Game machine

The gaming machine addresses the lack of player interest by using display mode changes and performance execution mechanisms to suggest advantageous game states, thereby increasing player engagement.

JP2025085709AActive Publication Date: 2025-06-05SANKYO CO LTD

Patent Information

Application Number
JP2025039918
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-13
Publication Date
2025-06-05
Estimated Expiration
2041-08-04

AI Technical Summary

Technical Problem

Existing gaming machines lack an effective way to enhance player interest by suggesting the degree of expectation through changes in the state of displayed objects during reach presentations.

Method used

A gaming machine with a performance execution mechanism that includes specific performances, post-notification effects, and display mode changes to suggest the likelihood of being controlled to an advantageous state, thereby increasing player interest.

Benefits of technology

The solution effectively increases player interest by creating a higher probability of executing advantageous game states after suggestive display changes, enhancing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To solve the problem that there is room for improvement in executing a performance suggesting an expectation degree by changing a mode of predetermined display during a ready-to-win performance.SOLUTION: During a ready-to-win performance, a change performance for changing a performance mode of a display object step by step can be executed. A performance mode of predetermined display includes a first performance mode and a second performance mode of which the expectation degree is higher than that of the first performance mode. After a failure result notification of the ready-to-win performance, a first post-notification performance and a second post-notification performance of which the execution rate is lower than that of a first relief performance are included. In a case where it becomes a big win in the ready-to-win performance, when a display mode is changed into a second display mode, the rate of executing the second post-notification performance is higher than the rate of executing the first post-notification performance.SELECTED DRAWING: Figure 10-27
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Description

[Technical field]

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

[0002] The following techniques have been disclosed: rapid-fire effects during reach and hidden button announcements (see, for example, Patent Document 1 and Patent Document 2). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-099236 A [Patent Document 2] JP 2018-086210 A Summary of the Invention [Problem to be solved by the invention]

[0004] There is room for improvement in implementing a presentation that suggests the degree of expectation by changing the state of a displayed object during a reach presentation.

[0005] The present invention has been made in consideration of the above-mentioned situation, and aims to increase the interest of players, since when the specified display changes to the second display state during a reach performance, there is a high probability that the second post-notification performance, which is likely to be controlled to an advantageous state, will be executed. [Means for solving the problem]

[0006] In order to achieve the above object, the gaming machine according to the present invention comprises: A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A performance execution means capable of executing a performance is provided, The performance execution means includes: A specific performance capable of informing a first result that the game is controlled to be in an advantageous state and a second result that the game is not controlled to be in an advantageous state; A post-notification effect capable of notifying that the game will be controlled to an advantageous state after the second result is notified in the specific effect; During the execution of the specific performance, a predetermined display change performance is executed, which gradually changes the display mode of the predetermined display; The display mode of the predetermined display includes a first display mode and a second display mode which is a step higher than the first display mode and has a higher expectation of being controlled to a favorable state than the first display mode, The post-notification performance includes a first post-notification performance and a second post-notification performance, The performance execution means includes: Execute the second post-notification performance at a lower rate than the first post-notification performance; A suggestion effect that suggests that the first post-notification effect or the second post-notification effect will be executed can be executed, In the first post-notification performance, a special display can be displayed, The special display includes a first special display and a second special display, In the first post-notification performance, the rate of being controlled to the advantageous state is higher when the second special display is displayed than when the first special display is displayed; When the display mode of the predetermined display is changed to a second display mode during the execution of the specific performance in a variable display controlled to an advantageous state, and the second result is notified in the specific performance, the rate at which the second post-notification performance is executed is higher than the rate at which the first post-notification performance is executed. It is characterized by: In order to achieve the above object, another gaming machine according to the present invention comprises: A gaming machine that can be controlled to a favorable state (for example, a jackpot gaming state) that is favorable to a player, a specific effect execution means (e.g., an effect control CPU 120 for executing an SP reach (battle reach or super reach)) for executing a specific effect capable of notifying a first result that the state will be controlled to be advantageous (e.g., in the example of the battle reach effect shown in FIG. 10-15, the ally character (Yume Yume) of 674SKY001 wins against the enemy character (Boingo) of 674SKY002) and a second result that the state will not be controlled to be advantageous (e.g., in the example of the battle reach effect shown in FIG. 10-15, the ally character (Yume Yume) of 674SKY001 loses to the enemy character (Boingo) of 674SKY002); and a post-notification performance execution means for executing a post-notification performance capable of notifying that the specific performance will be controlled to an advantageous state after the second result is notified (for example, a performance control CPU 120 capable of executing a cave discovery performance of 674SKY032(a) or a rim appearance performance of 674SKY032(b)); The advantageous state includes a first advantageous state (for example, a 3R time-saving jackpot shown in FIG. 9-2) and a second advantageous state that is more advantageous than the first advantageous state (for example, a 10R time-saving jackpot shown in FIG. 9-2), The post-notification performance includes a first post-notification performance (e.g., a cave discovery performance in 674SKY032(a)) that can be executed when the game is controlled to the first advantageous state and when the game is controlled to the second advantageous state, and a second post-notification performance (e.g., a rim appearance performance in 674SKY032(b)) that can be executed when the game is controlled to the second advantageous state, Further provided is a special suggestion effect execution means capable of executing a special suggestion effect suggesting which of the first post-announcement effect and the second post-announcement effect will be executed after the second result has been announced and before the post-announcement effect is executed (for example, as shown in FIG. 10-33, a effect control CPU 120 that simultaneously displays a 674SKY032(a) cave discovery effect and a 674SKY032(b) rim appearance effect to inspire the player as to which of the two effects will be executed); It is characterized by:

[0007] According to such a configuration, a special suggestion effect is executed before the post-notification effect is executed, allowing the player to enjoy the teasing of which post-notification effect will be executed.

[0008] Furthermore, the present invention may have only the invention-specifying matters described in the claims of the present invention, or may have the invention-specifying matters described in the claims of the present invention as well as configurations other than the invention-specifying matters. [Brief description of the drawings]

[0009] [Figure 1] FIG. 2 is a front view of the pachinko gaming machine according to this embodiment. [Diagram 2] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Diagram 3] 13 is a flowchart showing an example of a game control main process. [Figure 4] 13 is a flowchart showing an example of a timer interrupt process for game control. [Diagram 5] 13 is a flowchart showing an example of a special symbol process. [Figure 6] 13 is a flowchart showing an example of a performance control main process. [Figure 7] 13 is a flowchart showing an example of a performance control process. [Figure 8-1] A front view of the pachinko gaming machine 1 at the characteristic portion 152F. [Figure 8-2] FIG. [Figure 8-3] FIG. 2 is an explanatory diagram showing each random number. [Figure 8-4] An explanatory diagram showing a hit determination table and a jackpot type determination table. [Figure 8-5] FIG. 11 is an explanatory diagram showing an example of the content of a performance control command. [Figure 8-6] FIG. 11 is an explanatory diagram showing an example of the content of a performance control command. [Figure 8-7] 13 is a flowchart showing the start port switch passing process. [Figure 8-8] 13 is a flowchart showing normal processing of special symbols. [Figure 8-9] This is a flowchart showing the processing before the small win is released. [Figure 8-10] This is a flowchart showing the processing during small win release. [Figure 8-11] This is a flowchart showing the small hit end processing. [Figure 9-1] This is a front view of the pachinko game machine 1 at the characteristic part 09TM. [Figure 9-2] An explanatory diagram showing a jackpot type table. [Figure 9-3] FIG. 2 is an explanatory diagram showing each random number. [Figure 9-4] (A1) and (A2) are explanatory diagrams showing the display result determination table, (B1) and (B2-1) are explanatory diagrams showing the jackpot type determination table, and (B2-2) is an explanatory diagram showing the jackpot type determination table via small jackpot. [Figure 9-5] 1A is an explanatory diagram showing a fluctuation pattern determination table for the 1st to 99th spins of the Hyper Rush mode time reduction, and FIG. 1B is an explanatory diagram showing a fluctuation pattern determination table for the 1st to 4th spins of the Hyper Rush mode remaining reserve. [Figure 9-6] FIG. 2 is an explanatory diagram showing a specific example of a game flow. [Figure 9-7] 4 is a time chart showing control timing of the game state regarding the first flag, the second flag, and the third flag. [Figure 9-8] This is a time chart showing the control timing of the game state regarding small hit breaks. [Figure 9-9] 13 is a flowchart showing an example of a process for determining a performance at the start of fluctuation. [Figure 9-10] FIG. 13 is an explanatory diagram showing a combination determination table for a jackpot of decorative symbols. [Figure 9-11] FIG. 13 is an explanatory diagram showing specific examples of the presentation aspects relating to the pattern stopping action presentation and the pattern stopping sound presentation. [Figure 9-12] This is a flowchart showing an example of a process for determining the performance during a small win. [Figure 9-13]FIG. 13 is an explanatory diagram showing a presentation mode table for promotional effects. [Figure 9-14] An explanatory diagram showing a specific example of a presentation aspect related to the first promotion presentation. [Figure 9-15] An explanatory diagram showing a specific example of a presentation aspect related to the second promotion presentation. [Figure 9-16] A flowchart showing an example of a presentation determination process at the end of a small win. [Figure 9-17] 10 is a time chart showing an example of the display control timing of the result display. [Figure 9-18] 10 is a time chart showing an example of the display control timing of the result display. [Figure 9-19] 13 is a time chart showing a modified example of the display control timing of the result display. [Figure 9-20] 13 is a flowchart showing an example of a demo display performance determination process. [Figure 9-21] 1A is an explanatory diagram showing an execution condition table for a customer waiting demo performance, and FIG. 1B is an explanatory diagram showing an execution period determination table for a recovery notification performance. [Figure 9-22] This is a time chart showing the timing of execution of the effects when a V win occurs and when a small win break occurs. [Figure 9-23] This is an explanatory diagram showing specific examples of the presentation mode when a V win occurs and when a small hit break occurs. [Figure 9-24] This is an explanatory diagram showing specific examples of the presentation mode when a V win occurs and when a small hit break occurs. [Figure 9-25] This is an explanatory diagram showing specific examples of the presentation mode when a V win occurs and when a small hit break occurs. [Figure 9-26] This is a time chart showing the timing of execution of effects when a power outage occurs during small hit play and when a small hit interruption occurs after power is restored. [Figure 9-27] This is an explanatory diagram showing specific examples of presentation patterns when a power outage occurs during a small hit game and when a small hit interruption occurs after power is restored. [Figure 9-28]FIG. 13 is an explanatory diagram showing a modified example of the game flow. [Figure 10-1] 13 is a flowchart showing an example of a special symbol stopping process. [Figure 10-2] FIG. 11 is an explanatory diagram showing an example of the content of a performance control command. [Figure 10-3] FIG. 11 is an explanatory diagram showing an example of the content of a performance control command. [Figure 10-4] 13 is a flowchart showing an example of a performance control process. [Figure 10-5] 13 is a flowchart showing an example of a presentation mode fixing process. [Figure 10-6] 13 is a flowchart showing an example of a pre-reading notice setting process. [Figure 10-7] 13 is a flowchart showing an example of a variable display start setting process. [Figure 10-8] 13 is a flowchart illustrating an example of a stage determination process. [Figure 10-9] An explanatory diagram showing a fluctuation pattern determination table for misses and jackpots of the first special pattern in the low probability low B state. [Figure 10-10] An explanatory diagram showing a fluctuation pattern determination table for misses and jackpots of the second special pattern in a low-probability, low-B state. [Figure 10-11] An explanatory diagram showing a fluctuation pattern determination table for misses and jackpots of the first special pattern in the low probability high B state. [Figure 10-12] An explanatory diagram showing a fluctuation pattern determination table for misses and jackpots of the second special pattern in the low probability high B state. [Figure 10-13] FIG. 13 is an explanatory diagram showing the execution ratio of display of eye-catching images. [Figure 10-14] FIG. 13 is an explanatory diagram showing the change pattern of the scale of the meter effect. [Figure 10-15] This is an explanatory diagram showing that after the change in the normal state, a silent second eye-catching image is displayed, suggesting that a reach that is controlled to a favorable state will be executed within the reserve. [Figure 10-16]This is an explanatory diagram showing that a reach controlled to an advantageous state is executed after the silent second eye-catching image is displayed. [Figure 10-17] FIG. 13 is an explanatory diagram showing types of eye-catching images. [Figure 10-18] This is an explanatory diagram showing that after the change in the normal state, the first eye-catching image with the first sound is displayed, suggesting that a reach that is controlled to a favorable state will be executed in the reserve. [Figure 10-19] An explanatory diagram showing that after the first eye-catching image of the first sound is displayed, a reach controlled to an advantageous state is executed. [Figure 10-20] This is an explanatory diagram showing that after the fluctuation in the normal state once notifies of a miss result, a first eye-catching image with a first sound is displayed, suggesting that a reach performance controlled to an advantageous state will be executed. [Figure 10-21] An explanatory diagram showing that the reach effect is controlled to a jackpot state. [Figure 10-22] This is an explanatory diagram showing that after the fluctuation in the normal state once notifies of a miss result, a second eye-catching image with a second sound is displayed, suggesting that a reach performance controlled to an advantageous state will be executed. [Figure 10-23] An explanatory diagram showing that the reach effect is controlled to a jackpot state. [Figure 10-24] 13 is an explanatory diagram showing that a reach effect is being executed in which the meter in the normal state increases in stages. FIG. [Figure 10-25] An explanatory diagram showing that the first post-announcement performance, which is executed after announcing a losing result, is being executed. [Figure 10-26] An explanatory diagram showing an example of a jackpot or miss presentation in the post-announcement presentation. [Figure 10-27] 13 is an explanatory diagram showing that a reach effect is being executed in which the meter in the normal state increases in stages. FIG. [Figure 10-28] An explanatory diagram showing that the second post-announcement performance, which is executed after the announcement of a losing result, is being executed. [Figure 10-29] An explanatory diagram showing an example of a performance after the second result announcement. [Figure 10-30] FIG. 13 is an explanatory diagram showing that a reach effect in which the meter does not rise in a normal state is being executed. [Figure 10-31] This is an explanatory diagram showing an example of a jackpot or miss presentation in the post-announcement presentation. [Figure 10-32] 13 is an explanatory diagram showing that a reach effect is being executed in which the meter in the normal state increases in stages. FIG. [Figure 10-33] This is an explanatory diagram showing that either the first post-announcement performance or the second post-announcement performance is executed after a losing result is announced. [Figure 10-34] This is an explanatory diagram showing that the result of the post-announcement performance is a jackpot. [Figure 10-35] This is an explanatory diagram showing that when the fluctuation starts from the jam stage, the stage transitions to the dream dream stage and a reach state is reached. [Figure 10-36] This is an explanatory diagram showing that the battle reach performance has become a jackpot and the game has been controlled to battle mode (time-saving state). [Figure 10-37] This is an explanatory diagram showing an example of the presentation when a small win occurs in battle mode and a V win occurs, and then the battle mode continues. [Figure 10-38] FIG. 13 is an explanatory diagram showing that the battle mode (time-saving state) has ended. [Figure 10-39] FIG. 13 is an explanatory diagram showing a mode selection screen. [Figure 10-40] 13 is an explanatory diagram showing the operation of setting the Powerful Girls support mode when the Nana stage is transitioned to the Yume Yume stage; FIG. [Figure 10-41] This is an explanatory diagram showing that the Battle Reach has ended and fluctuations have stopped, and the Powerful Girls Support Mode has been set. [Figure 10-42] This is an explanatory diagram showing that in the predictive change, an action is taken to set the Powerful Girls Support Mode when the stage transitions to the Yume Yume stage, and the setting is completed when the predictive change stops. [Figure 10-43]13 is an explanatory diagram showing that when the Powerful Girls Support Mode is set in the Jam Stage, the stage transitions to the Yume Yume Stage and a reach state is reached. [Figure 10-44] This is an explanatory diagram showing that the battle reach performance has become a jackpot and the game has been controlled to battle mode (time-saving state). [Figure 10-45] This is an explanatory diagram showing that when the battle mode (time-saving mode) ends and normal mode is restored, the game is resumed from the jam stage. [Figure 10-46] 13 is an explanatory diagram showing a transition to a jam stage when the Powerful Girls support mode is set in the Yume Yume stage and a reach state is reached. FIG. [Figure 10-47] This is an explanatory diagram showing that the battle reach performance has resulted in a jackpot. [Figure 10-48] This is an explanatory diagram showing that when the fluctuation starts from the jam stage, the stage transitions to the dream dream stage and a reach state is reached. [Figure 10-49] This is an explanatory diagram showing that the battle reach performance has become a jackpot and the game has been controlled to battle mode (time-saving state). [Figure 10-50] This is an explanatory diagram showing an example of the presentation when a small win occurs in battle mode and no V win occurs, and then the game is controlled to the normal state. [Figure 10-51] This is an explanatory diagram showing that when the normal state is controlled and the remaining reserved balls are controlled to a jackpot, the everyone gathers together performance A is executed. [Figure 10-52] This is an explanatory diagram showing that the everyone gathers together performance A is executed, V is won, and the control is switched back to battle mode. [Figure 10-53] This is an explanatory diagram showing that a predetermined number of fluctuations occur in battle mode (time-saving state), then it is controlled to normal state, the remaining reserved items are displayed, and then it is not controlled to a jackpot and the screen is returned to normal. [Figure 10-54] This is an explanatory diagram showing an example of the presentation when a small win occurs in battle mode and no V win occurs, and then the game is controlled to the normal state. [Figure 10-55]This is an explanatory diagram showing that when the normal state is controlled and the remaining reserved balls are controlled to a jackpot, the all-star gathering effect B is executed. [Figure 10-56] This is an explanatory diagram showing that everyone gathers together performance B is executed, V is won, and the control is switched back to battle mode. [Figure 10-57] This is an explanatory diagram showing an example of the presentation when a small win occurs in battle mode and no V win occurs, and then the game is controlled to the normal state. [Figure 10-58] This is an explanatory diagram showing that when the normal state is controlled and the remaining reserved balls are controlled to a jackpot, the everyone gathers together performance A is executed. [Figure 10-59] This is an explanatory diagram showing that the everyone gathers together performance A is executed, V is won, and the control is switched back to battle mode. [Figure 10-60] FIG. 13 is an explanatory diagram showing an example of an all-star performance. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.

[0011] (Configuration of Pachinko Machine 1, etc.) Fig. 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that constitutes the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls as gaming media are shot into this gaming area by a predetermined ball shooting device.

[0012] At a predetermined position on the game board 2 (in the example shown in FIG. 1, the right side of the game area), a first special symbol display device 4A and a second special symbol display device 4B are provided which perform a variable display (also called a special symbol game) of special symbols (also called special symbols) as a plurality of types of special identification information. Each of these is made up of a 7-segment LED or the like. The special symbols are represented by numbers showing "0" to "9" or lighting patterns such as "-". The special symbols may include a pattern in which all the LEDs are turned off.

[0013] In addition, the "variable display" of the special symbol means, for example, displaying multiple types of special symbols in a variable manner (the same applies to other symbols described later). The variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. In the variation of the special symbol or the normal symbol described later, multiple types of special symbols or normal symbols are updated and displayed. In the variation of the decorative symbol described later, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. In addition, the variation also includes a mode in which a certain symbol is displayed flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as a display result (the same applies to the variable display of other symbols described later). In addition, the variable display may be expressed as a variable display or a variation.

[0014] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." A special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." There may be only one type of special symbol display device that variably displays the special symbols.

[0015] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (ElectroLuminescence) display, and displays various effect images. The image display device 5 may be composed of a projector and a screen. The image display device 5 displays various effect images.

[0016] For example, on the screen of the image display device 5, in synchronization with the first special game or the second special game, a plurality of types of decorative patterns (such as patterns showing numbers, etc.) different from the special patterns are variably displayed as decorative identification information. Here, in synchronization with the first special game or the second special game, decorative patterns are variably displayed (for example, scrolled up and down or updated) in each of the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R. The special game and the variable display of decorative patterns executed in synchronization are collectively referred to simply as variable display.

[0017] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.

[0018] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.

[0019] In addition, a first hold indicator 25A and a second hold indicator 25B each composed of a plurality of LEDs are provided at predetermined positions on the game board 2, and the first hold indicator 25A displays the first hold memory number by the number of lit LEDs, and the second hold indicator 25B displays the second hold memory number by the number of lit LEDs.

[0020] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.

[0021] The winning ball device 6A forms a first start winning hole that is always kept in a constant open state so that a game ball can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning hole, a predetermined number of prize balls (for example, three balls) are paid out and a first special game can be started.

[0022] The variable winning ball device 6B (normal electric device) forms a second start winning hole that changes between a closed state and an open state by a solenoid 81 (see FIG. 2). The variable winning ball device 6B is, for example, an electric tulip-type device having a pair of movable wings, and when the solenoid 81 is in an off state, the movable wings are in a vertical position, so that the tip of the movable wings approaches the winning ball device 6A, and the second start winning hole is in a closed state in which the game ball does not enter (also referred to as the second start winning hole being in a closed state). On the other hand, when the solenoid 81 is in an on state, the movable wings of the variable winning ball device 6B are in a tilted position, so that the second start winning hole is in an open state in which the game ball can enter (also referred to as the second start winning hole being in an open state). When a game ball enters the second start winning hole, a predetermined number of prize balls (for example, three) are paid out and the second special game can be started. In addition, the variable winning ball device 6B may be any device that can change between a closed state and an open state, and is not limited to one that has an electric tulip-type device.

[0023] At predetermined positions on the game board 2 (in the example shown in FIG. 1, four positions are provided at the lower left and right of the game area), general winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member. In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.

[0024] A special variable winning ball device 7 having a large winning opening is provided below the winning ball device 6A and the variable winning ball device 6B. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see FIG. 2), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.

[0025] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the OFF state, the large prize opening door closes the large prize opening, and the game ball cannot enter (pass) through the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the ON state, the large prize opening door opens the large prize opening, and the game ball can easily enter the large prize opening.

[0026] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters the first start prize opening, the second start prize opening, or the general prize opening 10, for example.

[0027] The entry of a game ball into each winning port including the general winning port 10 is also called a "winning". In particular, the entry into the start port (first start winning port, second start winning port) is also called a start winning.

[0028] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, the left side of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs a variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers indicating "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such a variable display of normal symbols is also called a normal symbol game.

[0029] A passing gate 41 through which the gaming ball can pass is provided to the left of the image display device 5. When the gaming ball passes through the passing gate 41, a regular game is executed.

[0030] A regular symbol reserved display 25C is provided above the regular symbol display 20. The regular symbol reserved display 25C is configured to include, for example, four LEDs, and displays the regular symbol reserved memory number, which is the number of regular symbol games that are reserved for execution, by the number of lit LEDs.

[0031] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls and a number of obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.

[0032] Speakers 8L and 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3, and gaming effect lamps 9 for gaming effects are provided around the periphery of the gaming area. The gaming effect lamps 9 are configured to include LEDs.

[0033] A movable body 32 that operates according to the performance is provided at a predetermined position on the game board 2 (not shown in FIG. 1).

[0034] At the lower right position of the game machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the game area by the ball-hitting device.

[0035] At a predetermined position of the game machine frame 3 below the game area, a ball supply tray (upper tray) is provided to hold (store) game balls dispensed as prize balls or game balls lent by a predetermined ball lending machine so that they can be supplied to the ball launching device. Below the upper tray, a ball supply tray (lower tray) is provided from which prize balls are dispensed when the upper tray is full.

[0036] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position of the gaming machine frame 3 below the playing area. The stick controller 31A is provided with a trigger button that can be pressed by a player. The operation of the stick controller 31A is detected by a controller sensor unit 35A (see FIG. 2).

[0037] A push button 31B that allows a player to perform a predetermined instruction operation by pressing it or the like is provided at a predetermined position of the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).

[0038] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.

[0039] (Outline of game progress) The game ball is launched toward the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 during the period when the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on the passing cannot be played immediately), the normal game based on the passing is put on hold up to a predetermined upper limit number (for example, 4).

[0040] In this normal game, if a specific normal symbol (normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second start winning port is opened).

[0041] When a game ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.

[0042] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.

[0043] In addition, if the game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the big win game state or small win game state described below (if a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be put on hold up to a specified upper limit number (for example, 4).

[0044] In a special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win described below) is displayed as a fixed special symbol, it is a "big win", and if a specific special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as a fixed special symbol, it is a "small win". Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "losing".

[0045] After the display result in the special game becomes "big win", the game state is controlled to a big win game state, which is advantageous for the player. After the display result in the special game becomes "small win", the game state is controlled to a small win game state.

[0046] In the jackpot game state, the player can get prize balls by making the game ball enter the big prize hole. Therefore, the jackpot game state is advantageous to the player. The more rounds in the jackpot game state, and the longer the upper limit period, the more advantageous it is for the player.

[0047] In addition, a jackpot type is set for a "jackpot". For example, a plurality of types of opening modes of the jackpot entrance (number of rounds or maximum opening period) and game states after the jackpot game state (normal state, time-saving state, probability change state, etc., described later) are prepared, and the jackpot type is set according to these. As the jackpot type, there may be a jackpot type in which many prize balls can be obtained, and a jackpot type in which few or almost no prize balls can be obtained.

[0048] In the small win game state, the large prize opening formed by the special variable winning ball device 7 is opened in a predetermined opening manner. For example, in the small win game state, the large prize opening is opened in the same opening manner as in the large prize game state in some large prize types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). In addition, like the large prize types, small prize types may be set for "small wins".

[0049] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.

[0050] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (period during which the special symbol fluctuates) more than in the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average regular symbol fluctuation time (period during which the regular symbol fluctuates) more than in the normal state and by improving the probability of a "regular symbol hit" in the regular symbol game more than in the normal state. The time-saving state is an advantageous state for the player because it is a state in which the fluctuation efficiency of the special symbols (especially the second special symbol) is improved.

[0051] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed to make the probability of the display result being a "jackpot" higher than in the normal state. The probability variable state is an even more advantageous state for the player, since it is a state in which the fluctuation efficiency of special symbols is improved and it is easier to get a "jackpot".

[0052] The time-saving state or the probability of winning state continues until one of the end conditions is met first, such as the execution of a specified number of special games or the start of the next big win game state. The end condition of the state in which a specified number of special games have been executed is also called the number-cut (number-cut time-saving, number-cut probability of winning, etc.).

[0053] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in the normal game will be a "normal hit" and the probability that the display result in the special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when a system reset is performed and the specified return process is not executed after the power is turned on).

[0054] The state in which the probability variable control is being executed is also called the high probability state, and the state in which the probability variable control is not being executed is also called the low probability state. The state in which the time-saving control is being executed is also called the high base state, and the state in which the time-saving control is not being executed is also called the low base state. Combining these, the time-saving state is also called the low probability high base state, the probability variable state is the high probability high base state, and the normal state is the low probability low base state. The high probability state and the low base state are also called the high probability low base state.

[0055] After the small win game state ends, the game state is not changed, and the game state before the display result of the special game becomes "small win" is continued (however, if the special game when the "small win" occurs is the special game of the above-mentioned predetermined number of times in the above-mentioned number cut, the game state is changed naturally). In addition, "small win" does not have to be the display result of the special game.

[0056] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize hole) during the big win game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variable state after the big win game state.

[0057] (Progress of Effects, etc.) In the pachinko game machine 1, various effects (effects that notify the progress of the game or liven up the game) are executed according to the progress of the game. The effects are described below. The effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of the display, they may be performed by audio output from the speakers 8L and 8R, and / or by turning on / off the game effect lamp 9, operating the movable body 32, etc.

[0058] As an effect executed according to the progress of the game, in response to the start of the first special symbol game or the second special symbol game, the variable display of the decorative symbols is started in the "left", "center" and "right" decorative symbol display areas 5L, 5C and 5R provided in the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is stopped and displayed, the determined decorative symbol (combination of three decorative symbols) which is the display result of the variable display of the decorative symbols is also stopped and displayed (derived).

[0059] During the period from when the variable display of the decorative symbols starts to when it ends, the state of the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have been stopped and displayed form part of a jackpot combination described later.

[0060] In addition, when the reach state is reached during the variable display of the decorative symbols, a reach effect is executed. In the pachinko game machine 1, a plurality of types of reach effects are executed, each of which has a different probability (also called the probability of a big win or the probability of a big win) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "big win" according to the performance mode. The reach effects include, for example, a normal reach and a super reach, which has a higher probability of a big win than a normal reach.

[0061] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as a display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on a predetermined effective line in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.

[0062] In the case of a "probability jackpot" that is controlled to a probability jackpot state after the end of the jackpot game state, odd numbered decorative symbols (e.g., "7") are displayed in a line, and in the case of a "non-probability jackpot (normal jackpot)" that is not controlled to a probability jackpot state after the end of the jackpot game state, even numbered decorative symbols (e.g., "6") may be displayed in a line. In this case, odd numbered decorative symbols are also called probability jackpot symbols, and even numbered decorative symbols are also called non-probability jackpot symbols (normal symbols). After a reach state is reached with a non-probability jackpot symbol, a promotion effect that finally results in a "probability jackpot" may be executed.

[0063] When the display result of the special game is a "small win", a fixed decorative pattern (for example, "1 3 5") that is a predetermined small win combination is derived on the screen of the image display device 5 as a display result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on a predetermined effective line in the "left", "middle", and "right" decorative pattern display areas 5L, 5C, and 5R. Note that a common fixed decorative pattern may be derived and displayed when the display result of the special game is a "big win" of some big win types (big win types of big win game states in the same manner as the small win game state) and when it is a "small win".

[0064] When the display result of the special game is a "miss," the state of the variable display of the decorative pattern does not become a reach state, and a fixed decorative pattern of a non-reach combination (also called a "non-reach miss") may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative pattern becomes a reach state, a fixed decorative pattern of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "reach miss").

[0065] The effects that the pachinko game machine 1 can execute include displaying the variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative pattern. The preview effects include a preview effect that predicts the jackpot reliability in the variable display being executed, and a look-ahead preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a look-ahead preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.

[0066] In addition, in the image display device 5, a pseudo consecutive performance may be executed in which a single variable display appears to be multiple variable displays by temporarily stopping the decorative pattern during the variable display and then resuming the variable display.

[0067] During the jackpot game state, a jackpot game performance is executed to notify the jackpot game state. As the jackpot game performance, a performance to notify the number of rounds or a promotion performance to indicate that the value of the jackpot game state will increase may be executed. Also, during the small win game state, a small win game performance to notify the small win game state is executed. In addition, a common performance may be executed during the small win game state and the jackpot game state in some jackpot types (a jackpot type in a jackpot game state of a similar aspect to the small win game state, for example, a jackpot type in which the game state after that is a high probability state) so that the player cannot know whether the current state is a small win game state or a jackpot game state. In such a case, a common performance may be executed after the end of the small win game state and after the end of the jackpot game state so that the player cannot distinguish whether the current state is a high probability state or a low probability state.

[0068] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo performance is executed).

[0069] (Board configuration) The pachinko game machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various boards are arranged on the back of the pachinko game machine 1, such as a payout control board, an information terminal board, a firing control board, a power supply board, and the like.

[0070] The main board 11 is the main control board, and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special games (including management of reserved games), execution of regular games (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.

[0071] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.

[0072] The CPU 103 executes the program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (variation patterns described below, performance control commands described below, data on various tables referenced when making various decisions described below, etc.) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the stored contents are saved for a predetermined period of time even if the power supply to the pachinko game machine 1 is stopped in part or in whole. Note that the program stored in the ROM 101 may be developed in whole or in part in the RAM 102 and executed on the RAM 102.

[0073] The random number circuit 104 counts numerical data indicating various random numbers (game random numbers) used when controlling the progress of a game in an updatable manner. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0074] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).

[0075] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (the gate switch 21, the start port switch (the first start port switch 22A and the second start port switch 22B), and the count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.

[0076] The solenoid circuit 111 transmits solenoid drive signals (for example, signals to turn on the solenoid 81 and the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric role and the solenoid 82 for the big prize opening door.

[0077] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results in the main board 11 (for example, the display results of the special game (including the type of big win), the variable pattern used when executing the special game (described in detail later)), the status of the game (for example, the start or end of the variable display, the opening status of the big win port, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.

[0078] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, notifying errors, and notifying of power outage recovery) based on the received performance control commands.

[0079] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

[0080] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing a performance (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0081] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).

[0082] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.

[0083] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display unit 5 based on an instruction to execute the effect from the effect control CPU 120, thereby causing the image display unit 5 to display an effect image. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.

[0084] The audio control board 13 is equipped with various circuits for driving the speakers 8L, 8R, and drives the speakers 8L, 8R based on the sound designation signal, causing the speakers 8L, 8R to output the sound designated by the sound designation signal.

[0085] The lamp control board 14 is equipped with various circuits for driving the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signal, turning the game effect lamps 9 on and off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the on / off of the lamps.

[0086] In addition, the sound output, control of turning the lamps on and off (such as supplying sound designation signals and lamp signals), and control of the movable body 32 (such as supplying signals to operate the movable body 32) may be performed by the performance control CPU 120.

[0087] The random number circuit 124 counts numerical data indicating various random numbers (random numbers for performance) used to execute various performances in an updatable manner. The random numbers for performance may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).

[0088] The I / O 125 mounted on the performance control board 12 is composed of an input port for inputting performance control commands transmitted, for example, from the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).

[0089] Sub-substrates include the performance control substrate 12, the sound control substrate 13, and the lamp control substrate 14, other than the main substrate 11. As in the pachinko game machine 1, multiple sub-substrates may be provided for different functions, or one sub-substrate may be configured to have multiple functions.

[0090] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.

[0091] (Main operations of main board 11) First, a description will be given of the main operations of the main board 11. When power supply to the pachinko game machine 1 is started, the game control microcomputer 100 is started, and the game control main process is executed by the CPU 103. Fig. 3 is a flowchart showing the game control main process executed by the CPU 103 in the main board 11.

[0092] In the game control main process shown in Fig. 3, the CPU 103 first sets interrupts to be prohibited (step S1). Then, necessary initial settings are performed (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to be accessible.

[0093] Next, it is determined whether or not the output signal from the clear switch is on (step S3). The clear switch is mounted on, for example, a power supply board. When the power is turned on with the clear switch in the on state, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is on (step S3; Yes), an initialization process (step S8) is executed. In the initialization process, the CPU 103 executes a RAM clear process to clear flags, counters, and buffers stored in the RAM 102, and sets initial values ​​in the working area.

[0094] Furthermore, the CPU 103 transmits a performance control command instructing initialization to the performance control board 12 (step S9). When the performance control CPU 120 receives the performance control command, it displays a screen on the image display device 5, for example, to notify that the control of the gaming machine has been initialized.

[0095] If the output signal from the clear switch is not on (step S3; No), it is determined whether backup data is stored in the RAM 102 (backup RAM) (step S4). When the power supply to the pachinko game machine 1 is stopped due to an unexpected power outage or the like (power interruption), the CPU 103 executes a power supply stop processing immediately before the machine becomes unable to operate due to the power supply stop. In this power supply stop processing, a processing for turning on a backup flag indicating that data is to be backed up in the RAM 102, a data protection processing for the RAM 102, and the like are executed. The data protection processing includes adding an error detection code (checksum, parity bit, etc.) and a processing for backing up various data. The backed up data includes various data for progressing the game (including various flags, the states of various timers, etc.), as well as the state of the backup flag and the error detection code. In step S4, it is determined whether the backup flag is on. If the backup flag is off and no backup data is stored in the RAM 102 (step S4; No), an initialization processing (step S8) is executed.

[0096] If backup data is stored in RAM 102 (step S4; Yes), CPU 103 checks the backed up data (using an error detection code) and determines whether the data is normal (step S5). In step S5, for example, a parity bit or a checksum is used to determine whether the data in RAM 102 matches the data at the time of power supply stop. If it is determined that they match, it is determined that the data in RAM 102 is normal.

[0097] If it is determined that the data in the RAM 102 is not normal (step S5; No), the internal state cannot be restored to the state when the power supply was stopped, so an initialization process (step S8) is executed.

[0098] If it is determined that the data in the RAM 102 is normal (step S5; Yes), the CPU 103 performs a recovery process (step S6) to return the internal state of the main board 11 to the state when the power supply was stopped. In the recovery process, the CPU 103 sets a working area based on the memory contents (contents of the backed-up data) of the RAM 102. This restores the game state to the state when the power supply was stopped, and if the special symbols were fluctuating, the fluctuation of the special symbols will be resumed from the state before the recovery by executing a game control timer interrupt process described later.

[0099] Then, the CPU 103 transmits a performance control command to the performance control board 12 to instruct recovery from the power outage (step S7). In conjunction with this, a performance control command to specify the game state before the power outage that is backed up, or a performance control command to specify the display result of the special symbol game being executed when the special symbol game is being executed may be transmitted. These commands can be the same as the commands transmitted and set in the special symbol process processing described later. When the performance control CPU 120 receives a performance control command specifying the time of recovery from the power outage, it performs a screen display on the image display device 5, for example, to notify that recovery from the power outage has been performed or that recovery from the power outage is in progress. The performance control CPU 120 may perform an appropriate screen display based on the performance control command.

[0100] After completing the recovery process or initialization process and sending a performance control command to the performance control board 12, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S10). Then, the register of the CTC built into the game control microcomputer 100 is set so that a timer interrupt is generated periodically at a predetermined time (for example, 2 ms) (step S11), and the interrupt is permitted (step S12). After that, a loop process is started. After that, an interrupt request signal is sent from the CTC to the CPU 103 at a predetermined time (for example, 2 ms), and the CPU 103 can execute a timer interrupt process periodically.

[0101] When the CPU 103 that has executed such a game control main process receives an interrupt request signal from the CTC and accepts the interrupt request, it executes a game control timer interrupt process shown in the flowchart of Fig. 4. When the game control timer interrupt process shown in Fig. 4 is started, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Next, by executing a predetermined main side error process, it performs an abnormality diagnosis of the pachinko game machine 1, and makes it possible to generate a warning if necessary according to the diagnosis result (step S22). After that, by executing a predetermined information output process, it outputs data such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times the probability variable state has been reached) that are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).

[0102] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). The CPU 103 executes the special symbol process process at each timer interruption, thereby realizing the execution and reservation management of the special symbol game, the control of the big win game state and the small win game state, the control of the game state, etc. (described in detail later).

[0103] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process at each timer interruption, which enables the execution and reservation management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and the opening control of the variable winning ball device 6B based on the "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of reserved normal symbols is displayed by lighting the normal symbol reservation display 25C.

[0104] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes a command control processing (step S27). The CPU 103 may set a performance control command for transmission in each of the above processes. In the command control processing of step S27, a process is performed to transmit the performance control command set for transmission to a sub-side control board such as the performance control board 12. After the command control processing is executed, the interrupt is permitted and then the game control timer interrupt processing is terminated.

[0105] Fig. 5 is a flow chart showing an example of the special symbol process executed in step S25 shown in Fig. 4. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).

[0106] In the start winning judgment process, a process is executed to detect the occurrence of a start winning, store reserved information in a predetermined area of ​​the RAM 102, and update the reserved memory number. When a start winning occurs, a random number value for determining the display result (including the type of big win) and the variation pattern is extracted and stored as reserved information. In addition, a process for predicting and judging the display result and the variation pattern based on the extracted random number value may be executed. After the reserved information and the reserved memory number are stored, a transmission setting is performed to transmit a performance control command for specifying the judgment result such as the occurrence of a start winning, the reserved memory number, and the predictive judgment to the performance control board 12. The performance control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process processing is completed, by executing the command control processing of step S27 shown in FIG. 4.

[0107] After executing the start winning judgment process in S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process (steps S110 to S120) of the special symbol process, a transmission setting is performed to transmit a performance control command corresponding to each process to the performance control board 12.

[0108] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether or not to start the first special symbol game or the second special symbol game based on the presence or absence of reserved information. In addition, in the normal special symbol processing, based on a random number value for determining the display result, whether or not the display result of the special symbol or the decorative symbol is to be a "big win" or a "small win", and the type of big win if it is a "big win", is determined (pre-determined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a determined special symbol (either a big win symbol, a small win symbol, or a losing symbol) to be stopped and displayed in the special symbol game is set in response to the determined display result. After that, the value of the special symbol process flag is updated to "1", and the normal special symbol processing is terminated. Note that the special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter the first start winning port (also called "winning order consumption").

[0109] When making various decisions based on random numbers, various tables (tables in which decision values ​​compared with random numbers are assigned to decision results) stored in ROM 101 are referenced. The same is true for other decisions in main board 11 and various decisions in performance control board 12. In performance control board 12, various tables are stored in ROM 121.

[0110] The variation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This variation pattern setting process includes a process of determining the variation pattern to one of multiple types using a random number value for determining the variation pattern based on a pre-determined result of whether the display result is a "big win" or a "small win". In the variation pattern setting process, when the variation pattern is determined, the value of the special chart process flag is updated to "2", and the variation pattern setting process ends.

[0111] The variation pattern specifies the execution time of the special chart game (special chart variation time) (which is also the execution time of the variable display of the decorative patterns), the manner of the variable display of the decorative patterns (presence or absence of a reach, etc.), and the content of the presentation during the variable display of the decorative patterns (type of reach presentation, etc.), and is also called the variable display pattern.

[0112] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol started to vary. In addition, a determination is made as to whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. Then, when the elapsed time since the special symbol started to vary has reached the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process is terminated.

[0113] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes a process for setting the first special symbol display device 4A or the second special symbol display device 4B to stop the variation of the special symbol and stop displaying (deriving) the determined special symbol that is the display result of the special symbol. If the display result is a "big win", the value of the special symbol process flag is updated to "4". On the other hand, if the big win flag is off and the display result is a "small win", the value of the special symbol process flag is updated to "8". If the display result is a "miss", the value of the special symbol process flag is updated to "0". If the display result is a "small win" or a "miss", when the time-saving state or the probability change state is controlled and the end of the number of times is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.

[0114] The pre-opening process of step S114 is executed when the value of the special pattern process flag is "4". This pre-opening process of the jackpot includes a process for setting the large prize opening to an open state by starting the execution of a round in the jackpot game state based on the display result being "jackpot". When the large prize opening is opened, a process for supplying a solenoid drive signal to the solenoid 82 for the large prize opening door is executed. At this time, for example, depending on the type of jackpot, the open upper limit period for opening the large prize opening and the upper limit execution number of rounds are set. When these settings are completed, the value of the special pattern process flag is updated to "5" and the pre-opening process of the jackpot is completed.

[0115] The jackpot opening process in step S115 is executed when the value of the special pattern process flag is "5". This jackpot opening process includes a process of measuring the elapsed time since the jackpot opening was opened, and a process of determining whether it is time to return the jackpot opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the jackpot opening is returned to the closed state, a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the jackpot opening door is executed, and then the value of the special pattern process flag is updated to "6", and the jackpot opening process is terminated.

[0116] The post-opening process of step S116 is executed when the value of the special pattern process flag is "6". This post-opening process includes a process for determining whether the number of times the round in which the large prize entrance is opened has reached the set upper limit number of times, and a process for setting to end the jackpot game state when the upper limit number of times has been reached. When the number of times the round has been executed has not reached the upper limit number of times, the value of the special pattern process flag is updated to "5", while when the number of times the round has been executed has reached the upper limit number of times, the value of the special pattern process flag is updated to "7". When the value of the special pattern process flag is updated, the post-opening process of the jackpot ends.

[0117] The jackpot end process in step S117 is executed when the value of the special chart process flag is "7". This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending performance is executed as a performance operation that notifies the end of the jackpot game state has elapsed, and a process of making various settings for starting the probability change control or time-saving control in response to the end of the jackpot game state. When such settings are made, the value of the special chart process flag is updated to "0", and the jackpot end process is terminated.

[0118] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes a process for setting the large prize winning port to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is terminated.

[0119] The small win open process in step S119 is executed when the value of the special chart process flag is "9". This small win open process includes a process for measuring the elapsed time since the large prize winning port was opened, and a process for determining whether or not it is time to return the large prize winning port from the open state to the closed state based on the measured elapsed time. When the large prize winning port is returned to the closed state and it is time to end the small win game state, the value of the special chart process flag is updated to "10" and the small win open process is terminated.

[0120] The small win end process of step S120 is executed when the value of the special chart process flag is "10". This small win end process includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special chart process flag is updated to "0", and the small win end process ends.

[0121] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be described. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 6. When the performance control main process shown in Fig. 6 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing the RAM 122, setting various initial values, and setting registers of the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 back to its initial position and control to perform a predetermined operation check.

[0122] Then, it is determined whether the timer interrupt flag is on or not (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.

[0123] In addition, on the side of the performance control board 12, an interrupt occurs for receiving a performance control command from the main board 11, in addition to a timer interrupt that occurs every time a predetermined time has elapsed. This interrupt occurs, for example, when the performance control INT signal from the main board 11 becomes ON. When an interrupt occurs due to the performance control INT signal becoming ON, the performance control CPU 120 automatically sets the interrupt to be prohibited, but if a CPU that does not automatically become interrupt prohibited is used, it is desirable to issue an interrupt prohibition command (DI command). In response to an interrupt due to the performance control INT signal becoming ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is taken in from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15, among the input ports included in the I / O 125. The performance control command taken in at this time is stored in a performance control command reception buffer provided in, for example, the RAM 122. After that, the performance control CPU 120 sets the interrupt to be permitted, and then ends the command reception interrupt process.

[0124] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the performance control command reception buffer are read, and then setting and control corresponding to the read performance control command are performed. For example, the read performance control command is stored in a predetermined area of ​​the RAM 122, or a reception flag provided in the RAM 122 is turned on so that which performance control command was received and the contents specified by the performance control command can be confirmed by the performance control process process. In addition, when the performance control command specifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.

[0125] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, the control of operating various performance devices is performed, such as the display operation of the performance image in the display area of ​​the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting bodies such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using various performance devices are judged, determined, set, etc. according to the performance control command transmitted from the main board 11.

[0126] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.

[0127] Fig. 7 is a flow chart showing an example of the processing executed in step S76 of Fig. 6 as the performance control process. In the performance control process shown in Fig. 7, the performance control CPU 120 first executes a look-ahead notice setting process (step S161). In the look-ahead notice setting process, for example, a judgment, decision, setting, etc. for executing the look-ahead notice performance is performed based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process for displaying the reserved display is executed based on the reserved memory number specified from the performance control command.

[0128] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S177 described below, depending on the value of a performance process flag provided in the RAM 122, for example.

[0129] The variable display start waiting process in step S170 is executed when the value of the performance process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of the decorative pattern in the image display device 5 based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of the decorative pattern in the image display device 5 is to be started, the value of the performance process flag is updated to "1" and the variable display start waiting process is terminated.

[0130] The variable display start setting process in step S171 is a process executed when the value of the performance process flag is "1". In this variable display start setting process, the display result of the variable display of the decorative pattern (determined decorative pattern), the mode of the variable display of the decorative pattern, whether or not various performances such as reach performance and various notice performances are executed, the mode and execution start timing are determined based on the display result and the variation pattern specified by the performance control command. Then, a performance control pattern (a collection of control data for instructing the display control unit 123 to execute a performance) reflecting the determined result is set. After that, based on the set performance control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative pattern, the value of the performance process flag is updated to "2", and the variable display start setting process is terminated. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 according to the instruction to start execution of the variable display of the decorative pattern.

[0131] The variable display performance process in step S172 is a process executed when the performance process flag is "2". In this variable display performance process, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, to drive the movable body 32, to output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the voice control board 13, and to turn on / off / blink the game effect lamp 9 and the decorative LED by outputting a command (illumination signal) to the lamp control board 14, thereby executing various performance controls during the variable display of the decorative pattern. After performing such performance control, for example, in response to the fact that an end code indicating the end of the variable display of the decorative pattern is read from the performance control pattern, or in response to the fact that a command specifying the stop display of the fixed decorative pattern is received from the main board 11, the fixed decorative pattern, which is the display result of the decorative pattern, is stopped and displayed. When the final decorative pattern is stopped and displayed, the value of the performance process flag is updated to "3", and the performance process during variable display is terminated.

[0132] The special winning waiting process of step S173 is a process executed when the value of the performance process flag is "3". In this special winning waiting process, the performance control CPU 120 judges whether or not a performance control command that specifies the start of a big win game state or a small win game state has been received from the main board 11. Then, when a performance control command that specifies the start of a big win game state or a small win game state is received, if the command specifies the start of a big win game state, the value of the performance process flag is updated to "6". On the other hand, if the command specifies the start of a small win game state, the value of the performance process flag is updated to "4", which is a value corresponding to the small win performance process. Also, when a command that specifies the start of a big win game state or a small win game state is not received and the waiting time for receiving the command has elapsed, it is judged that the display result in the special game was "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the waiting process for the special drawing is terminated.

[0133] The small win performance processing in step S174 is a processing executed when the performance control process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win game state, for example, and executes various performance controls in the small win game state based on the set content. In addition, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win game state is to be ended, the value of the performance process flag is updated to "5", which is a value corresponding to the small win end performance, and the small win performance processing is ended.

[0134] The small win end performance processing in step S175 is a process executed when the performance control process flag value is "5". In this small win end performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the end of the small win game state, for example, and executes various performance controls at the end of the small win game state based on the setting contents. After that, the value of the performance process flag is updated to the initial value "0", and the small win end performance processing is terminated.

[0135] The big win performance processing in step S176 is a processing executed when the performance process flag value is "6". In this big win performance processing, the performance control CPU 120 sets, for example, a performance control pattern corresponding to the performance content in the big win gaming state, and executes various performance controls in the big win gaming state based on the set content. In addition, in the big win performance processing, for example, in response to receiving a command from the main board 11 specifying that the big win gaming state is to be ended, the value of the performance control process flag is updated to "7", which is a value corresponding to the ending performance processing, and the big win performance processing is ended.

[0136] The ending presentation process in step S177 is executed when the value of the presentation process flag is "7". In this ending presentation process, the presentation control CPU 120 sets a presentation control pattern corresponding to the end of a big win game state, for example, and executes various presentation controls for the ending presentation at the end of the big win game state based on the set contents. After that, the value of the presentation process flag is updated to the initial value "0", and the ending presentation process is terminated.

[0137] (Variations of the basic explanation) This invention is not limited to the pachinko gaming machine 1 described in the basic description above, and various modifications and applications are possible without departing from the spirit of the present invention.

[0138] The pachinko game machine 1 described above is a payout type game machine that pays out a predetermined number of game media as a prize when a prize is won, but it may also be an enclosed type game machine that encloses game media and awards points when a prize is won.

[0139] Only one type of pattern (for example, a symbol indicating "-") may be displayed during the variable display of the special pattern, and the variable display may be performed by repeating the display and extinguishing of the pattern. Furthermore, even if the pattern is displayed during the variable display, the pattern may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).

[0140] In the above basic explanation, a pachinko gaming machine 1 has been shown as the gaming machine, but the present invention can also be applied to slot machines (e.g., slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can play a game in which medals are inserted and a predetermined bet number is set, multiple types of symbols are rotated in response to the player's operation of the control lever, and when the symbols are stopped in response to the player's operation of the stop button, a combination of stopped symbols forms a specific combination, and a predetermined number of medals is paid out to the player.

[0141] The programs and data for implementing the present invention are not limited to being distributed or provided to the computer device, etc., included in the pachinko gaming machine 1 by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for implementing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.

[0142] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, and directly using hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.

[0143] In this specification, expressions of comparison of various ratios such as the performance ratio (such as "high", "low", "different", etc.) may include one being a ratio of "0%". For example, it also includes one being a ratio of "0%" and the other being a ratio of "100%" or a ratio less than "100%".

[0144] (Explanation regarding characteristic part 152F) Next, the characteristic part 152F of this embodiment will be described. Regarding the characteristic part 152F, a technology for a pachinko game machine in which a setting value having different advantageous degrees for a player, such as a winning probability of a jackpot, can be set by a setting means will be described as follows. The game control microcomputer 100 (CPU 103) also functions as a setting means capable of setting one of a plurality of setting values ​​having different advantageous degrees for a player as a setting value for the winning probability of a jackpot.

[0145] First, the setting values ​​will be explained. The pachinko game machine 1 explained in this example is configured so that the probability of winning a jackpot can be changed according to the setting values ​​by a person at the game arcade (such as a game arcade staff member) using a predetermined operating means such as a switch to change the settings.

[0146] For example, in the game control microcomputer 100 (CPU 103), a setting change process is executed that allows the winning probability of a jackpot set in the pachinko game machine 1 to be changed according to a setting change operation. As a result, in the special symbol normal processing of the special symbol process processing, a setting change process is executed that allows the winning probability of a jackpot to be changed by using a display result judgment table according to the setting value. The setting value is, for example, 6 stages (multiple stages) from 1 to 6, and the winning probability of a jackpot increases in the order of setting value 1<setting value 2<setting value 3<setting value 4<setting value 5<setting value 6. In other words, when the setting value is set as the setting value, the degree of advantage for the player is the lowest, and the degree of advantage increases stepwise in the order of setting value 2<setting value 3<setting value 4<setting value 5<setting value 6. Note that the setting value may be provided in multiple stages, and is not limited to 6 stages. Since the payout rate (number of balls paid per unit time (number of winning balls)) changes depending on whether the probability of winning a jackpot can be changed in this way, changing the setting value can also be said to change the payout rate.

[0147] For example, in the pachinko game machine of this embodiment, the probability of winning a jackpot changes depending on the setting value selected by the setting change operation when the power is turned on. Of the six setting values, for example, setting values ​​4 to 6 may be called high settings with a high probability of winning a jackpot, and setting values ​​1 to 3 may be called low settings with a low probability of winning a jackpot.

[0148] In addition, the selection probability of the type of jackpot may be changed by setting values ​​1 to 6, just like the winning probability of the jackpot. The selection probability of the variation pattern type may be changed by setting values ​​1 to 6, just like the winning probability of the jackpot. The selection probability of the variation pattern may be changed by setting values ​​1 to 6, just like the winning probability of the jackpot.

[0149] Regarding the characteristic part 152F, in a pachinko game machine capable of setting any one of a plurality of set values, when the machine is controlled to a big win game state, a reserved consecutive game may be executed in which reserved information determined to be controlled to a hit (big win or small win) is stored in the RAM 122 as a reserved memory buffer. Specifically, a reserved consecutive game refers to a consecutive win (reserved consecutive game) within a reserved information range in which there is reserved information that will be a hit in the future in the reserved information that exists when a big win occurs, and the next hit occurs consecutively within the reserved information that existed at the time of the big win after the big win game state ends. In addition, in the case of a small win, the small win via big win is based on the occurrence of a V winning, so the reserved information of the small win can be said to be reserved memory information of a hit that will be a big win in the future. When such a reserved consecutive game is executed, a notification performance that notifies the player that the reserved consecutive game is executed.

[0150] 8-1 is a front view of the pachinko gaming machine 1 in the characteristic portion 152F. In the pachinko gaming machine 1 in the characteristic portion 152F, the reference numerals and explanations of the same configuration as those in the front view of the pachinko gaming machine 1 shown in FIG. 1 are omitted, and only different parts are explained.

[0151] In the game area where the inserted game ball can flow down, a first path among the flow paths along which the game ball flows down is mainly provided in the area to the left of the image display device 5 when viewed from the front, and a second path among the flow paths along which the game ball flows down, which is different from the first path, is mainly provided in the area to the right of the image display device 5 when viewed from the front.

[0152] Hitting a game ball into the left area (left game area) of the image display device 5 in order to make the game ball flow down the first path is called a left hit. Hitting a game ball into the right area (right game area) of the image display device 5 in order to make the game ball flow down the second path is called a right hit. The first path is a path that allows the game ball to flow down by hitting the game ball into the left side of the game area, so it may be called a left hit path. Also, the second path is a path that allows the game ball to flow down by hitting the game ball into the right side of the game area, so it may be called a right hit path.

[0153] The first path and the second path may be separate paths, or may be paths that are partially shared. The left and right play areas may be separated by, for example, the end face of the image display device 5 or the arrangement of the play nails in the play area.

[0154] When a game ball is launched from the ball launching device in response to the operation of the ball launching handle 30 and is shot into the game area, if the game ball is guided to the left game area, it becomes impossible or difficult to guide it to the right game area, for example, because it is guided along the array of game nails. Also, when the game ball is guided to the right game area, it becomes impossible or difficult to guide it to the left game area, for example, because it is guided along the array of game nails.

[0155] A winning ball device 6A having a first start winning hole formed therein is provided as a structure into which a game ball hit into the left game area of ​​the game area can enter. The winning ball device 6A is disposed below the image display device 5. The winning ball device 6A is provided with a first start winning hole switch 22A for detecting a game ball that has entered the first start winning hole.

[0156] As structures through which game balls that have been hit into the right game area of ​​the game area can enter, there are provided a passing gate 41, a variable winning ball device 6B, and a V-determination winning device 87. The variable winning ball device 6B has a second start winning port through which game balls can enter. In addition, as switches for detecting game balls that have entered each of these ports, a gate switch 21 is provided inside the passing gate 41, a second start winning port switch 22B is provided inside the second start winning port, and a V-determination winning switch 87a, a V-determination winning switch 15a, and a V-determination discharge switch 15b are provided inside the V-determination winning device 87, respectively.

[0157] In the left game area, game nails are planted so that the game ball is guided to the first start winning hole of the winning hole structure. Therefore, when aiming to make the game ball enter the first start winning hole, the player only needs to hit the game ball to the left. Also, in the right game area, game nails are planted so that the game ball is guided to the second start winning hole and the passing gate 41 of the winning hole structure. Therefore, when aiming to make the game ball enter the second start winning hole and the passing gate 41, the player only needs to hit the game ball to the right.

[0158] The passing gate 41 is a gate structure through which the game ball can enter (pass). When the game ball passes through the passing gate 41, the normal symbol is displayed in a variable manner. The normal symbol will be described later. In the left game area, game nails are planted so that the game ball is guided to the first start winning hole of the winning hole structure. Therefore, when aiming to make the game ball enter the first start winning hole, the player only needs to hit the game ball to the left. In the right game area, game nails are planted so that the game ball is guided to the second start winning hole and the passing gate 41 of the winning hole structure. Therefore, when aiming to make the game ball enter the second start winning hole and the passing gate 41, the player only needs to hit the game ball to the right.

[0159] The V-judging winning device 87 is a device for judging the V-winning of the game ball, which is a condition for generating a big win, when a small win occurs.

[0160] The V-determination winning device 87 is made of a transparent material, and the game ball passing through the inside can be seen. The V-determination winning device 87 has a width in the front and rear directions at the top that allows the game ball to pass through, and walls are provided on both sides (the front side and the back side) of a passage that inclines from right to left and extends in the left and right directions, and a guide path along which the game ball is guided is formed. In the center of the guide path, an operating port is formed as an opening that can allow about 10 or more game balls to win in total during the predetermined open period by repeatedly opening and closing for a predetermined period (for example, 0.1 second x 10 opening periods + 1 second closing period (interval period) x 9 times + 1 second end period) when a small win occurs. The passage of the game ball in the V-judgment winning device 87 is provided with multiple protrusions that protrude alternately from both sides of the wall as deceleration means for slowing down the guided game ball, thereby forming a structure (hereinafter referred to as a deceleration structure) in which the game ball flows slowly through the passage above the operating port at the top of the V-judgment winning device 87 when hit from the right.

[0161] In the small win game state, the opening control of the V-judgment winning device 87 is executed for a relatively long period of time until the entry of 10 game balls into the V-judgment winning device 87 is detected or until a predetermined period of time has elapsed. In the V-judgment winning device 87, a portion of the guideway where the operating port is not formed forms a fixed passage called a fixed portion 873. A movable portion 872 that can move back and forth on the operating port is provided at a position where the operating port can be opened and closed.

[0162] The movable part 872 is driven by the solenoid 22, and can move forward and backward to open and close the operating port. When the operating port is closed due to the state of the movable part 872, the game ball can pass through the upper surfaces of the movable part 872 and the fixed part 873 as a guide path, and is guided along the guide path from the right end to the left end and falls from the left end. When the operating port is open due to the operating state of the movable part 872, the operating port opens on the guide path, so that the game ball guided along the guide path can fall from the operating port into the inside of the V-judgment winning device 87.

[0163] Inside the V-determination winning device 87 (operation port), a V winning area 870 as a specific area is provided in the center in the left-right direction at the bottom of the V-determination winning device 87 as a winning area where a game ball entering from the operation port can win, and further, a slope is provided to guide all game balls entering from the operation port onto the V winning area 870 by an inclined path. The V winning area 870 has a V winning port through which game balls can enter, and can guide game balls entering from the V winning port downward.

[0164] At the top end of the winning opening (V winning opening) of the V winning area 870, an opening / closing member (not shown) in the form of a plate is provided, which can switch the V winning area 870 to either an open state or a closed state. The opening / closing member is driven by a solenoid 22, and can move forward and backward to open and close the V winning opening. When the V winning opening is opened due to the state of the opening / closing member, the game ball guided onto the V winning area 870 is allowed to fall into the V winning area 870. On the other hand, when the V winning opening is closed due to the state of the opening / closing member, the game ball guided onto the V winning area 870 passes over the opening / closing member, and is provided in a manner that opens near the downstream side of the V winning area 870, and is allowed to fall into a winning ball area (not shown) that can guide the game downward.

[0165] Specifically, the V winning area 870 of the V-judgment winning device 87 is basically in an open state, and in a small win game state in which the operating port of the V-judgment winning device 87 is open, when one game ball enters the V winning area 870 and wins, the game ball is detected by the V winning switch 87a provided in the V winning area 870. In a small win game state, when one game ball is detected by the V winning switch 87a, the opening and closing member is controlled to a closed state, and the game ball guided onto the V winning area 870 thereafter enters the winning ball area. The game ball that enters the winning ball area is detected by the V-judgment winning switch 15a provided in the winning ball area. As a result, of the game balls that enter the V-judgment winning device 87, one game ball is detected by the V winning switch 87a, and the subsequent game balls are detected by the V-judgment winning switch 15a.

[0166] When the total number of balls detected by the V-judgment winning switch 87a and the V-judgment winning switch 15a reaches 10, the V-judgment winning device 87, which is opened in the small win game state, closes its operating port and is placed in a state in which game balls cannot enter. The V-winning area 870 and the winning ball area are configured to merge at the bottom, and game balls that enter the V-judgment winning device 87 through the merged discharge passage are discharged to a predetermined discharge path inside the game board 2. The discharge passage is provided with a V-judgment discharge switch 15b that can detect the discharged game balls, and all the discharged game balls are detected by this switch.

[0167] When a small win occurs and the operation port of the V-judgment winning device 87 is opened, if a game ball enters the V-winning area 870 and the game ball is detected by the V-winning switch 87a during a predetermined valid period, the conditions for a big win are met and the game is controlled to a big win game state. Such a game ball entering the V-winning area 870 is called a V-winning. In the pachinko game machine 1, as described above, during the period when a small win occurs and the operation port of the V-judgment winning device 87 is opened, the structure and control are designed so that on average, about 10 game balls in total can enter the V-judgment winning device 87 without requiring any special operation, and further, the structure is designed so that when a game ball can enter the V-judgment winning device 87, the game ball always (100%) enters the V-winning area 870. In addition, in the pachinko game machine 1, when a small win occurs, a right-hit promotion notification is executed to instruct the player to hit to the right so that the player can easily hit the game ball into the V-judgment winning device 87.

[0168] Therefore, when a small win occurs, unless the player does not fire the game ball during the opening period of the operating port of the V-judgment winning device 87, or the player hits with the left hand, if the player hits with the right hand, the game ball will always (100%) enter the V winning area 870 and a big win will occur.

[0169] In this embodiment, an example is shown in which a deceleration structure for the game ball is provided in the V-determination winning device 87. However, instead of providing such a deceleration structure, an operating port that allows the game ball to fall in a part of the guide path for the game ball in the V-determination winning device 87 may be provided, and the operating port may be opened 10 times to allow about 10 game balls to enter the V-winning area 870 during the small win game state.

[0170] In the right game area, game nails are planted so that the game ball is guided to the variable winning ball device 6B and the V-determination winning device 87. Therefore, when aiming to make the game ball enter the variable winning ball device 6B and the V-determination winning device 87, the player can hit the game ball to the right.

[0171] It is also possible for a game ball hit into the left game area to have the potential to enter either the variable winning ball device 6B or the V-determination winning device 87, but from the standpoint of playability, it is desirable to make this possibility extremely low compared to the possibility of a game ball hit into the right game area entering either of them.

[0172] A special variable winning ball device 7 is provided below the play area. In the special variable winning ball device 7, a game ball hit to the right is guided by a game nail planted in the right play area. In addition, the special variable winning ball device 7 is configured so that a game ball cannot enter from the left play area due to the state in which the game nails are planted.

[0173] The special variable winning ball device 7 has a large winning opening covered by a rectangular door on the front, and when a big win occurs, the door tilts forward around the base by a solenoid, and the large winning opening appears (opens). A count switch 23 for detecting the game ball that has entered is provided inside the special variable winning ball device 7. The winning route to the special variable winning ball device 7 is restricted by game nails and other structures so that the game ball can enter the large winning opening only when the game ball is shot into the right game area. It is to be noted that the game ball may be allowed to enter the large winning opening regardless of whether the game ball is shot into the left game area or the right game area.

[0174] A jackpot occurs when a jackpot pattern (jackpot display result) is derived and displayed on the first special pattern display device 4A, and when a jackpot pattern (jackpot display result) is derived and displayed on the second special pattern display device 4B. When a jackpot is determined by a lottery based on a game ball entering the first start winning slot, a jackpot pattern is derived and displayed on the first special pattern display device 4A. When a jackpot is determined by a lottery based on a game ball entering the second start winning slot, a jackpot pattern is derived and displayed on the second special pattern display device 4B.

[0175] A big win also occurs when a game ball that entered the V-judgment winning device 87 when the operating port of the V-judgment winning device 87 is open due to a small win game state enters the V-winning area 870. Hereinafter, a game ball entering the V-winning area 870 and being detected by the V-winning switch 87a is called a V-winning. A small win is a win in which the operating port of the V-judgment winning device 87 opens as a predetermined value, and a big win can occur on the condition of V-winning. In the V-judgment winning device 87, a game state in which the operating port opens is called a "small win game state." And, a big win that occurs based on a game ball entering the V-winning in a small win game state is called a "big win via a small win." In contrast, a big win game state based on the display result of the variable display of the special pattern by the first special pattern display device 4A or the second special pattern display device 4B is called a "big win by a special pattern."

[0176] The big win game state is a specific game state (advantageous state) that is advantageous to the player as a predetermined value is given, and a repeat continuation control is performed in which the special variable winning ball device 7 repeats an open state and a closed state a predetermined number of times. In the repeat continuation control, the state in which the special variable winning ball device 7 is open (the big winning opening is open) is called a round. The repeat continuation control is also called round control.

[0177] In the jackpot gaming state, the special variable winning ball device 7 is put into an open state, and then put into a closed state in response to the establishment of a predetermined end condition for the open state (an opening end condition in which a predetermined period (e.g., 29 seconds) has elapsed in the open state, or a predetermined number (e.g., 10) of winning balls have been generated). When the opening end condition is established, a continuation right is generated and the special variable winning ball device 7 is opened again. The generation of the continuation right is repeated until the number of openings in the jackpot gaming state reaches a predetermined upper limit of 15 rounds (the final round).

[0178] The variable display of the first special symbol or the second special symbol is started based on the establishment of a variable display start condition (for example, a state in which the variable display of the first special symbol and the second special symbol is not being executed and a jackpot game is not being executed) after the first start condition (first execution condition) or the second start condition (second execution condition), which is the execution condition of the variable display, is established (for example, the game ball passes through the first start winning port or the second start winning port as the start winning area (including winning)), and the display result (stopped symbol) is derived and displayed after the variable display time (change time) has elapsed. The game ball passing through means that the game ball has passed through an area that has been determined in advance as a winning area, such as a winning port or a gate, and is a concept that includes the game ball entering the winning port (winning). The display result is derived and displayed to finally stop the symbol (an example of identification information) (a fixed display).

[0179] In addition, for a variable display for which the start condition has not yet been established even though the game ball has entered a start area such as the first start winning hole and the second start winning hole, storing information about the variable display for which the start condition has not yet been established within a range of a predetermined upper limit number is called reserved memory. The term reserved memory is also used to indicate (specify) reserved information. Reserved memory is also called start memory or start winning memory.

[0180] For the first special symbol, the variable display is executed based on the first reserved memory as the reserved memory based on the entry of the game ball into the first start winning hole. For the second special symbol, the variable display is executed based on the second reserved memory as the reserved memory based on the entry of the game ball into the second start winning hole. If a jackpot occurs while such a first reserved memory or second reserved memory exists, the reserved memory that existed before the jackpot occurs is maintained as it is, and is used for the variable display after the jackpot game state ends.

[0181] When a second start winning occurs in the second start winning slot, even if there is a reserved memory of a first start winning, the variable display of the second special symbol based on the second start winning is executed with priority. In this way, the variable display of the second special symbol is executed with priority over the variable display of the first special symbol.

[0182] Above the first special symbol display device 4A and the second special symbol display device 4B, a second reserved display device 25B is provided, which is made up of four displays that display the number of valid winning balls that have entered the second start winning slot, i.e., the second reserved memory number. The second reserved display device 25B increases the number of lit displays by 1 every time there is a valid start winning. And, the number of lit displays is decreased by 1 every time a variable display is started on the second special symbol display device 4B.

[0183] Further above the second reserved indicator 25B, a first reserved indicator 25A is provided, which is made up of four indicators that display the number of valid winning balls that entered the first start winning slot, i.e., the first reserved memory number. The first reserved indicator 25A increases the number of indicators that light up by one every time there is a valid start winning. And, the number of indicators that light up is decreased by one every time the variable display on the first special symbol display device 4A starts.

[0184] In the pachinko game machine 1, the game state and the presentation state are controlled so that the player can enjoy a variety of games by shooting the game balls in a way that allows the player to selectively use "left shots" aimed at the left game area and "right shots" aimed at the right game area depending on the game situation. The flow of the game after the player starts playing the pachinko game machine 1 will be explained below.

[0185] When a player sits down at the pachinko game machine 1 and starts playing for the first time, he or she plays by first hitting the ball from the left so that the ball will enter the first start winning hole. Then, the variable display of the first special symbol is executed, and if the display result is a jackpot (a jackpot with a special symbol), the player switches from hitting the ball from the left to hitting the ball from the right and plays the game, aiming for the special variable winning ball device 7 that opens. After the jackpot game state ends, a right-hit promotion notice is displayed on the screen of the image display device 5, encouraging the player to play the game by hitting the ball from the right. Specifically, a message such as "Aim to the right" is displayed on the screen of the image display device 5.

[0186] During the jackpot game state, the player plays a game in which the player hits the right hand to aim at the opened special variable winning ball device 7. During the jackpot game state, a right hand hit promotion notification is made. After the jackpot game state ends, if the game enters a time-saving state, which will be described later, the player continues to play by hitting the right hand. After the jackpot game ends, if the game is in a time-saving state, a time-saving notification is made on the screen of the image display device 5 to notify the player that the time-saving state will begin. In addition, during the time-saving state, a right hand hit promotion notification is also made. If the game does not enter a time-saving state after the jackpot game state ends, the game is played by switching from right hand hit to left hand hit so that the game ball will enter the first start winning hole as the right hand hit promotion notification executed during the jackpot game state ends. In addition, if the game does not enter a time-saving state, a left hand hit promotion notification (also called a left hand hit notification) may be made on the screen of the image display device 5 to encourage the player to play by returning to left hand hit.

[0187] During the time-saving state after the big win game ends, the player plays a game by hitting the right hand to aim at the variable winning ball device 6B having the second start winning hole. If the game ball enters the second start winning hole and the display result is a big win (a big win with a special pattern), the player plays a game by continuing to hit the right hand to aim at the special variable winning ball device 7. If the game ball enters the second start winning hole and the display result is a small win display result, the operating hole of the V-determination winning device 87 is opened in the small win game state, so the player plays a game by continuing to hit the right hand to aim at the V-determination winning device 87. At the start of the small win game state, a small win start notification is made on the screen of the image display device 5 to notify that the small win game state will start. In addition, when the game is controlled to a small hit game state, a right-hit promotion notification is also issued at a specific timing (depending on the game situation, at the start of the small hit display which is executed before the operating port of the V-judgment winning device 87 is opened in response to a small hit, or at a predetermined timing before the small hit display is executed).

[0188] When the operating port of the V-judgment winning device 87 is open due to the small win game state, a game ball falls from the operating port into the inside of the V-judgment winning device 87, enters the V-winning area 870 and is detected, and a V-winning occurs, and a big win via a small win occurs. When a V-winning occurs, a V-winning notification is made on the screen of the image display device 5 to notify that a V-winning has occurred. In addition, when the small win game state ends, a small win end notification is made on the screen of the image display device 5 to notify that the small win game state has ended. Then, after the small win ends, the game enters a big win game state and the special variable winning ball device 7 is opened, so the player plays the game while aiming for the special variable winning ball device 7 while hitting the right side.

[0189] In addition, when a game is played aiming at the V-judgment winning device 87 in a small winning game state, if the game ball does not enter the V winning area 870 but enters a non-specific area other than the V winning area 870, a big win does not occur. When a V winning does not occur during a small winning game state like this, a V winning failure notification is made on the screen of the image display device 5 to notify that the V winning has failed. In addition, at the end of the small winning game state, a small winning end notification is made on the screen of the image display device 5 to notify that the small winning game state has ended. Then, after the end of the small winning game state, while the time-saving state continues, the player continues to play by aiming at the variable winning ball device 6B while still hitting from the right. When the time-saving state ends, the game is played by switching from hitting from the right to hitting from the left so that the game ball will enter the first start winning hole. At the end of the time-saving state, a time-saving end notification is displayed on the screen of the image display device 5 to notify the player that the time-saving state has ended, and a left-hit promotion notification is displayed to encourage the player to return to left-hitting and continue playing.

[0190] FIG. 8-2 is a diagram showing a winning type table. In the winning type table, for each winning type, the jackpot occurrence condition, the control state (game state) after the jackpot, the number of openings (number of rounds) in the jackpot, and the opening time of each round in the jackpot are shown. In this embodiment, the jackpot types are a 15R time-saving jackpot, a 4R time-saving jackpot, a 16(15)R time-saving jackpot via a small jackpot, a 9(8)R time-saving jackpot via a small jackpot, and a 5(4)R time-saving jackpot via a small jackpot. The number in parentheses for the jackpot via a small jackpot indicates the number of times the special variable winning ball device 7 opens.

[0191] A small win occurs when a game ball wins in the second start winning port provided in the variable winning ball device 6B and the display result of the second special pattern becomes a small winning pattern. The decision of whether or not to make the display result of the special pattern a small winning pattern is made in advance by random number lottery (special pattern small winning decision). When a small win occurs, the game enters a small winning game state, and the operating port of the V-determination winning device 87 opens in an opening pattern with 10 opening times and 0.1 seconds opening time. The game control state (big winning probability, small winning probability, base, described later) after the end of the small winning game state is the same as before the small winning. In a small win, a prize ball is paid out for a game ball that wins in the V winning area 870 in the V-determination winning device 87 during the small winning game state. It is set that about 10 winning balls can be generated during the small winning game state, and it is set that about 30 prize balls can be paid out according to the winning balls.

[0192] When the game ball is allowed to enter the operation port of the V-judgment winning device 87 while the operation port is open, and the game ball enters the V-winning area 870 inside the V-judgment winning device 87 (V-winning), a jackpot occurs. Such a jackpot via a small jackpot is called a jackpot via a small jackpot. A jackpot via a small jackpot includes a 16(15)R time-saving jackpot via a small jackpot, a 9(8)R time-saving jackpot via a small jackpot, and a 5(4)R time-saving jackpot via a small jackpot, which have different round numbers in the jackpot. A small jackpot that is linked to be a 16(15)R time-saving jackpot is called a first small jackpot. A small jackpot that is linked to be a 9(8)R time-saving jackpot is called a second small jackpot. A small jackpot that is linked to be a 5(4)R time-saving jackpot is called a third small jackpot.

[0193] On the other hand, a jackpot that occurs directly from the variable display of a special symbol without going through a small jackpot is called a pattern jackpot. There are two types of pattern jackpots: the 15R pattern time-saving jackpot, which occurs directly based on the variable display of the first or second special symbol, and the 4R pattern time-saving jackpot.

[0194] In this way, the jackpot includes a symbol jackpot that occurs directly based on the variable display of the first or second special symbol, and a small jackpot via small jackpot that occurs by V entry via a small jackpot based on the variable display of the second special symbol. Each symbol jackpot and small jackpot via small jackpot is a jackpot that is controlled to a time-saving state after the end of the jackpot game state, and is called a time-saving jackpot. The advantageous state that is advantageous to the player in this embodiment also includes the opening of the special variable winning ball device 7.

[0195] The 15R time-saving jackpot is a jackpot in which the large prize entry port is opened 15 times (15R). The 4R time-saving jackpot is a jackpot in which the large prize entry port is opened 4 times (4R). The 16(15)R time-saving jackpot via small jackpot is a jackpot in which the V-judgment entry device 87 is opened once (0.1 seconds x 10 times), and then the large prize entry port is opened 15 times (15R) on the condition of a V entry. The entry device is opened for 16 rounds, but the number of times the large prize entry port is actually opened is 15 times, and the player feels that the opening of the large prize entry port is the same type of jackpot as the 15R time-saving jackpot. The 9(8)R time-saving jackpot via small jackpot is a jackpot in which the V-judgment entry device 87 is opened (0.1 seconds x 10 times), and then the large prize entry port is opened 8 times (8R) on the condition of a V entry. A 5(4)R time-saving jackpot via a small jackpot is a jackpot in which the V-judging winning device 87 opens once (0.1 seconds x 10 times) and then the large winning port opens four times (4R) on the condition that a V wins. Although the winning device opens for five rounds, the large winning port is actually opened only four times, and the player feels that the opening of the large winning port is the same type of jackpot as a 4R time-saving jackpot.

[0196] The time-saving state after the 4R time-saving big win has two end conditions: one in which the second special symbol is displayed once, and the other in which the first special symbol and the second special symbol are displayed five times in total. The number of times for the time-saving end condition in which the second special symbol is displayed once is set in consideration of the fact that the game ball that entered the V-judgment winning device 87 enters the V-winning area 870 at a rate of 100%. In the second special symbol, a small win occurs at a rate of about 1 / 7. Therefore, the end condition in which the second special symbol is displayed once is set as the number of times that a big win via a small win may occur at a rate of about 1 / 7 when the second special symbol is displayed.

[0197] The number of times that the second special symbol is displayed once as the time-saving end condition is set for the following reason. In the case of a 4R time-saving jackpot, the time-saving state (including the electric support state) is basically continued until the second special symbol is displayed once, but in order to display the second special symbol, it is necessary to hit the right side to make the game ball enter the passage gate 41 to open the variable winning ball device 6B, and in that state, the game ball must enter the variable winning ball device 6B, and it may take time to make the game ball enter the variable winning ball device 6B, and the reserved first special symbol may be displayed first.

[0198] Therefore, the end condition that the total number of times the first special symbol and the second special symbol are displayed is five times is a condition for reliably executing one display of the second special symbol, which is likely to be determined as a jackpot advantageous to the player, even if the display of the first special symbol based on the reserved memory based on the first start winning, which can store up to four symbols, is started immediately after the start of the time-saving state before the condition for starting the display of the second special symbol is satisfied. In this way, it is possible to prevent the display of the second special symbol, which is likely to be determined as a jackpot advantageous to the player, from not being displayed in the time-saving state, due to the display of the first special symbol based on the reserved memory based on the first start winning being started immediately after the start of the time-saving state.

[0199] After a jackpot other than the 4R time-saving jackpot, two ending conditions are set: the second special symbol is displayed seven times, and the first special symbol and the second special symbol are displayed 11 times in total. The seven times of the time-saving state ending condition is set in consideration of the fact that the game ball that entered the V-judgment winning device 87 enters the V-winning area 870 at a rate of 100%. In the variable display of the second special symbol, a small win occurs at a rate of about 1 / 7. Therefore, the ending condition of the seven times of the variable display of the second special symbol is set to a number of times that the possibility of a jackpot via a small win is significantly higher than that of a 4R time-saving jackpot when the variable display of the second special symbol is executed. This makes it possible to draw the player's attention to the occurrence of a jackpot via a small win, and to increase the player's expectation of the occurrence of a jackpot via a small win.

[0200] In addition, the end condition of the total number of times the first special symbol and the second special symbol are displayed is 11 times, so that even if the display of the first special symbol based on the reserved memory based on the first start winning, which can store up to four symbols, starts before the jackpot game state immediately after the start of the time-saving state before the condition for starting the display of the second special symbol is met, the display of the second special symbol, which is likely to be determined as a jackpot advantageous to the player, for seven times can be reliably executed. By doing so, it is possible to prevent the number of times the second special symbol, which is likely to be determined as a jackpot advantageous to the player, from decreasing in the time-saving state, by starting the display of the first special symbol based on the reserved memory based on the first start winning immediately after the start of the time-saving state.

[0201] In this embodiment, in the low base state, which is the normal state, the first start winning port is provided so that the first path can be entered, so that the game ball flowing down the first path is more advantageous to the player in terms of the start winning than the game ball flowing down the second path. On the other hand, in an advantageous state such as a big win game state, the special variable winning ball device 7 that is opened is provided so that the second path can be entered, so that the game ball flowing down the second path is more advantageous to the player in terms of the big win than the game ball flowing down the first path. Also, in a specific state such as a small win game state, the V-determination winning device 87 that is opened is provided so that the second path can be entered, so that the game ball flowing down the second path is more advantageous to the player in terms of the big win than the game ball flowing down the first path.

[0202] In addition to this comparison of advantages, for example, a configuration may be adopted in which, from other standpoints, it is more advantageous for the player if the game medium flows down the first path in the normal state, and more advantageous for the player if the game medium flows down the second path in other game states, such as when other winning ports (for example, another variable winning port (which may be for a start-up winning port or a non-start-up winning port) are provided on the first path and when it is easier for the player to win the variable winning port via the first path than the second path in a low base state as the normal state, and when it is easier for the player to win the variable winning port via the second path than the first path in other states such as a high base state, a big win game state, and a small win game state.

[0203] Figure 8-3 is an explanatory diagram showing each random number. In Figure 8-3, the type of random number, update range, use, and addition condition are shown. Each random number is used as follows.

[0204] (1) Random R: A random counter for determining whether or not a big win will occur and whether or not a small win will occur. Random 1 is updated by 1 at 10MHz, and is updated by incrementing from 0 to its upper limit of 65535, and then updated by incrementing from 0 again. (2) Random 1: Determines the type of big win (type, 15R time-saving big win, 4R time-saving big win, 16(15)R time-saving big win via small win, 9(8)R time-saving big win via small win, and 5(4)R time-saving big win via small win) and the big win pattern (for big win type determination, for big win pattern determination). (3) Random 2: Determines the type (type) of the fluctuation pattern (for fluctuation pattern type determination). (4) Random 3: Determines the fluctuation pattern (fluctuation time) (for fluctuation pattern determination). (5) Random 4: Determines whether or not a hit based on a normal pattern will occur (for normal pattern hit determination). (6) Random 5: Determines the initial value of Random 5 (for determining the initial value of Random 5).

[0205] In this embodiment, the specific game state jackpot includes multiple types of jackpots, such as 15R time-saving jackpot, 4R time-saving jackpot, 16(15)R time-saving jackpot via small jackpot, 9(8)R time-saving jackpot via small jackpot, and 5(4)R time-saving jackpot via small jackpot. Therefore, when a jackpot is determined to be a jackpot based on the value of the random number for jackpot determination (random R), or when a small jackpot is determined to be a small jackpot, the type of jackpot is determined to be one of these jackpot types based on the value of the random number for jackpot type determination (random 1). However, in the case of a jackpot via a small jackpot, if no V prize is awarded, the determined jackpot is invalid. Furthermore, when the type of jackpot is determined, the jackpot pattern is also determined based on the value of the random number for jackpot type determination (random 1). Therefore, random 1 is also a random number for determining the jackpot pattern. In addition, when it is decided to be a small winning type, the small winning symbol is decided at the same time. Therefore, Random 1 is also a random number for deciding the small winning symbol.

[0206] In addition, the variation pattern is determined by first determining the variation pattern type using a random number (random 2) for determining the variation pattern type, and then determining one of the variation patterns included in the determined variation pattern type using a random number (random 3) for determining the variation pattern. In this manner, in this embodiment, the variation pattern is determined by a two-stage lottery process. A variation pattern type is a grouping of multiple variation patterns according to the characteristics of their variation modes. One or multiple variation patterns belong to a variation pattern type.

[0207] In this embodiment, the fluctuation patterns are classified into normal fluctuation pattern types, which are fluctuation pattern types not accompanied by a reach, and reach fluctuation pattern types, which are fluctuation pattern types accompanied by a reach.

[0208] 8-4 is an explanatory diagram showing the first special symbol hit determination table, the second special symbol hit determination table, and various big win type determination tables. These tables are stored in the ROM 101.

[0209] Figure 8-4(A) is an explanatory diagram showing the first special symbol hit judgment table. The first special symbol hit judgment table is a data table for making a jackpot judgment for the first special symbol, and is a table in which a jackpot judgment value to be compared with random R is set. The "probability" shown in Figure 8-4(A) indicates the probability (ratio) of a jackpot.

[0210] The probability of hitting the jackpot for the first special symbol varies depending on the setting. At setting 1 it is 1 / 199, at setting 2 it is 1 / 190, at setting 3 it is 1 / 180, at setting 4 it is 1 / 170, at setting 5 it is 1 / 160, and at setting 6 it is 1 / 150. Therefore, the order of probability of hitting the jackpot is highest for setting 1<setting 2<setting 3<setting 4<setting 5<setting 6.

[0211] FIG. 8-4(B) is an explanatory diagram showing the second special pattern hit judgment table. The second special pattern hit judgment table is a data table for making a big hit judgment and a small hit judgment for the second special pattern, and is a table in which a big hit judgment value and a small hit judgment value to be compared with the random R are set. The upper part in FIG. 8-4(B) is the big hit judgment table section, and the lower part in FIG. 8-4(B) is the small hit judgment table section. The "probability" shown in the upper part of FIG. 8-4(B) indicates the probability (ratio) of a big hit, and the "probability" shown in the lower part of FIG. 8-4(B) indicates the probability (ratio) of a small hit.

[0212] The probability of a big win for the second special symbol varies depending on the setting value. It is 1 / 199 for setting 1, 1 / 190 for setting 2, 1 / 180 for setting 3, 1 / 170 for setting 4, 1 / 160 for setting 5, and 1 / 150 for setting 6. Therefore, the probability of a big win is higher in the order of setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6. In contrast, the probability of a small win for the second special symbol is set to 1 / 7.35 regardless of the setting value. It is also possible to set a small win for the first special symbol. In such a case, it is desirable to make the probability of a small win for the first special symbol lower than that for the second special symbol. For example, the probability of a small win for the first special symbol may be set to 1 / 100.

[0213] When the CPU 103 detects a start winning entry into the first start winning port (first start winning entry) or a start winning entry into the second start winning port (second start winning entry), it extracts the count value (random R) of the random number circuit 124 at a predetermined timing. For the first start winning entry, the extracted value is compared with the jackpot determination value set in the first special symbol winning determination table, and if the extracted value matches any of the jackpot determination values, it is determined that the first special symbol will be a jackpot. For the second start winning entry, the extracted value is compared with the jackpot determination value set in the second special symbol winning determination table, and if the extracted value matches any of the jackpot determination values, it is determined that the second special symbol will be a jackpot. Then, when the extracted value does not match any of the jackpot determination values, the extracted value is compared with the small jackpot determination value set in the second special symbol winning determination table, and if the extracted value matches any of the small jackpot determination values, it is determined that the second special symbol will be a small jackpot. Deciding to have a small hit also means making a provisional decision to make it a big hit via a small hit (it is written as a provisional decision because if no V entry occurs during the small hit, it will not be controlled as a big hit).

[0214] In addition, deciding whether to make a big win or not means deciding whether to transition to a big win game state or not, but also means deciding whether to make the stopped pattern by the variable display of the first special pattern or the second special pattern the big win pattern or not. Also, deciding whether to make a small win or not means deciding whether to transition to a small win game state or not, but also means deciding whether to make the stopped pattern by the variable display of the second special pattern the small win pattern or not.

[0215] Figures 8-4(C), (D), and (E) are explanatory diagrams showing the jackpot type determination table stored in the ROM 101. Figure 8-4(C) is a first special symbol jackpot type determination table used to determine the jackpot type of the pattern jackpot when the jackpot is determined to be a jackpot by the first special symbol. Figure 8-4(D) is a second special symbol jackpot type determination table used to determine the jackpot type of the pattern jackpot when the jackpot is determined to be a jackpot by the second special symbol.

[0216] In the first special symbol jackpot type determination table in FIG. 8-4(C), a jackpot determination value corresponding to each of the "15R time-saving jackpot" and "4R time-saving jackpot" is set, which is a numerical value to be compared with the value of Random 2 for jackpot type determination. In the second special symbol jackpot type determination table in FIG. 8-4(D), a jackpot determination value corresponding to the "15R time-saving jackpot" is set, which is a numerical value to be compared with the value of Random 1.

[0217] Also, as shown in Figures 8-4(C) and (D), the jackpot type judgment value is also used as a judgment value (jackpot pattern judgment value) that determines the jackpot patterns of the first special pattern and the second special pattern. For example, the judgment value corresponding to the "8R time-saving jackpot" is also set as a judgment value corresponding to the jackpot pattern "3". The judgment value corresponding to the "15R time-saving jackpot" is also set as a judgment value corresponding to the jackpot pattern "7".

[0218] Using such various jackpot type determination tables, the CPU 103 determines the type corresponding to the jackpot type determination value with which the value of Random 1 matches as the jackpot type, and determines the jackpot pattern with which the value of Random 1 matches as the jackpot pattern. This simultaneously determines the jackpot type and the jackpot pattern corresponding to the jackpot type.

[0219] In the small hit via jackpot type determination table in FIG. 8-4(E), a numerical value to be compared with the value of Random 2 for jackpot type determination is set, which corresponds to each of "small hit via 16(15)R time-saving jackpot", "small hit via 9(8)R time-saving jackpot", and "small hit via 5(4)R time-saving jackpot". However, the jackpot type determined by the small hit via jackpot type determination table is a provisional jackpot type linked to each of the first small hit (16(15)R time-saving jackpot), the second small hit (9(8)R time-saving jackpot), and the third small hit (5(4)R time-saving jackpot), and is invalid unless a V win occurs in the small hit game state.

[0220] 8-5 and 8-6 are explanatory diagrams showing an example of the contents of the performance control command transmitted by the game control microcomputer 100. In Fig. 8-5 and Fig. 8-6, the relationship between the specific command data, the command name, and the command specification content for the performance control command is shown. In the game control microcomputer 100, as shown in Fig. 8-5 and Fig. 8-6, various performance control commands are transmitted to the performance control CPU 120 according to the game control state.

[0221] The main commands in Fig. 8-5 and Fig. 8-6 will be explained. The command 80XX(H) is a performance control command (variation pattern command) that specifies the variation pattern that is displayed on the image display device 5 in response to the variable display of the special symbol (each corresponds to the variation pattern XX). When a unique number is assigned to each of a plurality of variation patterns, there is a variation pattern command that corresponds to each variation pattern specified by the number. "(H)" indicates a hexadecimal number. The performance control command that specifies the variation pattern is also a command for specifying the start of variation. Therefore, when the performance control CPU 120 receives the command 80XX(H), it controls the performance display device to start a performance that corresponds to the variable display of the special symbol.

[0222] Commands 8C01(H) to 8C06(H) are display result designation commands that indicate display results including miss display results, big win types, big win display results for each small win type, and small win display results.

[0223] Command 8D01(H) is a first symbol change command that indicates the start of the first special symbol change display. Command 8D02(H) is a second symbol change command that indicates the start of the second special symbol change display. Command 8F00(H) is a symbol determination command that indicates the end of the change of the first and second special symbols.

[0224] Commands A001 to A005(H) are jackpot start designation commands that designate the start of a jackpot gaming state for each type of jackpot.

[0225] Command A1XX(H) is a command for specifying when the large prize opening is open for the number of times (rounds) indicated by XX. A2XX(H) is a command for specifying when the large prize opening is closed for the number of times (rounds) indicated by XX.

[0226] Commands A301 to A305(H) are jackpot end designation commands that designate the end of the jackpot gaming state for each type of jackpot.

[0227] Command A401(H) is a first start winning designation command that designates that a first start winning has occurred. Command A402(H) is a second start winning designation command that designates that a second start winning has occurred.

[0228] Command B000(H) is a normal state designation command that designates the game state to be a normal state (low base state). Command B001(H) is a first time-saving state designation command that designates the game state to be a first time-saving state (high base state). Command B002(H) is a second time-saving state designation command that designates the game state to be a second time-saving state (high base state).

[0229] Command C0XX(H) is a first pending memory number specification command that specifies the first pending memory number. The "XX" in command C0XX(H) indicates the first pending memory number. Command C1XX(H) is a second pending memory number specification command that specifies the second pending memory number. The "XX" in command C0XX(H) indicates the second pending memory number.

[0230] In this embodiment, when the game control microcomputer 100 subtracts the number of reserved memories, it sends a reserved memory number designation command that specifies the number of reserved memories after subtraction. However, without being limited to this, it may also use a reserved memory number subtraction designation command that specifies that the number of reserved memories is to be subtracted by 1 for each of the first reserved memory number and the second reserved memory number.

[0231] Commands C2XX(H) and C3XX(H) are presentation control commands that indicate the contents of the winning judgment results, such as the jackpot judgment, the jackpot type judgment, and the fluctuation pattern type judgment, at the time of the start winning into the first start winning port or the second start winning port. Among these, command C2XX(H) is a design designation command that indicates the winning judgment results, such as whether or not it will be a jackpot, whether or not it will be a small win, and the jackpot type judgment results. In addition, command C3XX(H) is a fluctuation type command that indicates the judgment result (fluctuation pattern type judgment result) of which judgment value range the value of the fluctuation pattern type judgment random number falls within, among the winning judgment results.

[0232] Command C401(H) is a command that specifies the start of the first small win. Command C402(H) is a command that specifies the start of the second small win. Command C403(H) is a command that specifies the start of the third small win. Command C501(H) is a command that specifies the start of the first small win. Command C502(H) is a command that specifies the start of the second small win. Command C503(H) is a command that specifies the start of the third small win. Command C601(H) is a V winning designation command that specifies that a V winning has occurred. Command C602(H) is a V winning ball detection designation command that specifies that a winning ball (including both a V winning ball and a winning ball other than a V winning ball) has been detected in the V determination winning device 87.

[0233] In the game control microcomputer 100, a first reserved memory buffer for storing reserved memory information of the first special symbol is provided in the RAM 102. A storage area corresponding to the upper limit of the first reserved memory number (4 in this example) is secured in the first reserved memory buffer. The first reserved memory buffer stores a hardware random number for jackpot determination (random R), and a software random number for jackpot type determination (random 1), a variation pattern type determination random number (random 2), and a variation pattern determination random number (random 3).

[0234] For the second special symbol, a second reserved memory buffer for storing reserved memory information of the second special symbol is provided in the RAM 102. A storage area corresponding to the upper limit of the second reserved memory number (4 in this example) is secured in the second reserved memory buffer. The second reserved memory buffer stores a hardware random number for jackpot determination (random R), and a software random number for jackpot type determination (random 1), a fluctuation pattern type determination random number (random 2), and a fluctuation pattern determination random number (random 3).

[0235] Based on the winning of the first start winning port, the CPU 103 executes a process of extracting random numbers from the random number circuit 124 and the random counter for generating software random numbers, and saving (storing) them in a saving area in the first reserved memory buffer. Specifically, based on the winning of the first start winning port, these random numbers are extracted and saved (stored) in the first reserved memory buffer. Based on the winning of the second start winning port, the CPU 103 executes a process of extracting random numbers from the random number circuit 124 and the random counter for generating software random numbers, and saving (storing) them in a saving area in the second reserved memory buffer. Specifically, based on the winning of the second start winning port, these random numbers are extracted and saved (stored) in the second reserved memory buffer.

[0236] The fact that information about the start winning is stored in the reserved memory buffer in this way may be referred to as "reserved and stored." The random number for determining the type of variation pattern (random 2) and the random number for determining the variation pattern (random 3) may be extracted when the special pattern starts to vary, rather than being extracted at the time of the start winning and stored in the reserved memory buffer in advance.

[0237] FIG. 8-7 is a flowchart showing the start port switch passing process executed as a part of the process of S101. In the start port switch passing process, CPU 103 first checks whether first start port switch 22A is on or not (S1211). If first start port switch 22A is not on, the process proceeds to S1221. If first start port switch 22A is on, CPU 103 checks whether the first reserved memory number has reached the upper limit (specifically, whether the value of the first reserved memory number counter for counting the first reserved memory number is 4 or not) (S1212). If the first reserved memory number has reached the upper limit, the process proceeds to S1221.

[0238] If the first reserved memory number has not reached the upper limit, CPU 103 increments the value of the first reserved memory number counter by 1 (S1213). Next, CPU 103 executes a process of extracting values ​​from the counter for generating random number circuit 124 or software random numbers and storing them in a storage area in the first reserved memory buffer (S1214). In the process of S1214, a random number for determining a jackpot (random R), a random number for determining a jackpot type (random 1), a random number for determining a fluctuation pattern type (random 2), and a random number for determining a fluctuation pattern (random 3) are extracted and stored in the storage area.

[0239] Next, the CPU 103 executes a winning performance process for determining in advance at the time of the starting winning the result of the change display and the type of the change pattern when the change based on the starting winning of the detected first special symbol is subsequently executed (S1215).

[0240] In this embodiment, when a start winning occurs in the first start winning port or the second start winning port, and various data obtained at the time of the start winning is stored as reserved memory information, and then the variable display start condition is established, at the timing of starting the variable display, in the special pattern normal processing (S110), based on the reserved memory information, a decision is made as to whether or not the variable display result is a jackpot display result for the special pattern (first special pattern or second special pattern) that starts the variable display, and a jackpot type is decided based on the jackpot judgment value and the jackpot type judgment value set corresponding to the various random number values ​​described above. Then, in the variable pattern setting processing (S111), a variable pattern (including the decision of the variable pattern type) is decided based on the variable pattern type judgment value and the variable pattern judgment value set corresponding to the various random number values ​​described above.

[0241] On the other hand, apart from such a decision, at the timing before the variable display based on the start winning into the first start winning port or the second start winning port is started, specifically, at the timing when the game ball starts winning into the first start winning port or the second start winning port (the timing when the reserved memory information is stored), the reserved memory information storing various data obtained at the time of the start winning is read in advance, and based on the reserved memory information read in advance, a winning time performance process is executed in which a decision is made in advance as to whether or not it will be a big win, whether or not it will be a small win, the type of the big win, and the type of the variation pattern are determined based on the big win determination value, the big win type determination value, and the variation pattern type determination value set in response to the various random number values ​​described above. By doing so, the performance control CPU 120 can predict the result of the variable display before the variable display of the performance pattern is executed, and based on the various determination results at the time of the start winning, a pre-reading performance such as a pre-reading notice that predicts that a big win will occur (the possibility of a big win) during the variable display of the performance pattern can be executed.

[0242] Then, based on the result of the winning performance process, CPU 103 controls to send a symbol designation command to performance control CPU 120 (S1216) and controls to send a variable type command to performance control CPU 120 (S1217). CPU 103 also controls to send a first start winning designation command to performance control CPU 120 (S1218), and sets the value of the first reserved memory number counter to EXT data and sends a first reserved memory number designation command to performance control CPU 120 (S1219).

[0243] By executing the processing of S1216 and S1217, in this embodiment, regardless of the game state (game state such as high probability state, low probability state, high base state, low base state, jackpot game state, etc.), both the pattern designation command and the variation type command are always sent to the performance control CPU 120 each time a start winning is made in the first start winning port.

[0244] Also, in this embodiment, by executing the processing of S1216 to S1219, when a start winning occurs at the first start winning port, a set of four commands, namely, a pattern designation command, a variable type command, a first start winning designation command, and a first reserved memory number designation command, are transmitted together within one timer interrupt.

[0245] Next, CPU 103 checks whether second start port switch 22B is on or not (S1221). If second start port switch 22B is not on, the process ends. If second start port switch 22B is on, CPU 103 checks whether the second reserved memory count has reached the upper limit (specifically, whether the value of the second reserved memory count counter for counting the second reserved memory count is 4 or not) (S1222). If the second reserved memory count has reached the upper limit, the process ends.

[0246] If the second reserved memory number has not reached the upper limit, CPU 103 increments the value of the second reserved memory number counter by 1 (S1223). Next, CPU 103 executes a process of extracting values ​​from the counter for generating random number circuit 124 or software random numbers and storing them in a storage area in the second reserved memory buffer (S1224). In the process of S1224, a random number for determining a jackpot (random R), a random number for determining a jackpot type (random 1), a random number for determining a fluctuation pattern type (random 2), and a random number for determining a fluctuation pattern (random 3) are extracted and stored in the storage area.

[0247] Next, the CPU 103 executes a winning performance process similar to the winning performance process described in S1215 for the start winning of the detected second special symbol (S1225). Then, the CPU 103 controls to send a symbol designation command to the performance control CPU 120 based on the judgment result of the winning performance process (S1226) and controls to send a variable type command to the performance control CPU 120 (S1227). The CPU 103 also controls to send a second start winning designation command to the performance control CPU 120 (S1228), and controls to set the value of the second reserved memory number counter to EXT data and send a second reserved memory number designation command to the performance control CPU 120 (S1229).

[0248] By executing the processing of S1226 and S1227, in this embodiment, regardless of the game state (game state such as high probability state, low probability state, high base state, low base state, jackpot game state, etc.), both the pattern designation command and the variation type command are always sent to the performance control CPU 120 each time a start winning is made in the second start winning port.

[0249] In addition, in this embodiment, by executing the processing of S1226 to S1229, when a start winning occurs at the second start winning port, a set of four commands, namely, a pattern designation command, a variable type command, a second start winning designation command, and a second reserved memory number designation command, are transmitted together within one timer interrupt.

[0250] FIG. 8-8 is a flow chart showing the normal special symbol processing (S110) in the special symbol process. In the normal special symbol processing, the CPU 103 checks whether there is reserved memory data in the first reserved memory buffer or the second reserved memory buffer (S51). If there is no reserved memory data in either the first reserved memory buffer or the second reserved memory buffer, the process ends.

[0251] If there is no reserved data in the reserved memory buffer in S51, the process ends after performing a process (S80) for sending a customer waiting demo designation command. On the other hand, if there is reserved data in the first reserved memory buffer or the second reserved memory buffer in S51, the CPU 103 checks whether there is reserved data in the second reserved memory buffer (S52). If there is reserved data in the second reserved memory buffer, data indicating "second" is set to the special symbol pointer (a flag indicating whether the special symbol process is being performed for the first special symbol or the second special symbol) (S54). On the other hand, if there is no reserved data in the second reserved memory buffer, data indicating "first" is set to the special symbol pointer (S53).

[0252] In this embodiment, depending on whether data indicating "first" or "second" is set in the special symbol pointer, the first special symbol display device 4A displays the first special symbol and the second special symbol display device 4B displays the second special symbol using a common processing routine. When data indicating "first" is set in the special symbol pointer, the first special symbol display device 4A displays the first special symbol based on the reserved memory data stored in the first reserved memory buffer. On the other hand, when data indicating "second" is set in the special symbol pointer, the second special symbol display device 4B displays the second special symbol based on the reserved memory data stored in the second reserved memory buffer.

[0253] Under the control of S52 to S54, if there is at least one second reserved memory data in the second reserved memory buffer, the variable display of the second special pattern display device 4B based on the data of the second reserved memory is executed in priority to the variable display of the first special pattern display device 4A based on the data of the first reserved memory.

[0254] Next, the CPU 103 reads out each random number value stored in the storage area in the RAM 102 corresponding to the reserved memory number=1 indicated by the special symbol pointer, and stores it in the reserved memory buffer of the RAM 102 (S55). Specifically, when the special symbol pointer indicates "first", the CPU 103 reads out each random number value stored in the storage area in the first reserved memory buffer corresponding to the first reserved memory number=1, and stores it in the random number buffer of the RAM 102. Also, when the special symbol pointer indicates "second", the CPU 103 reads out each random number value stored in the storage area in the second reserved memory buffer corresponding to the second reserved memory number=1, and stores it in the random number buffer of the RAM 102.

[0255] Then, the CPU 103 subtracts one from the count value of the reserved memory number counter indicated by the special symbol pointer, and shifts the contents of each storage area (S56). Specifically, when the special symbol pointer indicates "first", the CPU 103 subtracts one from the count value of the first reserved memory number counter, and shifts the contents of each storage area in the first reserved memory buffer. Also, when the special symbol pointer indicates "second", the CPU 103 subtracts one from the count value of the second reserved memory number counter, and erases the contents of the storage area in the second reserved memory buffer.

[0256] That is, when the special symbol pointer indicates "1st", the CPU 103 stores each random number stored in the storage area corresponding to the first reserved memory number = n (n = 2, 3, 4) in the first reserved memory buffer of the RAM 102 in the storage area corresponding to the first reserved memory number = n-1. Also, when the special symbol pointer indicates "2nd", the CPU 103 stores each random number stored in the storage area corresponding to the second reserved memory number = n (n = 2, 3, 4) in the second reserved memory buffer of the RAM 102 in the storage area corresponding to the second reserved memory number = n-1.

[0257] Therefore, the order in which the random numbers stored in the respective storage areas corresponding to the first reserved memory numbers are extracted always matches the order of the first reserved memory numbers = 1, 2, 3, 4. Also, the order in which the random numbers stored in the respective storage areas corresponding to the second reserved memory numbers are extracted always matches the order of the second reserved memory numbers = 1, 2, 3, 4.

[0258] Furthermore, the CPU 103 performs control to transmit a reserved memory number designation command indicated by the special symbol pointer to the performance control CPU 120 based on the value of the reserved memory number counter indicated by the special symbol pointer after subtraction (S59). In this case, if the special symbol pointer is set to a value indicating "first", the CPU 103 performs control to transmit a first reserved memory number designation command. Furthermore, if the special symbol pointer is set to a value indicating "second", the CPU 103 performs control to transmit a second reserved memory number designation command.

[0259] In the normal special symbol processing, first, data indicating "1st" indicating that the processing is to be performed on the first start winning slot, i.e., data indicating "1st" indicating that the processing is to be performed on the first special symbol, or data indicating "2nd" indicating that the processing is to be performed on the second start winning slot, i.e., data indicating "2nd" indicating that the processing is to be performed on the second special symbol, is set in the special symbol pointer. Then, in the subsequent processing in the special symbol process processing, processing according to the data set in the special symbol pointer is executed. Therefore, it is possible to make it common to the case where the first special symbol is the target and the case where the second special symbol is the target.

[0260] Next, CPU 103 reads out Random R (random number for jackpot determination) from the random number buffer and executes the jackpot determination module (S61). In this case, CPU 103 reads out the random number for jackpot determination extracted in S1214 of the start port switch passing process or S1224 of the start port switch passing process and stored in the reserved memory buffer or random number buffer, and performs jackpot determination. The jackpot determination module is a program that executes a process to compare a predetermined jackpot determination value or small hit determination value with the random number for jackpot determination, and decides that a jackpot or small hit has occurred if they match. In other words, it is a program that executes a process for jackpot determination or small hit determination.

[0261] In the process of determining whether or not a jackpot has occurred, if the first special symbol matches any of the jackpot determination values ​​shown in FIG. 8-4(A), and if the second special symbol matches any of the jackpot determination values ​​shown in FIG. 8-4(B), it is determined that the special symbol has a jackpot. If it is determined that a jackpot has occurred (Y in S61), the process proceeds to S71. Determining whether or not a jackpot has occurred means determining whether or not to transition to a jackpot game state, but also determining whether or not to set the stopped symbol on the special symbol display as a jackpot symbol.

[0262] If it is determined in S61 that a jackpot has occurred (Y in S61), a jackpot flag indicating a jackpot is set (S71).

[0263] Next, it is determined whether the special symbol pointer indicates "1st" or not (S72). If the special symbol pointer is "1st", the first special symbol jackpot type determination table in FIG. 8-4(C) is selected (S73), and the process proceeds to S75. On the other hand, if the special symbol pointer is not indicating "1st" (if it is indicating "2nd"), the second special symbol jackpot type determination table in FIG. 8-4(D) is selected (S74), and the process proceeds to S75.

[0264] In S75, using the jackpot type determination table selected in S73 or S74, the jackpot type corresponding to the value that matches the random number (Random 1) for determining the jackpot type stored in the random number buffer area is determined as the jackpot type (S75), and the process proceeds to S81.

[0265] Also, if the value of the random number (random R) for jackpot determination does not match any of the jackpot determination values ​​in S61 (N in S61), it is confirmed whether the data set in the special symbol pointer is data indicating "second" or not, thereby confirming whether the jackpot determination target is the variable display of the second special symbol (S76). If the data set in the special symbol pointer in S76 is not data indicating "second" (variable display of the first special symbol), the process proceeds to S82 described later. On the other hand, if the data set in the special symbol pointer in S76 is data indicating "second" (variable display of the second special symbol), the second special symbol hit determination table in FIG. 8-4(B) is used to determine whether the value of the random number (random R) for jackpot determination matches any of the small hit determination values, thereby performing the process of small hit determination (S77). That is, when the value of the random number for determining a big win (random R) matches any of the small win determination values ​​shown in FIG. 8-4(B) (Y in S77), it is determined that the second special symbol is a small win. Then, when it is determined that it is a small win (Y in S77), a small win flag indicating that it is a small win is set (S78).

[0266] After setting the small hit flag, the small hit via big hit type determination table in FIG. 8-4(E) is selected (S79), and the big hit type corresponding to the value that matches the value of the random number (RANDOM 1) for big hit type determination stored in the random number buffer area is determined as the type of big hit via small hit (S80). Then, proceed to S81. On the other hand, if the value of the random number (RANDOM R) for small hit determination does not match any of the small hit determination values ​​in S77 (N in S77), proceed to S82 described later.

[0267] In S81, data indicating the type of the jackpot determined in S75 or S80 is stored in the jackpot type buffer in RAM 102 (S81), and the process proceeds to S82. For example, if the jackpot type is a "15R time-saving jackpot with a pattern", "01" is set in the jackpot type buffer as data indicating the jackpot type, and if the jackpot type is a "4R time-saving jackpot with a pattern", "02" is set in the jackpot type buffer as data indicating the jackpot type. On the other hand, if the jackpot type is a "16(15)R time-saving jackpot via a small jackpot", "03" is set in a temporary jackpot type buffer separate from the jackpot type buffer as data indicating the jackpot type. If the jackpot type is a 9(8)R time-saving jackpot via a small jackpot, "04" is set in the temporary jackpot type buffer as data indicating the jackpot type. If the jackpot type is a 5(4)R time-limited jackpot via a small jackpot, the provisional jackpot type buffer is set to "05" as data indicating the jackpot type. Among these, the data indicating a 16(15)R time-limited jackpot via a small jackpot, a 9(8)R time-limited jackpot via a small jackpot, and a 5(4)R time-limited jackpot via a small jackpot are provisionally set as data that will not generate a jackpot if no V win occurs during a small jackpot game state and will be invalid.

[0268] In S82, the stop symbol of the special symbol is set (S78). Specifically, when neither the big win flag nor the small win flag is set, the stop symbol of the special symbol is set to "-", which is a miss symbol. When the small win flag is set, the stop symbol of the special symbol is determined to be one of "1", "5", or "9", which is a small win symbol according to the small win type selected and determined in S80. When the big win flag is set, the stop symbol of the special symbol is determined to be one of "3" or "7", which is a big win symbol according to the big win type selected and determined in S75. Then, the value of the special symbol process flag is updated to a value corresponding to the variable pattern setting process (S111) (S79).

[0269] FIG. 8-9 is a flow chart showing the small win opening pre-processing (S118). In the small win opening pre-processing, the CPU 103 operates the movable part 872 to the open state by controlling the solenoid 22 based on the opening mode of the small win, and starts the opening operation of the operation port of the V-judgment winning device 87 (S411). Next, the CPU 103 transmits a small win start designation command indicating that the small win game state is to be started to the performance control CPU 120 (S412). Next, the CPU 103 sets the V-judgment winning number counter as a counting means in order to use the number of winnings in the V-winning area 870 in the small win opening state as the end condition of the opening state (S413). Specifically, in S413, the counter value of the V-judgment winning number counter is set to "10" and the setting is made to count down the number of V-winnings. Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the small win opening process (S119) (S414).

[0270] FIG. 8-10 is a flow chart showing the small win opening process (S119) in the special symbol process. In the small win opening process, the CPU 103 updates the small win opening control timer by subtracting -1 (S430). Next, in S435 described later, it is confirmed whether the count value of the V-judgment winning number counter that counts the number of V winning balls is "0" or not (S431). The V-judgment winning number counter is set to "10" by S413 of FIG. 8-9, and when 10 V winning balls are counted, the count value becomes "0". When the count value of the V-judgment winning number counter is "0" in S430, it proceeds to S441. On the other hand, when the count value of the V-judgment winning number counter is not "0" in S430, it is confirmed whether the small win opening control timer has timed out (timer value = 0) or not (S432).

[0271] When the small win opening control timer is timed out in S432, the process proceeds to S441. On the other hand, when the small win opening control timer is not timed out in S432, the solenoid 22 is controlled in response to the timed value of the small win opening control timer based on the opening mode of the small win, so that the movable part 872 is operated in the open state, and the operation port of the V-judgment winning device 87 is opened and closed (S433).

[0272] Next, in order to determine whether a V winning has been detected by a game ball entering the V winning area 870 that is in an open state inside the V determination winning device 87, it is determined whether the V winning switch 87a is in an on state (S434). When it is in an on state in S434, it means that a V winning has been detected, and a V winning flag that is set when a V winning is detected is set (S435). Then, a process is performed to transmit a V winning ball detection designation command (S436). This allows the performance control CPU 120 to recognize that a V winning ball has been detected, and it becomes possible to recognize the number of V winnings. Next, the solenoid is driven to operate the opening and closing member, and the V winning port of the V winning area 870 is changed from an open state to a closed state (S437), and the process proceeds to S439. As a result, when the first game ball that enters the V-judgment winning device 87 wins a V prize, the V-winning opening of the V-winning area 870 is closed, and thereafter, all game balls that enter the V-judgment winning device 87 are guided to the winning ball area and detected by the V-judgment winning switch 15a.

[0273] On the other hand, if the V-judging winning switch 15a is not on in S434, it means that the V-winning has not been detected, and it is judged whether the V-judging winning switch 15a is on (S438). If the V-judging winning switch 15a is on in S438, the process proceeds to S439, and if the V-judging winning switch 15a is not on in S438, the process ends.

[0274] In S439, the count value of the V-judgment winning number counter set to "10" in S413 of FIG. 8-9 is counted down by "-1" (S439), and a process is performed to transmit a V-judgment winning ball detection designation command (S440). This allows the performance control CPU 120 to recognize that a V-judgment winning ball that has entered the judgment winning device 87 has been detected after the V-judgment winning ball has been detected, and it becomes possible to recognize the number of game balls that have entered the judgment winning device 87.

[0275] When the count value of the V-judgment winning number counter is "0" in S431, it is when the small winning V winning number reaches the upper limit value and the opening end condition of the small winning is established, and when the small winning opening control timer times out in S432, it is when the opening end condition of the small winning is established due to the end of the opening control of the small winning. In these cases, the CPU 103 controls the solenoid 22 to operate the movable part 872 to the closed state and closes the operating port of the V-judgment winning device 87 (S441). When the count value of the V-judgment winning number counter becomes "0", even if the V-judgment winning device 87 is in the middle of opening according to the opening mode of the small winning, the V-judgment winning device 87 is forcibly closed according to the count value of the V-judgment winning number counter. When the small winning opening control timer times out, the V-judgment winning device 87 is closed according to the end of the opening control of the small winning in the opening mode of the small winning.

[0276] Next, data corresponding to the specific period that is the V winning valid period after the V determination winning device 87 is closed is set in the V winning valid period timer (S442), the value of the special symbol process flag is updated to a value corresponding to the small win end processing (S120) (S443), and the processing is terminated. This starts the timing of the specific period that is the V winning valid period after the V determination winning device 87 is closed. Note that, since the specific period that is the V winning valid period is set in this way, even if the game ball passes through the V winning area later than the time it normally passes, the game ball can be detected. In addition, since the specific period is set, even if someone tries to make the game ball win the V winning area illegally, only that period is detected, so that illegality can be prevented.

[0277] 8-11 is a flowchart showing the small win end process (S120) in the special symbol process. In the small win end process, the CPU 103 updates the V winning effective period timer by subtracting 1 (S441), and checks whether the V winning effective period timer has timed out (timer value = 0) (S442).

[0278] When the V winning validity period timer has not timed out in S442, it is determined whether or not the V winning flag, which is set in S434 or S445 when a V winning has already been detected, is set (S443). If the V winning flag is set, the process is terminated. On the other hand, if the V winning flag is not set, it is determined whether or not the V winning switch 87a is in an on state in order to determine whether or not a V winning has been detected, which occurs when a game ball enters the V winning area 870 during the V winning validity period. If the V winning switch 87a is not in an on state in S444, the process is terminated. On the other hand, if the V winning switch 87a is in an on state in S444, it means that a V winning has been detected during the V winning validity period, and the V winning flag indicating that a V winning has been detected is set (S445). Then, the process is performed to transmit a V winning designation command (S446), and the process is terminated. This allows the performance control CPU 120 to recognize that a V winning has occurred.

[0279] When the V winning effective period timer has timed out in S442, a process is performed to send a small win end designation command (S447). This allows the performance control CPU 120 to recognize that the small win has ended. Next, by changing the state of the solenoid 22, a control is performed to open the opening and closing member and return the V winning area 870 (V winning port) to an open state (S447A). Next, the CPU 103 determines whether the V winning flag is set (S448). If the V winning flag is set in S448, it is determined that a big win has occurred, and the big win flag is set (S449).

[0280] As described above, in the small win game state, if you hit to the right in accordance with the right hit promotion notification described below, you can make the game ball enter the V-judgment winning device 87 with approximately 100% probability, and a game ball that enters the V-judgment winning device 87 will always V-enter the V winning area 870, and based on this, the V winning flag is set with approximately 100% probability (S435 in Figure 8-10), and the game is controlled to a big win game state.

[0281] Next, the CPU 103 formally stores the data indicating the jackpot type via the small jackpot stored in the temporary jackpot type buffer in S81 in response to the determination that the jackpot is a regular jackpot due to the occurrence of a V win in the jackpot type buffer (S450). Then, the time-saving flag that was set at that time is temporarily reset (S451).

[0282] Next, the CPU 103 transmits a jackpot start 3 command, a jackpot start 4 command, or a jackpot start 5 command according to the jackpot type corresponding to the data stored in S450 (S452). This allows the performance control CPU 120 to recognize that the jackpot game state is about to start. Next, a value corresponding to the jackpot display time (for example, the time to notify the image display device 5 that a jackpot has occurred) is set in the jackpot entry control timer (S453).

[0283] Also, referring to the opening pattern data of the big win stored in ROM101, opening pattern data indicating the opening mode such as the number of openings (for example, 15 times, 8 times, or 4 times), the opening time (for example, 29 seconds), and the interval time (the time when the big win opening is closed between rounds) according to the type of big win is set in a predetermined memory area formed in RAM102 (S454). Among such data, the data of the number of openings is set in an opening number counter for counting the number of openings. Then, the value of the special symbol process flag is updated to a value corresponding to the big win opening pre-processing (S114) (S455), and the process is terminated. As a result, when a V winning occurs in the small win game state, the game state is shifted to the big win game state.

[0284] If the V winning flag is not set in S448, the big win game state does not occur, so the data indicating the big win type via small win stored in the big win temporary type buffer in S81 is erased (S456), the value of the special symbol process flag is updated to a value corresponding to the special symbol normal processing (S110) (S457), and the process ends. As a result, when the V winning does not occur in the small win game state, the game does not transition to the big win game state.

[0285] [Explanation of Feature 09TM] Next, the characteristic portion 09TM will be described with reference to Figs. 9-1 to 9-28.

[0286] In this embodiment, when controlled to a low base state (normal state), in a variable display where the display result is a "jackpot", a combination of decorative symbols for a jackpot (for example, "333") can be displayed as the combination of decorative symbols to be stopped.

[0287] In addition, in this embodiment, when controlled to a high base state (time-saving state), in the variable display where the display result is a "small win", a combination of decorative patterns for a small win (such as "3V3") can be displayed as the combination of decorative patterns to be stopped.

[0288] In addition, in this embodiment, when controlled to a high base state (time-saving state), when a variable display is executed in which the display result is a "small hit," and the game medium (game ball) does not enter the V winning area during small hit play, and is controlled to a low base state (normal state), a combination of decorative symbols for a jackpot (such as "333") can be displayed as the combination of decorative symbols to be stopped and displayed.

[0289] [Board composition] FIG. 9-1 is a front view of the pachinko gaming machine according to the present embodiment.

[0290] As shown in Fig. 9-1, when the small win shown in Fig. 8-1 occurs, the device is used to determine the V entry of the game ball, which is a condition for generating a big win. The V entry device 87 is made of a transparent material, and is a device through which the game ball can be seen passing through. The V entry device LED87L is provided in the V entry device 87, and is configured to be able to execute a promotion blinking effect in which the V entry device LED87L blinks (lights up) at a predetermined timing (in this example, during the promotion effect of the small win game). Note that the explanation of the same parts as in Fig. 8-1 is omitted.

[0291] In this embodiment, a plurality of different types of flashing effects are provided. For example, there is a first flashing effect where the V winning determination device LED87L flashes in rainbow colors at a flashing cycle of 0.5 seconds, and a second flashing effect where the V winning determination device LED87L flashes in red at a flashing cycle of 2 seconds (see Figs. 9-14 and 9-15, which will be described later).

[0292] [Jackpot type table] FIG. 9-2 is a diagram showing a jackpot type table. In the jackpot type table, for each type of jackpot, the jackpot occurrence condition, the control state (game state) after the jackpot, the number of openings (number of rounds) in the jackpot, the opening time of each round in the jackpot, the jackpot ending period (hereinafter referred to as the "jackpot ED period" as appropriate), and the small jackpot ending period (hereinafter referred to as the "small jackpot ED period" as appropriate). In this embodiment, the jackpot types are a 10R time-saving jackpot, a 3R time-saving jackpot, a 11(10)R time-saving jackpot via a small jackpot, a 6(5)R time-saving jackpot via a small jackpot, and a 4(3)R time-saving jackpot via a small jackpot. The number in parentheses for the jackpot via a small jackpot indicates the number of times the special variable winning ball device 7 opens.

[0293] A small win occurs when a game ball wins in the second start winning port provided in the variable winning ball device 6B and the display result of the second special pattern becomes a small winning pattern. The decision of whether or not to make the display result of the special pattern a small winning pattern is made in advance by random number lottery (special pattern small winning decision). When a small win occurs, the game enters a small winning game state, and the operating port of the V-determination winning device 87 opens in an opening pattern with 10 opening times and 0.1 seconds opening time. The game control state (big winning probability, small winning probability, base, described later) after the end of the small winning game state is the same as before the small winning. In a small win, a prize ball is paid out for a game ball that wins in the V winning area 870 in the V-determination winning device 87 during the small winning game state. It is set that about 10 winning balls can be generated during the small winning game state, and it is set that prize balls can be paid out according to the winning balls.

[0294] When a game ball is placed in the operating port of the V-determination winning device 87 while the operating port is open, and the game ball enters the V-winning area 870 inside the V-determination winning device 87 (V-winning), a jackpot occurs. Such a jackpot that occurs via a small win is called a jackpot via a small win. A jackpot via a small win includes a "11 (10) R time-saving jackpot via a small win," a "6 (5) R time-saving jackpot via a small win," and a "4 (3) R time-saving jackpot via a small win," which have different numbers of rounds in the jackpot.

[0295] In this example, the small hit that is linked to be a "11 (10) R time-saving big hit" is called the "1st small hit." The small hit that is linked to be a "6 (5) R time-saving big hit" is called the "2nd small hit." The small hit that is linked to be a "4 (3) R time-saving big hit" is called the "3rd small hit."

[0296] On the other hand, a jackpot that occurs directly from the variable display of a special symbol without going through a small jackpot is called a pattern jackpot. There are two types of pattern jackpots: the "Pattern 10R Time-saving jackpot" and the "Pattern 3R Time-saving jackpot", which occur directly based on the variable display of the first or second special symbol.

[0297] In this way, the jackpot includes a symbol jackpot that occurs directly based on the variable display of the first or second special symbol, and a small jackpot via small jackpot that occurs by V entry via a small jackpot based on the variable display of the second special symbol. Each symbol jackpot and small jackpot via small jackpot is a jackpot that is controlled to a time-saving state after the end of the jackpot game state, and is called a time-saving jackpot. The advantageous state that is advantageous to the player in this embodiment also includes the opening of the special variable winning ball device 7.

[0298] The 10R time-saving jackpot is a jackpot in which the large prize entry port is opened 10 times (10R). The 3R time-saving jackpot is a jackpot in which the large prize entry port is opened 3 times (3R). The 11(10)R time-saving jackpot via small jackpot is a jackpot in which the V-judgment entry device 87 is opened once (0.1 seconds x 10 times), and then the large prize entry port is opened 10 times (10R) on the condition of a V entry. The entry device is opened for 11 rounds, but the large prize entry port is actually opened 10 times, and the player feels that the opening of the large prize entry port is the same type of jackpot as the 10R time-saving jackpot. The 6(5)R time-saving jackpot via small jackpot is a jackpot in which the V-judgment entry device 87 is opened (0.1 seconds x 10 times), and then the large prize entry port is opened 5 times (5R) on the condition of a V entry. A 4(3)R time-saving jackpot via a small jackpot is a jackpot in which the V-judging winning device 87 opens once (0.1 seconds x 10 times) and then the large winning port opens three times (3R) on the condition that a V wins. Although the winning device opens for four rounds, the large winning port is actually opened only three times, and the player feels that the opening of the large winning port is the same type of jackpot as a 3R time-saving jackpot.

[0299] The time-saving state after the pattern 3R time-saving big win has two end conditions: an end condition in which the number of times the second special pattern is displayed is 1, and an end condition (not shown) in which the total number of times the first special pattern and the second special pattern are displayed is 5. The number of times for the end condition of the time-saving state in which the number of times the second special pattern is displayed is 1 is set in consideration of the fact that the game ball that entered the V-judgment winning device 87 enters the V-winning area 870 at a rate of 100%. In the variable display of the second special pattern, a small win occurs at a rate of about 1 / 7. Therefore, the end condition in which the number of times the second special pattern is displayed is set to the number of times that a big win via a small win may occur at a rate of about 1 / 7 when the variable display of the second special pattern is executed.

[0300] The number of times that the second special symbol is displayed once as the time-saving end condition is set for the following reason. In the case of a 3R time-saving jackpot, the time-saving state (including the electric support state) is basically continued until the second special symbol is displayed once, but in order to display the second special symbol, it is necessary to hit the right side to make the game ball enter the passage gate 41 to open the variable winning ball device 6B, and in that state, the game ball must enter the variable winning ball device 6B, and it may take time to make the game ball enter the variable winning ball device 6B, and the reserved first special symbol may be displayed first.

[0301] Therefore, the end condition that the total number of times the first special symbol and the second special symbol are displayed is five times is a condition for reliably executing one display of the second special symbol, which is likely to be determined as a jackpot advantageous to the player, even if the display of the first special symbol based on the reserved memory based on the first start winning, which can store up to four symbols, is started immediately after the start of the time-saving state before the condition for starting the display of the second special symbol is satisfied. In this way, it is possible to prevent the display of the second special symbol, which is likely to be determined as a jackpot advantageous to the player, from not being displayed in the time-saving state, due to the display of the first special symbol based on the reserved memory based on the first start winning being started immediately after the start of the time-saving state.

[0302] In addition, after the jackpot of the 10R time-saving jackpot and part of the 11(10)R time-saving jackpot via small jackpot, two end states are set: an end condition in which the number of times the second special symbol is displayed is 99 times, and an end condition (not shown) in which the total number of times the first special symbol and the second special symbol are displayed is 103 times. The number of times of 99 times as the end condition of the time-saving state is set in consideration of the fact that the game ball that entered the V-judgment winning device 87 enters the V-winning area 870 at a rate of 100%. In the variable display of the second special symbol, a small jackpot occurs at a rate of about 1 / 7. Therefore, the end condition in which the number of times the second special symbol is displayed is 99 times is a state in which the next jackpot via small jackpot is substantially confirmed when the variable display of the second special symbol is executed, and is set to a number of times that significantly increases the possibility of generating a jackpot via small jackpot compared to the 3R time-saving jackpot of the pattern. This makes it possible to draw the player's attention to the occurrence of a big win via a small win, and also to increase the player's sense of expectation regarding the occurrence of a big win via a small win.

[0303] In addition, the ending condition of the total number of times the first special pattern and the second special pattern have been displayed is 103 times, for the same reason as in the case of a 3R time-saving jackpot, in order to ensure that the display of the first special pattern's 99 changes, which is more likely to be determined as a jackpot advantageous to the player, can be executed even if the display of the first special pattern's changes is started due to reserved memory based on the first start winning of which a maximum of four can be stored before the jackpot game state, immediately after the start of the time-saving state and before the condition for starting the display of the second special pattern's changes is met.

[0304] In addition, after a part of the 11(10)R time-saving jackpot via small win, the 6(5)R time-saving jackpot via small win, and the 4(3)R time-saving jackpot via small win, two end states are set: an end condition in which the number of times the second special symbol is displayed is 7, and an end condition (not shown) in which the total number of times the first special symbol and the second special symbol are displayed is 11. The number of times 7, which is the end condition of the time-saving state, is set in consideration of the fact that the game ball that entered the V-judgment winning device 87 enters the V-winning area 870 at a rate of 100%. In the variable display of the second special symbol, a small win occurs at a rate of about 1 / 7. Therefore, the end condition in which the number of times the second special symbol is displayed is 7, is set to a number that significantly increases the possibility of generating a jackpot via a small win when the variable display of the second special symbol is executed, compared to the pattern 3R time-saving jackpot. This makes it possible to draw the player's attention to the occurrence of a big win via a small win, and also to increase the player's sense of expectation regarding the occurrence of a big win via a small win.

[0305] In addition, the ending condition of the total number of times the first special pattern and the second special pattern are displayed to be 11 times is for the same reason as in the case of a 3R time-saving jackpot, and is to ensure that the display of the first special pattern's seven changes, which is likely to be determined as a jackpot advantageous to the player, can be executed even if the display of the first special pattern's changes is started due to the reserved memory based on the first start winning of which a maximum of four can be stored before the jackpot game state, immediately after the start of the time-saving state and before the condition for starting the display of the second special pattern's changes is met.

[0306] The jackpot ending period (hereinafter referred to as the "jackpot ED period") for the 3R pattern time-saving jackpot and the 10R pattern time-saving jackpot is set to 10 seconds. During this 10-second jackpot ED period, it is possible to execute an entry performance that suggests the performance mode that will be controlled after the jackpot.

[0307] In addition, the small win ending period (hereinafter referred to as the "small win ED period") for the 11(10)R time-limited jackpot via small win, the 6(5)R time-limited jackpot via small win, and the 4(3)R time-limited jackpot via small win is set to 5 seconds, and the jackpot ED period is set to 10 seconds. During this 5-second small win ED period, it is possible to execute a jackpot type notification performance that notifies the jackpot type, a result display that shows information related to the number of jackpots and the total number of awarded prize balls, and during the 10-second jackpot ED period, it is possible to execute an entry performance that suggests the performance mode that will be controlled after the jackpot.

[0308] In this embodiment, in the low base state, which is the normal state, the first start winning port is provided so that the first path can be entered, so that the game ball flowing down the first path is more advantageous to the player in terms of the start winning than the game ball flowing down the second path. On the other hand, in an advantageous state such as a big win game state, the special variable winning ball device 7 that is opened is provided so that the second path can be entered, so that the game ball flowing down the second path is more advantageous to the player in terms of the big win than the game ball flowing down the first path. Also, in a special state such as a small win game state, the V-determined winning device 87 that is opened is provided so that the second path can be entered, so that the game ball flowing down the second path is more advantageous to the player in terms of the big win than the game ball flowing down the first path.

[0309] In addition to this comparison of advantages, for example, other winning ports (for example, another variable winning port (which may be for a start-up winning or a non-start-up winning)) may be provided on the first path and the second path, and in a low base state as the normal state, it is easier to win at the variable winning port via the first path than via the second path, and in other states such as a high base state, a big win game state, and a small win game state, it is easier to win at the variable winning port via the second path than via the first path. From other perspectives, a configuration may be adopted in which it is more advantageous for the player if the game medium flows down the first path in the normal state, and more advantageous for the player if the game medium flows down the second path in other game states.

[0310] [Random value] FIG. 9-3 is an explanatory diagram illustrating a random number value counted on the side of the main board 11. As shown in FIG. 9-3, in this embodiment, on the side of the main board 11, in addition to the random number value MR1 for determining the result of the special chart display, the random number value MR2 for determining the type of big win, the random number value MR3 for determining the variation pattern, the random number value MR4 for determining the result of the normal chart display, and the random number value MR5 for determining the initial value of MR4 are controlled so as to be countable. In addition, in order to enhance the effect of the game, random number values ​​other than these may be used. These random number values ​​MR1 ​​to MR5 may be counted by updating by software using different random counters in the CPU 103, or may be updated by the random number circuit 104. The random number circuit 104 may be built in the microcomputer 100 for game control, or may be configured as a random number circuit chip different from the microcomputer 100 for game control. Such random numbers used to control the progress of the game are also called game random numbers.

[0311] In this embodiment, the random number values ​​MR1 ​​to MR5 are respectively used as values ​​within the ranges shown in Figure 9-3, but the present invention is not limited to this, and the ranges of these random number values ​​MR1 ​​to MR5 may be made different depending on the setting values ​​set in the pachinko game machine 1.

[0312] In the game control microcomputer 100, the CPU 103 executes a program read from the ROM 101 and uses the RAM 102 as a work area to execute various processes for controlling the progress of the game in the pachinko game machine 1. In addition, the CPU 103 executes a random number generation program to generate all of the various random numbers used on the main board 11 side.

[0313] In the ROM 101 provided in the game control microcomputer 100, in addition to the program for controlling the game, various table data used to control the progress of the game are stored. For example, the ROM 101 stores table data constituting a plurality of judgment tables prepared for the CPU 103 to make various judgments and decisions. The ROM 101 also stores table data constituting a plurality of control pattern tables used by the CPU 103 to output various control signals from the main board 11, and a variation pattern table that stores a plurality of types of variation patterns that become the variable display mode of each pattern in the variable display of special patterns, normal patterns, etc.

[0314] [Display result judgment table] 9-4(A1) and (A2) are explanatory diagrams showing a display result determination table for the first special symbol and a display result determination table for the second special symbol. These tables are stored in the ROM 101.

[0315] FIG. 9-4(A1) is an explanatory diagram showing a display result judgment table for the first special symbol (hereinafter referred to as the "display result judgment table for the [first special symbol]" where appropriate). The display result judgment table for the [first special symbol] is a data table for making a jackpot judgment for the first special symbol, and is a table in which a jackpot judgment value to be compared with the random number value MR1 is set. The "probability" shown in FIG. 9-4(A1) indicates the probability (percentage) of a jackpot.

[0316] In this example, the probability of hitting the first special symbol is 1 / 199.

[0317] FIG. 9-4(A2) is an explanatory diagram showing a display result judgment table for the second special symbol (hereinafter referred to as the "display result judgment table for the [second special symbol]" where appropriate). The display result judgment table for the [second special symbol] is a data table for making a big hit judgment and a small hit judgment for the second special symbol, and is a table in which a big hit judgment value and a small hit judgment value to be compared with the random number value MR1 are set. In FIG. 9-4(A2), the upper part is the big hit judgment table section, and the lower part is the small hit judgment table section. The "probability" shown in the upper part indicates the probability (percentage) of a big hit, and the "probability" shown in the lower part indicates the probability (percentage) of a small hit.

[0318] In this example, the probability of a big win for the second special symbol is 1 / 199. The probability of a small win for the second special symbol is set to 1 / 7.35. A small win may be set for the first special symbol. In such a case, it is desirable to set the probability of a small win for the first special symbol to be lower than that for the second special symbol. For example, the probability of a small win for the first special symbol may be set to 1 / 100.

[0319] When the CPU 103 detects a start winning in the first start winning port (first start winning) or a start winning in the second start winning port (second start winning), it extracts the count value (random number MR1) of the random number circuit 124 at a predetermined timing. For the first start winning, the extracted value is compared with the big win determination value set in the display result determination table [for the first special symbol], and if the extracted value matches any of the big win determination values, it is determined that the first special symbol will be a big win. For the second start winning, the extracted value is compared with the big win determination value set in the display result determination table [for the second special symbol], and if the extracted value matches any of the big win determination values, it is determined that the second special symbol will be a big win. Then, when the extracted value does not match any of the big win determination values, the extracted value is compared with the small win determination value set in the display result determination table [for the second special symbol], and if the extracted value matches any of the small win determination values, it is determined that the second special symbol will be a small win. Deciding to have a small hit also means making a provisional decision to make it a big hit via a small hit (it is written as a provisional decision because if no V entry occurs during the small hit, it will not be controlled as a big hit).

[0320] In addition, deciding whether to make a big win or not means deciding whether to transition to a big win game state or not, but also means deciding whether to make the stopped pattern by the variable display of the first special pattern or the second special pattern the big win pattern or not. Also, deciding whether to make a small win or not means deciding whether to transition to a small win game state or not, but also means deciding whether to make the stopped pattern by the variable display of the second special pattern the small win pattern or not.

[0321] [Jackpot type determination table] 9-4(B1), (B2-1), and (B2-2) are explanatory diagrams showing the jackpot type determination table stored in the ROM 101. FIG. 9-4(B1) is a jackpot type determination table for the first special symbol used to determine the jackpot type of the pattern jackpot when the jackpot is determined to be a jackpot by the first special symbol. FIG. 9-4(B2-1) is a jackpot type determination table for the second special symbol used to determine the jackpot type of the pattern jackpot when the jackpot is determined to be a jackpot by the second special symbol. FIG. 9-4(B2-2) is a small jackpot type determination table for the second special symbol used to determine the jackpot type of the small jackpot when the small jackpot is determined to be a small jackpot by the second special symbol.

[0322] The jackpot type determination table for the first special pattern in Figure 9-4 (B1) (hereinafter referred to as the ``jackpot type determination table [for first special pattern]'') has a numerical value to be compared with the value of the random number value MR2 for jackpot type determination, and jackpot determination values ​​corresponding to each of ``pattern 10R time-saving jackpot'' and ``pattern 3R time-saving jackpot'' are set.

[0323] FIG. 9-4(B1) also shows the number of time-saving controls executed after the jackpots corresponding to the "10R pattern time-saving jackpot" and the "3R pattern time-saving jackpot." The "10R pattern time-saving jackpot" has 99 time-saving controls, and the "3R pattern time-saving jackpot" has 1 time-saving control. Hereinafter, the 10R pattern time-saving jackpot with 99 time-saving controls will be referred to as the "10R pattern time-saving jackpot (99 times)" and the 3R pattern time-saving jackpot with 1 time-saving control will be referred to as the "3R pattern time-saving jackpot (1 time)."

[0324] In this example, in the jackpot type determination table [for the first special symbol], of the MR2 determination value range of 0 to 299, 0 to 2 are assigned to a "10R pattern time-saving jackpot" (3%), and 3 to 299 are assigned to a "3R pattern time-saving jackpot" (97%).

[0325] The jackpot type determination table for the second special pattern in Figure 9-4 (B2-1) (hereinafter referred to as the ``jackpot type determination table [for second special pattern]'') has a jackpot determination value set therein that is compared with the value of the random number value MR2 for jackpot type determination and corresponds to a ``pattern 10R time-saving jackpot.''

[0326] In this example, in the [second special symbol] big win type judgment table, of the MR2 judgment value range of 0 to 299, 0 to 299 is assigned to the "10R symbol time-saving big win" (100%).

[0327] The jackpot type determination table via small hit for the second special pattern in Figure 9-4 (B2-2) (hereinafter referred to as the "jackpot type determination table via small hit [for second special pattern]") has a numerical value to be compared with the value of the random number value MR2 for jackpot type determination, and jackpot determination values ​​corresponding to each of "11 (10) R time-shortened jackpot via small hit", "6 (5) R time-shortened jackpot via small hit", and "4 (3) R time-shortened jackpot via small hit" are set.

[0328] Also, Figure 9-4 (B2-2) shows the number of time-saving controls executed after each jackpot corresponding to the "11(10)R time-saving jackpot via small jackpot", the "6(5)R time-saving jackpot via small jackpot", and the "4(3)R time-saving jackpot via small jackpot". The "11(10)R time-saving jackpot via small jackpot" has a time-saving control count of 99 or 7, the "6(5)R time-saving jackpot via small jackpot" has a time-saving control count of 7, and the "4(3)R time-saving jackpot via small jackpot" has a time-saving control count of 7. In the following explanation, an 11(10)R time-saving jackpot via a small win with 99 time-saving controls will be referred to as an "11(10)R time-saving jackpot via a small win (99 times)" as appropriate, an 11(10)R time-saving jackpot via a small win with 7 time-saving controls will be referred to as an "11(10)R time-saving jackpot via a small win (7 times)" as appropriate, a 6(5)R time-saving jackpot via a small win with 7 time-saving controls will be referred to as a "6(5)R time-saving jackpot via a small win (7 times)" as appropriate, and a 4(3)R time-saving jackpot via a small win with 7 time-saving controls will be referred to as a "4(3)R time-saving jackpot via a small win (7 times)" as appropriate.

[0329] In this example, in the small hit via jackpot type judgment table [for the second special symbol], of the MR2 judgment value range of 0 to 299, 0 to 29 is assigned to "11 (10) R time-saving jackpot via small hit (99 times)" (10%), 30 to 149 is assigned to "11 (10) R time-saving jackpot via small hit (7 times)" (40%), 150 to 164 is assigned to "6 (5) R time-saving jackpot via small hit (7 times)" (5%), and 165 to 299 is assigned to "4 (3) R time-saving jackpot via small hit (7 times)" (45%).

[0330] [Change pattern determination] ROM 101 also stores a fluctuation pattern determination table for determining a fluctuation pattern based on a random number value MR3 for determining a fluctuation pattern, and determines the fluctuation pattern to be one of the multiple types of fluctuation patterns described above depending on the pre-determination result.

[0331] Here, we will explain the fluctuation pattern determination in the Hyper Rush mode (see Figure 9-6) described later. Specifically, as the fluctuation pattern determination table, a [miss] fluctuation pattern determination table used when it is pre-determined that the fluctuation display result is a "miss" and a [big hit / small hit] fluctuation pattern determination table used when it is pre-determined that the fluctuation display result is a "big hit" or a "small hit" are prepared in advance.

[0332] In the fluctuation pattern judgment table [for misses], a predetermined random number value within the range that the random number value MR3 for determining the fluctuation pattern can take is assigned as a judgment value for the fluctuation pattern of "shortened fluctuation miss", the fluctuation pattern of "shortened normal reach miss", and the fluctuation pattern of "ultra-shortened fluctuation miss".

[0333] In the fluctuation pattern judgment table [for big hits / small hits], a predetermined random number value within the range that the random number value MR3 for determining the fluctuation pattern can take is assigned as a judgment value for the fluctuation pattern of "shortened normal reach big hit / small hit" and the fluctuation pattern of "ultra-shortened variable big hit / small hit".

[0334] In this embodiment, the jackpot includes a pattern jackpot that occurs directly based on the variable display of the first or second special pattern, and a small jackpot via V winning that occurs via a small jackpot based on the variable display of the second special pattern, so a common variable pattern is used when the display result is a "jackpot" and when the display result is a "small jackpot". However, it is not limited to this form, and different variable patterns may be used when the display result is a "jackpot" and when the display result is a "small jackpot".

[0335] In this embodiment, in a variation pattern in which the final display result is a "miss" (a "shortened variation miss" or "ultra-shortened variation miss" variation pattern), the reach state is not established and a notification is issued that the final display result is a "miss".

[0336] In this embodiment, the variation pattern of the "shortened variation miss" notifies the user that the final display result is a "miss" by displaying (stopping and confirming) a combination of decorative symbols (hereinafter referred to as "decorative symbol miss combination" as appropriate, for example, "245", "143", etc.) that corresponds to the display result being a "miss". The variation time at this time is set to 2 seconds.

[0337] In addition, the "ultra-short variation miss" variation pattern executes a result display that displays information related to the number of jackpots and the total number of prize balls awarded, and displays (stops to be confirmed) a combination of small symbols that corresponds to the display result being a "miss" (hereinafter referred to as a "miss combination of small symbols" as appropriate. For example, "245", "143", etc.), thereby announcing that the final display result is a "miss". The variation time at this time is set to one second.

[0338] In this embodiment, in the variation pattern of the "shortened normal reach miss" among the variation patterns in which the final display result is a "miss", after the reach state is established, a combination of decorative symbols for the miss (for example, "323", "545", etc.) corresponding to the display result being a "miss" is displayed at a predetermined opportunity (operation of the push button 31B, the passage of a predetermined period, etc.), thereby informing the user that the final display result is a "miss". The variation time at this time is set to 10 seconds.

[0339] In this embodiment, as the "decorative pattern losing combination", a "decorative pattern first losing combination" that does not establish a reach state and a "decorative pattern second losing combination" that establishes a reach state are set. The "decorative pattern first losing combination" is displayed when the variation pattern is a "shortened variation losing" or "ultra-shortened variation losing", and the "decorative pattern second losing combination" is displayed when the variation pattern is a "shortened normal reach losing".

[0340] In this example, the "first losing combination of decorative symbols" is a combination of decorative symbols that does not result in a reach state, and the types of decorative symbols (characters and number symbols (English letters)) are all mixed up. However, in this example, the "first losing combination of decorative symbols" is a combination of decorative symbols excluding "135", which is a "special combination of decorative symbols" described below, and "123", which is an "initial combination of decorative symbols" described below.

[0341] In this embodiment, in the variation pattern of the "reduced normal reach jackpot / small hit" among the variation patterns in which the final display result is a "jackpot" or a "small hit", after the reach state is established, a combination of decorative symbols corresponding to the display result being a "jackpot" or a "small hit" is displayed at a predetermined opportunity (such as the operation of the push button 31B, the passage of a predetermined period of time, etc.) (hereinafter, the combination of decorative symbols corresponding to the display result being a "jackpot" is appropriately referred to as a "decorative symbol combination for a jackpot", and the combination of decorative symbols corresponding to the display result being a "small hit" is appropriately referred to as a "decorative symbol combination for a small hit".) to notify that the final display result is a "jackpot" or a "small hit". The variation time at this time is set to 15 seconds.

[0342] In this embodiment, the "decorative symbol combination for big win" is a combination of common decorative symbols including numbers stopped and displayed in the symbol display areas 5L, 5C, and 5R. For example, "333" or "444". Also, the "decorative symbol combination for small win" is a combination of a common decorative symbol including numbers stopped and displayed in the symbol display areas 5L and 5R, and a decorative symbol corresponding to the display result stopped and displayed in the symbol display area 5C being a "small win". For example, "3V3" or "4V4".

[0343] In this embodiment, in the variation pattern of "super shortened variation jackpot / small jackpot" among the variation patterns in which the final display result is a "jackpot" or a "small jackpot", a result display showing information related to the number of jackpots and the total number of prize balls given is executed, and a revival display in which a shooting star is displayed in the result display is executed, and the display result is a "jackpot" or a "small jackpot" and a combination of small symbols corresponding to the "jackpot" or "small jackpot" is displayed (determined stop), thereby announcing that the final display result is a "jackpot" or a "small jackpot". The variation time at this time is set to 10 seconds.

[0344] Figure 9-5(A) (Figures 9-5(A1) and (A2)) is a fluctuation pattern determination table for the 1st to 99th spins of the time-saving feature in Hyper Rush mode, and Figure 9-5(B) (Figures 9-5(B1) and (B2)) is a fluctuation pattern determination table for the 1st, 2nd, 3rd, and 4th remaining reserve spins in Hyper Rush mode.

[0345] <[Hyper Rush Mode Time-saving 1st to 99th Spins] Fluctuation Pattern Judgment Table> As shown in Figure 9-5 (A1), in the [miss] fluctuation pattern judgment table for the 1st to 99th spins of the time-saving feature in Hyper Rush mode, of the MR3 judgment value range of 1 to 997, 1 to 900 are assigned to the "shortened fluctuation miss" fluctuation pattern, and 901 to 997 are assigned to the "shortened normal reach miss" fluctuation pattern.

[0346] As shown in Figure 9-5 (A2), in the fluctuation pattern judgment table for [big hit / small hit] from the 1st to 99th spins of the time-saving in Hyper Rush mode, of the MR3 judgment value range of 1 to 997, 1 to 997 is assigned to the fluctuation pattern of "shortened normal reach big hit / small hit."

[0347] <[Hyper Rush Mode Remaining Reserve 1st to 4th Spins] Fluctuation Pattern Judgment Table> As shown in Figure 9-5 (B1), in the [miss] fluctuation pattern judgment table for the 1st to 4th remaining reserved spins in Hyper Rush mode, of the MR3 judgment value range of 1 to 997, 1 to 997 is assigned to the "ultra-shortened fluctuation miss" fluctuation pattern.

[0348] As shown in Figure 9-5 (B2), in the fluctuation pattern judgment table for [big hit / small hit] for the 1st to 4th remaining reserved spins in Hyper Rush mode, of the MR3 judgment value range of 1 to 997, 1 to 997 is assigned to the fluctuation pattern of "ultra-shortened fluctuation big hit / small hit."

[0349] [Normal performance mode] When the presentation mode is [normal mode], each presentation mode (sunny mode, cloudy mode, rainy mode) will be explained in detail.

[0350] In this embodiment, when the rendering mode is the [normal mode], it can be controlled to a plurality of rendering modes. The plurality of rendering modes when the rendering mode is the [normal mode] include, for example, a [sunny mode], a [cloudy mode], a [rainy mode], etc.

[0351] In the following description, the "sunny mode" when the rendering mode is the "normal mode" will be referred to as the "normal mode (sunny mode)" or simply as the "sunny mode" as appropriate. The same applies to the "cloudy mode" and the "rainy mode."

[0352] When the presentation mode is controlled to [normal mode (sunny mode)], the presentation control CPU 120 will display a "sunny background image" showing a sunny landscape including the sun and mountains as the background image for the decorative pattern.

[0353] When the presentation mode is controlled to the [normal mode (cloudy mode)], the presentation control CPU 120 displays a "cloudy background image" depicting a cloudy landscape as the background image for the decorative pattern.

[0354] When the presentation mode is controlled to the [normal mode (rain mode)], the presentation control CPU 120 displays a "rainy background image" depicting a rainy landscape as the background image for the decorative pattern.

[0355] In this embodiment, when the presentation mode is [normal mode], any of the following methods can be applied as a method for switching between various presentation modes ([sunny mode], [cloudy mode], [rainy mode]).

[0356] (A) How to change the performance mode at the specified rotation speed

[0357] (B) Method for changing presentation mode by player operation

[0358] (A) "Method of changing presentation mode at specified rotation speed" is a method in which, after being controlled to one presentation mode, the display of changes in the specified rotation speed is executed, and then the presentation mode is changed to another presentation mode.

[0359] For example, after the presentation mode is controlled to the [sunny mode] and 30 changing displays are executed, the presentation mode is controlled to either the [cloudy mode] or the [rainy mode].

[0360] (B) "Method of changing presentation modes by player operation" means a method in which, when controlled in one presentation mode, if an operation by the player is received on the operation unit at any timing, the presentation mode is changed to another presentation mode.

[0361] For example, when the presentation mode is controlled to [sunny mode], if the player wishes to change the presentation mode, he or she can operate push button 31B etc., and the presentation mode will be controlled to the presentation mode selected by the player (either [cloudy mode] or [rainy mode]).

[0362] In this embodiment, when the presentation mode described below is controlled from [Challenge Mode] or [Rush Mode] to [Normal Mode] (hereinafter referred to as "time-saving exit"), it is controlled to [Normal Mode (Sunny Mode)] among the [Normal Mode], and thereafter, when the presentation mode is controlled to [Normal Mode], if the presentation mode can be switched, it is possible to switch to various presentation modes including [Normal Mode (Sunny Mode)] ([Normal Mode (Sunny Mode)], [Normal Mode (Cloudy Mode)], [Normal Mode (Rainy Mode)]).

[0363] In other words, in this embodiment, the presentation mode controlled after the time-saving feature ends is fixed to [normal mode (sunny mode)], and then, at a predetermined trigger (for example, the end of 20 variable displays after the time-saving feature ends), it is possible to switch the presentation mode, and it is possible to switch between various presentation modes including [normal mode (sunny mode)] ([normal mode (sunny mode)], [normal mode (cloudy mode], [normal mode (rainy mode)]).

[0364] [Decorative designs, small designs] The various performance symbols (decorative symbols, small symbols) in this embodiment will be described in detail.

[0365] (Decorative design) In this embodiment, in synchronization with the first special game and the second special game, multiple types of decorative patterns as decorative identification information different from the special patterns are variably displayed in the pattern display areas 5L, 5C, and 5R of the image display device 5. The decorative patterns in this embodiment are composed of characters, number patterns indicating numbers, etc., and alphabet patterns indicating alphabets, etc.

[0366] A decorative design including a character and a number design is, for example, a decorative design including the character "A" and the number "1," a decorative design including the character "B" and the number "2," a decorative design including the character "C" and the number "3," a decorative design including the character "D" and the number "4," a decorative design including the character "E" and the number "5," a decorative design including the character "F" and the number "6," a decorative design including the character "G" and the number "7," etc.

[0367] Furthermore, a decorative design including a character and an English letter design is, for example, a decorative design including the character "V" and the English letter "V."

[0368] (Small design) In this embodiment, a pattern that is smaller than the decorative pattern and is displayed in the upper right part of the image display device 5, and indicates whether the special pattern is displayed variably and the display result of the special pattern, is called a small pattern. The variable display of the small pattern can be executed in parallel with the variable display of the special pattern, and the stop display of the small pattern can also be executed in parallel with the stop display of the special pattern. The areas in the upper right part of the screen of the image display device 5 where the small pattern corresponding to the first special pattern is displayed variably and stopped are small pattern display area 5l, small pattern display area 5c, and small pattern display area 5r from the left, and the areas in the upper right part of the screen of the image display device 5 where the small pattern corresponding to the second special pattern is displayed variably and stopped are also common to the above-mentioned small pattern display areas 5l, 5c, and 5r.

[0369] The small symbol display areas 5l, 5c, and 5r have smaller display areas than the symbol display areas 5L, 5C, and 5R. Therefore, the visibility of the small symbols is lower than that of the decorative symbols.

[0370] [Active display, Pending display, Pending memory count] In this embodiment, a first hold display area 09TM01E that displays the first hold memory number (first hold display 09TM01, 0 to 4) is provided at the bottom left of the screen of the image display device 5, and a second hold display area 09TM02E that displays the second hold memory number (second hold display 09TM02, 0 to 4) is provided at the bottom right of the screen of the image display device 5. Also, an active display area 09TM03E that displays an active display 09TM03, which is information corresponding to the variable display of the decorative pattern being executed and also information corresponding to the variable display of the special pattern being executed, is provided at the bottom center of the screen of the image display device 5.

[0371] Furthermore, a first pending memory number display area 09TM05E that displays the first pending memory number is provided on the left side of the screen of the image display device 5 (above the first pending memory display area 09TM01E), and a second pending memory number display area 09TM06E that displays the second pending memory number is provided on the right side of the screen of the image display device 5 (above the second pending memory display area 09TM02E).

[0372] Here, the first pending display area 09TM01E displays a number of objects (circular images) corresponding to the first pending memory number, and the second pending display area 09TM02E displays a number of objects (circular images) corresponding to the second pending memory number. In contrast, the first pending memory number display area 09TM05E displays the first pending memory number as a numerical value, and the second pending memory number display area 09TM06E displays the second pending memory number as a numerical value. The display range of objects in the first pending display area 09TM01E is wider than the display range of numerical values ​​in the first pending memory number display area 09TM05E, and the first pending memory number is displayed with higher visibility in the first pending display area 09TM01E than in the first pending memory number display area 09TM05E. In addition, the display range of objects in the second pending memory count display area 09TM02E is wider than the display range of numerical values ​​in the second pending memory count display area 09TM06E, and the second pending memory count is displayed with higher visibility in the second pending memory count display area 09TM02E than in the second pending memory count display area 09TM06E.

[0373] [Game flow] Next, the game flow in this embodiment will be described. In this example, the game state is controlled to the normal state (low probability / low base state), the presentation mode when the first flag, the second flag, and the third flag described later are not set is set to [normal mode], the game state is controlled to either the time-saving state (low probability / high base state) or the normal state (low probability / low base state), the presentation mode when the first flag described later is set is set to [challenge mode], the game state is controlled to either the time-saving state (low probability / high base state) or the normal state (low probability / low base state), the presentation mode when the second flag described later is set is set to [rush mode], the game state is controlled to either the time-saving state (low probability / high base state) or the normal state (low probability / low base state), the presentation mode when the third flag described later is set is set to [hyper rush mode] (see FIG. 9-6).

[0374] In the example of the game flow shown in Figure 9-6, when a jackpot occurs when the presentation mode is [normal mode], after the jackpot game state ends, the game is controlled to a time-saving state (low probability / high base state), and transitions to [Challenge mode] (time-saving 1 spin + reserved 4 spins) or [Hyper rush mode] (time-saving 99 spins + reserved 4 spins), and if a jackpot occurs, transitions to [Rush mode] (time-saving 7 spins + reserved 4 spins) or [Hyper rush mode] (time-saving 99 spins + reserved 4 spins), and transitions to [normal mode] if a jackpot does not occur.

[0375] In this embodiment, as shown in FIG. 9-2, a "4(3)R time-saving jackpot via small jackpot" is a jackpot in which the V-determining winning device 87 is opened one set number of times (0.1 seconds x 10 times, a period equivalent to one round in total) and then the large winning port is opened three times (3R) on the condition that a V is won within that one set number of times. Although the winning device is opened for four rounds, the large winning port is actually opened three times, and the player recognizes this as the same type of jackpot as a 3R time-saving jackpot with regard to the opening of the large winning port. In addition, a "6 (5)R time-saving jackpot via small jackpot" is a jackpot in which the V-judging winning device 87 is opened one set number of times (0.1 seconds x 10 times, a total period equivalent to one round), and then the large winning port is opened five times (5R) on the condition that a V is won within that one set number of times.Although the winning device is opened for six rounds, the large winning port is actually opened five times, and the player recognizes this as the same type of jackpot as a jackpot equivalent to a 5R time-saving jackpot with regard to the opening of the large winning port. In addition, an "11 (10)R time-saving jackpot via small jackpot" is a jackpot in which the V-judging winning device 87 is opened one set number of times (0.1 seconds x 10 times, a total period equivalent to one round), and then the large winning port is opened 10 times (10R) on the condition that a V is won within that one set number of times.Although the winning device is opened for 11 rounds, the large winning port is actually opened 10 times, and the player recognizes this as the same type of jackpot as a 10R time-saving jackpot with regard to the opening of the large winning port.

[0376] Usually, players recognize the type of jackpot based on the actual number of times the big prize slot is opened (for example, the number of times the long opening of up to 29 seconds is performed), so in the following explanation, the jackpot types "3R time-saving jackpot" and "4(3)R time-saving jackpot via small jackpot" are referred to as "3R time-saving jackpot", and the jackpot types "10R time-saving jackpot" and "11(10)R time-saving jackpot via small jackpot" are referred to as "10R time-saving jackpot". Also, the jackpot type "6(5)R time-saving jackpot via small jackpot" is referred to as "5R time-saving jackpot".

[0377] (1) When the game state is controlled to the normal state (low probability / low base state) and the first flag, the second flag, and the third flag are not set, the presentation mode is set to the [normal mode]. (1A) As a presentation example when the presentation mode is the [normal mode (sunny mode)], a sunny background image is displayed on the image display device 5 as the background image of the decorative pattern, (1B) As a presentation example when the presentation mode is the [normal mode (cloudy mode)], a cloudy background image is displayed on the image display device 5 as the background image of the decorative pattern, and (1C) As a presentation example when the presentation mode is the [normal mode (rainy mode)], a rainy background image is displayed on the image display device 5 as the background image of the decorative pattern.

[0378] (2) In the above-mentioned state (1), when a variable display that results in a "jackpot" is executed, the game is controlled to a jackpot game state. In this embodiment, the jackpot type of the first special symbol is a "3R pattern time-saving jackpot" and a "10R pattern time-saving jackpot", and (2A) as an example of a presentation when the jackpot type is a "3R pattern time-saving jackpot", the word "FEVER" is displayed on the image display device 5 to notify that it is a 3R jackpot, and (2B) as an example of a presentation when the jackpot type is a "10R pattern time-saving jackpot", the word "MAX FEVER" is displayed on the image display device 5 to notify that it is a 10R jackpot.

[0379] (3) When the jackpot ends in the case where the jackpot type in (2A) above is a "3R pattern time-saving jackpot," the CPU 120 for controlling the presentation sets the presentation mode to [challenge mode] when (3A-I) the first flag is set, the game state is controlled to a time-saving state (low probability / high base state), and one variable display is executed, and when (3A-II) the first flag is set, the game state is controlled to a normal state (low probability / low base state), and a reserved memory (a variable display whose execution is reserved (maximum of four in this example)) corresponding to the starting winning that occurred in (3A-I) is executed. As an example of presentation when the presentation mode is [challenge mode], the words "rush challenge" are displayed on the image display device 5 to notify that the presentation mode will be shifted to [challenge mode].

[0380] In the state of (3), when one variable display in the time-saving state in which all display results are "misses" and the reserved memory (variable displays whose execution is reserved (up to four in this example)) corresponding to the start winning that occurred at this time are executed, the state is controlled to (1). In this example, when the state is controlled from (3) to (1), the state is controlled to (1A) (presentation mode is [normal mode (sunny mode)]).

[0381] Also, in the state of (3), if a small hit break occurs and the remaining number of time-saving controls is 0, the state is controlled to (1). In this example, when the state is controlled from (3) to (1), the state is controlled to (1A) (presentation mode is [normal mode (sunny mode)]).

[0382] (4) When a jackpot of the type (6A) of the jackpot described below being a "3R time-saving jackpot" or a "5R time-saving jackpot" ends, or when a jackpot of the type (6C) of the jackpot described below being a "10R time-saving jackpot (7 times)" ends, the CPU 120 for controlling the presentation sets the presentation mode to [rush mode] when the second flag (4A-I) is set, the game state is controlled to the time-saving state (low probability / high base state), and 7 variable displays are executed, and when the second flag (4A-II) is set, the game state is controlled to the normal state (low probability / low base state), and a pending memory (variable display whose execution is pending (up to 4 in this example)) corresponding to the starting winning that occurred at (4A-I) is executed. As an example of a presentation when the presentation mode is [Rush mode], the words "Battle Rush" are displayed on the image display device 5 to notify that the presentation mode will be shifted to [Rush mode].

[0383] In state (4), when seven variable displays in the time-saving state in which all display results are "misses" and the reserved memory (variable displays whose execution is reserved (up to four in this example)) corresponding to the start winning that occurred at this time are executed, the state is controlled to state (1). In this example, when controlled from state (4) to state (1), the state is controlled to state (1A) (presentation mode is [normal mode (sunny mode)]).

[0384] Also, in the state of (4), if a small hit break occurs and the remaining number of time-saving controls at this time is 0, it is controlled to the state of (1). In this example, when it is controlled from the state of (4) to the state of (1), it is controlled to the state of (1A) (presentation mode is [normal mode (sunny mode)]).

[0385] (5) When a jackpot of the above-mentioned (2B) jackpot type of "10R time-saving jackpot" ends, or when a jackpot of the below-mentioned (6C) "10R time-saving jackpot" type of "10R time-saving jackpot (99 times)" ends, the presentation control CPU 120 sets the presentation mode to [Hyper Rush mode] when (5B-I) the third flag is set, the game state is controlled to the time-saving state (low probability / high base state), and the variable display of 99 times (1st spin to 99th spin) is executed, and when (5B-II) the third flag is set, the game state is controlled to the normal state (low probability / low base state), and the pending memory (variable display whose execution is pending (up to 4 in this example)) corresponding to the starting winning that occurred at (5B-I) is executed. As an example of the presentation when the presentation mode is [Hyper Rush Mode], a caption including the word "HYPER" to inform the player that the presentation mode will be transitioning to [Hyper Rush Mode] and the words "Battle Rush" are displayed on the image display device 5.

[0386] In state (5), when 99 variable displays in the time-saving state in which all display results are "misses" and the reserved memory (variable displays whose execution is reserved (up to 4 in this example)) corresponding to the start winning that occurred at this time are executed, control is performed to state (1). However, in this embodiment in which a small win occurs with a probability of about 1 / 7 in the variable display of the second special pattern, state (5) in which the number of time-saving controls is 99 is essentially a state in which a big win via the next small win is confirmed when the variable display of the second special pattern is executed, so an example of control from state (5) to state (1) is not shown.

[0387] Also, if a small win break occurs in the state of (5), regardless of the number of remaining time-saving control times at that time, the state is controlled to (1) (see FIG. 9-8(B)). In this example, when the state is controlled from (5) to (1), the state is controlled to (1A) (presentation mode is [normal mode (sunny mode)]).

[0388] (6) When the presentation mode is [Challenge Mode] (see (3)), when the presentation mode is [Rush Mode] (see (4)), or when the presentation mode is [Hyper Rush Mode] (see (5)), if the display result in any of the variable displays becomes a "Big Hit" or a "Small Hit", the game is controlled to a big hit game state (including a big hit game state via a small hit). In this embodiment, the big hit type of the second special pattern when the display result becomes a "Big Hit" is a "Pattern 10R Time-Shortened Big Hit", and the big hit type of the second special pattern via a small hit when the display result becomes a "Small Hit" is a "4(3)R Time-Shortened Big Hit via a Small Hit", a "6(5)R Time-Shortened Big Hit via a Small Hit", and a "11(10)R Time-Shortened Big Hit via a Small Hit".

[0389] As shown in FIG. 9-6, (6A) as an example of a presentation when the jackpot type is a "3R time-saving jackpot", the word "FEVER" is displayed on the image display device 5 to notify that it is a 3R jackpot, (6B) as an example of a presentation when the jackpot type is a "5R time-saving jackpot", the word "BIG FEVER" is displayed on the image display device 5 to notify that it is a 5R jackpot, and (6C) as an example of a presentation when the jackpot type is a "10R time-saving jackpot", the word "MAX FEVER" is displayed on the image display device 5 to notify that it is a 10R jackpot. At this time, of the jackpot types of "10R time-saving jackpot", "10R time-saving jackpot (99 times)" with 99 time-saving control times and "10R time-saving jackpot (7 times)" with 7 time-saving control times are set.

[0390] [First flag, second flag, third flag] Next, the first flag, the second flag, and the third flag in this embodiment will be described. Fig. 9-7 is a time chart showing the control timing of the game state related to the first flag, the second flag, and the third flag.

[0391] When the game state is controlled to the normal state (low probability / low base state), a jackpot with a jackpot type of "3R time-saving jackpot" occurs, and the game state is controlled to the jackpot game state. After the jackpot game state ends, when the game state is controlled to the time-saving state (low probability / high base state), the performance control CPU 120 sets the first flag (timing T1 shown in FIG. 9-7). At this time, the performance control CPU 120 sets the performance mode to [challenge mode].

[0392] When the first variable display in which the display result is "miss" after the game state is controlled to the time-saving state (low probability / high base state) ends, the game state is controlled to the normal state (low probability / low base state) (timing T2 shown in FIG. 9-7). A variable display based on the reserved memory (variable display whose execution is reserved (maximum 4 in this example)) corresponding to the start winning that occurred during the period from T1 to T2 shown in FIG. 9-7 (the first variable display period of the rush challenge) is executed, and in any of the variable displays based on the reserved memory (maximum 4 in this example) during the period, if the jackpot type is "4(3)R time-saving jackpot via small jackpot" or "6(5)R time-saving jackpot via small jackpot", when the variable display ends, the game state is controlled to the jackpot game state (jackpot game state via small jackpot) (timing T3 shown in FIG. 9-7). At this time, the performance control CPU 120 ends the [challenge mode].

[0393] When the big win game state ends, the game state is controlled to the time-saving state (low probability / high base state), and the performance control CPU 120 erases the first flag and sets the second flag (at the timing of T4 shown in FIG. 9-7). At this time, the performance control CPU 120 sets the performance mode to [rush mode].

[0394] When the seven variable displays in which the display result is "miss" after the game state is controlled to the time-saving state (low probability / high base state) end, the game state is controlled to the normal state (low probability / low base state) (timing T5 shown in FIG. 9-7). A variable display based on the reserved memory (variable display whose execution is reserved (maximum 4 in this example)) corresponding to the start winning that occurred during the period from T4 to T5 shown in FIG. 9-7 (the first to seventh variable display period of the Battle Rush) is executed, and in any of the variable displays based on the reserved memory (maximum 4 in this example) during the period, if the jackpot type is "10R time-saving jackpot" or "11 (10)R time-saving jackpot via small jackpot (99 times)", when the variable display ends, the game state is controlled to the jackpot game state (jackpot game state via small jackpot) (timing T6 shown in FIG. 9-7). At this time, the performance control CPU 120 ends the [Rush mode].

[0395] When the big win game state ends, the game state is controlled to the time-saving state (low probability / high base state), and the performance control CPU 120 erases the second flag and sets the third flag (at the timing of T7 shown in FIG. 9-7). At this time, the performance control CPU 120 sets the performance mode to [Hyper Rush Mode].

[0396] When the game state is controlled to the time-saving state (low probability / high base state) and 99 variable displays in which the display result is "miss" are completed, the game state is controlled to the normal state (low probability / low base state) (timing T8 shown in FIG. 9-7). Variable displays based on reserved memories (variable displays whose execution is reserved (maximum 4 in this example)) corresponding to the start winning that occurred during the period from T7 to T8 shown in FIG. 9-7 (the 1st to 99th variable display periods of Hyper Battle Rush) are executed, and when the display result is "miss" in all variable displays based on reserved memories (maximum 4 in this example) during the period, when the variable displays end, the performance control CPU 120 erases the third flag (timing T9 shown in FIG. 9-7). At this time, the performance control CPU 120 ends [Hyper Battle Rush] and transitions to the performance mode of [Normal mode].

[0397] [Timing for erasing the 1st and 2nd flags] In this embodiment, any one of the following timings (1) to (3) is set as the timing for erasing the first flag and the second flag. Note that the timings shown in (1) to (3) are merely examples of the timing for erasing the first flag and the second flag, and are not limited to these forms. Timings other than the timings shown in (1) to (3) may be set as the timing for erasing the first flag and the second flag.

[0398] (1) When the first flag and the second flag are set, if the game state has not been controlled to a jackpot game state in response to the variable display of the specified number of time-saving controls (1 time, 7 times) after being controlled to a time-saving state (low probability / high base state) (i.e., if the display result is a "miss" or the display result is a "small hit" but a small hit break has occurred), and the number of pending memories (variable displays whose execution is pending (up to 4 in this example)) corresponding to the starting winnings that occurred during the period controlled to the time-saving state is 0, if the display result of the time-saving final variable display described below is a "miss," the flag is erased at the time when this time-saving final variable display ends, and if the display result of the time-saving final variable display is a "small hit," the flag is erased at the time when a small hit break has occurred in the small hit game state and the small hit game state ends.

[0399] (2) When the first flag and the second flag are set, if the game state has not been controlled to the jackpot game state in response to the variable display for the specified number of time-saving controls (1 time, 7 times) after the game state has been controlled to the time-saving state (low probability / high base state) (i.e., if the display result is a "miss" or if a small hit break occurs when the display result is a "small hit"), and the number of reserved memories corresponding to the start winnings that occurred during the period controlled to the time-saving state is one or more, if the game state has not been controlled to the jackpot game state in response to all variable displays based on the reserved memories corresponding to the start winnings that occurred during the period controlled to the time-saving state (i.e., if the display result is a "miss" or if a small hit break occurs when the display result is a "small hit"), and if the display result of the variable display based on the last reserved memory is a "miss", the variable display is erased at the time that the variable display ends, and if the display result of the variable display based on the last reserved memory is a "small hit", a small hit break occurs in the small hit game state and the small hit game state ends.

[0400] (3) When the first flag and the second flag are set and the game is controlled to a jackpot gaming state, they are erased when the jackpot gaming state ends.

[0401] [Timing of erasing the third flag] In this embodiment, the timing for erasing the third flag can be set to any one of the following (1) to (4). Note that the timings shown in (1) to (4) are merely examples of the timing for erasing the third flag, and the timing is not limited to these forms. Timings other than the timings shown in (1) to (4) may also be set as the timing for erasing the third flag.

[0402] (1) The third flag is set. When the game state is controlled to the time-saving state (low probability / high base state) and all of the display results of the change displays for the specified number of time-saving controls (99 times) are “misses,” and the number of pending memories corresponding to the starting winnings that occurred during the period controlled to the time-saving state is zero, the third flag is erased at the time when the time-saving final change display ends.

[0403] (2) The third flag is erased when the display results of all of the variable displays for the specified number of time-saving controls (99 times) since the game state has been controlled to the time-saving state (low probability / high base state) are “misses” when the number of pending memories corresponding to start winnings that occurred during the period controlled to the time-saving state is one or more, and when the display results of all of the variable displays based on the pending memories corresponding to start winnings that occurred during the period controlled to the time-saving state are “misses”, at the time when the variable display based on the last pending memory ends.

[0404] (3) When the third flag is set, if the display result of either of the variable displays of the specified number of time-saving controls (99 times) after the game state is controlled to the time-saving state (low probability / high base state) and the variable display based on the reserved memory when the number of reserved memories corresponding to the starting winning that occurred during the period controlled to the time-saving state is one or more is a “small win,” a small win puncture occurs in the small win game state, and the small win game state is erased at the time when the small win game state ends (see Figure 9-8 (B)).

[0405] (4) When the game is controlled to a jackpot gaming state while this flag is set, the third flag is erased when the jackpot gaming state ends.

[0406] [Small hit puncture] In this embodiment, when a small win occurs and the operating port of the V-judgment winning device 87 is opened, if a game ball enters the V-winning area 870 and the V-winning switch 87a detects the game ball during a predetermined valid period, the conditions for the big win are met and the game is controlled to a big win game state. Such a game ball entering the V-winning area 870 is called a V-winning. However, when a small win occurs and the operating port of the V-judgment winning device 87 is opened, if a game ball does not enter the V-winning area 870 and the V-winning switch 87a does not detect the game ball during a predetermined valid period, the conditions for the big win are not met and the game is not controlled to a big win game state. In this way, a case where a game ball does not enter the V-winning area 870 during a small win game and the small win game ends without a V-winning is called a "small win break".

[0407] As shown in the explanation of FIG. 8-1, when the remaining time-saving control count is 1 or more after the end of the small win game state when a small win break occurs (when a V win does not occur), the game is controlled to continue in the time-saving state, and when the remaining time-saving control count is 0 after the end of the small win game state when a small win break occurs, the game is controlled to the normal state. In the following explanation, the case where the remaining time-saving control count is 1 or more after the end of the small win game state when a small win break occurs will be explained.

[0408] In this embodiment, it is possible to differ the game state controlled after the end of the small hit game state in which the small hit break has occurred depending on the type of time-saving state immediately before being controlled to the small hit game state in which the small hit break has occurred.

[0409] In this example, (A) when the second flag is set (i.e., when the presentation mode is [Rush mode]), if a small hit occurs during control in the time-saving state and a small hit break occurs in this small hit game state, if the remaining number of time-saving controls is 1 or more, the game will continue to be controlled to the time-saving state after the end of the small hit game state. On the other hand, (B) when the third flag is set (i.e., when the presentation mode is [Hyper Rush mode]), if a small hit occurs during control in the time-saving state and a small hit break occurs in this small hit game state, the game will be controlled to the normal state after the end of the small hit game state, even if the remaining number of time-saving controls is 1 or more.

[0410] In this embodiment, as shown in Figure 9-6, when the first flag is set (i.e., when the presentation mode is [Challenge mode]), the number of time-saving controls is 1, so the number of remaining time-saving controls after the end of the small hit game state in which a small hit puncture has occurred is 0, and the game state is not controlled to the time-saving state but is controlled to the normal state. However, the present invention is not limited to this form, and by adopting a configuration in which the number of time-saving controls is 2 or more when the first flag is set (i.e., when the presentation mode is [Challenge mode]), if the number of remaining time-saving controls is 1 or more after the end of the small hit game state in which a small hit puncture has occurred, the game state may continue to be controlled to the time-saving state after the end of the small hit game.

[0411] FIG. 9-8 is a time chart showing the control timing of the game state according to the type of time-saving state when a small win break occurs. FIG. 9-8(A) is a time chart showing the control timing of the game state when a small win break occurs in a small win game that occurs when controlled in a time-saving state when the second flag is set (i.e., when the presentation mode is [rush mode]). FIG. 9-8(B) is a time chart showing the control timing of the game state when a small win break occurs in a small win game that occurs when controlled in a time-saving state when the third flag is set (i.e., when the presentation mode is [hyper rush mode]). In the following explanation, the case where the remaining number of time-saving controls is 1 or more after the end of the small win game state when a small win break occurs will be explained.

[0412] As shown in Fig. 9-8(A), when the game state is controlled to the time-saving state (low probability / high base state) (when the presentation mode is controlled to [rush mode] based on the second flag being set), a display result of "small win" is displayed in one of the variable displays, and when a small win occurs, the variable display ends and the game state is controlled to the small win state (timing T1 shown in Fig. 9-8(A)). At this time, the presentation control CPU 120 ends [rush mode].

[0413] When the small win game state ends without winning a V, that is, when a small win break occurs, the CPU 103 continues the game state and controls it to a time-saving state (low probability / high base state), and the performance control CPU 120 continues to set the second flag without erasing it (timing T2 shown in FIG. 9-8(2)). At this time, the performance control CPU 120 sets the performance mode to [rush mode] based on the fact that the second flag is set (not erased).

[0414] As shown in Fig. 9-8(B), when the game state is controlled to the time-saving state (low probability / high base state) (when the presentation mode is controlled to [Hyper Rush Mode] based on the third flag being set), a display result of "small win" is displayed in one of the variable displays, and when a small win occurs, the variable display ends and the game state is controlled to the small win state (timing T1 shown in Fig. 9-8(B)). At this time, the presentation control CPU 120 ends [Hyper Rush Mode].

[0415] When the small win game state ends without winning V, that is, when a small win break occurs, the game state is controlled to the normal state (low probability / low base state), and the performance control CPU 120 erases the third flag (timing T2 shown in FIG. 9-8(B)). At this time, the performance control CPU 120 sets the performance mode to [normal mode] based on the fact that the third flag has been erased and none of the first flag to the third flag have been set.

[0416] In this embodiment, in a small win game corresponding to a small win that occurs when the presentation mode is either [Challenge Mode] or [Rush Mode] (when either the first flag or the second flag is set), when a small win break occurs, (A) if the number of remaining time-saving controls after the end of the small win game state is 1 or more, the presentation mode is controlled again to the presentation mode ([Challenge Mode], [Rush Mode]) that was controlled before the small win game until the variable display of the remaining number of time-saving controls is executed, and (B) if the number of remaining time-saving controls after the end of the small win game state is 0, the presentation mode is controlled to [Normal Mode].

[0417] For example, when the presentation mode is [Rush mode], if a small win break occurs during the seventh variable display (when there are four variable displays pending execution) while the time-saving state is being controlled, after the small win ends, the presentation mode will be controlled to [Normal mode (Sunny mode)] and the four second special pattern variable displays pending execution will be executed.

[0418] At this time, the pattern display areas 5L, 5C, and 5R of the image display device 5 display a combination of decorative patterns for a big win corresponding to the small win combination of the decorative patterns that were stopped and displayed in the variable display when the previous small win occurred (see Figure 9-16), and the variable display of the small patterns corresponding to the variable display of the second special patterns for the four times whose execution is pending is executed in the small pattern display areas 5l, 5c, and 5r.

[0419] Furthermore, in this embodiment, when a small hit break occurs during a small hit game corresponding to a small hit that occurs when the presentation mode is [Hyper Rush Mode] (when the third flag is set), (C) the presentation mode is controlled to [Normal Mode] regardless of the number of remaining time-saving controls after the end of the small hit game state.

[0420] For example, when the presentation mode is [Hyper Rush Mode], if a small win break occurs during the 10th variable display (when there are four variable displays pending execution) while the time-saving state is being controlled, after the small win ends, the presentation mode will be controlled to [Normal Mode (Sunny Mode)] and the four second special pattern variable displays pending execution will be executed.

[0421] At this time, the pattern display areas 5L, 5C, and 5R of the image display device 5 display a combination of decorative patterns for a big win corresponding to the small win combination of the decorative patterns that were stopped and displayed in the variable display when the previous small win occurred (see Figure 9-16), and the variable display of the small patterns corresponding to the variable display of the second special patterns for the four times whose execution is pending is executed in the small pattern display areas 5l, 5c, and 5r.

[0422] [Processing to determine effects at the start of fluctuation] When the CPU 103 starts the varying display of the special pattern, it transmits a display result designation command that designates the display result, a variation pattern designation command that designates the variation pattern, and a reserved memory number subtraction designation command (first reserved memory number subtraction designation command or second reserved memory number subtraction designation command) to the performance control CPU 120.

[0423] The presentation control CPU 120 is capable of determining that the display of the special patterns (first special pattern or second special pattern) is to be changed, and of determining the time when the display of the special patterns is to be changed and the content of the presentation (reach and pseudo-consecutive hits, etc.) based on receiving from the game control microcomputer 100 a set of commands: a reserved memory number subtraction designation command (first reserved memory number subtraction designation command or second reserved memory number subtraction designation command) that specifies that the reserved memory number has been subtracted, a display result designation command that specifies the display result (jackpot, small hit, or miss, the type of jackpot in the case of a jackpot, the type of jackpot in the case of a jackpot via a small hit), and a change pattern designation command that specifies the time when the special patterns change and the content of the presentation (reach and pseudo-consecutive hits, etc.).

[0424] In addition, when the varying display of the special pattern has ended and the display result has been determined, the performance control CPU 120 is able to determine that the varying display of the special pattern (first special pattern or second special pattern) has ended and the display result has been derived based on receiving a pattern determination designation command from the game control microcomputer 100.

[0425] Fig. 9-9 is a flow chart showing the effect determination process executed at the start of the variation. The effect control CPU 120 executes the effect determination process at the start of the variation shown in Fig. 9-9 in the variable display start setting process (step S171) of the effect control process shown in Fig. 7. Specifically, when the effect control CPU 120 receives the above-mentioned set of commands accompanying the start of the variable display of the special pattern, it sets an effect control pattern (a collection of control data for instructing the display control unit 123 to execute an effect) for executing the variable display of the decorative pattern corresponding to the variable display of the special pattern based on the display result designation command and the variable pattern designation command, and determines the effect to be executed (and the effect not to be executed) during the variable display of the decorative pattern based on the designated variable pattern by the effect determination process at the start of the variation shown in Fig. 9-9.

[0426] First, the performance control CPU 120 determines whether or not any of the first flag, the second flag, or the third flag is set (step S09TM1010).

[0427] If none of the first flag, second flag, or third flag is set (NO in step S09TM1010), the performance control CPU 120 advances the process to step S09TM1020 and after. If none of the first flag, second flag, or third flag is set (NO in step S09TM1010), this means that the performance mode is controlled to [normal mode], so the process from step S09TM1020 onwards is the process executed when the performance mode is controlled to [normal mode].

[0428] If any of the first flag, second flag, or third flag is set (YES in step S09TM1010), performance control CPU 120 advances the process to step S09TM1060 and after. If any of the first flag, second flag, or third flag is set (YES in step S09TM1010 means that the performance mode is controlled to either [challenge mode], [rush mode], or [hyper rush mode], the process from step S09TM1060 onwards is the process that is executed when the performance mode is controlled to either [challenge mode], [rush mode], or [hyper rush mode].

[0429] If none of the first flag, second flag, or third flag is set (NO in step S09TM1010), the performance control CPU 120 determines whether the display result specified by the display result specification command (the display result of the variable display to be executed) is a "jackpot" (step S09TM1020).

[0430] If the display result is a "jackpot" (YES in step S09TM1020), the performance control CPU 120 determines the combination of decorative symbols to be stopped and displayed when the variable display ends based on the jackpot combination determination table for decorative symbols [for the first special symbol] described below (see Figure 9-10(A)) (step S09TM1030).

[0431] Next, the performance control CPU 120 decides to execute a symbol stop motion performance and a symbol stop sound performance (see FIG. 9-11) (step S09TM1040), and ends the process.

[0432] Also, if the display result is a "miss" (NO in step S09TM1020), the performance control CPU 120 determines the losing combination of decorative patterns to be displayed stopped at the end of the variable display based on a decorative pattern combination determination table (not shown) (step S09TM1050), and then ends the processing.

[0433] In this embodiment, a "losing combination of decorative symbols" is a combination of decorative symbols that is different from any of the combinations of decorative symbols that result in a big win (in this example, "333", etc.), the combinations of decorative symbols that result in a small win (in this example, "3V3", etc.), and the special combinations of decorative symbols described below (in this example, "135").

[0434] If any of the first flag, second flag, or third flag is set (YES in step S09TM1010), the performance control CPU 120 determines whether the display result specified by the display result specification command (the display result of the variable display to be executed) is either a "big hit" or a "small hit" (step S09TM1060).

[0435] If the display result is either a "big hit" or a "small hit" (YES in step S09TM1060), the performance control CPU 120 determines the combination of decorative symbols to be stopped and displayed at the end of the variable display based on a combination determination table for a big hit of decorative symbols [for second special symbol] described below (see Figure 9-10 (B1)), or a combination determination table for a big hit (for small hit) of decorative symbols [for second special symbol] described below (see Figure 9-10 (B2)) (step S09TM1070).

[0436] Next, the performance control CPU 120 decides to execute the symbol stop motion performance and the symbol stop sound performance (see FIG. 9-11) (step S09TM1080), and ends the process.

[0437] Also, if the display result is a "miss" (NO at step S09TM1060), the performance control CPU 120 determines the combination of decorative patterns to be displayed as stopped at the end of the variable display based on a miss combination determination table for decorative patterns (not shown) (step S09TM1090), and then ends the processing.

[0438] <Decoration design combination decision table> Fig. 9-10 is an explanatory diagram showing a specific example of a combination determination table of decorative symbols. As shown in Fig. 9-10, in this embodiment, a judgment value is allocated so that the determination ratio of the combination of decorative symbols differs depending on the display result and the big win type corresponding to this display result.

[0439] ([For the first special pattern] Combination determination table for the big win of the decorative pattern) Figure 9-10(A) is an explanatory diagram showing a specific example of a combination decision table for decorative pattern jackpots when the display result corresponding to the varying display of the first special pattern specified by the display result specification command is a "jackpot" and the jackpot type corresponding to this "jackpot" is either a "3R pattern time-saving jackpot" or a "10R pattern time-saving jackpot."

[0440] When the jackpot type is a "3R pattern time-saving jackpot," there is a 15% chance that the decorative pattern jackpot combination will be "111," and similarly, there is a 20% chance that it will be "222," a 10% chance that it will be "333," a 20% chance that it will be "444," a 15% chance that it will be "555," and a 20% chance that it will be "666."

[0441] When the jackpot type is a "10R pattern time-saving jackpot," the jackpot combination for the decorative patterns will be determined to be "777" 100% of the time.

[0442] In this embodiment, when the jackpot combination of the decorative symbols "111" to "666" is displayed, the player can recognize that the jackpot type is "3R time-saving jackpot", and when the jackpot combination of the decorative symbols "777" is displayed, the player can recognize that the jackpot type is "10R time-saving jackpot". Therefore, when the jackpot combination of the decorative symbols "777" is displayed, the player can recognize that the game will be controlled to [Hyper Rush Mode] after the jackpot game.

[0443] ([For the second special pattern] Combination determination table for the big win of the decorative pattern) Figure 9-10 (B1) is an explanatory diagram showing a specific example of a combination decision table for decorative symbol jackpots when the display result corresponding to the variable display of the second special symbol specified by the display result specification command is a "jackpot" and the jackpot type corresponding to this "jackpot" is a "10R pattern time-saving jackpot."

[0444] When the jackpot type is a "10R pattern time-saving jackpot," the jackpot combination for the decorative patterns will be determined to be "777" 100% of the time.

[0445] ([For the second special pattern] Combination determination table for the big win (small win) of the decorative pattern) Figure 9-10 (B2) is an explanatory diagram showing a specific example of a combination decision table for decorative patterns for a jackpot (for a small jackpot) when the display result corresponding to the variable display of the second special pattern specified by the display result specification command is a "small jackpot" and the jackpot type corresponding to this "small jackpot" is either a "11 (10)R time-shortened jackpot via small jackpot," a "6 (5)R time-shortened jackpot via small jackpot," or a "4 (3)R time-shortened jackpot via small jackpot."

[0446] When the jackpot type is a "11 (10)R time-saving jackpot via small jackpot", there is a 10% chance that the jackpot combination for the decorative symbols will be "111" and the small jackpot combination for the decorative symbols will be "1V1". Similarly, there is a 10% chance that the jackpot combination for the decorative symbols will be "222" and "2V2", there is a 10% chance that the jackpot combination for the decorative symbols will be "333" and "3V3", there is a 10% chance that the jackpot combination for the decorative symbols will be "444" and "4V4", there is a 10% chance that the jackpot combination for the decorative symbols will be "555" and "5V5", there is a 10% chance that the jackpot combination for the decorative symbols will be "666" and "6V6", and there is a 40% chance that the jackpot combination for the decorative symbols will be "777" and "7V7".

[0447] When the jackpot type is a "6(5)R time-saving jackpot via small jackpot", there is a 15% chance that the jackpot combination for the decorative symbols will be "111" and the small jackpot combination for the decorative symbols will be "1V1", and similarly, there is a 20% chance that it will be "222" and "2V2", there is a 10% chance that it will be "333" and "3V3", there is a 20% chance that it will be "444" and "4V4", there is a 15% chance that it will be "555" and "5V5", and there is a 20% chance that it will be "666" and "6V6".

[0448] When the jackpot type is a "4(3)R time-saving jackpot via small jackpot", there is a 15% chance that the jackpot combination for the decorative symbols will be "111" and the small jackpot combination for the decorative symbols will be "1V1". Similarly, there is a 20% chance that the jackpot combination for the decorative symbols will be "222" and "2V2", there is a 10% chance that the jackpot combination for the decorative symbols will be "333" and "3V3", there is a 20% chance that the jackpot combination for the decorative symbols will be "444" and "4V4", there is a 15% chance that the jackpot combination for the decorative symbols will be "555" and "5V5", and there is a 20% chance that the jackpot combination for the decorative symbols will be "666" and "6V6".

[0449] In this embodiment, when determining a combination for a big win (for a small win) of decorative symbols, a "combination for a big win of decorative symbols" is determined, and a "combination for a small win of decorative symbols" corresponding to this "combination for a big win of decorative symbols" is also determined. That is, the "combination for a big win of decorative symbols" and the "combination for a small win of decorative symbols" are determined at the same time.

[0450] In this way, by adopting a configuration in which the "decorative pattern combination for a big win" and the "decorative pattern combination for a small win" are determined in advance in a common process (step S09TM1070) at the timing when the fluctuation starts, in irregular situations such as when a small win break occurs, it is only necessary to display this predetermined decorative pattern combination ("decorative pattern combination for a big win", "decorative pattern combination for a small win") at the specified timing, thereby reducing the processing burden on the presentation control.

[0451] In addition, the configuration is not limited to determining the "decorative symbol combination for big win" and the "decorative symbol combination for small win" at the same time, and the "decorative symbol combination for big win" and the "decorative symbol combination for small win" may be determined separately. For example, a configuration may be adopted in which the "decorative symbol combination for small win" is determined after the "decorative symbol combination for big win" is determined, or a configuration may be adopted in which the "decorative symbol combination for small win" is determined after the "decorative symbol combination for big win".

[0452] [Pattern stop motion effect, pattern stop sound effect] In this embodiment, when the display result of the variable display currently being executed is a "big hit" or a "small hit," the CPU 120 for controlling the presentation can execute a pattern stopping action presentation and a pattern stopping sound presentation to notify the player that the display result will be a "big hit" or a "small hit" at the timing when the decorative pattern should be stopped and displayed.

[0453] The symbol stop action presentation is a presentation that is executed when the display result of the variable display in progress is a "big hit" or a "small hit", and is a presentation in which the decorative symbols (in this example, characters and numeric symbols or alphabetic symbols) take an action (in this example, enlarge or move) at the timing when the decorative symbols should be stopped and displayed in the symbol display areas 5L, 5C, and 5R of the image display device 5. At the timing when the decorative symbols should be fixed and stopped (such as the timing when a symbol fix command is received), the symbol stop action presentation ends, and the action of the decorative symbols also ends. In the symbol stop action presentation, the decorative symbols take an action to notify the player that the display result of the variable display in progress is a "big hit" or a "small hit", and can increase the excitement of the game.

[0454] The symbol stop sound effect is an effect that is executed when the display result of the variable display being executed is a "big win" or a "small win", and is an effect that plays and outputs a symbol stop sound effect from the speakers 8L and 8R at the timing when the decorative symbol should be stopped and displayed in the symbol display areas 5L, 5C, and 5R of the image display device 5. At the timing when the decorative symbol should be fixed and stopped (such as the timing when the symbol fixation command is received), the symbol stop sound effect ends, and the playback output of the symbol stop sound effect from the speakers 8L and 8R also ends. In the symbol stop sound effect, the playback output of the symbol stop sound effect from the speakers 8L and 8R notifies the player that the display result of the variable display being executed is a "big win" or a "small win", and can increase the interest of the game.

[0455] In this embodiment, when the display result of the variable display being executed is a "miss," neither the symbol stop action effect nor the symbol stop sound effect is executed. At the timing when the decorative symbols should be stopped and displayed, the decorative symbols (in this example, the characters and the number symbols or the alphabetic symbols) do not perform any action (enlargement, movement), and the speaker 8L, 8R does not play and output the symbol stop sound effect, thereby informing the player that the display result of the variable display being executed is a "miss," and preventing the player from unintentionally feeling disappointed with the game.

[0456] In addition, in this embodiment, when the display result of the ongoing variable display is a "big hit" or a "small hit," neither the pattern stopping action performance nor the pattern stopping sound performance is executed in the pattern display areas 5L, 5C, and 5R of the image display device 5 at a timing other than the timing at which the decorative patterns should be stopped and displayed.

[0457] For example, at a timing when a decorative pattern corresponding to the display result of the variable display executed immediately before a jackpot game was "jackpot" or "minor jackpot" should be displayed during the period until the first variable display is executed after the jackpot game, neither the pattern stopping action effect nor the pattern stopping sound effect is executed.

[0458] [Examples of pattern stop motion and pattern stop sound effects] Fig. 9-11 is an explanatory diagram showing an effect image displayed on the image display device 5 and an effect sound reproduced and output from the speakers 8L and 8R, which are related to the symbol stop motion effect and the symbol stop sound effect. Fig. 9-11 (1), (2A), and (3A) are explanatory diagrams showing an effect image displayed on the image display device 5 and an effect sound reproduced and output from the speakers 8L and 8R when the symbol stop motion effect and the symbol stop sound effect are not executed. Fig. 9-11 (1), (2B), and (3B) are explanatory diagrams showing an effect image displayed on the image display device 5 and an effect sound reproduced and output from the speakers 8L and 8R when the symbol stop motion effect and the symbol stop sound effect are executed.

[0459] As shown in FIG. 9-11(1), the CPU 120 for controlling the performance brings about a ready state by displaying decorative symbols including the character "C" and the number "3" in the symbol display area 5L and the symbol display area 5R of the image display device 5 in a stopped state at the timing when the ready state in the variable pattern should be established. At this time, the small symbol display areas 5l, 5c, and 5r continue to display the small symbols in a changing state. That is, the small symbol display area 5l corresponding to the symbol display area 5L where the decorative symbol is displayed in a stopped state, and the small symbol display area 5r corresponding to the symbol display area 5R where the decorative symbol is displayed in a stopped state, continue to display the small symbol in a changing state without stopping it.

[0460] At this time, the performance control CPU 120 displays an operation prompting display 09TM31B in the center of the screen of the image display device 5 to prompt the player to operate the push button 31B. Here, the operation prompting display 09TM31B is displayed with a higher priority than the decorative pattern and background image (in a display layer higher than the panel image, and superimposed so as to appear in front when viewed from the player).

[0461] At this time, the CPU 120 for controlling the performance displays the active display 09TM03 corresponding to the variable display currently being executed in the active display area 09TM03E. The CPU 120 for controlling the performance also displays "0" in the first reserved memory number display area 09TM05E and displays "0" in the second reserved memory number display area 09TM06E.

[0462] <Example of a performance when the symbol stop motion performance and symbol stop sound performance are not executed> Next, when it is decided not to execute the symbol stop action effect and the symbol stop sound effect at the start of the variation, as shown in Fig. 9-11 (2A), at a predetermined opportunity (such as the player's operation of the push button 31B, or the timing to stop and display the decorative symbols in the variation pattern), the CPU 120 for controlling the effect stops and displays the combination of decorative symbols for which the display result is "miss" (in this example, "323") in the symbol display areas 5L, 5C, and 5R. At this time, the small symbol display area 5l, 5c, and 5r is executing the variable display of the small symbols.

[0463] Next, as shown in FIG. 9-11(3A), when the CPU 103 ends the variable display of the first special symbol, the performance control CPU 120, which has received the symbol determination command, determines and stops the final combination for the loss of the decorative symbols (in this example, "323"). At this time, the combination of small symbols (in this example, "323") is determined and stopped in the small symbol display areas 5l, 5c, and 5r of the image display device 5. At this time, the active display 09TM03 corresponding to the variable display currently being executed is erased from the active display area 09TM03E.

[0464] <Example of the pattern stop motion and pattern stop sound effects> Next, when it is decided to execute the symbol stop action effect and the symbol stop sound effect at the start of the variation, as shown in FIG. 9-11 (2B), at a predetermined opportunity (such as the player's operation of the push button 31B, or the timing to stop and display the decorative symbols in the variation pattern), the performance control CPU 120 executes the symbol stop action effect, and in the symbol display areas 5L, 5C, and 5R, the action is performed on the comb...

Claims

[Claim 1] A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A performance execution means capable of executing a performance is provided, The performance execution means includes: A specific effect capable of informing a first result that the game is controlled to be in an advantageous state and a second result that the game is not controlled to be in an advantageous state; A post-notification effect capable of notifying that the game will be controlled to an advantageous state after the second result is notified in the specific effect; During the execution of the specific performance, a predetermined display change performance is executed, which gradually changes the display mode of the predetermined display; The display mode of the predetermined display includes a first display mode and a second display mode which is a step higher than the first display mode and has a higher expectation of being controlled to a favorable state than the first display mode, The post-notification performance includes a first post-notification performance and a second post-notification performance, The performance execution means includes: Executing the second post-notification performance at a lower rate than the first post-notification performance; A suggestion effect that suggests that the first post-notification effect or the second post-notification effect will be executed can be executed, In the first post-notification performance, a special display can be displayed, The special display includes a first special display and a second special display, In the first post-notification performance, the rate of being controlled to the advantageous state is higher when the second special display is displayed than when the first special display is displayed; When the display mode of the predetermined display is changed to a second display mode during the execution of the specific performance in a variable display controlled to an advantageous state, and the second result is notified in the specific performance, the rate at which the second post-notification performance is executed is higher than the rate at which the first post-notification performance is executed. A gaming machine characterized by:

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Cited By

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