

[0250] The non-operation special effect 226 of this embodiment is an effect in which when the enemy character 214 attacks the ally character 213, it becomes an invincible state where it can avoid the attack without being hit (the enemy's attack misses). The display mode of the ally character 213 shown in Figure 47(f) and the characters indicating the activation of the invincible period are all dedicated non-operation special images 226a (second special images, non-operation corresponding images) executed by the non-operation special effect 226. Incidentally, in this embodiment, in order not to make the difference in benefits for players who could not execute the non-operation special effect overly large, it is an effect with high taste rather than an effect indicating the possibility of a big win. Also, effect information and gaming machine information may be displayed.

[0251] Also, although not shown in the figure, the non-operation special effect 226 being executed ends the display when the player operates the effect button to execute the operation corresponding effect 225 or when the operation effective period elapses without operating like this.

[0252] Also, as shown in Figure 47, the fact that the non-operation period 231 is in execution and that the non-operation special effect is executed by not operating during this period is not suggested (not notified) on the display screen or the like. As a result, the player who executed the non-operation special effect enhances the gaming interest.

[0253] Figure 48(g) shows a scene where the player does not perform a button operation during the operation valid period and no non-operation special effect is executed. An adverse suggestion image 227 is shown, suggesting that the enemy character 214 attacks the ally character 213 and the ally character may lose. As a result, the player expects to press the effect button to display the operation matching image 225a.

[0254] Figure 48(h) shows a scene where the ally character 213 wins as a result of the battle effect 215 (battle reach). This is also called a win / loss notification effect 216 (result notification effect). This suggests to the player that a jackpot has occurred (a jackpot game is executed). Figure 48(i) shows that after a predetermined time has elapsed from Figure 48(h), all the left and right effect symbols and the middle effect symbol are enlarged and displayed on the display screen as the jackpot symbol 241 of the same symbol (7 symbols). This is also called a jackpot notification effect 242. In addition, the characters "Jackpot!!" are displayed at the bottom of the display screen to notify that a jackpot has occurred.

[0255] Figure 48(j) shows another execution mode (execution pattern) of the button operation effect. This execution mode is an execution mode of a game effect that is executed when a start ball enters during the execution of the button operation effect (operation corresponding effect) and the jackpot determination is suspended. It shows a pattern in which a "special notification effect 228 (special situation interrupt effect)" that notifies the occurrence of a suspended jackpot is executed while interrupting (in parallel with) the button operation effect. Figure 48(j) shows a scene where the player performs a button operation during the operation valid period and executes the operation corresponding effect 225 (operation corresponding image 225a).

[0256] In the scene where this operation-corresponding effect 225 is being executed, an operation-corresponding image 225a that is executed based on the player's own operation is being displayed. Therefore, in order to ensure that the player can recognize this operation-corresponding image 225a, a special notification effect 228 (special notification image 228a) that notifies the occurrence of the above-mentioned jackpot hold is displayed at a position that does not overlap with the operation-corresponding image 225a on the display screen (in Fig. 48(j), it is displayed at the lower left corner and the lower right corner of the display screen respectively). As a result, the player can surely and clearly recognize both the operation-corresponding image 225a and the special notification image 228a (special situation interruption image, third special image).

[0257] Fig. 48(k) shows yet another execution mode (execution pattern) of the button operation effect. This execution mode is an execution mode of a game effect that is executed when a start ball enters during the execution of a button operation effect (non-operation special effect) and the jackpot determination is put on hold. It shows a pattern in which a "special notification effect 228 (third special effect)" that notifies the occurrence of a jackpot hold is executed while interrupting (in parallel with) the execution of the non-operation special effect 226. Since the non-operation special effect 226 shown in Fig. 48(k) is not an image displayed by the player's own operation, there is no need to deliberately separate the non-operation special effect 226 and the special notification effect 228 and display them at separate positions.

[0258] Therefore, in this embodiment, when the special notification effect 228 is executed during the execution of the non-operation special effect 226 (when the non-operation special effect 226 and the special notification effect 228 are displayed simultaneously), the special notification effect 228 is executed overlapping the ally character 213 during the execution of the non-operation special effect 226. That is, at least a part of the special notification image 228a is overlapped with at least a part of the non-operation special image 226a and displayed ((in Fig. 48(k), it is displayed at the position overlapping the ally character 213 on the display screen and at the lower right corner respectively)). Note that the special notification image 228a displayed at the position overlapping the ally character 213 is a pattern imitating a weapon. Also, the special notification image 228a displayed at a position not overlapping the non-operation special effect at the lower right corner is a pattern imitating the explosion of a bomb. All of these indicate that a jackpot hold has occurred (a special condition has been met), that is, the execution of the jackpot is determined and the jackpot game will be executed after a predetermined time has elapsed.

[0259] As a result, an image with a sense of unity can be displayed with the non-operation special effect 226 and the special notification effect 228, enhancing the gaming interest. Also, thereby, the display relationship with the special notification effect 228 can be diversified between the case where the operation-corresponding effect 225 is being executed and the case where the non-operation special effect 226 is being executed. Moreover, the gaming effects can be diversified and the gaming interest can be enhanced.

[0260] FIG. 48(l) shows a scene where a jackpot game is executed based on the fact that a jackpot occurred in FIG. 48(i). On the display screen 7a, a jackpot game effect 240 is being executed. At the upper center, a jackpot game name display section 243 is provided, and the name of the executed jackpot game ("SUPER RUSH") is displayed. The jackpot game name is a name with its characteristics based on the game state to which the game shifts after the jackpot game ends and the number of prize balls (game profit amount) obtained in the jackpot game. At the upper right of the display screen, a winning symbol display section 244 is provided, and the winning effect symbol (7) is displayed. At the lower right of the display screen, a round display section 245 is provided, and the current round number is displayed. On the left of the display screen, a ball entry count display section 246 is provided, and each time a game ball enters the big winning opening, it changes from white to black. When all turn black within the limited time, the big winning opening is closed and the ongoing round ends.

[0261] Next, with reference to FIGS. 49 and 50, another execution mode of the button operation effect will be described. In the execution mode of FIG. 49(m), in a situation where both the non-operation special effect 226 (specific effect) and the special notification effect (special situation interruption effect) are being presented on the display screen, furthermore, other game effects are executed. Also, the game effect can selectively execute a predetermined effect selected from a plurality of different effects (different input effects) by the player's input to the effect button. Also, since the plurality of selectable effects are all game effects whose effects can be changed by the effect button, it is also referred to as the special button operation effect 236 (interrupt button operation effect, first special button operation effect 236a, second special button operation effect 236b).

[0262] When the performance selection image 235 is executed, a first special button operation performance suggestion image 235a corresponding to Reach A described later and a second special button operation performance suggestion image 235b corresponding to Reach B described later are displayed. FIG. 49(m) shows a scene where "Reach A" is active and "Reach B" is inactive. When the player makes a selection operation with a predetermined effect button at this time, "Reach A (first special button operation performance)" is executed in the execution mode described later. That is, by operating the predetermined effect button, "Reach A (first special button operation performance)" can be executed. Incidentally, this game performance (both Reach A and Reach B) is set as a game performance with a high probability of a big win (big win probability 80%) compared to other game performances. A player who sees this game performance significantly enhances the expectation of a big win and enhances the game interest.

[0263] FIG. 49(n) shows a scene after a predetermined time has passed with the same variable display as FIG. 49(m). The remaining time 223a of the remaining time gauge 223 is decreasing. FIG. 49(n) shows a scene where "Reach B" is active and "Reach A" is inactive. When the player makes a selection operation with a predetermined effect button at this time, "Reach B (second special button operation performance)" is executed in the execution mode described later. That is, by operating the predetermined effect button, "Reach B (second special button operation performance)" can be executed.

[0264] FIG. 49(o) shows a scene after a predetermined time has passed with the same variable display as FIG. 49(n). FIG. 49(o) is a scene where the player makes a selection operation with a predetermined effect button when "Reach A" is active and determines the execution of "Reach A".

[0265] Figure 49(p) shows the same variable display as Figure 49(n) and depicts the scene after a predetermined period of time. Also, in Figure 49(p), since the player operated the operation button in Figure 49(o) to determine the execution of "Reach A (First Special Button Operation Effect 236a)", it shows the scene where Reach A (First Special Button Operation Effect 236a, First Input Effect) is executed on the display screen 7a. Reach A is an effect that is executed across substantially the entire display screen 7a. Therefore, when Reach A is selected for execution while the Non-Operation Special Effect 226 and the Special Notification Effect 228 are being displayed on the display screen, the Non-Operation Special Effect 226 with a large display area is terminated, and instead, Reach A is executed. That is, the state of displaying the Non-Operation Special Effect 226 and the Special Notification Effect 228 on the display screen cannot be maintained. Note that the Special Notification Effect 228 is maintained without changing its display position from the lower right part of the display screen.

[0266] Also, as shown in Figure 49(p), Reach A is a special button operation effect that changes (progresses) the effect by operating the effect button. The characters "Reach A" are displayed in the Reach Name Display Section 212 at the upper part of the display screen. On the left part of the display screen, a Selection Suggestion Effect 237 (Operation Suggestion Effect) that suggests the operation of the effect button (selection of information by the effect button) is displayed. Reach symbols (7) are displayed at the upper left and right parts of the display screen, indicating that the variable display (Reach effect) continues. At the lower right of the display screen, the Special Notification Effect 228 continues to be displayed, enabling the player to recognize the state of the establishment of special conditions (the fact that the big win is on hold) even after the execution of Reach A.

[0267] In the central part of the display screen, passages on the stairs extend to the left and right of the ally character 213, and it is an effect that prompts the player to select the right side (upper side) or the left side (lower side) by operating the effect button. The player can select the right side (upper side) or the left side (lower side) by operating the effect button in a predetermined manner. Also, at the left end and the right end, dashed goal flags are displayed. When the correct answer is selected from the right side or the left side, the goal flag is displayed as a solid line, indicating the correct answer (notification of privilege grant). Also, when an incorrect selection is made, the goal flag disappears, indicating an incorrect selection (notification that no privilege is granted).

[0268] Also, the passages on the right and left are formed in a staircase shape (a stage setting that reaches the left end or the right end through multiple stages of operations), and even if the right side is operated once, it is an effect that allows the operation to be changed to the left side. Thus, Reach A is a large-screen effect (full-screen effect) that is executed using substantially the entire display screen after the non-operation special effect 226 ends, and is a special button operation effect that can change the effect according to the player's selection. Also, this makes it possible to provide a gaming machine with significantly higher ingenuity.

[0269] FIG. 49(q) shows a scene after a predetermined time has passed with the same variable display as FIG. 49(p). It shows a scene where the player selects the right side (upper side) (performs multiple right-side operations) and displays the ally character 213 (specific character) to the right end. Also, since this variable display is related to a big win, an effect is executed in which the ally character 213 acquires the goal flag and the characters "Correct!!" are displayed. This notifies the player that they have won a big win. Also, FIG. 49(r) shows a scene after a predetermined time has passed from FIG. 49(q), where the left and right effect symbols and the middle effect symbol are all enlarged and displayed on the display screen as the big win symbol 241 of the same symbol (7 symbols), notifying that a big win has occurred.

[0270] Figure 50(s) shows the same variable display as Figure 49(n) and depicts the scene after a predetermined time has elapsed. Figure 50(s) shows the scene where the player makes a selection operation with a predetermined effect button when "Reach B" is active and determines the execution of "Reach B". Figure 50(t) shows the same variable display as Figure 50(s) and depicts the scene after a predetermined time has elapsed. Also, Figure 50(t) shows the scene where, since the player operated the operation button in Figure 50(s) to determine the execution of "Reach B (Second Special Button Operation Effect 236b)", Reach B (Second Special Button Operation Effect 236b, Second Input Effect) is executed on the display screen 7a.

[0271] Unlike Reach A, Reach B is an effect that is executed using a part of the display screen (less than half of the entire display area). Therefore, when the player selects the execution of Reach B while the Non-Operation Special Effect 226 and the Special Notification Effect 228 are displayed on the display screen, Reach B (Second Special Button Operation Effect 236b, Second Input Effect) is additionally executed on the display screen while maintaining the display states of the Non-Operation Special Effect 226 and the Special Notification Effect 228. That is, when executing Reach B, it is possible to maintain the state where the Non-Operation Special Effect 226 and the Special Notification Effect 228 are displayed on the display screen. Note that the Special Notification Effect 228 maintains the display without changing the display position from the lower right part of the display screen.

[0272] Also, as shown in Figures 50(t) to (v), Reach B is a Special Button Operation Effect 260 that changes (advances) the effect by operating the effect button. As shown in Figure 50(t), Reach B is a small screen effect (partial screen effect) that is executed using an area of approximately 1 / 4 of the entire display area of the display screen 7a at the position in the right center of the display screen 7a. Also, Reach B (Second Special Button Operation Effect, Second Input Effect, Small Screen Effect) is an effect that causes the support character 238 at a predetermined position (right part of the display unit) to be displayed (moved) to the "Participation Line (Specific Position)" in the left part of the display unit when the player presses the effect button multiple times (continuous pressing).

[0273] And, in Reach B, if the player operates the effect button to display the support character 238 at the "participation line (specific position)", the support character can participate in the non-operation special effect 226 (battle effect 215) that is being executed. That is, the result of the player operating the effect button to change the effect in Reach B can be applied (utilized) to a part of the effect of the non-operation special effect 226 that is being executed in parallel. Thereby, the player feels that the possibility of winning the battle effect has increased, the expectation for a big win is enhanced, and the gaming interest is significantly enhanced. Also, the gaming effects can be diversified, and a gaming machine with high ingenuity can be provided.

[0274] Figure 50(u) shows a scene after a predetermined time has elapsed with the same variable display as in Figure 50(t). In Figure 50(s), as shown in the Reach B display section, when the player operates the effect button, the support character 238 (second specific character) moves and is displayed on the left participation position (specific position) side. Also, an operation execution effect 222a indicating that the player has operated the effect button is displayed.

[0275] Figure 50(v) shows a scene after a predetermined time has elapsed with the same variable display as in Figure 50(u). In Figure 50(v), as shown in the Reach B display section, when the player repeatedly operates the effect button, a scene is shown where the support character 238 (second specific character) is displayed at the left participation position (specific position). Thereby, it is determined that the support character displayed in Reach B participates in the non-operation special effect 226 (battle effect 215) that is being executed. Along with this, the operation effective period of the effect button indicated by the remaining time gauge 223 of the battle effect 215 ends (the remaining time 223a disappears).

[0276] FIG. 50(w) shows the same variable display as FIG. 50(v) and depicts a scene after a predetermined time has elapsed. In FIG. 50(w), after reaching B is completed, a battle effect 215 is displayed across the entire display screen, showing a scene where the ally character 213 and the support character 238 that has confirmed participation in reaching B cooperate to defeat the enemy character 214. Further, FIG. 50(x) shows a scene after a predetermined time has elapsed from FIG. 50(w), where all of the left and right effect symbols and the middle effect symbol are enlarged and displayed on the display screen as a winning symbol 241 of the same symbol (7 symbols), and it is notified that a win has occurred.

[0277] Incidentally, the gaming machine of this embodiment has a plurality of effect buttons, and the effect button (second effect button, second input means) used in reaching B is a different effect button (first effect button, first input means) from the effect button used in the battle effect. In this embodiment, a non-operation special effect 226 that is executed by not operating the effect button (first effect button) during the non-operation period 231 ends if there is an operation on the effect button (first effect button) during the execution of the non-operation special effect. Therefore, in order to execute the non-operation special effect and the special notification effect and reaching B (second special button operation effect) in parallel, it is necessary to execute reaching B with an effect button (second effect button) different from the said effect button (first effect button).

[0278] Also, since reaching A (first special button operation effect) is an effect that is executed after ending the non-operation special effect, the effect button used in that reaching A may be the same effect button (first effect button) as the effect button (first effect button) used in the battle effect 215 or a different effect button (second effect button).

[0279] [Other aspects of button operation effects] Also, in the above-described embodiment, the non-operation period (non-operation specified period) is set as an operation valid period, and when there is a button operation (input operation to the effect button), an operation-corresponding image is displayed. However, the non-operation period (non-operation specified period) may be set as a period (operation invalid period) in which the operation-corresponding image is not displayed even if there is a button operation. It is only necessary to be able to detect whether there has been a button operation (input to the input means).

[0280] Also, one or more counters are provided to control the button operation effect and the execution timing during the non-operation period, and the start or end timing of these periods is controlled.

[0281] Also, in the above-described embodiment, an embodiment in which the non-operation period is provided only once during the operation valid period has been described, but it is not limited to such an embodiment. The non-operation special effect may be executed when a plurality of non-operation periods are provided and the condition of not operating for the set time in any of the non-operation periods is satisfied. Also, the set time may be set shorter than the non-operation period. In this way, even if a button operation is performed during the non-operation period, if the set time is not operated in the subsequent time (the remaining period of the non-operation period, other periods), although the execution timing is delayed, it becomes possible to execute the non-operation special effect. Thereby, the possibility of executing the non-operation special effect can be increased, and the gaming interest when it is executed can be significantly enhanced.

[0282] The operation-corresponding image displayed on the display screen when the player operates the effect button may be such that different operation-corresponding images are displayed depending on the operation timing and the operation timing. Also, different operation-corresponding images may be displayed according to the player's selection. Also, the display time may be set to be different.

[0283] Also, in the above-described embodiment, the special notification effect 228 maintains the display state without changing the display position from the lower right part of the display screen. Instead of such an embodiment, by executing the reach A (special button operation effect), the display position of the special notification effect 228 may be changed or made non-display.

[0284] Also, the start condition of the special button operation effect (interrupt button operation effect) may be winning a predetermined execution lottery. Also, in a state where the non-operation special effect 226 and the special notification effect 228 are displayed on the display screen, it may be winning a predetermined execution lottery. Also, in a state where the non-operation special effect 226 and the special notification effect 228 are displayed on the display screen, it may be set that the player's operation of the effect button is the start condition of the special button operation effect (interrupt button operation effect). Also, even in a state where the non-operation special effect 226 and the special notification effect 228 are displayed on the display screen and the special button operation effect is executable, the player may not perform the operation (start operation) of the effect button so as not to execute the special button operation effect. Thereby, the player can arbitrarily execute the special button operation effect according to his / her will, and a gaming machine suitable for various player preferences can be provided. Also, when it is desired to maintain the state where the non-operation special effect 226 and the special notification effect 228 are displayed as they are, it can be maintained by not performing the operation (start operation) of the effect button. Thereby, the player can confirm the outcome of the non-operation special effect (battle effect) as it is.

[0285] Also, in the above-described embodiment, an example is shown in which Reach B is displayed at a position that does not overlap with any of the non-operation special effect 226 and the special notification effect 228, but it is not limited to such a mode. Reach B may be displayed so as to overlap at least a part of the display unit with the non-operation special effect having a relatively large display area. At that time, the newly executed Reach B shall be displayed on the front side with priority over the non-operation special effect. Also, the display area of Reach B shall be smaller than that of the non-operation special effect. Also, it is preferable that the special notification effect with a relatively small display area is displayed so as not to overlap with the display unit of Reach B.

[0286] In addition, in the execution scenes of the non-operation special effect 226 and the special notification effect 228 in FIG. 48(k), the mode of executing the special button operation effect 236 (interrupt button operation effect) was described, but it is not limited to such an execution mode. In the execution scenes of the operation corresponding effect 225 and the special notification effect 228 shown in FIG. 48(j), the special button operation effect 236 (interrupt button operation effect) may be executed. In this case, the display relationship among the operation corresponding effect, the special notification effect, and the special button operation effect shall be the same as the display relationship among the non-operation special effect, the special notification effect, and the special button operation effect in the foregoing embodiment.

[0287] [Through-activation effect] Next, with reference to FIGS. 51 to 54, a through-activation effect, which is one of the game effects of the pachinko machine of this embodiment, will be described. In this embodiment, a win / loss determination is made based on the entry of a game ball into the first start port 20 (first-stage detection means), and based on the result of the win / loss determination, a performance symbol (special symbol) is variably displayed, and at the same time, a game effect is executed, and the performance symbol (special symbol) corresponding to the result of the win / loss determination is stopped and displayed (first specific display). Further, in this embodiment, a first effect activation sensor 248 (second-stage detection means) and a second effect activation sensor 249 (third-stage detection means) capable of detecting the game ball that has passed through the first start port 20 are provided, and when a predetermined condition is satisfied, a predetermined effect (first through-activation effect) is performed based on the detection by the first effect activation sensor 248. Also, when a predetermined condition is satisfied, a predetermined effect (second through-activation effect) is performed based on the detection by the second effect activation sensor 249.

[0288] FIG. 51 shows a discharged ball collecting gutter 17 (game ball passage, game ball discharge passage) attached to the back surface of the game board 2 shown in FIG. 3. As it is in this orientation (the side represented on the paper surface of FIG. 51 is attached in contact with the back surface of the game board), it is attached to the back surface of the game board 2 shown in FIG. 3. Also, the general entry port 27, the first start port 20, the second start port 21, the out port 25, the first big winning port 30, and the second big winning port 35 (hereinafter, also referred to as "various entry ports" or simply "entry ports") shown in FIG. 51 are respectively attached so as to be located on the back surfaces of the corresponding various entry ports in FIG. 3.

[0289] When the game balls flowing down the game balls enter the various ball entry ports shown in FIG. 3, they flow down to the back side of the game board, flow into the discharge ball collecting gutter 17 from the corresponding inlets of the discharge ball collecting gutter 17, and the ball entry is detected by the corresponding various sensors provided directly below. When a prize ball is set, the prize ball is awarded. Then, all the game balls that have entered the discharge ball collecting gutter 17 gather at the downstream gathering part and are discharged outside the game machine from the discharge port 26.

[0290] As shown in FIG. 51, in the flowing-down passage (game ball passage) of the discharge ball collecting gutter 17 where the game balls that have entered the first start port 20 flow down, a first start port sensor 20a (first-stage detection means) and a first effect activation sensor 248 (second-stage detection means) are provided at a predetermined distance downstream therefrom. Further downstream therefrom, a second effect activation sensor 249 (third-stage detection means) is provided at a predetermined distance from the first effect activation sensor 248. That is, the game balls that have entered the first start port 20 and are detected by the first start port sensor 20a are then necessarily detected by the first effect activation sensor 24, and further detected by the second effect activation sensor 249 thereafter, and finally discharged from the discharge port 26 of the discharge ball collecting gutter 17.

[0291] The passing activation effects (the first passing activation effect, the second passing activation effect) of the present embodiment are effects executed together with the variable display effect (the first specific display) being executed based on the passage through the first start port sensor 20a at the timing when the game balls are detected by the first effect activation sensor 248. Also, they are effects executed together with the variable display effect (the first specific display) being executed based on the passage through the first start port sensor 20a at the timing when the game balls are detected by the second effect activation sensor 249.

[0292] FIG. 52 shows a flowchart of the passing activation effect (S5002). In the passing activation effect (S5002), first, it is determined whether the ongoing variation effect is a variation effect that started with a start ball entry while the hold is 0 (S5101). If the ongoing variation display is a variation display that started with a start ball entry in a state where there is a hold of 1 or more and started by hold digestion, the process ends. If it is determined in S5201 that the ongoing variation effect is a variation effect that started with a start ball entry while the hold is 0 (YES in S5201), then it is determined whether the passing activation effect is being executed (S5201). If it is determined that it is not being executed (NO in S5201), the process ends. This process is a control process that is executed on the condition that it is a variation display starting from hold 0, and among a number of game effects, the execution of the passing activation effect (specific game effect) is selected and the passing activation effect is being executed.

[0293] If it is determined in S5202 that the passing activation effect is being executed (YES in S5202), then it is determined whether it is within 3 seconds after the game ball passes through the first start port sensor. If it is determined that it is within 3 seconds after passing through the start port sensor which is the trigger for the start of the ongoing variation display (YES in S5203), it is determined whether there is a detection by the first effect activation sensor (S5204). If it is determined in S5204 that there is a detection by the first effect activation sensor (YES in S5204), the first passing activation effect is executed (S5205) and the process ends. If it is determined in S5204 that there is no detection by the first effect activation sensor (NO in S5204), the process ends. Incidentally, the passing activation effect (the second battle effect) is an effect corresponding to a variation time of 45000 ms (45 seconds), and this first passing activation effect is an effect executed in the first half period (initial period) of the passing activation effect (the second battle effect).

[0294] In addition, the first effect activation sensor 248 is arranged at a predetermined distance (about 10 cm) from the first start port sensor 20a. The time until a game ball that has passed through the first start port sensor is detected by the first effect activation sensor is about 2 seconds on average. A deceleration section (protrusions or steps) is provided in the game ball passage path between the first start port sensor and the first effect activation sensor. Therefore, depending on the entry speed into the first start port 20, the time until a game ball that has passed through the first start port sensor 20a is detected by the first effect activation sensor 248 varies between about 1.5 seconds and 2.5 seconds. As a result, the timing detected by the first effect activation sensor becomes diversified, making it difficult to predict the execution timing of the first passage activation effect and enhancing the gaming interest.

[0295] Also, during the variable display effect that starts when the game ball passes through the first start port sensor 20a, when the game ball that has passed through the first start port sensor 20a is detected by the first effect activation sensor 248 downstream thereof, a predetermined effect is executed. Therefore, the distance (separation distance) between the installation positions of the first start port sensor 20a and the first effect activation sensor 248 needs to be such that the time until a game ball that has passed through the first start port sensor 20a is detected by the first effect activation sensor 248 is shorter than the variable time of a specific variable display (passage activation effect (second battle effect)). Also, in order to surely prevent a situation where the game ball does not pass through the first effect activation sensor 248 during the variable display time, preferably, the distance (separation distance) between the installation positions of the first start port sensor 20a and the first effect activation sensor 248 is such that the time until a game ball that has passed through the first start port sensor 20a is detected by the first effect activation sensor 248 is shorter than half of the variable time of a specific variable display (passage activation effect (second battle effect)).

[0296] In S5203, when it is determined that 3 seconds have elapsed since the game ball passed through the first start port sensor (NO in S5203), then it is determined whether it is within 5 seconds (between 3 and 5 seconds) since the game ball passed through the first start port sensor. When it is determined that it is 3 seconds or more and within 5 seconds since passing through the start port sensor, which is the trigger for starting the variable display during execution (YES in S5206), it is determined whether there is detection by the second effect activation sensor (S5207). In S5207, when it is determined that there is detection by the second effect activation sensor (YES in S5207), the second passing activation effect is executed (S5208), and the process ends. In S5207, when it is determined that there is no detection by the second effect activation sensor (NO in S5207), the process ends. As described above, the passing activation effect (the second battle effect) is an effect corresponding to a variable time of 45000 ms (45 seconds), and this second passing activation effect is an effect executed in the first half period (initial period) of the passing activation effect (the second battle effect), similar to the first passing activation effect.

[0297] Also, the second effect activation sensor is arranged on the downstream side at a predetermined distance (about 15 cm from the first start port sensor, about 5 cm from the first effect activation sensor). The time until the game ball that has passed through the first start port sensor is detected by the second effect activation sensor is about 4 seconds on average. A deceleration section (protrusions or steps) is provided on the game ball passing path between the first start port sensor and the second effect activation sensor (from the first effect activation sensor to the second effect activation sensor). Therefore, depending on the intrusion speed into the first start port 20, the time until the game ball that has passed through the first start port sensor is detected by the second effect activation sensor varies between about 3 and 5 seconds. As a result, the timing of detection by the second effect activation sensor becomes diversified, making it difficult to predict the execution timing of the first passing activation effect and enhancing the gaming interest.

[0298] In this way, the first effect activation sensor and the second effect activation sensor are provided at predetermined positions within the same game ball passage as the first start port sensor so that an effect occurs at a random timing within a certain predetermined range. Also, if the variation display (passage activation effect (second battle effect)) being executed ends before the game ball that has passed through the first start port sensor passes through the first effect activation sensor (and / or the second effect activation sensor), the first passage activation effect (and / or the second passage activation effect) cannot be executed. Therefore, it is necessary to arrange the sensors (set the separation distance) so that the time until the game ball that has passed through the first start port sensor is detected by the first effect activation sensor is shorter than the variation time of a specific variation display (passage activation effect (second battle effect)).

[0299] Figures 53 and 54 are diagrams showing the execution modes of the passage activation effects that can execute the first passage activation effect (second specific display) and / or the second passage activation effect (third specific display) during the execution thereof. Figure 53(a) shows a scene where the passage activation effect 250 (second battle effect) is started with the start of a predetermined variation display. In the passage activation effect 250 (second battle effect), first, the shout (display) of "Gather!!" of the ally character 213 displayed at the left end of the display screen 7a is performed, and a gathering effect of the support character 238 is performed for a gathering time (predetermined time, 5 seconds) until the ally character 213 is displayed at a specific position at the right end of the display screen. The remaining time of this gathering time can be grasped by the amount (black part) of the remaining time 223a or the amount (white part) of the elapsed time 223b shown by the remaining time gauge 223 at the lower part of the display screen 7a. Also, the ally character also moves and is displayed toward the right end position as the gauge decreases, and it can be approximately grasped also by the display position of the ally character.

[0300] Also, in the support performance, if a game ball is detected by the first performance activation sensor during the period until this gathering time elapses, based on the detection result of the first start port sensor and the detection result of the first performance activation sensor, that is, based on the result of the ongoing variable display (first specific display), a predetermined support character 238 is selected from a plurality of support characters and displayed (second specific display). FIG. 53(b) shows a scene after a predetermined time has elapsed in the same variable display as FIG. 53(a). A predetermined time has elapsed since the start of the support performance, but at this point, no support character is displayed. That is, no game ball has been detected by the first performance activation sensor (it is predicted that the game ball that has passed through the first start port sensor is still flowing down in front of the first performance activation sensor).

[0301] FIG. 53(c) shows a scene after a predetermined time has elapsed in the same variable display as FIG. 53(b). In FIG. 53(c), when the support performance has elapsed about half, a game ball is detected by the first performance activation sensor, and a scene where the first passing activation performance 252 (second specific display) for displaying the support character 238 (support character B) is executed is shown. Here, the support character 238 has four types: support character S (big win probability 80%), support character A (big win probability 30%), support character B (big win probability 15%), and support character C (big win probability 10%). And when there is a detection by the first performance activation sensor, based on the detection result (win / loss determination result) of the first start port sensor, the support character to be displayed is determined using a predetermined character determination table so as to have the above-mentioned big win probability.

[0302] An additional timing display 251 (character display of "additional") indicating the timing when the support character 238 is displayed is shown on the remaining time gauge 223 in FIG. 53(c). Thereby, the player can grasp at what timing of the support performance the support character is added. In the support performance, the ally character 213 and the additionally displayed support character 238 are moved and displayed toward a specific position at the right end of the front screen.

[0303] Figure 53(d) shows a scene after a predetermined period of time has elapsed in the same variable display as in Figure 53(c). In Figure 53(d), the execution period of the support performance (5 seconds from the start) has elapsed, and the remaining time 223a indicated by the remaining time gauge 223 is 0. Also, after the support performance (5 seconds from the start) has elapsed, an item supply performance is executed (for 3 seconds after the support performance ends). If a game ball is detected by the second performance activation sensor arranged downstream of the first performance activation sensor during this period, the second passing activation performance 253 is executed to add a further display change to the passing activation performance 250.

[0304] In Figure 53(d), following the support performance, an item supply performance is executed, and a scene is shown where a game ball is detected by the second performance activation sensor during the execution period of the item supply performance, and the second passing activation performance 253 (item display performance) is executed. Also, it is shown that the left and right performance symbols 8 stop displaying with the same 7 symbols, and from now on, a reach performance (second battle performance) will be executed.

[0305] Here, as items that can be displayed in the second passing activation performance 253 (item display performance), it has a bar shown in Figure 53(d), a white fork shown in Figure 54(g), and a black fork shown in Figure 54(j). Note that the items are a preview performance indicating that the probability of a big win is high in the order of black fork > white fork > bar. Although not shown in the figure, after the second passing activation performance 253 (item display performance) is executed in Figure 53(d), a second battle performance where the ally character 213 and the support character 253 (support character B) fight against the enemy character is executed. In the second battle performance, the higher the reliability of the support character is displayed, and the higher the reliability of the item is displayed, the higher the probability of a big win.

[0306] FIG. 53(e) shows a scene after a predetermined time has elapsed in the same variable display as the execution mode of the passing activation effect described above, which is different from the execution mode. In the support effect of FIG. 53(e), approximately the same amount of time has passed as in FIG. 53(c), but at this point, there is no display of the support character. That is, the game ball has not been detected by the first effect activation sensor. FIG. 53(f) shows a scene after a predetermined time has elapsed in the same variable display as FIG. 53(e). In FIG. 53(f), when the support effect has elapsed approximately 3 / 4, the game ball is detected by the first effect activation sensor, and a scene is shown where the first passing activation effect 252 that displays the support character 238 (support character A) is executed. An additional timing display 251 is displayed on the remaining time gauge 223 in FIG. 53(f). As shown in FIGS. 53(c) and (f), the support character can appear at different timings depending on the flow pattern (speed, deceleration) of the game ball launched by oneself, enhancing the gaming interest. Also, it becomes possible to maintain the sense of anticipation until the end of the support effect.

[0307] FIG. 54(g) shows a scene after a predetermined time has elapsed in the same variable display as FIG. 53(f). In FIG. 54(g), a scene is shown where the execution period of the support effect (5 seconds from the start) has elapsed and an item supply effect is executed following the support effect. A scene is shown where the game ball is detected by the second effect activation sensor during the execution period of the item supply effect, and the second passing activation effect 253 (item display effect) is executed. In FIG. 54(g), a white fork with relatively high reliability is displayed in the second passing activation effect 253 (item display effect). Further, as the support character, a support character A with relatively high reliability is also displayed. Although not shown in the figure, after the second passing activation effect 253 (item display effect) is executed in FIG. 54(g), a second battle effect is executed in which the ally character 213 and the support character 253 (support character A) fight against the enemy character.

[0308] Figure 54(h) shows a scene after a predetermined time has elapsed in a variation display that is further different from the execution mode of the above-described passing activation effect. In Figure 54(h), when about 2 / 5 of the cheering effect has elapsed, a game ball is detected by the first effect activation sensor, and a scene is shown in which the first passing activation effect 252 that displays the cheering character 238 (cheering character A) is executed. An additional timing display 251 is displayed on the remaining time gauge 223 in Figure 54(h).

[0309] Figure 54(i) shows a scene after a predetermined time has elapsed in the same variation display as Figure 54(h). In Figure 54(i), when about 4 / 5 of the cheering effect has elapsed, a game ball is detected again by the first effect activation sensor, and a scene is shown in which the first passing activation effect 252 that displays the cheering character 238 (cheering character S) is executed. A second additional timing display 251 is displayed on the remaining time gauge 223 in Figure 54(i). In this execution mode, if there are detections by the first effect activation sensor a plurality of times during the execution period of the cheering effect, an additional cheering character 238 is displayed by lottery or definitely.

[0310] Figure 54(j) shows a scene after a predetermined time has elapsed in the same variation display as Figure 54(i). In Figure 54(j), the execution period of the cheering effect (5 seconds from the start) has elapsed, and a scene is shown in which an item supply effect is executed following the cheering effect. A scene is shown in which a game ball is detected by the second effect activation sensor during the execution period of the item supply effect, and the second passing activation effect 253 (item display effect) is executed. In Figure 54(j), a black fork with a relatively high reliability is displayed in the second passing activation effect 253 (item display effect). Further, as the cheering characters, two relatively high-reliability cheering characters A and cheering character S are displayed. Since this first passing activation effect 252 (second passing activation effect 253) is displayed based on the detection result (success or failure determination result) of the first start port sensor and the detection result of the first effect activation sensor 248 (second effect activation sensor 249), when the display is made in a high-reliability execution mode as in Figure 54(j), the player's expectation of a big win is significantly increased, enhancing the gaming interest.

[0311] FIG. 54(k) shows a scene after a predetermined period of time in the same variable display as FIG. 54(j). In FIG. 54(k), the left and right effect symbols 8 stop and display the same 7 symbols in a reach mode, and a second battle effect in which the ally characters 213 and the cheering characters 253 (cheering character A, cheering character S) shown in FIG. 54(j) fight against the enemy characters is executed. Also, it is shown that the left and right effect symbols 8 stop and display the same 7 symbols, and a reach effect (second battle effect) is to be executed from now on.

[0312] [Other modes of passing activation effects] In addition, in the above-described embodiment, when the variable display during execution starts with one or more holds and is a variable display started by hold digestion, the first passing activation effect and / or the second passing activation effect is not executed. In addition to such a mode, even if it is a variable display that starts with a ball entry from a state of 0 holds and is a variable display that starts execution after passing through a standby state (for example, after a big win ends), it may not execute the passing activation effect. This is because there is a possibility that the passing activation effect has not yet been started at the timing of passing through the first effect activation sensor after passing through the start port sensor that triggers the start of the variable display. In such a situation, it is difficult to execute an effect with high ingenuity, so it may not be executed.

[0313] In addition, in the above-described embodiment, the first passing activation effect and the second passing activation effect are arranged at a position close to the first start port sensor so as to be executed in the first half (initial period) of the passing activation effect (second battle effect). Not limited to such a mode, the first passing activation effect and the second passing activation effect may be provided near the discharge port 26 of the discharge ball collecting trough so as to be executed at the timing of the second half of the passing activation effect (second battle effect). In this case, since the game balls that enter other ball entry ports (various ball entry ports such as general ball entry ports) also pass through, information related to the determination result based on the passing through the first start port sensor may be displayed also by these passings.

[0314] Also, if the installation distance between the first start port sensor and the first passing activation effect and the second passing activation effect is too short, the variation range of the arrival time will decrease, the timing of effect execution will become uniform, and it will not be possible to provide an effect with high gaming interest. Therefore, it is desirable to space the first start port sensor and the first passing activation effect and the second passing activation effect by a certain distance. A distance that is not too far and not too close, an appropriate distance, is desirable. Specifically, the installation distance between the first start port sensor and the first passing activation effect is such that the time until the game ball detected by the first start port sensor is detected by the first start port sensor is longer than a predetermined period set during symbol variation (for example, the time from the start of variation until the first stop symbol stops being displayed, or the time from the start of variation until the first stop symbol and the second stop symbol stop being displayed, etc., the definite stop time when 3 symbols stop being displayed), and they can be spaced apart accordingly.

[0315] Also, within the execution period of the defined first passing activation effect (second passing activation effect), multiple passes of game balls (for example, start balls related to holds during variable display) may cause the first passing activation effect (second passing activation effect) to be executed multiple times. Also, instead of executing the first passing activation effect (second passing activation effect) the same number of times as the number of passes by multiple passes of game balls, the first passing activation effect (second passing activation effect) may be executed once by multiple passes. In any case, based on the detection result at the start port sensor and the detection result at the first effect activation sensor (second effect activation sensor), the display mode of the first passing activation effect (second passing activation effect) is determined. Also, based on the detection result at the start port sensor and the detection result at the first effect activation sensor (second effect activation sensor), the display mode of the first passing activation effect (second passing activation effect) is determined, and after execution, if multiple detections occur at the start port sensor and the first effect activation sensor (second effect activation sensor), the display mode of the displayed first passing activation effect may be changed based on the detection results.

[0316] In the above-described embodiments, when detected by the first effect activation sensor, the mode of executing the first passing activation effect was shown. However, it is not limited to such a mode, and when passing through the first effect activation sensor, the first passing activation effect may or may not be executed. This makes it possible to enhance the sense of expectation and the gaming interest of the player in contact with the first passing activation effect.

[0317] In the above-described embodiments, when detected by the first effect activation sensor, the object for executing the first passing activation effect was only the game ball that entered the first start port. Therefore, the passing activation effects (the first passing activation effect, the second passing activation effect) are to be executed only in the low-probability low-base state where the game is mainly played with the ball entering the first start port. Since this is a display executed based on the detection results of a plurality of sensors, a certain length of variable time is required, and as the variable time of the symbol, a relatively long variable time is likely to be selected. This is a suitable effect in the low-probability low-base state. However, it is also possible to execute in other gaming states. Instead of or in addition to such a mode, the passing activation effects (the first passing activation effect, the second passing activation effect) may also be executed in other gaming states. In this case, by changing the installation position of the first effect activation sensor or adding a sensor, the game ball that enters the second start port 21 may also be detected.

[0318] [Reach Symbol Verification Effect] Next, the reach effect using the effect symbols displayed on the display screen 7a of the present embodiment will be described with reference to FIGS. 55 to 57. As described above, the pachinko gaming machine of the present embodiment selects a predetermined effect mode from a plurality of effect modes (also referred to as "game modes") on a predetermined occasion and sets the selected effect mode. Each effect mode has some or all of the display modes such as the background image, effect symbols, reach effect, and preview effect displayed on the display screen being different. FIGS. 56 and 57 show the display mode (execution mode) of the effect symbols in the special effect mode, which is one of the plurality of effect modes.

[0319] FIG. 55 shows the effect symbol 8 displayed in the special effect mode. The effect symbol in this special effect mode includes a variable symbol 259 (first image) that is displayed while varying in size, either increasing or decreasing, and a non-variable symbol 260 (second image) whose display size does not vary. As shown in FIG. 55, as the symbol sequence of the effect symbol, it has symbols from "1" to "7". And among the seven types of effect symbols that make up the symbol sequence, four types of effect symbols of "1, 3, 5, 7" are variable symbols 259, and three types of effect symbols indicating "2, 4, 6" are non-variable symbols 260.

[0320] Also, as the left effect symbol 8, the middle effect symbol 8, and the right effect symbol 8, they each have this symbol sequence. After the left effect symbol 8, the middle effect symbol 8, and the right effect symbol 8 are variably displayed for a predetermined time, when the left effect symbol 8, the middle effect symbol 8, and the right effect symbol 8 all stop displaying the same (corresponding) effect symbol (specific mode, big win symbol), it is a big win. Also, among the stop symbols of the left effect symbol 8, the middle effect symbol 8, and the right effect symbol, if at least one stops displaying in a combination different from other stop symbols, it is a miss. Also, a mode where any two effect symbols (for example, the left effect symbol 8 and the right effect symbol) stop displaying the same (corresponding) effect symbol and the remaining one effect symbol continues to be variably displayed is called a reach mode.

[0321] As shown by the effect symbol "1", the variable symbol 259 gradually increases in size from the reduced state 259a over time, changes to the enlarged state 259b in about 0.5 seconds, and when it reaches the enlarged state 259b, it gradually decreases in size over time and changes to the reduced state 259a in about 0.5 seconds. During the predetermined period when the effect symbol executes variable display, this variation in display size is repeatedly executed. Also, during the predetermined period of the variable display time, such as the symbol determination time and the switching timing of the background effect, there may be a period when the size variation stops at a predetermined size. This can give a rhythm to the variable display and provide a highly interesting game effect. The same variation is also executed for other variable symbols.

[0322] On the one hand, the non-variable symbol 260 does not execute size change during the variable display of the effect symbol. Therefore, it is displayed with a constant display size during a predetermined period of the variable display time. Also, during a predetermined period of the determined variable display time (a part during the variable display or from the start to the end during the variable display), the display position may not be changed.

[0323] Therefore, when a variable symbol is displayed as an effect symbol (for example, when a variable symbol is determined as a reach symbol and a reach effect is executed), the player can enhance the gaming interest in the high orientation of the effect mode of the effect symbol and the gaming effects executed therewith. Also, the effect modes using one effect symbol (for example, the effect symbol "3") can be diversified.

[0324] On the other hand, when a non-variable symbol is displayed as an effect symbol (for example, when a non-variable symbol is determined as a reach symbol and a reach effect is executed), although the effect modes cannot be diversified as much as those of the variable symbol and a high orientation of the effect mode cannot be expected, since the display mode is simple, it is easy to convey information to the player and a game that is easy to understand can be provided.

[0325] Also, when both the variable symbol 259 and the non-variable symbol 260 are simultaneously displayed as effect symbols, both of the above-described effects can be exerted as a synergistic effect. Specifically, the effect modes can be further diversified due to the difference in the display modes of the two symbols. Also, information to be conveyed and a highly oriented effect mode can be provided simultaneously, and a gaming machine with high gaming interest, easy to understand, and high sense of security can be provided.

[0326] Also, the variable symbol 259 changes the ratio of the display area of the variable symbol to the entire area of the display area of the display screen 7a (increases or decreases the ratio). Also, the outer shape of the variable symbol may be changed, or the scales in the vertical, horizontal, left, and right directions may be changed. Also, rotation display or perspective display may be performed. The non-variable symbol 260 does not change the ratio of the display area of the non-variable symbol to the entire area of the display area of the display screen 7a. Also, the outer shape of the non-variable symbol does not change.

[0327] Next, with reference to FIGS. 56 and 57, the display mode (execution mode) when both the above-described variable symbol 259 and non-variable symbol 260 are simultaneously displayed on the display ...

Claims

[Claim 1] A display screen capable of displaying a predetermined game image; and a bonus awarding means for awarding a bonus when the identification information displayed on the display screen is displayed in a static manner in a specific manner, The game image includes a first image whose size relative to the entire display area of ​​the display screen varies, and a second image whose size relative to the entire display area of ​​the display screen does not vary, In accordance with the variable display of the identification information, both the first image and the second image may be displayed on the display screen. when a first condition is satisfied in a state in which both the first image and the second image are displayed, an image is additionally displayed in the display area in which the first image is displayed, and the additional image is displayed by varying its size relative to the entire display area of ​​the display screen; When a second condition is satisfied in a state in which both the first image and the second image are displayed, an image is additionally displayed in the display area in which the first image is displayed, and the additional image is displayed without changing its size relative to the entire display area of ​​the display screen. A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2021164612A

  • Game machine

    JP2022129940A

  • Game machine

    JP2023105706A

  • Game machine

    JP1998057583A