Game machine

A gaming machine with an information acquisition and effect execution system dynamically adjusts game states and visual effects to enhance player engagement and attention, addressing the need for improved interaction in existing gaming machines.

JP2025107263APending Publication Date: 2025-07-17SANYO BUSSAN KK
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Patent Information

Application Number
JP2025074414
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-04-28
Publication Date
2025-07-17

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player engagement and attention, necessitating improvements in game interest and interaction.

Method used

Incorporation of an information acquisition, determination, and effect execution system that dynamically adjusts game states and visual effects based on predefined conditions, including variable symbol displays and stage transitions, to maintain player engagement.

Benefits of technology

The system effectively increases player attention and interest by providing dynamic game states and visual cues, enhancing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of suitably increasing a degree of attention to a game.SOLUTION: Display of "0 times" up to a ceiling is shown in a ceiling arrival counter 81c by completion of execution of a variation display of a second special pattern, and 1 is subtracted from a state in Fig. 58(c), thus reaching a ceiling and shifting to "a normal pattern low-probability time-shortening state". For this reason, although a main display rightward shooting instruction 89 for suggesting a rightward shooting game is displayed, a performance rightward shooting instruction 81d is not displayed in a center part of a main display area Dm since a variation display of a first special pattern is under execution in a center part of the main display area Dm of a third pattern display device 81.SELECTED DRAWING: Figure 58
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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, a lottery such as a win is conducted based on the establishment of predetermined start conditions. For example, there is a gaming machine that pays out a predetermined gaming medium to a player according to the establishment of predetermined acquisition conditions when winning a win.

[0003] In this gaming machine, at least a predetermined first gaming state and a second gaming state more advantageous to the player than the first gaming state can be generated. In the second gaming state, a winning game is selected, and again, there are those configured to be able to generate the second gaming state (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] For gaming machines and the like as exemplified above, in order to improve the interest of the game, it is necessary to increase the degree of attention to the game, and there is still room for improvement in this regard.

[0006] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of suitably increasing the degree of attention to the game.

Means for Solving the Problems

[0007] In order to achieve this object, the gaming machine according to claim 1 is a gaming machine including an information acquisition means capable of acquiring predetermined information, a determination means capable of determining the predetermined information acquired by the information acquisition means, and a predetermined effect execution means capable of executing a predetermined effect on a display device, the gaming machine including at least a calculation means capable of calculating that a first condition has been satisfied, a first effect execution means capable of executing a first effect capable of suggesting a gaming situation to a player when the first condition is satisfied, and an effect termination means for terminating the first effect when a second condition is satisfied during the execution of the first effect based on the calculation result of the calculation means.

Advantages of the Invention

[0008] According to the gaming machine of claim 1, there is provided a gaming machine including an information acquisition means capable of acquiring predetermined information, a determination means capable of determining the predetermined information acquired by the information acquisition means, and a predetermined effect execution means capable of executing a predetermined effect on a display device, the gaming machine including at least a calculation means capable of calculating that a first condition has been satisfied, a first effect execution means capable of executing a first effect capable of suggesting a gaming situation to a player when the first condition is satisfied, and an effect termination means for terminating the first effect when a second condition is satisfied during the execution of the first effect based on the calculation result of the calculation means. As a result, there is an effect that the degree of attention to the game can be suitably increased.

Brief Description of the Drawings

[0009]

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Embodiments for Carrying Out the Invention

[0010] <First Embodiment> Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. First, with reference to FIGS. 1 to 59, a first embodiment when the present invention is applied to a pachinko game machine (hereinafter simply referred to as "pachinko machine") 10 will be described. Fig. 1 is a front view of the pachinko machine 10 in the first embodiment, Fig. 2 is a rear view of the pachinko machine 10, and Fig. 3 is a front view of the game board 13 of the pachinko machine 10.

[0011] As shown in Fig. 1, the pachinko machine 10 includes an outer frame 11 whose outer shell is formed by a wooden frame assembled in a substantially rectangular shape, and an inner frame 12 formed in substantially the same outer shape as the outer frame 11 and supported so as to be openable and closable with respect to the outer frame 11. On the outer frame 11, metal hinges 18 are attached at two upper and lower positions on the left side in the front view (see Fig. 1) to support the inner frame 12. With the side where the hinges 18 are provided as the axis of opening and closing, the inner frame 12 is supported so as to be openable and closable to the front side.

[0012] On the inner frame 12, a game board 13 (see Fig. 3) having a large number of nails and winning holes (ball entry holes) 63, 64, 71, 71a, etc. is detachably attached from the back side. A pinball game is played by balls flowing down the front surface of the game board 13. Note that on the inner frame 12, a ball launching unit 112a (see Fig. 5) for launching balls into the front area of the game board 13 and a launching rail (not shown) for guiding the balls launched from the ball launching unit 112a to the front area of the game board 13 are attached. Details of the game board 13 will be described later with reference to Fig. 3.

[0013] On the front side of the inner frame 12, a front frame 14 covering the upper part of the front surface and a lower dish unit 15 covering the lower part are provided. Metal hinges 19 are attached at two upper and lower positions on the left side in the front view (see Fig. 1) to support the front frame 14 and the lower dish unit 15. With the side where the hinges 19 are provided as the axis of opening and closing, the front frame 14 and the lower dish unit 15 are supported so as to be openable and closable to the front side. Note that the locking of the inner frame 12 and the locking of the front frame 14 are respectively released by inserting a dedicated key into the keyhole 21 of the cylinder lock 20 and performing a predetermined operation.

[0014] The front frame 14 is assembled with decorative resin parts, electrical parts, etc. A window portion 14c having an opening formed in a substantially elliptical shape is provided at a substantially central portion thereof. A glass unit 16 having two plate glasses is disposed on the back side of the front frame 14, and the front surface of the game board 13 is visible from the front side of the pachinko machine 10 through the glass unit 16.

[0015] On the front frame 14, an upper tray 17 for storing balls is formed in a substantially box shape that protrudes forward and has an open upper surface. Prize balls, lent balls, etc. are discharged onto this upper tray 17. The bottom surface of the upper tray 17 is formed with a downward slope on the right side in a front view (see Fig. 1), and due to this slope, the balls put into the upper tray 17 are guided to the ball launching unit 112a (see Fig. 5). Also, a frame button 22 is provided on the left side in a front view of the upper surface of the upper tray 17.

[0016] The frame button 22 is, for example, a button that is pressed by the player when changing the stage of the effect displayed on the third symbol display device 81 (see Fig. 3) described later. Also, the frame button 22 is used as an operation button for allowing the player to select the effect content in the preview display executed during the variable display of the third symbol (hereinafter, the variable display of the third symbol is referred to as "variable effect").

[0017] Also, the variable effect is an effect displayed on the third symbol display device 81 (see Fig. 3) described later. As will be described later, it is executed when a ball launched in the front area of the game board 13 wins a specific winning port (for example, the first starting port 64, the upper second starting port 71, or the lower second starting port 71a (see Fig. 3) described later). After the symbol (the third symbol described later) is variably displayed for a predetermined time and then stops and is displayed, the result of the lottery (whether it is a big win or not) for the said winning is presented to the player by the combination of the displayed symbols.

[0018] Furthermore, the stage is an effect mode that gives unity to various effects displayed on the third symbol display device 81 (see Fig. 3) described later. In this pachinko machine 10, three stages, namely, "street stage", "empty stage", and "island stage", are provided. Various effects such as the above-mentioned variable effect and the "reach display" executed during the variable effect are designed to be performed in accordance with the themes given to each stage.

[0019] Here, in a situation where a street stage (for example, the first production) is selected and executed (for example, the first gaming situation), when the frame button 22 is pressed (for example, a switching means), when switching to an empty stage (for example, the second production), a predetermined production (for example, a screen fade-out, etc.; the third production) indicating that the stage has been switched is executed, and after the end of the predetermined production, a transition to the empty stage (for example, the second gaming situation) may be configured. By configuring in this way, it becomes possible to clearly make the player recognize that the stage has been switched, and the interest of the game can be improved by an easy-to-understand production.

[0020] Also, the "reach display" refers to a display one step before the "big win display" indicating the occurrence of a big win in the variable production executed in the third symbol display device 81 (see FIG. 3) described later. Specifically, it refers to a state in which the third symbols in the left symbol column Z1 and the right symbol column Z3 (see FIG. 4) described later stop at the same symbol, and the middle symbol column Z2 (see FIG. 4) has not yet stopped and continues to vary.

[0021] In the pachinko machine 10 of the present embodiment, as the "reach display", roughly speaking, an element that constitutes a unit of the production of "normal reach" (hereinafter, an element that constitutes a unit of the production is referred to as a "variable element"), and a "super reach" variable element that is developed from the variable element of the "normal reach" and has a higher big win expectancy than the variable element of the "normal reach", and a "special reach" variable element that is also developed from the variable element of the "normal reach" and has a higher big win expectancy than the variable element of the "super reach" are prepared.

[0022] The change of the stage is performed when the frame button 22 is pressed by the player during a period when no variable production is being performed (that is, during the demo display) or during a variable element of "high-speed variation" in which the third symbol varies at a high speed and is not visible to the player in the variable production. And each time the frame button 22 is operated, it is repeatedly changed in the order of "street stage" → "empty stage" → "island stage" → "street stage" → ···. Also, immediately after the power is turned on, the "street stage" is set as the initial stage.

[0023] Also, when the variation element of "Normal Reach" is started in the variation effect performed by the third symbol display device 81 (see FIG. 3) described later, when developing from the variation element of "Normal Reach" to the variation element of "Super Reach" or the variation element of "Special Reach", a selection screen for the variation element of "Super Reach" or the variation element of "Special Reach" may be configured to be displayed on the third symbol display device 81 during the variation element of "Normal Reach".

[0024] Specifically, on the selection screen, a plurality of candidates that can be selected as the variation element of "Super Reach" or the variation element of "Special Reach" are displayed. When the frame button 22 is pressed by the player while the selection screen is being displayed, the selected candidate is configured to be changed. Then, based on the effect candidate selected when developing into the variation element of "Super Reach" or the variation element of "Special Reach", the variation element of "Super Reach" or the variation element of "Special Reach" is determined, and according to the determination, the variation element of "Super Reach" and the variation element of "Special Reach" are executed on the third symbol display device 81.

[0025] In the first embodiment, the frame button 22 is configured as a button to be pressed. However, instead of the frame button 22, it may be configured by an operation lever that can be tilted in a predetermined direction (for example, forward, backward, right, and left with respect to the pachinko machine 10) by the player with respect to the pachinko machine 10. Then, based on the direction in which the operation lever is tilted, the effect stage may be selected and changed, or the variation element of "Super Reach" or the variation element of "Special Reach" may be determined.

[0026] Also, although the frame button 22 is configured to be arranged on the front side in the side view of the upper plate 17, the arrangement position of the frame button 22 may be any position as long as it is a position where the player can press it. For example, it may be arranged on the upper surface side of the upper plate 17, or may be arranged in the vicinity (upper surface or side surface) of the lower plate 50 described later.

[0027] Furthermore, in the variation effect of the special symbol, a continuous hitting effect (for example, the first effect) that prompts the player to continuously hit the frame button 22 may be configured to be executed. In this case, when winning the execution lottery of the continuous hitting effect (for example, the occurrence of the second event), while setting the execution period of the continuous hitting effect (for example, the period setting means), the number of times the frame button 22 is pressed (for example, the first event) within the set execution period of the continuous hitting effect is counted (for example, the counting means). During the execution of the continuous hitting effect, when the frame button 22 is pressed a preset specified number of times (for example, the occurrence of the third event), the content of the continuous hitting effect that has been displayed until then is changed (ended) (for example, the effect ending means), and a predetermined development effect (for example, the second effect) that can win a jackpot may be configured to be executed. On the other hand, when not winning the jackpot or when the specified number of times has not been pressed, the continuous hitting effect may be continued or the development effect may not be executed. In this development effect, an effect that can suggest to the player whether they win the jackpot or not may be executed.

[0028] On the front frame 14, light-emitting means such as various lamps are provided around its periphery (for example, the corner part). These light-emitting means are controlled to change the light-emitting mode by lighting or flashing according to the change in the gaming state at the time of winning the jackpot or during a predetermined "reach display", etc., and play a role in enhancing the effect of the performance during the game. Around the periphery of the window portion 14c, there are provided decorative parts 29 to 33 incorporating light-emitting means such as light-emitting diodes (Light Emitting Diodes. Hereinafter abbreviated as "LED").

[0029] In the pachinko machine 10, these decorative parts 29 to 33 function as effect lamps such as jackpot lamps, and at the time of winning the jackpot or during the "reach display", etc., each decorative part 29 to 33 lights up or flashes by the lighting or flashing of the built-in LED, and it is notified that it is during the jackpot or during the "reach display" which is one step before winning the jackpot. Also, on the upper left part of the front view of the front frame 14, there is provided a display lamp 34 incorporating light-emitting means such as an LED that can display during the payout of prize balls and during the occurrence of an error.

[0030] On the lower side of the right decorative part 32, a small window 35 is formed by attaching a transparent resin from the back side so that the back side of the front frame 14 can be seen, and certificates or the like pasted in the pasting space K1 (see FIG. 3) on the front of the game board 13 are visible from the front of the pachinko machine 10. Further, in the pachinko machine 10, in order to create a more magnificent atmosphere, a plating member 36 made of acrylonitrile butadiene styrene (hereinafter abbreviated as "ABS") resin plated around the decorative parts 29 to 33 is attached.

[0031] Below the window part 14c, a ball lending operation part 40 is arranged. The ball lending operation part 40 is provided with a frequency display part 41, a ball lending button 42, and a return button 43. When the ball lending operation part 40 is operated with a bill, a card, or the like inserted into a card unit (ball lending unit, not shown) arranged on the side of the pachinko machine 10, balls are lent according to the operation. Specifically, the frequency display part 41 is an area where the remaining balance information of a card or the like is displayed, and the built-in LED lights up and the remaining balance is displayed numerically as the remaining balance information. The ball lending button 42 is operated to obtain lent balls based on the information recorded on a card or the like (recording medium), and lent balls are supplied to the upper tray 17 as long as there is a remaining balance on the card or the like. The return button 43 is operated when requesting the return of a card or the like inserted into the card unit.

[0032] Note that in a pachinko machine, so-called a cash machine, in which balls are directly lent from a ball lending device or the like to the upper tray 17 without passing through a card unit, the ball lending operation part 40 is not required. In this case, a decorative sticker or the like may be added to the installation part of the ball lending operation part 40 so that the component configuration is common. It is possible to make the pachinko machine using a card unit and the cash machine common.

[0033] In the lower dish unit 15 located below the upper dish 17, a lower dish 50 for storing the balls that could not be completely stored in the upper dish 17 is formed in a substantially box shape with an open upper surface at its central part. On the right side of the lower dish 50, an operation handle 51 operated by the player to drive the balls into the front surface of the game board 13 is provided. Inside such an operation handle 51, there are a touch sensor 51a for permitting the driving of a ball launching unit 112a (see Fig. 5), a push-button type stop switch 51b for stopping the launching of the balls during the period of the pressing operation, and a variable resistor (not shown) for detecting the amount of rotation operation of the operation handle 51 based on the change in the electrical resistance, which are built in.

[0034] When the operation handle 51 is rotated clockwise by the player, the touch sensor 51a is turned on and the resistance value of the variable resistor changes corresponding to the operation amount, and the balls are launched with a strength corresponding to the resistance value of the variable resistor that changes according to the amount of rotation operation of the operation handle 51, whereby the balls are driven into the front surface of the game board 13 with a jumping amount corresponding to the operation of the player. Also, when the operation handle 51 is not being operated by the player, the touch sensor 51a and the stop switch 51b are turned off.

[0035] At the front lower part of the lower dish 50, a ball removal lever 52 for operating when discharging the balls stored in the lower dish 50 downward is provided. This ball removal lever 52 is constantly biased to the right direction, and by sliding it to the left direction against the bias, the bottom surface opening formed on the bottom surface of the lower dish 50 is opened, and the balls naturally fall and are discharged from the bottom surface opening. The operation of this ball removal lever 52 is usually performed with a box (generally called a "dollar box") placed below the lower dish 50 to receive the balls discharged from the lower dish 50. On the right side of the lower dish 50, the operation handle 51 is provided as described above, and an ashtray 53 is attached to the left side of the lower dish 50.

[0036] Next, as shown in FIG. 2, on the back side of the pachinko machine 10, there are mainly provided control board units 90 and 91, and a back pack unit 94. The control board unit 90 is unitized by mounting a main board (main control device 110), an audio lamp control board (audio lamp control device 113), and a display control board (display control device 114). The control board unit 91 is unitized by mounting a payout control board (payout control device 111), a firing control board (firing control device 112), a power supply board (power supply device 115), and a card unit connection board 116.

[0037] The back pack unit 94 is unitized by a back pack 92 forming a protection cover portion and a payout unit 93. Further, on each control board, a micro-processing unit (hereinafter abbreviated as "MPU") as a one-chip microcomputer in charge of each control, a port for communicating with various devices, a random number generator used in various lotteries, a clock pulse generation circuit used when counting time or synchronizing, etc. are mounted as necessary.

[0038] Note that the main control device 110, the audio lamp control device 113, the display control device 114, the payout control device 111, the firing control device 112, the power supply device 115, and the card unit connection board 116 are respectively housed in board boxes 100 to 104. The board boxes 100 to 104 include a box base and a box cover covering the opening of the box base, and the box base and the box cover are connected to each other to house each control device and each board.

[0039] In addition, the substrate box 100 (main control device 110) and the substrate box 102 (payout control device 111 and emission control device 112) are connected in a non-openable manner (connected by a caulking structure) by a sealing unit (not shown) between the box base and the box cover. Further, a sealing tape (not shown) is attached across the connection portion between the box base and the box cover. This sealing tape is made of a brittle material, and if an attempt is made to peel off the sealing tape to open the substrate boxes 100 and 102, or if an attempt is made to forcibly open the substrate boxes 100 and 102, it will be cut between the box base side and the box cover side. Therefore, by checking the sealing unit or the sealing tape, it is possible to know whether the substrate boxes 100 and 102 have been opened.

[0040] The payout unit 93 includes a tank 130 located at the uppermost part of the back pack unit 94 and opening upward, a tank rail 131 connected below the tank 130 and gently inclined downward, a case rail 132 longitudinally connected to the downstream side of the tank rail 131, and a payout device 133 provided at the lowermost downstream part of the case rail 132 for paying out balls according to a predetermined electrical configuration of a payout motor 216 (see FIG. 5). Balls supplied from the island equipment in the game hall are sequentially replenished in the tank 130, and the payout device 133 appropriately pays out the required number of balls. A vibrator 134 for applying vibration to the tank rail 131 is attached to the tank rail 131.

[0041] In addition, a state return switch 120 is provided in the payout control device 111, an operation knob 121 of a variable resistor is provided in the emission control device 112, and a RAM erase switch 503 is provided in the power supply device 115. The state return switch 120 is operated, for example, to eliminate a ball jam (return to the normal state) when a payout error occurs, such as a ball jam in the payout motor 216 (see FIG. 5) section. The operation knob 121 is operated to adjust the emission force of the emission solenoid. The RAM erase switch 503 is operated when the power is turned on when it is desired to return the pachinko machine 10 to the initial state.

[0042] Next, the specific configuration of the game board 13 will be described with reference to FIG. 3. First, as shown in FIG. 3, the game board 13 is formed by assembling a variable display device unit 80 and the like having a wooden base plate 60 cut into a substantially square shape in a front view, a number of nails, windmills, and rails 61, 62 for guiding balls, a general winning opening 63 through which a player can obtain a predetermined number of prize balls when a ball wins, a variable winning device 65 that is opened when a jackpot of the third symbol occurs, a first start opening 64 that serves as a lottery trigger for the first special symbol, which is one of the third symbols (so-called special symbols), an upper second start opening 71 and a lower second start opening 71a that serve as lottery triggers for the second special symbol, which is one of the third symbols, a through gate 67 that serves as a lottery trigger for the second symbol (so-called normal symbol), a normal electric role 72 that allows a ball to enter the lower second start opening 71a when in an open state, a third symbol display device 81, and a second symbol display device 83. The peripheral portion thereof is attached to the back side of the inner frame 12.

[0043] The general winning opening 63, the first start opening 64, the variable winning device 65, the through gate 67, the upper second start opening 71, the lower second start opening 71a, the normal electric role 72, and the variable display device unit 80 are disposed in through holes formed in the base plate 60 by routing and are fixed from the front side of the game board 13 with wood screws or the like. Also, the central portion of the front surface of the game board 13 can be visually recognized from the front side of the inner frame 12 through the window portion 14c (see FIG. 1) of the front frame 14. Hereinafter, the configuration of the game board 13 will be mainly described with reference to FIG. 3.

[0044] On the front surface of the game board 13, an outer rail 62 formed by bending a strip-shaped metal plate into a substantially arc shape is erected, and an arc-shaped inner rail 61 formed of a strip-shaped metal plate similar to the outer rail 62 is erected at a position inside the outer rail 62. The front outer periphery of the game board 13 is surrounded by the inner rail 61 and the outer rail 62, and the front and back are surrounded by the game board 13 and the glass unit 16 (see FIG. 1), so that a game area where the game is played by the behavior of the balls is formed on the front surface of the game board 13. The game area is a substantially circular area (an area where a winning port etc. is arranged and the launched balls flow down) formed by partitioning on the front surface of the game board 13 by the two rails 61, 62 and the arc member 70.

[0045] The two rails 61, 62 are provided to guide the balls launched from the ball launch unit 112a (see FIG. 5) to the upper part of the game board 13. A return ball prevention member 68 is attached to the tip portion (the upper left portion in FIG. 3) of the inner rail 61, and a situation where the ball once guided to the upper part of the game board 13 returns into the ball guide passage again is prevented. A return rubber 69 is attached to the tip portion (the upper right portion in FIG. 3) of the outer rail 62 at a position corresponding to the maximum flying portion of the ball. The ball launched with a momentum more than a predetermined value hits the return rubber 69 and bounces back toward the central part while the momentum is attenuated (hereinafter, the act of launching the ball with a momentum such as hitting the return rubber 69 and passing the ball through the right side in the front view of the variable display device unit 80 is referred to as "right hitting game", while the act of passing the launched ball through the left side in the front view of the variable display device unit 80 is referred to as "left hitting game"). In the first embodiment, in the left hitting game, the ball can enter or is likely to enter the first start port 64, while it is configured such that it is difficult for the ball to enter or the ball does not enter the upper second start port 71, the variable winning device 65, the through gate 67, and the lower second start port 71a. Also, in the right hitting game, the ball can enter or is likely to enter the upper second start port 71, the variable winning device 65, the through gate 67, and the lower second start port 71a, while it is configured such that it is difficult for the ball to enter or the ball does not enter the first start port 64.

[0046] In addition, between the tip of the lower right side of the inner rail 61 and the tip of the upper right side of the outer rail 62, an arc member 70 made of resin, which is formed by providing an arc connecting the rails on the inner surface side, is driven into and fixed to the base plate 60.

[0047] On the upper right side of the front view of the game area (the upper right side in FIG. 3), a special symbol display device 37 is provided, which includes a state LED group 37a composed of a plurality of LEDs as a light-emitting means, a special LED group 37b, and a right hit notification lamp 37c. The special symbol display device 37 performs variable displays of a first special symbol and a second special symbol (hereinafter, the variable displays of both special symbols are referred to as "dynamic displays") according to each control performed by a main control device 110 (see FIG. 5) described later, and also displays the game state of the pachinko machine 10.

[0048] The state LED group 37a indicates the number of held balls, which is the number of balls that have won (entered) the first start port 64, the upper second start port 71, or the lower second start port 71a described later and for which the variable display has not been executed (held balls), by the lighting state. Also, the number of rounds of a big win (hereinafter, the round may be simply referred to as "R") and error displays are also indicated by the lighting state of the state LED group 37a corresponding to that state. Note that the state LED group 37a is configured such that the emission colors (for example, red, green, blue) of the respective LEDs are different, and by the combination of the emission colors, various game states of the pachinko machine 10 can be suggested with a small number of LEDs.

[0049] Note that the "round" in the case of a big win refers to the period from when the big winning opening and closing plate 65a of a variable winning device 65, which will be described later and is used to divide the number of prize balls in a big win, is opened until it is closed. In the pachinko machine 10 of the first embodiment, one "round" is configured to be executed when 30 seconds have elapsed since the start of the opening of the big winning opening and closing plate 65a, or when 10 balls win during the opening of the big winning opening and closing plate 65a.

[0050] The special LED group 37b is composed of a total of 12 LEDs, including an upper LED group 37b1 composed of 6 LEDs and a lower LED group 37b2 also composed of 6 LEDs. The upper LED group 37b1 dynamically displays a first special symbol indicating the determination result of a first lottery game executed based on the ball entering the first starting port 64. Further, the lower LED group 37b2 dynamically displays a second special symbol indicating the determination result of a second lottery game executed based on the ball entering the upper second starting port 71 or the lower second starting port 71a.

[0051] Specifically, in the upper LED group 37b1, dynamic display (in the first embodiment, the LEDs are lit one by one in order from the uppermost LED to the lower LEDs of the upper LED group 37b1, and the repeated display of the lighting pattern) is performed until the variable time (dynamic display time) determined based on winning the first starting port 64 provided at the center of the game board 13 elapses, and then it stops and is displayed as a symbol indicating the determination result (in the first embodiment, any one of a total of 64 stop symbols by the combination of the lighting patterns of the 6 LEDs).

[0052] Also, in the lower LED group 37b2, dynamic display (in the first embodiment, the LEDs are lit one by one in order from the uppermost LED to the lower LEDs of the lower LED group 37b2, and the repeated display of the lighting pattern) is performed until the variable time (dynamic display time) determined based on winning the upper second starting port 71 provided on the right side of the game board 13 or the lower second starting port 71a provided on the right side of the game board 13 and below the upper second starting port 71 elapses, and then it stops and is displayed as a symbol indicating the determination result (in the first embodiment, any one of a total of 64 stop symbols by the combination of the lighting patterns of the 6 LEDs).

[0053] In any of the LED groups 37b1 and 37b2, when the determination result is a miss, only the leftmost LED is lit and displayed, and when the determination result is a big win, each LED group is lit and displayed in a lighting pattern corresponding to the type (category) of the big win. Details of the stop patterns of each LED group will be described later.

[0054] In this pachinko machine 10, a winning or losing determination (big win lottery) as to whether it is a big win is made for a ball entry into the first start port 64, the upper second start port 71, or the lower second start port 71a. When it is determined to be a big win in each winning or losing determination, the type of big win is also determined according to the winning port 64, 71, 71a that has won, and the variable winning device 65 is driven to open and close according to each type of big win.

[0055] As the types of big wins determined in the first embodiment, based on a win at the first start port 64, "5-round short-time big win (hereinafter, may be referred to as "short-time A")", "10-round probability-variable big win (hereinafter, may be referred to as "probability-variable A")", "10-round latent probability-variable big win (hereinafter, may be referred to as "latent probability-variable A")" are prepared (see Fig. 8(a)). Also, based on a win at the upper second start port 71 or the lower second start port 71a, "short-time A" or "latent probability-variable A" is prepared (see Fig. 8(b)).

[0056] Here, the "normal game state" refers to a game state that is not a "probability-variable state", "latent probability-variable state", "normal pattern high-probability time-shortened state", or "normal pattern low-probability time-shortened state", and means a state where the big win probability of each special symbol and the hit probability of the normal symbol are in a normal state (i.e., a low-probability state) and the release of the normal electric winning combination 72 is for a short time. That is, the "normal game state" has a lower big win probability for each special symbol than in the "probability-variable state" and the "latent probability-variable state", and also has a lower hit probability for the normal symbol than in the "probability-variable state" and the "normal pattern high-probability time-shortened state" (equivalent to the "normal pattern low-probability time-shortened state" and the "latent probability-variable state"), and is configured such that the release time of the normal electric winning combination 72 is also short.

[0057] Although details will be described later, in the case of the "normal game state", when a so-called right-handed game is played, it is not a game state in which balls are likely to win in the lower second starting port 71a (hereinafter, the state in which balls are likely to win in the lower second starting port 71a may be referred to as the "winning assistance state"), but rather the most disadvantageous game state for the player. In addition, in the "normal game state", when a ball launched in a right-handed game is detected (for example, detection of the passage of a ball through the through gate 67, etc.), in order to suggest to the player and the hall staff that a non-rewarded game is being executed, a predetermined alarm (for example, voice output of "Please return to the left-handed game", or display of "Please return to the left-handed game" on the third symbol display device 81, etc.) is configured to be output. By configuring in this way, it is possible to suppress the continuous execution of a non-rewarded right-handed game in the "normal game state" and realize the game performance according to the game specifications.

[0058] Also, in the pachinko machine 10 of the first embodiment, when the winning probability of the special symbol is in the low-probability state, when it has not won the jackpot continuously for a predetermined number of times (in the first embodiment, "900 times") in the dynamic display, as a relief measure for the player, although the jackpot probability of the special symbol and the winning probability of the normal symbol are in the low-probability state, a function (so-called ceiling function) is installed to generate a "normal symbol low-probability time shortening state" in which the variation time of the normal symbol becomes shorter and the opening time of the normal electric combination 72 becomes longer. (Hereinafter, when the winning probability of the special symbol is in the low-probability state, when it enters the "normal symbol low-probability time shortening state" without winning the jackpot continuously "900 times" in the dynamic display, it is referred to as "ceiling reach", and the number of times of "ceiling reach" when the winning probability of the special symbol is in the low-probability state may be referred to as the "ceiling reach number of times").

[0059] Next, the "Normal Pattern High Probability Time Shortening State" means that the big win probability of each special symbol is in a low probability state similar to that of the "Normal Game State" and the "Normal Pattern Low Probability Time Shortening State" described later. However, the hit probability of the normal symbol increases, the variable display time of the normal symbol (hereinafter, the variable display of the normal symbol is referred to as "variable display") is shortened, and the release time of the normal electric winning combination 72 becomes longer (hereinafter, when the hit probability of the normal symbol increases and the variable display time of the normal symbol is shortened, and the release time of the normal electric winning combination 72 becomes longer, it may be referred to as the "high probability time shortening function"). In this "Normal Pattern High Probability Time Shortening State", the normal electric winning combination 72 provided above the front view of the lower second start port 71a is likely to be in an open state, and the ball launched in the right-handed game is likely to enter the lower second start port 71a.

[0060] That is, in the "Normal Pattern High Probability Time Shortening State", although the big win probability of the special symbol is equivalent to that of the "Normal Game State", the hit by the normal symbol is more likely to be derived in a shorter time than in the "Normal Game State", and the open state of the normal electric winning combination 72 becomes longer. Therefore, in the "Normal Pattern High Probability Time Shortening State", since it is easy to win the ball launched by the right-handed game into the lower second start port 71a, it is possible to play a game while obtaining a winning ball (for example, 1 ball / win) based on the winning in the lower second start port 71a and suppressing the decrease of the held balls.

[0061] In the pachinko machine 10 of the first embodiment, in the "Normal Pattern High Probability Time Shortening State", the hit probability of the normal symbol is in a high probability state until the dynamic display of the special symbol for a predetermined number of times (100 times in the first embodiment) is executed after the start of the "Normal Pattern High Probability Time Shortening State". After the dynamic display of the special symbol for the above-mentioned predetermined number of times is executed, it is configured to shift from the "Normal Pattern High Probability Time Shortening State" to the above-mentioned "Normal Game State".

[0062] In addition, in the "Normal Pattern High Probability Time Shortening State", "Normal Pattern Low Probability Time Shortening State", "Probability Fluctuation State" or "Latent Probability Fluctuation State" described later, when it is detected that a ball has been launched by a left-handed game (for example, detection of a ball winning in the first start port 64), in order to suggest to the player and the hall staff that a non-rewarded game is being executed, a predetermined alarm (for example, voice output of "Please play right-handed", display of "Please play right-handed", etc.) is configured to be output. By configuring in this way, it is possible to suppress the continuous execution of non-rewarded left-handed games in the "Normal Pattern High Probability Time Shortening State", "Normal Pattern Low Probability Time Shortening State", "Probability Fluctuation State" or "Latent Probability Fluctuation State", and it becomes possible to realize the game properties according to the game specifications.

[0063] Next, the "Normal Pattern Low Probability Time Shortening State" means that the jackpot probability of each special symbol is in a low probability state similar to the "Normal Game State" and the "Normal Pattern High Probability Time Shortening State" described later, and the hit probability of the normal symbol is low similar to the "Normal Game State" and the "Latent Probability Fluctuation State". On the other hand, the variable display time of the normal symbol is shortened, and the opening time of the normal electric role 72 becomes long as in the "Probability Fluctuation State" and the "Normal Pattern High Probability Time Shortening State" (hereinafter, the state where the hit probability of the normal symbol is low while the variable display time of the normal symbol is shortened and the opening time of the normal electric role 72 becomes long may be referred to as the "Low Probability Time Shortening Function". Also, the "High Probability Time Shortening Function" and the "Low Probability Time Shortening Function" may be collectively referred to as the "Time Shortening Function"). Therefore, it becomes a state where the ball launched by the right-handed game easily enters the lower second start port 71a.

[0064] That is, in the "Normal Pattern Low Probability Time Shortening State", although the jackpot probability of the special symbol and the hit probability of the normal symbol are equivalent to the "Normal Game State", the hit by the variable display of the normal symbol is more likely to be derived in a shorter time than the "Normal Game State", and the open state of the normal electric role 72 becomes long. Therefore, in the "Normal Pattern Low Probability Time Shortening State", since it is easy to win the ball launched by the right-handed game into the lower second start port 71a, it becomes possible to play a game while obtaining a prize ball (for example, 1 ball / win) based on the win in the lower second start port 71a and suppressing the decrease of the held balls.

[0065] This "Normal Pattern Low Probability Time Shortening State" is configured to shift to this "Normal Pattern Low Probability Time Shortening State" when, after the jackpot ends, in the low probability state of the special symbol, if it does not win the jackpot continuously "900 times", that is, when a loss is drawn or it continues to win the small winning symbol during the "900 times" of dynamic display in the low probability state of the special symbol (hereinafter, the case where the "900 times" of dynamic display is performed in the low probability state of the special symbol may be referred to as "reaching the ceiling").

[0066] Also, in the "Normal Pattern Low Probability Time Shortening State", the variable display time of the normal symbol is shortened and the opening time of the normal electric winning combination 72 becomes long until the dynamic display of the special symbol for a predetermined number of times (in the first embodiment, "1140 times") is executed after the start of this "Normal Pattern Low Probability Time Shortening State". And after the dynamic display of the special symbol for the above-mentioned number of times is executed, it is configured to shift from the "Normal Pattern Low Probability Time Shortening State" to the above "Normal Gaming State".

[0067] In addition, when shifting to the "Normal Gaming State" due to the special symbol being executed the specified number of times in the "Normal Pattern Low Probability Time Shortening State", in this "Normal Gaming State", it is configured so that it cannot shift to the "Normal Pattern Low Probability Time Shortening State" again. In addition, when the "Normal Pattern Low Probability Time Shortening State" occurs based on reaching the ceiling, and when the time shortening end condition based on the number of executions of the dynamic display of the special symbol is satisfied in this "Normal Pattern Low Probability Time Shortening State" and it shifts to the "Normal Gaming State", it may be configured so that it can shift to the "Normal Pattern Low Probability Time Shortening State" again when the number of executions of the dynamic display of the special symbol reaches the ceiling number of times again.

[0068] Next, in the "Probability Fluctuation State", it is a high probability state where the jackpot probability of each subsequent special symbol increases as an added value after the jackpot ends, the winning probability of the normal symbol increases, and the high probability time shortening function is activated.

[0069] That is, the "probability fluctuation state" is a state in which a jackpot result by the special symbol is likely to be derived, the winning result by the normal symbol is likely to be derived, and further, the open state of the normal electric role 72 becomes long. Therefore, in the "probability fluctuation state", since the ball launched by the right-handed game is likely to win the lower second start port 71a, the dynamic display of the second special symbol can be continuously executed, and the game can be played while obtaining a prize ball (for example, 1 ball / winning) based on the winning of the lower second start port 71a and suppressing the decrease of the held balls. In addition, in the pachinko machine 10 of the first embodiment, since the ball launched by the right-handed game is configured (arranged) to be able to win the upper second start port 71, the dynamic display of the second special symbol can be continuously executed by winning both the upper second start port 71 and the lower second start port 71a. Therefore, in the "probability fluctuation state", it is possible to play the game in a state where a jackpot game (special game state) based on the dynamic display of the second special symbol is likely to occur.

[0070] In the pachinko machine 10 of the first embodiment, in the "probability fluctuation state", until a jackpot result by the special symbol is derived in the "probability fluctuation state", the jackpot probability of the special symbol becomes a high probability state. When a jackpot result by the special symbol is derived, it is configured to shift to the "normal symbol high probability time shortening state" or the "latent probability fluctuation state" according to the jackpot type.

[0071] Next, the "latent probability fluctuation state" refers to a state in which, after the jackpot ends, the jackpot probability of each subsequent special symbol increases as an added value to a high probability state, while the winning probability of the normal symbol is in a low probability state and the opening of the normal electric role 72 is for a short time.

[0072] That is, the "latent probability fluctuation state" is a state in which a jackpot result by the special symbol is likely to be derived, while the winning by the normal symbol is as difficult to be derived as in the "normal game state", and the open state of the normal electric role 72 is for a short time.

[0073] Further, although details will be described later, the "latent probability variation state" is configured (arranged) such that a ball launched by a right-handed game can win the upper second starting port 71, and by winning the upper second starting port 71, a dynamic display of the second special symbol can be continuously executed. Further, the dynamic display of the second special symbol is configured to be likely to win a small hit game (see Fig. 7(b)), and when winning the small hit game, the variable winning device 65 is opened for a certain period of time. And in the "latent probability variation state", the closing period of the normal electric part 72 becomes long, and the ball launched in the right-handed game rolls from the right end to the left end on the upper surface of the normal electric part 72 and can flow down to the side of the variable winning device 65 provided on the left side in the front view of the normal electric part 72. Therefore, when a small hit is derived in the dynamic display of the second special symbol and the variable winning device 65 is opened, the ball can win the opened variable winning device 65 and obtain a prize ball. In the "latent probability variation state", although the variable display time of the normal symbol is long (i.e., "15 seconds") and the opening time of the normal electric part 72 is short (i.e., "0.1 second"), since the normal electric part 72 can be opened to a certain extent, it is configured to be able to win the lower second starting port 71a.

[0074] Also, in the "latent probability variation state", until a jackpot result by the special symbol is derived in the "latent probability variation state", the jackpot probability of the special symbol becomes a high probability state. And when a jackpot result by the special symbol is derived, it is configured to shift to the "normal symbol high probability time shortening state" or the "latent probability variation state" according to the jackpot type.

[0075] Here, each jackpot type will be described. The jackpot type "time shortening A" is a jackpot with a maximum number of rounds of 5 rounds, and is a jackpot in which the large winning port opening / closing plate 65a of the variable winning device 65 is opened from the first round to the fifth round. In the first embodiment, when winning a jackpot in the dynamic display of the first special symbol or the second special symbol, this jackpot type "time shortening A" can be selected, and after the jackpot ends, it is configured to shift to the "normal symbol high probability time shortening state".

[0076] Next, the jackpot type "Sure-Variable A" is a jackpot with a maximum number of rounds of 10 rounds, and is a jackpot in which the big winning port opening / closing plate 65a of the variable winning device 65 is opened from the first round to the tenth round. In the first embodiment, in the dynamic display of the first special symbol, the jackpot type of this "Sure-Variable A" can be selected, and after the end of the jackpot of the jackpot type "Sure-Variable A", it is configured to shift to the "probability fluctuation state".

[0077] Next, the jackpot type "Hidden-Variable A" is a jackpot with a maximum number of rounds of 10 rounds, and is a jackpot in which the big winning port opening / closing plate 65a of the variable winning device 65 is opened from the first round to the tenth round. In the first embodiment, in the "probability fluctuation state", "normal pattern low probability time shortening state", "normal pattern high probability time shortening state" or "latent probability fluctuation state", when winning the jackpot in the dynamic display of the first special symbol, or in all game states, when winning the jackpot in the dynamic display of the second special symbol, the jackpot type of this "Hidden-Variable A" can be selected, and after the end of the jackpot of the jackpot type "Hidden-Variable A", it is configured to shift to the "latent probability fluctuation state".

[0078] Here, the display mode of the special LED group 37b for each jackpot type will be described. As the stop display (lighting display) of the upper LED group 37b1 for the first special symbol, there is 1 type of display pattern corresponding to a loss, 32 types of display patterns corresponding to the jackpot type "Time-Shortening A", and 31 types of display patterns corresponding to the jackpot type "Sure-Variable A" or "Hidden-Variable A", for a total of 64 types of display patterns. And each display pattern does not have a specific regularity for each jackpot type, and random display patterns are associated in advance. Therefore, when the player sees the display pattern of the upper LED group 37b1, the stop display of a loss can be recognized, while it is configured to be difficult to identify which stop display it is among the jackpot types "Time-Shortening A", "Sure-Variable A", and "Hidden-Variable A".

[0079] In addition, as the stop display (lighting display) of the lower LED group 37b2 for the second special symbol, there is one display pattern corresponding to a loss, 32 display patterns corresponding to the big win type "Time-Saving A", and 31 display patterns corresponding to the big win type "Hidden Probability A", for a total of 64 display patterns. And, similar to the upper LED group 37b1, each display pattern has no specific regularity for each big win type, and random display patterns are associated in advance. Therefore, when the player sees the display pattern of the lower LED group 37b2, while the stop display of a loss can be recognized, it is configured to be difficult to identify whether it is the stop display of the big win type "Time-Saving A" or "Hidden Probability A".

[0080] By configuring it in this way, even when each big win type is displayed in the stop display of the special LED group 37b of the special symbol display device 37, if the player does not grasp all the big win types corresponding to each stop display, it becomes difficult for the player to recognize the selected big win type. For this reason, it is made difficult to identify which big win type it is only from the display result of the variable effect, and a gaming property is created that allows the player to guess which big win type it is, and the interest of the game can be improved.

[0081] The right-shot notification lamp 37c of the special symbol display device 37 is a lamp for suggesting a game state in which the launch of a ball is encouraged in a right-shot game. This right-shot notification lamp 37c is in an off state in the "normal game state" where the left-shot game is encouraged and the right-shot game is not encouraged, while it is in an on state in the "probability variation state", "latent probability variation state", "general symbol high probability time-saving state", or "general symbol low probability time-saving state" where the right-shot game is encouraged, or during a big win game. The player can recognize whether it is a state in which a right-shot game should be played by checking the right-shot notification lamp 37c and the right-shot game suggestion display on the third symbol display device 81.

[0082] Incidentally, although details will be described later, in the pachinko machine 10 of the first embodiment, as a right-shot game suggestion in the third symbol display device 81, two types of suggestion displays, namely, a main-display right-shot instruction 89 (see FIG. 4) and a production-shot method instruction (for example, see the production right-shot instruction 81d in FIG. 57(d)), are configured to be performed.

[0083] The main-display right-shot instruction 89 (see FIG. 4) is always displayed in synchronization with the right-shot notification lamp 37c of the special symbol display device 37, and is always displayed on the third symbol display device 81 during the "probability variation state", "latent probability variation state", "normal symbol high-probability time reduction state" or "normal symbol low-probability time reduction state" in which the right-shot game is encouraged, or during the jackpot game.

[0084] The production-shot method instruction is not synchronized with the right-shot notification lamp 37c of the special symbol display device 37, and performs a suggestion display of the left-shot game or the right-shot game only at a specific timing. For example, when performing a right-shot suggestion display at the timing of switching from the left-shot game to the right-shot game, or when performing a left-shot suggestion display at the timing of switching from the right-shot game to the left-shot game, in the "normal game state" in which the left-shot game is played, when the right-shot game is played, when a left-shot suggestion display is executed due to the passage of the ball through the through gate 67, or in a game state in which the right-shot game is played, when the left-shot game is played, when a right-shot suggestion display is executed due to the winning of the ball in the first start port 64, etc., it is displayed on the third symbol display device 81.

[0085] In addition, since the main-display right-shot instruction 89 and the production-shot method instruction are important display information for suggesting the shooting method to the player, they are given priority over other display contents (for example, the third symbol of each symbol row or the super reach effect displayed in the central part of the main display area Dm) executed during the game on the third symbol display device 81, and are configured to be displayed in the frontmost (nearest layer).

[0086] Furthermore, although details will be described later, in the pachinko machine 10 of the first embodiment, since the dynamic display of the first special symbol and the dynamic display of the second special symbol can be executed simultaneously and in parallel (so-called, simultaneous variation), depending on the execution states of the first special symbol and the second special symbol, for example, during the execution of the dynamic display of the first special symbol, if the dynamic display of the second special symbol reaches the ceiling and shifts to the "normal pattern low probability time shortening state" by the execution of the dynamic display of the second special symbol, there is a possibility that a hitting method instruction for the performance (suggestion of right hitting for the performance) is displayed in front of the variation performance of the first special symbol on the third symbol display device 81.

[0087] In such a case, in a state where the left hitting game is being executed, if a suggestion of right hitting for the performance is displayed during the execution of the variation performance of the first special symbol performed on the third symbol display device 81 during the left hitting game, a part of the variation performance of the first special symbol may be hidden by the suggestion of right hitting for the performance (see FIG. 57(d)), which may cause the player to lose interest. Also, even during the execution of the variation performance of the first special symbol performed on the third symbol display device 81 during the left hitting game, the appearance of the suggestion of right hitting for the performance may cause the player to be confused.

[0088] Therefore, in the pachinko machine 10 of the first embodiment, in order to prevent inconsistency in the display content performed on the third symbol display device 81, the display timing of the hitting method instruction for the performance is configured to be adjusted. By configuring in this way, it is possible to suppress the player from losing interest in the game, and also, considering the game state and the performance execution state, it is possible to accurately suggest to the player whether to perform the left hitting game or the right hitting game, and it is configured so as not to cause the player to have a sense of distrust in the game due to being confused in the game. More specifically, it will be described later with reference to FIGS. 19, 56, and 57 to 59.

[0089] In the game area of the game board 13, a plurality of general winning holes 63 are provided, and when a ball wins, 3 to 15 balls are paid out as prize balls.

[0090] In the central part of the game area, a variable display device unit 80 is arranged. In the variable display device unit 80, with the entry of a ball into the first start port 64, the upper second start port 71, or the lower second start port 71a (hereinafter, the entry of a ball into the first start port 64, the upper second start port 71, or the lower second start port 71a may be referred to as "starting winning"), while synchronizing with the dynamic display of the first special symbol or the second special symbol in the special symbol display device 37, a third symbol display device 81 composed of a liquid crystal display (hereinafter simply abbreviated as "display device") that performs a variation effect of the third symbol according to the game state is provided, and a second symbol display device 83 composed of LEDs capable of executing variable display of normal symbols triggered by the passage of a ball through the through gate 67 (hereinafter, regarding the second symbol display device 83, for convenience of explanation, it may be referred to as the "normal symbol display device 83"). Further, in the variable display device unit 80, a center frame 86 is arranged so as to surround the outer periphery of the third symbol display device 81.

[0091] The third symbol display device 81 is composed of a large-sized 17-inch liquid crystal display, and the display content is controlled by a display control device 114 (see FIG. 5) described later, so that, for example, three symbol columns Z1 to Z3 (see FIG. 4) on the left, middle, and right are displayed.

[0092] Each symbol column Z1 to Z3 (see FIG. 4) is composed of a plurality of symbols, and these symbols scroll vertically for each of the symbol columns Z1 to Z3 so that the third symbol is variably displayed on the display screen of the third symbol display device 81. The third symbol display device 81 of the first embodiment is commonly used in the first lottery game of the first special symbol and the second lottery game of the second special symbol. While the display of the game state accompanying the control of the main control device 110 is performed by the special symbol display device 37, a decorative display corresponding to the display of the special symbol display device 37 is performed using the third symbol of the third symbol display device 81. Note that instead of the display device, for example, the third symbol display device 81 may be configured using reels, LEDs, or the like.

[0093] As described above, in the pachinko machine 10 of the first embodiment, the dynamic display of the first special symbol and the dynamic display of the second special symbol are configured to be executable simultaneously and in parallel (so-called, simultaneous variation). That is, during the execution of the dynamic display of the first special symbol based on the start winning in the first start port 64, when a start winning occurs in the upper second start port 71 or the lower second start port 71a, the dynamic display of the second special symbol can be executed even during the execution of the dynamic display of the first special symbol. Further, during the execution of the dynamic display of the second special symbol based on the start winning in the upper second start port 71 or the lower second start port 71a, when a start winning occurs in the first start port 64, the dynamic display of the first special symbol can be executed even during the execution of the dynamic display of the second special symbol.

[0094] Here, the execution mode of each special symbol performed by the third symbol display device 81 for each gaming state will be described. In the pachinko machine 10 of the first embodiment, in the "normal gaming state" in which left-handed gaming is encouraged, the variation effect corresponding to the dynamic display of the first special symbol is executed using three symbol columns Z1 to Z3 (see FIG. 4), while the variation effect corresponding to the dynamic display of the second special symbol is not performed using the three symbol columns Z1 to Z3, and the effect corresponding to the dynamic display of the second special symbol is configured to be performed in the special figure 2 use variation area 88b (see FIG. 4) described later.

[0095] Further, in the pachinko machine 10 of the first embodiment, in the "general figure high probability time shortening state", "probability variation state", "latent probability variation state", or "general figure low probability time shortening state" in which right-handed gaming is encouraged, the variation effect corresponding to the dynamic display of the second special symbol is executed using three symbol columns Z1 to Z3, while the variation effect corresponding to the dynamic display of the first special symbol is not performed using the three symbol columns Z1 to Z3, and the effect corresponding to the dynamic display of the first special symbol is configured to be performed in the special figure 1 use variation area 87b (see FIG. 4) described later.

[0096] Here, with reference to FIG. 4, the display content of the third symbol display device 81 will be described. FIG. 4 is a drawing for explaining the display screen of the third symbol display device 81. FIG. 4(a) is a diagram schematically showing the area division setting and the effective line setting of the display screen, and FIG. 4(b) is a diagram illustrating the actual display screen.

[0097] The third symbol is composed of 10 types of main symbols numbered from "0" to "9". Each main symbol is formed by attaching a number from "0" to "9" on the rear symbol made of a wooden box. Among them, the main symbols with odd numbers ("1", "3", "5", "7", "9") have large numbers almost covering the front surface of the wooden box. On the other hand, the main symbols with even numbers ("0", "2", "4", "6", "8") have accessory symbols imitating characters such as a saw, a furoshiki, and a helmet added almost covering the front surface of the wooden box, and even numbers are added in small green characters on the lower right side of the accessory symbol and are displayed in front of the accessory symbol.

[0098] Also, in the pachinko machine 10 of the first embodiment, when the lottery result of any special symbol by the main control device 110 (see FIG. 5) described later is a big win, a variation effect in which the same main symbols are aligned is performed, and it is configured to generate a big win after the variation effect ends. For example, when winning the big win type "probability variation A" with a larger number of big win rounds than the big win type "time shortening A", mainly, a variation effect in which the main symbols with the numbers "1", "3", "5", "7", "9" are aligned is performed. Also, when winning the big win type "time shortening A", mainly, a variation effect in which the main symbols with even numbers, that is, the main symbols with the numbers "2", "4", "6", or "8" are aligned is performed.

[0099] In the pachinko machine 10 of the first embodiment, when winning the jackpot type "certain variable A", all the main symbols are configured to be able to appear. Specifically, for example, even when winning the jackpot type "certain variable A", there may be a variation effect in which the same main symbols with the numbers "2" or "8" are aligned. By configuring in this way, for example, at the time of stopping the variation effect, the content of the game value that can be given cannot be determined, and by performing an ascending effect or the like during the jackpot, the variations of the game can be enriched and the interest of the game can be improved.

[0100] As shown in FIG. 4(a), the display screen of the third symbol display device 81 is roughly divided into three parts in the vertical direction. The lower 2 / 3 is composed of a main display area Dm that variably displays the third symbol and a cockpit display area Db that displays the number of reserved balls and the like, and the upper 1 / 3 other than that is a sub-display area Ds that displays a preview effect, characters, etc.

[0101] The main display area Dm is divided into three display areas Dm1 to Dm3 on the left, middle, and right. The left symbol column Z1 is displayed in the display area Dm1, the middle symbol column Z2 is displayed in the display area Dm2, and the right symbol column Z3 is displayed in the display area Dm3.

[0102] In each symbol column Z1 to Z3, the above-described third symbol is displayed in a specified order. That is, in each symbol column Z1 to Z3, the main symbols are arranged in ascending (or descending) order of numbers, and a variation effect is performed by scrolling from top to bottom periodically for each of the symbol columns Z1 to Z3. Note that the number arrangements in each of the symbol columns Z1 to Z3 may be configured to be different. For example, in the left symbol column Z1, the main symbol numbers may be arranged to appear in descending order, while in the middle symbol column Z2 and the right symbol column Z3, the main symbol numbers may be arranged to appear in ascending order.

[0103] In addition, in the main display area Dm, the third symbol is displayed in three upper, middle, and lower stages for each symbol column Z1 to Z3. The middle part of this main display area Dm is set as the effective line L1, and in the variable effect corresponding to the special symbol set (displayed) for each game state, the third symbol stops and is displayed on the effective line L1 in the order of the left symbol column Z1 → the right symbol column Z3 → the middle symbol column Z2. If the combination of jackpot symbols (combination of the same main symbol) is aligned on the effective line L1 when the third symbol stops, a jackpot video is displayed as a jackpot for the special symbol set (displayed) for each game state.

[0104] The sub-display area Ds is provided horizontally above the main display area Dm and is further equally divided into three small areas Ds1 to Ds3 in the left-right direction. The small areas Ds1 to Ds3 are areas for displaying characters and preview effect images respectively. The images displayed in each of the small areas Ds1 to Ds3 give the player a sense of expectation of hitting the jackpot as a result of the variable display performed in the main display area Dm.

[0105] The cockpit display area Db is an area for displaying the number of balls in reserve (balls for which variable display (variable effect) has not been executed) among the balls that have entered the first start port 64, the upper second start port 71, or the lower second start port 71a corresponding to the special symbol set for each game state.

[0106] In the small area Ds3 to the right of the sub-display area Ds, a fourth symbol display area 87 for special figure 1 that can change in synchronization with the dynamic display of the first special symbol and the number of balls in reserve, a fourth symbol display area 88 for special figure 2 that can change in synchronization with the dynamic display of the second special symbol and the number of balls in reserve, and the above-mentioned right strike instruction 89 for main display are configured to be displayable.

[0107] The fourth symbol display area 87 for special figure 1 is composed of a reserved number display 87a for special figure 1 that displays the number of reserved dynamic displays of the first special symbol in numbers, and a variable area 87b for special figure 1 that can change in synchronization with the execution of the dynamic display (variable effect) of the first special symbol.

[0108] The reserved number display 87a for Special Figure 1 is configured to be able to display the reserved number of the dynamic display of the first special symbol within the range of "0" to "4" using numerical symbols. Specifically, when the reserved number display 87a for Special Figure 1 displays "0", it indicates that the reserved number of the dynamic display of the first special symbol is 0; when the reserved number display 87a for Special Figure 1 displays "1", it indicates that the reserved number of the dynamic display of the first special symbol is 1; when the reserved number display 87a for Special Figure 1 displays "2", it indicates that the reserved number of the dynamic display of the first special symbol is 2; when the reserved number display 87a for Special Figure 1 displays "3", it indicates that the reserved number of the dynamic display of the first special symbol is 3; when the reserved number display 87a for Special Figure 1 displays "4", it indicates that the reserved number of the dynamic display of the first special symbol is 4.

[0109] That is, the reserved number display 87a in the fourth symbol display area 87 for Special Figure 1 is displayed to match the content of the reserved ball number of the dynamic display of the first special symbol in the state LED group 37a of the special symbol display device 37 described above, and in the "normal game state" where the dynamic display of the first special symbol is displayed in the main display area Dm, it is displayed to match the content of the reserved ball number in the reserved symbol display area Db1 described later.

[0110] The variable area 87b for Special Figure 1 is a display area for indicating the execution and result of the dynamic display of the first special symbol, and is configured such that the display color of the square symbol can be changed. Specifically, when the dynamic display of the first special symbol is being executed, the display color of the square symbol in the variable area 87b for Special Figure 1 changes rapidly in the order of white → red → orange → yellow → green → light blue → blue → purple, and after purple, it repeats the change again in the order of white → red → ··· during the execution of the dynamic display of the first special symbol. And when the dynamic display of the first special symbol stops, the square symbol in the variable area 87b for Special Figure 1 is displayed in the display color corresponding to the lottery result of the dynamic display.

[0111] More specifically, when the square symbol in the variable area 87b for Special Figure 1 stops in white, it indicates that the dynamic display of the first special symbol was a miss. When the square symbol in the variable area 87b for Special Figure 1 stops in red, it is configured to indicate that the dynamic display of the first special symbol was a big win. That is, the square symbol in the variable area 87b for Special Figure 1 is displayed so as to correspond to the display content of the upper LED group 37b1 of the special symbol display device 37 described above, and is configured to be synchronized with the display content of the main display area Dm in the "normal gaming state" where the dynamic display of the first special symbol is displayed in the main display area Dm.

[0112] The fourth symbol display area 88 for Special Figure 2 is composed of a reserved number display 88a for Special Figure 2 that displays the reserved number of the dynamic display of the second special symbol in numbers, and a variable area 88b for Special Figure 2 that can change in synchronization with the execution of the dynamic display (variable effect) of the second special symbol.

[0113] The reserved number display 88a for Special Figure 2 is configured to be able to display numerical symbols in the range of "0" to "4" for the reserved number of the dynamic display of the second special symbol. Specifically, when the reserved number display 88a for Special Figure 2 displays "0", it indicates that the reserved number of the dynamic display of the second special symbol is 0. When the reserved number display 88a for Special Figure 2 displays "1", it indicates that the reserved number of the dynamic display of the second special symbol is 1. When the reserved number display 88a for Special Figure 2 displays "2", it indicates that the reserved number of the dynamic display of the second special symbol is 2. When the reserved number display 88a for Special Figure 2 displays "3", it indicates that the reserved number of the dynamic display of the second special symbol is 3. When the reserved number display 88a for Special Figure 2 displays "4", it indicates that the reserved number of the dynamic display of the second special symbol is 4.

[0114] That is, the reserved number display 88a for Special Figure 2 in the 4th symbol display area 88 for Special Figure 2 is displayed so as to match the content of the number of reserved balls in the dynamic display of the 2nd special symbol of the state LED group 37a of the above-described special symbol display device 37, and in the "Normal Figure High Probability Time Shortening State", "Probability Variation State", "Latent Probability Variation State", and "Normal Figure Low Probability Time Shortening State" where the dynamic display of the 2nd special symbol is displayed in the main display area Dm, it is displayed so as to match the content of the number of reserved balls in the reserved symbol display area Db2 described later.

[0115] The variable area 88b for Special Figure 2 is a display area for showing the execution and result of the dynamic display of the 2nd special symbol. Similar to the variable area 87b for Special Figure 1, the display color of the square symbol is configured to be changeable. Specifically, when the dynamic display of the 2nd special symbol is being executed, the display color of the square symbol in the variable area 88b for Special Figure 2 changes rapidly in the order of white → red → orange → yellow → green → light blue → blue → purple, and after purple, it is configured to repeat the change again in the order of white → red → ··· during the execution of the dynamic display of the 2nd special symbol. And when the dynamic display of the 2nd special symbol stops, the square symbol in the variable area 88b for Special Figure 2 is displayed in the display color corresponding to the lottery result of the dynamic display.

[0116] More specifically, when the square symbol in the variable area 88b for Special Figure 2 stops in white, it indicates that the dynamic display of the 2nd special symbol was a miss, and when the square symbol in the variable area 88b for Special Figure 2 stops in red, it is configured to indicate that the dynamic display of the 2nd special symbol was a big win. That is, the square symbol in the variable area 88b for Special Figure 2 is displayed so as to correspond to the display content of the lower LED group 37b2 of the above-described special symbol display device 37, and in the "Normal Figure High Probability Time Shortening State", "Probability Variation State", "Latent Probability Variation State", and "Normal Figure Low Probability Time Shortening State" where the dynamic display of the 2nd special symbol is displayed in the main display area Dm, it is configured to be synchronized with the display content of the main display area Dm.

[0117] The right hitting instruction 89 for the main display is a display for suggesting to the player a game state in which the launch of the ball in the right hitting game is encouraged. This right hitting instruction 89 for the main display is in a non-display state in the "normal game state" where the left hitting game is encouraged and the right hitting game is not encouraged, while in the "probability variation state", "latent probability variation state", "general pattern high probability time shortening state" or "latent probability variation state" where the right hitting game is encouraged, or during the jackpot game, it becomes a display state. By checking this right hitting instruction 89 for the main display and the right hitting notification lamp 37c, the player can recognize whether it is a state where the right hitting game should be performed.

[0118] On the actual display screen of the third symbol display device 81, as shown in FIG. 4(b), for example, in the "normal game state", a total of three main symbols of the third symbol are displayed in the main display area Dm. In the sub-display area Ds, videos are displayed in the left small area Ds1 and the right small area Ds3, suggesting to the player a state where it is easier to transition to a jackpot than usual, and a launch mode encouraged according to the game state. In the central small area Ds2, usually, a predetermined character (a boy with a headband in this embodiment) performs a predetermined action, sometimes performs a special action different from the predetermined action, or the color of the usually black hair of the boy or the color of the usually white headband changes, or another character appears, etc., and a preview effect is performed.

[0119] In the pachinko machine 10 of the first embodiment, when a ball enters the first start port 64 while the third symbol display device 81 (special symbol display device 37) is performing a variable effect (dynamic display) of the third symbol corresponding to the first special symbol, or when a ball enters the upper second start port 71 or the lower second start port 71a while the third symbol display device 81 (special symbol display device 37) is performing a variable effect (dynamic display) of the third symbol corresponding to the second special symbol, the number of times of such ball entry (number of held balls) is held up to a maximum of 4 times respectively. The number of held balls is indicated by the special symbol display device 37, and is also displayed in the special figure 1 held number display 87a in the special figure 1 fourth symbol display area 87 or the special figure 2 held number display 88a in the special figure 2 fourth symbol display area 88. Furthermore, according to the game state, the variable effect of the corresponding special symbol is also shown in the first to fourth held symbol display areas Db1a to Db1d of the held symbol display area Db1 in the cockpit display area Db.

[0120] In the first to fourth held symbol display areas Db1a to Db1d, for each held ball (number of held balls is 1 time) of the first special symbol or the second special symbol, which is set for display according to the game state, one held symbol (in the normal display mode, the "○" symbol (white circle symbol)) is displayed respectively. According to the number of held symbols displayed in the first to fourth held symbol display areas Db1a to Db1d, the number of held balls of the variable effect of the first special symbol or the second special symbol, which is set for display (priority display) according to the game state, is displayed.

[0121] That is, in the first to fourth reserved symbol display areas Db1a to Db1d, when one reserved symbol is displayed in the first reserved symbol display area Db1a, it indicates that the number of reserved balls for the first special symbol or the second special symbol set according to the game state is one. When a total of two reserved symbols, one each, are displayed in the first and second reserved symbol display areas Db1a and Db1b, it indicates that the number of reserved balls for the first special symbol or the second special symbol set according to the game state is two. When a total of three reserved symbols, one each, are displayed in the first to third reserved symbol display areas Db1a to Db1c, it indicates that the number of reserved balls for the first special symbol or the second special symbol set according to the game state is three. When a total of four reserved symbols, one each, are displayed in the first to fourth reserved symbol display areas Db1a to Db1d, it indicates that the number of reserved balls for the first special symbol or the second special symbol set according to the game state is four. Also, when no reserved symbol is displayed in the first to fourth reserved symbol display areas Db1a to Db1d, it indicates that the number of reserved balls for the first special symbol or the second special symbol set according to the game state is zero and there is no reserved variable effect.

[0122] In the pachinko machine 10 of the first embodiment, the first lottery game for the first special symbol and the second lottery game for the second special symbol are configured to be executable simultaneously. However, it may be configured to execute only one of the lottery games. When executing only one of the lottery games, when one of the ongoing lottery games ends and the reserved balls for the first special symbol and the reserved balls for the second special symbol are each stored, it may be configured to execute the second lottery game for the second special symbol preferentially over the first lottery game for the first special symbol (so-called, special symbol 2 priority variation), or it may be configured to execute the first lottery game for the first special symbol preferentially over the second lottery game for the second special symbol (so-called, special symbol 1 priority variation), or it may be configured to execute the lottery game for the special symbol according to the winning order (so-called, winning order variation). Further, the variation effect for the first special symbol and the variation effect for the second special symbol may be configured to be displayable simultaneously on the third symbol display device 81.

[0123] In the central part of the cockpit display area Db, an execution symbol display area Db0 is provided where an execution symbol indicating that a variable effect is being executed in the main display area Dm is displayed. This execution symbol display area Db0 is provided in the central part of the cockpit display area Db, that is, on the right side of the first held symbol display area Db1a, and is configured to display an execution symbol larger than each of the held symbols displayed in the held symbol display areas Db1a to Db1d. Also, in this execution symbol display area Db0, the held symbol that was displayed in the first held symbol display area Db1a moves (shifts) and is displayed as an execution symbol.

[0124] The execution symbol displayed in the execution symbol display area Db0 is erased when the variable effect being executed in the main display area Dm ends, and with the erasure of the execution symbol, the displayed held symbols move as lower-level held symbols and are displayed. Specifically, for example, in a situation where there are four held symbols of the first special symbol in the "normal gaming state", when the execution symbol displayed in the execution symbol display area Db0 is erased with the end of the variable effect of the first special symbol, the held symbol that was displayed in the first held symbol display area Db1a moves (shifts) and is displayed as the execution symbol in the execution symbol display area Db0. Also, the held symbol that was displayed in the second held symbol display area Db1b moves (shifts) and is displayed as the held symbol in the first held symbol display area Db1a. Further, the held symbol that was displayed in the third held symbol display area Db1c moves (shifts) and is displayed as the held symbol in the second held symbol display area Db1b. Also, the held symbol that was displayed in the fourth held symbol display area Db1d moves (shifts) and is displayed as the held symbol in the third held symbol display area Db1c.

[0125] In the first embodiment, the number of balls held for the variable effect based on the entry into the first start port 64, or the upper second start port 71 or the lower second start port 71a is configured to be held up to a maximum of 4 times each. However, the maximum number of held balls is not limited to 4 times, and may be set to 3 times or less, or 5 times or more (for example, 8 times) each. Further, instead of displaying the held symbol in the cockpit display area Db, the number of held balls may be displayed numerically on a part of the third symbol display device 81, or the area divided into four may be made different in the number of held balls (for example, color or lighting pattern). Further, since the number of held balls is indicated by the special symbol display device 37, it is not necessary to display the number of held balls on the third symbol display device 81. Furthermore, four holding lamps indicating the number of held balls may be provided in the variable display device unit 80 for each of the maximum holding numbers of the first special symbol and the second special symbol, and the number of held balls may be displayed according to the number of lit holding lamps.

[0126] Returning to FIG. 3, the description will be continued. A through gate 67 is provided on the right side in the front view of the variable display device unit 80. A through hole (not shown) for the ball to pass through is provided in the through gate 67 in the vertical direction. When the ball passes through this through gate 67, a normal symbol switch (not shown) provided in the through hole is turned on, and a winning lottery for the normal symbol is performed by the main control device 110 due to the turn-on. Note that this through gate 67 only serves as a lottery trigger for the variable display of the normal symbol, and no payout such as winning balls is made even when the ball passes through. Note that a normal winning port capable of obtaining a lottery trigger for the normal symbol may be provided so as to obtain a lottery trigger for the normal symbol and pay out a predetermined number of winning balls.

[0127] A normal electric role 72 is disposed on the right side in the side view of the front view of the variable display device unit 80. This normal electric role 72 is mainly composed of a retractable plate 72a and a normal electric role solenoid (not shown) that drives the retractable plate 72a to retract and extend.

[0128] The main control device 110 (see FIG. 5) of the first embodiment normally maintains the protruding plate 72a of the normal electric member 72 in a protruding state, covering the upper side in the front view of the lower second starting port 71a, thereby preventing the balls from flowing into the lower second starting port 71a. When winning a hit in the variable display of the normal symbol, the above-mentioned normal electric member solenoid (not shown) is driven for a predetermined time, and the protruding plate 72a of the normal electric member 72 is driven from the protruding state into an immersed state in the game board 13 for a predetermined time, enabling the balls to flow into the lower second starting port 71a. It is configured such that the balls flowing down the right side in the front view of the variable display device unit 80 during a right-handed game are likely to win the lower second starting port 71a, that is, it is configured to be in a winning auxiliary state.

[0129] Also, in the pachinko machine 10 of the first embodiment, the probability of winning a hit in the variable display of the normal symbol is configured to change according to the game state. Specifically, in the "normal game state", "low-probability normal symbol time-shortened state", and "latent probability fluctuation state", the winning probability of the normal symbol is set to a low-probability state (for example, 70 / 100), making it more difficult to win a hit in the variable display of the normal symbol than in the "probability fluctuation state" and "high-probability normal symbol time-shortened state". Thus, it is difficult to immerse the protruding plate 72a of the normal electric member 72 (open state), and it is configured such that it is more difficult to win the lower second starting port 71a than in the "probability fluctuation state" and "high-probability normal symbol time-shortened state". On the other hand, in the "probability fluctuation state" or "high-probability normal symbol time-shortened state", the winning probability of the normal symbol is set to a high-probability state (for example, 99 / 100), making it easier to win a hit in the variable display of the normal symbol than in the "normal game state", "low-probability normal symbol time-shortened state", and "latent probability fluctuation state". Thus, it is easy to immerse the protruding plate 72a of the normal electric member 72 (open state), and it is configured to be able to easily win the lower second starting port 71a.

[0130] In the pachinko machine 10 according to the first embodiment, in the high-probability state of the normal symbol, since the variable display derives a win with a high probability (i.e., 99%), in the "probability variation state" and the "normal symbol high-probability time shortening state" in which the normal symbol is in the high-probability state, many of the balls launched in the right-handed game are configured to be able to win at the lower second starting port 71a. On the other hand, among the low-probability states of the normal symbol, in the "normal game state" and the "latent probability variation state", although the variable display can derive a win with a lower probability than the high-probability state (i.e., 70%), since the opening time of the normal electric role 72 is short, the balls launched in the right-handed game are configured to be less likely to win at the lower second starting port 71a than in the high-probability state. Also, among the low-probability states of the normal symbol, in the "normal symbol low-probability time shortening state", although the variable display can derive a win with a lower probability than the high-probability state (i.e., 70%), since the opening time of the normal electric role 72 is as long as in the "probability variation state" and the "normal symbol high-probability time shortening state", the balls launched in the right-handed game are configured to be able to win at the lower second starting port 71a more than in the "normal game state" and the "latent probability variation state".

[0131] As a result, in the "probability variation state", the "normal symbol high-probability time shortening state" and the "normal symbol low-probability time shortening state" (or the "latent probability variation state"), it becomes possible to play the game while causing the balls launched in the right-handed game to win at the lower second starting port 71a. By paying out the winning balls based on the win at the lower second starting port 71a, the player can play the game while suppressing the decrease of their own balls more than in the "normal game state".

[0132] Note that, instead of changing the winning probability of the normal symbol from the "normal game state", like in the "probability fluctuation state" or "state of shortening the high-probability time of the normal pattern", according to the game state of the pachinko machine 10, it is also possible to change the time when the emergence board 72a of the normal electric winning combination 72 sinks (opens), or the number of times the emergence board 72a of the normal electric winning combination 72 sinks (opens) per win. Specifically, in the "probability fluctuation state" or "state of shortening the high-probability time of the normal pattern", the time when the emergence board 72a of the normal electric winning combination 72 sinks can be made longer than that in the "normal game state", or the number of times the emergence board 72a of the normal electric winning combination 72 sinks per win can be made more than that in the "normal game state" and the "latent probability fluctuation state". Also, in the "probability fluctuation state" or "state of shortening the high-probability time of the normal pattern", at least two of the increase in the winning probability of the normal symbol, the lengthening of the sinking time of the emergence board 72a of the normal electric winning combination 72, and the increase in the number of times the emergence board 72a of the normal electric winning combination 72 sinks can be carried out simultaneously.

[0133] The normal symbol display device 83 performs variable display that alternately lights up the symbol "○" and the symbol "×" as the display symbols (normal symbols) every time the ball passes through the through gate 67. The pachinko machine 10 is configured such that when the variable display on the normal symbol display device 83 stops at a predetermined symbol (the symbol "○" in the first embodiment), the normal electric winning combination 72 provided above the front view of the lower second start port 71a becomes operative for a predetermined time, and when it stops at a symbol other than the predetermined symbol (the symbol "×" in the first embodiment), the normal electric winning combination 72 becomes inoperative (the closed state is maintained).

[0134] The number of balls held at the through gate 67 can be held up to a maximum of 4 times, and the number of held balls is also lit and displayed on the above-described second symbol holding lamp 84 (hereinafter, regarding the second symbol holding lamp 84, for convenience of explanation, it may be referred to as the "normal symbol holding lamp 84"). Four normal symbol holding lamps 84 are provided corresponding to the maximum holding number, and they are arranged symmetrically left and right below the third symbol display device 81. Then, the holding number is displayed by the number of lit normal symbol holding lamps 84.

[0135] In addition, the variable display of the normal symbol may be performed by switching the lighting and non-lighting of a plurality of lamps in the normal symbol display device 83 as in the first embodiment, or may be performed using a part of the special symbol display device 37 or the third symbol display device 81. Similarly, the lighting of the normal symbol holding lamp 84 may be performed by a part of the third symbol display device 81. Further, the passage through the through gate 67 is not limited to a maximum of 4 times for the number of held balls, and may be set to 3 times or less, or 5 times or more (for example, 8 times). Also, since the number of held balls is indicated by the special symbol display device 37, it may not be lit by the normal symbol holding lamp 84.

[0136] Below the variable display device unit 80, a first starting port 64 into which balls can enter is provided. Around this first starting port 64, game nails and the like are implanted so that about 6 balls (so-called, S1 = 6) won by the balls launched in the left-handed game enter per minute. When a ball enters the first starting port 64, a first starting port switch (not shown) provided on the back side of the game board 13 is turned on, and due to the turning on of the first starting port switch, the main control device 110 (see FIG. 5) conducts a lottery for the big hit of the first special symbol. Then, the dynamic display corresponding to the lottery result is shown by the upper LED group 37b1 of the special LED group 37b of the special symbol display device 37, and a variation effect based on the first special symbol is executed by the third symbol display device 81 according to the game state. Incidentally, the first starting port 64 also serves as one of the winning ports where 4 balls are paid out as prize balls when a ball enters.

[0137] On the right side in the front view of the variable display device unit 80, a lower second starting port 71a through which a ball can enter only when the normal electric member 72 is in the open state is provided. To this lower second starting port 71a, when in a gaming state where the normal electric member 72 is likely to open (i.e., "probability variation state", "normal pattern high probability time shortening state", and "normal pattern low probability time shortening state"), gaming pins are implanted around so that about 50 to 60 balls fired in the right-handed game enter the winning area per minute. When a ball enters the lower second starting port 71a, a lower second starting port switch (not shown) provided on the back side of the game board 13 is turned on, and due to the turning on of the lower second starting port switch, the main control device 110 (see FIG. 5) conducts a lottery for the big win of the second special symbol. Then, the display corresponding to the lottery result is shown by the lower LED group 37b2 of the special LED group 37b of the special symbol display device 37, and a variation effect based on the second special symbol is executed by the third symbol display device 81 according to the gaming state. Note that the lower second starting port 71a also serves as one of the winning ports from which one ball is paid out as a winning ball when a ball enters.

[0138] On the downstream side of the through gate 67 and on the upstream side of the protruding and retracting plate 72a of the normal electric member 72, an upper second starting port 71 through which a ball can enter is provided. To this upper second starting port 71, gaming pins or the like are implanted around so that about 30 to 40 balls fired in the right-handed game enter the winning area per minute. In the vicinity (directly above in the front view) of this upper second starting port 71, no normal electric member 72 or the like is provided, and the balls fired in the right-handed game are configured to be able to enter the upper second starting port 71 to a certain extent in any gaming state. When a ball enters the upper second starting port 71, an upper second starting port switch (not shown) provided on the back side of the game board 13 is turned on, and due to the turning on of the upper second starting port switch, the main control device 110 (see FIG. 5) conducts a lottery for the big win of the second special symbol. Then, the dynamic display corresponding to the lottery result is shown by the lower LED group 37b2 of the special LED group 37b of the special symbol display device 37, and a variation effect based on the second special symbol is executed by the third symbol display device 81 according to the gaming state. Note that the upper second starting port 71 also serves as one of the winning ports from which one ball is paid out as a winning ball when a ball enters.

[0139] A horizontally long rectangular big winning opening is provided at approximately the center of the variable winning device 65 below the lower right side in the front view of the game board 13. In the pachinko machine 10 of the first embodiment, when the lottery of the first special symbol or the second special symbol in the main control device 110 (see FIG. 5) results in a big win, after a predetermined time (fluctuation time) has elapsed, the special LED group 37b of the special symbol display device 37 is lit and displayed so as to be the stop symbol of the big win, and the stop symbol (for example, three of the same symbol (such as "777", etc.)) corresponding to the big win is displayed on the third symbol display device 81 to indicate the occurrence of a big win game. Thereafter, according to the big win type, the big winning opening opening / closing plate 65a provided in the variable winning device 65 is opened, and the game state transitions to a special game state (big win game) in which the ball is likely to win into the big winning opening. As this special game state, the big winning opening opening / closing plate 65a, which is normally closed, is opened until a predetermined condition is satisfied (for example, until 30 seconds have elapsed, or until 10 balls have won). In addition, when a lottery result that results in a big win is derived in the dynamic display of any special symbol, the big winning opening opening / closing plate 65a is opened due to the passage through the through gate 67, and the game state may be configured to transition to a big win game (for example, a predetermined game state). In this case, for example, in the "normal game state" (for example, the normal game state, the first firing mode), when the dynamic display of the first special symbol (for example, a part of the game result suggestion performance) that can suggest the presence or absence of a transition to a big win game wins the big win and the big win symbol appears (for example, the generation condition is satisfied), after the dynamic display of the special symbol that results in the big win ends, a ball firing performance (for example, "Fire to the right and let the ball enter the gate to start the big win!" is displayed on the third symbol display device 81, or a rightward suggestion arrow symbol is displayed in the upper right part of the screen, etc. Related performance.) is performed to prompt the player to execute a rightward game and let the ball enter the through gate 67 (for example, by a related performance execution means), and a predetermined big win standby screen (for example, a part of the game result suggestion performance) is continuously displayed until the ball passes through the through gate 67, and it is configured not to start a big win performance (for example, a specific performance) related to the big win game (for example, a performance non-starting means). Then, according to the above ball firing performance, the ball is fired, the ball enters the through gate 67, and a through switch (not shown. Detection means.When a ball is detected by , the jackpot state is started, the big winning opening / closing plate 65a is opened, and the display switches from the jackpot standby screen to the jackpot performance of the jackpot game and the jackpot performance is started (for example, specific performance execution means). Note that the display area for the ball shooting performance is executed in a display area smaller than the display area where the jackpot performance is performed. Also, even when the jackpot performance is started, the ball shooting performance may be configured to be continuously displayed together with the jackpot performance.

[0140] When this big winning opening / closing plate 65a is opened, if a predetermined time elapses from the opening or a predetermined number of winnings are detected, it is closed, and after the closing, the big winning opening / closing plate 65a is opened again. The opening / closing operation of this big winning opening / closing plate 65a is configured to be repeatable up to, for example, 10 times (10 rounds) at most. The state in which this opening / closing operation is being performed is a form of a special game state (jackpot state) advantageous to the player. For the player, by winning a ball into the variable winning device 65, a larger number of prize balls are paid out as an addition of game value (gaming value) compared to the normal time.

[0141] At the left and right corner portions on the lower side of the game board 13, sticking spaces K1 for sticking certificates, identification labels, etc. are provided, and the certificates, etc. stuck in the sticking space K1 can be visually recognized through the small window 35 (see FIG. 1) of the front frame 14.

[0142] Furthermore, an out port 66 is provided on the game board 13. Balls that did not enter any of the winning ports (ball entry ports) 63, 64, 65, 71, 71a are guided through the out port 66 to a ball discharge path (not shown). A large number of nails are implanted on the game board 13 to appropriately disperse and adjust the falling direction of the balls, and various members (effect devices) such as windmills are arranged. Note that the balls that won in each of the winning ports 63, 64, 65, 71, 71a are also guided to the ball discharge path in the same manner as the balls that passed through the out port 66 and are discharged outside the pachinko machine 10.

[0143] Next, with reference to FIG. 5, the electrical configuration of the pachinko machine 10 will be described. FIG. 5 is a block diagram showing the electrical configuration of the pachinko machine 10.

[0144] The main control device 110 is equipped with an MPU 201 as a one-chip microcomputer which is an arithmetic device. The MPU 201 has a read only memory (hereinafter abbreviated as "ROM") 202 that stores various control programs and fixed value data executed by the MPU 201, and a random access memory (hereinafter abbreviated as "RAM") 203 which is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 202. In addition, various circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit are built in.

[0145] Note that, in order to instruct operations to sub-control devices such as the payout control device 111 and the sound lamp control device 113, various commands are transmitted from the main control device 110 to the sub-control devices by the data transmission / reception circuit. However, such commands are transmitted only in one direction from the main control device 110 to the sub-control devices.

[0146] The main control device 110 executes main processes of the pachinko machine 10 such as jackpot lottery, setting of dynamic display and variable effects of each special symbol in the special symbol display device 37 and the third symbol display device 81, and lottery of the display result of the variable display of the normal symbol in the normal symbol display device 83. The RAM 203 is provided with a counter buffer 203c for storing various counters for controlling these processes.

[0147] In addition, the ROM 202 stores at least a jackpot random number table 202a, a jackpot type table 202b, a hold number table 202c, a stop pattern table 202d, a variation pattern table 202e, a jackpot release table 202f, a small win release table 202g, a general pattern jackpot random number table 202h, a general pattern variation table 202i, a normal electric combination release table 202j, and a time shortening end condition table 202k. The main control device 110 executes the above-described main control based on various counters stored in the RAM 203 and various tables stored in the ROM 202.

[0148] Here, referring to FIG. 6, counters and the like provided in the RAM 203 of the main control device 110 will be described. These counters and the like are used by the MPU 201 of the main control device 110 to perform jackpot lottery, setting of dynamic display of the special symbol display device 37, setting of variation effects of the third symbol display device 81, lottery of display results of variable display in the normal symbol display device 83, and the like. Also, in the description of various counters, referring to FIGS. 7 to 16, various tables stored in the ROM 202 of the main control device 110, various control timings, transitions of game states, and the like will also be described.

[0149] For jackpot lottery, setting of dynamic display of the special symbol display device 37, and setting of variation effects of the third symbol display device 81, a jackpot random number counter C1 used for jackpot lottery, a jackpot type counter C2 used for selecting the stop type of jackpot symbols, a stop pattern selection counter C3 used for selecting the effect mode of variation effects, a first initial value random number counter CINI1 used for setting the initial value of the jackpot random number counter C1, and a variation type counter CS1 used for selecting variation patterns are used.

[0150] Also, a general pattern jackpot counter C4 is used for lottery of the normal symbol display device 83, and a second initial value random number counter CINI2 is used for setting the initial value of the general pattern jackpot counter C4.

[0151] Each of these counters is a loop counter that is incremented by 1 from the previous value each time it is updated and returns to "0" after reaching the maximum value.

[0152] Each counter is updated at intervals of, for example, "4 milliseconds", which is the execution interval of the timer interrupt process (see FIG. 31). Also, some counters are updated irregularly during the main process (see FIG. 30), and their updated values are appropriately stored in the counter buffer 203c set in a predetermined area of the RAM 203. Although details will be described later, the RAM 203 is provided with a first reserved ball storage area 203d composed of four reserved areas (first reserved areas 1 to 4) related to the first special symbol and a second reserved ball storage area 203e composed of four reserved areas (second reserved areas 1 to 4) related to the second special symbol. In each of these areas, the values of the jackpot random number counter C1, the jackpot type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 are stored in accordance with the timing of the ball entry into the first start port 64, the upper second start port 71, or the lower second start port 71a.

[0153] Each counter will be described in detail. The jackpot random number counter C1 is configured to be incremented by 1 in sequence within a predetermined range (for example, "0 to 9999") and return to "0" after reaching the maximum value (for example, "9999" in the case of a counter that can take values from "0 to 9999"). In particular, when the update of the jackpot random number counter C1 completes one cycle, the value of the first initial value random number counter CINI1 at that time is read as the initial value of the jackpot random number counter C1, and the update of the jackpot random number counter C1 is performed from that initial value.

[0154] The first initial value random number counter CINI1 is configured as a loop counter that is updated within the same range as the jackpot random number counter C1. That is, for example, when the jackpot random number counter C1 is a loop counter that can take values from "0 to 9999", the first initial value random number counter CINI1 is also a loop counter in the range of "0 to 9999". This first initial value random number counter CINI1 is updated once each time the timer interrupt process (see Fig. 31) is executed, and is repeatedly updated within the remaining time of the main process (see Fig. 30).

[0155] The value of the jackpot random number counter C1 is updated, for example, periodically (once each time the timer interrupt process (see Fig. 31) in the first embodiment). And at the timing when the ball wins a prize (starts winning) at the first start port 64, it is stored in the jackpot random number counter storage area 203d1 of any one of the first to fourth reserved areas in the first reserved ball storage area 203d corresponding to the first start port 64 (first special symbol). Also, at the timing when the ball wins a prize (starts winning) at the upper second start port 71 or the lower second start port 71a, it is stored in the jackpot random number counter storage area 203e1 of any one of the second to fourth reserved areas in the second reserved ball storage area 203e corresponding to the upper second start port 71 or the lower second start port 71a (second special symbol).

[0156] The value of the random number at which the jackpot random number counter C1 becomes a jackpot is set by the jackpot random number table 202a corresponding to each special symbol stored in the ROM 202 of the main control device 110. That is, when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203d1 of the reserved area in the first reserved ball storage area 203d matches the value of the random number at which a jackpot is set by the jackpot random number table 202a corresponding to the first special symbol, it is determined as a jackpot. Also, when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of the reserved area in the second reserved ball storage area 203e matches the value of the random number at which a jackpot is set by the jackpot random number table 202a corresponding to the second special symbol, it is determined as a jackpot.

[0157] Here, with reference to FIG. 7, the details of the jackpot random number table 202a corresponding to each special symbol will be described respectively. FIG. 7(a) is a schematic diagram schematically showing an example of the jackpot random number table 202a1 corresponding to the first special symbol stored in the ROM 202 (hereinafter referred to as the "special figure 1 jackpot random number table 202a1"), and FIG. 7(b) is a schematic diagram schematically showing an example of the jackpot random number table 202a2 corresponding to the second special symbol stored in the ROM 202 (hereinafter referred to as the "special figure 2 jackpot random number table 202a2").

[0158] The special figure 1 jackpot random number table 202a1 and the special figure 2 jackpot random number table 202a2 of the first embodiment are each divided into two types for the low probability state used when the game state is the low probability state of the special symbol and for the high probability state used when the game state is the high probability state of the special symbol with a higher probability of winning than the low probability state of the special symbol, for each set value.

[0159] And for each set value, the number of jackpot random numbers included in each of the low probability state and the high probability state is set differently. Also, the increase in the number of jackpot random numbers required to shift from the low probability state to the high probability state is configured to be filled in from the number of losing random numbers corresponding to losses. That is, when increasing the number of jackpot random numbers to shift from the low probability state to the high probability state, the number of losing random numbers is decreased, and the decreased amount is allocated as the number of jackpot random numbers. In this way, by varying the number of jackpot random numbers according to the game state, the probability of winning is changed between the low probability state and the high probability state.

[0160] On the other hand, for each special symbol, it is set so that the number of small winning random values is the same for each set value. That is, the number of small winning random values in the first special symbol is configured to be the same number for each set value. Similarly, the number of small winning random values in the second special symbol is also configured to be the same number for each set value. In this way, by making the number of small winning random values the same for each set value in each special symbol, the awarding ratio of game value considering only the small winning games for all set values in each special symbol becomes equal.

[0161] In this way, in the pachinko machine 10 of the first embodiment, the increase in the number of jackpot random values for each setting of the first special symbol and the second special symbol is configured to be compensated from the number of losing random values for all set values. Also, the number of small winning random values of the first special symbol or the second special symbol is configured not to change for each setting. That is, the increase in the number of jackpot random values accompanying the setting change is compensated by reducing the number of losing random values and allocating the reduction to the jackpot random values, and the number of small winning random values of the first special symbol and the second special symbol is the same for each setting of the first special symbol or the second special symbol. By configuring in this way, it becomes possible to calculate the payout rate for each set value by considering only the increase in the number of jackpot random values, and it is possible to suppress an increase in man-hours during the design of the game specifications.

[0162] Also, in the pachinko machine 10 of the first embodiment, the increase in the number of jackpot random values accompanying the setting change is configured to be compensated from the role of the most numerous random value other than the jackpot random value that can be obtained when staying most easily during the game among the jackpot random counters C1 (that is, the losing random value). By configuring in this way, for example, it is possible to make it difficult to determine the setting from the number of appearances of the losing role, which is the most numerous role in the variation effect of the first special symbol. Therefore, the setting discrimination element by the player can be made only the appearance ratio of the jackpot with a lower appearance probability than the losing role, and it is difficult for the player to see through the set value of the pachinko machine 10. As a result, even in the case of a low setting (that is, set value 1, etc.), the game can be continued without the player seeing through the setting, and the operation of the pachinko machine 10 can be promoted.

[0163] Furthermore, in the pachinko machine 10 of the first embodiment, an increase in the number of jackpot random values associated with setting changes is compensated for from the number of losing random values corresponding to losing combinations that do not give game value to the player among the jackpot random counters C1.

[0164] Unlike jackpot combinations and minor winning combinations, losing combinations are combinations that do not give game value, and are provided for each pachinko machine 10 and are not clearly (prominently) displayed on a data lamp (not shown) that displays game results and the like in the pachinko machine 10. Here, if the number of jackpot random values corresponding to jackpot games that are likely to be clearly (prominently) displayed on the data lamp and the number of minor winning random values corresponding to minor winning games are both changed for each setting, the player can easily infer the setting of the pachinko machine 10 by glancing (confirming) at the appearance rates of these two elements of the jackpot game and the minor winning game on the data lamp. As a result, for example, if the setting of the pachinko machine 10 set to a low setting (e.g., setting value "1") is seen through by the player, the player may not play the game on the pachinko machine 10, and there is a risk that the operation of the pachinko machine 10 will decline.

[0165] Therefore, by configuring the increase in the number of jackpot random values associated with the change in the probability setting value to be compensated for from the number of losing random values corresponding to losing combinations that do not give game value to the player and are not clearly (prominently) displayed on the data lamp, the setting discrimination element by the player can be made only the appearance ratio of the jackpot, and it is possible to make it difficult for the player to see through the setting value of the pachinko machine 10 from the appearance rate of the minor winning. Therefore, the discrimination element of the probability setting value is limited to the appearance rate of the combination based on one random value, and for example, even in a low setting with a low ball payout rate (i.e., setting value "1" or the like), the game can be continued without the player seeing through the setting, and the operation of the pachinko machine 10 can be promoted.

[0166] As shown in FIG. 7(a), in the big win random number table 202a1 of the first embodiment, when the set value is "1", the number of values (big win random numbers) of the big win random number counter C1 that result in a big win in the low probability state in the big win random number table 202a1 of FIG. 1 is 32, and the values "0 to 31" are defined (set) in the big win random number table 202a1 of FIG. 1. That is, the big win probability in the low probability state (i.e., "normal game state", "general drawing high probability time shortening state", or "general drawing low probability time shortening state") of the first special symbol with a set value of "1" is set to 32 / 10000 = 0.32 / 100 (i.e., 0.32%).

[0167] On the other hand, when the set value is "1", the number of values (big win random numbers) of the random numbers that result in a big win in the high probability state in the big win random number table 202a1 of FIG. 1 is 221, and the values "0 to 220" are defined (set) in the big win random number table 202a1 of FIG. 1. That is, the big win probability in the high probability state (i.e., "probability variation state" and "latent probability variation state") of the first special symbol with a set value of "1" is 221 / 10000 = 2.21 / 100 (i.e., 2.21%), and the high probability state of the special symbol is set to be approximately 7 times more likely to result in a big win than the low probability state.

[0168] Here, when the set value is "1", the number of values (small win random numbers) of the random numbers that result in a small win in the low probability state and the high probability state in the big win random number table 202a1 of FIG. 1 is both 5000, and the values "32 to 5031" in the case of the low probability state or the values "221 to 5220" in the case of the high probability state are defined (set) in the big win random number table 202a1 of FIG. 1. That is, the small win probability for the first special symbol with a set value of "1" is 5000 / 10000 = 50.00 / 100 (i.e., 50.00%) in any game state, and the winning probability of the small win is set to be the same in the low probability state and the high probability state of the special symbol.

[0169] Therefore, when the setting value is "1", the number of random numbers that result in a loss in the low-probability state in the jackpot random number table 202a1 of the special figure 1 (loss random number values) is 4,968, which are the remaining numbers other than the jackpot random number values and the minor jackpot random number values, and the values "5,032 to 9,999" are defined (set) in the jackpot random number table 202a1 of the special figure 1. Also, the number of random numbers that result in a loss in the high-probability state (loss random number values) is 4,779, which are the remaining numbers other than the jackpot random number values and the minor jackpot random number values, and the values "5,221 to 9,999" are defined (set) in the jackpot random number table 202a1 of the special figure 1. That is, the loss probability of the first special symbol in the low-probability state of the first special symbol with the setting value "1" (i.e., "normal game state", "general figure high-probability time reduction state" or "general figure low-probability time reduction state") is set to be 4,968 / 10,000 = 49.68 / 100 (i.e., 49.68%), and the loss probability of the second special symbol in the high-probability state of the first special symbol (i.e., "latent probability variation state" or "probability variation state") is set to be 4,779 / 10,000 = 47.79 / 100 (i.e., 47.79%).

[0170] That is, in the setting value "1", while configuring to make up for the increase in the number of jackpot random number values in the high-probability state of the first special symbol by reducing the number of loss random number values in the "normal game state" where the stay rate is the highest in the game, the increase in the number of jackpot random number values from the low-probability state to the high-probability state is configured to be within the range of the number of loss random number values in the "normal game state" (i.e., 4,968 or less).

[0171] In this way, in the first special symbol, the number of random numbers that result in a minor jackpot (minor jackpot random number values) is set to be easily selected in the same number as the loss random number values. That is, in the lottery game of the first special symbol, it is set to be easily selected for a loss or a minor jackpot.

[0172] Next, when the setting value is "2", the number of values (big win random numbers) of the big win random number counter C1 that result in a big win in the low probability state in the big win random number table 202a1 of FIG. 1 is 34, and the values "0 to 33" are defined (set) in the big win random number table 202a1 of FIG. 1. That is, the big win probability in the low probability state (i.e., "normal game state", "general pattern high probability time reduction state", or "general pattern low probability time reduction state") of the first special symbol with the setting value "2" is set to 34 / 10000 = 0.34 / 100 (i.e., 0.34%).

[0173] On the other hand, when the setting value is "2", the number of values (big win random numbers) of the random numbers that result in a big win in the high probability state in the big win random number table 202a1 of FIG. 1 is 223, and the values "0 to 222" are defined (set) in the big win random number table 202a. That is, the big win probability in the high probability state (i.e., "probability variation state" or "latent probability variation state") of the first special symbol with the setting value "2" is 223 / 10000 = 2.23 / 100 (i.e., 2.23%), and the high probability state of the special symbol is set to be about 7 times more likely to result in a big win than the low probability state.

[0174] Here, when the setting value is "2", the number of values (small win random numbers) of the random numbers that result in a small win in the low probability state and the high probability state in the big win random number table 202a1 of FIG. 1 is 5000 for both, the same as when the setting value is "1". The values "34 to 5033" in the low probability state or the values "223 to 5222" in the high probability state are defined (set) in the big win random number table 202a1 of FIG. 1. That is, the small win probability for the first special symbol with the setting value "2" is 5000 / 10000 = 50.00 / 100 (i.e., 50.00%) in any game state, and the winning probability of the small win is set to be the same in the low probability state and the high probability state of the special symbol.

[0175] Therefore, when the setting value is "2", the number of random numbers that result in a loss in the low-probability state in the big win random number table 202a1 of FIG. 1 (loss random number values) is 4,966, which are the remaining numbers other than the big win random number values and small win random number values, and the values "5034 to 9,999" are defined (set) in the big win random number table 202a1 of FIG. 1. Also, the number of random numbers that result in a loss in the high-probability state (loss random number values) is 4,777, which are the remaining numbers other than the big win random number values and small win random number values, and the values "5,223 to 9,999" are defined (set) in the big win random number table 202a1 of FIG. 1. That is, the loss probability of the first special symbol in the low-probability state of the first special symbol with a setting value of "2" (i.e., "normal game state", "general drawing high-probability time reduction state", or "general drawing low-probability time reduction state") is set to be 4,966 / 10,000 = 49.66 / 100 (i.e., 49.66%), and the loss probability of the first special symbol in the high-probability state of the first special symbol (i.e., "latent probability variation state" or "probability variation state") is set to be 4,777 / 10,000 = 47.77 / 100 (i.e., 47.77%).

[0176] That is, when the setting value is "2", while increasing the number of big win random number values in the high-probability state of the first special symbol, the number of loss random number values in the "normal game state" with the highest stay rate in the game is decreased, and the increase from the low-probability state to the high-probability state, as well as the increase in the number of big win random number values due to the change in the setting value, are configured to be within the range of the number of loss random number values in the "normal game state" (i.e., 4,966 or less).

[0177] Therefore, the setting value "2" in the big win random number table 202a1 of FIG. 1 has the same small win probability (both 50.00%) as the setting value "1", but the big win probability has increased slightly (low-probability state: 0.32% → 0.34%, high-probability state: 2.21% → 2.23%). It can be said that it is a setting in which big win games are more likely to occur than in the case of the setting value "1".

[0178] Next, when the setting value is "3", the number of values (big win random numbers) of the big win random number counter C1 that result in a big win in the low probability state in the big win random number table 202a1 of FIG. 1 is 36, and the values "0 to 35" are defined (set) in the big win random number table 202a1 of FIG. 1. That is, the big win probability in the low probability state (i.e., "normal game state", "general symbol high probability time shortening state", or "general symbol low probability time shortening state") of the first special symbol with a setting value of "3" is set to 36 / 10000 = 0.36 / 100 (i.e., 0.36%).

[0179] On the other hand, when the setting value is "3", the number of values (big win random numbers) of the random numbers that result in a big win in the high probability state in the big win random number table 202a1 of FIG. 1 is 225, and the values "0 to 224" are defined (set) in the big win random number table 202a1 of FIG. 1. That is, the big win probability in the high probability state (i.e., "latent probability variation state" or "probability variation state") of the first special symbol with a setting value of "3" is 225 / 10000 = 2.25 / 100 (i.e., 2.25%), and the high probability state of the special symbol is set to be approximately 7 times more likely to result in a big win than the low probability state.

[0180] Here, when the setting value is "3", the number of values (small win random numbers) of the random numbers that result in a small win in the low probability state and the high probability state in the big win random number table 202a1 of FIG. 1 is 5000 for both cases, the same as when the setting values are "1" and "2". The values "36 to 5035" in the low probability state or the values "225 to 5224" in the high probability state are defined (set) in the big win random number table 202a1 of FIG. 1. That is, the small win probability for the first special symbol with a setting value of "3" is 5000 / 10000 = 50.00 / 100 (i.e., 50.00%) in any game state, and the winning probability of the small win is set to be the same in the low probability state and the high probability state of the special symbol.

[0181] Therefore, when the set value is "3", the number of random numbers that result in a loss in the low-probability state in the big win random number table 202a1 in the special figure 1 (loss random number values) is 4,964, which are the remaining numbers other than the big win random number values and small win random number values, and the values "5,036 to 9,999" are defined (set) in the big win random number table 202a1 in the special figure 1. Also, the number of random numbers that result in a loss in the high-probability state (loss random number values) is 4,775, which are the remaining numbers other than the big win random number values and small win random number values, and the values "5,225 to 9,999" are defined (set) in the big win random number table 202a1 in the special figure 1. That is, the loss probability of the first special symbol in the low-probability state of the first special symbol with a set value of "3" (i.e., "normal game state", "general figure high-probability time reduction state", or "general figure low-probability time reduction state") is set to 4,964 / 10,000 = 49.64 / 100 (i.e., 49.64%), and the loss probability of the first special symbol in the high-probability state of the first special symbol (i.e., "latent probability variation state" or "probability variation state") is set to 4,775 / 10,000 = 47.75 / 100 (i.e., 47.75%).

[0182] That is, in the case of the set value "3", while increasing the number of big win random number values in the high-probability state of the first special symbol, the number of loss random number values in the "normal game state" with the highest staying rate in the game is decreased, and it is configured to make up for it from the decreased amount. Also, the increased amount of big win random number values from the low-probability state to the high-probability state, and the increased amount of big win random number values due to the change in the set value are within the range of the number of loss random number values in the "normal game state" (i.e., 4,964 or less).

[0183] Therefore, the set value "3" in the big win random number table 202a has the same small win probability (both 50.00%) as the set value "2", but the big win probability has slightly improved (low-probability state: 0.34% → 0.36%, high-probability state: 2.23% → 2.25%). It can be said that it is a setting where big win games are more likely to occur than in the case of the set value "2".

[0184] Next, as shown in FIG. 7(b), in the big hit random number table 202a2 of the first embodiment, when the set value is "1", the number of values (big hit random numbers) of the big hit random number counter C1 that result in a big hit in the low probability state in the big hit random number table 202a2 of Special Figure 2 is 32, the same as in the big hit random number table 202a1 of Special Figure 1, and the values "0 to 31" are defined (set) in the big hit random number table 202a2 of Special Figure 2. That is, the big hit probability of the second special symbol in the low probability state (i.e., "normal game state", "general drawing high probability time shortening state" or "general drawing low probability time shortening state") of the second special symbol with a set value of "1" is set to be the same as that of the first special symbol, 32 / 10000 = 0.32 / 100 (i.e., 0.32%).

[0185] On the other hand, when the set value is "1", the number of values (big hit random numbers) of the random numbers that result in a big hit in the high probability state in the big hit random number table 202a2 of Special Figure 2 is 221, the same as in the big hit random number table 202a1 of Special Figure 1, and the values "0 to 220" are defined (set) in the big hit random number table 202a2 of Special Figure 2. That is, the big hit probability of the second special symbol in the high probability state (i.e., "latent probability variation state" or "probability variation state") of the second special symbol with a set value of "1" is the same as that of the first special symbol, 221 / 10000 = 2.21 / 100 (i.e., 2.21%), and the high probability state of the special symbol is set to be approximately 7 times more likely to result in a big hit than the low probability state.

[0186] Here, when the set value is "1", the number of values (small hit random numbers) of the random numbers that result in a small hit in both the low probability state and the high probability state in the big hit random number table 202a2 of Special Figure 2 is 7500, and the values "32 to 7531" in the case of the low probability state or the values "221 to 7720" in the case of the high probability state are defined (set) in the big hit random number table 202a2 of Special Figure 2. That is, the small hit probability of the second special symbol with a set value of "1" is 7500 / 10000 = 75.00 / 100 (i.e., 75.00%) in any game state, and the winning probability of the small hit is set to be the same in the low probability state and the high probability state of the special symbol.

[0187] Therefore, when the set value is "1", the number of random numbers that result in a loss in the low-probability state in the big-win random number table 202a2 of Special Figure 2 (loss random number values) is 2,468, which are the remaining numbers other than the big-win random number values and small-win random number values, and the values "7,532 to 9,999" are defined (set) in the big-win random number table 202a2 of Special Figure 2. Also, when in the high-probability state, the number of random numbers that result in a loss (loss random number values) is 2,279, which are the remaining numbers other than the big-win random number values and small-win random number values, and the values "7,721 to 9,999" are defined (set) in the big-win random number table 202a2 of Special Figure 2. That is, the loss probability of the second special symbol in the low-probability state of the second special symbol with a set value of "1" (i.e., "normal game state", "general figure high-probability time reduction state", or "general figure low-probability time reduction state") is set to be 2,468 / 10,000 = 24.68 / 100 (i.e., 24.68%), and the loss probability of the second special symbol in the high-probability state of the second special symbol (i.e., "latent probability fluctuation state" or "probability fluctuation state") is set to be 2,279 / 10,000 = 22.79 / 100 (i.e., 22.79%).

[0188] That is, when the set value is "1", while configuring to make up for the increase in the number of big-win random number values in the high-probability state of Special Figure 2 by reducing the number of loss random number values in the "normal game state" where the stay rate is the highest in the game, the number of increased big-win random number values from the low-probability state to the high-probability state is configured to be within the range of the number of loss random number values in the "normal game state" (i.e., 2,468 or less).

[0189] Thus, similar to the first special symbol, random numbers that result in a small win (small-win random number values) are also set for the second special symbol, and they are set to a number that is much more likely to be selected compared to the loss random number values in the second special symbol. That is, in the lottery game of the second special symbol, it is set to be more likely to win a small win than a big win or a loss.

[0190] Incidentally, although details will be described later, the roles at the time of winning a small hit in the dynamic display of the first special symbol and the roles at the time of winning a small hit in the dynamic display of the second special symbol are configured to be different from each other.

[0191] In the pachinko machine 10 of the first embodiment, when winning a small hit in the dynamic display of the first special symbol, the opening time of the variable prize device 65 opened by winning the small hit game is configured to be short (see FIG. 23). Also, the lottery result of the dynamic display of the first special symbol is likely to be derived in the "normal game state" in which the left-handed game is played. Even if the game is switched to the right-handed game at the timing of winning a small hit in the dynamic display of the first special symbol in the "normal game state", since the opening time of the variable prize device 65 is short, it is difficult to win the variable prize device 65, and the ball launched by playing the right-handed game is likely to result in a loss for the player. For this reason, in the pachinko machine 10 of the first embodiment, when winning a small hit in the dynamic display of the first special symbol, the right-handed notification lamp 37c of the special symbol display device 37 is turned off, and the main display right-handed instruction 89 is also in a non-display state.

[0192] Also, in the pachinko machine 10 of the first embodiment, when the dynamic display of the second special symbol is being executed at the time of winning a small hit in the dynamic display of the first special symbol, the dynamic display of the second special symbol is configured to be stopped with a losing symbol (see FIG. 38). Further, in the "normal game state", since the time until the result of the dynamic display of the second special symbol is derived can be or is likely to be longer than the time until the result of the dynamic display of the first special symbol is derived (see FIGS. 11 to 16 described later), the dynamic display of the second special symbol in the "normal game state" is likely to be stopped by winning a small hit in the dynamic display of the first special symbol.

[0193] That is, the small win selection in the dynamic display of the first special symbol does not serve the role of obtaining prize balls, but rather serves the function of stopping the dynamic display of the second special symbol executed in the "normal gaming state". By configuring it in this way, in the "normal gaming state", a right-side hitting game is played to win the upper second start port 71, and the dynamic display of the second special symbol is selected as a small win by this winning. It is possible to suppress unexpected prize balls in the game specifications, such as winning the variable prize device 65 opened by this small win selection to obtain prize balls.

[0194] On the other hand, when a small win is selected in the dynamic display of the second special symbol, the opening time of the variable prize device 65 opened by the selection of this small win game is configured to be long (see Fig. 23). Also, the lottery result of the dynamic display of the second special symbol is easily derived in the "normal pattern high probability time reduction state", "normal pattern low probability time reduction state", "probability variation state", and "latent probability variation state" where a right-side hitting game is played. Among these, when the dynamic display of the second special symbol is selected as a small win in the "latent probability variation state", it is configured to be easy to win the variable prize device 65 (see Figs. 20 and 21 described later).

[0195] That is, the small win selection in the dynamic display of the second special symbol serves the role of obtaining prize balls in the "latent probability variation state".

[0196] Note that a specific area may be provided within the variable prize device 65, and a jackpot may be configured to occur when the variable prize device 65 is opened and the game ball passes through the specific area. Further, a non-specific area (for example, a losing hole) different from the specific area may be provided within the variable prize device 65, and when the variable prize device 65 is opened and the game ball passes through the non-specific area, the small win game may be configured to end without a jackpot occurring. By configuring in this way, when winning the small win game, the variable prize device 65 is opened, the game ball is made to win into the variable prize device 65, and the game property of whether the winning game ball passes through the specific area to result in a jackpot or passes through the non-specific area and ends without resulting in a jackpot can be created, thereby improving the interest of the game.

[0197] Also, from the start of the small win game, until any one of the following results is derived: whether the game ball passes through a specific area and results in a big win, passes through a non-specific area and does not result in a big win and the small win game ends, or the small win game ends without the game ball winning a prize in the variable prize device 65 that was opened with the start of the small win game, the third symbol display device 81 may be configured to produce an effect indicating whether it is a big win or not. In this case, for example, in the "normal game state", when the dynamic display of the first special symbol wins the small win (e.g., transition condition) (e.g., transition condition determination means), a notification effect is performed to transition from the left hitting game to the right hitting game in accordance with the opening timing of the variable prize device 65. Thereafter, at the same time as the start of the small win game, a challenge effect (e.g., the first effect) indicating whether it is a big win or not is started on the third symbol display device 81. Whether the game ball passes through a specific area (e.g., a predetermined area) and results in a big win, passes through a non-specific area and does not result in a big win and the small win game ends, or the small win game ends without the game ball winning a prize in the variable prize device 65 that was opened with the start of the small win game. When any one of these results is derived, the challenge effect is ended (e.g., effect end means), and it may be configured to start the execution of a V acquisition effect (e.g., the second effect) that suggests to the player that a V win different from the challenge effect can cause the game state to transition. Note that the execution time of the above challenge effect is set in advance (e.g., period setting means). If the V win does not occur and the ball does not pass through the non-specific area even after the execution period has elapsed, there may be an error such as a ball jam, so it may be configured to execute error processing (e.g., error notification effect) as a prize error.

[0198] Next, when the setting value is "2", the number of values (jackpot random numbers) of the jackpot random number counter C1 that result in a jackpot in the low-probability state in the jackpot random number table 202a2 of Special Figure 2 is 34, the same as in the jackpot random number table 202a1 of Special Figure 1, and the values "0 to 33" are defined (set) in the jackpot random number table 202a2 of Special Figure 2. That is, the jackpot probability of the second special symbol in the low-probability state (i.e., "normal game state", "ordinary figure high-probability time reduction state", or "ordinary figure low-probability time reduction state") of the setting value "2" is set to be the same as that of the first special symbol, 34 / 10000 = 0.34 / 100 (i.e., 0.34%).

[0199] Also, when the setting value is "2", the number of values (jackpot random numbers) of the random numbers that result in a jackpot in the high-probability state in the jackpot random number table 202a2 of Special Figure 2 is 223, the same as in the jackpot random number table 202a1 of Special Figure 1, and the values "0 to 222" are defined (set) in the jackpot random number table 202a2 of Special Figure 2. That is, the jackpot probability of the second special symbol in the high-probability state (i.e., "latent probability variation state" or "probability variation state") of the setting value "2" is the same as that of the first special symbol, 223 / 10000 = 2.23 / 100 (i.e., 2.23%), and the high-probability state of the special symbol is set to be about 7 times more likely to result in a jackpot than the low-probability state.

[0200] Here, when the setting value is "2", the number of values (small jackpot random numbers) of the random numbers that result in a small jackpot in the low-probability state and the high-probability state in the jackpot random number table 202a2 of Special Figure 2 is 7500 for both, the same as in the case of the setting value "1". The values "34 to 7533" in the low-probability state or the values "223 to 7722" in the high-probability state are defined (set) in the jackpot random number table 202a2 of Special Figure 2. That is, the small jackpot probability for the second special symbol with the setting value "2" is 7500 / 10000 = 75.00 / 100 (i.e., 75.00%) in any game state, and the winning probability of the small jackpot is set to be the same in the low-probability state and the high-probability state of the special symbol.

[0201] Therefore, when the setting value is "2", the number of random numbers that result in a loss in the low-probability state in the big win random number table 202a2 of the special figure 2 (loss random number values) is 2,466, which are the remaining numbers other than the big win random number values and small win random number values, and the values "7534 to 9999" are defined (set) in the big win random number table 202a2 of the special figure 2. Also, the number of random numbers that result in a loss in the high-probability state (loss random number values) is 2,277, which are the remaining numbers other than the big win random number values and small win random number values, and the values "7723 to 9999" are defined (set) in the big win random number table 202a2 of the special figure 2. That is, the loss probability of the second special symbol in the low-probability state of the second special symbol with a setting value of "2" (i.e., "normal game state", "general figure high-probability time reduction state", or "general figure low-probability time reduction state") is set to be 2,466 / 10,000 = 24.66 / 100 (i.e., 24.66%), and the loss probability of the second special symbol in the high-probability state of the second special symbol (i.e., "latent probability variation state" or "probability variation state") is set to be 2,277 / 10,000 = 22.77 / 100 (i.e., 22.77%).

[0202] That is, in the case of the setting value "2", while increasing the number of big win random number values in the high-probability state of the special figure 2, the number of loss random number values in the "normal game state" with the highest stay rate in the game is decreased, and it is configured to make up for it from the decreased amount. Also, the increased amount of big win random number values from the low-probability state to the high-probability state and the increased amount associated with the setting value change are within the range of the number of loss random number values in the "normal game state" (i.e., 2,466 or less).

[0203] Therefore, the setting value "2" in the big win random number table 202a2 of the special figure 2 has the same small win probability as the setting value "1" (both 75.00%), but the big win probability has slightly improved (low-probability state: 0.32% → 0.34%, high-probability state: 2.21% → 2.23%). It can be said that it is a setting in which big win games are more likely to occur than in the case of the setting value "1".

[0204] Next, when the set value is "3", the number of values (big win random numbers) of the big win random number counter C1 that result in a big win in the low probability state in the big win random number table 202a2 of Special Figure 2 is 36, the same as in the big win random number table 202a1 of Special Figure 1, and the values "0 to 35" are defined (set) in the big win random number table 202a2 of Special Figure 2. That is, the big win probability of the second special symbol in the low probability state (i.e., "normal game state", "general figure high probability time reduction state", or "general figure low probability time reduction state") of the set value "3" is set to be the same as that of the first special symbol, 36 / 10000 = 0.36 / 100 (i.e., 0.36%).

[0205] On the other hand, when the set value is "3", the number of values (big win random numbers) of the random numbers that result in a big win in the high probability state in the big win random number table 202a2 of Special Figure 2 is 225, the same as in the big win random number table 202a1 of Special Figure 1, and the values "0 to 224" are defined (set) in the big win random number table 202a2 of Special Figure 2. That is, the big win probability of the second special symbol in the high probability state (i.e., "latent probability variation state" or "probability variation state") of the set value "3" is the same as that of the first special symbol, 225 / 10000 = 2.25 / 100 (i.e., 2.25%), and the high probability state of the special symbol is set to be about 7 times more likely to result in a big win than the low probability state.

[0206] Here, when the set value is "3", the number of values (small win random numbers) of the random numbers that result in a small win in the low probability state and the high probability state in the big win random number table 202a2 of Special Figure 2 is 7500 for both, the same as in the cases of set values "1" and "2", and the values "36 to 7535" in the case of the low probability state or the values "225 to 7724" in the case of the high probability state are defined (set) in the big win random number table 202a2 of Special Figure 2. That is, the small win probability of the second special symbol with the set value "3" is 7500 / 10000 = 75.00 / 100 (i.e., 75.00%) in any game state, and the winning probability of the small win is set to be the same in the low probability state and the high probability state of the special symbol.

[0207] Therefore, when the setting value is "3", the number of random numbers that result in a loss in the low-probability state in the big win random number table 202a2 of Special Figure 2 (loss random number values) is 2,464, which are the remaining values other than the big win random number values and small win random number values, and the values "7,536 to 9,999" are defined (set) in the big win random number table 202a2 of Special Figure 2. Also, the number of random numbers that result in a loss in the high-probability state (loss random number values) is 2,275, which are the remaining values other than the big win random number values and small win random number values, and the values "7,725 to 9,999" are defined (set) in the big win random number table 202a2 of Special Figure 2. That is, the loss probability of the second special symbol in the low-probability state of the second special symbol with a setting value of "3" (i.e., "normal game state", "general figure high-probability time reduction state", or "general figure low-probability time reduction state") is set to be 2,464 / 10,000 = 24.64 / 100 (i.e., 24.64%), and the loss probability of the second special symbol in the high-probability state of the second special symbol (i.e., "latent probability fluctuation state" or "probability fluctuation state") is set to be 2,275 / 10,000 = 22.75 / 100 (i.e., 22.75%).

[0208] That is, in the case of the setting value "3", while increasing the number of big win random number values in the high-probability state of Special Figure 2, the number of loss random number values in the "normal game state" with the highest stay rate in the game is decreased, and it is configured to make up for it from the decreased amount, and the increased amount of big win random number values from the low-probability state to the high-probability state and the increased amount due to the change in the setting value are within the range of the number of loss random number values in the "normal game state" (i.e., 2,464 or less).

[0209] Therefore, the setting value "3" in the big win random number table 202a2 of Special Figure 2 has the same small win probability (both 75.00%) as the setting value "2", but the big win probability is slightly improved (low-probability state: 0.34% → 0.36%, high-probability state: 2.23% → 2.25%). It can be said that it is a setting where big win games are more likely to occur than in the case of the setting value "2".

[0210] As described above, in the jackpot random number table 202a1 of the special figure 1 and the jackpot random number table 202a2 of the special figure 2, while configuring to make up the increase in the number of jackpot random number values in both the "probability fluctuation state" or "latent probability fluctuation state" from the number of losing random number values in the "normal game state", "general figure high probability time shortening state" or "general figure low probability time shortening state", it is configured to be within the range of the number of losing random number values in the "normal game state", "general figure high probability time shortening state" or "general figure low probability time shortening state". Also, in the jackpot random number table 202a1 of the special figure 1 and the jackpot random number table 202a2 of the special figure 2, the number of small win random number values is configured not to change between the "normal game state", "general figure high probability time shortening state" or "general figure low probability time shortening state" and the "probability fluctuation state" or "latent probability fluctuation state". By configuring in this way, it becomes possible to calculate the payout rate for each set value by considering only the increase in the number of jackpot random number values, and it is possible to suppress an increase in man-hours when designing the game specifications.

[0211] Note that the jackpot random number table 202a may be provided with a random number value that wins the short-time symbol when shifting to the "general figure low probability time shortening state" without going through the jackpot state. In this case, the shift to the "general figure low probability time shortening state" due to reaching the ceiling and the shift to the "general figure low probability time shortening state" due to winning the short-time symbol may occur simultaneously. In such a case, it is configured to prioritize the one that can be a more advantageous state for the player. For example, when the "general figure low probability time shortening state" can be reached by winning the short-time symbol and 500 short-time counts can be given, the number of short-time counts (1140 counts) that can be given when shifting to the "general figure low probability time shortening state" by reaching the ceiling is more. Therefore, it is configured to prioritize the shift to the "general figure low probability time shortening state" by reaching the ceiling.

[0212] Also, from the start of the small win game, until one of the following results is derived: whether the game ball passes through a specific area and results in a big win, or passes through a non-specific area and the small win game ends without resulting in a big win, or the small win game ends without the game ball winning a prize in the variable prize device 65 opened along with the start of the small win game, the third symbol display device 81 may be configured to produce an effect indicating whether it is a big win or not. In this case, for example, in the "normal game state", the dynamic display of the first special symbol wins a small win (for example, the first game situation), and a notification effect is performed to shift from the left hitting game to the right hitting game in accordance with the opening timing of the variable prize device 65. Thereafter, simultaneously with the start of the small win game, in the third symbol display device 81, an effect indicating whether it is a big win or not and a launch suggestion effect (for example, "Aim for V!". Part of the first effect.) for launching the ball to win a prize in the specific area are executed to start the V-opening effect (for example, the first effect). When one of the following results is derived: whether the game ball passes through a specific area and results in a big win, or passes through a non-specific area and the small win game ends without resulting in a big win, or the small win game ends without the game ball winning a prize in the variable prize device 65 opened along with the start of the small win game (for example, the second game situation), the V-opening effect is switched (for example, by a switching means), and it may be configured to start the execution of a V-acquisition effect (for example, the second effect) that suggests to the player that the game state can shift by winning a V prize, which is different from the V-opening effect. During the above small win game, if a V prize is won, after the end of the small win game, the game state may be shifted to a big win game, and the big win game may be configured to give a game value more advantageous to the player than the small win game. Further, when winning a big win, it may be configured such that the ball can always win a prize in the specific area.

[0213] Returning to FIG. 6, the description will be continued. The jackpot type counter C2 determines the jackpot type when a jackpot occurs. It is incremented by 1 in sequence within a predetermined range (for example, "0 to 99"), and after reaching the maximum value (for example, "99" in the case of a counter that can take values from "0 to 99"), it returns to "0". The value of the jackpot type counter C2 is updated, for example, periodically (in the first embodiment, once per timer interrupt process (see FIG. 31)).

[0214] And at the timing when the ball wins in the first start port 64, among the first to fourth areas of the first hold area 203d of the RAM 203 provided corresponding to the first start port 64, it is stored in the jackpot type counter storage area 203d2 of the same first hold area as the first hold area in which the jackpot random number counter C1 is stored. Also, at the timing when the ball wins in the upper second start port 71 or the lower second start port 71a, among the first to fourth areas of the second hold area 203e of the RAM 203 provided corresponding to the upper second start port 71 or the lower second start port 71a, it is stored in the jackpot type counter storage area 203e2 of the same second hold area as the second hold area in which the jackpot random number counter C1 is stored.

[0215] Here, for example, if the value of the jackpot random number counter C1 stored in the first hold area in the first hold ball storage area 203d or the second hold ball storage area 203e is not a random number for a jackpot (jackpot random number value), that is, if it is a random number for a loss or a small win (loss random number value or small win random number value), the variation pattern in the variation performance and the type of the stop symbol (hereinafter referred to as "stop type") will be those for a loss or a small win. On the other hand, if the value of the jackpot random number counter C1 stored in the first hold area in the first hold ball storage area 203d or the second hold ball storage area 203e is a random number for a jackpot (jackpot random number value), the variation pattern and the stop type in the variation performance will be those for a jackpot. In this case, the variation pattern and the stop type for the jackpot are determined corresponding to the jackpot type indicated by the value of the jackpot type counter C2 stored in the same hold area.

[0216] As described above, the value of the jackpot type counter C2 in the pachinko machine 10 of the first embodiment is configured as a loop counter in the range of "0 to 99", and the jackpot type is determined based on the jackpot type counter C2 and the jackpot type table 202b stored in the ROM 202. In this jackpot type table 202b, a special figure 1 jackpot type table 202b1 referred to in the first lottery game of the first special symbol and a special figure 2 jackpot type table 202b2 referred to in the second lottery game of the second special symbol are provided.

[0217] Here, referring to FIG. 8, the special figure 1 jackpot type table 202b1 and the special figure 2 jackpot type table 202b2 will be described. FIG. 8(a) is a diagram schematically showing an example of the special figure 1 jackpot type table 202b1 corresponding to the first special symbol stored in the ROM 202, and FIG. 8(b) is a diagram schematically showing an example of the special figure 2 jackpot type table 202b2 corresponding to the second special symbol also stored in the ROM 202.

[0218] As shown in FIGS. 8(a) and 8(b), the jackpot type table 202b is divided into a first special symbol use and a second special symbol use, and further, it is a table in which the game state and the value of the jackpot type counter C2 are associated with each other.

[0219] In the pachinko machine 10 of the first embodiment, as jackpot types, after a jackpot with a maximum number of rounds of 5 rounds, although the jackpot probability of the special symbol is in a low-probability state, until the special symbol is performed a specified number of times (100 times in the first embodiment), there is a jackpot type "Time-Saving A" corresponding to a "Normal Symbol High-Probability Time-Saving State" in which the hit probability of the normal symbol is in a high-probability state, after a jackpot with a maximum number of rounds of 10 rounds, until the next jackpot, there is a jackpot type "Probability Fluctuation A" corresponding to a "Probability Fluctuation State" in which both the jackpot probability of the special symbol and the hit probability of the normal symbol are in a high-probability state, and after a jackpot with a maximum number of rounds of 10 rounds, although the hit probability of the normal symbol is in a low-probability state, until the next jackpot, there is a jackpot type "Latent Probability Fluctuation A" corresponding to a "Latent Probability Fluctuation State" in which the jackpot probability of the special symbol is in a high-probability state.

[0220] In the Special Figure 1 Jackpot Type Table 202b1 and the Special Figure 2 Jackpot Type Table 202b2, they are configured such that the jackpot types that can be selected based on the game state at the time of jackpot winning are different, and for each jackpot type, the possible values of the jackpot type counter C2 that determines that jackpot type are associated.

[0221] In the example of the Special Figure 1 Jackpot Type Table 202b1 shown in FIG. 8(a), when a jackpot of the first special symbol occurs in the "Normal Game State", the value "0 to 34" of the jackpot type counter C2 is associated with the jackpot type "Time-Saving A", and the value "35 to 99" of the jackpot type counter C2 is associated with the jackpot type "Probability Fluctuation A". Also, when a jackpot of the first special symbol occurs in the "Probability Fluctuation State", "Normal Symbol Low-Probability Time-Saving State", "Normal Symbol High-Probability Time-Saving State" or "Latent Probability Fluctuation State", the value "0 to 34" of the jackpot type counter C2 is associated with the jackpot type "Time-Saving A", and the value "35 to 99" of the jackpot type counter C2 is associated with the jackpot type "Latent Probability Fluctuation A".

[0222] Therefore, in the winning / losing lottery of the first special symbol in the "normal gaming state", when the value of the jackpot random counter C1 stored in the jackpot random counter storage area 203d1 of any of the first hold areas in the first hold ball storage area 203d is a jackpot value, the jackpot type associated with the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203d2 of the same first hold area can be selected from the special figure 1 jackpot type table 202b1. For example, if the value of the jackpot type counter C2 is "7", the jackpot type "time shortening A" can be selected, and if the value of the jackpot type counter C2 is "95", the jackpot type "probability variation A" can be selected.

[0223] Also, in the winning / losing lottery of the first special symbol in the "probability variation state", "normal figure low probability time shortening state", "normal figure high probability time shortening state", or "latent probability variation state", when the value of the jackpot random counter C1 stored in the jackpot random counter storage area 203d1 of any of the first hold areas in the first hold ball storage area 203d is a jackpot value, the jackpot type associated with the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203d2 of the same first hold area can be selected from the special figure 1 jackpot type table 202b1. For example, if the value of the jackpot type counter C2 is "7", the jackpot type "time shortening A" can be selected, and if the value of the jackpot type counter C2 is "95", the jackpot type "latent probability variation A" can be selected.

[0224] Therefore, when winning the jackpot in the dynamic display of the first special symbol in the "normal gaming state", the jackpot type "time shortening A" will be selected at a rate of 35% and the jackpot type "probability variation A" will be selected at a rate of 65%. Also, when winning the jackpot in the dynamic display of the first special symbol in the "probability variation state", "normal figure low probability time shortening state", "normal figure high probability time shortening state", or "latent probability variation state", the jackpot type "time shortening A" will be selected at a rate of 35% and instead of the jackpot type "probability variation A", the jackpot type "latent probability variation A" will be selected at a rate of 65%.

[0225] In the pachinko machine 10 of the first embodiment, in the left shooting game, while it is possible to win the first start port 64 and execute the dynamic display of the first special symbol, it is difficult to win the upper second start port 71 or the lower second start port 71a, so it is configured such that it is difficult to execute the dynamic display of the second special symbol. Therefore, in the game state of the left shooting game (i.e., the "normal game state"), the dynamic display of the first special symbol is mainly executed.

[0226] Next, in the example of the special figure 2 jackpot type table 202b2 shown in FIG. 8(b), when a jackpot of the second special symbol occurs in all game states, the values "0 to 34" of the jackpot type counter C2 are associated with the jackpot type "time reduction A", and the values "35 to 99" of the jackpot type counter C2 are associated with the jackpot type "hidden probability A".

[0227] That is, in the winning or losing lottery of the second special symbol in all game states, when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of any of the second hold areas in the second hold ball storage area 203e is a value that results in a jackpot, the jackpot type selected from the special figure 2 jackpot type table 202b2 can be associated with the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203e2 of the same second hold area. For example, if the value of the jackpot type counter C2 is "7", the jackpot type "time reduction A" can be selected, and if the value of the jackpot type counter C2 is "95", the jackpot type "hidden probability A" can be selected.

[0228] Therefore, when winning the jackpot in the dynamic display of the second special symbol, the jackpot type "time reduction A" will be selected at a rate of 35% and the jackpot type "hidden probability A" will be selected at a rate of 65%.

[0229] In the pachinko machine 10 of the first embodiment, right-handed play is non-rewarded (not recommended, prohibited) in the "normal game state", and the time until the result of the dynamic display of the second special symbol is derived in the "normal game state" is configured to be longer than the time until the result of the dynamic display of the first special symbol is derived (see FIGS. 11 to 16 described later). Further, since the dynamic display of the second special symbol during execution is configured to be stopped as a losing symbol by a small win selection of the dynamic display of the first special symbol, the lottery result by the dynamic display of the second special symbol in the "normal game state" is configured to be substantially difficult to be derived.

[0230] Here, with reference to FIGS. 9 and 10, the game modes in each game state, the transition conditions of the game state, and the transition destinations in each game state in the pachinko machine 10 of the first embodiment will be described. FIG. 9 is a list explaining the trigger for transitioning to each game state, the jackpot probability of the special symbol, the hit probability of the normal symbol, the mode of launching the rewarded balls, the main winning destinations, the variation time of the first special symbol, the variation time of the second special symbol, and the availability of right-handed play. FIG. 10 is a diagram showing the mode of launching and the transition destinations of the game state based on the selected jackpot type and the like in each game state. In FIG. 10, the transition of the game state when playing the game in a non-recommended launching mode is also shown, but here, for the sake of convenience of explanation, the explanation thereof is omitted.

[0231] As shown in FIG. 9, the triggers for transitioning to the "normal game state" are the initial state at the time of factory shipment and the RAM clear state, when the dynamic display of the special symbol in the "normal symbol high probability time reduction state" is executed 100 times (so-called, the end of the electric support. See FIG. 10.), or when the dynamic display of the special symbol in the "normal symbol low probability time reduction state" is executed 1140 times (so-called, the end of the electric support. See FIG. 10.).

[0232] Also, as shown in FIG. 9, in the "normal gaming state", as described above, the jackpot probability of the special symbol is in the low probability state, and the winning probability of the normal symbol is also in the low probability state. Further, in the "normal gaming state", left-handed gaming is encouraged, and the ball launched in the left-handed gaming mainly wins at the first starting port 64. Then, the variation time of the dynamic display of "1" of the first special symbol is carried out in the range of "5 seconds to 190 seconds", and the variation time of the dynamic display of "1" of the second special symbol is carried out in "20 seconds to 190 seconds" (see FIGS. 11 to 16 described later). Note that in this "normal gaming state", when a right-handed gaming is performed, the launch mode thereof is detected by the through gate 67 or the like, and based on the detection, a right-handed prohibition notification is executed by the voice output device 226 (see FIG. 5) or the like so as to suppress the launch in the right-handed gaming.

[0233] Next, the trigger for transitioning to the "normal symbol low probability time shortening state" is when, after the end of the jackpot, in the low probability state of the special symbol, "900 times" of consecutive non-winning of the jackpot occurs, that is, when a loss is extracted or a small win is continuously won during the "900 times" of dynamic display in the low probability state of the special symbol (see FIG. 10).

[0234] Also, in the "normal symbol low probability time shortening state", as described above, although the jackpot probability of the special symbol is in the low probability state and the winning probability of the normal symbol is also in the low probability state, the opening time of the normal electric winning combination 72 becomes long (see FIG. 24). Further, in the "normal symbol low probability time shortening state", right-handed gaming is encouraged, and the ball launched in the right-handed gaming can win at the upper second starting port 71 and can also win at the lower second starting port 71a where the low probability time shortening function is operating. Then, the variation time of the dynamic display of "1" of the first special symbol is carried out in the range of "2 seconds to 190 seconds", and the variation time of the dynamic display of "1" of the second special symbol is also carried out in the range of "2 seconds to 190 seconds" (see FIGS. 11 to 16 described later). Note that in this "normal symbol low probability time shortening state", since right-handed gaming is encouraged, the above-mentioned right-handed prohibition notification is not executed even when the ball passes through the through gate 67.

[0235] Next, the trigger for transitioning to the "normal symbol high probability time shortening state" is winning the jackpot type "time shortening A" (see FIG. 10).

[0236] In this "Normal Symbol High Probability Time Shortening State", as described above, while the big win probability of the special symbol is in a low probability state, the win probability of the normal symbol is in a high probability state. Furthermore, in the "Normal Symbol High Probability Time Shortening State", similar to the "Probability Fluctuation State", right-handed games are encouraged, and the ball launched in the right-handed game can win in the upper second starting port 71, and can also win in the lower second starting port 71a where the high probability time shortening function is activated. And, while the variation time of the dynamic display of 1 of the second special symbol is in the range of "2 seconds to 190 seconds", the variation time of the dynamic display of 1 of the first special symbol is in the range of "2 seconds to 190 seconds" (see FIGS. 11 to 16 described later). Note that in this "Normal Symbol High Probability Time Shortening State", since right-handed games are encouraged, the above right-handed prohibition notification is not executed.

[0237] Next, the trigger for transitioning to the "Probability Fluctuation State" is winning the big win type "Probability Variation A" (see FIG. 10).

[0238] Also, in the "Probability Fluctuation State", as described above, the big win probability of the special symbol is in a high probability state, and the win probability of the normal symbol is also in a high probability state. Furthermore, in the "Probability Fluctuation State", right-handed games are encouraged, and the ball launched in the right-handed game can win in the upper second starting port 71, and can also win in the lower second starting port 71a where the high probability time shortening function is activated. And, while the variation time of the dynamic display of 1 of the first special symbol is in the range of "2 seconds to 190 seconds", the variation time of the dynamic display of 1 of the second special symbol is in the range of "2 seconds to 190 seconds" (see FIGS. 11 to 16 described later). Note that in this "Probability Fluctuation State", since right-handed games are encouraged, even when the ball passes through the through gate 67, the above right-handed prohibition notification is not executed.

[0239] Next, the trigger for transitioning to the "Latent Probability Fluctuation State" is winning the big win type "Latent Probability A" (see FIG. 10).

[0240] In the "latent probability variation state", as described above, while the big win probability of the special symbol is in a high probability state, the hit probability of the normal symbol is in a low probability state. Further, in the "latent probability variation state", the right-handed game is encouraged, and although the ball launched in the right-handed game can win at the upper second start port 71, since the time shortening function does not operate as in the "normal symbol high probability time shortening state", "probability variation state" or "normal symbol low probability time shortening state", it is difficult for the ball to win at the lower second start port 71a. And while the variation time of the dynamic display of 1 of the first special symbol is in the range of "2 seconds to 190 seconds", the variation time of the dynamic display of 1 of the second special symbol is in the range of "2 seconds to 190 seconds" (see FIGS. 11 to 16 described later). Note that in this "latent probability variation state", since the right-handed game is encouraged, even if the ball passes through the through gate 67, the above-mentioned right-handed prohibition notification is not executed.

[0241] Returning to FIG. 6, the description of various counters will be continued. The stop pattern selection counter C3 is configured to be incremented by "1" in order within a range of, for example, "0 to 99", and return to "0" after reaching the maximum value (that is, "99").

[0242] In the first embodiment, the general presentation mode of the variation presentation at the time of big win and miss displayed on the third symbol display device 81 is selected according to the number of reserved variation presentations and the value of the stop pattern selection counter C3. Further, in the pachinko machine 10 of the first embodiment, there are prepared a long pattern (hereinafter sometimes referred to as "long") in which a relatively long variation time is likely to be selected for each presentation mode, a middle pattern (hereinafter sometimes referred to as "middle") in which a variation time shorter than the long pattern is likely to be selected, and a short pattern (hereinafter sometimes referred to as "short") in which a variation time shorter than the middle pattern is likely to be selected.

[0243] Specifically, any one of the following six presentation modes can be selected: a "non-reach (long)" presentation mode in which "reach display" does not occur, a "non-reach (middle)" or "non-reach (short)" presentation mode, a "normal reach" presentation mode in which only the variable elements of "normal reach" are executed as the "reach display", a "super reach" presentation mode in which the variable elements of "super reach" are executed by developing from the variable elements of the "normal reach", and a "special reach" presentation mode in which the variable elements of "special reach" are executed by developing from the variable elements of the "normal reach".

[0244] Here, each presentation mode will be described in detail. Among the presentation modes, the "non-reach (long)" presentation mode, the "non-reach (middle)" presentation mode, and the "non-reach (short)" presentation mode (hereinafter, the "non-reach (long)" presentation mode, the "non-reach (middle)" presentation mode, and the "non-reach (short)" presentation mode may be collectively referred to as the "non-reach" presentation mode) are presentation modes in which, in the third symbol display device 81 where three symbol columns Z1 to Z3 vary as a variable display of special symbols, after the variable element of "high-speed variation" in which each of the symbol columns Z1 to Z3 is shuffled at high speed, the same third symbol does not stop in the two symbol columns Z1 and Z3 that stop first, and "reach display" does not occur.

[0245] Note that the variable element of "high-speed variation" refers to, for example, a variable element in which the third symbol displayed in each of the symbol columns Z1 to Z3 (see FIG. 4) in the variable display of the third symbol performed by the third symbol display device 81 is scrolled downward at high speed in the vertical direction of the display screen. In this "high-speed variation", an effect is executed in which the third symbol is varied so that the player cannot clearly recognize the display content of the third symbol, and the stop results of the previous variable display that was stopped are irregularly mixed (shuffled).

[0246] In the pachinko machine 10 of the first embodiment, after the variable element of "high-speed variation" is performed, the variable element of "low-speed variation" is configured to be performed except for specific presentation modes (the "non-reach (middle)" presentation mode and the "non-reach (short)" presentation mode).

[0247] The variable element of "low-speed variation" refers to the variable element in the variation effect of the third symbol display on the third symbol display device 81, which scrolls the third symbol at a low speed at a speed visible to the player after the variable element of the above "high-speed variation". In this variable element of "low-speed variation", while allowing the player to recognize the display content of the third symbol, each symbol column Z1 to Z3 is stopped and displayed in order. If the same third symbol stops in the two symbol columns (for example, the left symbol column Z1 and the right symbol column Z3 (see Fig. 4)) that stop and display first, it is considered that a "reach display" has occurred and it develops into the variable element of "normal reach", while if different third symbols stop in the two symbol columns Z1 and Z3 that stop and display first, the remaining symbol column Z2 is stopped and displayed to end the variation effect. Details of each variable element including the variable element of "high-speed variation" or the variable element of "low-speed variation" will be described later.

[0248] Therefore, in the "non-reach (long)" effect mode, after the variable element of "high-speed variation" is performed, the variable element of "low-speed variation" is performed, and each symbol column Z1 to Z3 stops in order. Different third symbols stop in the two symbol columns Z1 and Z3 that stop first, and the remaining one symbol column Z2 stops, and one variation effect ends. On the other hand, in the "non-reach (middle)" effect mode and the "non-reach (short)" effect mode, after the "high-speed variation" is performed, the variable element of "low-speed variation" is not performed. After the end of the variable element of the "high-speed variation", each symbol column Z1 to Z3 stops simultaneously. Different third symbols stop in the two symbol columns Z1 and Z3 (for example, the two symbol columns that stop first in the "non-reach (long)" effect mode), and the other symbol column Z2 also stops, and one variation effect ends.

[0249] Among the effect modes, the "normal reach" effect mode is one of the effect modes of "reach display" in which, in the variation effect of the third symbol on the third symbol display device 81, immediately after the same third symbol stops in the two symbol columns Z1 and Z3 that stop and display first, the variable element of "normal reach" is executed and does not develop into other "reach displays", that is, the variable elements of "super reach" or "special reach".

[0250] Among the performance modes, the "Super Reach" performance mode is one of the performance modes of the "Reach Display" in which the variable elements of "Super Reach" are executed by developing from the variable elements of "Normal Reach".

[0251] Among the performance modes, the "Special Reach" performance mode is one of the performance modes of the "Reach Display" in which the variable elements of "Special Reach" are executed by developing from the variable elements of "Normal Reach".

[0252] The value of the stop pattern selection counter C3 is updated, for example, periodically (once per timer interrupt process (see FIG. 31) in the first embodiment). And at the timing when the ball wins the first starting port 64, it is stored in the stop pattern selection counter storage area 203d3 of the first holding area in which the big win random number counter C1 is stored among the first to fourth holding areas provided in the first holding ball storage area 203d corresponding to the first starting port 64. Also, at the timing when the ball wins the upper second starting port 71 or the lower second starting port 71a, it is stored in the stop pattern selection counter storage area 203e3 of the second holding area in which the big win random number counter C1 is stored among the first to fourth holding areas provided in the second holding ball storage area 203e corresponding to the upper second starting port 71 or the lower second starting port 71a.

[0253] In the pachinko machine 10 of the first embodiment, the stop pattern table 202d that refers to the value of the stop pattern selection counter C3 is configured to be different according to the success or failure of the variable performance, the current game state, and the number of variable performances (number of holding balls) of both special symbols currently on hold. That is, a plurality of types of stop pattern tables 202d are provided and configured to be selected according to the number of variable performances (number of holding balls) of both special symbols during standby, etc.

[0254] Also, in the first embodiment, when determining the detailed variation pattern of the variation effect, first, based on the reservation number table 202c provided in the ROM 202, any stop pattern table 202d corresponding to the pass / fail of the variation effect, the current game state, and the current number of variation effects (reserved ball number) is selected. Then, based on the selected stop pattern table 202d and the value of the stop pattern selection counter C3, an effect mode, which is a rough mode of the variation effect, is selected. After that, based on the selected effect mode and the value of the variation type counter CS1 described later, the detailed variation pattern (variation time) of the variation effect is determined.

[0255] These multiple types of provided stop pattern tables 202d are set such that the range of the random number value of the stop pattern selection counter C3 for which the effect mode is selected is different for each stop pattern table 202d. The reason for preparing a plurality of these stop pattern tables 202d is to change the selection ratio of the effect mode of the variation effect according to the pass / fail of the variation effect, the game state, and the reserved ball number. That is, (1) whether a jackpot occurs in the obtained variation effect of the third symbol, (2) whether the current game state of the pachinko machine 10 is a "probability variation state", "normal drawing high probability time shortening state", "latent probability variation state", "normal drawing low probability time shortening state", or "normal game state", and (3) how many reserved balls of the reserved variation effect there are, in order to change the selection ratio of the effect mode.

[0256] This is, as the first reason, to change the expectation level of hitting the jackpot for each effect mode. That is, by configuring to vary the ratio of selecting the stop pattern, that is, the "non-reach" effect mode, "normal reach" effect mode, "super reach" effect mode, and "special reach" effect mode, when winning the jackpot lottery and when losing the jackpot lottery, the expectation level of hitting the jackpot for each effect mode is changed. Specifically, for example, when winning the jackpot lottery, it is configured to easily select the "super reach" effect mode or the "special reach" effect mode, and when not winning the jackpot lottery, it is configured to easily select the "non-reach" effect mode or the "normal reach" effect mode.

[0257] By configuring in this way, the "Super Reach" effect mode and the "Special Reach" effect mode can be made into effects that are likely to result in a big win, and the "Normal Reach" effect mode and the "Non-Reach" effect mode can be made into effects that are difficult to result in a big win or do not result in a big win, and the expected probability of a big win for each effect mode can be differentiated. Therefore, when an effect that is likely to result in a big win appears in the variable effect, while that effect that is likely to result in a big win is being performed, it suggests to the player that there is a high possibility of a big win occurring during the performance of that effect that is likely to result in a big win, enhancing the interest of the game.

[0258] In the pachinko machine 10 of the first embodiment, specifically, when the acquired lottery result is a big win, it is configured to select an effect mode (stop pattern), which is the general content of the variable effect, based on the stop pattern table 202d that makes it easy to select an effect that is likely to result in a big win and difficult to select an effect that is difficult to result in a big win. On the other hand, when the acquired lottery result is a loss, it is configured to select the effect mode (stop pattern) of the variable effect based on the stop pattern table 202d that makes it difficult to select an effect that is likely to result in a big win and easy to select an effect that is difficult to result in a big win. Thereby, when notifying the player of the lottery result of the third symbol in the variable effect, when an effect that is likely to result in a big win is being executed, it is easy for a big win to occur in that variable effect, and when an effect that is difficult to result in a big win is being executed, it is difficult for a big win to occur in that variable effect. By setting a difference in the expected value of a big win for each effect mode (stop pattern), the interest of the game can be enhanced during the execution of that variable effect.

[0259] Also, as the second reason, it is to minimize the waste balls (so-called non-lottery of special symbols due to overflow winning) based on the ball entry into the first start port 64 when the waiting count of the variable effect of the first special symbol has reached the upper limit, or based on the ball entry into the upper second start port 71 or the lower second start port 71a when the waiting count of the variable effect of the second special symbol has reached the upper limit.

[0260] Specifically, the maximum number of waiting times for the variable effects of the first special symbol and the second special symbol is set to a maximum of 4 times each, and since the variable effect is executed for at least a certain period of time, in a gaming state where it is easy for the ball to enter the lower second starting port 71a in the "probability variable state", "normal drawing high probability time shortening state", and "normal drawing low probability time shortening state", it is easy to reach the maximum number of held balls of the second special symbol. In these gaming states, if a variable effect with a long variable time is selected, the ball frequently enters the lower second starting port 71a in a state where the maximum number of held balls of the second special symbol has been reached. Despite the fact that the ball has entered the lower second starting port 71a, the lottery opportunity for the second special symbol cannot be obtained. Also, even in the "normal gaming state", if a variable effect with a long variable time is selected in a state where the maximum number of held balls of the first special symbol has been reached, the number of held balls of the first special symbol is not consumed during the execution of the variable effect. Therefore, even if a ball enters the first starting port 64 during that time, the lottery opportunity for the first special symbol cannot be obtained. In such a state, the player determines that no gaming value can be obtained even if the ball is made to enter the first starting port 64, and stops firing the ball and interrupts the game until the variable effect is consumed and the number of held balls can be obtained again. When the game is interrupted, the operation rate of the pachinko machine 10 decreases, which affects the operation of the game parlor.

[0261] Therefore, in the pachinko machine 10 of the first embodiment, in a gaming state where it is easy to reach the maximum number of held balls of the third symbol (the first special symbol or the second special symbol), or when the number of held balls is close to (or equal to) the maximum number of held balls, the mode of the variable effect is selected based on the stop pattern table 202d where a short variable time is likely to be selected. Thereby, it is possible to suppress the ball from entering the first starting port 64, the upper second starting port 71, or the lower second starting port 71a in a state where the maximum number of held balls of the third symbol (the first special symbol or the second special symbol) has been reached.

[0262] Furthermore, as a third reason, by setting a long execution time to delay the end of the variable effect, the state in which the variable effect is being executed is maintained for a long time. Specifically, when the number of held balls for the variable effect is small (or none), if a ball is not newly entered into any of the first starting port 64, the upper second starting port 71, or the lower second starting port 71a within the variable time of the variable effect being executed, the next variable effect cannot be started, and a demo screen or the like must be displayed on the third symbol display device 81. When the variable effect is not performed on the third symbol display device 81 even though the player is firing balls to play the game, the player cannot obtain the interest related to the jackpot lottery that the player is seeking, and the player will become bored with the game. In addition, since the variable effect is not performed on the third symbol display device 81, the player recognizes that the pachinko machine 10 is one in which it is difficult for a ball to enter the first starting port 64, the upper second starting port 71, or the lower second starting port 71a, and there is a risk that the player will judge that it is a machine with difficult-to-obtain game value and stop playing on that pachinko machine 10.

[0263] Therefore, in the pachinko machine 10 of the first embodiment, when the number of held balls for the variable effect is small, the production mode of the variable effect is configured to be selected based on the stop pattern table 202d in which a long variable time is easily selected. Thereby, it is configured to hardly cause a situation where the variable effect is not performed on the third symbol display device 81, and the execution state of the variable effect on the third symbol display device 81 can be maintained for a long time.

[0264] Also, as a fourth reason, the pachinko machine 10 of the first embodiment is a so-called simultaneous variable machine that can execute the dynamic display of the first special symbol and the dynamic display of the second special symbol simultaneously in parallel. However, the special symbol to be executed (encouraged) for each game state is preset (specified) as a game specification. In order to actively lottery the special symbol to be executed for each game state, if a lottery opportunity for a special symbol that is not desired to be executed (non-encouraged) in a predetermined game state is obtained, a predetermined penalty is configured to be imposed.

[0265] Specifically, for example, in the "normal gaming state", left-handed gaming is pre-encouraged as a gaming specification. By performing the left-handed gaming, while winning a jackpot game in the dynamic display of the first special symbol and obtaining the gaming value by the jackpot game, the gaming property of which jackpot type, either "time-saving A" or "probability-variable A", will result according to the jackpot type is realized. Also, in the "general symbol high-probability time-saving state" and "general symbol low-probability time-saving state", right-handed gaming is pre-encouraged as a gaming specification. By performing the right-handed gaming, the gaming property of how to win a jackpot game in the dynamic display of the special symbol while the time-saving function is effective is realized. Further, in the "probability-variable state", right-handed gaming is pre-encouraged as a gaming specification. By performing the right-handed gaming, while maintaining the winning assistance state, the gaming property of what jackpot type the next jackpot game will be is realized. Also, in the "latent probability-variable state", right-handed gaming is pre-encouraged as a gaming specification. By performing the right-handed gaming, while winning a minor jackpot game in the dynamic display of the second special symbol and obtaining the gaming value by the minor jackpot game, the gaming property of what jackpot type the next jackpot game will be is realized.

[0266] Therefore, in the "normal gaming state", the execution of the dynamic display of the first special symbol based on left-handed gaming is encouraged, and in the "probability-variable state", "general symbol high-probability time-saving state", "general symbol low-probability time-saving state" and "latent probability-variable state", the execution of the dynamic display of the second special symbol based on right-handed gaming is encouraged. Here, if the game is not executed according to the above-described gaming specifications, especially when an act such as executing the dynamic display of the second special symbol while also executing the dynamic display of the first special symbol in the "normal gaming state" is performed, a gaming result different from the payout rate based on the originally set gaming specifications will be derived, which may cause unexpected disadvantages to the gaming hall.

[0267] Therefore, in the pachinko machine 10 of the first embodiment, in the "normal game state", when a plurality of dynamic displays of the second special symbol are reserved (for example, four), the dynamic display of the newly started second special symbol is made longer than the dynamic display of the first special symbol (for example, "20 seconds"). During the execution of the dynamic display of the second special symbol, by causing a minor winning in the dynamic display of the first special symbol, the dynamic display of the second special symbol can be stopped as a losing symbol. By configuring in this way, when a ball wins in the upper second starting port 71 or the lower second starting port 71a which causes the dynamic display of the special symbol not encouraged as a game specification, by reducing the execution efficiency of the dynamic display of the second special symbol, the efficiency of imparting game value can be reduced. As a result, it is possible to make the player hesitate to execute the dynamic display of the special symbol for which the dynamic display is not encouraged, suppress the occurrence of a game different from the assumed game specification, and reduce the disadvantage to the hall.

[0268] In addition, in the "probability variation state", "normal drawing high probability time shortening state", "latent probability variation state" or "normal drawing low probability time shortening state", the left hitting game is not encouraged as a game specification. However, even when the non-encouraged game (that is, the left hitting game) is played, the game value obtained by the player is set lower than when the encouraged game (that is, the right hitting game) is played. Therefore, since it is not a game mode disadvantageous to the game hall, no special penalty is provided.

[0269] Here, with reference to FIGS. 11 and 12, the details of the reservation number table 202c will be described. FIG. 11 is a diagram schematically showing the special drawing 1 reservation number table 202c1 corresponding to the first special symbol, and FIG. 12 is a diagram schematically showing the special drawing 2 reservation number table 202c2 corresponding to the second special symbol.

[0270] As described above, in the pachinko machine 10 of the first embodiment, when performing the variation effect of the first special symbol based on the ball entering the first start port 64, based on the success or failure of the variation effect, the game state at that time, and the total number of holds of the variation effect of the first special symbol at that time, the hold number table 202c1 for special figure 1 is referred to, and any of the stop pattern tables 202d1 to 202d6 is selected. Also, when performing the variation effect of the second special symbol based on the ball entering the upper second start port 71 or the lower second start port 71a, based on the success or failure of the variation effect, the game state at that time, and the total number of holds of the variation effect of the second special symbol at that time, the hold number table 202c2 for special figure 2 is referred to, and any of the stop pattern tables 202d1 to 202d6 is selected. Then, based on any of the selected stop pattern tables 202d1 to 202d6 and the value of the stop pattern selection counter C3, the general effect mode of the variation effect is determined.

[0271] Specifically, as shown in the hold number table 202c1 for special figure 1 in FIG. 11, when it is a loss or a small win extraction in the "normal game state" and the number of held balls of the first special symbol is "1 to 3", the A table 202d1 (see FIG. 13(a)) of the stop pattern table 202d is selected. Also, when it is a loss or a small win extraction in the "normal game state" and the number of held balls of the first special symbol is "4", the B table 202d2 (see FIG. 13(b)) of the stop pattern table 202d is selected. On the other hand, when a big win is extracted in the "normal game state", regardless of the number of held balls, the C table 202d3 (see FIG. 13(c)) of the stop pattern table 202d is selected.

[0272] Next, when a loss or a small win is extracted in the "probability fluctuation state", "normal drawing low probability time reduction state", "normal drawing high probability time reduction state", or "latent probability fluctuation state", regardless of the number of hold balls, the D table 202d4 of the stop pattern table 202d (see Fig. 14(a)) is selected. Further, when a big win is extracted in the "probability fluctuation state", "normal drawing low probability time reduction state", "normal drawing high probability time reduction state", or "latent probability fluctuation state", regardless of the number of hold balls, the C table 202d3 of the stop pattern table 202d (see Fig. 13(c)) is selected.

[0273] Next, as shown in the special drawing 2 hold number table 202c2 of Fig. 12, when a loss or a small win is extracted in the "normal game state", regardless of the number of hold balls, the E table 202d5 of the stop pattern table 202d (see Fig. 14(b)) is selected. Further, when a big win is extracted in the "normal game state", regardless of the number of hold balls, the C table 202d3 of the stop pattern table 202d (see Fig. 13(c)) is selected.

[0274] Next, when a loss or a small win is extracted in the "probability fluctuation state", "normal drawing low probability time reduction state", or "normal drawing high probability time reduction state", and the number of hold balls of the second special symbol is "1", the A table 202d1 of the stop pattern table 202d (see Fig. 13(a)) is selected. Further, when a loss or a small win is extracted in the "probability fluctuation state", "normal drawing low probability time reduction state", or "normal drawing high probability time reduction state", and the number of hold balls of the second special symbol is "2 to 4", the F table 202d6 of the stop pattern table 202d (see Fig. 14(c)) is selected.

[0275] Next, when a loss or a small win is extracted in the "latent probability fluctuation state", regardless of the number of hold balls, the D table 202d4 of the stop pattern table 202d (see Fig. 14(a)) is selected. Further, when a big win is extracted in the "latent probability fluctuation state", regardless of the number of hold balls, the C table 202d3 of the stop pattern table 202d (see Fig. 13(c)) is selected.

[0276] In addition, when a jackpot is drawn during the dynamic display of any special symbol, or when a loss or small win of the first special symbol is drawn in the "probability fluctuation state", "general symbol low probability time reduction state", "general symbol high probability time reduction state", or "latent probability fluctuation state", or when a loss or small win of the second special symbol is drawn in the "normal game state" or "latent probability fluctuation state", the stop pattern table 202d may be configured to be different according to the number of hold balls. For example, when a jackpot is won and the number of hold balls is large, the stop pattern table 202d with a relatively short variation pattern that is likely to be selected may be configured to be selectable.

[0277] In this case, for example, in each production mode in which the "reach display" is executed, it is configured to select a production mode in which only the time of the variable element of "high-speed variation" is changed from 10 seconds to only 5 seconds. By configuring in this way, for example, when starting the variation production in a state where the maximum number of hold balls of the first special symbol is 4 times, even if the variable element of "high-speed variation" is performed for 5 seconds, at the time when the variable element of "high-speed variation" for 5 seconds ends (the time recognized as the variable element of "high-speed variation" for 5 seconds), the "reach display" may occur in the variation production. Therefore, even when the variable element of "high-speed variation" for 5 seconds is performed, by configuring so that a production mode in which a "reach display" other than the "non-reach (short)" production mode is executed is executed, it is possible to make it unknown whether the variation production will result in a jackpot or a loss at the time of execution of the variable element of "high-speed variation" for 5 seconds.

[0278] In addition, in the reserved number table 202c2 for Special Figure 2, when a miss or small win is extracted at the 100th rotation in the "Normal Figure High Probability Time Shortened State", that is, when the continuous winning state ends and a transition is made to the "Normal Game State", a stop pattern table 202d for the dynamic display (specific state) of the special symbol is individually set, and it may be configured such that the variable time is a fixed time (for example, "20 seconds") regardless of the number of reserved balls. By configuring in this way, while executing a continuous winning end effect (for example, the first effect) that notifies the player that the continuous winning state has ended, the number of big wins (so-called continuous winning times) executed in the continuous winning state (from the big win in the "Normal Game State" to the dynamic display) and the number of balls obtained can be notified to the player, thereby enhancing the interest.

[0279] Furthermore, in the reserved number table 202c2 for Special Figure 2, when a miss or small win is extracted at the 1st to 4th rotations in the "Normal Game State", that is, when the dynamic display of the special symbol that is a miss or small win at the 100th rotation in the "Normal Figure High Probability Time Shortened State" (for example, the first game state) ends and a transition is made to the "Normal Game State" (for example, the second game state) at the timing when the continuous winning state ends, a stop pattern table 202d for the dynamic display (for example, specific conditions) that can remain as reserved balls for the second special symbol is individually set, and it may be configured such that the variable time is a fixed time (for example, "0.5 seconds") regardless of the number of reserved balls. By configuring in this way, the end timing of the continuous winning end effect executed when a miss or small win is extracted at the 100th rotation in the "Normal Figure High Probability Time Shortened State" can be extended from the end time of the dynamic display that is a miss or small win at the 100th rotation in the "Normal Figure High Probability Time Shortened State" (for example, the first time) to the end time of the last dynamic display of the reserved balls of the second special symbol remaining at the end time of the dynamic display that is a miss or small win at the 100th rotation in the "Normal Figure High Probability Time Shortened State" (for example, the second time), and the dynamic display of up to 5 rotations can be shown as one continuous winning end effect, thereby increasing the expectation of winning a big win in the continuous winning end effect.

[0280] Also, in the reserved number table 202c2 for special figure 2, regardless of the lottery result (miss, small win, or big win extraction) in any of the "probability fluctuation states" and any number of reserved balls, it may be configured to have a fluctuation time of a certain period (e.g., "0.5 seconds"). By configuring it in this way, the time from the big win game that transitions to the "probability fluctuation state" until winning the next big win can be made extremely short. As a result, from the big win game that transitions to the "probability fluctuation state" until the next big win game, it can be made to appear as if it is a single big win game on the third symbol display device 81. In this case, during the "probability fluctuation state" after the end of the big win state, the character message of "waiting for big win" is continuously displayed, and the dynamic display of the special symbol is only executed in the mini reel display, and it is configured to switch back to the big win effect at the timing when winning the big win and starting the next big win state. That is, the waiting-for-big-win effect is an effect executed based on the execution of the first special symbol or the second special symbol in the "probability fluctuation state", and the big win effect is an effect in the big win state derived by executing the dynamic display that is a big win of the first special symbol or the second special symbol.

[0281] Next, with reference to FIGS. 13 and 14, each stop pattern table 202d will be described. FIG. 13(a) is a diagram schematically showing an example of the A table 202d1 of the stop pattern table 202d, FIG. 13(b) is a diagram schematically showing an example of the B table 202d2 of the stop pattern table 202d, and FIG. 13(c) is a diagram schematically showing an example of the C table 202d3 of the stop pattern table 202d. Also, FIG. 14(a) is a diagram schematically showing an example of the D table 202d4 of the stop pattern table 202d, FIG. 14(b) is a diagram schematically showing an example of the E table 202d5 of the stop pattern table 202d, and FIG. 14(c) is a diagram schematically showing an example of the F table 202d6 of the stop pattern table 202d.

[0282] As shown in FIG. 13(a), in the A table 202d1 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "non-reach (long)" performance mode is set from "0" to "74", the range of the stop pattern selection counter C3 corresponding to the "normal reach" performance mode is set from "75" to "94", the range of the stop pattern selection counter C3 corresponding to the "super reach" performance mode is set from "95" to "97", and the range of the stop pattern selection counter C3 corresponding to the "special reach" performance mode is set to "98" and "99".

[0283] Note that in the A table 202d1, the value of the stop pattern selection counter C3 is not allocated for the "non-reach (middle)" performance mode and the "non-reach (short)" performance mode, and it is set so that neither the "non-reach (middle)" performance mode nor the "non-reach (short)" performance mode is selected.

[0284] Next, as shown in FIG. 13(b), in the B table 202d2 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "non-reach (middle)" performance mode is set from "0" to "74", the range of the stop pattern selection counter C3 corresponding to the "normal reach" performance mode is set from "75" to "94", the range of the stop pattern selection counter C3 corresponding to the "super reach" performance mode is set from "95" to "97", and the range of the stop pattern selection counter C3 corresponding to the "special reach" performance mode is set to "98, 99".

[0285] Note that in the B table 202d2, the value of the stop pattern selection counter C3 is not allocated for the "non-reach (long)" performance mode and the "non-reach (short)" performance mode, and it is set so that neither the "non-reach (long)" performance mode nor the "non-reach (short)" performance mode is selected.

[0286] That is, in the A table 202d1, the selection ratio is set such that the "non-reach (long)" presentation mode is 75%, the "normal reach" presentation mode is 20%, the "super reach" presentation mode is 3%, and the "special reach" presentation mode is 2%. Also, in the B table 202d2, the selection ratio is set such that the "non-reach (middle)" presentation mode is 75%, the "normal reach" presentation mode is 20%, the "super reach" presentation mode is 3%, and the "special reach" presentation mode is 2%.

[0287] That is, in the A table 202d1, the "non-reach (long)" presentation mode is selected, and in the B table 202d2, the "non-reach (middle)" presentation mode is selected instead of the "non-reach (long)" presentation mode. On the other hand, in the A table 202d1 and the B table 202d2, for each "reach display", it is configured to be selected at the same ratio.

[0288] Therefore, since the A table 202d1 and the B table 202d2 are selected such that only the long presentation mode or the middle presentation mode is different in the "non-reach" presentation mode, it can be said that the variation time of the selected variable presentation is relatively likely to be longer in the A table 202d1 compared to the B table 202d2. In other words, it can be said that the variation time of the selected variable presentation is likely to be shorter in the B table 202d2 compared to the A table 202d1.

[0289] In this way, in the "normal game state" where left-handed play is encouraged, when the lottery result of a losing draw is extracted, the presentation mode of the variable presentation is selected based on the number of hold balls of the variable presentation on hold. For example, when the number of hold balls of the variable presentation is large, the "non-reach (middle)" presentation mode with a relatively short variable presentation time is selected. Thereby, when the number of hold balls of the variable presentation is large, the execution time of the executed variable presentation can be shortened and the number of executions of the variable presentation can be increased, so that the execution efficiency of the variable presentation can be improved.

[0290] Also, for example, when the number of balls on hold for the variable display is small, in order to ensure the ball entry time into the first start port 64 (the upper second start port 71 or the lower second start port 71a), a "non-reach (long)" display mode with a longer variable display time than the "non-reach (middle)" display mode is selected. As a result, a "non-reach (long)" display mode with a longer variable display time than when the "non-reach (middle)" display mode is selected can be performed, making it easier to ensure the ball entry time into the first start port 64. By increasing the possibility of a new start winning occurring during the execution time of the variable display in the third symbol display device 81, the situation where the variable display is being executed can be maintained.

[0291] In addition, in the first embodiment, in the selection of the display mode in the losing variable display, the stop pattern table 202d selected based on the number of balls on hold for the variable display is configured to be different. However, the determination of the variable display based on the ball entry time into the first start port 64, the upper second start port 71, or the lower second start port 71a, and the determination of the variable display based on the start time of the variable display based on the ball entry are configured such that substantially the same display mode is selected.

[0292] Specifically, for example, in the case of a losing variable display, it is configured such that either the A table 202d1 or the B table 202d2 is selected based on the number of balls on hold for the variable display. However, in the A table 202d1 and the B table 202d2, the values of the stop pattern selection counter C3 assigned to the "non-reach (long)" display mode, the "non-reach (middle)" display mode, the "normal reach" display mode, the "super reach" display mode, or the "special reach" display mode are set to be the same respectively.

[0293] That is, based on the number of hold balls in the variable performance, only whether the "non-reach (long)" performance mode or the "non-reach (middle)" performance mode in the "non-reach" performance mode is selected differs, and only the time of the variable element of "high-speed variation" is different, but substantially the same performance mode is selected. Therefore, even when the game state transitions (for example, the number of hold balls increases), the performance mode selected at the start winning is substantially the same (of the same type) as the performance mode selected at the start of the variation. As a result, even when a prediction notice such as "hold change notice" is given based on the performance mode selected at the start winning, the content of the executed variable performance is substantially the same (of the same type), and in the variable performance targeted by the prediction notice, a performance that does not conflict with the content of the prediction notice can be executed.

[0294] In addition, as a preview effect, a so-called preview continuous effect (for example, the first effect) that continuously performs an effect across a plurality of dynamic displays (fluctuation effects) (for example, period setting means) may be configured. In this case, for example, in a "normal gaming state" where it is difficult for a ball to win in the second starting port 71 above the winning in the first starting port 64 (for example, the first condition), the fluctuation effect of the second special symbol is prioritized over the fluctuation effect of the first special symbol (so-called, special symbol 2 priority fluctuation). When configured in this way, when a plurality of starting wins (for example, the first condition is satisfied) that can generate the dynamic display of the first special symbol are obtained and a value is stored in the first held ball number counter 203a (for example, the first calculation means), the preview continuous effect is configured to be performed corresponding to the plurality of dynamic displays of the first special symbol. Here, in the situation where the preview continuous effect corresponding to the dynamic display of the first special symbol is being executed, that is, before the execution time of the preview continuous effect has elapsed, if a starting win (for example, the second condition is satisfied) that can generate the dynamic display of the second special symbol occurs, in order to preferentially execute the fluctuation effect of the second special symbol over the fluctuation effect of the first special symbol, the preview continuous effect being executed is interrupted (for example, the effect end means), and a fluctuation effect (for example, the second effect) of the second special symbol indicating whether the gaming state can change depending on whether a big win is won is configured to be executed. By configuring in this way, for example, when a gaming specification such as a confirmed big win is provided when the preview continuous effect is performed a predetermined number of times, even in the fluctuation effect corresponding to the dynamic display of the second special symbol that won during the process, if the preview continuous effect is executed, for example, it can be prevented in advance that a discrepancy in the gaming specification such as a confirmed big win occurs due to the preview continuous notice continuing for a predetermined number of times or more, and a game in which a discrepancy in the effect content is unlikely to occur can be provided, so that the interest of the game can be improved.

[0295] Next, as shown in FIG. 13(c), in the C table 202d3 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "Normal Reach" effect mode is set from "0" to "4", the range of the stop pattern selection counter C3 corresponding to the "Super Reach" effect mode is set from "5" to "39", and the range of the stop pattern selection counter C3 corresponding to the "Special Reach" effect mode is set from "40" to "99".

[0296] Note that the C table 202d3 is the stop pattern table 202d selected at the time of a big win, and "Reach display" always occurs, so it is set so that the "Non-Reach" effect mode is not selected.

[0297] Next, as shown in FIG. 14(a), in the D table 202d4 of the stop pattern table 202d, the value of the stop pattern selection counter C3 is assigned only to the "Non-Reach (Short)" effect mode ("0" to "99"), and the value of the stop pattern selection counter C3 is not assigned to the "Non-Reach (Long)" effect mode, the "Non-Reach (Middle)" effect mode, and each "Reach display" effect mode. Therefore, the stop type of the dynamic display that results in a loss or a small win of the first special symbol in the "Probability Variation State", "General Pattern Low Probability Time Shortening State", "General Pattern High Probability Time Shortening State", or "Latent Probability Variation State" is always set to the "Non-Reach (Short)" effect mode. Also, the stop type of the dynamic display that results in a loss or a small win of the second special symbol in the "Latent Probability Variation State" is always set to the "Non-Reach (Short)" effect mode.

[0298] Next, as shown in FIG. 14(b), in the E table 202d5 of the stop pattern table 202d, the value of the stop pattern selection counter C3 is assigned only to the "Normal Reach" effect mode ("0" to "99"), and the value of the stop pattern selection counter C3 is not assigned to each "Non-Reach" effect mode, "Super Reach" effect mode, and "Special Reach" effect mode. Therefore, the stop type of the dynamic display that results in a loss or a small win of the second special symbol in the "Normal gaming state" is set to always be the "Normal Reach" effect mode.

[0299] By configuring it in this way, the fluctuation time of the dynamic display of the second special symbol in the "Normal gaming state" can be made longer than that of the dynamic display of the first special symbol. During the execution of the dynamic display of the second special symbol, by winning a small win in the dynamic display of the first special symbol, the dynamic display of the second special symbol can be stopped as a losing symbol. When a ball wins a prize in the upper second start port 71 or the lower second start port 71a, which is caused by the dynamic display of a special symbol not encouraged as a game specification, by reducing the execution efficiency of the dynamic display of the second special symbol, the efficiency of imparting game value can be reduced. As a result, it is possible to make the player hesitate to execute the dynamic display of a special symbol for which the dynamic display is not encouraged, suppress the occurrence of a game different from the assumed game specification, and reduce the disadvantage to the hall.

[0300] On the other hand, even if a minor win is obtained in the dynamic display of the second special symbol during the execution of the dynamic display of the first special symbol, the dynamic display of the first special symbol is configured not to stop (or suspend). For example, in the "normal gaming state", when a relatively long effect (such as the "Special Reach" effect mode for a big win) is being executed in the dynamic display of the first special symbol, it is possible that the dynamic display of the second special symbol is executed due to accidentally pressing the right button during the game. In this case, if the dynamic display of the first special symbol is interrupted by the derivation of a minor win in the dynamic display of the second special symbol, even though a big win has been won, the big win may not be awarded, which may cause significant damage to the player. Therefore, even when a minor win is derived in the dynamic display of the second special symbol, by continuing to execute the ongoing dynamic display of the first special symbol, it is possible to prevent the player from suffering unexpected disadvantages.

[0301] In addition, when a minor win is derived in the dynamic display of any special symbol, it may be configured to stop (or suspend, or interrupt) the other special symbol. Also, in the derivation of a minor win in the dynamic display of the first special symbol, the dynamic display of the second special symbol is not stopped (or suspended, or interrupted), while in the derivation of a minor win in the dynamic display of the second special symbol, the dynamic display of the first special symbol may be configured to stop (or suspend, or interrupt).

[0302] Next, as shown in FIG. 14(c), in the F table 202d6 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "Non-Reach (Short)" effect mode is set from "0" to "74", the range of the stop pattern selection counter C3 corresponding to the "Normal Reach" effect mode is set from "75" to "94", the range of the stop pattern selection counter C3 corresponding to the "Super Reach" effect mode is set from "95" to "97", and the range of the stop pattern selection counter C3 corresponding to the "Special Reach" effect mode is set to "98, 99".

[0303] Note that in the F table 202d6, no value of the stop pattern selection counter C3 is assigned to the "non-reach (long)" effect mode and the "non-reach (middle)" effect mode, and it is set so that neither the "non-reach (long)" effect mode nor the "non-reach (middle)" effect mode is selected.

[0304] Therefore, as shown in the C table 202d3, in the variable effect at the time of jackpot winning, the selection ratios are high in the order of the "special reach" effect mode > the "super reach" effect mode > the "normal reach" effect mode. As shown in the A table 202d1, the B table 202d2, and the F table 202d6, in the variable effect at the time of losing, it is set so that the selection ratios are high in the order of the "normal reach" effect mode > the "super reach" effect mode > the "special reach" effect mode. Therefore, the jackpot expectation level at the appearance of each "reach display" is configured such that the possibility of the jackpot display result appearing is high in the order of the "special reach" effect mode > the "super reach" effect mode > the "normal reach" effect mode. Thus, the expectation level for the jackpot can be shown to the player according to the effect mode of the variable effect, and the player can experience a sense of elation for the jackpot according to the effect mode of the variable effect executed.

[0305] From the above, by determining the effect mode of the variable effect to be executed based on the type of the special symbol, the success or failure of the variable effect, the gaming state at that time, and the number of hold balls of the variable effect at that time, it is possible to select an effect mode that increases the execution efficiency of the variable effect by shortening the execution time of the variable effect and increasing the number of executions of the variable effect based on the situation in which the game is being played.

[0306] In addition, when there are a large number of balls held for variable effects (for example, "4" balls), when "Reach display" is selected, a stop pattern table 202d with shortened effect elements of "fast variation" for each "Reach display" may be provided. Also, it may be configured to select an effect mode based on the total number of balls held for the first special symbol and the second special symbol. Furthermore, when there are a large number of balls held for variable effects, a stop pattern table 202d omitting the effect elements of "slow variation" in each effect mode may be provided. Furthermore, a stop pattern table 202d with completely different selection rates for each effect mode may be provided according to the number of balls held for variable effects. However, when the selection rates for each effect mode differ according to the number of balls held for variable effects, when performing a preview such as "announcement of held change", the number of balls held at the time of determining the execution of the preview and the number of balls held at the time of execution of the variable effect targeted by the preview may be different. In such a case, since a process for maintaining the consistency between the content of the preview and the content of the variable effect is required, the process becomes complicated.

[0307] Returning to FIG. 6, the description will be continued. The variation type counter CS1 is configured to be incremented by "1" in order within the range of, for example, "0 to 9", and return to "0" after reaching the maximum value (that is, "9"). The value of the variation type counter CS1 is updated once each time the timer interrupt process (see FIG. 31) described later is executed once, and is repeatedly updated within the remaining time in the main process (see FIG. 30). Then, at the timing when the ball wins the first start port 64, the value of the jackpot type counter C2 at that time is stored in the variation type counter storage area 203d4 of the first hold area in the first hold first to fourth areas in the first hold ball storage area 203d of the RAM 203 provided corresponding to the first start port 64, where the jackpot random number counter C1 is stored. Also, at the timing when the ball wins the upper second start port 71 or the lower second start port 71a, the value of the jackpot type counter C2 at that time is stored in the variation type counter storage area 203e4 of the second hold area in the second hold first to fourth areas in the second hold ball storage area 203e of the RAM 203 provided corresponding to the upper second start port 71 or the lower second start port 71a, where the jackpot random number counter C1 is stored.

[0308] This variable type counter CS1 is used to determine the detailed variable time (rough variable pattern) of the variable effect. That is, in the effect mode selected by the stop pattern table 202d and the stop pattern selection counter C3 of the main control device 110, the MPU201 of the main control device 110 determines the detailed variable time based on the value of the variable type counter CS1 and the variable pattern table 202e stored in the ROM202. The voice lamp control device 113 and the display control device 114 determine the reach type of the third symbol displayed on the third symbol display device 81 and the detailed symbol variable mode based on the variable time determined by the variable type counter CS1, and also determine the presence or absence of the execution of the preview effect and the execution mode of the preview effect.

[0309] In this way, the MPU201 of the main control device 110 selects the rough variable pattern of the variable effect and only determines the variable time. By configuring in this way, in the MPU201 of the main control device 110, it is no longer necessary to perform controls such as detailed preview lottery necessary for executing the variable effect, so the processing of the MPU201 related to the variable effect can be reduced. Also, it is no longer necessary to prepare commands for all variable patterns of the variable effect in the main control device 110, and the ROM capacity of the main control device 110 can be reduced.

[0310] Also, in the voice lamp control device 113 and the display control device 114, by determining the detailed variable pattern in the variable effect based on the variable time (rough variable pattern) determined by the main control device 110, the degree of freedom in selecting the variable effect can be increased. Furthermore, in the pachinko machine 10 where the gaming state changes moment by moment, it becomes possible to select or change the content of the variable effect at any time in response to the change, and an appropriate effect can be executed according to the gaming state.

[0311] Here, referring to FIGS. 15 and 16, the details of the variable pattern table 202e will be described. The pachinko machine 10 has, as the variable pattern table 202e, a special figure 1 loss / small win variable pattern table 202e1 used when the first special symbol is a loss, a special figure 1 big win variable pattern table 202e2 used when the first special symbol is a big win, a special figure 2 loss / small win variable pattern table 202e3 used when the second special symbol is a loss, and a special figure 2 big win variable pattern table 202e4 used when the second special symbol is a big win.

[0312] FIG. 15(a) is a diagram schematically showing an example of the special figure 1 loss / small win variable pattern table 202e1 stored in the ROM 202, and FIG. 15(b) is a diagram schematically showing an example of the special figure 1 big win variable pattern table 202e2 stored in the ROM 202. Further, FIG. 16(a) is a diagram schematically showing an example of the special figure 2 loss / small win variable pattern table 202e3 stored in the ROM 202, and FIG. 16(b) is a diagram schematically showing an example of the special figure 2 big win variable pattern table 202e4 stored in the ROM 202. As shown in FIGS. 15 and 16, the variable pattern tables 202e1 to 202e4 are grouped based on the selected effect mode.

[0313] Specifically, as the effect mode at the time of a loss or a small win, it is classified into "E0: non-reach (long)" for reference when the "non-reach (long)" effect mode is determined, "E1: non-reach (middle)" for reference when the "non-reach (middle)" effect mode is determined, "E2: non-reach (short)" for reference when the "non-reach (short)" effect mode is determined, "E3: normal reach" for reference when the "normal reach" effect mode is determined, "E4: super reach" for reference when the "super reach" effect mode is determined, and "E5: special reach" for reference when the "special reach" effect mode is determined.

[0314] In addition, as a winning performance mode, it is divided into those for "E3: Normal Reach" referred to when the "Normal Reach" performance mode is determined, those for "E4: Super Reach" referred to when the "Super Reach" performance mode is determined, and those for "E5: Special Reach" referred to when the "Special Reach" performance mode is determined.

[0315] And the value of the variation type counter CS1 is associated with each of the divided groups.

[0316] In the first embodiment, when the value of the jackpot random number counter C1 stored in the holding area having the first holding ball storage area 203d corresponding to the first special symbol is not the value for a jackpot (jackpot random number value), that is, when it is a losing or small win value, the stop pattern table 202d is selected with reference to the holding number table 202c1 for special figure 1 based on the game state at that time and the number of holding balls at that time, and the performance mode is selected based on the value of the stop pattern selection counter C3 stored in the same holding area and the stop pattern table 202d. Then, the group (group) to be referred to in the variation pattern table 202e1 for special figure 1 losing / small win is determined based on the selected performance mode. In the group (group) of the variation pattern table 202e1 for special figure 1 losing / small win, the variation pattern (variation time) associated with the value of the variation type counter CS1 stored in the same holding area is determined as the variation pattern in the variation performance held in that holding area.

[0317] In the variation pattern table 202e1 for special figure 1 losing / small win referred to when the first special symbol is a loss or small win, for "E0: Non-Reach·Long", there is prepared one variation pattern (variation time, hereinafter, it is of course possible to replace "variation pattern" with "variation time") of "15 seconds" for the overall variation time of "variation element of 'High-Speed Variation (Long)' + variation element of 'Low-Speed Variation'".

[0318] In the example shown in FIG. 15(a), the association between the variation pattern in "E0: Non-Reach · Long" and the value of the variation type counter CS1 is "0 to 9" for the combination of the variation elements of "High-Speed Variation (Long)" and the variation elements of "Low-Speed Variation", and only the combination of the variation elements of "High-Speed Variation (Long)" and the variation elements of "Low-Speed Variation" is set to be selectable.

[0319] That is, when the "Non-Reach (Long)" effect mode is selected in the special symbol 1 losing and small winning variation pattern table 202e1 referred to during the execution of the variation effect of the first special symbol, the combination of the variation elements of "High-Speed Variation (Long)" and the variation elements of "Low-Speed Variation" is associated with all possible values (from "0 to 9") that the variation type counter CS1 can take. In other words, in the case of the "Non-Reach (Long)" effect mode in the variation effect of the first special symbol, the combination of the variation elements of "High-Speed Variation (Long)" and the variation elements of "Low-Speed Variation" is always selected as the variation pattern.

[0320] Here, each variation element constituting the variation pattern will be described. A variation element is a part that constitutes one variation effect, and one variation effect is constituted by combining each variation element. In the pachinko machine 10 of the first embodiment, as variation elements, there are provided variation elements of "High-Speed Variation", variation elements of "Low-Speed Variation", variation elements of "Normal Reach", variation elements of "Super Reach", variation elements of "Special Reach", and variation elements of "Re-Variation".

[0321] The variable element of "high-speed variation" is a variable element that scrolls and varies at high speed so that the player cannot clearly recognize the content of the third symbol. When an "unreached (long)" production mode or the like is selected, this variable element of "high-speed variation" is performed for "10 seconds" at the beginning of the variation production (hereinafter sometimes referred to as "high-speed variation (long)"). When an "unreached (middle)" production mode or the like is selected, it is performed for "5 seconds" at the beginning of the variation production (hereinafter sometimes referred to as "high-speed variation (medium)"). When an "unreached (short)" production mode or the like is selected, it is performed for "2 seconds" at the beginning of the variation production (hereinafter sometimes referred to as "high-speed variation (short)"). When this variable element of "high-speed variation" ends, the variable element of "low-speed variation" described later starts (executes), or the variation production ends as it is.

[0322] The variable element of "low-speed variation" is a variable element that starts after the execution of the variable element of "high-speed variation" for "10 seconds" and scrolls and varies the third symbol in a visible manner to show whether a "reach display" occurs or not. This variable element of "low-speed variation" is not executed when the "unreached (middle)" production mode and the "unreached (short)" production mode are selected. When the "unreached (long)" production mode, the "normal reach" production mode, the "super reach" production mode, or the "special reach" production mode is selected, it is performed for "5 seconds" after the variable element of "high-speed variation".

[0323] That is, in the "unreached (middle)" production mode or the "unreached (short)" production mode, after the variable element of "high-speed variation" is performed, each symbol column of the third symbol display device 81 is configured to stop rapidly (so-called, freeze) without going through the variable element of "low-speed variation". When this variable element of "low-speed variation" ends, the variation production may end as it is.

[0324] Therefore, in the pachinko machine 10 of the first embodiment, the "non-reach (long)" effect mode is configured with a variation effect in a variation pattern including a variation element of "high-speed variation" for "10 seconds" and a variation element of "low-speed variation" for "5 seconds". Further, the "non-reach (middle)" effect mode is configured with a variation effect in a variation pattern having only a variation element of "high-speed variation" for "5 seconds". Furthermore, the "non-reach (short)" effect mode is configured with a variation effect in a variation pattern having only a variation element of "high-speed variation" for "2 seconds".

[0325] The variation element of "normal reach" is a variation element that shows whether a jackpot occurs depending on the variation result of the remaining symbol columns when the same symbol (hereinafter sometimes referred to as the "reach formation symbol") as that in the two symbol columns that stop first in the variation element of "low-speed variation" stops and is displayed. This variation element of "normal reach" is performed for "5 seconds" after the variation element of "low-speed variation" when the "normal reach" effect mode or the like is selected.

[0326] In the pachinko machine 10 of the first embodiment, after the execution of the variation element of "normal reach", there are prepared a pattern that directly shows a "losing display", a pattern that directly shows a "jackpot display", a pattern that develops into the variation element of "super reach", a pattern that develops into the variation element of "special reach", and a pattern that executes the variation element of "re-variation" after once showing a temporary "losing display".

[0327] The variation element of "super reach" develops and is executed when the "losing display" does not stop and the variation of the remaining symbol columns continues in the variation element of "normal reach", and is a variation element that shows whether a jackpot occurs by performing a predetermined effect (for example, a "battle effect") on the third symbol display device 81. This variation element of "super reach" is performed for "40 seconds" after the execution of the variation element of "normal reach".

[0328] In the pachinko machine 10 of the first embodiment, after the execution of the variable element of "Super Reach", there are prepared a pattern that directly shows a "Loss Display", a pattern that directly shows a "Big Hit Display", and a pattern that executes the variable element of "Re-variation" after once showing a temporary "Loss Display".

[0329] The variable element of "Special Reach" is developed and executed when the "Loss Display" continues without stopping and the variation of the remaining symbol columns continues in the variable element of "Normal Reach". It is a variable element that shows whether a big hit occurs by performing a special effect (for example, "competition effect") different from the above-mentioned predetermined effect in the third symbol display device 81. This variable element of "Special Reach" is performed for "160 seconds" after the execution of the variable element of "Normal Reach".

[0330] In the pachinko machine 10 of the first embodiment, after the execution of the variable element of "Special Reach", there are prepared a pattern that directly shows a "Loss Display", a pattern that directly shows a "Big Hit Display", and a pattern that "re-variates" after once showing a temporary "Loss Display".

[0331] Note that although it is configured to develop into the variable element of "Super Reach" or the variable element of "Special Reach" after the execution of the variable element of "Normal Reach", instead of this configuration, when the reach formation symbol stops after "Low-speed Variation", it may be configured to directly develop into the variable element of "Super Reach" or the variable element of "Special Reach" without going through the variable element of "Normal Reach". Also, it may be configured such that the variable element of "Special Reach" is performed after the execution of the variable element of "Super Reach".

[0332] The variable element of "Re-variation" is developed and executed after once showing a "Loss Display" in any "Reach Display", and it is a variable element that shows a "Big Hit Display". This variable element of "Re-variation" is performed for "10 seconds" after any "Reach Display".

[0333] In the pachinko machine 10 of the first embodiment, after the execution of the variation element of "re-variation", a pattern in which "big win display" appears is prepared.

[0334] In addition, the variation element of this "re-variation" is configured to occur only when winning a big win game. That is, in the case of "losing display", the variation element of "re-variation" is configured not to be executed. This is because the variation element of "re-variation" is a variation element that changes the temporarily stopped "losing display" to any "big win display". If it is performed in the case of "losing display" or "small win display" that has not won a big win, a discrepancy in the production will occur. Therefore, this variation element of "re-variation" is selected only in the big win variation pattern tables 202e2 and 202e4 (see FIGS. 15(b) and 16(b)), and is configured not to be selected in the losing / small win variation pattern tables 202e1 and 202e3 (see FIGS. 15(a) and 16(a)).

[0335] Next, in the losing / small win variation pattern table 202e1 in FIG. 1, for "E1: non-reach middle", there is prepared one variation pattern of only the variation element of "high-speed variation (medium)" with an overall variation time of "5 seconds".

[0336] In the example shown in FIG. 15(a), the association between the variation pattern in "E1: non-reach middle" and the value of the variation type counter CS1 is "0 to 9" for only the variation element of "high-speed variation (medium)", and only the variation element of "high-speed variation (medium)" is set to be selectable.

[0337] That is, when the "Non-Reach (Middle)" performance mode is selected in the variation pattern table 202e1 for non-winning and small winning of Special Reel 1, which is referred to during the execution of the variation performance of the first special symbol, for all possible values ("0 to 9") that the variation type counter CS1 can take, only the variation elements of "High-Speed Variation (Middle)" are associated. That is, in the case of the "Non-Reach (Middle)" performance mode in the variation performance of the first special symbol, only the variation elements of "High-Speed Variation (Middle)" are always selected as the variation pattern.

[0338] Next, in the variation pattern table 202e1 for non-winning and small winning of Special Reel 1, for "E2: Non-Reach·Short", one variation pattern of only the variation elements of "High-Speed Variation (Short)" with an overall variation time of "2 seconds" is prepared.

[0339] In the example shown in Fig. 15(a), the association between the variation pattern in "E2: Non-Reach·Short" and the value of the variation type counter CS1 is "0 to 9" for only the variation elements of "High-Speed Variation (Short)", and only the variation elements of "High-Speed Variation (Short)" are set to be selectable.

[0340] That is, when the "Non-Reach (Short)" performance mode is selected in the variation pattern table 202e1 for non-winning and small winning of Special Reel 1, which is referred to during the execution of the variation performance of the first special symbol, for all possible values ("0 to 9") that the variation type counter CS1 can take, only the variation elements of "High-Speed Variation (Short)" are associated. That is, in the case of the "Non-Reach (Short)" performance mode in the variation performance of the first special symbol, only the variation elements of "High-Speed Variation (Short)" are always selected as the variation pattern.

[0341] Next, in the variation pattern table 202e1 for non-winning and small winning of Special Reel 1, for "E3: Normal Reach", one variation pattern of the variation elements of "High-Speed Variation (Long)" + the variation elements of "Low-Speed Variation" + the variation elements of "Normal Reach" with an overall variation time of "20 seconds" is prepared.

[0342] In the example shown in Fig. 15(a), the association between the variation pattern in "E3: Normal Reach" and the value of the variation type counter CS1 is "0 to 9" for the sum of the variation elements of "Fast Variation (Long)", "Slow Variation", and "Normal Reach", and only the sum of the variation elements of "Fast Variation (Long)", "Slow Variation", and "Normal Reach" is set to be selectable.

[0343] That is, when the "Normal Reach" effect mode is selected in the special drawing 1 losing / small winning variation pattern table 202e1 referred to during the execution of the variation effect of the first special symbol, the sum of the variation elements of "Fast Variation (Long)", "Slow Variation", and "Normal Reach" is associated with all possible values (from "0 to 9") that the variation type counter CS1 can take. In other words, in the case of the "Normal Reach" effect mode in the variation effect of the first special symbol, the sum of the variation elements of "Fast Variation (Long)", "Slow Variation", and "Normal Reach" is always selected as the variation pattern.

[0344] Next, in the special drawing 1 losing / small winning variation pattern table 202e1, for "E4: Super Reach", one variation pattern of the sum of the variation elements of "Fast Variation (Long)", "Slow Variation", "Normal Reach", and "Super Reach" with a total variation time of "60 seconds" is prepared.

[0345] In the example shown in Fig. 15(a), the association between the variation pattern in "E4: Super Reach" and the value of the variation type counter CS1 is "0 to 9" for the sum of the variation elements of "Fast Variation (Long)", "Slow Variation", "Normal Reach", and "Super Reach", and only the sum of the variation elements of "Fast Variation (Long)", "Slow Variation", "Normal Reach", and "Super Reach" is set to be selectable.

[0346] That is, when the "Super Reach" effect mode is selected in the special figure 1 losing / small winning variable pattern table 202e1 referred to during the execution of the variable effect of the first special symbol, for all values that the variable type counter CS1 can take ("0 to 9"), {'variable elements of "High-speed variation (long)" + variable elements of "Low-speed variation" + variable elements of "Normal Reach" + variable elements of "Super Reach"} are associated. That is, in the case of the "Super Reach" effect mode in the variable effect of the first special symbol, as the variable pattern, {'variable elements of "High-speed variation (long)" + variable elements of "Low-speed variation" + variable elements of "Normal Reach" + variable elements of "Super Reach"} is always selected.

[0347] Next, in the special figure 1 losing / small winning variable pattern table 202e1, for "E5: Special Reach", one variable pattern of {'variable elements of "High-speed variation (long)" + variable elements of "Low-speed variation" + variable elements of "Normal Reach" + variable elements of "Special Reach"} with the total variable time of "180 seconds" is prepared.

[0348] In the example shown in FIG. 15(a), the association between the variable pattern in "E5: Special Reach" and the value of the variable type counter CS1 is "0 to 9" for {'variable elements of "High-speed variation (long)" + variable elements of "Low-speed variation" + variable elements of "Normal Reach" + variable elements of "Special Reach"}, and only the {'variable elements of "High-speed variation (long)" + variable elements of "Low-speed variation" + variable elements of "Normal Reach" + variable elements of "Special Reach"} is set to be selectable.

[0349] That is, when the "Special Reach" effect mode is selected in the special figure 1 losing / small win variable pattern table 202e1 referred to during the execution of the variable effect of the first special symbol, for all possible values ("0 to 9") that the variable type counter CS1 can take, {'variable elements of "High-speed variation (long)" + variable elements of "Low-speed variation" + variable elements of "Normal Reach" + variable elements of "Special Reach"'} are associated. That is, in the case of the "Special Reach" effect mode in the variable effect of the first special symbol, {'variable elements of "High-speed variation (long)" + variable elements of "Low-speed variation" + variable elements of "Normal Reach" + variable elements of "Special Reach"'} are always selected as the variable pattern.

[0350] Note that since the variable pattern at the time of losing or small winning of the first special symbol is determined as the variable pattern with the effect mode as it is, it may be configured to determine the variable pattern without using the variable type counter CS1. Also, although only the variable type counter CS1 is used for selection, multiple variable type counters may be used in combination for selection (such as selecting the presence or absence of a preview display).

[0351] Next, referring to FIG. 15(b), the special figure 1 jackpot variable pattern table 202e2 referred to at the time of jackpot of the first special symbol will be described. In the first embodiment, when the value of the jackpot random number counter C1 stored in the holding area having the first holding ball storage area 203d corresponding to the first special symbol is a jackpot value, referring to the special figure 1 holding number table 202c1, based on the game state at that time and the number of holding balls at that time, the stop pattern table 202d is selected, and the effect mode is selected based on the value of the stop pattern selection counter C3 stored in the same holding area and the above stop pattern table 202d. Then, based on the selected effect mode, the group (group) to be referred to in the special figure 1 jackpot variable pattern table 202e2 is determined. In the group (group) of the special figure 1 jackpot variable pattern table 202e2, the variable pattern (variable time) associated with the value of the variable type counter CS1 stored in the same holding area is determined as the variable pattern in the variable effect held in that holding area.

[0352] In the variable pattern table 202e2 for the big hit of Special Figure 1, for "E3: Normal Reach", there are two variable patterns prepared for selection: one with the total variable time of "20 seconds" being the variable elements of "High-speed Variation (Long)" + the variable elements of "Low-speed Variation" + the variable elements of "Normal Reach", and the other with the total variable time of "30 seconds" being the variable elements of "High-speed Variation (Long)" + the variable elements of "Low-speed Variation" + the variable elements of "Normal Reach" + the variable elements of "Re-variation". The value of the variation type counter CS1 is associated with each variable pattern.

[0353] In the example shown in Fig. 15(b), the association between the variable pattern in "E3: Normal Reach" and the value of the variation type counter CS1 is "0 - 2" for the variable elements of "High-speed Variation (Long)" + the variable elements of "Low-speed Variation" + the variable elements of "Normal Reach", and "3 - 9" for the variable elements of "High-speed Variation (Long)" + the variable elements of "Low-speed Variation" + the variable elements of "Normal Reach" + the variable elements of "Re-variation".

[0354] That is, when the "Normal Reach" performance mode is selected in the variable pattern table 202e2 for the big hit of Special Figure 1, which is referred to during the execution of the variable effect of the first special symbol, the variable pattern of the variable elements of "High-speed Variation (Long)" + the variable elements of "Low-speed Variation" + the variable elements of "Normal Reach" is set to be selected at a rate of 30%, and the variable pattern of the variable elements of "High-speed Variation (Long)" + the variable elements of "Low-speed Variation" + the variable elements of "Normal Reach" + the variable elements of "Re-variation" is set to be selected at a rate of 70%.

[0355] Therefore, in the "Normal Reach" performance mode selected during the big hit of Special Figure 1, the variable pattern of the variable elements of "High-speed Variation (Long)" + the variable elements of "Low-speed Variation" + the variable elements of "Normal Reach" + the variable elements of "Re-variation" is likely to be selected (70% of the total). Also, by configuring the variable pattern of the variable elements of "High-speed Variation (Long)" + the variable elements of "Low-speed Variation" + the variable elements of "Normal Reach" to be selectable as well, a gaming property that allows the player to expect a big hit from any variable pattern can be provided.

[0356] Next, in the special winning variable pattern table 202e2 for FIG. 1, for "E4: Super Reach", there are two selectable variable patterns: one with a total variation time of "60 seconds", which is 'the variation elements of "High-speed variation (long)" + the variation elem...

Claims

【Claim 1】 information acquisition means capable of acquiring predetermined information; determination means capable of determining the predetermined information acquired by the information acquisition means; In a gaming machine including predetermined effect execution means capable of executing a predetermined effect on a display device, at least calculation means capable of calculating that a first condition has been satisfied; first effect execution means capable of executing a first effect capable of suggesting a gaming situation to a player when the first condition is satisfied; effect termination means for terminating the first effect when a second condition is satisfied during execution of the first effect based on the calculation result of the calculation means. A gaming machine characterized by the above.

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