Game machine

The gaming machine addresses the issues of chance and boredom in conventional gaming machines by using variable displays and privilege games to enhance player engagement and interest.

JP2025096301AInactive Publication Date: 2025-06-26SANSEI R&D KK
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Patent Information

Application Number
JP2025057374
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-29
Publication Date
2025-06-26
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Conventional gaming machines have a high degree of chance, making it difficult to determine the stopping point of the game, and long-term gaming can lead to boredom with game effects, resulting in a decline in game interest.

Method used

A gaming machine that variably displays identification information based on a start-up ball entry, executes a privilege game when the identification information stops displaying in a specific mode, and includes a situation occurrence effect and a situation notification period setting means to notify the player of specific gaming situations.

Benefits of technology

The gaming machine effectively notifies the player of gaming situations and enhances gaming interest by providing a clear and engaging experience through variable displays and privilege games.

✦ Generated by Eureka AI based on patent content.

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Abstract

To solve the problem of a traditional game machine whose relatively high gambling properties make it difficult for players to determine when to stop a game, and whose prolonged play may make the players bored with a game performance and reduce their interest in a game, as the traditional game machine, which is set to a high probability high base state when a jackpot figure is stopped and displayed as a prescribed figure, determines winning / losing with a jackpot probability changed into a high probability, enables players to acquire large game profits in a short time, which also increases their interest in a game in the high probability high base state, which is the state in which the players can play the game without reducing the number of their so-called own balls and a plurality of jackpots may occur in a short time.SOLUTION: In view of the foregoing circumstances, a game machine for appropriately announcing a game situation and increasing an interest in a game is provided.SELECTED DRAWING: Figure 61
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Description

Technical Field

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

Background Art

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

[0003] Also, when the jackpot symbols are stopped and displayed as predetermined symbols, a high-probability high-base state is set in which the jackpot probability is changed to a high probability and the winning or losing determination is made. In the high-probability high-base state, the game is played without reducing the so-called hold balls, and a state where a jackpot can occur multiple times in a short time. As a result, the player can obtain a large amount of game benefits in a short time, enhancing the game interest.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] The conventional gaming machines as described above have a relatively high degree of chance, and it is difficult to determine the stopping point of the game. In addition, long-term gaming may cause boredom with the game effects and lead to a decline in game interest.

[0006] The present invention has been made in view of the foregoing circumstances, and provides a gaming machine that appropriately notifies a gaming situation and enhances gaming interest.

Means for Solving the Problems

[0007] The gaming machine of the first invention for solving the foregoing problems is a gaming machine that variably displays identification information based on a start-up ball entry and can execute a privilege game when the identification information stops displaying in a specific mode, a situation occurrence effect suggesting the occurrence of a predetermined gaming situation, and a situation notification period setting means for stopping the variable display of the identification information and setting a situation notification period when a specific gaming situation occurs, wherein during the situation notification period, a situation notification effect for notifying a gaming situation occurring based on the situation occurrence effect can be executed, it has a first image displayed in the situation occurrence effect and a second image displayed in the situation notification effect, as the situation occurrence effect, it has a privilege suggestion effect suggesting whether to execute the privilege game, and the first image is an image that displays a name indicating the content of the privilege suggestion effect before the privilege suggestion effect ends, the second image is an image that displays a name indicating the content of the situation notification effect before the situation notification effect ends, and the second image has a longer display time than the first image and is characterized by this.

[0008] According to such a gaming machine, it includes a situation occurrence effect that suggests the occurrence of a predetermined gaming situation, and a situation notification period setting means that, when a specific gaming situation occurs, stops the variable display of identification information and sets a situation notification period. Then, during the situation notification period, a situation notification effect for notifying the gaming situation that occurs based on the situation occurrence effect is executed. Also, it has a first image displayed in the situation occurrence effect and a second image displayed in the situation notification effect. The first image is an image that displays a name indicating the content of the privilege suggestion effect, and the second image is an image that displays a name indicating the content of the situation notification effect. Also, the display time of the second image is longer than that of the first image. Thereby, for the player, the second image of the situation notification effect that notifies the gaming situation generated by executing the situation occurrence effect is displayed longer than the first image executed in the situation occurrence effect. Also, thereby, it is possible to make the player pay attention to the situation notification effect and surely notify the player of the content.

Advantages of the Invention

[0009] According to the gaming machine of the present invention, it is possible to provide a gaming machine that appropriately notifies the gaming situation and enhances the gaming interest.

Brief Explanation of the Drawings

[0010]

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MODE FOR CARRYING OUT THE INVENTION

[0011] Next, embodiments of the present invention will be described using examples. In the following examples, the gaming medium used in the game is a game ball, and the present invention is applied to a pachinko machine (pinball game machine) capable of advancing the game by firing the game ball toward the game board surface. Specifically, a so-called "type 1" pachinko machine will be described as an example, in which a special symbol is variably displayed based on the entry of a game ball into the start port, and when the big win symbol stops being displayed at the end of the variable display of the special symbol, a big win game (special game) in which a predetermined amount of game benefits (for example, prize balls) can be given to the player becomes executable.

[0012] In the following description, the front side (front) simply refers to the front side when the gaming machine is viewed from the front (the side where the player is located during the game), and the back side (rear) simply refers to the back side when the gaming machine is viewed from the front. Also, the upper side (above), lower side (below), left side (left), and right side (right) simply refer to the upper, lower, left, and right directions when the gaming machine is viewed from the front, for example, referring to the upper side, lower side, left side, and right side in FIG. 1 and FIG. 3.

EXAMPLE

[0013] As shown in FIGS. 1 to 3, the pachinko gaming machine 1 of the first embodiment includes a gaming machine frame 50 and a game board 2 attached inside the gaming machine frame 50. The game board 2 is configured to be detachable from the gaming machine frame 50. FIG. 3 shows a state where the game board 2 is removed from the gaming machine frame 50. The gaming machine frame 50 includes a front frame 51 having a decorative surface, a main body frame 52 to which the game board 2 and the like are attached, and an outer frame 53 for attaching the pachinko gaming machine 1 to the island equipment in the hall. The front frame 51, the main body frame 52, and the outer frame 53 are pivotally supported on one side end side and are each configured to be openable and closable.

[0014] Further, on the front frame 51, there are provided a firing handle 60 for firing a game ball with a firing intensity corresponding to the operation amount (rotation angle) of the player, a hitting ball supply tray (upper tray) 61 for storing game balls and supplying the stored game balls to the firing device side, and a surplus ball receiving tray (lower tray) 62 for storing game balls that cannot be accommodated in the hitting ball supply tray 61. Furthermore, on the front frame 51, there are also provided a first effect button 63a, a second effect button 63b (these two effect buttons are also collectively referred to simply as "effect button 63") that can be operated by the player during the execution of a game effect executed as the game progresses, a decorative frame lamp 66 that can emit various lights according to the game situation, a speaker 67 that can emit various sounds (sound effects) according to the game situation, and the like.

[0015] The effect button 63 functions as an input means that can be input by the player, and the effect buttons used can be properly selected according to the type of game effect. For example, when the first effect button 63a or the second effect button 63b is operated during the execution of a game effect, a predetermined operation-corresponding effect is performed based on the operation. Note that the configuration of the effect button 63 is not limited to the aspect of the first embodiment, and any means that allows the player to input is sufficient. For example, it may be an input means (e.g., a pop-up type, a touch sensor type, etc.) in which the player directly contacts the button part to input, or a non-contact input means (e.g., a photoelectric type) that detects that a part of the player's body is close and inputs. Further, the effect button may be one that performs an effect operation such as protruding upward or forward or vibrating (a movable effect operation means).

[0016] On the game board 2, a game area 3 through which the game balls launched by operating the launch handle 60 flow down is formed surrounded by the rail member 4. A plurality of game pins 16 for guiding the game balls are projectingly provided in the game area 3, and a ball return prevention piece 6 is provided at the tip of the rail member 4. The ball return prevention piece 6 is for preventing the game balls once guided into the game area from returning to the launcher side. Further, the game board 2 is also provided with a decorative panel lamp 5 (see FIG. 5) capable of emitting various lights according to the game situation.

[0017] Near the center of the game area 3, an image display device 7 which is an aspect of the effect display means is provided. The image display device 7 of the present embodiment consists of a liquid crystal display device, and on its display screen 7a, there are provided an effect symbol display area 7b (also referred to as an "effect symbol display section") where effect symbols 8L, 8C, 8R (also simply referred to as "effect symbols 8") are displayed, and a background display area 7c where a background image constituting the background of the display screen 7a is displayed. The effect symbols 8L, 8C, 8R perform a variable display in synchronization with the variable display of the first special symbol and the variable display of the second special symbol described later. As the mode of the variable display, for example, there is a mode of scrolling display in the vertical, horizontal, diagonal directions, etc. In the present embodiment, in principle, it performs a scrolling display in the vertical direction. The effect symbol display area 7b consists of, for example, three symbol display areas of "left", "center", and "right". The left effect symbol 8L is displayed in the left symbol display area, the middle effect symbol 8C is displayed in the middle symbol display area, and the right effect symbol 8R is displayed in the right symbol display area. Note that it is not necessary to distinguish the positions of the left, middle, and right symbol display areas respectively, and the display areas of the left, middle, and right effect symbols may each be the entire symbol display area (effect symbol display area 7b).

[0018] The effect symbols 8L, 8C, and 8R of this embodiment each consist of a plurality of symbols (identification information) representing numbers from "1" to "9". Depending on the combination of the left, middle, and right effect symbols (stop display mode) that are stopped and displayed in the effect symbol display area 7b, the display result of the variable display of the first special symbol displayed on the first special symbol display 41a (also referred to as the "first special symbol display section") described later, and the display result of the variable display of the second special symbol displayed on the second special symbol display 41b (also referred to as the "second special symbol display section"), that is, the result of the special symbol hit or miss determination (simply referred to as the "hit or miss determination") is displayed so that the player can easily recognize it. In this embodiment, the stop order of the effect symbols 8L, 8C, and 8R that are variably displayed is generally "left → right → middle". Incidentally, any one of the first special symbol, the second special symbol, and the effect symbol may be simply referred to as a "symbol" or "identification information". Also, the normal symbol may be referred to as the "normal symbol", the special symbol as the "special symbol", the first special symbol as the "special symbol 1" or the "first special symbol", and the second special symbol as the "special symbol 2" or the "second special symbol".

[0019] For example, when the result of the special symbol hit or miss determination is a big win, it is possible to stop and display the effect symbol with three identical symbols such as "777" (also referred to as the "winning effect symbol"). Also, when it is a small win, it is possible to stop and display the effect symbol with a preset chance symbol such as "135" or a dedicated symbol such as "3★3" (also referred to as the "small win effect symbol"). Also, when it is a miss, it is possible to stop and display the effect symbol with a scattered symbol where at least one of the three symbols such as "637" or "373" is different (also referred to as the "miss effect symbol"). Thereby, the player can easily grasp the progress of the game by looking at the stopped and displayed effect symbol. That is, generally, the player does not directly grasp the result of the special symbol hit or miss determination by looking at the special symbol displayed on the first special symbol display 41a or the second special symbol display 41b, but grasps it by looking at the effect symbol displayed in the effect symbol display area 7b.

[0020] Here, among the stop display modes of the effect symbols, the stop display mode corresponding to the case where the result of the special symbol hit determination is a big win (the pair pattern in this embodiment) may be referred to as the "big win mode" or "specific display result", etc., and the stop display mode corresponding to the case where the result of the special symbol hit determination is a miss (the scattered pattern in this embodiment) may be referred to as the "miss mode" or "non-specific display result", etc. Also, the stop display mode corresponding to the case where the result of the special symbol hit determination is a small win may be referred to as the "small win mode" or "predetermined display result", etc.

[0021] On the display screen 7a of the image display device 7, in addition to displaying a game effect (effect symbol game effect) using the above-described effect symbols, a win game effect executed along with a winning game and a demo effect for waiting customers are also displayed. In the effect symbol game effect, the win game effect, and the demo effect, various effect images other than the effect symbols such as a background image and a character image are also displayed in addition to the effect symbols such as numbers. Also, since the effect symbol game effect is an effect executed to show the player the result of the special symbol hit determination, it is also called a hit determination game. Also, the game effect executed along with the effect symbol game effect is also called a hit determination game.

[0022] Further, on the display screen 7a of the image display device 7 of this embodiment, there are provided a first effect hold display area 9c (first effect hold display unit) for displaying a first effect hold 9a according to the number of stored first special symbol holds described later, and a second effect hold display area 9d (second effect hold display unit) for displaying a second effect hold 9b according to the number of stored second special symbol holds described later. By the display modes (display numbers) of the first effect hold and the second effect hold, the number of stored first special symbol holds displayed by a first special symbol hold display 43a (see FIG. 4) described later and the number of stored second special symbol holds displayed by a second special symbol hold display 43b can be clearly shown to the player.

[0023] Furthermore, on the display screen 7a of the image display device 7 of this embodiment, there is provided a variable hold display area 9e for displaying an effect hold corresponding to the currently changing special symbol (first special symbol or second special symbol), that is, an effect hold corresponding to the consumed special symbol hold (first effect hold 9a or second effect hold 9b) (see FIG. 3).

[0024] Further, on the display screen 7a of the image display device 7, a left hitting display area 70c (left hitting instruction image display unit) for displaying a left hitting instruction image 70 described later and a right hitting display area 71c (right hitting instruction image display unit) for displaying a right hitting instruction image 71 described later are provided according to the game state. Incidentally, the left hitting instruction image 70 and the right hitting instruction image 71 are collectively referred to as "launch instruction images".

[0025] Near the center of the game area 3 and in front of the image display device 7, a center decorative body 10 is provided so as to surround the effect symbol display area 7b. At the lower part of the center decorative body 10, a stage part 11 having a game ball rolling surface on which the game ball can roll is provided. Further, a hollow warp part 12 is provided on the left part of the center decorative body 10. The warp part 12 is provided with a warp inlet and a warp outlet, receives the game balls flowing down in the game area 3 from the warp inlet, discharges the game balls from the warp outlet, and guides them to the stage part 11. The game balls guided to the rolling surface of the stage part 11 are more likely to enter a first starting port 20 described later than the game balls not guided to the stage part 11. Further, on the upper part of the center decorative body 10, a decorative member 13 having a lighting decorative member (panel lamp 5) such as an LED and capable of being lit according to the game state and imitating characters, figures, etc. is arranged.

[0026] Also, at the upper part of the center decorative body 10 and behind the decorative member 13, a movable decorative member 14 capable of operating along with the game effect is provided. In FIG. 3, only a part of the movable decorative member 14 is visible. However, for example, along with the execution of a game effect with a relatively high probability of winning, the movable decorative member 14 drops downward, covers the front surface of the display screen 7a, and most of it becomes visible. As a result, the player's expectation of winning is enhanced.

[0027] Below the image display device 7 in the gaming area 3, a fixed prize device 19 having a non-variable first starting port 20 with a constant ease of entry of game balls is provided. Based on the entry of game balls into the first starting port 20, a random number for special symbol win / loss determination or the like is obtained, and when a predetermined condition is satisfied, a win / loss determination (first special symbol win / loss determination) for the first special symbol is executed, and the first special symbol is variably displayed and stopped and displayed based on the result of the win / loss determination.

[0028] Below the first starting port 20, a variable prize device 22 (also referred to as a "variable starting port") having a variable second starting port 21 with a variable ease of entry of game balls is provided. Based on the entry of game balls into the second starting port 21, a random number for special symbol win / loss determination or the like is obtained, and when a predetermined condition is satisfied, a win / loss determination (second special symbol win / loss determination) for the second special symbol is executed, and the second special symbol is variably displayed and stopped and displayed based on the result of the win / loss determination.

[0029] The variable prize device 22 includes a movable member 23 and opens and closes the second starting port 21 by the operation of the movable member 23. By this opening and closing operation, the second starting port 21 can change from a first mode (closed state) to a second mode (open state) with a higher possibility of game balls entering than the first mode. That is, the movable member 23 changes the possibility of game balls entering the second starting port 21 by performing a predetermined operation (opening and closing operation). This movable member 23 is driven by a second starting port solenoid 24 (see FIG. 5). In this embodiment, the second starting port 21 allows game balls to enter only when the movable member 23 is in the open state, and game balls cannot enter when the movable member 23 is in the closed state. Note that the second starting port 21 does not have to be completely unable to let game balls enter when the movable member 23 is in the closed state as long as it is more difficult for game balls to enter when the movable member 23 is in the closed state than when it is in the open state.

[0030] To the right of the first start port 20 in the gaming area 3, there is a first big winning port 30 (also referred to as the "first variable ball entry port") provided with a first big winning device 31. The first big winning device 31 includes an opening and closing member 32, and the first big winning port 30 is opened and closed by the operation of the opening and closing member 32. The opening and closing member 32 is driven by a first big winning port solenoid 33 (see FIG. 5). The first big winning port 30 allows game balls to enter only when the opening and closing member 32 is in the open state. That is, the first big winning device 31 can be changed between a non-entry state (closed state) where game balls cannot enter and an entry possible state (open state) where game balls can enter by the opening and closing operation of the opening and closing member 32.

[0031] Also, above the first big winning port 30 in the gaming area 3 and at the lower right part of the center decorative body 10, there is a second big winning port 35 (also referred to as the "second variable ball entry port") provided with a second big winning device 36. The second big winning device 36 includes an opening and closing member (blade member) 37, and the second big winning port 35 is opened and closed by the operation of the opening and closing member 37. The opening and closing member 37 is driven by a second big winning port solenoid 38 (see FIG. 5). The second big winning port 35 allows game balls to enter only when the opening and closing member 37 is in the open state. That is, the second big winning device 36 can be changed between a non-entry state (closed state) where game balls cannot enter and an entry possible state (open state) where game balls can enter by the opening and closing operation of the opening and closing member 37.

[0032] The second big winning device 36 has a specific area 39 through which game balls that have entered the second big winning port 35 can pass. In this pachinko gaming machine 1, based on the detection that at least one of the game balls that have entered the second big winning port 35 has passed through the specific area 39, a high-probability state described later is generated. That is, the specific area 39 serves as a probability-changing operation port. Such a specific area 39 is not provided in the first big winning device 31. The second big winning port 35 (second big winning device 36) having such a specific area 39 (V area) as a probability-changing operation port is also referred to as a "V attacker". Note that the high-probability state is one of the gaming privileges given to the player separately from the special game.

[0033] In the right region of the center decoration body 10 in the gaming area 3, a gate 28 (a gaming ball passage opening) through which gaming balls can pass is provided. Based on the passage of the gaming balls through the gate 28, random numbers for determining the winning or losing of the normal symbol, etc. are acquired, and when a predetermined predetermined condition is satisfied, a normal symbol winning or losing determination for determining whether or not to open the second start opening 21 is executed, and the normal symbol is variably displayed and stopped and displayed based on the result of the normal symbol winning or losing determination. When the winning normal symbol stops and is displayed, the second start opening 21 is opened. Further, a plurality of general winning openings 27 are provided at the lower part of the gaming area 3. In this embodiment, four general winning openings 27 are provided, three of which are left general winning openings provided to the left of the first start opening 20, and one is a right general winning opening provided to the right of the first big winning opening 30. The first start opening 20, the second start opening 21, the first big winning opening 30, the second big winning opening 35, and the general winning opening 27 are each an entry port that triggers the payout of prize balls. When a gaming ball enters each entry port, a predetermined number of gaming balls (prize balls) are paid out at each entry port. Specifically, the number of prize balls for the first start opening 20 is "4", the number of prize balls for the second start opening 21 is "2", the number of prize balls for the first big winning opening 20 and the second big winning opening 35 is "15", and the number of prize balls for the general winning opening 27 is "10".

[0034] The gaming area 3 where a plurality of ball entry ports (the first start port 20, the second start port 21, the first big winning port 30, the second big winning port 35, the general winning port 27, and the gate 28) and the like are arranged can be divided into a left gaming area 3A (the first area) on the left side of the center in the left - right direction and a right gaming area 3B (the second area) on the right side. Shooting the game balls so that they flow down in the left gaming area 3A is called "left shooting", and shooting the game balls so that they flow down in the right gaming area 3B is called "right shooting". Here, among the plurality of ball entry ports, the first start port 20 and the three left general winning ports 27 are provided so that game balls flowing down in the left gaming area 3A of the gaming area 3 can enter, and the second start port 21, the first big winning port 30, the second big winning port 35, the right general winning port 27, and the gate 28 are provided so that game balls flowing down in the right gaming area 3B of the gaming area 3 can enter. In this pachinko gaming machine 1, at the start of the game, in principle, aim to enter the first start port 20 by left shooting. On the other hand, when a winning determination based on the entry of a ball into the first start port 20 results in a win and the gaming state changes, in principle, aim to enter the gate 28, the second start port 21, the first big winning port 30, and the second big winning port 35 by right shooting.

[0035] An out port 25 is provided at the most downstream of the gaming area 3. And when the game balls launched into the gaming area 3 do not enter any of the above - mentioned ball entry ports (start ports, big winning ports, general winning ports), finally, they enter the out port and are discharged to the back side of the game board.

[0036] Also, as shown in FIGS. 3 and 4, a main display 40 is arranged at the lower right part of the game board 2. The main display 40 includes a first special symbol display 41a (first special symbol display section) that variably displays and stops displaying a first special symbol, a second special symbol display 41b (second special symbol display section) that variably displays and stops displaying a second special symbol, and a normal symbol display 42 (normal symbol display section) that variably displays and stops displaying a normal symbol. The main display 40 also includes a first special symbol reservation display 43a that displays the number of stored pieces of success / failure determination information (first special symbol reservation) related to the first special symbol, a second special symbol reservation display 43b that displays the number of stored pieces of success / failure determination information (second special symbol reservation) related to the second special symbol, and a normal symbol reservation display 44 that displays the number of stored pieces of operation reservation (normal symbol reservation) of the normal symbol display 42. Further, the main display 40 includes a win display 48 that indicates that the result of the first special symbol success / failure determination or the second special symbol success / failure determination is a win, a round display 45 that indicates the number of rounds of a winning game executed when the result of the first special symbol success / failure determination or the second special symbol success / failure determination is a win, a game state display 46 that indicates that the probability variation function is in operation, and a firing direction display 47 that indicates the firing direction of the game ball, that is, whether it should be in a state of firing to the right or firing to the left. These various displays included in the main display 40 are controlled for display by the main control unit described later.

[0037] The variable display of the first special symbol is performed based on the entry of a game ball into the first start port 20. The variable display of the second special symbol is performed based on the entry of a game ball into the second start port 21. In the following description, the first special symbol and the second special symbol may be collectively referred to as "special symbols". Also, the first special symbol display 41a and the second special symbol display 41b may be collectively referred to as "special symbol display section 41". Also, the first special symbol reservation display 43a and the second special symbol reservation display 43b may be collectively referred to as "special symbol reservation display section 43".

[0038] In the special symbol display unit 41, after variably displaying a special symbol (identification information) for a predetermined time and then stopping the display, the result of a lottery (special symbol validity determination, big win lottery) based on the entry of a ball into the first start port 20 or the second start port 21 is notified by the stopped special symbol (stopped symbol). The special symbol to be stopped and displayed is one special symbol selected from a plurality of types of special symbols by the special symbol validity determination. When the stopped symbol is a predetermined specific special symbol (specific identification information), that is, when the mode of the stopped display of the special symbol (the display result of the variable display of the special symbol) is a winning mode such as a big win symbol or a small win symbol, a special game (big win game, small win game) is performed to open the first big winning port 30 or the second big winning port 35 in an opening pattern corresponding to the type of the stopped winning symbol. Note that the opening pattern of the big winning ports (the first big winning port 30 and the second big winning port 35) in the special game will be described later.

[0039] As shown in FIG. 4, the first special symbol display 41a is composed of eight LEDs indicated by "i~p", and displays a special symbol according to the result of the first special symbol validity determination. In this embodiment, there are provided four types of big wins, namely, "15R first big win", "15R second big win", "5R third big win", and "2R fourth big win", and a first small win as the results of the first special symbol validity determination (see FIGS. 6 and 8), and the LEDs of the first special symbol display 41a can adopt display modes corresponding to each of those big wins and small wins. For example, when the result of the first special symbol validity determination is the first big win (15R big win), three LEDs of "ijn" are lit and the rest are turned off (15R first big win symbol). When the result is the second big win (15R big win), three LEDs of "ijk" are lit and the rest are turned off (15R second big win symbol). When the result is the third big win (15R big win), three LEDs of "ijl" are lit and the rest are turned off (15R third big win symbol). When the result is the fourth big win (2R big win), four LEDs of "jnop" are lit and the rest are turned off (2R fourth big win symbol). When the result is the first small win, four LEDs of "mnop" are lit and the rest are turned off (small win symbol). When it is a miss, two LEDs of "lo" are lit and the rest are turned off (miss symbol).

[0040] On the other hand, the second special symbol display 41b is composed of eight LEDs indicated by "a to h" and displays a special symbol according to the result of the second special symbol winning or losing determination. In this embodiment, two types of big wins, namely "15R fifth big win" and "15R sixth big win", are provided as the results of the second special symbol winning or losing determination (see FIG. 8), and the LEDs of the second special symbol display 41b can adopt display modes corresponding to each of these big wins. For example, when the result of the second special symbol winning or losing determination is the fifth big win (15R big win), three LEDs of "abd" are lit and the rest are turned off (15R fifth big win symbol). Also, when it is the sixth big win (15R big win), three LEDs of "abc" are lit and the rest are turned off (15R sixth big win symbol). Also, when it is the second small win, four LEDs of "cdeh" are lit and the rest are turned off (second small win symbol). Also, when it is a miss, two LEDs of "eh" are lit and the rest are turned off (miss symbol).

[0041] Note that the stop display mode (stop symbol) of the special symbol is not limited to these and can be set arbitrarily. Also, before the special symbol is stopped and displayed, the special symbol is variably displayed for a predetermined variable time, and the mode of the variable display can be, for example, a mode in which each LED is lit so that light repeatedly flows from left to right in a predetermined order.

[0042] In the pachinko gaming machine 1, when a game ball enters the first start port 20 or the second start port 21, various information such as a special symbol winning or losing determination random number (also referred to as "acquired information") is acquired based on the ball entry. The acquired various information is temporarily stored in a special symbol retention memory section (not shown) formed in the RAM of the main control unit. Specifically, if the ball enters the first start port 20, it is stored in the first special symbol retention memory section (not shown) as the first special symbol retention (first acquired information), and if the ball enters the second start port 21, it is stored in the second special symbol retention memory section (not shown) as the second special symbol retention (second acquired information). The number of special symbol retentions (acquired information) that can be stored in each special symbol retention memory section is limited to a predetermined number, and the upper limit value in this embodiment is "4" respectively. These first special symbol retention memory section and second special symbol retention memory section are also referred to as "first acquired information storage means" and "second acquired information storage means" respectively, and collectively as "acquired information storage means".

[0043] The special symbol retention stored in the special symbol retention memory section is consumed when the variable display of the special symbol based on the special symbol retention becomes possible. The consumption of the special symbol retention means determining the special symbol winning or losing determination random number etc. corresponding to the special symbol retention and executing the variable display of the special symbol to show the determination result. Therefore, in the pachinko gaming machine 1, when the variable display of the special symbol based on the entry of the game ball into the first start port 20 or the second start port 21 cannot be immediately executed at the time of the ball entry, that is, even when the variable display of the special symbol is being executed or a special game is being executed, it is possible to retain the right to determine whether the special symbol wins or loses for the ball entry, with a predetermined number as the upper limit.

[0044] The number of special figure holds stored in the special figure hold memory unit is displayed on the first special figure hold indicator 43a and the second special figure hold indicator 43b. Specifically, the first special figure hold indicator 43a is composed of two LEDs, "u" and "v", and it displays the number of first special figure holds by controlling the display of the LEDs according to the number of first special figure holds. For example, when the number of holds is "0", both LEDs are turned off in a display mode such as "u□v□" (for example, □: off, ●: red on, ▲: green on). When the number of holds is "1", the "u" LED is turned off and the "v" LED is lit red in a display mode such as "u□v●". When the number of holds is "2", the "u" LED is lit red and the "v" LED is turned off in a display mode such as "u●v□". When the number of holds is "3", both LEDs are lit red in a display mode such as "u●v●". When the number of holds is "4 (the upper limit number)", both LEDs can be lit green in a display mode such as "u▲v▲".

[0045] Also, the second special figure hold indicator 43b is composed of two LEDs, "w" and "x", and it displays the number of second special figure holds by controlling the display of the LEDs according to the number of second special figure holds. For example, when the number of holds is "0", both LEDs are turned off in a display mode such as "w□x□" (for example, □: off, ●: red on, ▲: green on). The display modes for the number of holds from "1" to "4" are defined in the same way as the first special figure hold indicator 43a.

[0046] The variable display of the normal symbol is triggered by the passage of the game ball through the gate 28. In the normal symbol display 42, the normal symbol is variably displayed for a predetermined time and then stops being displayed. The normal symbol that stops being displayed (the stopped symbol) notifies the result of the normal symbol validity determination based on the passage of the game ball through the gate 28. The normal symbol that stops being displayed is one normal symbol selected from a plurality of types of normal symbols by the normal symbol validity determination. When the normal symbol that stops being displayed is a predetermined specific normal symbol (the winning normal symbol), an auxiliary game is performed to open the second start port 21 in an opening pattern according to the current game state. The opening pattern of the second start port 21 will be described later.

[0047] Specifically, as shown in FIG. 4, the normal symbol display 42 is composed of two LEDs of "st", and displays a normal symbol corresponding to the result of the normal symbol win / loss determination according to its lighting pattern. For example, when the determination result is a win, a winning normal symbol where both LEDs are lit, such as "s■t■" (for example, ■: lit, □: extinguished), is stopped and displayed. When the determination result is a loss, a losing normal symbol in a mode where only the "t" LED is lit, such as "s□t■", is displayed. Note that the losing normal symbol is not a specific normal symbol. Before the normal symbol is stopped and displayed, the normal symbol is variably displayed for a predetermined variable time, and the mode of the variable display is, for example, a mode in which both LEDs alternately light and extinguish.

[0048] In this pachinko gaming machine 1, when a game ball passes through the gate 28, various information such as a random number for normal symbol win / loss determination (also referred to as "acquired information") is acquired based on the passage, and the acquired various information is temporarily stored as a normal symbol hold in a normal symbol hold memory section (not shown) formed in the RAM of the main control section. The number of normal symbol holds that can be stored in the normal symbol hold memory section is set to a predetermined number, and the upper limit value in this embodiment is "4". The normal symbol hold stored in the normal symbol hold memory section is consumed when the variable display of the normal symbol based on the normal symbol hold becomes possible. The consumption of the normal symbol hold means determining the random number for normal symbol win / loss determination corresponding to the normal symbol hold and executing the variable display of the normal symbol indicating the determination result. Therefore, in this pachinko gaming machine 1, even when the variable display of the normal symbol based on the passage of the game ball through the gate 28 cannot be immediately executed at the time of the passage, that is, when the variable display of the normal symbol is being executed or an auxiliary game is being executed, the right to determine the win / loss of the normal symbol for the passage can be reserved with a predetermined number as the upper limit.

[0049] The number of general pattern holds stored in the general pattern hold memory unit is displayed on the general pattern hold display 44. Specifically, the general pattern hold display 44 is composed of two LEDs of "qr", and the number of general pattern holds is displayed by lighting the LEDs according to the number of general pattern holds. For example, when the number of holds is "0", the display mode is to turn off both LEDs as "q□r□" (for example, □: off, ●: red on, ▲: green on), and when the number of holds is "1", the display mode can be to turn off the "q" LED and turn on the "r" LED in red as "q□r●". Also, for the number of holds "2" to "4", it is defined in the same way as the first special pattern hold display 43a.

[0050] Next, based on FIGS. 2 and 5, the electrical configuration of the pachinko gaming machine 1 will be described. The pachinko gaming machine 1 of the present embodiment includes a main control board 80 (also referred to as the "main control unit" or the "game control unit") that controls game progress and game benefits such as special symbol winning / losing determination, normal symbol winning / losing determination, and transition of game states, a sub-control board 90 (also referred to as the "sub-control unit" or the "production control unit") that controls production related to the production executed as the game progresses, a payout control board 110 (also referred to as the "payout control unit") that controls the payout of game balls, an image control board 100 (image control unit) that performs display control of the image display device 7, the production display 102, the production first special pattern hold display 103a, the production second special pattern hold display 103b, etc.

[0051] Also, as shown in FIG. 2, a main control board storage case that houses the main control board 80 is provided at a substantially central portion on the rear side (back side) of the pachinko gaming machine 1. Above this main control board case, an image control board etc. storage case that houses the audio control board 106, the lamp control board 107, and the image control board 100 is provided. On the image control board etc. storage case, a sub-control board storage case that houses the sub-control board 90 is provided. Also, a payout control board case that houses the payout control board is provided on the lower left side of the main control board case, and a power supply board case that houses the power supply board 109 is provided on the right side thereof.

[0052] On the main control board 80, a one-chip microcomputer for game control (hereinafter referred to as the "game control microcomputer") 81 that controls the progress of the pachinko game machine 1 according to a program is mounted. The game control microcomputer 81 includes a ROM that stores programs and the like for controlling the progress of the game, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM. The game control microcomputer 81 transmits and receives data (information) to and from other boards and the like via an input / output circuit 87 (I / O port section). The input / output circuit 87 may be built into the game control microcomputer 81. Also, the ROM may be external. In the RAM of the game control microcomputer 81, the above-described special figure retention storage sections (the first special figure retention storage section and the second special figure retention storage section) and the general figure retention storage section are provided. Also, at a predetermined address in the RAM (main control RAM) of the main control board 80 (game control microcomputer 81), storage areas for various flags and various counting counters are secured.

[0053] Various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input to the main control board 80 from each sensor, and signals are output from the main control board 80 to each solenoid. Specifically, as the sensors, a first start port sensor 20a, a second start port sensor 21a, a gate sensor 28a, a first big winning port sensor 30a, a second big winning port sensor 35a, a specific area sensor 39a, a non-specific area sensor 49a, and a general winning port sensor 27a are connected. These various sensors are also referred to as "game ball detection means".

[0054] The first start port sensor 20a is provided inside the first start port 20 and detects a game ball that has entered the first start port 20. The second start port sensor 21a is provided inside the second start port 21 and detects a game ball that has entered the second start port 21. The gate sensor 28a is provided inside the gate 28 and detects a game ball that has passed through the gate 28. The first big winning port sensor 30a is provided inside the first big winning port 30 and detects a game ball that has entered the first big winning port 30. The second big winning port sensor 35a is provided inside the second big winning port 35 and detects a game ball that has entered the second big winning port 35. The specific area sensor 39a is provided in the specific area 39 inside the second big winning port 35 and detects a game ball that has passed through the specific area 39. The non-specific area sensor 49a is provided in a non-specific area (not shown) inside the second big winning port 35 and detects a game ball that has passed through the non-specific area among the game balls that have entered the second big winning port 35 (that is, a game ball that has not passed through the specific area 39). The general winning port sensors 27a are respectively provided inside each general winning port 27 and detect a game ball that has entered the general winning port 27.

[0055] Also, as solenoids, a second start port solenoid 24, a first big winning port solenoid 33, and a second big winning port solenoid 38 are connected. The second start port solenoid 24 is for driving the movable member 23 of the variable winning device 22. The first big winning port solenoid 33 is for driving the opening and closing member 32 of the first big winning device 31. The second big winning port solenoid 38 is for driving the opening and closing member 37 of the second big winning device 36.

[0056] Furthermore, on the main control board 80, a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol hold display 43a, a second special symbol hold display 43b, a normal symbol hold display 44, a round display 45, a game state display 46, a firing direction display 47, and a hit display 48 are connected. That is, the display control of these main displays 40 is performed by the game control microcomputer 81.

[0057] In addition, the main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 for payout monitoring. The payout control board 110 is connected to a payout device 120 that pays out prize balls and loaned balls, and a card unit 135 (installed adjacent to the pachinko gaming machine 1 and enabling ball lending based on information stored in an inserted prepaid card (gaming value storage medium) or the like), and a firing device 112 is connected via a firing control board 111 (also referred to as a "firing control unit"). The firing device 112 includes a firing handle 60 (see FIG. 1).

[0058] The payout control board 110 is equipped with a one-chip microcomputer 116 for payout control (also referred to as a "payout control microcomputer") that controls the payout of game balls in the pachinko gaming machine 1 according to a program. The payout control microcomputer 116 includes a ROM that stores a program for controlling the payout of game balls and the like, a RAM used as a work memory, and a CPU that executes the program stored in the ROM. The payout control microcomputer 116 drives the payout motor 121 of the payout device 120 based on signals from the game control microcomputer 81 and signals from the card unit 135 connected to the pachinko gaming machine 1 via the input / output circuit 117 to pay out prize balls or loaned balls. The game balls to be paid out are detected by payout sensors 122 and 123 for counting. When the player operates the handle 60 (see FIG. 1) of the firing device 112, the touch switch 114 detects the player's contact with the firing handle 60, and the firing volume 115 detects the amount of rotation of the firing handle 60. Then, the firing motor 113 is driven and controlled so that the game balls are fired with a strength corresponding to the magnitude of the detection signal of the firing volume 115. In this embodiment, the number of game balls that the firing device 112 can continuously fire by driving the firing motor 113 is approximately 100 per minute.

[0059] In addition, the main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only the transmission of signals from the main control board 80 to the sub-control board 90. That is, a unidirectional circuit (for example, a circuit using a diode), not shown in the figure, as a communication direction regulating means, is interposed between the main control board 80 and the sub-control board 90.

[0060] Also, as shown in FIG. 5, on the sub-control board 90, an effect control one-chip microcomputer 91 (the "effect control microcomputer") for controlling the effects of the pachinko game machine 1 according to a program is mounted. The effect control microcomputer 91 includes a ROM that stores programs and the like for controlling effects as the game progresses, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM. The effect control microcomputer 91 transmits and receives data to and from other boards and the like via the input / output circuit 95. The input / output circuit 95 may be built into the effect control microcomputer 91. Also, the ROM may be external. Also, at a predetermined address of the RAM (effect control RAM) of the sub-control board 90 (effect control microcomputer 91), storage areas for various flags and various counting counters are secured.

[0061] An image control board 100, an audio control board 106, and a lamp control board 107 are connected to the sub-control board 90. Note that the sub-control board 90 (sub-control unit), the image control board 100 (image control unit), the audio control board 106 (audio control unit), and the lamp control board 107 (lamp control unit) function as effect control means (effect execution means) that perform control to cause various effects such as display effects, audio effects, and lamp effects (light effects) to be executed on the corresponding effect devices and members (effect means) according to the game situation.

[0062] The effect control microcomputer 91 of the sub-control board 90 causes the CPU of the one-chip microcomputer 101 for image control (the "image control microcomputer") of the image control board 100 to perform display control of the image display device 7, the effect display 102, the effect first reserved display 103a, and the effect second reserved display 103b based on the command received from the main control board 80. The RAM of the image control board 100 is a memory for expanding image data. The ROM of the image control board 100 stores image data such as still image data and moving image data to be displayed on the image display device 7, specifically, characters, items, graphics, characters, numbers, symbols, etc. (including effect symbols, reserved symbols, etc.) and background images. The image control microcomputer 101 reads out the image data from the ROM based on the command from the effect control microcomputer 91. Then, display control is executed based on the read image data.

[0063] The performance display 102 consists of two LEDs, and performs variable display and stop display in accordance with the variable display and stop display of the performance symbol 8, and stops displaying in a display mode indicating the display result (the result of the special symbol winning / losing determination) of the performance symbol 8 by the lighting / extinguishing or color combination of the two LEDs. Also, the first performance special symbol hold display 103a and the second performance hold display 103b also consist of two LEDs. And, by the lighting / extinguishing or color combination of the two LEDs, the first performance special symbol hold display 103a is display-controlled in a display mode indicating the same number of holds as the number of holds displayed in the first performance hold display area 9c and the number of holds displayed in the first special symbol hold display 43a. Also, the second performance special symbol hold display 103b is display-controlled in a display mode indicating the same number of holds as the number of holds displayed in the second performance hold display area 9d and the number of holds displayed in the second special symbol hold display 43b. This is because when the character symbol is displayed over substantially the entire display screen 7a (performance symbol display section), or when the movable decorative member 14 is operated to cover the performance symbol display area 7b (performance symbol display section) of the display screen 7a, part or all of the performance symbol, the first performance hold display section, or the second performance hold display section may become unviewable, and thus such a display is provided. Note that a VDP (Video Display Processor) may be provided in place of, or in addition to, the image control one-chip microcomputer 101 of the image control board 100.

[0064] Also, based on the command received from the main control board 80, the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the voice control board 106. The acoustic data such as voice output from the speaker 67 is stored in the ROM of the sub-control board 90. Note that a CPU may be mounted on the voice control board 106, and in that case, the CPU may execute voice control. Further, in this case, a ROM may be mounted on the voice control board 106, and the acoustic data may be stored in that ROM. Also, the speaker 67 may be connected to the image control board 100, and the image control one-chip microcomputer 101 may execute voice control. Further, in this case, the acoustic data may be stored in the ROM of the image control board 100.

[0065] Furthermore, based on the commands received from the main control board 80, the effect control microcomputer 91 determines light emission pattern data (data that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5, such as on / off and emission color, also referred to as lamp data) from the data stored in the ROM, and controls the lighting of lamps (LEDs) such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107.

[0066] Also, based on the commands received from the main control board 80, the effect control microcomputer 91 operates the movable decorative member 14 connected to the lamp control board 107 via the relay board 108. As described above, the movable decorative member 14 is a so-called gimmick of a movable type provided in the center decorative body 10 (behind the decorative member 13). The effect control microcomputer 91 determines operation pattern data (also referred to as "drive data") for operating the movable decorative member 14 in a predetermined operation mode from the data stored in the ROM of the sub-control board 90, and controls the operation of the movable decorative member 14 based on the determined operation pattern data. Note that a CPU may be mounted on the lamp control board 107. In this case, the CPU may execute the lighting control of the lamp and the operation control of the movable decorative member 14. Furthermore, in this case, a ROM may be mounted on the lamp control board 107, and data related to the light emission pattern and the operation pattern may be stored in the ROM.

[0067] Also, connected to the sub-control board 90 are a first effect button detection switch 63c and a second effect button detection switch 63d that detect when the first effect button 63a or the second effect button 63b (see FIG. 1) is operated (pressed, rotated, pulled, etc.). Therefore, when the player performs a predetermined input operation on the first effect button 63a or the second effect button 63b, a signal is output from the corresponding effect button detection switch to the sub-control board 90. Note that the first effect button detection switch 63c and the second effect button detection switch 63d are collectively referred to simply as the "effect button detection switch".

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

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

[0070] For "15R second big win", "15R third big win", and "15R sixth big win", although the number of opening times (rounds) of the big winning port (the first big winning port 30 or the second big winning port 35) is 15 times, the opening time in the first round and the second round, which are the aforementioned V rounds, is extremely short (instantaneous opening and closing), and it is difficult (or even impossible) for the game ball to pass through the specific area 39. That is to say, these big wins can be said to be big wins in which the second big winning port 35 is not opened in a mode where it is possible (easy) for the game ball to pass through the specific area 39.

[0071] The "2R Fourth Jackpot" is a jackpot where the number of openings (rounds) of the large winning opening (the first large winning opening 30 or the second large winning opening 35) is two, and the second large winning opening 35 is opened in a manner that allows the game ball to pass through the specific area 39 in the first round and the second round, which are V rounds. However, since the total opening time of the second large winning opening 35 in the first round and the second round is 1.8 seconds, the possibility of the game ball passing through the specific area is lower than that of the 15R First Jackpot.

[0072] In the pachinko gaming machine 1 of this embodiment, based on the passage of the game ball through the specific area 39 during the jackpot game, the gaming state after the end of the jackpot game is shifted to a high-probability state described later. Therefore, when the result of the special symbol winning / losing determination is the 15R First Jackpot or the 15R Fifth Jackpot, since the V rounds of the first round and the second round are executed in a manner that the possibility of the game ball passing through the specific area 39 is extremely high, by passing the game ball through the specific area 39 during the execution of the jackpot game, the gaming state after the jackpot game can be shifted to the high-probability state. Also, when the result of the special symbol winning / losing determination is the 2R Fourth Jackpot, although not as much as the 15R First Jackpot or the 15R Fifth Jackpot, since the V rounds of the first round and the second round are executed in a manner that there is a possibility of the game ball passing through the specific area 39, if the game ball can be passed through the specific area 39 during the execution of the jackpot game, the gaming state after the jackpot game can be shifted to the high-probability state.

[0073] On the other hand, when the result of the special symbol winning / losing determination is the 15R Second Jackpot, the 15R Third Jackpot, or the 15R Sixth Jackpot, since the opening time of the V rounds of the first round and the second round is 0.1 seconds each, it is very difficult to make the game ball enter the second large winning opening. Therefore, the possibility of the game ball passing through the specific area 39 during the execution of the jackpot game becomes extremely low (virtually impossible), and the gaming state after the jackpot game is very likely to become the normal state (low-probability state) described later (it can be said that it becomes the low-probability state).

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

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

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

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

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

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

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

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

[0082] In addition, regarding the distribution probabilities to each big win in the win / loss determination of the first special symbol (Special Figure 1), the probability for the 15R first big win is 40%, the probability for the 15R second big win is 20%, the probability for the 15R third big win is 30%, and the probability for the 2R fourth big win is 10% (refer to the column of the big win type determination random number in FIG. 6). On the other hand, regarding the big wins in the win / loss determination of the second special symbol (Special Figure 2), the probability for the 15R fifth big win is 80%, and the probability for the 15R sixth big win is 20% (refer to the column of the big win type determination random number in FIG. 6). It can be said that this distribution probability represents the probability that the game balls pass through the specific area 39 during the big win game, that is, the probability of entering the high-probability state, and it can also be said that it represents the probability of entering the high-base state in which the opening extension function described later operates.

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

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

[0085] Thus, in the pachinko gaming machine 1 of this embodiment, rather than getting a big win in the first special symbol win / loss determination (first special symbol big win lottery) performed when a game ball enters the first starting port 20, getting a big win in the second special symbol win / loss determination (second special symbol big win lottery) performed when a game ball enters the second starting port 21 has a higher probability of entering a high probability state, a higher probability of entering a high base state, and a higher possibility of obtaining bonus balls equivalent to 15R compared to the case of getting a big win in the first special symbol win / loss determination. That is, the case of getting a big win in the second special symbol win / loss determination is set to be more advantageous for the player than the case of getting a big win in the first special symbol win / loss determination. Displaying the second special symbol with fluctuations is more likely to work advantageously for the player than displaying the first special symbol with fluctuations. For this reason, the player will play the game expecting a ball to enter the second starting port 21. This is particularly prominent during the operation of the release extension function (high base state) when the frequency of balls entering the second starting port 21 increases. Note that the above-mentioned distribution probability is an example and can be arbitrarily set in consideration of game playability, specifications, etc.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0129] In S320, it is determined whether the time shortening flag is ON (S320). If it is determined that the time shortening flag is ON, that is, in the high base state (YES in S320), the process ends as it is. On the other hand, if it is determined in S320 that the time shortening flag is OFF, that is, in the low base state (NO in S320), the process proceeds to the process related to the preliminary determination after S321.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0186] In the V validity period setting process (S2109), the period during which the second largest winning opening 35 is open and for several seconds after the second largest winning opening 35 is closed in the V round (in this embodiment, the 1st round or the 2nd round) is set as the period (corresponding to the first period) during which the detection of the game ball by the specific area sensor 39a is determined to be valid. In this embodiment, other periods (including when a small win occurs or a special game is not being executed) are set as the period (corresponding to the second period) during which the detection of the game ball by the specific area sensor 39a is determined to be invalid. Here, determining that the detection of the game ball by the specific area sensor 39a is valid means turning on the V flag based on the detection of the game ball by the specific area sensor 39a (refer to S2401 to S2403 of the specific area sensor detection process described later), and determining that the detection of the game ball by the specific area sensor 39a is invalid means not turning on the V flag even if there is a detection of the game ball by the specific area sensor 39a.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0208] [Specific area sensor detection process] As shown in Figure 11, the game control microcomputer 81 performs a specific area sensor detection process (S208) following the special figure operation process (S207). As shown in Figure 36, in the specific area sensor detection process (S208), first, it is determined whether there is a detection of a game ball by the specific area sensor 39a (S2401). If it is determined that there is no detection (NO in S2401), the process ends. On the other hand, if it is determined in S2401 that there is a detection (YES in S2401), it is determined whether it is during the V valid period (S2402). The V valid period is the period set in the V valid period setting process (S2109) in the above-mentioned special electric accessory process 1 (S1108). In this embodiment, the V valid period is set in the first and second rounds of the jackpot game.

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

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

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

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

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

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

[0215] [Sub-control main process] Next, based on FIGS. 39 to 51, the operation of the effect control microcomputer 91 (control process by the sub-control unit 90) will be described. Note that the counters, flags, statuses, buffers, timers, etc. that appear in the description of the operation of the effect control microcomputer 91 are provided in the RAM of the sub-control board 90 (sub-control unit). When the power of the pachinko gaming machine 1 is turned on, the effect control microcomputer 91 provided on the sub-control board 90 reads and executes the program of the sub-control main process shown in FIG. 39 from the ROM of the sub-control board 90. As shown in the same figure, in the sub-control main process, first, it performs a CPU initialization process (S4001). In the CPU initialization process (S4001), it performs settings such as stack setting, constant setting, CPU 92 setting, SIO, PIO, CTC (controller for interrupt time), etc., and resets various flags, statuses, and counters.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0230] [Stacking effect] Next, with reference to FIGS. 45 to 48, a block stacking effect 211 (bonus notification effect), which is one of the game effects implemented on the pachinko gaming machine 1 of this embodiment, will be described. The block stacking effect 211 of this embodiment is an effect that is executed in accordance with the variable display of effect symbols (special symbols, identification information), and is an effect that suggests whether the game situation will shift to a favorable game situation for the player based on the progress of block stacking from a collision effect (special effect) executed at the initial stage of the effect and the shape (display form) of the stacked blocks (specific figures). More specifically, when the blocks are stacked up to a predetermined level (stacking level 4, specific stage) and the stacked blocks are displayed in a special shape (a shape corresponding to the specific stage), the result of the variable display suggesting the jackpot possibility by the block stacking effect 211 becomes a jackpot.

[0231] FIGS. 45(a) to 46(k) show the effect patterns in which the block stacking effect 211 is executed over a plurality of variable displays. FIG. 45(a) shows a scene where the block stacking effect 211 is started in accordance with the execution of a predetermined variable display. The block stacking effect 211 is composed of a collision effect 216 (special effect) in which the interfering character 212 collides with the stacked blocks and collapses the blocks, and a stacking operation effect 217 (progressive effect) of stacking the collapsed blocks. The collision effect 216 is executed at the start of the block stacking effect 211, and the stacking operation effect 217 is executed after the collision effect 216.

[0232] In the center of the display screen 7a, a complete-shaped block 201 formed by stacking 16 single blocks 201a in 4 rows and 4 columns is displayed. Also, the interfering character 212 is displayed on the right side of the display screen, showing the scene where the collision effect 216 starts. A first effect reservation area is provided at the lower part of the display screen, and three first effect reservations 9a corresponding to the variable displays in reservation (undigested) are displayed. Also, beside it, the variable display section is provided, and the variable image 9f corresponding to the currently executed variable display is displayed.

[0233] Figure 45(b) shows a scene after a predetermined time has elapsed from Figure 45(a) in the same variable display as Figure 45(a), and the variable display of the effect symbol 8 is continuously executed. Also, the block stacking effect 211 is continuously executed. In the central part of the display screen, a collision effect 216 is being executed, showing a scene where the interfering character 212 has collided with the block 201 (specific figure) on which the blocks are stacked. Figure 45(c) shows a scene after a predetermined time has elapsed from Figure 45(b) in the same variable display as Figure 45(b), and the variable display of the effect symbol 8 is continuously executed. Also, the block stacking effect 211 is continuously executed. In the central part of the display screen, a collision effect 216 is being executed, showing a scene where the interfering character 212 has collided with the block 201 (specific figure) on which the blocks are stacked, and all the single blocks 201a have fallen apart, and the stacked state 202 (display form) of the block 201 has become the stacked level 0 (first shape).

[0234] Although it will be described in detail later, as the stacked state 202 of the blocks after the execution of the collision effect 216, in addition to the stacked level 0 (first shape) where all are scattered, there are also the stacked level 1 (second shape) where only one level remains, the stacked level 2 (third shape) where two levels remain, the stacked level 3 (fourth shape) where three levels remain, and the stacked level 4 (fifth shape, special shape) where four levels remain (not destroyed by the interfering character). Depending on which of these is displayed, the difficulty for the working character 213 to stack the blocks up to the stacked level 4, that is, the probability of a big win, is different in the block stacking work effect 217. Therefore, it can be said that the probability of a big win is suggested by the shape of the blocks collapsed by this collision effect.

[0235] FIG. 45(d) shows a scene after a predetermined time has elapsed from FIG. 45(c) in the same variable display as FIG. 45(c), and shows a scene where the variable display of the effect symbol 8 has ended. Also, the block stacking effect 211 is continuously executed. In the center of the display screen, a collision effect 216 is being executed, showing a scene where the interfering character 212 escapes out of the display screen after breaking the block 201 (specific figure) on which it was stacked. At the upper part of the display screen, the off symbol 207 "335" is stopped and displayed, indicating that one variable display has ended. In this embodiment, the collision effect 216 is executed in the first variable display of the block stacking effect 211 that is executed across a plurality of variable displays.

[0236] FIG. 45(e) shows a scene where the next variable display of FIG. 45(d) is started. It shows a scene where the effect symbol 8 starts variable display. Also, the block stacking effect 211 is continuously executed, and a stacking work effect 217 for performing the block stacking work is started. In the center of the display screen, the blocks at stacking level 0 that have fallen apart are displayed, and on the left part of the display screen, a working character 213 (specific character) that stacks the single block 201a in the stacking work effect 217 is displayed. In this embodiment, the stacking work effect 217 is executed from the second variable display of the block stacking effect 211 that is executed across a plurality of variable displays. The first effect holds displayed in the first effect hold area are each shifted and displayed, and due to the decrease in the number of holds, the first effect hold 9a corresponding to the variable display being held (undigested) has changed to two.

[0237] FIG. 45(f) shows a scene after a predetermined time has elapsed from FIG. 45(e) in the same variable display, and shows a scene where the variable display of the production symbol 8, which is the second variable display, has ended. Also, the block stacking effect 211 is continuously executed. In the central part of the display screen, a stacking work effect 217 is being executed, showing a scene where the work character 213 stacks the blocks that have been broken again, finishing stacking the first stage and starting to stack the second stage. The stacking state 202 shown in FIG. 45(f) is the stacking level 1. In the stacking work effect 217, the work character changes the shape (display form) of the block by newly displaying a single block 201a, which is a part of the block, in a part that has not been displayed in the previous stacking work effect. And in the block stacking effect, the purpose is to set the stacking level to the stacking level 4 (special shape, specific stage). At the upper part of the display screen, the off symbol "335" is stopped and displayed, indicating that one variable display has ended.

[0238] FIG. 46(g) shows a scene where the next variable display after FIG. 45(f) is started. It shows a scene where the production symbol 8 starts the variable display. Also, the block stacking effect 211 is continuously executed (the third variable display), and the stacking work effect 217 for performing the block stacking work is continued. In the central part of the display screen, it shows a scene where the stacking state of the blocks has become the stacking level 2 because the work character 213 has stacked the blocks. Also, the first production holds displayed in the first production hold area are each shifted and displayed, and the number of holds has decreased, so that the first production hold 9a corresponding to the variable display in progress (not yet digested) has changed to two.

[0239] Figure 46(h) shows a scene after a predetermined time has elapsed from Figure 46(g) in the same variable display as Figure 46(g), and shows a scene where the variable display of the production symbol 8, which is the third variable display, has ended. Also, the block stacking effect 211 is continuously executed, and when the third-stage blocks are stacked, it shows a scene where the variable display has ended. In the central part of the display screen, the work character 213 shows a scene where the stacking state of the blocks has reached the stacking level 3 by stacking the blocks. At the upper part of the display screen, the off symbol "335" is stopped and displayed, indicating that the three variable displays have ended.

[0240] Incidentally, the block stacking effect (bonus suggestion effect) of the execution pattern described above is an effect that is executed over a plurality of variable displays (across). Also, the block stacking effect is an effect that suggests the possibility of a big win (the possibility of granting a bonus) related to the last variable effect (specific variable display) that executes the block stacking effect. Also, in the plurality of variable displays that execute the block stacking effect, the block stacking effect executed in the variable display (preliminary variable display) before the last variable display (specific variable display) is a preliminary effect (foreshadowing effect). Also,

[0241] Figure 46(i) shows a scene where the production symbol 8 starts a variable display and starts the next variable display after Figure 45(h). Also, the block stacking effect 211 is continuously executed (the fourth variable display), and the stacking work effect 217 that performs the block stacking work is continued. Also, this variable display is a specific variable display that suggests the possibility of a big win in the block stacking effect 211. As shown in Figure 46(h), in this pattern, the variable display starts from the point where the blocks have already been stacked up to the third stage (stacking level 3) from the start of the specific variable display.

[0242] It is shown that the higher the stacked state of the blocks at the start of the specific variable display (the closer to a specific stage), the higher the probability that the result of the specific variable display will be a big win. That is, the probability of a big win suggested to the player varies depending on the performance modes (display modes) of the collision effect 216 and the stacking operation effect 217, which are pre-variations. In the collision effect, the lower the number of blocks destroyed by the interfering character, the higher the probability of a big win. Conversely, when the shape changes up to the number of steps in the direction further away from stacking level 4, a low probability of a big win is indicated. Also, in the stacking operation effect, the closer the working character stacks the blocks to a shape closer to stacking level 4 (special shape), the higher the probability of a big win.

[0243] In FIG. 46(i), the reach symbol 208 is displayed at the upper part of the display screen (「7↓7」), and the stacking reach effect 206 is being executed. This is an effect that shows whether the working character can change the block shape (overall shape) to a special shape by placing the single block 201a at a position where it has not been displayed until now. If it can be completed into a special shape (stacking level 4), it is a big win, and if it cannot be made into a special shape (stacking level 4), it is a miss. Also, it shows the scene where the first performance hold, which is the last hold displayed in the first performance hold area, is shifted and displayed in the variable display section and the first performance hold 9a becomes 0.

[0244] FIG. 46(j) shows the scene after a predetermined time has elapsed from FIG. 46(i) in the same variable display, and shows the scene where the stacking reach effect 206 is continued in the specific variable display, which is the fourth variable display. In the center of the display screen, the working character is executing an effect that shows whether the single block 201a can be placed at the upper right position where it has not been displayed until now, that is, whether the block shape (overall shape) can be changed to a special shape.

[0245] Fig. 46(k) shows a scene after a predetermined time has elapsed from Fig. 46(j) in the same variable display as Fig. 46(j). As a result of the stacking reach effect 206 shown in Fig. 46(j), the work character has successfully placed the single block 201a at a predetermined position, showing a scene where the block has been completed in a special shape. As a result of the stacking reach effect (stacking work effect), in accordance with the execution of an effect (success effect) where the stacking state is set to stacking level 4, a winning symbol 209 ("777") is displayed at the upper part of the display screen. Thereby, the player is notified that a big win has occurred as a result of executing the block stacking effect. In this embodiment, including the stacking reach effect, it is regarded as a block stacking effect.

[0246] Fig. 46(l) shows a scene after a predetermined time has elapsed from Fig. 46(j) in the same variable display as Fig. 46(j). As a result of the stacking reach effect 206 shown in Fig. 46(j), the work character has failed to place the last single block 201a at a predetermined position, showing a scene where the block could not be made into a special shape. As a result of the stacking reach effect (stacking work effect), in accordance with the execution of an effect (failure effect) where the stacking state could not be set to stacking level 4, a losing symbol ("767") is displayed at the upper part of the display screen. Thereby, the player is notified that a loss has occurred as a result of executing the block stacking effect.

[0247] Figure 47 illustrates other patterns of the collision effect that constitutes part of the stacked block effect (the first half of the effect). The collision effect pattern in Figure 47(m) shows a scene following Figure 45(b). In the same variable display as in Figure 45(b), it shows the scene after a predetermined time has elapsed from Figure 45(b). In the central part of the display screen, the collision effect 216 is being executed. The interfering character 212 collides with the stacked block 201 (specific figure), causing the blocks in the second to fourth rows to scatter, showing a shape (specific figure) with only the first row remaining. The stacked state 202 (display form) of the block 201 becomes the stacking level 1 (second shape), and the subsequent stacking operation effect will start from the operation of stacking the second row. It is in a state three levels away from the stacking level 4. Therefore, the possibility of reaching the stacking level 4 in the stacking operation effect is higher than when performing the operation of stacking from the first row shown in Figure 45(e). That is, the possibility of a big win is higher.

[0248] The collision effect pattern in Figure 47(n) shows a scene following Figure 45(b). In the same variable display as in Figure 45(b), it shows the scene after a predetermined time has elapsed from Figure 45(b). In the central part of the display screen, the collision effect 216 is being executed. The interfering character 212 collides with the stacked block 201 (specific figure), causing the blocks in the third to fourth rows to scatter, showing a shape (specific figure) with two rows of blocks remaining. The stacked state 202 (display form) of the block 201 becomes the stacking level 2 (third shape), and the subsequent stacking operation effect will start from the operation of stacking the third row. It is in a state two levels away from the stacking level 4. Therefore, the possibility of reaching the stacking level 4 in the stacking operation effect is higher than when performing the patterns shown in Figures 45(e) and 47(m). That is, the possibility of a big win is higher.

[0249] The collision effect pattern in Fig. 47(o) shows the scene following Fig. 45(b). In the same variable display as Fig. 45(b), it shows the scene after a predetermined time has elapsed from Fig. 45(b). In the central part of the display screen, the collision effect 216 is being executed. The interfering character 212 collides with the stacked blocks 201 (specific figure), and only the blocks in the fourth row are scattered, showing the shape (specific figure) where the three rows of blocks remain. The stacking state 202 (display form) of the blocks 201 becomes the stacking level 3 (the fourth shape), and the subsequent stacking operation effect will start from the operation of stacking the fourth row. It is in a state one level away from the stacking level 4. Therefore, the possibility of reaching the stacking level 4 in the stacking operation effect is higher than when executing the patterns shown in Fig. 45(e), Fig. 47(m), and Fig. 47(n). That is, the possibility of a big win becomes higher.

[0250] The collision effect pattern in Fig. 47(p) shows the scene following Fig. 45(b). In the same variable display as Fig. 45(b), it shows the scene after a predetermined time has elapsed from Fig. 45(b). In the central part of the display screen, the collision effect 216 is being executed. The interfering character 212 collides with the stacked blocks 201 (specific figure), but the blocks cannot be broken, showing the scene where the shape of the stacking level 4 (special shape) is maintained. That is, the subsequent stacking operation effect of stacking blocks becomes unnecessary, and at this point, the occurrence of a big win is determined. In this pattern, the first performance hold, which is the third hold displayed in the first performance hold area, becomes the memory information related to the big win. The hold display is shown as a black circle.

[0251] Fig. 47(q) shows the scene after a predetermined time has elapsed from Fig. 45(p) in the same variable display as Fig. 47(p). In the central part of the display screen, the blocks 201 at the stacking level 4 (202a) are displayed, the collision effect 216 is being executed, and it shows the scene where the interfering character 212 that could not break the blocks 201 escapes off the screen. Also, in the upper part of the display screen, the off - symbol ("335") indicating that the variable display has ended with an off - result is stopped and displayed.

[0252] Figure 47(r) shows a scene where the result of the next-next-next variable display in Figure 47(q) is a big win, the block 201 of accumulation level 4 (202a) is displayed in the center of the display screen, and the winning symbol ("777") is displayed at the upper part of the display screen, notifying the player that a big win has occurred. Also, similar to the above-mentioned pattern, in this pattern as well, from the variable display in Figure 47(p) to the variable display in Figure 47(r), the block stacking effect is executed over four (a plurality of) variable displays. By displaying the block 201 (special shape) of accumulation level 4 (202a) during the execution of these four (a plurality of) variable displays, the player can proceed with the game with a sense of security towards a big win.

[0253] Figure 48 explains another pattern of the stacking operation effect that constitutes a part (the latter half effect) of the block stacking effect. Figure 48(a) shows the effect related to the last variable display in which the block stacking effect has been executed over a plurality of variable displays, that is, the effect related to a specific variable display.

[0254] Figure 48(a) shows a scene where the block 201 of accumulation level 2 (202c, the third shape) is displayed at the start of the variable display of the specific variable display which is the last variable display of the block stacking effect. On the right part of the display screen, the helping character 214 who is an expert in block stacking appears. Since the helping character 214 helps with the block stacking, the appearance of the helping character 214 may improve the possibility of a big win. It is a character that improves the big win reliability.

[0255] Figure 48(b) shows a scene after a predetermined time has elapsed from Figure 48(a) in the same variable display. The block 201 on the display screen shows a scene where it has changed from accumulation level 2 to accumulation level 3 because the helping character has helped with the stacking. In this way, even if a block of accumulation level 2 indicating that the possibility of a big win is not very high is displayed at the start of the specific variable display, the appearance of the helping character enables a switch to the display of a block of accumulation level 3 indicating that the possibility of a big win is relatively high thereafter.

[0256] Figure 48(c) shows the same variable display as in Figure 48(b), depicting a scene after a predetermined time has elapsed from Figure 48(b). A reach symbol is displayed at the upper part of the display screen (「7↓7」), and the stacked reach effect 206 is being executed. Since the working character only needs to stack the continuation stacked by the helping character 214, this stacked reach effect starts stacking from the fourth level, resulting in a reach effect with a relatively high probability of a big win. The character "Intense Heat" indicating a high probability of a big win is displayed on the display screen.

[0257] Figure 48(d) shows a scene where the block 201 at stacking level 1 (202d, second shape) is displayed at the start of the variable display of the specific variable display, which is the last variable display of the block stacking effect. The helping character 214, who is an expert in block stacking, appears on the right side of the display screen. Since the helping character 214 helps with block stacking, the probability of a big win may increase when the helping character 214 appears. It is a character that improves the big win confidence level.

[0258] Figure 48(e) shows the same variable display as in Figure 48(d), depicting a scene after a predetermined time has elapsed from Figure 48(d). The block 201 on the display screen shows a scene where it has changed from stacking level 1 to stacking level 3 because the helping character 214 assisted with the stacking. Thus, even if a block at stacking level 1, which indicates a relatively low probability of a big win, is displayed at the start of the specific variable display, the appearance of the helping character enables a switch to the display of a block at stacking level 3, which indicates a relatively high probability of a big win, at a later time.

[0259] FIG. 48(f) shows the same variable display as FIG. 48(e), depicting a scene after a predetermined time has elapsed from FIG. 48(e). A reach symbol is displayed at the upper part of the display screen (“7↓7”), and the stacked reach effect 206 is being executed. Since the working character only needs to stack the continuation stacked by the helping character 214, in this stacked reach effect, it starts stacking from the fourth level, resulting in a reach effect with a relatively high probability of a big win. The characters “Intense Heat” indicating a high probability of a big win are displayed on the display screen.

[0260] In this embodiment, even when the shape of the block is at stacking level 1 or stacking level 2, the appearance of the helping character enables a change to stacking level 3 before the start of the reach effect, and it becomes possible to execute a stacked reach effect with high reliability.

[0261] When a player sees a block at stacking level 1 or stacking level 2 and this is a reach effect aiming for stacking level 4, the player may feel that the probability of a big win this time is low and may execute the game. At this time, when the helping character appears on the display screen, it significantly enhances the gaming interest. Also, even at stacking level 1 or stacking level 2, it can be changed to the same stacking level 3 with high reliability, so it becomes possible to play the game with a high sense of expectation of a big win until the end. Also, according to the above-described block stacking effect, by looking at the ratio of block stacking, it is possible to grasp whether the probability of a special event occurring is high or low. Also, just by looking at whether the block becomes a special shape, it is possible to determine whether a special event occurs. Therefore, the gameplay is easy to understand, and since the combination of the collision effect and the stacking operation effect can diversify the effect patterns, it is possible to provide a highly entertaining game effect.

[0262] [Other aspects of the block stacking effect] In the above-described embodiment, at the start of the first variable display that executes the block stacking effect (collision effect), the collision effect was started, and the stacked state of the blocks was displayed at the end of the first variable display. Instead of such an embodiment, at the start of the first variable display that executes the block stacking effect (collision effect), the stacked state of the blocks may be displayed. Further, the block stacking effect (collision effect) may start the effect at the timing when the acquired information related to the specific variation is stored (based on the storage, triggered by the storage). Also, the timing for displaying the stacked state of the blocks may be the timing when the acquired information related to the specific variation is stored.

[0263] Also, in the above-described embodiment, the first variable display of the block stacking effect executed across a plurality of variable displays was set as the execution period of the collision effect, and the second and subsequent variable displays were set as the execution period of the stacking operation effect. Instead of such an embodiment, a partial period of the first variable display of the block stacking effect executed across a plurality of variable displays (for example, a period before half of the variable display, or 2 seconds from the start of the variable display, etc. ) may be set as the execution period of the collision effect, and the remaining period of the first variable display and the second and subsequent variable displays may be set as the execution period of the stacking operation effect.

[0264] Also, in the above-described embodiment, a pattern in which the block stacking effect 211 is executed over four consecutive variable displays was shown. The execution pattern of the block stacking effect is not limited to such a pattern, and it may be executed over two consecutive variable displays, or over three consecutive variable displays, or may be executed in one variable display. Also, for example, from the scene shown in FIG. 45(f), there may be a pattern in which the off-symbol "335" is stopped and displayed without continuing the stacking operation effect to the next variable display, and the block stacking effect is terminated as it is.

[0265] In addition, in the above-described aspect, the pattern in which the block stacking effect is composed of a collision effect and a stacking operation effect has been described. However, not limited to such an aspect, there may be a pattern in which the block stacking effect ends only with the collision effect. For example, from the scene shown in FIG. 45(d), there may be a pattern in which the off-design "335" is stopped and displayed without continuing the stacking operation effect to the next variable display, and the block stacking effect is ended as it is.

[0266] [Reach Selection Effect] Next, with reference to FIGS. 49 to 52, a reach selection effect 261, which is one of the game effects implemented in the pachinko gaming machine 1 of the present embodiment, will be described. The reach selection effect 261 of the present embodiment is an effect executed in accordance with the variable display of effect symbols (special symbols, identification information). The reach selection effect 261 is an effect in which a plurality of execution target effects 262 suggesting reach effects that can be executed are displayed on the display screen, and as a result of performing an effect of decreasing or increasing the plurality of execution target effects 262, a reach effect (game effect) corresponding to the last remaining execution target effect 262 is executed.

[0267] FIG. 49(a) shows a scene during the execution of a predetermined variable display. In the central part of the display screen 7a, three effect symbols 8 are performing a variable display. Also, in the first effect hold display section 9c at the lower part of the display screen, three first effect holds 9a are displayed, indicating that three undigested hold information is stored. In addition, a variable display section 9e for displaying the variable image 9f corresponding to the stored information (judgment information) of the variable display being executed is provided at the lower center of the display screen. When the variable image 9f is displayed, the variable display is being executed or the big win symbol is being stopped and displayed.

[0268] FIG. 49(b) shows the same variable display as FIG. 49(a) and depicts a scene after a predetermined time has elapsed from FIG. 49(a). FIG. 49(b) shows a scene where the reach selection effect 261 has started along with the variable display of the effect symbols. In the central part of the display screen, four execution target effects 262 (variable effect suggestion display parts) are shown. Each execution target effect 262 has an effect name display part 262a that shows the name of the game effect that can be executed, and a reliability notification part 265 that shows the jackpot reliability of the game effect displayed in the effect name display part 262a.

[0269] The pachinko gaming machine 1 of this embodiment has various game effects (reach effects), and the game effect selected based on the result of the success / failure determination and the acquired special symbol variable pattern random value is executed. Also, the "★" shown in the reliability notification part 265 suggests that the higher the number of displays, the higher the probability of a jackpot. For example, in this embodiment, reach A with 1 "★" (first reliability 266a) has a jackpot reliability of 5%, reach B with 2 "★" (second reliability 266b, first level mode) has a jackpot reliability of 10%, reach C with 3 "★" (third reliability 266c) has a jackpot reliability of 15%, and reach D with 4 "★" (fourth reliability 266d, second level mode) has a jackpot reliability of 30%. Note that the jackpot reliability refers to the probability of a jackpot when the reach effect is executed. Also, reach A to reach D are effects that not only have different jackpot reliabilities but also have different effect modes and execution times from each other.

[0270] In the upper left execution target effect 262, "reach A" is displayed in the effect name display part 262a, and "★" is displayed in the reliability notification part 265. The other three execution target effects 262 are as shown in FIG. 49(a). On the right side of the display screen, a sorting character 270 is displayed. By performing a predetermined effect between the sorting character 270 and the execution target effect 262, the execution target effect 262 to be executed is determined from among the plurality of execution target effects 262, and the game effect (reach effect) corresponding to the determined execution target effect 262 is executed. Also, on the upper right of the display screen, the effect symbols are displayed, indicating that they are in variable display.

[0271] FIG. 49(c) shows the same variable display as FIG. 49(b) and depicts a scene after a predetermined time has elapsed from FIG. 49(b). Also, the reach selection effect is continuously being executed. FIG. 49(c) shows a scene where the sorting character 270 hits a predetermined (upper right) execution target effect 262 (Reach B★★) to determine a sorting target effect 271 (disappearance target effect). In this way, in the reach selection effect 261, an effect of determining a sorting target effect 271 from among the plurality of displayed execution target effects 262, erasing the sorting target effect 271, and reducing the number of displayed execution target effects 262 is called a reduction effect 263 (special effect, first special effect).

[0272] FIG. 49(d) shows the same variable display as FIG. 49(c) and depicts a scene after a predetermined time has elapsed from FIG. 49(c). Also, the reach selection effect is continuously being executed. FIG. 49(d) shows a scene where, due to the reduction effect 263 shown in FIG. 49(c), the number of execution target effects 262 has decreased from 4 (first number) to 3 (second number). Also, when the number of execution target effects 262 decreases due to the reduction effect, the display position of the execution target effect 262 is changed before (when there are 4) and after (when there are 3) the reduction (before and after the reduction effect). As a result, the player will visually follow the movement of the execution target effect 262 after the reduction effect is executed, and inevitably pay attention to the execution target effect 262 remaining after the reach selection effect 261 and the reduction effect 263. This enhances the gaming interest. In this embodiment, the display position of all the execution target effects remaining after the reduction effect 263 is changed from the display position before the reduction effect, thereby significantly increasing the degree of attention to the effect.

[0273] Fig. 49(e) shows the same variable display as Fig. 49(d) and depicts the scene after a predetermined time has elapsed from Fig. 49(d). Also, the reach selection effect is continuously being executed. Fig. 49(e) shows the scene where the sorting character 270 has determined the sorting target effect 271 (the disappearing target effect) by hitting the predetermined (central) execution target effect 262 (Reach C★★★). Fig. 49(f) shows the same variable display as Fig. 49(e) and depicts the scene after a predetermined time has elapsed from Fig. 49(e). Fig. 49(f) shows the scene where the number of execution target effects 262 has decreased from 3 (the first number) to 2 (the second number) due to the decrease effect 263 shown in Fig. 49(e). Also, similar to the previous decrease effect (from 4 to 3), in this decrease effect (from 3 to 2), as the number of execution target effects 262 decreases, the display position of the execution target effect 262 is changed before and after the decrease effect (before the decrease (when there are 4) and after the decrease (when there are 3)).

[0274] In the reach selection effect (special transition effect, special increase / decrease effect), as a result of performing multiple decrease effects, the execution target effects (variable effect suggestion display section) have been reduced to 2 remaining. Since the execution target effect (Reach A★) suggesting a game effect with a relatively low jackpot reliability and the execution target effect (Reach D★★★★) suggesting a game effect with a relatively high jackpot reliability remain, the player plays the game expecting that the execution target effect (Reach D★★★★) will remain until the end and the Reach D corresponding to the execution target effect (Reach D★★★★) will be executed.

[0275] Fig. 50(g) shows the same variable display as Fig. 49(f) and depicts the scene after a predetermined time has elapsed from Fig. 49(f). Also, the reach selection effect is continuously being executed. Fig. 50(g) shows the scene where the sorting character 270 has determined the sorting target effect 271 (the disappearing target effect) by hitting the predetermined (central) execution target effect 262 (Reach A★). At this point, it is determined that the last remaining execution target effect will be the execution target effect (Reach D★★★★) suggesting a game effect with a relatively high jackpot reliability. This enhances the player's gaming interest with high expectations of a jackpot. WIN characters indicating that the execution target effect (Reach D★★★★) has become the confirmed target effect 272 and a surrounding enclosure display are made.

[0276] Figure 50(h) shows the same variable display as Figure 50(g) and depicts the scene after a predetermined time has elapsed from Figure 50(g). Also, the reach selection effect continues to be executed. Figure 50(h) shows that as a result of executing the reach selection effect 261, among a plurality of game effects, "Reach D: Jackpot Reliability **** (Fourth Reliability 266d)" has become the confirmed target effect 272. Here, the execution target effect (Reach D ****) is displayed in a larger size than before at the center of the display screen. This enables the player to clearly indicate the confirmation display. The effect symbol 8 in the upper right of the display screen has become a reach symbol 274 (reach mode) because the execution target effect has been confirmed.

[0277] Figure 50(i) shows the same variable display as Figure 50(h) and depicts the scene after a predetermined time has elapsed from Figure 50(h). Also, in Figure 50(i), the reach selection effect described above has ended, and it shows the scene where the Reach D (reach effect) selected by the reach selection effect has started. The effect display section 276 at the upper part of the display screen displays the game effect "Reach D" to be executed. In the center of the display screen, the effect symbol is displayed in the reach mode, and below it, "****", which is the jackpot reliability of Reach D, is displayed.

[0278] Next, another execution pattern different from the above-described reach selection effect will be described. This execution pattern is a pattern in which, during the execution of the reach selection effect, an execution target effect having a reliability notification section in a non-notification mode 267 (preview mode) that does not show a specific reliability is displayed on the reliability notification section. Note that a mode of displaying a specific reliability (for example, "****", etc.) is referred to as the reliability notification section (execution target effect) of the notification mode 266.

[0279] FIG. 50(j) shows the same variable display as FIG. 50(a) and depicts a scene after a predetermined time has elapsed from FIG. 50(a). As shown in FIG. 50(j), among the plurality (four) of target execution effects 262 displayed in the reach selection effect 261, the reliability notification unit 265 includes a target execution effect in the non-notification mode 267 (“???”) (reach X???). This suggests that if execution is finally determined, reach X will be executed and that currently, the jackpot reliability of reach X is not notified.

[0280] FIG. 50(k) shows the same variable display as FIG. 50(j) and depicts a scene after a predetermined time has elapsed from FIG. 50(j). Also, the reach selection effect 261 is continuously executed. FIG. 50(k) shows a scene where, after FIG. 50(j), a reduction effect 263 is executed, the target execution effect (reach C★★★) becomes the selection target effect and is erased, and the number of displayed target execution effects decreases from four to three. Even in this scene, the target execution effect (reach X???) in the non-notification mode 267 (“???”) of the reliability notification unit 265 remains.

[0281] FIG. 50(l) shows the same variable display as FIG. 50(k) and depicts a scene after a predetermined time has elapsed from FIG. 50(k). Also, the reach selection effect 261 is continuously executed. FIG. 50(l) shows a scene where, after FIG. 50(k), another reduction effect 263 is executed, the high-reliability target execution effect (reach D★★★★) becomes the selection target effect and is erased, and the number of displayed target execution effects decreases from three to two. Even in this scene, the target execution effect (reach X???) in the non-notification mode 267 (“???”) of the reliability notification unit 265 remains.

[0282] FIG. 51(m) shows the same variable display as FIG. 50(l) and depicts a scene after a predetermined time has elapsed from FIG. 50(l). Also, the reach selection effect 261 is continuously executed. FIG. 51(m) shows a scene where a disclosure effect 268 (second special effect) that changes the reliability notification unit 265 in the non-notification mode 267 (“???”) to the notification mode 266 is executed. An effect is executed to hide the reliability notification unit 265 of the target execution effect 262 displayed in the non-notification mode 267 with a pattern imitating smoke.

[0283] Figure 51(n) has the same variable display as Figure 51(m) and shows the scene after a predetermined time has elapsed from Figure 51(m). Also, the reach selection effect 261 by the remaining two execution target effects 262 is continuously executed. Figure 51(n) reports that as a result of executing the disclosure effect 268 in Figure 51(m), the jackpot reliability of Reach X was a high-reliability effect of "★★★★". Before the execution of the disclosure effect, it was "Reach A ★" and "Reach X???", so it was suggested that either a low-reliability game effect or a game effect with unknown reliability was executed, making it difficult to improve the game interest. However, it is reported that the jackpot reliability of the game effect with unknown reliability (Reach X) is the high reliability of "★★★★", significantly enhancing the game interest.

[0284] Also, when the reliability notification unit includes an execution target effect in a non-notification mode, the disclosure effect that changes the non-notification mode to a notification mode is performed before the number of execution target effects in the reach selection effect becomes 1. That is, in the case where the number of execution target effects decreases due to the decrease effect, the reliability notification unit will not remain as the last 1 in the non-notification mode of the execution target effect. This is because if the jackpot reliability remains in the non-notification mode and the execution of the reach effect (for example, Reach X) is determined, it is unclear which execution to expect in the previous decrease effect, making the game unclear. As a result, the game interest may decrease. Therefore, the disclosure effect is performed when two or more execution target effects remain in the reach selection effect.

[0285] Figure 51(o) shows the same variable display as Figure 51(n), depicting the scene after a predetermined time has elapsed since Figure 51(n). Also, the reach selection effect 261 is continuously being executed. Figure 51(o) shows the scene where the sorting character 270 hits the predetermined (central) target execution effect 262 (Reach A★), thereby determining the sorting target effect 271 (disappearance target effect) as the target execution effect 262 (Reach X★★★★) after going through the disclosure effect. At this point, it is determined that the last remaining target execution effect will be the target execution effect (Reach X★★★★) that suggests a game effect with a relatively high jackpot reliability. As a result, the player anticipates a jackpot and enhances their gaming interest. WIN characters indicating that the target execution effect (Reach X★★★★) has become the confirmed target effect 272 and the surrounding enclosure display are made.

[0286] Figure 51(p) shows the same variable display as Figure 51(o), depicting the scene after a predetermined time has elapsed since Figure 51(o). Also, the reach selection effect 261 is continuously being executed. Figure 51(p) shows that as a result of executing the reach selection effect 261, among a plurality of game effects, the "Reach X: Jackpot reliability ★★★★ (Fourth reliability 266d)" that has gone through the disclosure effect has become the confirmed target effect 272. Here, the target execution effect (Reach X★★★★) is displayed in a larger size than before at the central part of the display screen. This enables the player to clearly show the confirmation display. The effect symbol 8 in the upper right of the display screen has become the reach symbol 274 (reach mode) because the target execution effect has been confirmed.

[0287] Next, another execution pattern of the reach selection effect will be described. In this execution pattern, during the execution of the reach selection effect, an increase effect 264 (Third special effect) is executed, and the target execution effect displayed in the reach selection effect increases. Figure 51(q) shows the scene where the sorting character 270 on the left part of the display screen executes the increase effect 264 at a specific timing (predetermined timing) when two target execution effects, namely the target execution effect 262 (Reach A★) and the target execution effect 262 (Reach D★★★★), are being displayed in the reach selection effect 261.

[0288] FIG. 51(r) shows the same variable display as FIG. 51(q) and shows the scene after a predetermined time has elapsed from FIG. 51(q). Also, the reach selection effect 261 is continuously executed. FIG. 51(r) shows a scene in the middle of the execution of the reach selection effect 261 where the increase effect 264 is executed and the number of execution target effects 262 has increased from two to three. Also, based on the increase in the execution target effect 262, the two execution target effects 262 (reach A★, reach D★★★★) that were previously displayed change their display positions. Also, as shown in FIG. 51(r), the execution target effect 262 increased by the increase effect is the execution target effect 262 (reach X???) displayed at the central position.

[0289] Also, the increased execution target effect 262 (reach X???) is an execution target effect in which the reliability notification unit is in the non-notification mode ("???"). As in this execution pattern, the execution target effect in which the reliability notification unit is in the non-notification mode ("???") may be displayed only by the increase effect 264. The execution target effect in which the reliability notification unit is in the non-notification mode ("???") may not be displayed by the decrease effect.

[0290] Next, another execution pattern of the reach selection effect will be described. This execution pattern is a pattern in which the reach selection effect is executed over a plurality of variable displays and the decrease effect is executed with the execution of a new (next) variable display. In this case, the reach selection effect is a preview effect indicating the jackpot execution possibility of a specific variable display, and is called a pre-effect in order to suggest the jackpot execution possibility in the variable display executed before the specific variable display.

[0291] Figure 52(s) shows a scene where, in the reach selection effect 261, with three target execution effects 262 (Reach A★, Reach X???, Reach D★★★★) displayed, a decreasing effect 263 is executed, and the target execution effect 262 (Reach A★) is selected as the target selection effect 271 (the disappearing target effect). Due to this decreasing effect, as the three target execution effects 262 are reduced to two, the variable display ends, and the game symbol 8 stops displaying as the off symbol 277 ("354"). The first effect hold 9a of the black circle at the second position shown in the first effect hold display section 9c indicates the hold memory related to a specific variable display and is displayed as the specific hold symbol 279.

[0292] Figure 52(t) shows a scene where the next variable display after the variable display ended in Figure 52(s) is started. The reach selection effect 261 is continuously executed. Due to the execution of the decreasing effect 263 in the previous variable display, in this scene, it is reduced and displayed as two target execution effects 262 (Reach X???, Reach D★★★★). The first effect holds shown in the first effect hold display section 9c are each shifted, and the specific hold symbol 279 is displayed at the first position.

[0293] In this way, this execution pattern executes the reach selection effect 261 over a plurality of consecutive variable displays, and based on the progress of the variable display to the next variable display, it executes a decreasing effect that reduces the target execution effect 262. As a result, as the execution of a specific variable display approaches, the target execution effect 262 to be executed is gradually (step by step) determined. Therefore, as the game progresses, the player's sense of tension and anticipation increases, enhancing the gaming interest.

[0294] FIG. 52(u) has the same variable display as FIG. 52(t) and shows a scene after a predetermined time has elapsed from FIG. 52(t). Also, the reach selection effect 261 is continuously executed. FIG. 52(u) is a scene where a disclosure effect 268 (second special effect) that changes the reliability notification unit 265 of the non-notification mode 267 ("???") to the notification mode 266 is executed. Similar to the above-described execution pattern, when the reliability notification unit includes an execution target effect of the non-notification mode, the disclosure effect that changes the non-notification mode to the notification mode is performed before the number of execution target effects in the reach selection effect becomes 1.

[0295] FIG. 52(v) has the same variable display as FIG. 52(u) and shows a scene after a predetermined time has elapsed from FIG. 52(u). Also, the reach selection effect 261 by the remaining two execution target effects 262 is continuously executed. In FIG. 52(v), as a result of executing the disclosure effect 268 in FIG. 52(u), it is notified that the big win reliability of reach X was a medium reliability effect among "★★". FIG. 52(w) is a scene after a predetermined time has elapsed from FIG. 52(v) and shows a scene where the variable display of FIG. 52(v) has ended. In the reach selection effect 261, with two execution target effects 262 (reach X ★★, reach D ★★★★) displayed, a reduction effect 263 is executed, showing a scene where the execution target effect 262 (reach D ★★★★) is selected as the selection target effect 271 (extinction target effect). By this reduction effect, as the two execution target effects 262 are reduced to 1, the variable display ends, and the effect symbol 8 stops displaying as the off symbol 277 ("424").

[0296] Figure 52(x) shows the scene where the next variable display after the variable display that ended in Figure 52(w) starts. Figure 52(x) shows the scene where a specific variable display that showed the execution possibility (prize giving possibility, jackpot reliability) in the reach selection effect 261 is executed. The reach X determined in the variable display executed before this variable display is executed. The production display section 276 at the upper part of the display screen displays "Reach X". In the center of the display screen, a reach symbol 274 is displayed, and reach X (reach effect 275) is being executed. At the lower part of the display screen, a reliability notification section 265 is displayed, and "★★", which is the jackpot reliability of reach X, is displayed. In the variable display section 9e, the first production hold of the specific hold symbol 279 is shifted and displayed, and a specific variable symbol 280 corresponding to the variable display in progress is displayed.

[0297] In this way, the reach selection effect can be executed across a plurality of variable displays by the pre-variable effect, and each time the variable display progresses (ends), the reduction effect of the reach selection effect can be executed. Also, although illustration is omitted, at the start of the specific variable display in Figure 52(x), the execution target effect 262 whose execution has been determined is displayed as the determination target effect 272 at a position different from the previous display position (the center of the display screen), in the same manner as in Figure 51(p), and in a larger size than before. This makes it possible to clearly show the game effect to be executed next and its jackpot reliability to the player.

[0298] [Other aspects of the reach selection effect] Also, in the above-described reach selection effect, the execution target effect in the non-notification mode ("???") of the reliability notification section may not become the selection target effect (not erased by the reduction effect) by the reduction effect. As a result, when the execution target effect in the non-notification mode is displayed, a disclosure effect that changes the non-notification mode to the notification mode will always be executed, which enhances the player's sense of expectation for the occurrence of the effect and enhances the game interest.

[0299] In the above-described embodiment, the execution timing of the increase effect is set to a predetermined timing (for example, after a specified time from the start of the effect). Instead of such an aspect, it may be executed at the timing of the ball entry into a specific ball entry port. Thereby, the occurrence timing of the increase effect cannot be predicted, and the gaming interest can be enhanced.

[0300] In the above-described embodiment, based on the fact that the increase effect is executed and the target effect to be executed increases, the display position of the target effect that has been displayed until then is changed. Instead of such an aspect, when the increase effect is executed, the display position of the target effect that has been displayed until then may not be changed, and a new target effect may be displayed at a position that does not overlap with those target effects. According to this, it becomes easier to recognize which of the newly added target effects is.

[0301] In the above-described embodiment, the target effect for which the reliability notification unit is in the non-notification mode ("???") is displayed only by the increase effect 264, and the target effect for which the reliability notification unit is in the non-notification mode ("???") is not displayed by the decrease effect. In addition to such an aspect, an effect in which the target effect in the notification mode (for example, reach A★) changes to the target effect in another notification mode (for example, reach D★★★★) may be executed by the decrease effect (accompanied by the decrease effect).

Embodiment

[0302] [Special variation effect] Next, with reference to FIGS. 53 to 58, the pachinko gaming machine of Example 2 will be described. In the pachinko gaming machine of Example 1, the variation time of the special symbol (performance symbol) is determined based on the number of holds, excluding some fixed variation times, based on FIGS. 28 and 29 (FIGS. 24 and 25). In the present Example 2, instead of such a uniform method of determining the variation time, when specific conditions are satisfied, different variation times can be determined corresponding to the content of the variation display to be executed next (such as the win / loss determination result and the gaming state), rather than the number of holds. Thereby, the previous gaming time can be made into a flexible and highly creative gaming performance corresponding to the next gaming situation.

[0303] [Special Figure 1 Variation Pattern Selection Process of Example 2] FIG. 53 shows a part of the flowchart of the special figure 1 variation pattern selection process of Example 2. Regarding the control processes common to Example 1, the same step numbers are assigned and the description is also omitted. The variation pattern selection process is a process that is executed at the start of the variation of the special symbol and determines the variation time of the special symbol. In the special figure 1 variation pattern selection process (S1251) of Example 2, first, it is determined whether the gaming state is a time-saving state (whether the time-saving flag is ON) (S1701). If it is not in the time-saving state (NO in S1701), that is, if it is in a non-time-saving state, it is determined whether the jackpot flag is ON (S1702). If it is ON (YES in S1702), the processes after S1703 are executed to determine the variation pattern at the time of jackpot. Note that once the variation pattern is determined, the variation time is also determined.

[0304] On the other hand, if it is determined in S1702 that the jackpot flag is not ON (NO in S1702), then it is determined whether the small win flag is ON (S1707). If the small win flag is ON (YES in S1707), with reference to the small win table for the non-time-saving state (the part of the variation pattern table shown in FIG. 9 that corresponds to the non-time-saving state and a small win), a variation pattern is selected based on the variation pattern random number counter value (S1711).

[0305] Also, if the small win flag is not ON (NO in S1405), it means a miss that is neither a big win nor a small win. Then, the special variation pattern selection process (S1252), which is a feature of Example 2 described later, is executed, and the process proceeds to the process of S1705. Since the other control processes in the special figure variation pattern selection process are the same as those in Example 1, the description is omitted.

[0306] [Special Variation Pattern Selection Process] FIG. 54 explains the special variation pattern selection process (S1252) of Example 2. In Example 1, in the non-time-saving state when the pass / fail determination result is a miss, the mode of determining the variation time is different depending on whether the number of holds (acquired information) at the start of the special symbol variation is 1 or 2, or 3 or 4. "The mode of determining the variation time is different" can exemplify a mode in which the selection ratio of a predetermined variation time is different, or a mode in which a part of the selectable variation times is different. In Example 1, when the number of holds (memory number) is 1 or 2, the selection ratio of a relatively long variation time (45000 ms, P6) is high, and when the number of holds (memory number) is 3 or 4, the selection ratio of the same variation time (45000 ms, P10) is low.

[0307] Also, when the number of holds (memory number) is 1 or 2, a variation time (12000 ms, P8) that is not selected when the number of holds (memory number) is 3 or 4 can be selected. When the number of holds (memory number) is 3 or 4, a variation time (4000 ms, P12) that is not selected when the number of holds (memory number) is 1 or 2 can be selected. This ensures that the number of holds does not become 0, shortens the variation time when the start ball entry frequency is high to increase the variation efficiency, gives a rhythm to the game, and enhances the game interest. Also, when the special symbol pass / fail determination result is a big win or a small win, a fixed variation time is set regardless of the number of holds, and a predetermined game performance is executed within the fixed time.

[0308] Thus, the variation display time (variation time, game performance period) of the special symbol in Example 1 is determined corresponding to the number of holds at the start of variation based on the result of the special symbol pass / fail determination, or It is determined at a fixed time based on the result of the special symbol propriety determination.

[0309] In such a method for determining the variable time, it depends on the determination result related to the variable display, and it is difficult to more flexibly determine the relevance with the previous and subsequent variable displays. The method for determining the variable display time in the second embodiment provides a gaming machine capable of setting a more flexible variable time (game effect period) according to the content of the previous and subsequent variable displays when specific conditions are satisfied.

[0310] As shown in FIG. 54, in the special variable pattern selection process, first, it is determined whether the obtained variable pattern random number value related to this variable display is a specific count value (S1261). For example, it is assumed that when the variable pattern random number value is from 0 to 9 (10 / 199), it is determined that it is a specific count value corresponding to the first special variable effect. If it is determined in S1261 that it is not the count value (random number count value) corresponding to the first special variable effect (NO in S1261), the process proceeds to S1268 without executing the first special variable effect.

[0311] When the process proceeds to S1268, it is determined whether the number of stored items (the number of stored memories) in the storage means for suspension (the first storage means for suspension) is "1" or "2" (S1268). The number of stored items here refers to the number of stored memories including the information for determining the variable pattern by this process, so the number of stored memories for suspension is any value from "1" to "4". Then, if it is determined in S1268 that the number of stored items is "1" or "2" (YES in S1268), referring to the first off - number - outside - non - time - shortening table (the part of the variable pattern table shown in FIG. 9 that corresponds to non - time - shortening, off, and the number of suspended balls "1, 2"), a variable pattern is selected based on the variable pattern random number counter value (label - TRND - T1) (S1269), and the process ends. In this embodiment, any one of the variable patterns P5 to P8 is selected.

[0312] On the other hand, if it is determined in S1268 that the hold number is not "1" or "2", i.e., it is "3" or "4" (NO in S1268), a non-time-saving state second hold number out-of-range table (the part of the variation pattern table shown in FIG. 9 that corresponds to the non-time-saving state, out-of-range, and hold ball number "3,4") is referred to, and a variation pattern is selected based on the variation pattern random number counter value (label - TRND - T1) (S1270), and the process ends. In this embodiment, any one of variation patterns P9 to P12 is selected. As described above, when it is not the count value corresponding to the first special variation effect, the variation time corresponding to the hold ball number, that is, the function of shortened variation works, and when the hold ball number of the special symbol is "3" or "4", a variation pattern with a shorter variation time is selected compared to when the hold ball number of the special symbol is "1" or "2".

[0313] If it is determined in S1261 that it is the count value (random number count value) corresponding to the first special variation effect (YES in S1261), then it is determined whether there is a hold memory for the next variation (S1262). In this second embodiment, since a game effect having a relevance between the first special variation effect and a second special variation effect described later is executed, it is determined whether there is a hold memory for the next variation (S1262), and if it is determined that there is no hold memory for the next variation (NO in S1262), the execution period of the variation display is determined based on the hold number as described above.

[0314] If it is determined in S1262 that there is a hold memory related to the next variation (S1262), then it is determined whether the next variation is a hold memory corresponding to the second special variation effect (S1263). If it is determined in S1263 that the next variation is not a hold memory corresponding to the second special variation effect (NO in S1263), the execution period of the variation display is determined based on the hold number as described above. In this second embodiment, it is a selection process of a special variation pattern that is executed when a predetermined variation effect (corresponding to the first special variation effect) and a predetermined variation effect (corresponding to the second special variation effect) are continuously executed in this order (when specific conditions are satisfied).

[0315] Here, "the next variation is a reserved memory corresponding to the second special variation effect" means that, for example, when the variation pattern random number value of the next variation display of the current variation stored in the reserved memory is between 10 and 18 (9 / 199), and the result of the special symbol winning or losing determination is a big win. If it is determined in the result of the determination in S1263 that this condition is satisfied (the next variation is a reserved memory corresponding to the second special variation effect) (YES in S1263), without determining the execution period of the variation display based on the reserved number, the process proceeds to the process of S1264 to execute the selection process of the special variation pattern.

[0316] In S1264, the content of the next variation display is referred to from the reserved memory (acquired information) related to the next variation display (S1264), and it is determined whether the next variation display is a big win (S1265). Here, as the content of the next variation display, for example, the result of the special symbol winning or losing determination, the big win type, the gaming state in which the next variation display is executed (determination probability, high probability state, low probability state, high base state, low base state), the reach effect that can be executed together with the next variation display, etc. can be cited.

[0317] If it is determined in S1265 that the next variation display is a big win (YES in S1265), a variation pattern is selected from the special variation time determination table for big wins (S1266), and the process ends. If it is determined in S1265 that the next variation display is not a big win (a miss) (NO in S1265), a variation pattern is selected from the special variation time determination table for misses (S1266), and the process ends. In this way, when specific conditions are satisfied, a variation pattern corresponding to the content of the next variation display can be selected using the special variation time determination table.

[0318] Next, an effect executed corresponding to the actually determined variation pattern will be described with reference to FIG. 55. Although it will be described in detail later, in the first special variation effect, when executing an announcement effect regarding the winning or losing (prize) of the next variation, the winning case has a longer effect time than the losing case, which enhances the gaming interest. Also, even for the same winning, the case of a certain winning (advantageous winning) has a longer effect time than the case of a normal winning (disadvantageous winning), which enhances the gaming interest. Further, when executing an announcement effect regarding the gaming state when performing the next variation, the case of a high probability state (certain variation state, high certainty high base state) has a longer effect time than the high base state (time shortening state, low certainty high base state), which enhances the gaming interest.

[0319] FIG. 55 shows a special variation pattern selected when the next variation is a winning and a special variation pattern selected when the next variation is a losing. When the next variation (the second special variation effect) is a winning, as the base variation pattern, the variation pattern for winning (base) (base variation pattern: 14 seconds) is determined. When the variation pattern for winning (base) is selected, for the first special variation effect related to the current variation display (previous variation display), during the first half period (in the previous period), an effect (prize effect) indicating the winning or losing of the current variation display is performed by a character effect (character appearance effect period), and during the second half period (in the subsequent period), an effect (announcement effect) suggesting the content related to the next variation is performed (next announcement period). Also, when the variation pattern for winning (base) is selected, the variation time is set to a total of 14 seconds with a character appearance effect period of 10 seconds and a next announcement period of 4 seconds.

[0320] In contrast, according to the content of the next variation referred to in S1264, when it is a high-probability big win, the variation pattern of the high-probability big win (3 seconds) is added to the base variation pattern (14 seconds). The variation time is set to a total of 17 seconds with a character appearance production period of 10 seconds and a next notification period of 4 seconds + 3 seconds. Furthermore, according to the content of the next variation referred to in S1264, when it is determined that the game state of the next variation is a high base state, the variation pattern of the high base state (2 seconds) is added to the base variation pattern (14 seconds). The variation time is set to a total of 16 seconds with a character appearance production period of 10 seconds and a next notification period of 4 seconds + 2 seconds. Note that when it is determined to be a high-probability big win and in a high base state, the variation time is set to a total of 19 seconds with a character appearance production period of 10 seconds and a next notification period of 4 seconds + 3 seconds + 2 seconds.

[0321] Furthermore, according to the content of the next variation referred to in S1264, when it is determined that the game state of the next variation is a high-probability state, the variation pattern of the high-probability state (2 seconds) is added to the base variation pattern (14 seconds). The variation time is set to a total of 16 seconds with a character appearance production period of 10 seconds and a next notification period of 4 seconds + 2 seconds. Note that when it is determined to be a normal big win and in a high-probability high base state, the variation time is set to a total of 18 seconds with a character appearance production period of 10 seconds and a next notification period of 4 seconds + 2 seconds + 2 seconds. Also, when it is determined to be a high-probability big win and in a high-probability high base state, the variation time is set to a total of 21 seconds with a character appearance production period of 10 seconds and a next notification period of 4 seconds + 3 seconds + 2 seconds + 2 seconds.

[0322] When the secondary variation (the second special variation effect) fails, as the base variation pattern, the variation pattern for "failure (base)" (base variation pattern: 13 seconds) is determined. When the variation pattern for "failure (base)" is selected, in the first half period (in the previous period) of the first special variation effect related to this variation display (the previous variation display), an effect (bonus effect) indicating the success or failure of this variation display is performed by a character effect (character appearance effect period), and in the second half period (in the subsequent period), an effect (notification effect) suggesting the content related to the secondary variation is performed (next notification period). Also, when the variation pattern for "failure (base)" is selected, the variation time is set to a total variation time of 13 seconds with a character appearance effect period of 10 seconds and a next notification period of 3 seconds.

[0323] On the other hand, when it is determined that the game state of the secondary variation is a high base state based on the content of the secondary variation referred to in S1264, the variation pattern of the high base state (2 seconds) is added to the base variation pattern (13 seconds). The variation time is set to a total variation time of 15 seconds with a character appearance effect period of 10 seconds and a next notification period of 3 seconds + 2 seconds. Also, when it is determined that the game state of the secondary variation is a high probability state based on the content of the secondary variation referred to in S1264, the variation pattern of the high probability state (2 seconds) is added to the base variation pattern (13 seconds). The variation time is set to a total variation time of 15 seconds with a character appearance effect period of 10 seconds and a next notification period of 3 seconds + 2 seconds. In addition, when it is determined that the state is a high probability high base state, the variation time is set to a total variation time of 17 seconds with a character appearance effect period of 10 seconds and a next notification period of 3 seconds + 2 seconds + 2 seconds.

[0324] Also, regardless of whether the result of the next variation (the second special variation effect) is a big win or a miss, if it is determined that the game state of the next variation is a high base state (or a high probability state) based on the content of the next variation referred to in S1264, the same time (the same variation time) is added to the variation pattern of the base. That is, regardless of the win or loss determination result of the second special variation effect, a next notification period (the first specific game effect) with the same effect time (effect period) is set corresponding to the game state in which the second special variation effect is executed. Also, if the game states in which the second special variation effect is executed are different (for example, a high base state and a high probability high base state), different effect times (effect periods) are set.

[0325] As described above, in the second embodiment, the variation time (effect time) is not determined by the number of held balls at the start of the first special variation effect or the fixed variation time based on the win or loss determination result, but the execution time of the first special variation effect 228 can be flexibly set to an optimal variation time (effect period) corresponding to the content of the second special variation effect (the second specific game effect) related to the next variation. The means for determining the variation time (effect period) in this way is called the effect period determination means.

[0326] Specifically, the greater the benefit given to the player, the longer the variation time (effect time) is set to provide an effect with high taste, and the smaller the benefit given to the player, the shorter the variation time (effect time) is set to provide an effect that simply conveys the content without overly exciting the player. Thereby, according to the game situation executed immediately afterwards, the game interest can be enhanced using the previous effect time. Also, by an appropriate effect time, a decrease in game interest can be prevented, and a game effect with high taste can be executed. Also, the first special variation effect changes the execution time of the first special variation effect by changing the execution time of the next notification period that constitutes the first special variation effect.

[0327] Next, with reference to FIGS. 56 to 58, an example of the execution patterns of the first special variation effect and the second special variation effect when they are executed will be described. FIG. 56(a) shows a scene where, in a predetermined variation display, the first special variation effect 228 (first specific game effect) is executed and the second special variation effect 229 is stored (reserved) in the first reservation memory (next variation display).

[0328] In the central part of the display screen 7a, three effect symbols 8 are variably displayed. In the first effect reservation display section 9c at the lower part of the display screen, two first effect reservations 9a are displayed, indicating that two undigested reservation information is stored. Also, the first effect reservation 9a displayed at the first position related to the next variation is displayed with a reserved change in the display mode of the second special change 222, suggesting to the player that the second special variation effect 229 will be executed in the next variation. Further, at the lower center of the display screen, there is provided a variation display section for displaying the variation image 9f corresponding to the stored information (judgment information) of the ongoing variation display. In the variation display section, the variation image 9f is displayed with a change to the display mode of the first special change 221 indicating the execution of the first special variation effect.

[0329] Also, at the lower right of the display screen, a first special variation suggestion display 223 is displayed to suggest to the player that the first special variation effect 228 is being executed. Thereby, the player can clearly recognize that the first special variation effect 228 is being executed, and it is possible to prevent the situation of missing a highly interesting game effect. FIG. 56(b) shows a scene after a predetermined time has elapsed from FIG. 56(a) in the same variation display as FIG. 56(a). Also, the first special variation effect is continuously executed. In the central part of the display screen, a plurality of characters of character A and character B appear, and an effect (character appearance effect, privilege effect) showing the result of the ongoing variation display is performed. Also, in the upper part of the display screen, the effect symbols continue to be variably displayed. Note that, as the character appearance effect, it has a plurality of display patterns with different display modes.

[0330] In the first special variation performance, a game performance (bonus performance) based on the result of the special symbol win / loss determination is executed during the first half period. Also, a first special variation suggestion display 223 indicating that the first special variation performance 228 is being executed is continuously displayed in the lower right part of the display screen. Fig. 56(c) shows a scene after a predetermined time has elapsed from Fig. 56(b) in the same variation display as Fig. 56(b). Also, the first special variation performance...

Claims

[Claim 1] A gaming machine that displays a variable number of identification numbers based on a starting ball, and that can execute a bonus game when the identification numbers are displayed in a specific manner, A situation occurrence effect that suggests the occurrence of a predetermined game situation; and a status notification period setting means for stopping the variable display of the identification information and setting a status notification period when a specific game status is reached, During the situation notification period, a situation notification effect is executed to notify a game situation occurring based on the situation occurrence effect; A first image to be displayed in the situation occurrence performance and a second image to be displayed in the situation notification performance, The situation occurrence effect includes a bonus suggestion effect that suggests whether or not to execute the bonus game, and the first image is an image that displays a name indicating the content of the bonus suggestion effect before the bonus suggestion effect ends, The second image is an image that displays a name indicating the content of the situation notification performance before the situation notification performance ends, The second image is displayed for a longer period of time than the first image. A gaming machine characterized by:

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