Game machine

By storing judgment information and determining execution probabilities based on storage order, the gaming machine enhances player engagement and anticipation through a more dynamic and unpredictable gaming experience.

JP2025099576APending Publication Date: 2025-07-03SANSEI R&D KK
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Patent Information

Application Number
JP2023216350
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-22
Publication Date
2025-07-03

AI Technical Summary

Technical Problem

Existing gaming machines lack a dynamic and engaging method for determining whether to execute reserved consecutive effects, such as big wins, which can lead to a lack of player interest and anticipation.

Method used

A gaming machine that stores judgment information in a hold memory and determines the execution probability of consecutive hold performances based on the storage order of these holds, allowing for varied execution probabilities even for the same winning conditions.

Benefits of technology

This approach enhances player interest and anticipation by providing a more dynamic and unpredictable gaming experience through varied execution probabilities of consecutive hold performances.

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Abstract

To provide a game machine capable of achieving improvement in the amusement of reservation consecutive presentations.SOLUTION: Among all reservations that have been stored until a time point when performance availability determination timing for a reservation consecutive presentation is reached, if determination information to be determined in advance as a "Big win (including a special small win)" is stored, the reservation consecutive presentation for making a notification to that effect is to be performed while a big win is being played. However, the reservation consecutive presentation is not simply performed based on the fact that the determination information to become the "Big win (including a special small win)" is stored, but each performance possibility of the reservation consecutive presentations is configured to be set according to the storage order of the reservations. In this manner, even if in the same "Big win (including a special small win)", the performance possibility of the reservation consecutive presentation is to be different according to the storage order.SELECTED DRAWING: Figure 27
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Description

Technical Field

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

Background Art

[0002] Conventionally, in a pachinko machine, which is a type of gaming machine, a winning or losing determination is made when a game ball wins at the start port. When the result of the winning or losing determination is a big win, a gaming machine that executes a big win game is known. In such a pachinko machine, in order to improve the player's sense of anticipation for the occurrence of a big win again, a reserved consecutive effect that suggests the possibility of consecutive big wins may be executed during the big win game (see, for example, Patent Document 1). The execution of the reserved consecutive effect is determined by previewing the result of the big win determination whose execution is reserved.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Regarding the method of determining whether to execute the reserved consecutive effect as described above, there are only two choices: it is executed if there is a reserved big win, and it is not executed if there is no reserved big win. There is room for improvement in the method of determining whether to execute the reserved consecutive effect.

[0005] The present invention has been made to solve the conventional problems, and its object is to provide a gaming machine capable of improving the interest in the reserved consecutive effect.

Means for Solving the Problems

[0006] In order to achieve the above-mentioned object, the gaming machine according to the present invention has a judgment information acquisition means for acquiring judgment information when a gaming ball enters a start hole, a hold memory means for storing the judgment information as hold up to a predetermined upper limit in order of the oldest acquired by the judgment information acquisition means, and a bonus judgment means for determining whether or not to grant a bonus using the judgment information stored in the hold memory means, and the gaming machine has a pre-judgment means for determining in advance the judgment result of the bonus grant before the judgment is made by the bonus judgment means, a performance determination means for determining whether or not to execute a hold consecutive performance that notifies a player when the judgment information stored in the hold memory means includes information that grants the bonus as a result of the pre-judgment by the pre-judgment means, and a performance execution means for executing the hold consecutive performance during a jackpot game when the execution of the hold consecutive performance is decided by the performance determination means, and is characterized in that the execution probability of the hold consecutive performance is determined for each hold stored in the hold memory means. Effect of the Invention

[0007] According to the gaming machine of the present invention having the above-mentioned configuration, it is possible to increase interest in the consecutive hold presentation. [Brief description of the drawings]

[0008]

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Mode for Carrying Out the Invention

[0009] <First Embodiment> The pachinko gaming machine as a gaming machine according to the first embodiment of the present invention will be described with reference to the drawings. In the following description, when explaining the directions of each part of the pachinko gaming machine, the direction seen from the player who plays the game facing the pachinko gaming machine is used as a reference. Specifically, the left - right direction and the up - down direction of each part of the pachinko gaming machine are the left - right direction and the up - down direction seen from the player. Also, the direction approaching the player with the pachinko gaming machine as a reference is the front, and the direction moving away from the player is the rear.

[0010] [Main Configuration of Pachinko Gaming Machine] As shown in FIG. 1, the pachinko gaming machine 1 includes a gaming machine frame 16. The gaming machine frame 16 is composed of a front frame 18, an inner frame (not shown), and an outer frame (not shown) in order from the front side. The front frame 18 includes a handle 4, an effect lever 6, a speaker 8, an effect button 9, a left side lamp 23a, a right side lamp 23b, a ball supply tray (also referred to as an upper tray) 24, and a surplus ball receiving tray (also referred to as a lower tray) 25.

[0011] The handle 4 is provided at the lower right of the front frame 18, that is, at a position where a player who plays the game facing the pachinko gaming machine 1 can hold it with the right hand. The handle 4 includes a touch switch 92 (FIG. 2), a firing lever 4a, and a firing stop button 4b. The touch switch 92 outputs a signal indicating that the player has touched the handle 4, and is arranged at a portion where the right hand of the player holding the handle 4 touches. The firing lever 4a is for adjusting the firing intensity of the game ball and is rotatably provided on the handle 4. The firing stop button 4b is for stopping the firing of the game ball when the game ball is being fired and is provided at a position operable by the thumb of the right hand holding the handle 4.

[0012] The effect lever 6 is provided to the left of the surplus ball tray 25 in the front frame 18, that is, near the lower left end of the front frame 18. In other words, the effect lever 6 is provided in a position in the front frame 18 where the player facing the pachinko game machine 1 can operate it with his left hand. The effect lever 6 is shaped so that it can be held by the left hand, and can be rotated clockwise or counterclockwise, as well as tilted in four directions, up, down, left and right. The effect lever 6 is also provided with an effect lever vibration motor 6c (FIG. 3). The effect lever vibration motor 6c vibrates the effect lever 6, and vibrates at a predetermined timing during the period when the operation of the effect lever 6 is valid. When the player operates the effect lever 6 during the period when the operation of the effect lever 6 is valid, a specific effect is performed. Hereinafter, a specific effect that is performed as a trigger of the operation of the effect lever 6 is called a lever effect.

[0013] The speakers 8 are provided at the upper left and right corners of the front frame 18, and output sounds such as music, sound effects, and notification sounds according to the content of the performance. The effect button 9 is provided in a portion of the front frame 18 that covers the upper part of the ball supply tray 24. In other words, the effect button 9 is provided in a position of the front frame 18 where the player facing the pachinko game machine 1 can press the effect button 9 with the right or left hand. Also, the effect button 9 is provided in a position of the front frame 18 where the player can press the effect button 9 with the right hand while operating the effect lever 6 with the left hand. The effect button 9 can be, for example, a push-on button switch. The effect button 9 has an effect button vibration motor 9b (FIG. 3) and an effect button lamp 9c (FIG. 3) built in. The effect button vibration motor 9b vibrates the effect button 9, and vibrates at a predetermined timing during the period when the effect button 9 is pressed. In this embodiment, the effect button lamp 9c is an LED. The effect button lamp 9c can emit multiple colors, and when the effect button 9 is pressed during the period when the effect button 9 is pressed, or depending on the effect content, the effect button lamp 9c changes the emission color. The surface of the effect button 9 is made of a translucent material so that the light emitted by the effect button lamp 9c can be seen by the player.

[0014] The performance button 9 incorporates an elastic member such as a spring (not shown) for returning the pressed performance button 9 to its position before the pressing operation. When the pressing operation state of the performance button 9 is released, the performance button 9 returns to its state before the pressing operation by the restoring force of the elastic member. When the player presses the performance button 9 during the period when the pressing operation of the performance button 9 is effective, a specific performance is performed. Hereinafter, the specific performance performed triggered by the operation of the performance button 9 is referred to as button performance.

[0015] On the front frame 18, a left side lamp 23a is provided on the left side, and a right side lamp 23b is provided on the right side. The front frame 18 in the portions where the left side lamp 23a and the right side lamp 23b are provided has translucency, and a plurality of LEDs are arranged inside the translucent portions. Each LED can emit a plurality of colors, lights up or blinks according to the performance content, and further changes the emission color.

[0016] The ball supply tray (also referred to as the upper tray) 24 is provided at the lower center of the front frame 18. The ball supply tray 24 is for storing the game balls paid out from the loan ball payout device 80 (Fig. 2) and the prize ball payout device 400 (Fig. 2), or for storing the game balls supplied to the launch device 90 (Fig. 2). The surplus ball tray (also referred to as the lower tray) 25 is provided below the ball supply tray 24 in the front frame 18. The surplus ball tray 25 stores the game balls exceeding the storage capacity of the ball supply tray 24.

[0017] Also, the pachinko game machine 1 includes a game board 2, a glass plate 5, and a performance display device 7. The game board 2 is arranged approximately at the center of the pachinko game machine 1, that is, at a position substantially facing the player's face. The front of the game board 2 is covered by a transparent glass plate 5. The performance display device 7 is arranged behind the game board 2, and its screen is exposed from approximately the center of the game board 2.

[0018] On the game board surface of the game board 2, a game area 3 through which game balls flow down (roll) is formed. The game area 3 includes a left game area 3A formed to the left of the screen of the effect display device 7 and a right game area 3B formed to the right of the screen of the effect display device 7. A plurality of game pins (not shown) for changing the flowing direction of the game balls are driven into the game board surface of the game board 2. LEDs are provided at a plurality of locations on the game board 2, and in FIG. 3, these LEDs are collectively referred to as "board lamps 2a". Each LED constituting the board lamp 2a can emit a plurality of colors, lights up or blinks according to the effect content, and further changes the emission color.

[0019] The game board 2 includes a fixed winning device 10, a gate 12, a general winning opening 13, a center decorative body 14, a movable body 15, a rail member 17, a normal variable winning device (also called a pachinko machine) 20, a first major winning device 30, a second major winning device 33, and display devices 50.

[0020] The fixed winning device 10 is arranged approximately at the center of the lower part of the game board 2. The fixed winning device 10 has a first starting opening 11 into which one game ball can enter (fall in) at a time. The first starting opening 11 is always open, and the probability of a game ball entering the first starting opening 11 hardly varies. The gate 12 is arranged in the right game area 3B and is configured to allow the game balls flowing down in the right game area 3B to pass through. The general winning opening 13 is arranged in the left game area 3A and to the left of the fixed winning device 10.

[0021] The normal variable winning device 20 is disposed below the gate 12 in the right game area 3B. The normal variable winning device 20 includes a movable member (electric tulip) 21. The movable member 21 is configured to be rotatable about the base end as a rotation axis, and when the movable member 21 opens and closes, the second starting port 22 opens and closes. When the movable member 21 performs an opening operation, the second starting port 22 is opened, and it becomes easy for the game balls to enter (enter the ball) one by one into the second starting port 22. Also, when the movable member 21 performs a closing operation, the second starting port 22 is closed, and it becomes a state where the game balls cannot enter the second starting port 22. That is, the frequency of the game balls entering (entering the ball) the second starting port 22 changes depending on the opening and closing operation of the movable member 21. In the example shown in FIG. 1, the normal variable winning device 20 is disposed on the right side of the game area 3, but it may be disposed below the game area 3.

[0022] The center decorative body 14 is disposed on the upper part of the game board 2. The center decorative body 14 has translucency, and a plurality of LEDs that light up and blink according to the performance content are provided inside thereof. The movable body 15 is disposed behind the center decorative body 14. FIG. 1 shows a state where the movable body 15 is substantially hidden by the center decorative body 14. The movable body 15 descends downward at a predetermined timing according to the performance content and is displaced to a state visible to the player.

[0023] The rail member 17 is disposed along the periphery of the game board 2. The rail member 17 guides the game balls launched by the launching device 90 (FIG. 2) into the game area 3. An out port 19 for discharging the game balls that did not win anywhere is opened at the lower center of the game board 2.

[0024] The first major winning device 30 is located in the right game area 3B and is disposed to the right of the fixed winning device 10. The second major winning device 33 is disposed above the first major winning device 30. The first major winning device 30 includes a first opening / closing member 31 that opens and closes the first major winning opening 32, and the second major winning device 33 includes a second opening / closing member 34 that opens and closes the second major winning opening 35. The first major winning opening 32 and the second major winning opening 35 are each formed to be large enough for a plurality of game balls to simultaneously win (enter the balls). In the present embodiment, the first opening / closing member 31 and the second opening / closing member 34 are each formed in a plate shape that is long in the left-right direction, and are configured to be rotatable about the left and right lower ends as rotation axes. Hereinafter, when explaining matters common to the first major winning opening 32 and the second major winning opening 35, they are simply referred to as the major winning opening.

[0025] Inside the second major winning device 33, a specific area (also referred to as the V winning area, not shown) and a non-specific area (not shown), which are areas through which the game balls that have won in the second major winning opening 35 can pass, are formed. Further, inside the second major winning device 33, a distributing member (not shown) that distributes the game balls that have won in the second major winning opening 35 to the specific area or the non-specific area, and a distributing member solenoid 35d (FIG. 2) that drives this distributing member are provided. The second major winning device 33 is an example of the "special winning device" in the present invention.

[0026] Returning to the description of FIG. 1, the display devices 50 are provided below the outer side of the game area 3 of the game board 2 and below the first major winning device 30. As shown in FIG. 2, the display devices 50 include a first special symbol display 51 that variably displays a first special symbol (also referred to as the first special figure), a second special symbol display 52 that variably displays a second special symbol (also referred to as the second special figure), and a normal symbol display 53 that variably displays a normal symbol (also referred to as the normal figure). Further, the display devices 50 include a first special figure hold display 51a that displays the stored number of the operation hold of the first special symbol display 51, a second special figure hold display 52a that displays the stored number of the operation hold of the second special symbol display 52, and a normal figure hold display 53a that displays the stored number of the operation hold of the normal symbol display 53. Hereinafter, when explaining matters common to the first special symbol and the second special symbol, it is simply referred to as the special symbol. Also, when explaining matters common to the first special symbol display 51 and the second special symbol display 52, it is simply referred to as the special symbol display.

[0027] Each of the special symbol displays 51, 52 is composed of a plurality of LEDs. Each LED constituting each of the special symbol displays 51, 52 lights up in a predetermined lighting pattern, and the combination of the lit and extinguished LEDs represents a special symbol. The state in which the combination of the lit and extinguished LEDs is changing represents the variable display of the special symbol. Hereinafter, the variable pattern of the special symbol from the start of the variable display of the special symbol until the special symbol is fixedly displayed is referred to as the special figure variable pattern.

[0028] Also, the normal symbol display 53 is composed of a plurality (for example, two) of LEDs. The lit and extinguished LEDs represent the normal symbol, and the state in which each LED lights up alternately represents the variable display of the normal symbol. Also, when the game ball passes through the gate 12, a lottery for the normal symbol to determine whether it is a winning is executed, and the normal symbol display 53 variably displays the normal symbol. Then, after a predetermined time has elapsed since the start of the variable display of the normal symbol, the normal symbol display 53 fixedly displays the normal symbol corresponding to the lottery result of the normal symbol. If the normal symbol fixedly displayed by the normal symbol display 53 is a normal symbol indicating a win, the normal variable winning device 20 operates, the movable member 21 opens and closes, and the second start port 22 opens and closes.

[0029] When a game ball wins a prize in the first start port 11, a jackpot determination (also referred to as a jackpot lottery) for determining whether it is a jackpot is executed, and the first special symbol display 51 variably displays the first special symbol. Then, after a predetermined time has elapsed since the start of the variable display of the first special symbol, the first special symbol corresponding to the result of the jackpot determination is fixedly displayed on the first special symbol display 51. Here, if the fixedly displayed first special symbol is a special symbol indicating a jackpot, a jackpot occurs, the first big winning device 30 operates, the first opening / closing member 31 opens and closes, and the first big winning port 32 opens and closes. When a game ball wins a prize in the first start port 11 while the first special symbol display 51 is variably displaying the first special symbol, the operation of the first special symbol display 51 triggered by that winning is suspended, and the stored number indicating the number of such suspended operations is displayed by the first special symbol suspension display 51a. Hereinafter, the stored number of suspended operations of the first special symbol display 51 is referred to as the first special symbol suspension number.

[0030] Also, when a game ball wins a prize in the second start port 22, a jackpot determination (also referred to as a jackpot lottery) is executed, and the second special symbol display 52 variably displays the second special symbol. Then, after a predetermined time has elapsed since the start of the variable display of the second special symbol, the second special symbol corresponding to the result of the jackpot determination is fixedly displayed on the second special symbol display 52. Here, if the fixedly displayed second special symbol is a special symbol indicating a jackpot, a jackpot occurs, the first big winning device 30 operates, the first opening / closing member 31 opens and closes, and the first big winning port 32 opens and closes. When a game ball wins a prize in the second start port 22 while the second special symbol display 52 is variably displaying the second special symbol, the operation of the second special symbol display 52 triggered by that winning is suspended, and the stored number indicating the number of such suspended operations is displayed by the second special symbol suspension display 52a. Hereinafter, the stored number of suspended operations of the second special symbol display 52 is referred to as the second special symbol suspension number. In addition, when explaining matters common to the first special symbol suspension number and the second special symbol suspension number, it is simply referred to as the special symbol suspension number. Also, the period from when the special symbol display starts the variable display of the special symbol until it fixedly displays the special symbol is referred to as one variation of the special symbol. Also, the reduction of the special symbol suspension number by one each time the special symbol is varied once is referred to as the consumption of the special symbol suspension number.

[0031] Next, the effect display device 7 will be described. The effect display device 7 displays moving images and still images such as effect images, message images, and demonstration images (demo images). The player plays the game while viewing these images from the front of the pachinko machine 1. As the effect image, the effect (decoration) symbol is variably displayed in synchronization with the variable display of the special symbol. The effect symbol is a symbol representing arithmetic numbers (for example, 1 to 10). Note that the effect symbol may include symbols representing non-numeric characters such as alphabets and special characters, or may be combined with symbols representing non-numeric characters. As areas where the effect display device 7 variably displays the effect symbols, from left to right, a left effect symbol display area, a middle effect symbol display area, and a right effect symbol display area are set. In the left effect symbol display area, the left effect symbol 7L is variably displayed, in the middle effect symbol display area, the middle effect symbol 7C is variably displayed, and in the right effect symbol display area, the right effect symbol 7R is variably displayed. Hereinafter, when explaining matters common to the left effect symbol display area, the middle effect symbol display area, and the right effect symbol display area, it is simply referred to as the effect symbol display area.

[0032] The main variable patterns (variable modes) of each effect symbol are variable patterns in which the numbers represented by the effect symbols move from the top to the bottom of the screen so that the numbers are in ascending order, that is, variable patterns that scroll vertically. Note that as the variable pattern, a horizontal scroll method in which the effect symbol moves from one side to the other side of the screen, a method in which the effect symbols are sequentially displayed in ascending order of numbers at the same display position, etc. can also be used. In addition, the effect display device 7 displays a background image as the background of each effect symbol as the effect image. For example, the background image is a moving image such as a TV drama or a movie, a moving image obtained by animating the moving image, an animation, a moving image original to the pachinko machine manufacturer, etc. The effect display device 7 is a liquid crystal display device. Note that as the effect display device 7, an organic EL display device, a display device using a dot matrix LED, etc. can also be used.

[0033] The performance display device 7 variably displays each performance symbol in synchronization with the variable display of the special symbol, and when the special symbol is fixedly displayed, each performance symbol is also fixedly displayed, and the jackpot determination result is displayed. Here, the fixed display means a stopped display state in which the performance symbol does not swing up and down or change again and completely stops.

[0034] Hereinafter, the combination of performance symbols indicating that the result of the jackpot determination is a jackpot is referred to as the jackpot performance symbol combination, and the combination of performance symbols indicating that the result of the jackpot determination is a loss is referred to as the loss performance symbol combination. The jackpot performance symbol combination is a state in which each performance symbol is aligned with performance symbols representing the same number, that is, a so-called aligned state. For example, as shown in FIG. 1, the fixedly displayed left performance symbol 7L, middle performance symbol 7C, and right performance symbol 7R are all aligned with "7". Also, the loss performance symbol combination is a state in which each performance symbol is not aligned with performance symbols representing the same number, that is, a symbol state that is not aligned. For example, the state where the fixedly displayed left performance symbol 7L is "7", the middle performance symbol 7C is "6", and the right performance symbol 7R is "7". Hereinafter, the variable pattern of the performance symbol that the performance display device 7 variably displays in synchronization with the special symbol is referred to as the performance symbol variable pattern, and the image displayed behind the performance symbol variable pattern is referred to as the background image. The background image is a still image or a moving image.

[0035] The variable display of the performance symbol variable pattern is performed in synchronization with the variable display of the special symbol variable pattern, and when the operation hold of the special symbol display device occurs, the operation of the performance display device 7 is also held. That is, the number of operation holds of the special symbol display device and the number of operation holds of the performance display device 7 match.

[0036] The variable display of the performance symbol variation pattern is performed in synchronization with the variable display of the special figure variation pattern. When the operation hold of the special symbol display device occurs, the operation of the performance display device 7 is also held. That is, the number of operation holds of the special symbol display device and the number of operation holds of the performance display device 7 match. As shown in FIG. 1, in the performance display device 7, a first performance hold display area 51B and a second performance hold display area 52B are set. The first performance hold display area 51B and the second performance hold display area 52B are areas for displaying performance hold images for representing the number of operation holds of the performance display device 7 by the number of images. The player can know the first special figure hold number by counting the number of performance hold images displayed in the first performance hold display area 51B. Similarly, the player can know the second special figure hold number by counting the number of performance hold images displayed in the second performance hold display area 52B.

[0037] In this way, the number of operation holds of the performance display device 7 corresponding to the first special figure hold number and the number of operation holds of the performance display device 7 corresponding to the second special figure hold number are displayed on the performance display device 7 by the hold images. Therefore, the player can know the first special figure hold number and the second special figure hold number by counting the number of hold images displayed on the performance display device 7, and can also know the number of operation holds of the performance display device 7 caused by the first special figure hold number and the second special figure hold number. Note that the number of operation holds of the performance display device 7 may be notified to the player using a lamp or the like around the performance display device 7 without being displayed on the performance display device 7.

[0038] In addition, in the pachinko gaming machine 1, in addition to notifying the result of the jackpot determination by the performance symbols, the background image displayed on the performance display device 7, the sound output from the speaker 8, the lighting of the panel lamp 2a, etc. are used in combination to notify the result of the jackpot determination. Specifically, various performances such as a preview performance and a reach performance apply.

[0039] [Main Electrical Configuration of Pachinko Gaming Machine] Next, with reference to FIGS. 2 and 3, the main electrical configuration of the pachinko gaming machine 1 will be described. The pachinko gaming machine 1 includes a main control board 60 (Fig. 2), a payout control board 73 (Fig. 2), a sub-control board 100 (Fig. 3), an image control board 200 (Fig. 3), an audio control board 78 (Fig. 3), and a lamp control board 79 (Fig. 3).

[0040] As shown in Fig. 2, a one-chip microcomputer for game control (hereinafter referred to as the game control microcomputer) 61 is mounted on the main control board 60. The game control microcomputer 61 includes a CPU 62, a ROM 63, and a RAM 64. The main control board 60 also includes an input / output circuit 65 and a RAM clear switch 66. The game control microcomputer 61 generates random numbers used in various determinations (lotteries) such as jackpot random numbers, jackpot type random numbers, small win type random numbers, reach random numbers, and variation pattern random numbers. The CPU 62 executes detection of winning, jackpot determination, update of various random numbers, etc. The ROM 63 stores various tables such as a computer program executed by the CPU 62, a jackpot determination table (see Fig. 4 in this example), a jackpot type determination table (see Fig. 5 in this example), a small win type determination table (see Fig. 6 in this example), a reach determination table (see Fig. 7 in this example), and a special figure variation pattern selection table (see Fig. 8 in this example).

[0041] The RAM 64 is used as a work memory etc. when the CPU 62 executes a computer program. Also, the RAM 64 is provided with a first special figure hold memory section 64a, a second special figure hold memory section 64b, and a normal figure hold memory section 64c.

[0042] The first special figure holding memory unit 64a has first to fourth memory areas. That is, the maximum number of first special figure holdings that can be stored is four. In each memory area, jackpot random numbers, jackpot type random numbers, minor jackpot type random numbers, reach random numbers, and variation pattern random numbers acquired by the game control microcomputer 61 due to a winning of a game ball in the first start port 11 are stored. When a game ball wins in the first start port 11 while the first special symbol display 51 is variably displaying the first special symbol, the variable display of the first special symbol due to the winning is temporarily held (operation hold), and the jackpot random numbers and the like acquired due to the winning are stored in the first special figure holding memory unit 64a.

[0043] The second special figure holding memory unit 64b has first to fourth memory areas. That is, the maximum number of second special figure holdings that can be stored is four. In each memory area, jackpot random numbers, jackpot type random numbers, minor jackpot type random numbers, reach random numbers, and variation pattern random numbers acquired by the game control microcomputer 61 due to a winning of a game ball in the second start port 22 are stored. When a game ball wins in the second start port 22 while the second special symbol display 52 is variably displaying the second special symbol, the variable display of the second special symbol due to the winning is temporarily held (operation hold), and the jackpot random numbers and the like acquired due to the winning are stored in the second special figure holding memory unit 64b.

[0044] The jackpot random numbers and the like are stored in order from the first storage areas of the first special drawing retention memory unit 64a and the second special drawing retention memory unit 64b in the order of occurrence of the operation suspension, that is, the acquisition order by the game control microcomputer 61. For this reason, when the jackpot random numbers and the like are stored up to the first to fourth storage areas, the jackpot random numbers and the like stored in the fourth storage area are the latest information in terms of time, and the jackpot random numbers and the like stored in the first storage area are the oldest information in terms of time. The jackpot random numbers and the like stored in each storage area shift one by one to the storage area with the older storage order every time the variable display of the special symbols ends. For example, the jackpot random numbers and the like stored in the second storage area shift to the first storage area. Also, the determination (lottery) based on the jackpot random numbers and the like stored in the first storage area is executed before the variable display of the special symbols by the special symbol display ends and the next variable display starts.

[0045] The general drawing retention memory unit 64c stores the general winning random numbers (random numbers for determining (lottery) whether the general symbols are winning) acquired by the game control microcomputer 61 due to the game balls passing through the gate 12. When a game ball passes through the gate 12 while the general symbol display 53 is variably displaying the general symbols, the operation of the general symbol display 53 due to the passage is temporarily suspended (operation suspension), and the general winning random numbers acquired due to the passage are stored in the general drawing retention memory unit 64c. The suspended variable display of the general symbols is performed next after the currently ongoing variable display of the general symbols ends. In the pachinko game machine 1, the general drawing retention memory unit 64c has a storage area for performing a total of four suspensions, and the maximum number of stored operations suspended of the general symbol display 53 is four. Hereinafter, the number of stored operations suspended of the general symbol display 53 is referred to as the general drawing retention number.

[0046] Also, the input / output circuit 65 transmits or receives data to and from each substrate and the like connected to the main control substrate 60. Also, in the pachinko game machine 1, when starting up with the RAM clear switch 66 pressed, the RAM 64 and the RAM 120 (FIG. 3) of the sub-control substrate 100 are initialized.

[0047] In addition, the main control board 60 is electrically connected to the display devices 50. As described above, the display devices 50 include a first special symbol display 51, a second special symbol display 52, and a normal symbol display 53. Further, the display devices 50 include a first special symbol hold display 51a, a second special symbol hold display 52a, and a normal symbol hold display 53a. Further, the main control board 60 is electrically connected to a first start port sensor 11a, a second start port sensor 22a, a gate sensor 12a, a first big winning port sensor 32a, a second big winning port sensor 35a, a specific area sensor 35b, a non-specific area sensor 35c, a general winning port sensor 13a, an electric chute solenoid 20a, a first big winning port solenoid 30a, a second big winning port solenoid 33a, and a distribution member solenoid 35d via a relay board 74.

[0048] The first start port sensor 11a is provided directly below the first start port 11 and outputs a signal indicating that a game ball has won in the first start port 11 to the main control board 60. The second start port sensor 22a is provided directly below the second start port 22 and outputs a signal indicating that a game ball has won in the second start port 22 to the main control board 60. The gate sensor 12a is provided in the passage area of the game ball in the gate 12 and outputs a signal indicating that the game ball has passed through the gate 12 to the main control board 60. The first big winning port sensor 32a is provided directly below the first big winning port 32 and outputs a signal indicating that a game ball has won in the first big winning port 32 to the main control board 60. The second big winning port sensor 35a is provided directly below the second big winning port 35 and outputs a signal indicating that a game ball has won in the second big winning port 35 to the main control board 60. The specific area sensor 35b is provided in a specific area (not shown) inside the second big winning port 35 and outputs a signal indicating that a game ball has passed through the specific area to the main control board 60. The non-specific area sensor 35c is provided in a non-specific area (not shown) inside the second big winning port 35 and outputs a signal indicating that a game ball has passed through the non-specific area to the main control board 60. The general winning port sensor 13a is provided directly below the general winning port 13 and outputs a signal indicating that a game ball has won in the general winning port 13 to the main control board 60.

[0049] The electric solenoid 20a drives the opening and closing of the movable member 21 of the normal variable winning device 20. The first large winning port solenoid 30a drives the opening and closing of the first opening and closing member 31 of the first large winning device 30. The second large winning port solenoid 33a drives the opening and closing of the second opening and closing member 34 of the second large winning device 33. The distribution member solenoid 35d drives the distribution member provided inside the second large winning device 33.

[0050] Also, a card unit 76, a loan ball payout device 80, and a prize ball payout device 400 are electrically connected to the main control board 60 via a payout control board 73. The card unit 76 is provided adjacent to the pachinko game machine 1 and reads and writes the remaining balance on a prepaid card. The loan ball payout device 80 includes a loan ball motor 81 and a loan ball sensor 82. The loan ball motor 81 drives a member that pays out game balls as loan balls, and the loan ball sensor 82 outputs a signal indicating that a game ball has been paid out by that member to the main control board 60 via the payout control board 73. The game control microcomputer 61 counts the number of loan balls paid out by the loan ball payout device 80 based on the signal output from the payout control board 73. When the remaining balance recorded on the prepaid card inserted into the card unit 76 is equal to or greater than the minimum remaining balance that can be paid out, when a loan ball button (not shown) is operated, the loan ball payout device 80 operates, and the minimum unit number of loan balls is paid out to the ball supply tray 24.

[0051] The prize ball payout device 400 includes a prize ball motor 401 and a prize ball sensor 402. The prize ball motor 401 drives a member that pays out game balls as prize balls, and the prize ball sensor 402 outputs a signal indicating that a game ball has been paid out by that member to the main control board 60 via the payout control board 73. The game control microcomputer 61 counts the number of prize balls paid out by the prize ball payout device 400 based on the signal output from the payout control board 73.

[0052] In addition, a firing device 90 is electrically connected to the main control board 60 via a firing control circuit 75. The firing device 90 includes a firing motor 91, a touch switch 92, and a firing volume 93. The firing motor 91 drives a striking hammer (not shown) that strikes and fires a game ball. The touch switch 92 outputs a signal indicating that the player has touched the handle 4. The firing volume 93 adjusts the intensity with which the striking hammer strikes the game ball according to the amount of rotation of the firing lever 4a.

[0053] In addition, the pachinko gaming machine 1 includes a power supply board 70. The power supply board 70 supplies power to the main control board 60, the payout control board 73, and the sub-control board 100. Also, the power supply board 70 supplies power to each device electrically connected to the payout control board 73 via the payout control board 73. Further, the power supply board 70 supplies power to each sensor and solenoid electrically connected to the relay board 74 from the main control board 60 via the relay board 74. Moreover, the power supply board 70 supplies power to the displays 50 electrically connected to the main control board 60 via the main control board 60.

[0054] The power supply board 70 is provided with a backup power circuit 71. The backup power circuit 71 supplies power necessary for information retention to the RAM 64 etc. of the main control board 60 when external power is not supplied to the pachinko gaming machine 1. An on-off power switch 72 for turning on and off the main power supply that supplies power to the power supply board 70 is electrically connected to the power supply board 70.

[0055] The main control board 60 transmits various commands to the sub-control board 100. The main control board 60 can transmit commands to the sub-control board 100, but the sub-control board 100 cannot transmit commands to the main control board 60. That is, the communication between the main control board 60 and the sub-control board 100 is one-way communication that can only be transmitted from the main control board 60 to the sub-control board 100.

[0056] (Sub-control board) As shown in FIG. 3, on the sub-control board 100, an effect control one-chip microcomputer (hereinafter referred to as the effect control microcomputer) 101 is mounted. The effect control microcomputer 101 includes a CPU 102, a ROM 110, and a RAM 120. The sub-control board 100 also includes an input / output circuit 103. The CPU 102 controls the effects associated with the game. In the ROM 110, in addition to the computer program for the CPU 102 to control the effects, various tables are stored. The RAM 120 is used as a work memory when the CPU 102 executes the computer program. In the RAM 120, a first special figure reserved effect storage unit 121, a second special figure reserved effect storage unit 122, and the variable effect storage unit 123 are provided.

[0057] The first special figure reserved effect storage unit 121 has four storage areas composed of the first to fourth storage areas, and each storage area stores a first start winning command or the like output from the main control board 60. The first start winning command is a command including a jackpot random number, a jackpot type random number, a small win type random number, a variation pattern random number, and a reach random number obtained by the game control microcomputer 61 when a game ball wins in the first start port 11.

[0058] The second special figure reserved effect storage unit 122 has four storage areas composed of the first to fourth storage areas, and each storage area stores a second start winning command or the like output from the main control board 60. The second start winning command is a command including a jackpot random number, a jackpot type random number, a small win type random number, a variation pattern random number, and a reach random number obtained by the game control microcomputer 61 when a game ball wins in the second start port 22.

[0059] The variable effect storage unit 123 stores the first start winning command or the second start winning command used for the variation of the variable effect pattern. The variable effect pattern is a pattern that specifies the effect content performed on the effect display device 7 corresponding to the selected special figure variation pattern.

[0060] The input / output circuit 103 transmits or receives data to and from each substrate or the like connected to the sub-control board 100. An image control board 200 is electrically connected to the sub-control board 100. An effect display device 7 is electrically connected to the image control board 200. Mounted on the image control board 200 are a VDP (Video Display Processor) 201, an image control CPU 202, a control ROM 203, a control RAM 204, a CGROM (Character Generator Read Only Memory) 205, and a VRAM (Video Random Access Memory) 206. The image control CPU 202 controls the effect display device 7 to display effect images such as variable effect patterns, button effect images, and preview images. Stored in the control ROM 203 is a computer program for the image control CPU 202 to control the effect display device 7. The control RAM 204 is used as a work memory when the image control CPU 202 executes the computer program. Stored in the CGROM 205 is image data for the effect display device 7 to display effect images. The VDP 201 reads out image data from the CGROM 205 according to a display list created by the image control CPU 202, and expands the read-out image data in an expansion area in the VRAM 206. Then, the VDP 201 synthesizes the image data expanded in the VRAM 206, stores the synthesized image data in a frame buffer in the VRAM 206. Then, the VDP 201 converts the image data stored in the frame buffer in the VRAM 206 into an RGB signal and outputs it to the effect display device 7. Thereby, the effect display device 7 displays an effect image.

[0061] On the sub-control board 100, the panel lamp 2a, the effect button lamp 9c, the left side lamp 23a, and the right side lamp 23b are electrically connected via the lamp control board 79. The effect control microcomputer 101 creates light emission pattern data for determining the light emission mode of each lamp using the data stored in the ROM 110, and transmits the light emission pattern data to the lamp control board 79. Then, the lamp control board 79 performs light emission control of each lamp according to the received light emission pattern data.

[0062] On the lamp control board 79, the movable body 15 is electrically connected via the relay board 77. The movable body 15 is connected to a device (not shown) for operating the movable body 15, and a movable body motor (not shown) for driving the device is connected to the device. The effect control microcomputer 101 creates operation pattern data for determining the operation pattern of the movable body 15 using the data stored in the ROM 110, and transmits the operation pattern data to the lamp control board 79. Then, the lamp control board 79 that has received the operation pattern data drives the movable body motor via the relay board 77 according to the operation pattern, and performs operation control of the movable body 15.

[0063] On the sub-control board 100, each speaker 8 is electrically connected via the audio control board 78. The audio control board 78 is equipped with an audio control CPU (not shown), an audio data ROM (not shown), an audio synthesis circuit (not shown), and an amplifier (not shown). The audio data ROM stores audio data for each speaker 8 to output sounds such as music and sound effects. The audio control CPU reads the audio data from the audio data ROM based on the command received from the sub-control board 100, and outputs the read audio data to the audio synthesis circuit. The audio synthesis circuit synthesizes the input audio data, converts the synthesized audio data into an analog audio signal, and outputs it to the amplifier. The amplifier amplifies the input audio signal and outputs it to each speaker 8. Then, each speaker 8 outputs the sound indicated by the input audio signal.

[0064] In addition, an effect lever push-in detection switch 6a, an effect lever rotation detection switch 6b, an effect button detection switch 9a, an effect lever vibration motor 6c, and an effect button vibration motor 9b are electrically connected to the sub-control board 100.

[0065] The effect lever push-in detection switch 6a outputs a signal indicating that the effect lever 6 has been pushed in to the sub-control board 100. Based on the signal input from the effect lever push-in detection switch 6a, the effect control microcomputer 101 executes a lever effect to be performed when the effect lever 6 is pushed in. The effect lever rotation detection switch 6b outputs a signal indicating that the effect lever 6 has been rotated to the sub-control board 100. Based on the signal input from the effect lever rotation detection switch 6b, the effect control microcomputer 101 executes a lever effect to be performed when the effect lever 6 is rotated. The effect button detection switch 9a outputs a signal indicating that the effect button 9 has been pressed to the sub-control board 100. The effect control microcomputer 101 executes a button effect based on the signal input from the effect button detection switch 9a.

[0066] The effect lever vibration motor 6c is a member that vibrates the effect lever 6 and is provided at a portion in contact with the effect lever 6 or inside the effect lever 6. The effect button vibration motor 9b is a member that vibrates the effect button 9 and is housed inside the effect button 9. The ROM 110 stores operation pattern data for determining the operation pattern of the effect lever vibration motor 6c and operation pattern data for determining the operation pattern of the effect button vibration motor 9b. When it is time to perform an effect that vibrates the effect lever 6, the effect control microcomputer 101 reads the operation pattern data from the ROM 110 and drives and controls the effect lever vibration motor 6c based on the read operation pattern data. Also, when it is time to perform an effect that vibrates the effect button 9, the effect control microcomputer 101 reads the operation pattern data from the ROM 110 and drives and controls the effect button vibration motor 9b based on the read operation pattern data.

[0067] [Explanation of the gaming state] Next, the gaming state of the pachinko machine 1 will be described. The pachinko gaming machine 1 of this embodiment is a type of machine called a so-called mixed type 1 and type 2 machine. In the pachinko gaming machine 1, when a jackpot is won, the first large winning opening 32 is opened, and when a minor jackpot is won, the second large winning opening 35 is opened. More specifically, when a jackpot is won in the jackpot determination, it is a "type 1 jackpot", and after the symbol indicating "jackpot" is confirmed and displayed, a jackpot game is executed in which a round game for opening and closing the large winning opening (the first large winning opening 32 in the embodiment) is executed for a specified number of rounds. The period from when the large winning opening opens until it opens again is called a "round", and the game from the start of the first round until the end of the final round is called a jackpot game. Incidentally, each round game constituting the jackpot game ends when the end condition of the round game is satisfied. The end condition of the round game is that the number of game balls winning in the large winning opening reaches a predetermined upper limit number (for example, 10 balls), or a predetermined opening time (for example, 30 seconds) elapses, and the earlier of the two end conditions is satisfied. On the other hand, when a minor jackpot is won in the jackpot determination, after the symbol indicating "minor jackpot" is confirmed and displayed, the large winning opening (the second large winning opening 35 in the embodiment) is opened for a time shorter than the opening time of the large winning opening in the round game constituting the jackpot game. The opening time of the second large winning opening 35 based on winning a minor jackpot is set to be a time during which at least one game ball can win (for example, 1.2 seconds). Also, even while the opening based on winning a minor jackpot is in progress, when a specified number of game balls win in the second large winning opening 35, the second large winning opening 35 is closed, but the upper limit number of winnings is less than the upper limit number of winnings in the jackpot game. However, if a game ball passes through a specific area while the second large winning opening 35 is open based on winning a minor jackpot, it becomes a "type 2 jackpot", and similar to the type 1 jackpot, a jackpot game is executed in which a round game for opening and closing the large winning opening (the second large winning opening 35 in the embodiment) is executed for a specified number of rounds. In this embodiment, the round game time in the type 2 jackpot is the same as the round game time in the type 1 jackpot, and is a time during which a plurality of game balls can win (for example, 30 seconds).In the following description, in order to distinguish from a jackpot of one type, a jackpot caused by passing through a specific area may be referred to as a "V jackpot", and a jackpot game based on the "V jackpot" may be referred to as a "V jackpot game", respectively.

[0068] In the pachinko gaming machine 1, the probability of being determined as a jackpot in the jackpot determination (hereinafter referred to as the jackpot probability) is basically fixed, and there is no high-probability state in this model where the jackpot probability is higher than normal.

[0069] The normal symbol display 53 of the pachinko gaming machine 1 is provided with a probability variation function and a variation time shortening function. On the other hand, the special symbol display has no probability variation function and only has a variation time shortening function.

[0070] Also, the state in which the variation time shortening function of the special symbol display is operating is called the "time shortening state", and the state in which it is not operating is called the "non-time shortening state". In the time shortening state, the variation time of the special symbol (the time required from the start of the variation display to the determination display) is shorter than that in the non-time shortening state. As a result, the number of executions of the special symbol variation per unit time (also referred to as the variation display count) in the time shortening state is more than the number of executions of the special symbol variation per unit time in the non-time shortening state.

[0071] The probability variation function and the variation time shortening function of the normal symbol display 53 can operate in synchronization with the variation time shortening function of the special symbol display. The probability variation function and the variation time shortening function of the normal symbol display 53 operate in the time shortening state and do not operate in the non-time shortening state. Therefore, in the time shortening state, the probability of being determined as a win in the normal symbol lottery is higher than that in the non-time shortening state. That is, when the probability variation function of the normal symbol display 53 operates, the probability that the normal symbol determined by the normal symbol display 53 becomes a normal winning symbol (a normal symbol indicating that it has been determined as a win in the normal symbol lottery) is higher than when it is not operating.

[0072] Also, in the time-saving state, the variation time of the normal symbol is shorter than that in the non-time-saving state. For example, the variation time of the normal symbol is 10 seconds in the non-time-saving state, but 1 second in the time-saving state. Furthermore, in the time-saving state, the opening time of the normal variable winning device 20 is longer than that in the non-time-saving state. That is, the opening time extension function of the normal variable winning device 20 is activated. For example, the opening time of the normal variable winning device 20 in the non-time-saving state is 0.5 seconds, and the opening time of the normal variable winning device 20 in the time-saving state is 3 seconds. In addition, in the time-saving state, the number of opening times of the normal variable winning device 20 in the auxiliary game is more than that in the non-time-saving state. That is, the opening times increase function of the normal variable winning device 20 is activated. The auxiliary game is a game in which when the normal symbol that is definitely displayed is a predetermined specific normal symbol, the second start port 22 is opened and closed according to the opening pattern corresponding to the current game state.

[0073] In the situation where the probability variation function and the variation time shortening function of the normal symbol display 53, and the opening time extension function and the opening times increase function of the normal variable winning device 20 are activated, compared with the case where these functions are not activated, the normal variable winning device 20 is frequently opened, and the game balls frequently win the second start port 22. As a result, since the ratio of the number of winning balls to the number of launched balls increases, the player can aim for a big win (or a small win) without significantly reducing the number of game balls in hand. Note that, in this way, the control that supports the winning of the second start port 22 by the normal variable winning device 20 in the situation where the probability variation function and the variation time shortening function of the normal symbol display 53, and the opening time extension function and the opening times increase function of the normal variable winning device 20 are activated is called electric support control.

[0074] In the pachinko gaming machine 1 of the present embodiment, after the jackpot game ends, the gaming state is a state where power-saving control is performed and a time-saving state (hereinafter, this state is referred to as a "time-saving gaming state"). The time-saving state in the present embodiment ends when a special symbol is variably displayed a predetermined number of times, or when a jackpot is won within a predetermined number of times (including a jackpot by V winning). When playing the pachinko gaming machine 1 for the first time, the gaming state after power-on is a non-time-saving state without power-saving control. In addition, the time-saving state has a shorter variable time of the special symbol compared to the non-time-saving state, and since power-saving control is performed, it is easier to win the second start port 22, and the number of executions of the special symbol variation per unit time is large.

[0075] [Jackpot Judgment Table] The jackpot judgment table T1 shown in FIG. 4 is a table referred to when the game control microcomputer 61 executes a jackpot judgment as to whether it is a jackpot. The jackpot judgment table is configured by associating the type of lottery (lottery of the first special symbol or lottery of the second special symbol) with a jackpot random value (jackpot judgment value). The jackpot random value (jackpot judgment value) is a predetermined random number selected from the jackpot random numbers generated by the jackpot random counter. A computer program for operating the jackpot random counter is stored in the ROM 63, and when the CPU 62 executes the computer program, the jackpot random counter operates and a jackpot random number is generated. The jackpot random counter may use a random number generation circuit such as a counter IC. The jackpot random counter of the pachinko gaming machine 1 counts a total of 65,536 jackpot random numbers from 0 to 65,535. That is, a total of 65,536 jackpot random numbers from 0 to 65,535 are generated.

[0076] In the jackpot determination table T1, a total of 365 jackpot random numbers from 0 to 364 are set as the jackpot random numbers for the lottery of the first special figure. When the jackpot random number obtained from the jackpot random number counter is within the range of 0 to 364, the game control microcomputer 61 determines it as a jackpot, and when it is outside the range of 0 to 364 among 0 to 65535, it determines it as a "loss". Also, when it is determined as a loss, especially when the jackpot random number obtained from the jackpot random number counter is either 365 or 366, it is determined as a minor win.

[0077] In addition, in the jackpot determination table T1, a total of 365 jackpot random numbers from 0 to 364 are set as the jackpot random numbers for the lottery of the second special figure. When the obtained jackpot random number is within the range of 0 to 364, the game control microcomputer 61 determines it as a jackpot, and when it is outside the range of 0 to 364 among 0 to 65535, it determines that it is not a jackpot, that is, it determines it as a loss. Also, when it is determined as a loss in the lottery of the second special figure, especially when the obtained jackpot random number is within the range of 365 to 5826, it is determined as a minor win. That is, in the lottery of the first special figure and the lottery of the second special figure, the probability of being determined as a jackpot does not change, but the probability of being determined as a minor win in the lottery of the second special figure is higher than that in the lottery of the first special figure. Also, in the lottery of the second special figure, the winning probability of the minor win is set to about 1 / 12, which is very high compared to the jackpot. Details will be described later, but the minor win of the second special figure is mainly a win that activates the second major prize device 33 in an open pattern that allows the game ball to pass through a specific area (V winning area). On the other hand, the minor win of the first special figure is a win that activates the second major prize device 33 in an open pattern that makes it substantially impossible for the game ball to pass through a specific area (V winning area).

[0078] Incidentally, it is not necessary to set small wins in the lottery of the first special figure. Also, a small win random number may be provided separately from the big win random number, and a small win determination may be made when the big win is not won. Further, when the obtained big win random number is not determined as a "big win" but is within the range determined as a "small win", it may be determined as a "small win" without being determined as a "loss". Also, in the lottery of the second special figure, the winning probability of a small win may be appropriately changed according to the game characteristics, such as 1 / 1 or 1 / 2. Also, the winning probability of a small win in the lottery of the first special figure and the lottery of the second special figure may be the same probability. However, when winning a small win in the lottery of the first special figure, it is desirable to operate the second big prize device 33 and the distribution member in an open pattern in which it is substantially impossible for the game ball to pass through the specific area.

[0079] [Big Win Type Determination Table] The big win type determination table T2 shown in FIG. 5 is a table referred to when the game control microcomputer 61 executes the big win type determination when it is determined as a big win in the big win determination. The big win type determination table T2 is configured by associating a predetermined number of big win type random number values (big win type determination values) for each type of lottery (whether it is the lottery of the first special figure or the lottery of the second special figure). The big win type random number value is a predetermined random number selected from the big win type random numbers generated by the big win type random number counter. The computer program for operating the big win type random number counter is stored in the ROM 63, and when the CPU 62 executes the computer program, the big win type random number counter operates and the big win type random number is generated. The big win type random number counter may use a random number generation circuit such as a counter IC. In the present embodiment, the big win type random number counter counts a total of 10 big win type random numbers from 0 to 9. That is, a total of 10 big win type random numbers from 0 to 9 are generated.

[0080] In the pachinko gaming machine 1 of the present embodiment, there are "4R jackpot (time-saving 3 times)", "10R jackpot (time-saving 3 times)", and "10R jackpot (time-saving 6 times)" as jackpot types. In the lottery of the first special figure, if the jackpot type random number is a value within the range of 0 to 4, it is determined that the player has won the "4R jackpot (time-saving 3 times)", and if the jackpot type random number is 5 to 9, it is determined that the player has won the "10R jackpot (time-saving 3 times)". On the other hand, in the lottery of the second special figure, regardless of the value of the jackpot type random number, it is determined that the player has won the "10R jackpot (time-saving 6 times)". Also, in the case of a jackpot due to winning the V prize (a jackpot due to winning in a specific area in the second major prize device 33), regardless of the value of the jackpot type random number, it is determined that the player has won the "10R jackpot (time-saving 6 times)".

[0081] Thus, when winning a jackpot in the jackpot lottery, it is easier to win a jackpot type in which the upper limit number of times of the time-saving game state that occurs after the jackpot game ends is larger when winning the jackpot in the lottery of the second special figure than in the lottery of the first special figure. The fact that the upper limit number of times of the time-saving game state is larger means that the player can receive the jackpot lottery without excessively reducing the number of game balls in hand, which is advantageous for the player. Note that the determination probability of each jackpot type may be appropriately changed according to the game performance and the like. Also, the number of round games constituting the jackpot game, the upper limit number of times of the time-saving game state, and the like may be appropriately changed.

[0082] [Small jackpot type determination table] The small hit type determination table T3 shown in FIG. 6 is a table that the game control microcomputer 61 refers to when performing the small hit type determination when a small hit is determined. The small hit type determination table T3 is configured by associating a predetermined number of small hit type random values (small hit type determination values) for each lottery type (the lottery of the first special figure or the lottery of the second special figure). The small hit type random value is a predetermined random number selected from the small hit type random numbers generated by the small hit type random counter. The computer program for operating the small hit type random counter is stored in the ROM 63, and when the CPU 62 executes the computer program, the small hit type random counter operates to generate small hit type random numbers. The small hit type random counter may use a random number generation circuit such as a counter IC. In the present embodiment, the small hit type random counter counts a total of 10 small hit type random numbers from 0 to 1. That is, a total of 10 small hit type random numbers from 0 to 9 are generated. In the pachinko game machine 1 of the present embodiment, there are "normal small hits" and "special small hits" as small hit types. The "normal small hit" is a small hit that operates the second major prize device 33 in an open pattern in which it is substantially impossible for the game ball to pass through a specific area (V winning area). The "special small hit" is a small hit that operates the second major prize device 33 in an open pattern in which the game ball can pass through a specific area (V winning area).

[0083] In the lottery of the first special figure, it is determined that a "normal small hit" has been won regardless of the value of the small hit type random number. On the other hand, in the lottery of the second special figure, if the small hit type random number is 0, it is determined that a "normal small hit" has been won, and if the small hit type random number is 1 to 9, it is determined that a "special small hit" has been won. In the lottery of the second special figure, the number of small hit type random numbers associated with the small hit type may be arbitrarily changed. For example, all small hit type random numbers may be allocated to "special small hits".

[0084] [Reach determination table] The reach determination table T4 shown in FIG. 7 is a table referred to when the game control microcomputer 61 determines whether to select a special symbol variation pattern in which a reach appears when the result of the jackpot determination is a miss (excluding minor wins). Here, a reach refers to a state in which among a plurality of special symbols, only one of the special symbols that are variably displayed remains, and depending on which special symbol the variably displayed special symbol is finally displayed as, it becomes a combination of special symbols indicating a jackpot. Also, a reach refers to a state in which among the effect symbols that are variably displayed in a plurality of display areas of the effect display device 7, only one of the effect symbols that are variably displayed remains, and depending on which effect symbol the variably displayed effect symbol is finally displayed as, it becomes a combination of effect symbols for a jackpot effect.

[0085] For example, when one of the combinations of jackpot effect symbols is "777", in the left effect symbol display area, "7" is finally displayed as the left effect symbol 7L, in the right effect symbol display area, "7" is finally displayed as the right effect symbol 7R, and in the middle effect symbol display area, the middle effect symbol 7C is variably displayed. Note that the concept of a reach includes not only the state where the middle effect symbol 7C is scrolling, but also the state of shaking, the state of repeating expansion and contraction, etc.

[0086] The reach random number is a random number for determining whether to select a special figure variation pattern in which a reach appears when the result of the jackpot determination is a miss (excluding small wins). The reach determination table T4 is configured by associating the game state with the reach random number value (reach determination value). The reach random number value (reach determination value) is obtained by selecting a predetermined random number from the reach random numbers generated by the reach random number counter. In the present embodiment, the reach random number counter counts a total of 256 reach random numbers from 0 to 255. That is, a total of 256 reach random numbers from 0 to 255 are generated. The computer program for operating the reach random number counter is stored in the ROM 63, and when the CPU 62 executes the computer program, the reach random number counter operates to generate reach random numbers. In the present embodiment, a total of 28 reach random numbers from 0 to 27 are set as the reach random number values when the game state is the non-time-short state. When the reach random number obtained from the reach random number counter by the game control microcomputer 61 is within the range of 0 to 27 when the game state is the non-time-short state, it is determined that there is a reach in the reach determination, and when it is outside the range of 0 to 27 among 0 to 255, it is determined that there is no reach.

[0087] Also, in the present embodiment, a total of 12 reach random numbers from 0 to 11 are set as the reach random number values when the game state is the time-short state. When the reach random number obtained from the reach random number counter by the game control microcomputer 61 is within the range of 0 to 11 when the game state is the time-short state, it is determined that there is a reach in the reach determination, and when it is outside the range of 0 to 11 among 0 to 255, it is determined that there is no reach.

[0088] The reach random number determined to have a reach is set to be less in the time-saving state than in the non-time-saving state. As a result, in the time-saving state, the probability of determining that there is a reach is lower than in the non-time-saving state. That is, since the probability of determining that there is no reach becomes higher, accordingly, when selecting a special figure variation pattern, the probability of selecting a special figure variation pattern without a reach becomes higher. For this reason, in the time-saving state, the pace of consuming the number of reserved special figures becomes faster. Note that the table in FIG. 7 basically shows a reach determination table corresponding to the first special figure. The reach determination table corresponding to the second special figure may have the same content as the table of the first special figure or may be a different table.

[0089] [Special Figure Variation Pattern Selection Table] The special figure variation pattern selection table T5 shown in FIG. 8 is a table referred to when the game control microcomputer 61 determines a special figure variation pattern by lottery. The special figure variation pattern selection table T5 is configured by associating a game state, a determination result (big win determination, small win determination, and reach determination), the number of reserved special figures, a variation pattern random number value (variation pattern determination value), a special figure variation pattern, a variation time, and a stop time. Note that the big win type may also be associated.

[0090] Also, in the pachinko game machine 1 of the present embodiment, when a player plays a game in accordance with the intention of the development side, in the non-time-saving state, the variation of the first special figure is mainly performed, and in the time-saving state, the variation of the second special figure is performed. For this reason, in the example shown in FIG. 8, the special figure variation pattern selection table corresponding to the first special figure in the non-time-saving state and the special figure variation pattern selection table corresponding to the second special figure in the time-saving state will be described as examples.

[0091] In addition, the variation effect pattern shown in the special figure variation pattern selection table T5 refers to a variation effect pattern that specifies the effect content to be performed by the effect display device 7 corresponding to the selected special figure variation pattern, and is described for reference. The variation pattern random number value is a predetermined random number selected from the variation pattern random numbers generated by the variation pattern random number counter. The variation pattern random number counter of the pachinko gaming machine 1 counts a total of 100 variation pattern random numbers from 0 to 99. That is, a total of 100 variation pattern random numbers from 0 to 99 are generated. The computer program for operating the variation pattern random number counter is stored in the ROM 63, and when the CPU 62 executes the computer program, the variation pattern random number counter operates to generate a variation pattern random number.

[0092] When it is determined as a jackpot in the jackpot determination of the first special figure in the non-time-limited state and the variation pattern random number obtained from the variation pattern random number counter is any one of 0 to 94, regardless of the special figure hold number, the special figure variation pattern P1 is selected. Also, when the variation pattern random number is any one of 95 to 99, regardless of the special figure hold number, the special figure variation pattern P2 is selected. The variation time of the special figure variation pattern P1 is 400,000 ms, and the stop time of the special symbol, that is, the time when the special symbol is fixedly displayed, is 500 ms. The variation time of the special figure variation pattern P2 is 150,000 ms, and the stop time of the special symbol is 500 ms. The variation effect pattern corresponding to the special figure variation pattern P1 is associated with the content of displaying an SP reach on the effect display device 7. The variation effect pattern corresponding to the special figure variation pattern P2 is associated with the content of displaying a normal reach on the effect display device 7.

[0093] Also, when it is determined as a loss in the non-time-saving state and it is determined as having a reach in the reach determination, that is, in the case of a reach-with-loss, if the variation pattern random number obtained from the variation pattern random number counter is any one of 0 to 9, regardless of the number of special figure reservations, the special figure variation pattern P3 is selected. Also, if the variation pattern random number is any one of 10 to 99, regardless of the number of special figure reservations, the special figure variation pattern P4 is selected. The variation time of the special figure variation pattern P3 is 400,000 ms, and the stop time of the special symbol is 500 ms. The variation time of the special figure variation pattern P4 is 150,000 ms, and the stop time of the special symbol is 500 ms. Also, the variation effect pattern corresponding to the special figure variation pattern P3 is associated with the content of displaying an SP reach on the effect display device 7. The variation effect pattern corresponding to the special figure variation pattern P4 is associated with the content of displaying a normal reach on the effect display device 7.

[0094] Also, when it is determined as a loss in the non-time-saving state and it is determined as having no reach in the reach determination, that is, in the case of a no-reach loss, if the number of special figure reservations is 0 to 2 and the variation pattern random number obtained from the variation pattern random number counter is any one of 0 to 99, the special figure variation pattern P5 is selected. Also, if the number of special figure reservations is 3 to 4 and the variation pattern random number obtained from the variation pattern random number counter is any one of 0 to 99, the special figure variation pattern P6 is selected. The variation time of the special figure variation pattern P5 is 10,000 ms, and the stop time of the special symbol is 500 ms. The variation time of the special figure variation pattern P6 is 5,000 ms, and the stop time of the special symbol is 500 ms. Also, the variation effect patterns corresponding to the special figure variation patterns P5 and P6 are associated with the content of displaying normal variations on the effect display device 7. Note that in the non-time-saving state, it hardly wins a small prize, so in FIG. 8, the description of the special figure variation patterns that can be selected when determined as a small prize is omitted, but a special figure variation pattern dedicated to small prizes may be set.

[0095] When it is determined as a big win in the big win determination of the second special figure in the short-time state, and the variation is the first rotation variation after the end of the big win game and there is no hold of the second special figure, and the variation pattern random number obtained from the variation pattern random number counter is any one of 0 to 99, the special figure variation pattern P11 is selected. On the other hand, when there is a hold of the second special figure even in the first rotation variation after the end of the big win game or when it is a variation after the second rotation, the special figure variation pattern P12 is selected. The variation time of the special figure variation pattern P11 is 13,000 ms, and the stop time of the special symbol is 500 ms. The variation time of the special figure variation pattern P12 is 10,000 ms, and the stop time of the special symbol is 500 ms. Also, the variation effect patterns corresponding to the special figure variation patterns P11 and P12 are associated with the content of displaying a normal reach on the effect display device 7. In addition, in a one-kind two-kind mixed machine, if the player does not make a mistake in the operation, even a small win during the short-time game state will substantially become a big win (when winning a special small win), so small wins are also included in the big win. At this time, when "normal small win" is selected, a special figure variation pattern dedicated to small wins may be set to distinguish it from the "normal small win" leading to a big win.

[0096] Also, when it is determined as a loss in the short-time state, and the variation is the first rotation variation after the end of the big win game and there is no hold of the second special figure, and it is determined as having a reach in the reach determination, that is, in the case of a reach-with-loss, and the variation pattern random number obtained from the variation pattern random number counter is any one of 0 to 99, the special figure variation pattern P13 is selected. On the other hand, when there is a hold of the second special figure even in the first rotation variation after the end of the big win game or when it is a variation after the second rotation, the special figure variation pattern P14 is selected. The variation time of the special figure variation pattern P13 is 13,000 ms, and the stop time of the special symbol is 500 ms. The variation time of the special figure variation pattern P14 is 10,000 ms, and the stop time of the special symbol is 500 ms. Also, the variation effect patterns corresponding to the special figure variation patterns P13 and P14 are associated with the content of displaying a normal reach on the effect display device 7.

[0097] Also, when it is determined as a miss during the time-saving state, and when the variation is the first rotation variation after the end of the jackpot game and there is no hold of the second special figure, and when it is determined as no reach in the reach determination, that is, in the case of a miss without reach, and when the variation pattern random number obtained from the variation pattern random number counter is any one of 0 to 99, the special figure variation pattern P15 is selected. On the other hand, when there is a hold of the second special figure even in the variation of the first rotation after the end of the jackpot game or when it is a variation after the second rotation, the special figure variation pattern P16 is selected. The variation time of the special figure variation pattern P15 is 5,000 ms, and the stop time of the special symbol is 500 ms. The variation time of the special figure variation pattern P16 is 2,500 ms, and the stop time of the special symbol is 500 ms. Also, the content of displaying normal variation on the effect display device 7 is associated with the variation effect patterns corresponding to the special figure variation patterns P15 and P16.

[0098] [Main processing of game control microcomputer 61] Next, the main processing executed by the game control microcomputer 61 will be described with reference to the drawings.

[0099] (Main side main control processing) First, the content of the main side main control processing will be described according to FIG. 9. When the power of the pachinko gaming machine 1 is turned on, the game control microcomputer 61 reads out and executes the computer program for the main control process from the ROM 63. The game control microcomputer 61 first performs initial settings (step (hereinafter abbreviated as S) 1). In this initial setting, for example, settings of the stack, constants, interrupt times, the CPU 62, SIO (System Input / Output), PIO (Parallel Input / Output), CTC (Counter / Timer Circuit: a circuit for managing interrupt times), reset of various flags, counters, timers, etc. are performed. Subsequently, the game control microcomputer 61 executes interrupt prohibition (S2) and executes the main random number update process for the normal symbol and special symbol (S3). In this main random number update process for the normal symbol and special symbol, the initial values of the respective random number counters that generate the jackpot random number, jackpot type random number, small win type random number, reach random number, and variation pattern random number described above are each incremented by "1" and updated. When the count value of each random number counter reaches the upper limit value, it returns to "0" and is incremented by "1" again. Note that the initial value of each random number counter may be a value other than "0" or may be randomly changed. Also, a numerical value of "2" or more may be added to the count value of each random number counter for updating. Also, each random number may be a so-called hardware random number generated using a known random number generation circuit composed of a counter IC or the like. When using this hardware random number, the random number update process (S3) by software is not necessary.

[0100] Subsequently, the game control microcomputer 61 executes interrupt permission (S4). During interrupt permission, execution of the main-side timer interrupt process (S5) becomes possible. The main-side timer interrupt process (S5) is executed based on an interrupt pulse input to the CPU 62, for example, at a cycle of 4 msec. That is, it is executed at a cycle of 4 msec. And after the main-side timer interrupt process (S5) ends and before the next main-side timer interrupt process (S5) starts, initial value update processing of various counters by the normal symbol / special symbol main random number update process (S3) is executed. When an interrupt pulse is input to the CPU 62 in the interrupt prohibited state, the main-side timer interrupt process (S5) is not started immediately, but is started after the interrupt permission (S4) is executed.

[0101] (Main-side timer interrupt process) Next, the main-side timer interrupt process (S5) will be described with reference to FIG. 10. The game control microcomputer 61 executes output processing (S10). In this output processing, commands and the like set in the output buffer provided in the RAM 64 of the main control board 60 in each of the processes described below are output to the sub-control board 100, the payout control board 73, and the like. The game control microcomputer 61 also outputs a variation start command for the normal pattern indicating that the normal pattern has started to vary when the normal pattern starts to vary, and a variation start command for the special pattern indicating that the special pattern has started to vary when the special pattern starts to vary. Subsequently, the game control microcomputer 61 executes input processing (S11). In this input processing, detection signals detected by various sensors (the first start port sensor 11a, the second start port sensor 22a, the gate sensor 12a, the second start port sensor 22a, the first big winning port sensor 32a, the second big winning port sensor 35a, the specific area sensor 35b, the non-specific area sensor 35c, etc.) mainly attached to the pachinko game machine 1 are read. Subsequently, the game control microcomputer 61 executes timer update processing (S12). In this timer update processing, the update (subtraction) of the subtraction counter operating as a timer is performed. Subsequently, the game control microcomputer 61 executes prize ball control processing (S13). In this prize ball control processing, based on the detection signals of the various sensors read in the input processing (S11), a payout command for paying out prize balls corresponding to the type of winning port is set in the output buffer of the RAM 64. The payout command is a command output to the payout control board 73. Subsequently, the game control microcomputer 61 executes normal pattern / special pattern main random number update processing (S14). This normal pattern / special pattern main random number update processing is the same as the normal pattern / special pattern main random number update processing (S3) executed in the main side main control processing of FIG. 9. That is, the update processing of the initial values of the respective random number counters is performed in both the execution period of the main side timer interrupt processing (S5) and the other period (the period after the end of the main side timer interrupt processing (S5) until the next main side timer interrupt processing (S5) is started).

[0102] Subsequently, the game control microcomputer 61 executes the start port sensor detection process (S15), V winning detection process (S16), normal operation process (S17), special symbol standby process (S18), special symbol variation process (S19), and other processes (S20) described below, and ends the main side timer interrupt process. The other processes (S20) include a security control process for detecting and notifying illegal winnings, a magnetic detection process for detecting and notifying illegal acts using magnetism, a door opening process for detecting and notifying the opening of the front frame 18 or the inner frame, an illegal radio wave detection process for detecting and notifying illegal acts using radio waves, an impact detection process for detecting and notifying illegal acts that vibrate the pachinko game machine 1, and the like. Also, in the other processes, the first special figure reservation indicator 51a is controlled to a display mode indicating the number based on the first special figure reservation count, and the second special figure reservation indicator 52a is controlled to a display mode indicating the number based on the second special figure reservation count. Then, until an interrupt pulse is input to the CPU 62 next, the processes of S2 to S4 of the main side main control process are repeatedly executed, and when an interrupt pulse is input (about 4 msec later), the main side timer interrupt process (S5) is executed again. In the output process (S10) of the main side timer interrupt process executed again, commands and the like set in the output buffer of the RAM 64 in the previous main side timer interrupt process (S5) are output to a predetermined board.

[0103] (Start port sensor detection process) Next, the start port sensor detection process (S15) will be described with reference to FIG. 11. The game control microcomputer 61 determines whether or not the game ball has passed through the gate 12 (S30). Whether the game ball has passed through the gate 12 is detected by the gate sensor 12a. When it is determined that the game ball has passed through the gate 12 (S30: YES), the game control microcomputer 61 executes a gate passage process (S31). In this gate passage process, it is determined whether or not the normal figure reservation count is 4 or more. If the normal figure reservation count is not 4 or more, a process of adding "1" to the normal figure reservation count, obtaining and storing a winning random number for conducting a normal symbol lottery is performed.

[0104] After the end of S31, or when it is determined that the game ball has not passed through the gate 12 (S30: NO), the game control microcomputer 61 determines whether the game ball has won a prize at the second start port 22 (S32). Whether the game ball has won a prize at the second start port 22 is detected by the second start port sensor 22a. If the game ball has not won a prize at the second start port 22 (S32: NO), the process proceeds to S38. However, if it is determined that the game ball has won a prize at the second start port 22 (S32: YES), the game control microcomputer 61 determines whether the second special figure retention count U2 has reached the upper limit value of "4" (S33). If the second special figure retention count U2 has reached the upper limit value of "4" (S33: YES), the process proceeds to S38. However, if the second special figure retention count U2 has not reached "4" (S33: NO), the game control microcomputer 61 adds 1 to the second special figure retention count U2 (S34). As a result, the variable retention condition for the second special figure is satisfied, and the execution of the jackpot determination based on the acquired random number is temporarily suspended.

[0105] Subsequently, the game control microcomputer 61 executes the second special figure related random number acquisition process (S35). In this second special figure related random number acquisition process, a jackpot random number, a jackpot type random number, a minor jackpot type random number, a reach random number, and a variation pattern random number are acquired, and each of the acquired random numbers is stored in a storage area corresponding to the current second special figure retention count in the second special figure retention memory unit 64b. For example, when the current second special figure retention count is "3", each random number is stored in the fourth storage area. That is, the various random numbers are stored in each storage area in the order of the oldest acquisition order so that the newer the acquisition order of the random number, the larger the numbered storage area it is stored in.

[0106] Subsequently, the game control microcomputer 61 executes second start winning command creation processing (S36). In this second start winning command creation processing, a second start winning command is created based on each random number group acquired in S35. This second start winning command is composed of data indicating that a game ball has won at the second start port 22, data indicating each random number acquired in S35, and the like. Subsequently, the game control microcomputer 61 sets the second start winning command created in S36 in the output buffer of the RAM 64 (S37). This set second start winning command is output to the sub-control board 100 in the output processing (S10), and the effect control microcomputer 101 executes an effect based on each random number included in the second start winning command.

[0107] Subsequently, the game control microcomputer 61 determines whether or not a game ball has won at the first start port 11 (S38). Whether a game ball has won at the first start port 11 is detected by the first start port sensor 11a. If a game ball has not won at the first start port 11 (S38: NO), the start port sensor detection process ends. However, if it is determined that a game ball has won at the first start port 11 (S38: YES), the game control microcomputer 61 determines whether or not the first special figure reserved number U1 has reached the upper limit value of "4" (S39). If the first special figure reserved number U1 has reached "4" (S39: YES), the start port sensor detection process ends. However, if the first special figure reserved number U1 has not reached "4" (S39: NO), the game control microcomputer 61 adds 1 to the first special figure reserved number U1 (S40). As a result, the variable reservation condition for the first special figure is satisfied, and the execution of the jackpot determination based on the acquired random number is temporarily reserved.

[0108] Subsequently, the game control microcomputer 61 executes first special figure related random number acquisition processing (S41). In this first special figure related random number acquisition processing, a jackpot random number, a jackpot type random number, a minor jackpot type random number, a reach random number, and a variation pattern random number are acquired, and each of the acquired random numbers is stored in a storage area corresponding to the current first special figure reserved number in the first special figure reserved storage unit 64a. For example, when the current first special figure reserved number is "3", each random number is stored in the fourth storage area.

[0109] Subsequently, the game control microcomputer 61 executes first start winning command creation processing (S42). In this first start winning command creation processing, a first start winning command is created based on each random number group stored in the first special figure reservation memory unit 64a in S41. This first start winning command is composed of data indicating that a game ball has won at the first start port 11, data indicating each random number stored in the first special figure reservation memory unit 64a in S41, and the like. Subsequently, the game control microcomputer 61 sets the first start winning command created in S42 in the output buffer of the RAM 64 (S43). This set first start winning command is output to the sub-control board 100 in the output process (S10), and the effect control microcomputer 101 executes an effect based on each random number included in the first start winning command. In the present embodiment, the game control microcomputer 61 that executes the processes of S35, S41, and the processes of S35, S44 is an example of the "determination information acquisition means" in the present invention. Further, the first special figure reservation memory unit 64a, the second special figure reservation memory unit 64b, and the RAM 64 in which these memory units are set are examples of the "reservation memory means" in the present invention. Further, a jackpot game advantageous to the player is an example of the "privilege" in the present invention. And the game control microcomputer 61 that determines whether or not it has won a "jackpot" or "special small win" that can cause a jackpot game is an example of the "privilege determination means" in the present invention.

[0110] (V Winning Detection Process) Next, with reference to FIG. 12, the V winning detection process (S16) will be described. The game control microcomputer 61 determines whether or not the game ball has passed through a specific area provided in the second large winning port 35 (S44). Whether the game ball has passed through the specific area is detected by the specific area sensor 35b. When it is determined that the game ball has passed through the specific area (S44: YES), that is, when it is determined to be a jackpot, the game control microcomputer 61 proceeds to S45. On the other hand, when it is determined that the game ball has not passed through the specific area (S44: NO), the game control microcomputer 61 ends the V winning detection process.

[0111] In S45, the game control microcomputer 61 acquires a jackpot type random number, refers to a jackpot type determination table T2 (Fig. 5) in which the types of jackpots are set, and determines the type of jackpot. However, in this embodiment, since there is only one type of jackpot due to passing through a specific area, the process of S45 may be omitted. Also, the determination of the jackpot type based on V winning may be performed at the time of winning a small jackpot (winning of special symbols) immediately before the opportunity to open the second large winning opening 35, and in S45, only the determination result may be acquired.

[0112] Subsequently, the game control microcomputer 61 turns on a jackpot flag indicating that a jackpot has been determined in the jackpot determination (S46), and ends the V winning detection process.

[0113] (Normal operation process) Next, the content of the normal operation process (S17) will be described. The game control microcomputer 61 performs processes such as addition of the number of general pattern holds, variable display of general patterns by the general pattern display 53, winning determination as to whether the general pattern is a winning pattern, and opening / closing operation of the normal variable winning device 20 when the result of the winning determination is a win.

[0114] (Special symbol standby process) Next, the special symbol standby process (S18) will be described according to Fig. 13. The game control microcomputer 61 determines whether the second special figure reserved number U2 is "0" (S60). If it is determined that it is not "0" (S60: NO), the game control microcomputer 61 executes the second special figure big win determination process (S61) and the second special figure variation pattern selection process (S62) described later. Subsequently, the game control microcomputer 61 subtracts "1" from the second special figure reserved number U2 (S63), and shifts each data stored in each storage area of the second special figure reserved memory unit 64b one by one to the storage area with the older storage order, that is, the side to be read (S64). Subsequently, the game control microcomputer 61 executes the second special figure variation start process (S65). In this second special figure variation start process, a variation start command for the special figure is set in the output buffer of the RAM 64, and the variation display of the second special symbol is started on the second special symbol display 52. The variation start command for the special figure set in the output buffer of the RAM 64 includes the data of the special figure stop symbol set in the second special figure big win determination process (FIG. 14) described later and the data of the second special figure variation pattern set in the second special figure variation pattern selection process (FIGS. 15 and 16).

[0115] As a result, on the second special symbol display 52, the variation display of the second special figure is performed in the order in which the game control microcomputer 61 executes the win / loss determination based on the big win random number stored in the second special figure reserved memory unit 64b. Also, every time the second special symbol display 52 performs the variation display of the second special figure, each data stored in each storage area of the second special figure reserved memory unit 64b is shifted to the storage area with the older storage order. After the execution of S65, the game control microcomputer 61 ends the special symbol standby process.

[0116] Further, when the game control microcomputer 61 determines that the second special figure reserved number U2 is "0" (S60: YES), it determines whether the first special figure reserved number U1 is "0" (S66). When it determines that it is not "0" (S66: NO), the game control microcomputer 61 executes the first special figure jackpot determination process (S67) and the first special figure variation pattern selection process (S68) described later. Subsequently, the game control microcomputer 61 subtracts "1" from the first special figure reserved number U2 (S69), and shifts each data stored in each storage area of the first special figure reserved memory unit 64a one by one to the storage area with the older storage order, that is, the side to be read (S70). Subsequently, the game control microcomputer 61 executes the first special figure variation start process (S71). In this first special figure variation start process, a variation start command for the special figure is set in the output buffer of the RAM 64, and the variation display of the first special symbol is started on the first special symbol display 51. The variation start command for the special figure set in the output buffer of the RAM 64 includes the data of the special figure stop symbol set in the first special figure jackpot determination process (FIG. 14) described later and the data of the first special figure variation pattern set in the first special figure variation pattern selection process (FIGS. 15 and 16).

[0117] As a result, on the first special symbol display 51, the variation display of the first special figure is performed in the order in which the game control microcomputer 61 executes the win / loss determination based on the jackpot random number stored in the first special figure reserved memory unit 64a. Also, every time the first special symbol display 51 performs the variation display of the first special figure, each data stored in each storage area of the first special figure reserved memory unit 64a is shifted to the storage area with the older storage order. After the execution of S71, the game control microcomputer 61 ends the special symbol standby process.

[0118] On the other hand, when it is determined that the reserved number U1 of the first special symbol is "0" (S66: YES), the game control microcomputer 61 determines whether it is in the standby state (S72). The standby state refers to a state where a big win game is not in progress, the special symbol is not changing, and the reserved number of special symbols is zero. More specifically, the standby state is a state that occurs when, in addition to the above conditions, after the definite display of the special symbol (or effect symbol), a certain period of time has elapsed since the symbol stopped. Here, when it is determined that it is in the standby state (S72: YES), the game control microcomputer 61 ends the special symbol standby process. On the other hand, when it is determined that it is not in the standby state (S72: NO), the game control microcomputer 61 executes the standby screen setting process (S73). In this standby screen setting process, after waiting for a predetermined standby time to elapse, a customer waiting standby command for displaying the standby screen is set in the output buffer of the RAM 64. Then, the game control microcomputer 61 ends the special symbol standby process.

[0119] Thus, in this embodiment, the variable display of the first special symbol is performed only when the reserved number U2 of the second special symbol is "0" (when S60: YES). That is, the consumption of the second special symbol reservation is executed with priority over the consumption of the first special symbol reservation. However, when any of the special symbols is changing, the processing after S60 is not performed, and the special symbol standby process is ended.

[0120] (Second Special Symbol Big Win Judgment Process (First Special Symbol Big Win Judgment Process)) Next, with reference to FIG. 14, the second special symbol big win judgment process (S61) and the first special symbol big win judgment process (S67) will be described. Since the flow of the second special symbol big win judgment process and the first special symbol big win judgment process is the same, they will be described together.

[0121] The game control microcomputer 61 reads out the jackpot random number stored in the first storage area of the special figure reserved storage unit of the RAM 64 (S80), and refers to the jackpot determination table (in this example, the jackpot determination table T1) (S81). Subsequently, the game control microcomputer 61 refers to the range of the random number values corresponding to the jackpot in the jackpot determination table, and determines whether the same random number as the jackpot random number read out in S80 exists, that is, determines whether it is a jackpot (S82).

[0122] When it is determined that it is a jackpot (S82: YES), the game control microcomputer 61 reads out the jackpot type random number stored in the first storage area of the special figure reserved storage unit, refers to the jackpot type determination table (in this example, the jackpot type determination table T2) in which a plurality of jackpot types are set, and determines the type of jackpot (S83). Depending on the type of jackpot, the jackpot symbol of the special figure, the stop symbol of the special figure, the distribution rate, the maximum number of rounds, the jackpot effect symbol, etc. are different. Also, the upper limit number of times in the time-saving state is determined according to the type of jackpot. The distribution rate is the probability that a predetermined jackpot is selected among the plurality of types of jackpots set in the jackpot type determination table. Also, the maximum number of rounds is the maximum number of rounds that can be executed in the jackpot game.

[0123] After that, the game control microcomputer 61 turns on the jackpot flag indicating that it has been determined to be a jackpot (S84), sets the special figure stop symbol data for definitely displaying the jackpot symbol of the special figure corresponding to the jackpot type determined in S83 in the special figure buffer provided in the RAM 64 (S85), and ends this process.

[0124] On the other hand, when it is not determined as a big win (S82: NO), the game control microcomputer 61 refers to the range of random numbers corresponding to small wins in the big win determination table, and determines whether there is the same random number as the big win random number read in S80, that is, whether it is a small win (S86). When it is determined as a small win (S86: YES), the game control microcomputer 61 reads the small win type random number stored in the first storage area of the special figure reservation memory unit, and refers to the small win type determination table (in this example, the small win type determination table T3) in which a plurality of small win types are set, and determines the type of small win (S87). Depending on the type of small win, the small win symbols of the special figure, the stop symbols of the special figure, the distribution rate, the small win effect symbols, etc. are different. Also, depending on the type of small win, it is also determined whether there is a big win game by passing through a specific area, the continuation of the time shortening state, the end of the time shortening state, etc.

[0125] After that, the game control microcomputer 61 turns on the small win flag indicating that it has been determined as a small win (S88), sets the special figure stop symbol data for definitely displaying the small win symbol of the special figure according to the type of small win determined in S87 in the special figure buffer provided in the RAM64 (S85), and ends this process.

[0126] On the other hand, when it is not determined as a small win (S86: NO), that is, when it is determined as a loss, the game control microcomputer 61 sets the special figure stop symbol data for definitely displaying the loss symbol of the special figure in the special figure buffer (S85), and ends this process. In this embodiment, the big win random number and the small win type random number are examples of the "determination information" in the present invention.

[0127] (Second special figure variation pattern selection process (First special figure variation pattern selection process)) Next, according to FIGS. 15 and 16, the second special figure variation pattern selection process (S62) and the first special figure variation pattern selection process (S68) will be described. Note that since the flow of the second special figure variation pattern selection process and the first special figure variation pattern selection process is the same, they will be described together.

[0128] The game control microcomputer 61 determines whether it is in the time-saving state (S90). Whether it is in the time-saving state can be determined by whether the time-saving flag is ON. If it is determined that it is in the time-saving state (S90: YES), the game control microcomputer 61 proceeds to S97. If it is determined that it is not in the time-saving state (S90: NO), the game control microcomputer 61 proceeds to S91.

[0129] The game control microcomputer 61 that has proceeded to S91 or S97 determines whether the big win flag is ON. If it is determined that the big win flag is ON (S91, S97: YES), the game control microcomputer 61 selects a special figure variation pattern for the big win by referring to the special figure variation pattern selection table (S92, S98). For example, when it is not in the time-saving state, assuming that the variation pattern random number obtained from the first storage area of the first special figure hold memory unit 64a is "50", the game control microcomputer 61 refers to the special figure variation pattern selection table T5 and selects the special figure variation pattern P1 associated with the same random number as the obtained random number (S92). When it is in the time-saving state, assuming that the variation pattern random number obtained from the first storage area of the second special figure hold memory unit 64b is "50", the game control microcomputer 61 refers to the special figure variation pattern selection table T5 and selects the special figure variation pattern P11 associated with the same random number as the obtained random number (S98). The game control microcomputer 61 that has selected the special figure variation pattern then proceeds to S96.

[0130] Also, when it is determined that the jackpot flag is not ON (S91, S97: NO), the game control microcomputer 61 determines that it is a losing outcome. In this case, the game control microcomputer 61 proceeds to S93 and S99. Then, the game control microcomputer 61 acquires the reach random number stored in the first storage area of the special figure hold memory unit, and determines whether the acquired reach random number is a reach establishment random number (S93, S99). In the non-time shortening state, if the acquired reach random number exists among the reach random numbers for the non-time shortening state in the reach determination table T4, the game control microcomputer 61 determines that it is a reach establishment random number (S93: YES). Similarly, in the time shortening state, if the acquired reach random number exists among the reach random numbers for the time shortening state in the reach determination table T4, the game control microcomputer 61 determines that it is a reach establishment random number (S99: YES).

[0131] After that, the game control microcomputer 61 refers to the special figure variation pattern selection table and selects a special figure variation pattern for a losing outcome with a reach (S94, S100). For example, in the non-time shortening state, assuming that the variation pattern random number acquired from the first storage area of the first special figure hold memory unit 64a is "30", the game control microcomputer 61 refers to the special figure variation pattern selection table T5 and selects the special figure variation pattern P4 associated with the same random number as the acquired random number (S94). In the time shortening state, assuming that the variation pattern random number acquired from the first storage area of the second special figure hold memory unit 64b is "30", the game control microcomputer 61 refers to the special figure variation pattern selection table T5 and selects the special figure variation patterns P13 and P14 associated with the same random number as the acquired random number (S100). As described above, when there is a variation on the first rotation after the jackpot game ends and there is no hold of the second special figure, the special figure variation pattern P13 is selected. On the other hand, when there is a hold of the second special figure even if there is a variation on the first rotation after the jackpot game ends or when there is a variation on the second rotation or later, the special figure variation pattern P14 is selected. The game control microcomputer 61 that has selected the special figure variation pattern then proceeds to S96.

[0132] On the other hand, when it is determined that the obtained reach random number is not a reach establishment random number (S93, S99: NO), the game control microcomputer 61 refers to the special figure variation pattern selection table and selects a special figure variation pattern for non-reach losing (S95, S101). For example, when in the non-time shortening state, the game control microcomputer 61 refers to the special figure variation pattern selection table T5. When the special figure retention count is 0 to 2, it selects the special figure variation pattern P5, and when the special figure retention count is 3 to 4, it selects the special figure variation pattern P6 (S95). The variation time of the special figure variation pattern P6 is shorter than that of the special figure variation pattern P5. When the special figure retention count is 3 to 4, the variation of the special figure ends earlier, and the digestion pace of the special figure retention becomes faster. Also, when in the time shortening state, assuming that the variation pattern random number obtained from the first storage area of the second special figure retention memory unit 64b is "30", the game control microcomputer 61 refers to the special figure variation pattern selection table T5 and selects the special figure variation patterns P15 and P16 associated with the same random number as the obtained random number (S101). As described above, when there is variation in the first rotation after the end of the big win game and there is no retention of the second special figure, the special figure variation pattern P15 is selected. On the other hand, when there is retention of the second special figure even in the variation in the first rotation after the end of the big win game or when it is variation in the second rotation or later, the special figure variation pattern P16 is selected. The game control microcomputer 61 that has selected the special figure variation pattern then proceeds to S96.

[0133] The game control microcomputer 61 that has proceeded to S96 sets the variation pattern data indicating the selected variation pattern in the special figure variation pattern buffer provided in the RAM 64, and ends the special figure variation pattern selection process. The variation pattern data set in the special figure variation pattern buffer in S96 is included in the variation start command for the special figure set in S65 and S71 of the above-described special symbol standby process, and is output to the sub-control board 100 by the output process (S10) of the main side timer interrupt process.

[0134] Also, although the explanation is omitted here, even in the case of a minor win, the selection of a special figure variation pattern corresponding to the minor win is made by referring to the special figure variation pattern selection table. In particular, in a one-kind or two-kind mixer, when winning a minor win in the second special figure, it is substantially a major win, so the same effect as when winning a major win is selected. However, when "ordinary minor win" is selected, a special figure variation pattern dedicated to minor wins may be selected.

[0135] (Special symbol variation process) Next, according to FIG. 17, the special symbol variation process (S19) will be described. Note that since the flow of the process of the special symbol variation process of the second special figure and the special symbol variation process of the first special figure is the same, they will be described together.

[0136] The game control microcomputer 61 determines whether the variation time of the special symbol (the time corresponding to the special figure variation pattern set in S96) has ended (S110). If it is determined that the variation time of the special symbol has not ended (S110: NO), the game control microcomputer 61 ends the special symbol variation process. If it is determined that the variation time of the special symbol has ended (S110: YES), the game control microcomputer 61 sets a variation stop command for the special figure for stopping the variation display of the special symbol in the output buffer provided in the RAM 64 (S111). Subsequently, the game control microcomputer 61 executes a special symbol stop process for stopping the variation display of the special symbol being executed on the special symbol display with the symbol corresponding to the special figure stop symbol data set in S85 after the elapse of the variation time defined in the special figure variation pattern (S112). By this process, the special symbol is determined. Note that the special symbol continues to be in a stopped state (continuing the determined state of the special symbol) for the stop time corresponding to the selected special figure variation pattern (for example, 500 ms), and then the next variation of the special symbol is started.

[0137] Subsequently, the game control microcomputer 61 executes game state management processing to be described later (S113). After that, the game control microcomputer 61 determines whether the jackpot flag is ON (S114). If it is determined that the flag is ON (S114: YES), the game state reset processing is executed (S115). In this game state reset processing, it is determined whether the time shortening flag is ON. If it is determined that the flag is ON, the time shortening flag is turned OFF. That is, during the execution of the jackpot game, the game is controlled to be in a non-time shortening state.

[0138] Subsequently, in order to start the jackpot game, the game control microcomputer 61 performs jackpot opening setting (S116) and sets an opening command for executing the jackpot opening (S117). The jackpot opening is an effect such as displaying an effect image celebrating the occurrence of the jackpot on the effect display device 7 or playing a music celebrating the occurrence of the jackpot from each speaker 8. In the opening setting, the execution time of the jackpot opening is set in a predetermined timer and measured.

[0139] Subsequently, when the jackpot opening ends, the game control microcomputer 61 executes special electric accessory processing (jackpot) (S118). First, in the special electric accessory processing (jackpot), the game control microcomputer 61 sets the value of the special electric accessory operation valid counter. The special electric accessory operation valid counter is a counter that counts the remaining number of rounds in the jackpot game. When the round start time arrives, the game control microcomputer 61 sets a round start command in the output buffer of the RAM 64. Then, the game control microcomputer 61 opens and closes the first big winning port 32 or the second big winning port 35 in an opening pattern according to the type of jackpot. During the round game, when the first big winning port 32 or the second big winning port 35 is in the open state and the upper limit number of game balls wins, or when a predetermined opening time elapses, the game control microcomputer 61 closes the first big winning port 32 or the second big winning port 35 by the closing operation of the first opening and closing member 31 or the second opening and closing member 34 to end the round game. The game control microcomputer 61 performs the opening and closing operation of the first big winning port 32 or the second big winning port 35 for the number of rounds determined for each type of jackpot. Also, each time the game control microcomputer 61 starts a round game, it subtracts 1 from the value of the special electric accessory operation valid counter. When the value of the special electric accessory operation valid counter becomes "0", it ends the jackpot game. Specifically, the game control microcomputer 61 sets an ending command for executing the jackpot ending in the output buffer of the RAM 64. Also, the game control microcomputer 61 sets the execution time of the jackpot ending in a predetermined timer and measures it. When the jackpot game ends due to the end of the jackpot ending, thereafter, the game control microcomputer 61 turns off the jackpot flag. Also, each time a game ball wins in the second big winning port 35, the game control microcomputer 61 sets a command (second big winning port winning command) indicating that the game ball has won in the second big winning port 35 in the output buffer of the RAM 64.

[0140] After the end of the special electric accessory process (big win) (S118), the game control microcomputer 61 executes a game state setting process (S119). In the game state setting process, the game control microcomputer 61 turns on the time shortening flag and sets the number of times corresponding to the big win type in the time shortening counter. The game control microcomputer 61 sets a game state designation command in the output buffer of the RAM 64 and ends this process. The game state designation command includes information regarding the set game state (time shortening flag, time shortening counter, etc.). Thereafter, the game control microcomputer 61 ends the special symbol variation process.

[0141] In the pachinko gaming machine 1, since the number of times of time shortening differs depending on the type of big win, for example, when a big win type with the number of times of time shortening being "3 times" is selected, the time shortening state continues until the special symbol varies at most 3 times. If a big win is won within the number of variations (including a big win by V winning), after the big win game, the time shortening game state is entered again. On the other hand, for the case where a big win is not won within the number of times of time shortening based on the big win type, the time shortening state ends once, and a lottery is conducted by the remaining hold of the second special symbol. And if a big win is won (including a big win by V winning) in the variation of the remaining hold of the second special symbol, after the big win game, the time shortening game state is entered again.

[0142] On the other hand, when it is determined that the jackpot flag is OFF (S114: NO), the game control microcomputer 61 determines whether the minor jackpot flag is ON (S120). When it is determined that the minor jackpot flag is not ON (S120: NO), the game control microcomputer 61 proceeds to S119. On the other hand, when it is determined that the minor jackpot flag is ON (S120: YES), the game control microcomputer 61 executes a special electric accessory process (minor jackpot) described later to open the second major winning opening 35 based on the minor jackpot win (S121). Note that the game control microcomputer 61 opens the second major winning opening 35 based on the minor jackpot win without executing the game state reset process (S115) in the case of a minor jackpot. In the present embodiment, the game control microcomputer 61 that executes the jackpot game when the jackpot flag is set is an example of the "jackpot game execution means" in the present invention.

[0143] (Special electric accessory process (minor jackpot)) Next, with reference to FIG. 18, the special electric accessory process (minor jackpot) (S121) will be described. Note that since the special electric accessory process (minor jackpot) in the present embodiment is executed with a high probability in the second special figure, the description will be made on the premise of the second special figure.

[0144] The game control microcomputer 61 performs a minor jackpot opening setting (S122) and sets a minor jackpot opening command for executing the minor jackpot opening (S123). The minor jackpot opening is an effect such as displaying an effect image celebrating the occurrence of a minor jackpot on the effect display device 7 or playing a music celebrating the occurrence of a minor jackpot from each speaker 8. In the minor jackpot opening setting, the execution time of the minor jackpot opening is set in a predetermined timer and measured.

[0145] Subsequently, the game control microcomputer 61 sets the opening pattern of the second big winning opening 35 according to the selected small win (S124), and controls the opening and closing of the second opening and closing member 34. Subsequently, the game control microcomputer 61 sets a payout member operation flag according to the type of the selected small win (S125). The payout member operation flag is a flag indicating the period during which the payout member is operated. Specifically described, in the present embodiment, the game control microcomputer 61 turns on the payout member operation flag when "special small win" is determined, and turns off the payout member operation flag when "normal small win" is determined.

[0146] During the period when the payout member operation flag is ON, the game control microcomputer 61 energizes the payout member solenoid 35d and controls the payout member so that the specific area is in an open state. Note that during the period when the payout member operation flag is ON, it is not necessary to always control the payout member so that the specific area is in an open state, and there may be a time zone when the payout member solenoid 35d is turned off.

[0147] Thereafter, the game control microcomputer 61 determines whether or not the game ball has passed through the specific area (S126). The fact that the game ball has passed through the specific area is detected by the specific area sensor 35b. When it is determined that the game ball has passed through the specific area (S126: YES), the game control microcomputer 61 turns on the big win flag (S127). Thereby, in the pachinko game machine 1, even when the game ball passes through the specific area during the opening of the second big winning opening 35, control for starting the big win game can be executed in the same manner as when a big win is determined by the big win determination (S114 in FIG. 17). However, the big win game executed by the determination of a big win by the big win determination is executed by the first big winning device 30, while the big win game executed by the passage through the specific area is executed by the second big winning device 33.

[0148] After the end of S127, the game control microcomputer 61 proceeds to S128. On the other hand, when it is determined that the game ball has not passed through the specific area (S126: NO), the game control microcomputer 61 proceeds to S128 without executing the process of S127. That is, since the game ball has not passed through the specific area, the jackpot game is not started after the opening of the second large winning opening 35 based on the small hit winning.

[0149] The game control microcomputer 61 that has shifted to S128 determines whether or not the closing condition of the second large winning opening 35 based on the small hit winning is satisfied. The closing condition of the second large winning opening 35 based on the small hit winning is that the upper limit number of game balls win after the second large winning opening 35 becomes open, or the opening time defined in the opening pattern corresponding to the selected small hit has elapsed. When it is determined that the closing condition of the second large winning opening 35 is not satisfied (S128: NO), the game control microcomputer 61 ends this process. On the other hand, when it is determined that the closing condition of the second large winning opening 35 is satisfied (S128: YES), the game control microcomputer 61 turns off the small hit flag (S129) and ends this process.

[0150] (Game state management process) Next, the content of the game state management process (S113) will be described according to FIG. 19. The game control microcomputer 61 determines whether the time reduction flag is ON or not in order to determine whether it is in the time reduction state (S130). When it is determined that the time reduction flag is OFF (S130: NO), the game control microcomputer 61 proceeds to S134. On the other hand, when it is determined that the time reduction flag is ON (S130: YES), the game control microcomputer 61 subtracts 1 from the value of the time reduction counter (S131). After that, the game control microcomputer 61 determines whether the value of the time reduction counter after the subtraction of 1 has become "0" (S132). When it is determined that the value of the time reduction counter after the subtraction of 1 has become "0" (S132: YES), the game control microcomputer 61 turns off the time reduction flag (S133) and proceeds to S134. On the other hand, when it is determined that the value of the time reduction counter after the subtraction of 1 is not "0" (S132: NO), the game control microcomputer 61 proceeds to S134 without executing the process of S133.

[0151] In S134, the game control microcomputer 61 sets a game state designation command including information on the current game state in the output buffer of the RAM 64, and then ends the game state management process. The game state designation command set in the output buffer of the RAM 64 is output to the sub-control board 100 in the output process (S10) of the main-side timer interrupt process. The value of the time reduction counter is subtracted by 1 each time the special figure variation is consumed. When the value of the time reduction counter becomes "0", the time reduction state ends at the end of the current figure variation, and the non-normal state is entered.

[0152] (Sub-side main control process) Next, the sub-side main control process will be described with reference to FIG. 20. First, the production control microcomputer 101 executes initial settings (S140). In this initial setting, for example, settings for the stack, constants, interrupt times, the CPU 102, SIO (System Input / Output), PIO (Parallel Input / Output), CTC (Counter / Timer Circuit: a circuit for managing interrupt times), reset of various flags, counters, timers, etc. are performed. Subsequently, the production control microcomputer 101 determines whether the power-off signal is ON and whether the content of the RAM 120 is normal (S141). If the determination is negative (S141: NO), the RAM 120 is initialized (S142), and the process proceeds to S143. Also, if the determination is affirmative in S141 (S141: YES), the production control microcomputer 101 proceeds to S143 without initializing the RAM 120. That is, when the power-off signal is not ON, or when the power-off signal is ON but the content of the RAM 120 is not normal (S141: NO), the production control microcomputer 101 initializes the RAM 120. However, when the power-off signal becomes ON due to a power failure or the like but the content of the RAM 120 is kept normal (S141: YES), the RAM 120 is not initialized. Note that if the RAM 120 is initialized, the values of various flags, counters, timers, etc. are reset. Also, these S140 to S142 are executed only once after power-on and are not executed thereafter.

[0153] Subsequently, the effect control microcomputer 101 prohibits interrupts (S143) and executes a random number update process (S144). In this random number update process, the initial values of various effect determination random number counters are updated. Note that the effect determination random numbers include a variable effect pattern random number for determining a variable effect pattern, a preview effect random number for determining various preview effects, and the like. The method of updating the random numbers can be the same as the random number update process performed by the game control microcomputer 61 described above. Subsequently, the effect control microcomputer 101 executes a command transmission process (S145). In this command transmission process, various commands stored in the output buffer in the RAM 120 of the effect control microcomputer 101 are transmitted to the image control board 200, the audio control board 78, the lamp control board 79, and the like. Subsequently, the effect control microcomputer 101 executes interrupt permission (S146). Thereafter, S143 to S146 are repeatedly executed. Also, during interrupt permission, reception interrupt processing (S147), 1 ms timer interrupt processing (S148), and 10 ms timer interrupt processing (S149) can be executed.

[0154] (Reception interrupt processing) Next, the reception interrupt processing (S147) will be described. The effect control microcomputer 101 determines whether or not the signal level of the strobe signal (STB signal) applied to the external INT (interrupt) input section of the effect control microcomputer 101 has changed from the main control board 60, that is, whether or not it is the timing to receive a command. For example, it is determined whether or not the signal level of the strobe signal has changed from a high level to a low level. If it is determined that it is not the reception timing, the effect control microcomputer 101 ends this process. On the other hand, if it is determined that it is the reception timing, the effect control microcomputer 101 receives various commands transmitted from the main control board 60 and stores the received various commands in the reception buffer of the RAM 120. This reception interrupt processing is a process that is executed with priority over other interrupt processes (S148, S149).

[0155] (1 ms timer interrupt processing) Next, with reference to FIG. 21, the 1 ms timer interrupt process (S148) will be described. Each time an interrupt pulse with a 1 msec period is input to the sub-control board 100, the effect control microcomputer 101 executes this 1 ms timer interrupt process. The effect control microcomputer 101 executes an input process (S150). In this input process, the effect control microcomputer 101 creates switch data (edge data and level data) indicating that the switch is ON based on the detection signals from the effect lever depression detection switch 6a, the effect lever rotation detection switch 6b, and the effect button detection switch 9a.

[0156] Subsequently, the effect control microcomputer 101 executes an output process (S151). In this output process, the effect control microcomputer 101 outputs a variable effect start command set in the output buffer of the RAM 120 to the image control board 200 in the variable effect start process described later. Also, in order to cause the panel lamp 2a, the left side lamp 23a, and the right side lamp 23b to emit light in accordance with the display of the effect display device 7, the lamp data created in the lamp process (S163) and the like in the 10 ms timer interrupt process described later is output to the lamp control board 79. That is, the panel lamp 2a, the left side lamp 23a, and the right side lamp 23b are caused to emit light in a predetermined light emission mode according to the lamp data. Also, in order to output sound from the speaker 8 in accordance with the display of the effect display device 7, the sound data created in the sound control process (S164) and the like in the 10 ms timer interrupt process described later is output to the sound control board 78. That is, sound is output from the speaker 8 according to the sound data. Also, in order to drive the movable body 15 in accordance with the display of the effect display device 7, drive data (data for driving the movable body 15) is created, and the created drive data is output. That is, the movable body 15 is driven in a predetermined operation pattern according to the drive data.

[0157] Subsequently, the effect control microcomputer 101 determines whether or not it has output a variation start command for the effect symbol (S152). The variation start command for the effect symbol is set in the output buffer of the RAM 120 in the variation effect start process described later, and is output to the image control board 200 in S151. Here, when the effect control microcomputer 101 determines that it has output the variation start command for the effect symbol (S152: YES), it starts measuring the variation time of the variation effect pattern (S153). Subsequently, the effect control microcomputer 101 performs a watchdog timer process for resetting the watchdog timer (S154). After the end of S154, or when it is determined that the variation start command for the effect symbol has not been output (S152: NO), the effect control microcomputer 101 ends this process.

[0158] (10ms Timer Interrupt Process) Next, according to FIG. 22, the 10ms timer interrupt process (S149) will be described. The effect control microcomputer 101 executes this 10ms timer interrupt process every time an interrupt pulse with a period of 10 msec is input to the sub-control board 100. The effect control microcomputer 101 executes a received command analysis process (FIG. 23) described later (S160) and executes a switch state acquisition process (S161). In this switch state acquisition process, the switch data created in the input process (S150) of the 1ms timer interrupt process is stored in the RAM 120 as switch data for the 10ms timer interrupt process. Subsequently, based on the switch data stored in the switch state acquisition process, a switch process for setting the display content such as button effects displayed by the effect display device 7 is executed (S162). Subsequently, the effect control microcomputer 101 executes a lamp process (S163). In this lamp process, lamp data for controlling the lighting of each lamp (such as the panel lamp 2a, the left side lamp 23a, and the right side lamp 23b) is created and the time management of the lighting effect is performed in accordance with the display of the effect display device 7. As a result, each lamp performs a lighting effect in accordance with the display of the effect display device 7.

[0159] Subsequently, the effect control microcomputer 101 executes voice control processing (S164). In this voice control processing, creation of voice data (data for controlling the output of voice from each speaker 8), output of the created voice data to the voice control board 78, time management of voice effects, etc. are performed. As a result, voice is output from each speaker 8 in accordance with the display of the effect display device 7. Subsequently, the effect control microcomputer 101 executes other processing (S165) and ends this processing. In the other processing (S165), processing such as updating the variable effect pattern random number, the preview effect random number for determining the preview effect, etc. is executed.

[0160] (Received command analysis processing) Next, the received command analysis processing (S160) will be described with reference to FIG. 23. The effect control microcomputer 101 determines whether or not it has received a game state designation command from the main control board 60 (S170). If it is determined that a game state designation command has been received (S170: YES), the effect control microcomputer 101 executes sub-side game state setting processing (S171). The game state designation command includes information regarding the game state (time limit flag, time limit counter, etc.). In this sub-side game state setting processing, the received game state designation command is analyzed, and based on the information included in the game state designation command, the game state flag is set. The game state flag is a flag indicating the currently set game state. For example, when the information included in the game state designation command indicates "non-time limit state", the effect control microcomputer 101 sets the game state flag "1". When it indicates "time limit state", the effect control microcomputer 101 sets the game state flag "2".

[0161] Also, the effect control microcomputer 101 updates the value of the time limit effect counter stored in the RAM 120 based on the information included in the game state designation command. That is, the remaining number of variable times of the special symbol performed in the time limit state is set in the time limit effect counter. As a result, not only on the main control board 60 side but also on the sub-control board 100 side, the information on the number of time limit times can be held.

[0162] After the end of S171, or when it is determined that the game state designation command has not been received (S170: NO), the effect control microcomputer 101 determines whether an opening command has been received from the main control board 60 (S172). When it is determined that the opening command has been received (S172: YES), the effect control microcomputer 101 executes an opening effect selection process (S173). In this opening effect selection process, the type of effect to be executed during the opening of the big win game is selected. This effect is an effect by the image displayed on the effect display device 7, the light emission of the panel lamp 2a, etc., and the sound output from each speaker 8, etc., and varies depending on the type of big win. Specifically, referring to an opening effect selection table (not shown) in which an opening effect is associated with each opening command, the opening effect associated with the received opening command is selected. Then, an opening effect command for starting the selected opening effect is set in the output buffer of the RAM 120. Also, when a small win is instructed, the effect control microcomputer 101 determines the type of effect to be executed during the opening based on the small win win in the opening effect selection process, and sets an opening effect command for executing the selected small win opening effect in the output buffer of the RAM 120.

[0163] After the end of S173, or when it is determined that the opening command has not been received (S172: NO), the effect control microcomputer 101 determines whether a round designation command has been received from the main control board 60 (S174). When it is determined that the round designation command has been received (S174: YES), the effect control microcomputer 101 executes round effect selection processing (S175). In this round effect selection processing, the type of effect to be executed in each round of the jackpot game is selected. This effect is an effect by the image displayed on the effect display device 7, the light emission of the panel lamp 2a, etc., and the sound output from each speaker 8, etc., and varies depending on the type of jackpot. Specifically, referring to a round effect table (not shown) in which a round effect is associated with each round designation command, the round effect associated with the received round designation command is selected. Then, a round effect command for starting the selected round effect is set in the output buffer of the RAM 120.

[0164] After the end of S175, or when it is determined that the round designation command has not been received (S174: NO), the effect control microcomputer 101 determines whether a second large winning opening command has been received from the main control board 60 (S176). When it is determined that the second large winning opening command has been received (S176: YES), the game control microcomputer 61 executes second large winning opening winning time processing (S177). In this second large winning opening winning time processing, processing such as selecting a different effect according to whether the game ball that has won in the second large winning opening 35 has passed through a specific area is performed.

[0165] After the end of S177, or when it is determined that the second large winning opening command has not been received (S176: NO), the effect control microcomputer 101 executes a held consecutive effect processing (FIG. 25) for performing a held consecutive effect (see FIG. 28(d)) that suggests the degree of expectation of a jackpot (including a special small jackpot) for the current hold at a specific execution timing (in this embodiment, a specific round during the jackpot game). Details will be described later.

[0166] Next, the game control microcomputer 61 determines whether or not it has received an ending command from the main control board 60 (S179). When it is determined that an ending command has been received from the main control board 60 (S179: YES), the effect control microcomputer 101 executes an ending effect selection process (S180). In this ending effect selection process, the type of effect to be executed at the end of the jackpot is selected according to the type of jackpot that triggered the ongoing jackpot game. This effect is an effect by the image displayed on the effect display device 7, the lighting of the panel lamp 2a, etc., the sound output from each speaker 8, etc., and varies depending on the type of jackpot. Specifically, referring to an ending effect table (not shown) in which an ending effect is associated with each ending command, the ending effect associated with the received ending command is selected. Then, an ending effect command for starting the selected ending effect is set in the output buffer of the RAM 120.

[0167] After the end of S180, or when it is determined that the ending command has not been received from the main control board 60 (S179: NO), the effect control microcomputer 101 determines whether or not it has received a start winning command (first start winning command or second start winning command) from the main control board 60 (S181). When it is determined that the start winning command has been received (S181: YES), the effect control microcomputer 101 executes a pre-reading effect determination process (Fig. 24) described later (S182). Regarding the pre-reading effect determination process, although it will be described in detail later, it is determined whether or not the jackpot random number included in the start winning command stored in the special figure hold effect storage units 121 and 122 is the jackpot random number determined to be a jackpot in the special figure jackpot determination (S82 in Fig. 14). That is, a special figure jackpot determination (pre-determination) is performed before the game control microcomputer 61 performs the special figure jackpot determination. Also, in the present embodiment, it is determined whether or not the small win type random number included in the start winning command stored in the special figure hold effect storage unit is the random number determined to be a special small win. That is, a special figure jackpot determination (pre-determination) is performed before the game control microcomputer 61 performs the special figure jackpot determination. Then, depending on whether or not it is determined to be a jackpot (including a special small win), it is determined by lottery whether or not to perform a pre-reading effect. When it is determined to perform a pre-reading effect, the type of the pre-reading effect to be executed is determined, and the determined pre-reading effect is executed.

[0168] After the execution of S182, or when it is not determined that the start winning command has been received (S181: NO), the effect control microcomputer 101 determines whether or not it has received a variation start command for the special figure from the main control board 60 (S183). When it is determined that the variation start command for the special figure has been received (S183: YES), the effect control microcomputer 101 executes a variation effect start process (Fig. 25) described later (S184).

[0169] After the end of S184, or when it is determined that the variable start command for the special drawing has not been received from the main control board 60 (S183: NO), the effect control microcomputer 101 determines whether a variable stop command for the special drawing has been received from the main control board 60 (S185). When it is determined that the variable stop command for the special drawing has been received from the main control board 60 (S185: YES), the effect control microcomputer 101 executes a variable effect end process (S186). In this variable effect end process, the effect control microcomputer 101 sets a variable end command for the effect symbol for ending the variable effect in the output buffer of the RAM 120. When the set variable end command for the effect symbol is transmitted to the image control board 200 by the command transmission process (S145), the image control board 200 causes the left effect symbol 7L, the middle effect symbol 7C, and the right effect symbol 7R to be fixedly displayed through a predetermined stop pattern on the effect display device 7.

[0170] After the end of S186, or when it is determined that the variable stop command for the special drawing has not been received from the main control board 60 (S185: NO), the effect control microcomputer 101 executes other processes (S187) and ends this process. In the other processes (S187), processes based on commands other than the above commands (for example, a variable start command for the general drawing or a variable stop command for the general drawing) are performed.

[0171] (Pre-reading effect determination process) Next, the pre-reading effect determination process (S182 in FIG. 23) will be described with reference to FIG. 24. In FIG. 24, the pre-reading effect determination process based on the second start winning command will be mainly described.

[0172] The dedicated microcomputer 101 for performance control stores the second start winning command stored in the reception buffer of the RAM 120 in the second special figure hold performance storage unit 122 of the RAM 120 (S190). The received second start winning command is stored in the smallest numbered storage area among the first to fourth storage areas of the second special figure hold performance storage unit 122 where the second start winning command is not stored. As a result, the second start winning commands are stored in the order corresponding to the storage order of the special figure holds. Also, the display of the variable performance pattern is performed based on the second start winning command stored in the first storage area of the second special figure hold performance storage unit 122, and every time the variable performance pattern is displayed, the second start winning commands stored in each storage area shift to the storage area with the older storage order.

[0173] Subsequently, the dedicated microcomputer 101 for performance control updates by adding "1" to the value of the second special figure hold performance counter (S191). The second special figure hold performance counter is a counter that counts the number corresponding to the second special figure hold number based on the reception of the second start winning command. Therefore, the value of the second special figure hold performance counter increases and decreases in synchronization with the second special figure hold number.

[0174] Subsequently, the effect control microcomputer 101 performs a preliminary determination (S192). In this preliminary determination, it is determined whether the jackpot random number included in the second start winning command stored in the second special figure hold effect memory unit 122 in S190 is a jackpot random number determined to be a jackpot in the second special figure jackpot determination process (FIG. 14). That is, the effect control microcomputer 101 performs a preliminary determination before the game control microcomputer 61 performs a jackpot determination. In the ROM 110 of the sub-control board 100, a sub-side jackpot determination table identical to the jackpot determination table T1 (FIG. 4) is stored, and the effect control microcomputer 101 performs a preliminary determination with reference to the sub-side jackpot determination table. Similarly, the effect control microcomputer 101 determines whether the small win type random number included in the second start winning command stored in the second special figure hold effect memory unit 122 in S190 is a small win type random number determined to be a "special small win" in the second special figure jackpot determination process (FIG. 14). In the ROM 110 of the sub-control board 100, a sub-side small win type determination table identical to the small win type determination table T3 (FIG. 6) is stored, and the effect control microcomputer 101 performs a preliminary determination with reference to the sub-side small win type determination table.

[0175] Subsequently, the effect control microcomputer 101 determines whether the result of the preliminary determination is a jackpot or a special small win (S193). If it is a jackpot or a special small win (S193: YES), the effect control microcomputer 101 sets a pre-read jackpot flag indicating that a jackpot (including a special small win) exists in the preliminary determination in the storage area where the second start winning command including the jackpot random number or small win type random number determined to be a jackpot (including a special small win) is stored (S194). Thereafter, the effect control microcomputer 101 ends the pre-read effect determination process. On the other hand, if it is determined that it is neither a jackpot nor a special small win (S193: NO), the effect control microcomputer 101 ends the pre-read effect determination process without executing S194.

[0176] Incidentally, although the description was omitted in FIG. 24, the pre-reading effect determination process based on the first start winning command is also executed in the same manner as the pre-reading effect determination process based on the second start winning command. In the present embodiment, the process of S192 and the effect control microcomputer 101 that executes the process of S192 are an example of the "prior determination means" in the present invention. In the present embodiment, the start winning command is transmitted from the game control microcomputer 61 to the sub-control board 100, and the effect control microcomputer 101 that has received the start winning command executes prior determination before the game control microcomputer 61 executes the jackpot determination. Instead of this, the game control microcomputer 61 may perform prior determination as to whether or not a jackpot will occur when acquiring various random numbers, and transmit a start winning command including the prior determination result to the sub-control board 100. Further, it is sufficient that the effect control microcomputer 101 can recognize that there is a jackpot (including a special small jackpot) in the prior determination, and it is not necessary to perform management using a pre-reading jackpot flag.

[0177] (Variable effect start process) Next, with reference to FIG. 25, the variable effect start process (S184) will be described. The effect control microcomputer 101 analyzes the received variable start command for the special figure (S200). The variable start command for the special figure includes information on the second special figure variation pattern (first special figure variation pattern) set in the second special figure variation pattern selection process (first special figure variation pattern selection process), the special figure stop symbol (jackpot type determination result), and the like. Subsequently, when the variable start command for the special figure analyzed in S200 is the variable start command for the first special figure, the effect control microcomputer 101 subtracts "1" from the value of the first special figure hold effect counter so as to be synchronized with the first special figure hold count, and when it is the variable start command for the second special figure, it subtracts "1" from the value of the second special figure hold effect counter so as to be synchronized with the second special figure hold count (S201). The first special figure hold effect counter is a counter that counts a number corresponding to the first special figure hold count based on the reception of the first start winning command, and the second special figure hold effect counter is a counter that counts a number corresponding to the second special figure hold count based on the reception of the second start winning command.

[0178] Subsequently, the effect control microcomputer 101 shifts each piece of data such as the start winning command and the prediction jackpot flag stored in the special drawing reserved effect memory unit to the older memory area (S202). Next, the effect control microcomputer 101 refers to an effect symbol selection table (not shown) and selects a combination of the left effect symbol 7L, the middle effect symbol 7C, and the right effect symbol 7R that is finally determined and displayed when the effect display device 7 displays the variable effect pattern (S203).

[0179] Subsequently, the effect control microcomputer 101 executes effect content selection processing (S204). As the effect content selection processing, the effect control microcomputer 101 selects the effect content (variable effect pattern) that is performed along with the variation of the effect symbols from among a variable effect pattern selection table (not shown) based on the designated special drawing variation pattern. Subsequently, the effect control microcomputer 101 sets a variation start command for the effect symbols for starting the display of the effect content (variable effect pattern) selected in S204 in the output buffer of the RAM 120 (S205). The variation start command for the effect symbols includes, in addition to the effect content (variable effect pattern), effect image data for causing the effect display device 7 to display the effect symbols. Then, when the variation start command for the effect symbols including the effect image data is set in the output buffer of the RAM 120, the effect image data is output to the image control board 200 in the output processing (S151) of the 1 ms timer interrupt processing. Thereby, the effect symbols and the effect images based on the effect image data are displayed on the effect display device 7. Thereafter, the effect control microcomputer 101 ends this processing.

[0180] (Reserved continuous effect processing) Next, with reference to FIG. 26, the reserved continuous effect processing (S178 in FIG. 23) will be described. The dedicated microcomputer 101 for performance control determines whether a specific round in which a jackpot game is in progress, particularly a specific round in which a consecutive hold performance is to be executed, has started (S210). In this embodiment, the final round (the fourth round in the case of a 4R jackpot, or the tenth round in the case of a 10R jackpot) is set as the round in which the consecutive hold performance is to be executed. Note that the round in which the consecutive hold performance is to be executed may be other than the final round, or it is also possible to execute the consecutive hold performance only during the jackpot game that is carried out when a jackpot is won in the second special figure. Also, it is possible to execute the consecutive hold performance during the execution of the opening performance or the ending performance.

[0181] If it is determined that it is not a specific round (S210: NO), the dedicated microcomputer 101 for performance control ends this process. On the other hand, if it is determined that a specific round has started (S210: YES), the dedicated microcomputer 101 for performance control proceeds to S211. Then, the dedicated microcomputer 101 for performance control checks the second special figure hold performance storage unit 122 and determines whether there is at least one hold of the second special figure. Note that it is possible to determine the presence or absence of a hold at the time when a specific round in which the consecutive hold performance is to be executed starts, or it is also possible to determine the presence or absence of a hold at the time when the jackpot game starts. Also, it is possible to determine whether there is a hold including not only the second special figure but also the first special figure.

[0182] If it is determined that there is no hold of the second special figure (S211: NO), the dedicated microcomputer 101 for performance control ends this process. On the other hand, if it is determined that there is at least one hold of the second special figure (S211: YES), the dedicated microcomputer 101 for performance control proceeds to S212.

[0183] In S212, the effect control microcomputer 101 determines whether data indicating a big win or a special small win is stored in the second special figure hold effect memory unit 122. Specifically, the effect control microcomputer 101 determines whether a pre-reading big win flag is set in the second special figure hold effect memory unit 122. If the pre-reading big win flag is not set (S212: NO), the effect control microcomputer 101 ends this process. On the other hand, if the pre-reading big win flag is set (S212: YES), the effect control microcomputer 101 determines whether to execute a consecutive hold performance (S213). At this time, the effect control microcomputer 101 determines whether to execute a consecutive hold performance by lottery according to the probability determined for each hold (judgment information) stored in the second special figure hold effect memory unit 122.

[0184] FIG. 27 is a consecutive hold performance decision table T6 showing the execution probabilities of different consecutive hold performances for each hold. The consecutive hold performance decision table T6 is stored in the ROM 110. As shown in FIG. 27, in the consecutive hold performance decision table T6, the execution probabilities of consecutive hold performances are different according to the storage area in which judgment information pre-determined as a big win (including a special small win) is stored. Specifically, a total of 10 preview performance random numbers from 0 to 9 are set as preview performance random numbers for determining whether to execute a consecutive hold performance, and the number of random numbers specifying "executable" is different according to the storage area in which the judgment information is stored.

[0185] For example, when the determination information in the first storage area (the storage order (acquisition order) is the oldest in terms of time) is "big win (including special small win)", the determination value of the preview performance random number is determined so that the execution probability of the hold continuous performance is "0 / 10". Also, when the determination information in the second storage area is "big win (including special small win)", the determination value of the preview performance random number is determined so that the execution probability of the hold continuous performance is "5 / 10". Also, when the determination information in the third storage area is "big win (including special small win)", the determination value of the preview performance random number is determined so that the execution probability of the hold continuous performance is "5 / 10". Also, when the determination information in the fourth storage area (the storage order (acquisition order) is the newest in terms of time) is "big win (including special small win)", the determination value of the preview performance random number is determined so that the execution probability of the hold continuous performance is "10 / 10".

[0186] The above explanation is based on the premise that the number of holds in the second special figure is stored up to the upper limit of "4", and the "first storage area" corresponds to the storage area with the oldest storage order, and the "fourth storage area" corresponds to the storage area with the newest storage order. Regardless of this example, even when the number of holds in the second special figure has not reached the upper limit, it is possible to determine whether to execute the hold continuous performance with a probability corresponding to the storage area in which the hold resulting in a big win is stored. For example, when the number of holds in the second special figure at the time of reaching the timing for determining whether to execute the hold continuous performance is "3", the third storage area corresponds to the storage area with the newest storage order, but the production control microcomputer 101 determines whether to execute the hold continuous performance according to the probability corresponding to the third storage area.

[0187] As described above, in the present embodiment, the execution probability of the hold continuous performance is determined for each hold (determination information) stored in the second special figure hold performance storage unit 122. More specifically, it is determined that the older the storage area in which the determination information determined as a big win (special small win) is stored, that is, the earlier the storage order (acquisition order) of the determination information, the lower the execution probability of the hold continuous performance.

[0188] Note that the execution probabilities shown in the embodiments are merely examples and can be changed to any numerical values. For example, it may be determined such that the probability of determining the executability of the held continuous effect decreases as the storage order of the determination information for a jackpot (special small win) becomes newer. Also, it is sufficient that the execution probability of the held continuous effect is determined for each hold (determination information) stored in the second special figure held effect storage unit 122, and it is not necessary to adopt a rule such as decreasing the execution probability of the held continuous effect as the storage order becomes earlier.

[0189] As described above, in the pachinko gaming machine 1, all of the jackpot types determined when winning a jackpot in the non-time-saving state have a time-saving count of "3". For this reason, when the fourth hold becomes a jackpot, no jackpot will occur during the period when the time-saving state continues, and a jackpot will occur in the special figure variation immediately after the end of the time-saving state. For this reason, in the held continuous effect determination table T6 shown in FIG. 27, when the fourth hold (the oldest hold in terms of time) becomes a jackpot, in order to distinguish it from the first to third holds, the execution probability of the held continuous effect is set to "0 / 10". However, since it only means that no jackpot occurs during the period when the time-saving state continues, and there is no change in that a hold that becomes a jackpot is stored among the holds stored by the time the execution determination timing of the held continuous effect is reached, the execution probability for the fourth (the oldest hold in terms of time) hold may be set to "1 / 10" or more instead of "0 / 10". Incidentally, all of the jackpot types determined when winning a jackpot in the time-saving state have a time-saving count of "6". For this reason, a jackpot will occur during the period when the time-saving state continues. Considering this, when winning a jackpot during the time-saving state, the execution probability of the held continuous effect for the fourth hold may be determined according to the type of the winning jackpot. For example, when winning a jackpot in the non-time-saving state, the execution probability of the held continuous effect for the fourth hold may be set to "0 / 10", but when winning a jackpot in the time-saving state, the execution probability of the held continuous effect for the fourth hold may be set to "2 / 10" or the like.

[0190] Returning to the description of FIG. 26, the effect control microcomputer 101 checks the storage area in which the pre-read big hit flag is set, that is, the storage order of the determination information that results in a big hit (special small hit), and determines whether to execute the queued continuous effect by random selection according to the distribution of the preview effect random numbers corresponding to the storage order (S213).

[0191] For example, when the number of reserved second special figures at the time of execution of S213 is "4" and the pre-read big hit flag is set in the third storage area, the effect control microcomputer 101 determines to execute the queued continuous effect with a probability of "5 / 10". Also, when the number of reserved second special figures at the time of execution of S213 is "3" and the pre-read big hit flag is set in the third storage area, the effect control microcomputer 101 determines to execute the queued continuous effect with a probability of "5 / 10". Also, when the number of reserved second special figures at the time of execution of S213 is "2" and the pre-read big hit flag is set in the second storage area, the effect control microcomputer 101 determines to execute the queued continuous effect with a probability of "5 / 10". That is, regardless of the number of reserved second special figures at the time of execution of S213, the effect control microcomputer 101 determines whether to execute the queued continuous effect by lottery with a probability corresponding to the storage area in which the pre-read big hit flag is stored.

[0192] If "execution not" is determined in the execution lottery of the queued continuous effect (S214: No), the effect control microcomputer 101 ends this process. On the other hand, if "execution possible" is determined (S214: YES), the effect control microcomputer 101 proceeds to S215. In S215, the effect control microcomputer 101 sets a command for instructing the execution of the queued continuous effect in the output buffer. This command is transmitted to the image control board 200. Then, the effect control microcomputer 101 ends this process. Note that since the pre-read big hit flag is not set when a big hit (special small hit) is not pre-determined, if there is no reserved play that is pre-determined as a big hit (special small hit), the execution of the queued continuous effect will not be determined. That is, even for the same "small hit", if it is pre-determined as a "normal small hit", the execution of the queued continuous effect will not be determined.

[0193] Thus, in this embodiment, when there is a hold that will result in a jackpot (including a special small win) among the holds stored when reaching the final round, which is the timing for determining whether to execute the hold-linked effect, the determination of whether to execute the hold-linked effect is made with a probability determined for each hold. In this embodiment, the process of S213 and the effect control microcomputer 101 that executes the process of S213 are an example of the "effect determination means" in the present invention.

[0194] Incidentally, when there are multiple holds that will result in a jackpot (including a special small win) among the holds stored by the time reaching the final round, which is the timing for determining whether to execute the hold-linked effect, only the lottery based on the most recent hold in terms of time is executed, and it may not be necessary to conduct the execution lottery of the hold-linked effect based on subsequent holds. Conversely, only the lottery based on the oldest hold among the multiple jackpot determination information may be executed, and it may not be necessary to conduct the execution lottery of the hold-linked effect based on previous holds. Also, when there are multiple holds that will result in a jackpot (including a special small win), the execution probability of the hold-linked effect may be determined according to the combination of the memory areas in which the holds are stored, the number of holds that result in a jackpot, etc. For example, even if the number of holds that result in a jackpot is the same "2", the random numbers may be associated so that the execution probability of the hold-linked effect is higher when the preview jackpot flags are set in the first memory area and the third memory area than when they are set in the first memory area and the second memory area.

[0195] Also, when there are multiple holds that result in a big win, for example, if the storage order of the holds that result in a big win is in the order of the most recent in time, the execution possibility of the consecutive hold effect is determined by lottery according to the corresponding probability in that order, but the execution lottery may be performed until winning "executable". Also, the execution probability may be varied according to the type of win that triggered the setting of the preview big win flag. For example, the probability of determining the executability of the consecutive hold effect may be higher for "special small win" than for "big win". Also, the execution probability of the consecutive hold effect may be determined according to both the "type of win" that triggered the setting of the preview big win flag and the "order" in which the determination information for a big win (including special small win) is stored.

[0196] Hereinafter, with reference to FIG. 28, the flow and operation of the consecutive hold effect will be described. In FIG. 28, it is assumed that at the time of reaching the final round, the second special figure hold is stored up to the upper limit, and the determination information with the second oldest storage order is the determination information preliminarily determined as "big win" (second storage area).

[0197] When a big win is determined in the big win determination, as shown in FIG. 28(a), on the effect display device 7, the combination of big win effect symbols (in this example, "222") is fixedly displayed, and then the big win game is started. As shown in FIG. 28(b), when a game ball wins in the second start port 22 even during the big win game, the second special figure hold is stored until the upper limit value is reached. Then, the big win game progresses, and as shown in FIG. 28(c), the final round is reached.

[0198] Based on the premise that the hold with the second oldest storage order is the hold preliminarily determined as "big win", the execution possibility of the consecutive hold effect is determined according to the probability (in this example, "5 / 10") as described in FIG. 27. At this time, if the execution of the consecutive hold effect is determined, as shown in FIG. 28(d), in the final round, the "consecutive hold effect" is executed in such a manner that the character KC utters the line S1.

[0199] After that, when the ending effect is performed and the jackpot game ends, a time-saving game state is generated. In this time-saving game state, jackpot determination based on the second special figure hold is sequentially executed. Due to the preconditions, it is determined as a jackpot in the jackpot determination performed the second time after the end of the jackpot game. That is, within the hold limit where the execution of the jackpot determination is held during the jackpot game, a jackpot will occur again. As a result, the game effect shown in Fig. 28(d) is an effect that notifies that among the second special figure holds where the execution of the jackpot determination is held during the jackpot game, there is a hold that results in a jackpot. Also, the execution of the hold-linked effect is not univocally determined simply according to the simple information that there is a hold within the hold limit where the execution of the jackpot determination is held during the jackpot game, but the execution of the hold-linked effect is determined considering the position of the hold, so the variations related to the determination of the execution of the hold-linked effect increase.

[0200] On the other hand, when not winning the execution lottery of the hold-linked effect, as shown in Fig. 28(e), the character KC ends the final round without uttering the line S1, and the jackpot game ends. That is, the jackpot game ends without the hold-linked effect being executed. However, it is only that the hold-linked effect is not executed, and according to the preconditions, it will be determined as a jackpot in the jackpot determination performed the second time after the end of the jackpot game. As a result, even if the hold-linked effect is not performed, a jackpot will occur again within the hold limit after the end of the jackpot game.

[0201] Like a conventional pachinko machine, it is assumed that, until the timing for determining whether or not to execute a hold continuous effect is reached, the execution of the hold continuous effect is univocally determined with a high probability based only on the information that a hold that will result in a jackpot is stored, without considering the storage order of the holds that will result in a jackpot. In this case, if the hold continuous effect is not executed, there is a risk that the player may come to know that the possibility of not winning a jackpot within the hold is extremely high. On the other hand, it is assumed that the execution of the hold continuous effect is univocally determined with a low probability based only on the information that a hold that will result in a jackpot is stored, without considering the storage order of the holds that will result in a jackpot. In this case, the occurrence rate of the hold continuous effect itself, which should be pleasing to the player, such as "notifying the player that there is a jackpot within the hold during the jackpot game", will decrease, and there is a risk that the player cannot be sufficiently entertained. In a gaming machine of the one-kind two-kind mixed machine type with a small number of time-saving times, like the pachinko gaming machine 1 of the present embodiment, although the importance of the hold continuous effect is high, if the execution probability of the hold continuous effect is univocally determined based only on the information that a hold that will result in a jackpot is stored among all the holds at the current time, the original role of the hold continuous effect cannot be sufficiently fulfilled.

[0202] On the other hand, in the pachinko gaming machine 1 of the present embodiment, the execution of the hold continuous effect is not simply determined based on the fact that the determination information indicating "jackpot (including special small jackpot)" is stored, but rather the executability of the hold continuous effect is determined according to the probability determined for each hold. As a result, even for the same "jackpot (including special small jackpot)", the execution probability of the hold continuous effect will differ according to the storage order. For example, even for the same "jackpot (including special small jackpot)", a phenomenon will occur in which a hold with the latest storage order is more likely to have the execution of the hold continuous effect determined than a hold with the oldest storage order. As a result, it is not just a matter of whether or not the hold continuous effect is executed, and it becomes possible to sufficiently entertain the player with the hold continuous effect.

[0203] In this embodiment, the effect display device 7 that executes the suspended combination effect is an example of the "effect execution means" in the present invention. Note that the suspended combination effect may be performed not only by the effect display device 7 but also by the speaker 8, the panel lamp 2a, etc. In this case, the speaker 8 and the panel lamp 2a also correspond to the "effect execution means". Further, the effect mode of the suspended combination effect is not limited to the examples of the embodiment and may be appropriately changed according to the game properties, etc. For example, it may be a mode of changing the color of the background image.

[0204] [Effects of the First Embodiment] (1) By implementing the pachinko gaming machine 1 of the first embodiment, it is no longer the case that the execution of the suspended combination effect is uniformly determined, such as "since there is a suspended prize with a privilege stored, the suspended combination effect is executed". That is, even if there is a suspended prize with a privilege stored, the execution of the suspended combination effect is determined with a probability associated with each suspension. Therefore, the variations related to the determination of the execution of the suspended combination effect increase, and it becomes possible to improve the interest in the suspended combination effect.

[0205] (2) Also, for the suspensions pre-determined as big wins, the storage order among all the suspensions is checked, and the execution of the suspended combination effect is determined according to the probability associated with that order. As a result, it is possible to set the execution probability according to the storage order, such as lowering the execution probability of the suspended combination effect as the storage area where the determination information is stored is older (the storage order is older in time), or increasing the execution probability of the suspended combination effect as the storage area where the determination information is stored is newer (the storage order is newer in time). Thereby, the execution probability of the suspended combination effect varies according to the position of the suspension, and as a result, the variations related to the determination of the execution of the suspended combination effect increase.

[0206] (3) Further, a second major winning device 33 (special winning device) provided with a specific area through which a game ball can pass, and a game control microcomputer 61 (major winning game execution means) for executing a major winning game when the second major winning device 33 is opened and the game ball passes through the specific area when it is determined to be a major win or when it is determined to be a minor win. Minor wins include a special minor win in which a game ball can pass through the specific area and a normal minor win in which a game ball cannot pass through the specific area. The effect control microcomputer 101 (effect determination means) can determine the execution of the held continuous effect when it is pre-determined to be a special minor win, while it does not execute the held continuous effect when it is pre-determined to be a normal minor win. That is, since the held continuous effect is only executed when a major winning game advantageous to the player occurs, the value of the held continuous effect can be enhanced.

[0207] (4) When a major win occurs in the fourth hold (the oldest hold in terms of time) exceeding the time limit number of holds, the execution probability of the held continuous effect is set to "0 / 10". As a result, the held continuous effect will not be executed when a major win does not occur during the period when the time shortening state continues, and it is possible to differentiate from the case where the held continuous effect is executed when the first to third holds result in a major win.

[0208] (5) When it is determined whether or not to execute the held continuous effect, even if the held continuous effect is not executed, it does not change the fact that it is a major win. Therefore, while giving meaning to determining the execution probability of the held continuous effect for each hold, by creating a reversal phenomenon where a major win occurs even if the held continuous effect is not executed, the player can be made to enjoy the game even more.

[0209] <Second Embodiment> Next, a second embodiment of the present invention will be described. In the second embodiment, mainly the differences from the first embodiment will be described. Also, the same reference numerals and terms will be used for the same configurations or configurations that correspond in the same manner as in the first embodiment, and part or all of the drawings will be omitted.

[0210] In the first embodiment, the hold continuous effect determination table T6 (FIG. 27) is stored in the ROM 110, and the effect control microcomputer 101 determines whether or not to execute the hold continuous effect according to the probability defined in the table. Further, the probability defined in this table was unchangeable. Instead of this, in the second embodiment, the execution probability of the hold continuous effect can be changed to an arbitrary probability for each hold according to the custom settings of the player. This will be described in detail below.

[0211] FIG. 29 shows a setting change screen G1 displayed on the effect display device 7 when performing various settings for changing the execution probability of the hold continuous effect to an arbitrary probability for each hold. Note that the setting change screen G1 may be displayed only during the standby state, or may be appropriately displayed by an operation of an operation means (for example, the effect button 9) by the player regardless of whether it is in the standby state or not. That is, even during symbol variation or jackpot gaming, the setting change screen G1 is displayed by an operation of the operation means by the player, and the execution probability of the hold continuous effect may be changed even during symbol variation or jackpot gaming. However, when it is to be displayed overlaid on the display screen during symbol variation or jackpot gaming so as not to reduce the visibility of symbol variation or jackpot gaming, for example, it is preferable that the setting change screen G1 is a semi-transparent image. Further, this setting item may be reset to the default value when a predetermined reset condition is satisfied. An example of the reset condition is, for example, turning off the power of the pachinko gaming machine 1, pressing the RAM clear switch 66, or the like.

[0212] As shown in FIG. 29, on the setting change screen G1, items such as "Sound", "Single Announcement", and "Pending Link" are displayed as examples of setting change items. When the production lever 6 (corresponding to the operating means) is operated to select the item K1 of "Volume" while the setting change screen G1 is displayed on the production display device 7, adjustment items related to the volume (such as increasing or decreasing the volume level) are displayed (not shown). When the production lever 6 is operated to select the item K2 of "Single Announcement" while the setting change screen G1 is displayed on the production display device 7, adjustment items related to the single announcement (such as the appearance rate of the single announcement) are displayed (not shown). When the production lever 6 is operated to select the item K3 of "Pending Link" while the setting change screen G1 is displayed on the production display device 7, adjustment items related to the pending link production are displayed. On the setting change screen G1, a cursor C is displayed so as to surround any one of the items K1 to K3, and the cursor C moves up and down one by one each time the production lever 6 is pressed. Then, when an item of "Determine" is selected and determined by operating the production button 9 (corresponding to the operating means) with any one of the items K1 to K3 selected by the cursor C, it means that the execution of the change related to the selected item has been determined. In the example of FIG. 29, the state where the item K3 indicated by "Pending Link" has been determined is shown.

[0213] When the item K3 indicated by "pending connection" is determined, on the setting change screen G1, a change item H0 for changing the execution probability of the pending connection effect for each pending is displayed. The change item H0 has a first change item H1, a second change item H2, a third change item H3, and a fourth change item H4. The first change item H1 is an item for setting the execution probability of the pending connection effect when the storage area in which the winning pending is stored is the first storage area (the oldest in terms of time). The second change item H2 is an item for setting the execution probability of the pending connection effect when the storage area in which the winning pending is stored is the second storage area. The third change item H3 is an item for setting the execution probability of the pending connection effect when the storage area in which the winning pending is stored is the third storage area. The fourth change item H4 is an item for setting the execution probability of the pending connection effect when the storage area in which the winning pending is stored is the fourth storage area (the newest in terms of time). Also, each of the change items H1 to H4 has an up arrow Y1 selected when wanting to increase the execution probability of the pending connection effect and a down arrow Y2 selected when wanting to decrease the execution probability of the pending connection effect as components.

[0214] The above description is based on the premise that the number of second special figure pendings stored is up to the upper limit of "4", and the "first storage area" corresponds to the storage area with the oldest storage order, and the "fourth storage area" corresponds to the storage area with the newest storage order. Regardless of this example, even when the number of second special figure pendings has not reached the upper limit, it is possible to determine whether to execute the pending connection effect with an arbitrary probability set according to the storage area in which the winning pending is stored. For example, when the number of second special figure pendings at the time when the timing for determining whether to execute the pending connection effect arrives is "3", the third storage area corresponds to the storage area with the newest storage order, but the effect control microcomputer 101 will determine whether to execute the pending connection effect according to an arbitrary probability corresponding to the third storage area.

[0215] When the effect lever 6 is operated to select the upward arrow Y1 or the downward arrow Y2 in each change item H1 to H4, the selected arrows Y1 and Y2 change from white to black. Also, in each change item H1 to H4, three types of probabilities, "low", "medium", and "high", are defined as the execution probability of the hold continuous effect. Specifically, the probability corresponding to "low" is, for example, "3 / 10". The probability corresponding to "medium" is, for example, "5 / 10". The probability corresponding to "high" is, for example, "8 / 10".

[0216] The player selects the change items H1 to H4 for which the player wants to change the execution probability of the hold continuous effect by operating the effect lever, and in those change items H1 to H4, the player operates the upward arrow Y1 or the downward arrow Y2 by operating the effect lever 6 until any one of the items "low", "medium", and "high" corresponding to the execution probability to be set is displayed. Then, when the player operates the effect button 9 to select and determine the item "decision" in the state where any one of the items "low", "medium", and "high" corresponding to the execution probability to be set is displayed, the execution probability of the hold continuous effect is changed to the probability corresponding to the selected item of "low", "medium", or "high". When the player wants to change the execution probability of another change item H1 to H4, the player selects an arbitrary change item H1 to H4 again by operating the effect lever.

[0217] Specifically, in the ROM 110, "low" is defined as the initial default value of the execution probability of the queued continuous effects for each change item H1 to H4. When the effect lever 6 is operated upward, the program is configured to select "medium" after "low", "high" after "medium", and "low" after "high". When the effect lever 6 is operated downward, the program is configured to select "high" after "low", "medium" after "high", and "low" after "medium". Then, the effect control microcomputer 101 identifies which item of "low", "medium", or "high" is selected based on the type of signal output from the effect lever 6 (effect lever push detection switch 6a) and the number of times the signal is received. When a signal is input from the effect button 9 (effect button detection switch 9a), the effect control microcomputer 101 sets the selected execution probability as the execution probability of the queued continuous effects in the storage area corresponding to the selected change items H1 to H4 (corresponding to the order in which the queues are stored). For example, the change in the execution probability of the queued continuous effects in the storage area for the selected change items H1 to H4 may be managed in a format such as the queued continuous effect determination table T6 described in the first embodiment.

[0218] When the effect control microcomputer 101 reaches the round for performing the queued continuous effects, it executes the queued continuous effect process as described with reference to FIG. 26. When the process of S213 is reached, it refers to the queued continuous effect determination table in which the probability set in the most recent custom setting is adopted, and determines whether to execute the queued continuous effects according to the corresponding probability for each storage area in which the determination information pre-determined as a jackpot (special small jackpot) is stored.

[0219] For example, in the most recent custom settings, assume that "low" is selected as the execution probability corresponding to the first storage area (corresponding to the first change item H1), "medium" is selected as the execution probability corresponding to the second storage area (corresponding to the second change item H2), "medium" is selected as the execution probability corresponding to the third storage area (corresponding to the third change item H3), and "high" is selected as the execution probability of the reserved continuous effect corresponding to the fourth storage area (corresponding to the fourth change item H4). In this case, when the reservation stored in the first storage area results in a big win (including a special small win), the execution permission of the reserved continuous effect is determined with a probability of "3 / 10". When the reservation stored in the second storage area results in a big win, the execution permission of the reserved continuous effect is determined with a probability of "5 / 10". When the reservation stored in the third storage area results in a big win, the execution permission of the reserved continuous effect is determined with a probability of "5 / 10". When the reservation stored in the fourth storage area results in a big win, the execution permission of the reserved continuous effect is determined with a probability of "8 / 10". And when the execution of the reserved continuous effect is determined, the effect control microcomputer 101 outputs a command instructing the execution of the reserved continuous effect to the image control board 200.

[0220] As described above, as a custom setting related to the reserved consecutive performance, by making it possible to change the execution probability of the reserved consecutive performance to an arbitrary probability for each reservation, it becomes possible to reflect the preferences of the player and set the execution frequency of the reserved consecutive performance for each reservation. In the custom setting related to the reserved consecutive performance in a conventional pachinko gaming machine, without considering the storage order of the reserved jackpot, based only on the information that only the reservation that becomes a jackpot is stored, there are only two choices: "increase" or "decrease" the execution probability of the reserved consecutive performance. If "increase" is selected in this custom setting, if the reserved consecutive performance is not executed, there is a risk that the player may know that the probability of not winning the jackpot within the reservation is very high. On the other hand, if "decrease" is selected in this custom setting, the occurrence rate of the reserved consecutive performance, which should be pleasing to the player, such as "informing the player that there is a jackpot within the reservation during the jackpot game", will decrease, and there is a risk that the player cannot be fully entertained. That is, in the customization where the same setting is applied to all the reservations stored until the timing of determining whether to execute the reserved consecutive performance is reached, it is only a customization with advantages and disadvantages for the player, and it is difficult to say that the player is satisfied.

[0221] On the other hand, in the pachinko gaming machine 1 of the present embodiment, it is possible to set the execution probability of the reserved consecutive performance for each reservation, reflecting the preferences of the player. Therefore, even if there is a reservation pre-determined as a "jackpot", if the storage order is different, the execution probability of the reserved consecutive performance will be different. That is, since an arbitrary probability can be determined for each reservation, for example, it is possible to set the execution probability of the reserved consecutive performance high for a certain reservation and low for a reservation with a later storage order than that reservation. That is, instead of setting the execution probability of the reserved consecutive performance to either "increase" or "decrease" based only on the fact that there is a reservation that becomes a jackpot, it is possible to set different probabilities for each storage order according to the position of the reservation that becomes a jackpot. Therefore, the customization related to the reserved consecutive performance is not a customization with advantages and disadvantages as described above, and the player can be satisfied.

[0222] In addition, if the execution probability of the suspended continuous effect is not changed in the custom settings, the default value will be adopted as the execution probability of the suspended continuous effect as it is. Therefore, regardless of which storage area the determination information pre-determined as a big win is stored in, the execution permission will be determined with a probability of 3 / 10 for all of them.

[0223] Also, when the player operates the effect button 9 at an arbitrary timing, the setting change screen G1 can be displayed, so it is possible to appropriately change the execution probability of the suspended continuous effect for each suspension. For this reason, it is possible to change the execution probability of the suspended continuous effect for each suspension between the previous suspended continuous effect and the next suspended continuous effect to be executed. However, it is desirable to perform a prohibited process such as prohibiting the display of the setting change screen G1 during the execution of the suspended continuous effect process.

[0224] Also, instead of having one type of probability corresponding to "low", "medium", and "high" (in this example, "low" = "3 / 10", "medium" = "5 / 10", "high" = "8 / 10"), it may be possible to select from a plurality of types of probabilities. For example, the range of the probability corresponding to "low" may be set to "0 / 10 to 3 / 10", the range of the probability corresponding to "medium" may be set to "4 / 10 to 5 / 10", and the range of the probability corresponding to "high" may be set to "6 / 10 to 10 / 10". Then, when determining whether to execute the suspended continuous effect, for example, if the "low" item is selected, any probability among 0 / 10, 1 / 10, 2 / 10, and 3 / 10 may be determined by lottery, and the execution permission of the suspended continuous effect may be determined according to that probability. By doing so, even if it is the same "low", different probabilities may be adopted, so it becomes possible to define a more complex execution form of the suspended continuous effect.

[0225] [Effects of the Second Embodiment] (1) If the pachinko gaming machine 1 of the second embodiment is implemented, an arbitrary probability can be determined for each hold. For example, for a certain hold, the execution probability of the hold-linked effect can be increased, and for a hold with a storage order later than that hold, the execution probability of the hold-linked effect can be decreased, etc. That is, instead of setting the execution probability of the hold-linked effect to either "high" or "low" based only on the fact that there is a hold that will result in a big win, it is possible to set different probabilities for each storage order according to the position of the hold that will result in a big win. Therefore, the customization related to the hold-linked effect does not become the kind of one-sided customization as described above, and the player can be satisfied.

[0226] <Other embodiments> Hereinafter, modification examples will be described. Note that the following modification examples can be appropriately combined with each other.

[0227] · If the player can be informed that determination information pre-determined as a "big win (including a special small win)" is stored among all the holds stored by the time the timing for determining whether to execute the hold-linked effect arrives, the execution timing is not limited to the example of the embodiment. For example, it may be executed during the ending effect, or during the first round of the game. Also, in order to execute the hold-linked effect in such a manner that the name of the big win bonus is changed when the hold sequence is determined, it may be executed during the opening effect.

[0228] · The "big win" may not be the target of the hold-linked effect, and only the "special small win" may be the target of the hold-linked effect. · The distribution member is not limited to the solenoid type. For example, a roulette provided with a plurality of holes may be used as the distribution member. In this case, when the game ball passes through any one of the plurality of holes, it may be regarded as a "V win", and a big win may be generated triggered by the V win.

[0229] · The opening time and opening pattern of the second major winning opening 35 based on minor wins may be changed as appropriate. However, it is preferably not a time when a large number of game balls can win as in a jackpot game.

[0230] · Without setting a priority order between the digestion of the first special figure reservation and the digestion of the second special figure reservation, it may be used as a control process (so-called "variation of the ball entry order (memory order)") that digests them in order from the oldest one memorized among the first special figure reservation and the second special figure reservation. Also, a control process that digests the digestion of the first special figure reservation and the digestion of the second special figure reservation in parallel may be adopted.

[0231] · In the embodiment, when it is determined as a minor win, the type of minor win is determined using a minor win type random number. However, the minor win type may be determined by the difference in the jackpot random numbers determined as minor wins. Also, it is not necessary to set the jackpot type random number and the minor win type random number separately. It may be set as one type of "win type random number". When it is determined as a jackpot in a jackpot determination, the jackpot type is determined according to the win type random number, while when it is determined as a minor win in a minor win determination, the minor win type is determined according to the win type random number. Also, the upper limit number of times in the time-saving state may be changed as appropriate according to the game performance and the like.

[0232] ·The short-time game state may be terminated when the winning count of the normal small win reaches a specified number. In this case, the execution probability of the held continuous effect may be determined according to the winning count of the normal small win and the "order" in which the determination information for the big win (including the special small win) is stored. For example, on the premise of determining the execution probability of the held continuous effect for each hold, the execution probability of the held continuous effect may be increased as the winning count of the normal small win for ending the short-time game state increases. For example, assuming that the winning count of the normal small win that triggers the end of the short-time game state is "3 times". In this case, when the second special figure hold stored in the first storage area (the oldest storage order) is a "big win (special small win)", the held continuous effect may be executed with a probability of 1 / 10. When the second special figure hold stored in the second storage area is a "big win (special small win)", the held continuous effect may be executed with a probability of 3 / 10. When the second special figure hold stored in the third storage area is a "big win (special small win)", the held continuous effect may be executed with a probability of 4 / 10. When the second special figure hold stored in the fourth storage area (the newest storage order) is a "big win (special small win)", the held continuous effect may be executed with a probability of 5 / 10.

[0233] On the one hand, assume that the number of winning times of a normal small win that triggers the end of the short-time game state is set to "4 times". In this case, when the second special figure hold stored in the first storage area (the oldest in storage order) is a "big win (special small win)", the hold continuous performance may be executed with a probability of 2 / 10. When the second special figure hold stored in the second storage area is a "big win (special small win)", the hold continuous performance may be executed with a probability of 4 / 10. When the second special figure hold stored in the third storage area is a "big win (special small win)", the hold continuous performance may be executed with a probability of 5 / 10. When the second special figure hold stored in the fourth storage area (the newest in storage order) is a "big win (special small win)", the hold continuous performance may be executed with a probability of 6 / 10. In this case, while varying the execution probability of the hold continuous performance for each hold, the more the number of special figure variations executed in the short-time game state increases, the higher the possibility of executing the hold continuous performance. Therefore, when the hold continuous performance is executed, in addition to having a big win within the hold, it is also possible to raise expectations that the short-time upper limit number of times will increase.

[0234] · There may be one big winning opening (big winning device). · As the pachinko gaming machine 1, it may be embodied as a pachinko gaming machine that only varies the first special symbol.

[0235] · Further, the above embodiment may be a gaming machine in which the transition to the high-probability state is determined based on the type of the winning big win symbol, or may be configured as a so-called V-probability machine (a gaming machine that controls to the high-probability state based on the passage through a specific area (V area) within the big winning opening). Also, it may be configured as a so-called ST machine (a gaming machine with a limited number of probability changes) or a falling machine (a gaming machine in which the high-probability state ends according to the lottery result). Further, the first starting opening 11 and the second starting opening 22 may be arranged on the same flow path so that the game balls are not divided between the short-time game state and the non-short-time game state.

[0236] · The above embodiment may be applied to a managed pachinko gaming machine or a managed slot machine (a rotating drum gaming machine, a pachislot gaming machine). Based on the above embodiments and modification examples, the configuration according to the present invention has been described. However, the above-described embodiments are for facilitating the understanding of the present invention and are not limited to the examples of the present embodiments.

Explanation of Signs

[0237] 1 Pachinko gaming machine 2 Game board 3 Game area 6 Effect lever 7 Effect display device 9 Effect button 11 First start port 21 Movable member 22 Second start port 30 First big winning device 32 First big winning opening 33 Second big winning device 35 Second big winning opening 35b Specific area sensor 35d Distributing member solenoid 61 Microcomputer for game control 64 RAM 101 Microcomputer for effect control 110 ROM

Claims

1. A gaming machine having a determination information acquisition means for acquiring determination information upon winning of a game ball at a start port, a holding storage means for storing the determination information as a hold up to a predetermined upper limit number in the order of acquisition by the determination information acquisition means, and a privilege determination means for determining whether to grant a privilege using the determination information stored in the holding storage means, a preliminary determination means for preliminarily determining a determination result of privilege granting before being used for the determination by the privilege determination means, a production determination means for determining whether to execute a holding continuous production for notifying that the privilege is included in the determination information stored in the holding storage means when the result of the preliminary determination by the preliminary determination means indicates that the privilege is included in the determination information stored in the holding storage means, a production execution means for executing the holding continuous production during a jackpot game when the execution of the holding continuous production is determined by the production determination means, and the execution probability of the holding continuous production is determined for each hold stored in the holding storage means.

2. having an operation means operable by a player, The gaming machine according to claim 1, wherein the execution probability of the holding continuous production can be changed to an arbitrary probability for each hold by operating the operation means.

3. The production determination means, confirms the storage order in the holds stored in the holding storage means for the hold preliminarily determined to grant the privilege, and determines whether to execute the holding continuous production according to the probability associated with the order. The gaming machine according to claim 1 or claim 2.

4. a special winning device provided with a specific area through which a game ball can pass, a jackpot game execution means for executing a jackpot game when the special winning device is opened and the game ball passes through the specific area when the jackpot is determined by the privilege determination means or when the special winning device is opened and the game ball passes through the specific area when the small win is determined by the privilege determination means, the small win determined by the privilege determination means includes a special small win through which the game ball can pass through the specific area and a normal small win through which the game ball cannot pass through the specific area, The production determination means can determine the execution of the holding continuous production when it is preliminarily determined to be the special small win as a result of the preliminary determination by the preliminary determination means, while not executing the holding continuous production when it is preliminarily determined to be the normal small win. The gaming machine according to claim 1 or claim 2.

Citation Information

Patent Citations

  • Game machine

    JP2018027333A