Game machine

The gaming machine enhances player engagement by variably displaying identification information and executing game effects with varying durations and timings, addressing the issue of decreased interest in uniform jackpot announcements.

JP2025154950APending Publication Date: 2025-10-10SANSEI R&D KK
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Patent Information

Application Number
JP2024058261
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-29
Publication Date
2025-10-10

AI Technical Summary

Technical Problem

In conventional gaming machines, the uniform announcement of jackpots leads to a decrease in player interest when high-probability games are executed.

Method used

A gaming machine that variably displays identification information based on predetermined conditions, executes specific game effects with longer durations, and additional game effects at different times, suggesting game progression and outcomes, thereby maintaining player anticipation and interest.

Benefits of technology

The variable display and timed execution of game effects enhance player engagement and maintain interest by creating anticipation and ensuring continuous gameplay, even if the additional effects are not executed at specified times.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To solve the problem of a decrease in interest in a game since a performance mode of a game performance is uniform while interest in a game is enhanced when a game performance having high jackpot reliability is executed in a game machine although a player's interest in a game when a game performance having high jackpot reliability is executed is enhanced and interest in a game is enhanced further when an advantageous jackpot occurs since multiple game performance having different execution modes are provided as game performances (ready-to-win performances, character performances, and the like), and different jackpot reliability is shown depending on a game performance to be executed.SOLUTION: Provided is an unprecedented game machine capable of executing a new game performance for enhancing interest in a game.SELECTED DRAWING: Figure 56
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine, and is particularly applicable to pachinko gaming machines and the like. [Background technology]

[0002] In conventional gaming machines, a hit / miss determination is made with a predetermined probability of hitting based on the ball entering the starting hole, and a variable display of symbols is performed, and if the result of the hit / miss determination is a hit, the symbols are stopped and displayed as a hit symbol, and a big prize opening is opened, and a hit game is executed. In addition, a game effect (reach effect, character effect, etc.) is executed in conjunction with the variable display of the symbols, and the execution mode of the game effect indicates the possibility that the result of the hit / miss determination will be a hit, that is, the possibility that the symbols will be stopped and displayed as a hit symbol (for example, Patent Document 1).

[0003] Furthermore, some machines have multiple jackpots, including those that are relatively advantageous and those that are relatively unfavorable to the player, and some game states have relatively advantageous game states (e.g., high-probability states) and relatively unfavorable game states (e.g., low-probability states). Furthermore, game effects (reach effects, character effects, advance notice effects, etc.) have multiple game effects with different execution modes, and different jackpot reliability levels are indicated depending on the game effect executed. Some machines also have advance notice effects that notify players of a jackpot even before the symbols are displayed. This increases the player's interest in the game when a game effect with a high jackpot reliability is executed, and further increases the player's interest when the game transitions to a favorable jackpot or favorable game state. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent Publication No. 10-57583 Summary of the Invention [Problem to be solved by the invention]

[0005] In gaming machines such as those described above, when a game presentation with a high probability of winning is executed, interest in the game increases, but the way in which the jackpot is announced is uniform, which may lead to a decrease in interest in the game.

[0006] The present invention has been made in consideration of the above circumstances, and aims to provide a gaming machine capable of executing new gaming presentations that enhance gaming interest. [Means for solving the problem]

[0007] The gaming machine of the first invention for solving the above-mentioned problems comprises: A gaming machine that, as a game, variably displays identification information based on the establishment of a predetermined condition, and executes the special game when the result of the variably displayed identification information becomes a specific result, A specific game performance that is executed as the game progresses, and an additional game performance that is executed in addition to the specific game performance, The specific game effect is an effect having a longer execution time than the additional game effect, and is an effect that suggests the progress of the game, The additional game effect is an effect that suggests that the result of the change in the display of the identification information will be the specific result, As the execution pattern of the specific game performance, there is a case where a first execution pattern is executed in which an additional game performance is executed at a first starting point during the execution of the specific game performance, and a case where a second execution pattern is executed in which the additional game performance is executed at a second starting point after the first starting point during the execution of the specific game performance. It is characterized by the following.

[0008] This gaming machine has a specific game effect that is executed as the game progresses, and an additional game effect that is executed in addition to the specific game effect. The specific game effect has a longer execution time than the additional game effect, and is an effect that suggests the progress of the game, while the additional game effect is an effect that suggests a specific result. The execution patterns of this specific game effect include a pattern in which the additional game effect is executed at a first starting point during the execution of the specific game effect, and a pattern in which the additional game effect is executed at a second starting point during the execution of the specific game effect. This allows the player to continue playing with a sense of anticipation even if the additional game effect is not executed at the specified time when the specific game effect is executed. This also makes it possible to maintain interest in the game for a long time.

[0009] The gaming machine of the second invention is the gaming machine of the first invention, The specific game effect of the first execution pattern and the specific game effect of the second execution pattern are the same effect, The additional game presentation of the first execution pattern and the additional game presentation of the second execution pattern are characterized by being the same presentation.

[0010] According to this gaming machine, the specific game effect of the first execution pattern and the specific game effect of the second execution pattern are the same effect, and the additional game effect of the first execution pattern and the additional game effect of the second execution pattern are the same effect. In other words, in specific game effects of the same effect type, additional game effects of the same effect type are executed at different times. This allows the player to continue playing with a sense of anticipation even if the additional game effect is not executed at the specified time when the specific game effect is executed. This also makes it possible to maintain interest in the game for a long time.

[0011] In addition, the gaming machine of the third invention is the gaming machine of the first invention or the second invention, The specific game effect is an effect that is executed in accordance with the progress of the variable display of the identification information, and is a non-deterministic effect that suggests whether the result of the variable display of the identification information is likely to be the specific result, The additional game presentation is characterized by being a definitive presentation that notifies definitively that the result of the variable display of the identification information will be the specific result.

[0012] According to such a gaming machine, the specific game effect is a non-deterministic effect that is executed as the variable display of the identification information progresses, and indicates whether the result of the variable display of the identification information is likely to result in a specific result. Furthermore, the additional game effect is a deterministic effect that deterministically notifies that the result of the variable display of the identification information will be a specific result. Because the specific game effect is a non-deterministic effect, the result of the variable display may or may not be a specific result, depending on the progress of the specific game effect. Furthermore, the likelihood of a specific result differs depending on the presentation mode, and the presentation mode in which it is executed indicates whether the likelihood of a specific result is likely or unlikely. Furthermore, because the additional game effect is a deterministic effect, when it is executed at any point during the specific game effect, it indicates that a specific result will subsequently be achieved.

[0013] This allows the player to look forward to the execution of the specific game effect, and even if the additional game effect is not executed at the predetermined time, the player can continue to play with a sense of expectation. Furthermore, no matter when the additional game effect is executed, the player's interest in the game is significantly increased.

[0014] In addition, a gaming machine according to a fourth aspect of the present invention is the gaming machine according to the first or second aspect of the present invention, The specific game effect is an effect that is executed in accordance with the progress of the special game, and is an effect that notifies the progress status of the special game, The additional game effect is a definitive effect that definitively notifies that the result of the variable display of the identification information will be the specific result, When the additional game presentation is executed, the special game is executed again after the special game ends.

[0015] This allows the player to look at the effects executed during the special game and look forward to the execution of the additional game notification effect. Also, even if the additional game effect is not executed at the specified time, the player can continue playing the game with a sense of anticipation. Furthermore, no matter when the additional game effect is executed, the player will recognize that the special game will be executed consecutively, which significantly increases the player's interest in the game. [Effects of the Invention]

[0016] According to the gaming machine of the present invention, it is possible to provide a gaming machine that executes gaming effects that enhance the enjoyment of gaming. [Brief explanation of the drawings]

[0017] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] FIG. 2 is a rear view of the gaming machine according to the embodiment of the present invention. [Figure 3] FIG. 2 is a front view showing the configuration of the game board according to the embodiment of the present invention. [Figure 4] FIG. 4 is an enlarged view of the main display shown in FIG. 3, showing the displays provided in the gaming machine. [Figure 5] FIG. 2 is a block diagram showing the electrical configuration of the gaming machine. [Figure 6] This is a table showing the correspondence between the type of win and the opening pattern of the large prize opening. [Figure 7] 10 is a table showing various random numbers acquired by a game control microcomputer. [Figure 8] (A) is a hit determination table, (B) is a big hit type determination table, (C) is a small hit type determination table, (E) is a normal pattern hit determination table, and (F) is a normal pattern change pattern selection table. [Figure 9] This is a fluctuation pattern table. [Figure 10] 10 is a flowchart of a main control process. [Figure 11] 10 is a flowchart of an interrupt process. [Figure 12]10 is a flowchart of a start port sensor detection process. [Figure 13] 10 is a flowchart of a general operation process. [Figure 14] 10 is a flowchart of normal symbol standby processing. [Figure 15] This is a flowchart of the normal pattern correctness determination process. [Figure 16] This is a flowchart of the normal pattern random number shift process. [Figure 17] This is a flowchart of processing during normal pattern change. [Figure 18] 10 is a flowchart of the normal symbol determination process. [Figure 19] This is a flowchart of normal electric accessory processing. [Figure 20] 10 is a flowchart of special chart operation processing. [Figure 21] 10 is a flowchart of a special symbol waiting process. [Figure 22] This is a flowchart of the process for determining whether or not Special Chart 2 is correct. [Figure 23] This is a flowchart of the special chart 2 variation pattern selection process. [Figure 24] This is a flowchart of the special chart 2 variation pattern selection process. [Figure 25] Special Figure 2 is a flowchart of random number shift processing. [Figure 26] This is a flowchart of the special diagram 1 pass / fail determination process. [Figure 27] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 28] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 29] Special Figure 1 is a flowchart of random number shift processing. [Figure 30] This is a flowchart of processing during special pattern change. [Figure 31] 10 is a flowchart of a special symbol determination process. [Figure 32] This is a flowchart of special electric device processing 1 (jackpot game). [Figure 33] This is a flowchart of special electric device processing 2 (small hit game). [Figure 34] This is a flowchart of special electric device processing 2 (small hit game). [Figure 35] 10 is a flowchart of a game status setting process. [Figure 36] 10 is a flowchart of a game status setting process. [Figure 37] This is a flowchart of the reserved ball number processing. [Figure 38] 10 is a flowchart of a power interruption monitoring process. [Figure 39] 10 is a flowchart of a sub-control main process. [Figure 40] 10 is a flowchart of a reception interrupt process. [Figure 41] 10 is a flowchart of a 2 ms timer interrupt process. [Figure 42] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 43] 10 is a flowchart of a received command analysis process. [Figure 44] 10 is a flowchart of a received command analysis process. [Figure 45] 10 is a flowchart of the variable effect start processing. [Figure 46] FIG. 10 is a diagram showing how game effects are executed. [Figure 47] FIG. 10 is a diagram showing how game effects are executed. [Figure 48] FIG. 10 is a diagram showing how game effects are executed. [Figure 49] 10 is a flowchart of another aspect of received command analysis processing. [Figure 50] 10 is a flowchart of another aspect of received command analysis processing. [Figure 51] 10 is a flowchart of another aspect of time attack effect start processing. [Figure 52] 10 is a flowchart of another aspect of time attack effect storage and display processing. [Figure 53]FIG. 10 is a diagram showing how a time attack effect is executed. [Figure 54] FIG. 10 is a diagram showing how a time attack effect is executed. [Figure 55] FIG. 10 is a diagram showing how a time attack effect is executed. [Figure 56] This is a table showing the timing for announcing a pending jackpot. [Figure 57] FIG. 10 is a diagram showing how a custom mode is executed. DETAILED DESCRIPTION OF THE INVENTION

[0018] Next, the embodiment of the present invention will be explained using examples. In the following, an example will be explained in which the present invention is applied to a type 1 / 2 mixed type pachinko gaming machine that can execute a jackpot game in which a predetermined amount of gaming profit (for example, prize balls) can be awarded to a player when a jackpot pattern is stopped and displayed as a result of the variable pattern display ending (when the result of the special pattern hit / miss judgment is a jackpot), and when a game ball that has entered a variable ball entrance that becomes possible to enter based on the stopped display of a small hit pattern passes through a predetermined specific area (when the result of the special pattern hit / miss judgment is a small hit and the game ball passes through a specific area in the variable ball entrance). [Example]

[0019] 1 to 3, the pachinko gaming machine 1 of the first embodiment includes a gaming machine frame 50 and a gaming board 2 attached within the gaming machine frame 50, and the gaming board 2 is configured to be detachable from the gaming machine frame 50. FIG. 3 shows the gaming board 2 removed from the gaming machine frame 50. The gaming machine frame 50 is configured to include a front frame 51 with a decorative surface, a main frame 52 to which the gaming board 2 and the like are attached, and an outer frame 53 for attaching the pachinko gaming machine 1 to the island equipment of the hall, and the front frame 51, main frame 52, and outer frame 53 are pivotally supported at one side end and are each configured to be openable and closable.

[0020] The front frame 51 is also provided with a launch handle 60 for launching game balls with a launch strength corresponding to the amount of operation (rotation angle) by the player, a ball supply tray (upper tray) 61 that can store game balls and supply the stored game balls to the launching device, and a surplus ball receiving tray (lower tray) 62 that stores game balls that cannot be accommodated in the ball supply tray 61. The front frame 51 is also provided with a first effect button 63a and a second effect button 63b (collectively referred to as "effect button 63") that can be operated by the player during the execution of game effects that are executed as the game progresses, and is also provided with a decorative frame lamp 66, speaker 67, etc.

[0021] The effect buttons 63 function as input means that allow input by the player, and different effect buttons can be used depending on the type of game effect. When the first effect button 63a or the second effect button 63b is operated while a game effect is being executed, a predetermined operation-related effect is performed based on the operation. The configuration of the effect buttons 63 is not limited to the embodiment 1, and may be any input means that allows the player to input, or may be an input means (for example, a retractable type, a touch sensor type, etc.) that allows the player to input by directly contacting the button portion, or may be a non-contact input means (photoelectric type, etc.) that detects the proximity of a part of the player's body and makes an input.

[0022] On the gaming board 2, a gaming area 3, into which gaming balls launched by operating a launching handle 60 flow, is formed and is surrounded by a rail member 4. The gaming board 2 is also provided with decorative board lamps 5. A plurality of gaming nails 16 protrude from the gaming area 3 to guide the gaming balls. Furthermore, a ball return prevention piece 6 is provided at the tip of the rail member 4, which can prevent gaming balls once guided into the gaming area from returning to the launching device.

[0023] An image display device 7 consisting of a liquid crystal display device is provided near the center of the game area 3. A display screen 7a of the image display device 7 is provided with a performance symbol display area 7b (also referred to as a "performance symbol display section") on which performance symbols 8L, 8C, and 8R (also simply referred to as "performance symbols 8") are displayed, and the performance symbols 8L, 8C, and 8R are displayed in synchronization with the display of the first special symbol and the display of the second special symbol, which will be described later. The performance symbol display area 7b is made up of three symbol display areas, for example, "left," "center," and "right," and the left symbol display area displays the left performance symbol 8L, the center symbol display area displays the center performance symbol 8C, and the right symbol display area displays the right performance symbol 8R.

[0024] Each of the effect symbols 8L, 8C, and 8R consists of a plurality of symbols (identification information) representing, for example, the numbers "1" through "9." The left, center, and right effect symbols displayed in the effect symbol display area 7b are displayed in a static manner to allow the player to easily recognize the results of the first special symbol variable display (i.e., the result of the special symbol hit / miss judgment (also simply referred to as the "hit / miss judgment")) displayed on the first special symbol display 41a (also referred to as the "first special symbol display unit") (described later (see FIG. 4)), and the results of the second special symbol variable display (the result of the special symbol hit / miss judgment) displayed on the second special symbol display 41b (also referred to as the "second special symbol display unit"). Note that the first special symbol, second special symbol, and / or effect symbol may sometimes be simply referred to as the "symbol" or "identification information."

[0025] For example, if the result of the special symbol hit / miss judgment is a jackpot, it is possible to stop and display the effect symbols with the same three digits (also called "winning effect symbols") such as "777" or "555." Also, if the result of the special symbol hit / miss judgment is a small hit, the effect symbols may be stopped and displayed with the same three digits (also called "winning effect symbols") such as "222" or "666," just as in the case of a jackpot, or the effect symbols may be stopped and displayed with a predetermined chance symbol such as "135" (a predetermined specific variation symbol in which at least one of the three symbols is different) or a special symbol such as "3★3" (also called "small hit effect symbols"). Also, in both the case of a big win and a small win, when the effect symbols are displayed with the same three-digit repeat (also called "win effect symbols"), different symbol combinations may be displayed for the big win and the small win, or the same symbol combination may be displayed to make it difficult for the player to distinguish between a big win and a small win. Also, if the result of the special symbol hit / miss judgment is a miss, it is possible to display the effect symbols with a variety of symbols (also called a "miss effect symbol") in which at least one of the three symbols is different, such as "637" or "373".

[0026] This allows the player to easily grasp the progress of the game by looking at the stopped effect symbols, or conversely, makes it difficult to grasp the progress of the game from the stopped effect symbols. In other words, the player generally does not grasp the result of the special symbol win / loss determination directly by looking at the special symbols displayed on the first special symbol display device 41a or the second special symbol display device 41b, but rather by looking at the effect symbols (pseudo symbols) displayed in the effect symbol display area 7b. The left, center, and right symbol display areas do not need to be positioned separately, and the left, center, and right symbol display areas may each be the entire symbol display area (the effect symbol display area 7b). The variable display of the effect symbols can be, for example, scrolled up and down, left and right, diagonally, etc.

[0027] On the display screen 7a of the image display device 7, in addition to displaying game effects using the aforementioned effect symbols (effect symbol game effects), winning game effects executed in conjunction with winning games, demo effects for waiting for customers, etc. are also displayed. In the effect symbol game effects, winning game effects, and demo effects, in addition to effect symbols such as numbers, effect images other than effect symbols, such as background images and character images, are also displayed.

[0028] Furthermore, the display screen 7a of the image display device 7 has a first effect hold display area 9c (first effect hold display unit) that displays a first effect hold 9a according to the number of stored first special symbol holds described below, and a second effect hold display area 9d (second effect hold display unit) that displays a second effect hold 9b according to the number of stored second special symbol holds described below. Depending on the display mode (display number) of the first effect hold or the second effect hold, the number of stored first special symbol holds displayed on the first special symbol hold display 43a (see FIG. 4) described below and the number of stored second special symbol holds displayed on the second special symbol hold display 43b can be clearly shown to the player.

[0029] A center decorative body 10 is provided near the center of the game area 3, in front of the image display device 7, surrounding the effect symbol display area 7b. A stage section 11 having a game ball rolling surface along which game balls can roll is provided at the bottom of the center decorative body 10. A hollow warp section 12 is provided at the left side of the center decorative body 10. The warp section 12 is provided with a warp entrance and a warp exit, and receives game balls flowing down the game area 3 from the warp entrance, discharges the game balls from the warp exit, and guides them to the stage section 11. Game balls guided to the rolling surface of the stage section 11 have a higher chance of entering the first starting hole 20 (described below) than game balls not guided to the stage section 11. Furthermore, a decorative member 13, which has an LED or other electric lighting element (board lamp 5) that can be illuminated depending on the game status and is shaped like letters, figures, etc., is provided at the top of the center decorative body 10.

[0030] Additionally, a movable decorative member 14 is provided at the top of the center decorative body 10, behind the decorative member 13, and is operable in response to game effects. In Fig. 3, only a portion of the movable decorative member 14 is visible, but when a game effect with a relatively high probability of winning is executed, the movable decorative member 14 falls downward, covering the front of the display screen 7a and making most of it visible. This increases the player's anticipation of a win (big win or small win).

[0031] A fixed winning device 19 is provided below the image display device 7 in the game area 3, and is equipped with a non-variable first starting hole 20 that does not change the ease with which a game ball can enter. Based on the game ball entering the first starting hole 20, a random number for determining whether a special symbol has been hit (random number for determining whether a first special symbol has been hit) and the like is acquired, and when a predetermined condition is met, a hit / miss determination for the first special symbol (first special symbol hit / miss determination) is executed and the first special symbol is displayed in a variable manner, and the first special symbol is displayed as a still symbol based on the result of the hit / miss determination (first special symbol hit / miss determination).

[0032] Below the first starting hole 20, there is provided a variable winning device 22 (also called a "variable starting hole") equipped with a variable second starting hole 21 that changes the ease with which the game ball can enter. Based on the game ball entering the second starting hole 21, a random number for determining whether the special symbol has been hit (random number for determining whether the second special symbol has been hit) etc. is acquired, and when a predetermined condition is met, a determination as to whether the second special symbol has been hit (second special symbol hit / miss determination) is executed and the second special symbol is displayed in a variable manner, and the second special symbol is displayed as a still symbol based on the result of the hit / miss determination (second special symbol hit / miss determination).

[0033] The variable winning device 22 includes a movable member 23, and the second starting hole 21 is opened and closed by the operation of the movable member 23. This opening and closing operation allows the second starting hole 21 to change from a first state (closed state) to a second state (open state) in which a gaming ball is more likely to enter than the first state. The movable member 23 is driven by a second starting hole solenoid 24 (see FIG. 5). In this embodiment 1, the second starting hole 21 allows gaming balls to enter only when the movable member 23 is in the open state, and prevents gaming balls from entering when the movable member 23 is in the closed state. Note that the second starting hole 21 does not have to be completely ball-enterable when the movable member 23 is in the closed state, as long as it is more difficult for gaming balls to enter when the movable member 23 is in the closed state than when it is in the open state.

[0034] To the right of the first starting hole 20 in the game area 3 is provided a first large prize device 31 (also referred to as the "first variable ball entry port") that operates when a large prize game described below is executed. The first large prize device 31 includes a first large prize entry port 30 and an opening / closing member 32. The first large prize entry port 30 is opened by opening the opening / closing member 32, and is closed by closing the opening / closing member 32. The opening / closing member 32 is driven by a first large prize entry port solenoid 33 (see FIG. 5). Game balls can enter the first large prize entry port 30 only when the opening / closing member 32 is in the open position. In other words, the first variable ball entry port 31 can be changed between a ball entry-disabled state (closed state) in which game balls cannot enter and a ball entry-enabled state (open state) in which game balls can enter, by opening and closing the opening / closing member 32.

[0035] Additionally, a second large prize device 36 (also referred to as the "second variable ball entry port") is provided above the first large prize entry port 30 in the game area 3 and at the lower right of the center decorative body 10. The second large prize device 36 is activated when a small prize game, described below, is executed. The second large prize entry port 36 includes a second large prize entry port 35 and an opening / closing member (blade member) 37. The opening operation of the opening / closing member 37 opens the second large prize entry port 35, and the closing operation of the opening / closing member 37 closes the second large prize entry port 35. The opening / closing member 37 is driven by a second large prize entry port solenoid 38 (see FIG. 5). The second large prize entry port 35 can receive game balls only when the opening / closing member 37 is in the open position. In other words, the second variable ball entry port 36 can be changed between a ball entry-disabled state (closed state) in which game balls cannot enter the second large prize entry port and a ball entry-enabled state (open state) in which game balls can enter the second large prize entry port by opening and closing the opening / closing member 37.

[0036] A specific area 39 (also called V or V area) through which a gaming ball that has entered the second large prize opening 35 can pass is formed (provided) inside the second large prize device 36. In this pachinko gaming machine 1, a jackpot game, which will be described later, is started based on the detection that at least one of the gaming balls that have entered the second large prize opening 35 has passed through the specific area 39. In other words, the specific area 39 serves as the opening from which the jackpot game starts. In addition, the second large prize device 36 is provided with a movable piece (a member that changes the possibility of a gaming ball passing through the specific area) (not shown) for creating a state in which a gaming ball can pass through the specific area 39 (open state) and a state in which a gaming ball cannot pass through (closed state).

[0037] This movable piece keeps the specific area 39 in a closed state when the second large prize device 36 is not in operation, i.e., when the opening / closing member 37 closes the second large prize opening 35, and starts an operation (a predetermined operation) to open the specific area 39 when the second large prize device 36 starts to operate, i.e., when the opening operation of the opening / closing member 37 that opens and closes the second large prize opening 35 starts. In other words, the movable piece starts to operate in conjunction with the opening operation of the opening / closing member 37. The movable piece also operates in a predetermined operation pattern, and returns to a state in which the specific area 39 is in a closed state after a predetermined operation time has elapsed. This movable piece is also referred to as a "movable member that allows (opens) or prevents (closes) the passage of game balls into the specific area."

[0038] As a result, if a gaming ball enters the opened second large prize opening 35 and the timing at which the entered gaming ball reaches a position (the entrance of the movable piece) where it is guided to the specific area 39 coincides with the timing at which the movable piece opens the specific area 39, the gaming ball passes through the specific area 39 (V-passing), and a jackpot game is initiated. On the other hand, if these timings do not coincide, the gaming ball is simply ejected to the outside of the machine without passing through the specific area 39, and a jackpot game is not initiated. Furthermore, the predetermined movement pattern of the movable piece may be set to a movement pattern in which the gaming ball changes between a closed state and an open state multiple times, or in which the duration of the multiple open or closed states varies. The possibility of a gaming ball passing through the specific area may be changed depending on the timing at which the opening / closing member 37 of the second large prize opening is opened (the state at which a gaming ball can enter) after the start of the predetermined movement pattern.

[0039] A gate 28 (game ball passage opening) through which game balls can pass is provided in the right area of ​​the center decorative body 10 in the game area 3. Random numbers for determining whether a normal symbol has been hit or not are obtained based on the passage of a game ball through the gate 28, and when a predetermined condition is met, a normal symbol hit or miss determination is executed to determine whether the second start opening 21 should be opened, and the normal symbol is displayed in a variable manner and is displayed as a still state based on the result of the normal symbol hit or miss determination. When a winning normal symbol is displayed as a still state, the second start opening 21 is opened. Furthermore, a plurality of general ball entrance openings 27 are provided at the bottom of the game area 3.

[0040] The game area 3, in which various ball entry ports and the like are arranged, can be divided into a left game area (first game area) 3A on the left side of the center in the horizontal direction, and a right game area (second game area) 3B on the right side. A hitting style in which a game ball is shot so that it flows down the left game area 3A is called a left hit, and a hitting style in which a game ball is shot so that it flows down the right game area 3B is called a right hit. In this pachinko game machine 1, when the game starts, a left hit is used to aim for the ball to enter the first start port 20. On the other hand, when a hit / miss determination based on the ball entering the first start port 20 results in a hit (jackpot) and the game state changes, a right hit is used to aim for the ball to enter the gate 28, the second start port 21, the first large prize port 30, and the second large prize port 35. When a game ball enters the first start gate, the second start gate, the first major prize gate, the second major prize gate, or the general ball gate, a predetermined number of game balls (also called "prize balls") are paid out at each gate.

[0041] 3 and 4, a main display 40 is disposed in the lower right portion of the gaming board 2. The main display 40 includes a first special symbol display 41a (first special symbol display section) that displays the first special symbol as a variable and stationary symbol, a second special symbol display 41b (second special symbol display section) that displays the second special symbol as a variable and stationary symbol, and a regular symbol display 42 (regular symbol display section) that displays the regular symbol as a variable and stationary symbol. The main display 40 also includes a first special symbol hold display 43a that displays the number of stored hit / miss judgment information related to the first special symbol (first special symbol hold), a second special symbol hold display 43b that displays the number of stored hit / miss judgment information related to the second special symbol (second special symbol hold), and a regular symbol hold display 44 that displays the number of stored operation holds (regular symbol hold) for the regular symbol display 42.

[0042] The main display 40 also includes a win indicator 48 that indicates that the result of the first special symbol hit / miss judgment or the second special symbol hit / miss judgment is a hit (big hit or small hit), a round indicator 45 that indicates the number of rounds of the winning game that will be executed when the result of the first special symbol hit / miss judgment or the second special symbol hit / miss judgment is a hit, a game status indicator 46 that indicates that the variable time shortening function (time shortening function) is activated, and a launch direction indicator 47 that indicates the launch direction of the game ball, i.e., whether it should be hit to the right or left. The display of these various indicators included in the main display 40 is controlled by the main control unit, which will be described later.

[0043] Here, the round indicator 45 is composed of two LEDs, one for 5R and one for 10R. When the special jackpot symbol A, the special jackpot symbol B, or the special jackpot symbol C stops and displays as a jackpot symbol, the 5R lamp lights up, resulting in a display pattern such as "5R▲10R△" (for example, ▲: lit, △: unlit). When the special jackpot symbol A stops and displays as a jackpot symbol, the 10R lamp lights up. These lamps are lit up when the corresponding jackpot symbol stops and displays. In addition, when a jackpot is achieved based on passing through a specific area via a small jackpot, a lamp indicating the number of rounds is lit, which is the number of rounds of the jackpot game executed after passing through the specific area plus one for the opening game of the small jackpot game. Specifically, when the special chart 2 small win symbol A or special chart 2 small win symbol B is displayed as a small win symbol, and the game ball passes through a specific area in the second large prize opening opened by the small win game, a 10R lamp is displayed, which is 9 rounds plus 1 round for the small win. Specifically, the display will look like "5R△10R▲". Also, when the special chart 2 small win symbol C or special chart 2 small win symbol D is displayed as a small win symbol, and the game ball passes through a specific area in the second large prize opening opened by the small win game, a 5R lamp is displayed, which is 4 rounds plus 1 round for the small win.

[0044] The variable display of the first special symbol is triggered (based on) the entry of a gaming ball into the first starting hole 20. The variable display of the second special symbol is triggered (based on) the entry of a gaming ball into the second starting hole 21. In the following explanation, the first special symbol and the second special symbol may be collectively referred to as special symbols. Also, the first special symbol display device 41a and the second special symbol display device 41b may be collectively referred to as the special symbol display unit 41. Also, the first special symbol reserve display device 43a and the second special symbol reserve display device 43b may be collectively referred to as the special symbol reserve display unit 43.

[0045] The special symbol display unit 41 displays a special symbol (identification information) in a variable manner for a predetermined period of time, and then displays it in a static state. The statically displayed special symbol (stopped symbol) notifies the result of the lottery (determination, special symbol hit / miss determination, big hit lottery, small hit lottery, etc.) based on the ball entering the first starting hole 20 or the second starting hole 21. The statically displayed special symbol is one special symbol selected from multiple types of special symbols by the special symbol hit / miss determination. If the stopped symbol is a predetermined specific special symbol (specific identification information) (i.e., if it is a big hit symbol or small hit symbol), a special game (jackpot game or small hit game) is played in which the first large winning hole 30 or the second large winning hole 35 is opened in an opening pattern corresponding to the type of specific special symbol (win type) that has been stopped and displayed.

[0046] Specifically, as shown in FIG. 4, the first special symbol display 41a is composed of eight LEDs indicated by "i-p," and multiple display modes (up to 256 combinations) can be displayed by combining the on and off of each LED. Similarly, the second special symbol display 41b is composed of eight LEDs indicated by "a-h," and multiple display modes (up to 256 combinations) can be displayed by combining the on and off of each LED. The first special symbol display 41a displays a special symbol (first special symbol) according to the result of the first special symbol win / loss determination, and the second special symbol display 41b displays a special symbol (second special symbol) according to the result of the second special symbol win / loss determination. Note that before the special symbol is statically displayed, the special symbol is displayed for a predetermined variable time. The variable display mode can be, for example, a mode in which each LED lights up in a predetermined order so that light flows repeatedly from left to right.

[0047] In this embodiment 1, when the result of the first special symbol hit / miss judgment is a hit, three types of hits are provided: "Special symbol 1 hit A to C" (see FIGS. 6(A) to 6(C)). Note that there is no small hit as a result of the first special symbol hit / miss judgment. These hits are displayed identifiably by the display mode of the first special symbol display 41a. For example, when the result of the first special symbol hit / miss judgment is a hit, if the type is "Special symbol 1 hit A," the three "ijn" LEDs are lit and the rest are turned off. If the type is "Special symbol 1 hit B," the four "jnkl" LEDs are lit and the rest are turned off. Furthermore, display modes different from other hits are also defined for the other special symbol 1 hits. Furthermore, when the result of the first special symbol hit / miss judgment is a miss, the two "lo" LEDs are lit and the rest are turned off. Furthermore, even if the result of the special pattern hit / miss judgment is "Special Pattern 1 Jackpot A," the game state to which the player transitions after the jackpot gameplay is set to differ depending on the game state at that time (normal state, first time-saving state, or second time-saving state).

[0048] In addition, when the result of the second special symbol hit / miss judgment is a big hit, there is one type of big hit, "Special Symbol 2 Big Hit A" (see Figures 6(A) to (C)), and when a small hit is a small hit, there are four types of small hits, "Special Symbol 2 Small Hit A to D" (see Figures 6(A) to (C)). These big hits or small hits are displayed identifiably by the display mode of the second special symbol display 41b (combination of the on and off of each LED), just like the first special symbol display 41a described above. In addition, the display mode of the special symbol display unit 41 corresponding to each hit (big hit and small hit) can be one display mode for multiple hit types (including modes in which only the operating state of the time-saving function or the extension function is different), one display mode for one hit, or multiple display modes for one hit. Similarly, one or multiple display modes can be displayed for misses. When there are a plurality of display modes, the display mode may be selected by, for example, a random number lottery, and the display of the special symbol display section 41 may be controlled based on the selected display mode.

[0049] In this embodiment 1, when the display mode of the special symbol (stop symbol) stopped is a big win (first specific mode) or a small win (second specific mode), the content of the benefit given to the player will be different depending on the type of the big win or small win. This will be described in detail later.

[0050] In this pachinko gaming machine 1, when a gaming ball enters the first starting hole 20 or the second starting hole 21, various information (also referred to as "acquired information"), such as a random number for determining whether a special symbol has been drawn, is acquired based on the ball entry, and the acquired information is temporarily stored in a special symbol reserve memory unit (not shown) formed in the RAM of the main control unit. Specifically, if the ball enters the first starting hole 20, it is stored in the first special symbol reserve memory unit (not shown) as a first special symbol reserve, and if the ball enters the second starting hole 21, it is stored in the second special symbol reserve memory unit (not shown) as a second special symbol reserve. An upper limit is set for the number of special symbol reserves that can be stored in each special symbol reserve memory unit, and in this embodiment, the upper limit is "4" for the first special symbol reserve memory unit and "4" for the second special symbol reserve memory unit. The first special symbol reserve memory unit and the second special symbol reserve memory unit are also referred to as "first acquired information storage means" and "second acquired information storage means," respectively, and are collectively referred to as "acquired information storage means." Furthermore, the number of special chart reserves (upper limit) that can be stored in each special chart reserve memory section can be set arbitrarily during the gaming machine design stage, taking into consideration playability and specifications, etc., and it is possible to set the upper limit values ​​for the first special chart reserve memory section and the second special chart reserve memory section to be the same, or to make the upper limit value for the first special chart reserve memory section higher than the upper limit value for the second special chart reserve memory section, or to make the upper limit value for the second special chart reserve memory section higher than the upper limit value for the first special chart reserve memory section.

[0051] The reserved special symbols stored in the reserved special symbol memory unit are consumed when it becomes possible to display a variable special symbol based on that reserved special symbol. Consumption of reserved special symbols refers to determining the random number or other information used to determine whether a special symbol corresponds to that reserved special symbol and then displaying a variable special symbol to show the result of that determination. Therefore, in this pachinko gaming machine 1, even if the variable special symbol display based on a game ball entering the first starting hole 20 or the second starting hole 21 cannot be performed immediately upon the ball entering, i.e., even if the variable special symbol display is being performed or a special game is being played, it is possible to reserve the right to determine whether a special symbol is a valid symbol for that ball, up to a predetermined number of times.

[0052] The number of reserved special drawings stored in the reserved special drawing storage unit is displayed on the first reserved special drawing display 43a and the second reserved special drawing display 43b. Specifically, the first reserved special drawing display 43a is composed of two LEDs, "uv", and displays the number of reserved first special drawings by controlling the display of the LEDs according to the number of reserved first special drawings. For example, if the number of pending orders is "0", the display will be "u□v□" (for example, □: off, ●: red, ▲: green), with both LEDs turned off; if the number of pending orders is "1", the display will be "u□v●", with the "u" LED turned off and the "v" LED turned on in red; if the number of pending orders is "2", the display will be "u●v□", with the "u" LED turned on in red and the "v" LED turned off; if the number of pending orders is 3, the display will be "u●v●", with both LEDs turned on in red; and if the number of pending orders is "4" (the maximum number), the display will be "u▲v▲", with both LEDs turned on in green.

[0053] In addition, the second special chart reserve indicator 43b is composed of two LEDs, "wx," and displays the number of second special chart reserves by controlling the display of the LEDs according to the number of second special chart reserves. For example, when the reserve number is "0," the display mode is "w□x□" (for example, □: off, ●: red light), where both LEDs are off; when the reserve number is "1," the display mode is "w□x●," where the "w" LED is off and the "x" LED is lit in red; when the reserve number is "2," the display mode is "w●x□," where the "w" LED is lit in red and the "x" LED is off; when the reserve number is 3, the display mode is "w●x●," where both LEDs are lit in red; and when the reserve number is "4" (the upper limit number), the display mode is "w▲x▲," where both LEDs are lit in green.

[0054] The variable display of the normal symbol is triggered (based on) the passing of the gaming ball through the gate 28. The normal symbol display 42 displays the normal symbol in a variable manner for a predetermined period of time, and then displays it in a stopped state, and the stopped normal symbol (stopped symbol) notifies the result of the normal symbol hit / miss judgment based on the passing of the gaming ball through the gate 28. The stopped normal symbol is one normal symbol selected from multiple types of normal symbols by the normal symbol hit / miss judgment. If the stopped normal symbol is a predetermined specific normal symbol (winning normal symbol), an auxiliary game is played in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.

[0055] Specifically, as shown in FIG. 4, the normal symbol display 42 is composed of two "st" LEDs, and displays the normal symbol according to the result of the normal symbol hit / miss judgment by the way the LEDs are lit. For example, if the judgment result is a hit, a winning normal symbol is displayed with both LEDs lit, as in "s■t■" (for example, ■: lit, □: unlit). If the judgment result is a miss, a losing normal symbol is displayed with only the "t" LED lit, as in "s□t■". Note that the losing normal symbol is not a specific normal symbol. Before the normal symbol is displayed, a variable display of the normal symbol is executed for a predetermined variable time, and the variable display mode is, for example, a mode in which both LEDs alternately light up and turn off.

[0056] In the present pachinko gaming machine 1, when a gaming ball passes through gate 28, various information (also referred to as "acquired information"), such as a random number for determining whether a normal symbol is a winning symbol or not, is acquired based on the passage. The acquired information is temporarily stored as a normal symbol reserve in a normal symbol reserve memory unit (not shown) formed in the RAM of the main control unit. The number of normal symbol reserves that can be stored in the normal symbol reserve memory unit is limited, and in this embodiment, the limit is four. The normal symbol reserves stored in the normal symbol reserve memory unit are consumed when it becomes possible to display a variable normal symbol based on the normal symbol reserve. Consumption of a normal symbol reserve refers to determining the random number for determining whether a normal symbol is a winning symbol or not corresponding to the normal symbol reserve and displaying a variable normal symbol to indicate the result of the determination. Therefore, in the present pachinko gaming machine 1, even if the variable normal symbol display based on the passage of a gaming ball through gate 28 cannot be immediately performed at the time of the passage, i.e., even if the variable normal symbol display is being performed or an auxiliary game is being played, the right to determine whether a normal symbol is a winning symbol or not for the passage can be reserved up to a predetermined number.

[0057] The number of reserved general maps stored in the reserved general map memory unit is displayed on the reserved general map display 44. Specifically, the reserved general map display 44 is composed of two LEDs, "qr," and displays the number of reserved general maps by lighting up the LEDs according to the number of reserved general maps. For example, if the reserved number is 0, the display mode is "q□r□" (for example, □: off, ●: red light, ▲: green light), with both LEDs turned off. If the reserved number is 1, the display mode is "q□r●," with the "q" LED turned off and the "r" LED lit in red. In addition, reserved numbers 2 to 4 are also determined in the same way as the first special map reserved display 43a.

[0058] Next, the electrical configuration of the present pachinko gaming machine 1 will be described with reference to Figures 2 and 5. The pachinko gaming machine 1 of this embodiment 1 is equipped with a main control board 80 (also called the "main control unit" and also called the "game control unit") that controls game progress and game profits, such as determining whether a special symbol is a hit or not, determining whether a normal symbol is a hit or not, and transitioning between game states, a sub-control board 90 (also called the "sub-control unit" and also called the "performance control unit") that controls effects executed as the game progresses, a payout control board 110 (also called the "payout control unit") that controls the payout of game balls, and an image control board 100 (image control unit) that controls the display of the performance symbol 8 displayed on the image display device 7, the symbol displayed on the performance display device 102, the first performance special symbol reserve display device 103a, and the second performance special symbol reserve display device 103b, etc.

[0059] 2, a main control board storage case that stores the main control board 80 is provided in the approximate center of the rear side (back side) of the pachinko gaming machine 1, and above this main control board case, a storage case for image control boards, etc. that stores the sound control board 106, lamp control board 107, and image control board 100 is provided, and above this storage case for image control boards, etc., a sub-control board storage case that stores the sub-control board 90 is provided. Also, below and to the left of the main control board case, a payout control board case that stores the payout control board is provided, and to the right of that, a power supply board case that stores the power supply board 109 is provided.

[0060] The main control board 80 is equipped with a one-chip game control microcomputer (hereinafter referred to as "game control microcomputer") 81, which controls the progress of the game on the pachinko gaming machine 1 according to a program. The game control microcomputer 81 includes a ROM that stores programs for controlling the progress of the game, a RAM used as work memory, and a CPU that executes the programs stored in the ROM. The game control microcomputer 81 transmits and receives data (information) to and from other boards via an input / output circuit 87 (I / O port section). The input / output circuit 87 may be built into the game control microcomputer 81. The ROM may also be external. The RAM of the game control microcomputer 81 is provided with the special symbol reservation memory section (first special symbol reservation memory section and second special symbol reservation memory section) and the normal symbol reservation memory section described above.

[0061] Various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input from each sensor to the main control board 80, and signals are output from the main control board 80 to each solenoid. Specifically, the sensors connected include a first start opening sensor 20a, a second start opening sensor 21a, a gate sensor 28a, a first large prize opening sensor 30a, a second large prize opening sensor 35a, a specific area sensor 39a, and a general ball opening sensor 27a. These various sensors are also referred to as "detection means."

[0062] The first start opening sensor 20a is provided in the first start opening 20 and detects game balls that have entered the first start opening 20. The second start opening sensor 21a is provided in the second start opening 21 and detects game balls that have entered the second start opening 21. The gate sensor 28a is provided in the gate 28 and detects game balls that have passed through the gate 28. The first large prize opening sensor 30a is provided in the first large prize opening 30 and detects game balls that have entered the first large prize opening 30. The second large prize opening sensor 35a is provided in the second large prize opening 35 and detects game balls that have entered the second large prize opening 35. The specific area sensor 39a is provided in a specific area 39 within the second large prize opening 35 and detects game balls that have passed through the specific area 39. The general ball entrance sensor 27 a is provided in each general ball entrance 27 and detects a game ball that enters the general ball entrance 27 .

[0063] In addition to these sensors, a non-specific area sensor may be provided in second large prize opening 35 to detect that a gaming ball that has entered second large prize opening 35 has not passed through specific area 39. This allows a gaming ball that has entered the second large prize opening to be detected as having passed through either the specific area sensor or the non-specific area sensor, and if an event occurs in which a gaming ball remains in the second large prize opening (ball jamming or fraud), an error notification of the event can be issued, making it possible to quickly resolve the situation.

[0064] Also connected as solenoids are second start port solenoid 24, first large prize port solenoid 33, and second large prize port solenoid 38. Second start port solenoid 24 is for driving movable member 23 of variable prize device 22. First large prize port solenoid 33 is for driving opening / closing member 32 of first large prize device 31. Second large prize port solenoid 38 is for driving opening / closing member 37 of second large prize device 36.

[0065] Furthermore, the main control board 80 is connected to a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reserve display 43a, a second special symbol reserve display 43b, a normal symbol reserve display 44, a round display 45, a game status display 46, a launch direction display 47, and a win display 48. In other words, the display control of these main displays 40 is performed by a game control microcomputer 81.

[0066] Furthermore, the main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 to monitor payouts. The payout control board 110 is connected to a payout device 120 that pays out prize balls and loan balls, and a card unit 135 (which is installed adjacent to the pachinko gaming machine 1 and enables ball lending based on information stored in an inserted prepaid card (game value storage medium) or the like), as well as to a launching device 112 via a launching control board 111 (also referred to as a "launching control unit"). The launching device 112 includes a launching handle 60 (see FIG. 1).

[0067] The payout control board 110 is equipped with a payout control one-chip microcomputer 116 (also referred to as the "payout control microcomputer") that controls the payout of game balls from the pachinko gaming machine 1 according to a program. The payout control microcomputer 116 includes a ROM that stores programs for controlling the payout of game balls, a RAM used as work memory, and a CPU that executes the programs stored in the ROM. The payout control microcomputer 116 drives a payout motor 121 of a payout device 120 to pay out prize balls or loan balls based on signals from the game control microcomputer 81 and signals from a card unit 135 connected to the pachinko gaming machine 1 via an input / output circuit 117. Payout balls are detected by payout sensors 122 and 123 for counting. When the player operates the handle 60 (see FIG. 1) of the launching device 112, the touch switch 114 detects the player's contact with the launching handle 60, and the launching volume 115 detects the amount of rotation of the launching handle 60. Then, the launching motor 113 is controlled and driven so that the game ball is launched with a strength corresponding to the magnitude of the detection signal from the launching volume 115.

[0068] Furthermore, the main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a one-way communication connection that only allows signals to be transmitted from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.

[0069] As shown in FIG. 5, the sub-control board 90 is also equipped with a one-chip microcomputer 91 for effect control ("effect control microcomputer") that controls the effects of the pachinko gaming machine 1 according to a program. The effect control microcomputer 91 includes a ROM that stores programs for controlling the effects as the game progresses, a RAM used as work memory, and a CPU that executes the programs stored in the ROM. The effect control microcomputer 91 transmits and receives data to and from other boards via an input / output circuit 95. The input / output circuit 95 may be built into the effect control microcomputer 91. The ROM may also be external.

[0070] The sub-control board 90 is connected to an image control board 100, an audio control board 106, and a lamp control board 107. Based on commands received from the main control board 80, the effect control microcomputer 91 of the sub-control board 90 causes the CPU of the image control one-chip microcomputer 101 ("image control microcomputer") of the image control board 100 to control the display of the image display device 7, the effect display device 102, the effect first special symbol hold display device 103a, and the effect second hold display device 103b. The RAM of the image control board 100 is a memory for expanding image data. The ROM of the image control board 100 stores still image data and video data to be displayed on the image display device 7, specifically image data of characters, items, figures, letters, numbers, symbols, etc. (including effect symbols, hold symbols, etc.), background images, etc. The CPU of the image control board 100 reads image data from the ROM based on commands from the effect control microcomputer 91. Then, it executes display control based on the read image data.

[0071] The effect display 102 is composed of two LEDs, and performs a fluctuating display and a stop display in accordance with the fluctuating display and stop display of the effect symbol 8. The two LEDs light on / off or a color combination displays the stop display in a display mode that indicates the display result of the effect symbol 8 (the result of the special symbol hit / miss judgment). The effect first special symbol hold display 103a and the effect second special symbol hold display 103b also consist of two LEDs. The effect first special symbol hold display 103a is controlled in a display mode that indicates the same number of reserved symbols as the number of reserved symbols displayed in the first effect hold display area 9c and the number of reserved symbols displayed on the first special symbol hold display 43a, depending on the light on / off or color combination of the two LEDs. The effect second special symbol hold display 103b is controlled in a display mode that indicates the same number of reserved symbols as the number of reserved symbols displayed in the second effect hold display area 9d and the number of reserved symbols displayed on the second special symbol hold display 43b. This is because it is possible that the performance pattern, the first performance hold display section, or the second performance hold display section may become partially or entirely invisible by displaying the character pattern on almost the entire display screen 7a (performance pattern display section) or by operating the movable decorative member 14 to cover the performance pattern display area 7b (performance pattern display section) of the display screen 7a, and therefore such a display device is provided. Note that a VDP (Video Display Processor) may be provided instead of or in addition to the image control one-chip microcomputer 101 of the image control board 100.

[0072] Furthermore, the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the voice control board 106 based on commands received from the main control board 80. Sound data such as voice output from the speaker 67 is stored in the ROM of the sub-control board 90. A CPU may be implemented on the voice control board 106, in which case the CPU may be made to execute voice control. In this case, a ROM may be implemented on the voice control board 106, and the sound data may be stored in the ROM. The speaker 67 may be connected to the image control board 100, and the CPU of the image control board 100 may be made to execute voice control. In this case, the sound data may be stored in the ROM of the image control board 100.

[0073] In addition, based on commands received from the main control board 80, the performance control microcomputer 91 determines the light emission pattern data (data that determines the on / off status, light emission color, etc., also called lamp data) that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5 from the data stored in the ROM, and controls the lighting of lamps (LEDs) such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107.

[0074] Furthermore, based on commands received from the main control board 80, the performance control microcomputer 91 drives an electrical drive source, such as a motor or solenoid, connected to the lamp control board 107 via the relay board 108 to operate the movable decorative member 14. As mentioned above, the movable decorative member 14 is a movable gimmick mounted on the center decorative body 10 (behind the decorative member 13). The performance control microcomputer 91 determines operation pattern data (also referred to as "drive data") for operating the movable decorative member 14 in a predetermined operating mode from data stored in the ROM of the sub-control board 90, and controls the operation of the movable decorative member 14 based on the determined operation pattern data. A CPU may be implemented in the lamp control board 107, in which case the CPU may be configured to control the illumination of the lamps and the operation of the movable decorative member 14. In this case, a ROM may be implemented in the lamp control board 107, in which case data related to the light emission pattern and operation pattern may be stored.

[0075] In addition, a first effect button detection switch 63c and a second effect button detection switch 63d are connected to the sub-control board 90, and these detect when the first effect button 63a or the second effect button 63b (see FIG. 1) is operated (pushed, rotated, pulled, etc.). Therefore, when a player performs a predetermined input operation on the first effect button 63a or the second effect button 63b, a signal is output from the corresponding effect button detection switch to the sub-control board 90. The first effect button 63a and the second effect button 63b are collectively referred to simply as "effect buttons," and the first effect button detection switch 63c and the second effect button detection switch 63d are collectively referred to simply as "effect button detection switches."

[0076] Next, a control relating to the hit / miss determination in the pachinko gaming machine 1 of this embodiment 1 will be explained. In this embodiment 1, the results of the special symbol hit / miss determination include a "jackpot (first result, first specific result)," a "small hit (second result, second specific result)," and a "miss." In the event of a "jackpot," a "jackpot symbol" (first specific identification information) is displayed in a stopped state on the special symbol display unit 41. In the event of a "small hit," a "small hit symbol" (second specific identification information) is displayed in a stopped state on the special symbol display unit 41. In the event of a "miss," a "miss symbol" is displayed in a stopped state on the special symbol display unit 41. When a jackpot or a small hit is determined, a "special game" is executed in which the first large prize opening 30 or the second large prize opening 35 is opened in an opening pattern according to the type of special symbol that is displayed in a stopped state. A special game that is executed when a big hit is made is called a "big hit game," and a special game that is executed when a small hit is made is called a "small hit game (sub-game)."

[0077] There are multiple types of wins in this embodiment 1. As shown in Figures 6(A) to 6(C), the win types for the first special symbol (special symbol 1) are "Special Symbol 1 Big Win A-C," and the win types for the second special symbol (special symbol 2) are "Special Symbol 2 Big Win A" and "Special Symbol 2 Small Win A-D," with stop symbols (big win symbol, small win symbol) corresponding to each type of win. In the case of a special symbol 1 big win, the first big win slot 30 opens, and in the case of a special symbol 2 big win and a special symbol 2 small win, the second big win slot 35 opens. Therefore, the first big win slot 30, located in the lower area (downstream) of the play area, is designated as a dedicated big win slot (dedicated to the first special symbol and the first identification information) that is activated when the first special symbol win / loss determination results in a big win. In addition, the second large prize opening 35, which is provided in an upper region (upstream side) of the gaming area than the first large prize opening 30, is a large prize opening that is activated exclusively (exclusively for the second special symbol, exclusive for the second identification information) when the second special symbol hit / miss judgment results in a big hit or a small hit. In addition, instead of this mode, the first large prize opening may be an exclusive large prize opening for big hits that is activated when the first special symbol hit / miss judgment results in a big hit and when the second special symbol hit / miss judgment results in a big hit, and the second large prize opening may be an exclusive large prize opening for small hits (exclusively for small hit V) that is activated when the second special symbol hit / miss judgment results in a small hit and when the big hit occurs after passing through a specific region.

[0078] As shown in FIG. 6, the game states include a normal state (low base state, first specific state), a first time-saving state (high base state, second specific state), and a second time-saving state (high base state, third specific state). Depending on which of these game states a jackpot occurs in, the game state set after the jackpot game ends may differ (or may be the same). Here, the difference between the first time-saving state and the second time-saving state will be explained. The first time-saving state is provided with a time-saving function (open extension function) for a predetermined number of times (e.g., 50 times). Furthermore, even if the number of times the special symbol variable display has been displayed since the first time-saving state was set reaches the predetermined number (e.g., on the 15th spin), the time-saving function (open extension function) is terminated based on the occurrence of a small jackpot.

[0079] In other words, the first time-shortening state ends the time-shortening function (opening extension function) before the start of the small win game when either the number of times the variable display of the special symbol is executed a predetermined number of times (for example, 50 times) after the first time-shortening state is set (with no big win or small win during this time), or when a small win occurs before the number of times the variable display of the special symbol is executed a predetermined number of times (for example, 50 times). Therefore, when a small win occurs in the first time-shortening state, the small win game, which aims for the game ball to pass through a specific area, is executed in the low base state (normal state). In the small win game executed in this low base state (normal state), if the game ball passes through the specific area, a big win occurs and the big win game is executed. Then, after the big win game ends, a predetermined game state is set.

[0080] The second time-saving state is also provided with a time-saving function (extension function) for a predetermined number of times (e.g., 90 times). Even if a small win occurs before the number of times the special symbol changes has reached a predetermined number (e.g., the 15th spin) after the second time-saving state is set, the time-saving function (extension function) does not end. That is, the second time-saving state ends the time-saving function (extension function) when the number of times the special symbol changes has been set a predetermined number of times (e.g., 90 times) after the second time-saving state is set (with no big win or small win during this time). Therefore, if a small win occurs in the second time-saving state, a small win game aiming for the game ball to pass through a specific area is executed in the high base state (second time-saving state, time-saving state). In a small win game executed in this high base state (second time-saving state, time-saving state), if the game ball passes through a specific area, a big win occurs, and a big win game is executed. After the big win game is over, a predetermined game state is set.

[0081] In this way, the first time-saving state is a gaming state in which the time-saving state ends with a small hit, and the second time-saving state is a gaming state in which the time-saving state does not end with a small hit. Thus, the first time-saving state and the second time-saving state are both time-saving states, but they differ in that the small hit game is performed in a low base state (first time-saving state) and in a high base state (second time-saving state). Furthermore, if a small hit game occurs in the first time-saving state and the game ball passes through a specific area, resulting in a jackpot, the jackpot is determined to have occurred in a low base state. Furthermore, if a small hit game occurs in the second time-saving state and the game ball passes through a specific area, resulting in a jackpot, the jackpot is determined to have occurred in a high base state.

[0082] In this way, by differentiating the timing at which the first time-shortening state and the second time-shortening state end, the game state at the timing when the ball passes through the specific area and a jackpot occurs is different, and a different game state (first time-shortening state or second time-shortening state) is set after the jackpot game ends depending on the game state. Specifically, in the first time-shortening state, a small jackpot occurs, a small jackpot game is executed, the game ball passes through the specific area and a jackpot occurs, and the jackpot game is executed, and in the first time-shortening state, the small jackpot is used as a trigger to end the time-shortening state. On the other hand, in the second time-shortening state, a small jackpot occurs, a small jackpot game is executed, the game ball passes through the specific area and a jackpot occurs, and the jackpot game is executed, and in the second time-shortening state, the time-shortening state is used as a trigger to end the time-shortening state, without being used as a trigger to end the small jackpot.

[0083] Furthermore, even if a small win occurs before the number of times the special pattern changes display after the first time-shortening state is set reaches the predetermined number of times, the first time-shortening state will end at that point as a result of the small win. Therefore, if the game ball cannot be made to pass through the specific area in the subsequent small win game (the game ball is not fired, or is fired but cannot pass through the specific area), the big win game will not be executed after the small win game ends, and the game will be played in the normal state (low base state).

[0084] On the other hand, in the second time-saving state, even if a small win occurs before the number of times the special symbol changes after the second time-saving state is set reaches the predetermined number, the small win does not terminate the time-saving state at that point. Therefore, even if the game ball fails to pass through the specific area during the subsequent small win game (because the game ball is not launched or is launched but fails to pass through the specific area), the big win game will not be executed after the small win game ends, but the game state will remain in the second time-saving state (high base state). From this perspective, the second time-saving state (third game state, third specific state) can be said to be a game state that is more advantageous to the player than the first time-saving state (second game state, second specific state). Furthermore, because the time-saving function (opening extension function) is activated in the first time-saving state (second game state, second specific state), it can be said to be a game state that is more advantageous to the player than the normal state (first game state, first specific state). The second time-saving state is a gaming state in which the probability of a jackpot occurring is higher than that of the first time-saving state. In other words, the second time-saving state is a gaming state in which the probability of a jackpot occurring is higher than that of the first time-saving state and the normal state, and in which a large amount of profit can be obtained in a short period of time.

[0085] In this way, in the pachinko gaming machine of this embodiment, even if the time-saving state is the same, different timings are set for ending the time-saving state. By having such multiple time-saving states, when a game ball enters the large prize entry port opened by a small win and the game ball passes through a specific area (a "small win via small win" or a "small win V"), the game state at the time of the jackpot is different depending on the time-saving state (first time-saving state or second time-saving state). Also, as shown in Figures 6(A) to 6(C), even if the type of win is the same, the game state set after the jackpot game ends may differ depending on the game state at the time of the jackpot (a jackpot due to a small win V).

[0086] Specifically, as described above, in the normal state (low base state) of the pachinko gaming machine of the first embodiment, a game ball is placed in the first starting hole 20 by a left hit to proceed with the game. Therefore, the game is primarily based on the execution of the first special symbol hit / miss determination. As shown in FIG. 6(A), in the normal state (low base state), a first special symbol hit / miss determination is executed. If the result of the first special symbol hit / miss determination is a special symbol 1 jackpot A, the first special symbol hit / miss determination opens (putting the machine in a ball-entering state) and a five-round jackpot game is executed. Furthermore, if the result of the first special symbol hit / miss determination is a jackpot, the probability that the jackpot will be a special symbol 1 jackpot A is 15%. After the jackpot game related to the special symbol 1 jackpot A ends, the machine is set to the first time-saving state, in which 90 time-saving times (activation of the time-saving function and the opening extension function) are set.

[0087] Also, in the normal state, if the result of the first special symbol hit / miss judgment is Special 1 Jackpot B, a five-round jackpot game is played, opening the first large prize entry port. If the result of the first special symbol hit / miss judgment is a jackpot, the probability that the jackpot will be Special 1 Jackpot B is 35%. After the jackpot game related to Special 1 Jackpot B ends, the machine enters the first time-saving mode, which sets the time-saving count (activation of the time-saving function and the opening extension function) to 50. Also, in the normal state, if the result of the first special symbol hit / miss judgment is Special 1 Jackpot C, a five-round jackpot game is played, opening the first large prize entry port. If the result of the first special symbol hit / miss judgment is a jackpot, the probability that the jackpot will be Special 1 Jackpot B is 50%. After the jackpot game related to Special Chart 1 Jackpot B ends, the machine is set to the first time-saving state, in which the number of time-saving times (activation of the time-saving function and the opening extension function) is set to 5.

[0088] In the jackpot game that is executed when a special jackpot A or special jackpot C is achieved, the first major prize slot 30 is opened once per round and its opening time is set to 25 seconds. Therefore, simply by following the launch navigation (e.g., "Please hit right!") executed by the gaming machine, the game ball can easily enter the first major prize slot 30, allowing the player to receive approximately 500 game balls (gaming profits) during the jackpot game. In addition, in this embodiment, when a first special symbol hit determination is performed in the normal state and a jackpot is achieved, the game state after the jackpot game ends is set to the first time-saving state, rather than the more advantageous second time-saving state. As will be described in detail later, when a specific jackpot is achieved in the first time-saving state, the game state after the jackpot game ends is set to the second time-saving state, which is advantageous to the player.

[0089] Furthermore, although this determination is not primarily performed in the normal state, if the player accidentally or intentionally hits the right side, the second special symbol hit determination may be performed even in the normal state. In the normal state (non-time-saving state), the normal symbol fluctuation time is set longer than in the time-saving state (see Figure 8(F)), and the hit probability of the normal symbol hit determination is also set lower than in the time-saving state (see Figure 8(E)). Therefore, in the normal state, even if a right-handed hit is performed, the frequency with which the second special symbol hit determination is performed per unit time is much lower than the first special symbol hit determination, making it impossible to play efficiently. Therefore, in the normal state, left-handed play is more advantageous for the player, and right-handed play in the normal state, although possible, is not anticipated (recommended).

[0090] In the normal state, if the result of the second special symbol hit / miss judgment is a special symbol 2 jackpot A, a 10-round jackpot game is played, which opens the second large prize opening. If the result of the second special symbol hit / miss judgment is a jackpot, the probability that the jackpot will be a special symbol 2 jackpot A is 100% (i.e., the type of jackpot is set to one). After the jackpot game related to the special symbol 2 jackpot A ends, the machine enters a second time-saving state in which 500 time-saving times (activation of the time-saving function and the opening extension function) are set. This second time-saving state, in which 500 time-saving times are set, is considered the most advantageous game state for the player.

[0091] Also, in the normal state, if the result of the second special symbol hit / miss judgment is a special symbol 2 small hit A, and the game ball passes through the specific area and a jackpot is awarded, a 10-round jackpot game is played, opening the second large prize entry port. If the result of the second special symbol hit / miss judgment is a small hit, the probability that the small hit will be a special symbol 2 small hit A is 25%. After the jackpot game for a special symbol 2 small hit A that passes through the specific area ends, the machine enters the first time-saving mode, which sets the time-saving count (activation of the time-saving function and the opening extension function) to 90. Also, in the normal state, if the result of the second special symbol hit / miss judgment is a special symbol 2 small hit B, and the game ball passes through the specific area and a jackpot is awarded, a 10-round jackpot game is played, opening the second large prize entry port. In addition, if the result of the second special symbol hit judgment is a small hit, the probability that the small hit will be a special symbol 2 small hit B is 20%. After the big hit game related to the big hit that becomes a special symbol 2 small hit B and passes through the specific area ends, it is set to the first time-saving state in which the number of time-saving times (activation of the time-saving function and the opening extension function) is set to 50 times.

[0092] Also, in the normal state, if the result of the second special symbol hit / miss determination is a Special 2 Small Hit C and the game ball passes through the specified area, resulting in a jackpot, a five-round jackpot game is played, opening the second large prize entry port. If the result of the second special symbol hit / miss determination is a small hit, the probability that the small hit will be a Special 2 Small Hit C is 20%. After the jackpot game for a Special 2 Small Hit C that passes through the specified area ends, the machine enters the first time-saving mode, which sets the time-saving function and opening extension function to 90 times. Also, in the normal state, if the result of the second special symbol hit / miss determination is a Special 2 Small Hit D and the game ball passes through the specified area, resulting in a jackpot, a five-round jackpot game is played, opening the second large prize entry port. If the result of the second special symbol hit / miss determination is a small hit, the probability that the small hit will be a Special 2 Small Hit D is 35%. Then, after the jackpot game involving the jackpot that becomes Special Chart 2 Small Hit D and passes through the specific area ends, the game is set to the first time-saving state in which the number of time-saving times (activation of the time-saving function and the opening extension function) is set to 50.

[0093] In the jackpot game that is executed when a special 2 jackpot A is achieved, the number of times the second large prize slot 35 is opened and the opening time are set to "1" and "25 seconds" per round. Therefore, by simply following the launch navigation (e.g., "Please hit right!!") executed by the gaming machine, the game ball can easily enter the second large prize slot 35, making it possible to receive approximately 1,000 game balls (gaming profits) in the jackpot game. Furthermore, as shown in Figures 6(A) to 6(C), if the second special symbol hit / miss / miss determination results in a jackpot, the game is set to the second time-saving mode after the jackpot game ends. Furthermore, in the normal mode (low base mode), the game state after the jackpot game ends is set to the second time-saving mode, which is most advantageous to the player, only if the second special symbol hit / miss / miss determination results in a special 2 jackpot A. If a jackpot occurs in any other manner, the game state after the jackpot game ends will be set to the first time-shortened state.

[0094] Furthermore, in the case of a jackpot in the normal state, even if the result of the special pattern hit / miss judgment is a jackpot (a direct hit), or even if the result of the special pattern hit / miss judgment is a small hit that passes through a specific area and becomes a jackpot (small hit V), the game state at the time of the jackpot is always a low base state (normal state).

[0095] Next, we will explain how the game is played in the first time-saving state. As mentioned above, in the first time-saving state (high base state) and the second time-saving state (high base state), the game progresses by hitting the ball right to place the game ball in the second starting hole 21. Therefore, the game is mainly played by executing the second special symbol hit / miss judgment. In the first time-saving state and the second time-saving state, the normal symbol fluctuation time is set shorter than in the normal state (see FIG. 8(F)), and the hit probability of the normal symbol hit / miss judgment is also set higher than in the normal state (see FIG. 8(E)). As a result, in the first time-saving state and the second time-saving state, the frequency of the ball hitting the second starting hole by hitting the ball left is higher than the frequency of the ball hitting the first starting hole, and the fluctuation time of the second special symbol is also set shorter. Therefore, the frequency of the special symbol hit / miss judgment executed per unit time is higher for the second special symbol hit / miss judgment than for the first special symbol hit / miss judgment. Therefore, in the first time-saving state (high base state) and the second time-saving state (high base state), it is more advantageous for the player to determine whether the second special pattern has been selected by hitting to the right, allowing the player to play more efficiently.

[0096] As mentioned above, in the first time-saving state and the second time-saving state, the second special symbol hit determination is normally performed by hitting the ball to the right, but if reserved information related to the first special symbol remains after the end of the jackpot game related to the so-called first hit (a jackpot in normal state), the first special symbol hit determination can be performed even in the first time-saving state or the second time-saving state. Also, if the player accidentally or unintentionally hits the ball to the left and the game ball enters the first starting hole, the first special symbol hit determination can be performed.

[0097] As shown in Figure 6 (B), in the first time-saving state (high base state), the first special symbol hit / miss judgment is executed, and if the result of the first special symbol hit / miss judgment is special symbol 1 jackpot A, after the jackpot game related to special symbol 1 jackpot A ends, the second time-saving state is set to 90 times (time-saving function and opening extension function are activated). As shown in Figure 6, the number of rounds of the jackpot game and the distribution probability of the jackpot type do not change even if the game state changes, so explanations are omitted.

[0098] In the first time-saving state (high base state), a first special symbol hit / miss judgment is executed, and if the result of the first special symbol hit / miss judgment is special symbol 1 jackpot B, after the jackpot game related to special symbol 1 jackpot B ends, the game will be set to a second time-saving state in which 90 times of time-saving (time-saving function and opening extension function are activated) is set. In the first time-saving state (high base state), a first special symbol hit / miss judgment is executed, and if the result of the first special symbol hit / miss judgment is special symbol 1 jackpot C, after the jackpot game related to special symbol 1 jackpot C ends, the game will be set to a second time-saving state in which 90 times of time-saving (time-saving function and opening extension function are activated).

[0099] As mentioned above, the first time-saving state is a game state in which the time-saving state ends (returns to the normal state) even if the result of the special symbol hit / miss judgment is a small hit. If the result of the first special symbol hit / miss judgment is a jackpot (a direct hit), the timing of the jackpot is a high base state (time-saving state), so regardless of whether the special symbol 1 jackpot is A or C, after the jackpot game ends, the most advantageous second time-saving state for the player is set to 90 times.

[0100] In addition, in the first time-saving state (high base state), the second special symbol hit / miss judgment is executed, and if the result of the second special symbol hit / miss judgment is a special symbol 2 jackpot A (bonus event), after the jackpot game related to the special symbol 2 jackpot A ends, the game will be set to the second time-saving state in which 500 time-saving times (time-saving function and opening extension function are activated). If the result of the second special symbol hit / miss judgment is a jackpot (a direct jackpot), the timing of the jackpot is in the high base state (time-saving state), so if it becomes a special symbol 2 jackpot A, after the jackpot game ends, the game will be set to the second time-saving state (third specific state) which is most advantageous to the player, in which 500 time-saving times are set.

[0101] Also, in the first time-saving state (high base state), if the result of the second special symbol hit / miss judgment is special symbol 2 small hit A and the game ball passes through the specific area and hits a jackpot, after the jackpot game ends, the first time-saving state is set to 90 times the time-saving number of times (time-saving function and open extension function are activated). Also, in the first time-saving state (high base state), if the result of the second special symbol hit / miss judgment is special symbol 2 small hit B and the game ball passes through the specific area and hits a jackpot, after the jackpot game ends, the first time-saving state is set to 50 times the time-saving number of times (time-saving function and open extension function are activated).

[0102] Here, if the first time-saving state (second specific state) is reached and the game ball passes through a specific area to become a jackpot, the first time-saving state will be set again after the jackpot game ends, so the occurrence of the special chart 2 small hit A does not have to be considered as the occurrence of a special bonus event. The same applies to the jackpot via the small hit below.

[0103] Also, in the first time-saving state (high base state), if the result of the second special symbol hit / miss judgment is special symbol 2 small hit C and the game ball passes through the specific area and hits a jackpot, after the jackpot game ends, the first time-saving state is set to 90 times the time-saving number of times (time-saving function and open extension function are activated). Also, in the first time-saving state (high base state), if the result of the second special symbol hit / miss judgment is special symbol 2 small hit D and the game ball passes through the specific area and hits a jackpot, after the jackpot game ends, the first time-saving state is set to 50 times the time-saving number of times (time-saving function and open extension function are activated).

[0104] Since the first time-saving state is a game state that ends (returns to normal state) even if the result of the special symbol hit / miss judgment is a small hit, whether the result of the second special symbol hit / miss judgment is Special Symbol 2 Small Hit A or Special Symbol 2 Small Hit D, the game state transitions to the low base state at that time, and the timing when the game ball passes through the specific area in the subsequent small hit game, i.e., the timing when the jackpot occurs, is the low base state. In other words, if a jackpot occurs by passing through the specific area via Special Symbol 2 Small Hit A or Special Symbol 2 Small Hit D in the first time-saving state, it is determined that the jackpot occurred in the low base state. Then, the game state after the jackpot game ends is set to exactly the same game state as if the jackpot occurred in normal state by passing through the specific area via Special Symbol 2 Small Hit A or Special Symbol 2 Small Hit D (see Figures 6(A) and (B)).

[0105] As mentioned above, the first time-saving state is usually initiated by hitting the right button to place the ball into the second starting slot, and the game progresses primarily based on the determination of whether the second special symbol is selected. Therefore, to transition from the first time-saving state to the more advantageous second time-saving state, the second special symbol determination must result in a jackpot and the jackpot game must be executed. If a jackpot is achieved via a small jackpot, the game will be set to the first time-saving state after the jackpot game ends, and the game will not be set to the second time-saving state. This allows players to focus on the transition to the jackpot (whether it's a direct jackpot or a small jackpot V) rather than simply hoping for a jackpot, thereby increasing their interest in the game.

[0106] As shown in Figure 6 (C), in the second time-saving state (high base state), the first special symbol hit / miss judgment is executed, and if the result of the first special symbol hit / miss judgment is special symbol 1 jackpot A, after the jackpot game related to special symbol 1 jackpot A ends, the second time-saving state is set to 90 times (time-saving function and opening extension function are activated). As shown in Figure 6, the number of rounds of the jackpot game and the distribution probability of the jackpot type do not change even if the game state changes, so explanations are omitted.

[0107] In the second time-shortening state (high base state), a first special symbol hit / miss judgment is executed, and if the result of the first special symbol hit / miss judgment is special symbol 1 jackpot B, after the jackpot game related to special symbol 1 jackpot B ends, the second time-shortening state is set to 90 times (time-shortening function and opening extension function are activated). In the second time-shortening state (high base state), a first special symbol hit / miss judgment is executed, and if the result of the first special symbol hit / miss judgment is special symbol 1 jackpot C, after the jackpot game related to special symbol 1 jackpot C ends, the second time-shortening state is set to 90 times (time-shortening function and opening extension function are activated).

[0108] As mentioned above, the second time-saving state is a game state in which the time-saving state does not end (remains in the time-saving state) even if the result of the special symbol hit / miss judgment is a small hit. If the result of the first special symbol hit / miss judgment is a jackpot (a direct hit), the timing of the jackpot is in a high base state (a time-saving state), so regardless of whether the result is a special symbol 1 jackpot A or C, after the jackpot game ends, the game is set to the second time-saving state, which is most advantageous for the player, with the time-saving count set to 90. In other words, if the result of the first special symbol hit / miss judgment is a jackpot (a direct hit), the game state after the jackpot game ends is set to the same game state as in the first time-saving state.

[0109] In addition, in the second time-saving state (high base state), a second special symbol hit / miss judgment is executed, and if the result of the second special symbol hit / miss judgment is a special symbol 2 jackpot A, after the jackpot game related to the special symbol 2 jackpot A ends, the second time-saving state is set, in which 500 time-saving times (time-saving function and opening extension function are activated) are set. If the result of the second special symbol hit / miss judgment is a jackpot (a direct jackpot), the timing of the jackpot is in the high base state (time-saving state), so if the special symbol 2 jackpot A occurs, after the jackpot game ends, the most advantageous second time-saving state for the player is set, in which 500 time-saving times are set. In this case, too, since it is a direct jackpot, the game state after the jackpot game ends is set to the same game state as in the first time-saving state.

[0110] Also, in the second time-saving state (high base state), if the result of the second special symbol hit / miss judgment is special symbol 2 small hit A and the game ball passes through the specific area and hits a jackpot, after the jackpot game ends, the game will be set to the second time-saving state in which 90 time-saving times (time-saving function and open extension function are activated) are set. Also, in the second time-saving state (high base state), if the result of the second special symbol hit / miss judgment is special symbol 2 small hit B and the game ball passes through the specific area and hits a jackpot, after the jackpot game ends, the game will be set to the second time-saving state in which 90 time-saving times (time-saving function and open extension function are activated).

[0111] Also, in the second time-saving state (high base state), if the result of the second special symbol hit / miss judgment is special symbol 2 small hit C and the game ball passes through the specific area and hits a jackpot, after the jackpot game ends, the game will be set to the second time-saving state in which 90 time-saving times (time-saving function and open extension function are activated) are set. Also, in the second time-saving state (high base state), if the result of the second special symbol hit / miss judgment is special symbol 2 small hit D and the game ball passes through the specific area and hits a jackpot, after the jackpot game ends, the game will be set to the second time-saving state in which 90 time-saving times (time-saving function and open extension function are activated).

[0112] The second time-saving state is a game state that does not end even if the result of the special symbol hit / miss judgment is a small hit, but continues (remains in the time-saving state). Therefore, even if the result of the second special symbol hit / miss judgment is either Special Symbol 2 Small Hit A or Special Symbol 2 Small Hit D, the game state does not transition to a low base state at that time, and the time-saving state (high base state) continues even when the game ball passes through the specific area in the subsequent small hit game. In other words, the timing of a jackpot will be a high base state. In other words, if in the second time-saving state, a jackpot occurs by passing through the specific area via Special Symbol 2 Small Hit A or Special Symbol 2 Small Hit D, it is determined that the jackpot occurred in a high base state. Then, the game state after the end of the jackpot game is set to an advantageous game state (second time-shortened state) that differs from the normal state and the first time-shortened state in which a jackpot occurs by passing through a specific area via special chart 2 small jackpot A or special chart 2 small jackpot D (see Figures 6(A) to (C)).

[0113] In this way, once the game state has shifted to the second time-shortening state, the game state after the end of the jackpot game is set to the second time-shortening state, regardless of whether the jackpot is reached via a small win or a direct hit. Also, the second time-shortening state is set to a larger number of time-shortening times (average number) after the end of the jackpot game when the jackpot is reached via a small win than the first time-shortening state, so the time-shortening state (second time-shortening state) is more likely to continue (the time-shortening state is less likely to end), making it easier for players to earn large gaming profits in a short period of time.

[0114] In addition, the first time-saving state draws attention to the transition mode to a jackpot (whether it is a direct jackpot or a small jackpot V), and the second time-saving state does not change the transition mode of the game state depending on the transition mode to a jackpot (the second time-saving state is set for both a direct jackpot and a small jackpot V), giving a sense of security and drawing attention to the amount of gaming profits obtained. This also makes it possible to diversify the game state and diversify the gameplay, and to provide a gaming machine with high levels of entertainment value.

[0115] In addition, as another aspect of the aforementioned embodiment, in FIG. 6(A), if a second special symbol hit determination is performed in the normal state and a special symbol 2 jackpot A is obtained, the game is set to a second time-saving state in which 500 time-saving turns are set after the jackpot game ends. Alternatively, if a second special symbol hit determination is performed in the normal state and a special symbol 2 jackpot A is obtained, the game is set to a first time-saving state in which 90 time-saving turns are set after the jackpot game ends. In this way, regardless of the manner in which a jackpot is obtained from the normal state, the game is not set to the second time-saving state after the jackpot game ends. Instead, the game can always transition to the most advantageous second time-saving state only after passing through the first time-saving state. This can increase the player's motivation to master the game and enhance their interest in the game.

[0116] Here, the jackpot game that is performed when a jackpot occurs is composed of multiple rounds (R) in which the first or second large prize opening is opened. The time-saving state refers to a state in which a variable time-saving function (time-saving function) for special symbols and normal symbols is activated, as will be described later. In addition, in this embodiment 1, when the time-saving function is activated, an opening extension function is also activated, which extends or increases the opening time and number of openings when the second starting opening 21 is opened compared to normal. The game state of the pachinko gaming machine 1 of this embodiment 1 will be described in detail later.

[0117] "Special Chart 2 Small Wins A to D" are all small wins in which the second large prize opening 35 opens once and for 1.6 seconds. In a small win (small win game), the number of times the large prize opening opens is not referred to as the number of rounds, but simply as the number of openings. In "Special Chart 2 Small Wins A to D," when at least one of the game balls that enter the second large prize opening 35 passes through the specific area 39 (hereinafter also referred to as "V passing"), the second round or subsequent rounds begin after passing through the V (the small win game is considered the first round).

[0118] In addition, as will be described in detail later, the pachinko gaming machine 1 of this embodiment 1 is provided with a random number for determining whether a special symbol is a hit or a miss, which takes a value in the range of "0 to 65535" (see FIG. 7(A)). The jackpot determination values ​​for the first special symbol hit or miss determination and the second special symbol hit or miss determination are both "65209 to 65535", and the small hit determination value for the second special symbol hit or miss determination is "1 to 936" (see FIG. 8(A)). In other words, the probability of a jackpot is "1 / approximately 200", and the probability of a small hit for the special symbol 2 is "1 / approximately 70". Therefore, in the time-saving state (first time-saving state or second time-saving state) where the second special symbol hit or miss determination is primarily performed, a jackpot via a small hit (small hit V) occurs with a higher probability than a direct hit. In addition, in the mode of this embodiment, when a small win occurs and a small win game is played in the time-saving mode (first time-saving mode or second time-saving mode), as long as you hit the right side according to the launch navigation executed by the gaming machine (or as long as you continue firing), there is a probability of about 99% that the game ball will enter the second large prize opening during the small win game, and the game ball that entered will pass through the specific area. Note that, in a change to this mode, the probability of passing through the specific area during a small win game may be set to about 50%.

[0119] In this pachinko gaming machine 1, the determination of whether it is a jackpot, a small jackpot, or a miss is made based on the "special symbol hit / miss determination random number (also called "hit / miss determination information" or "acquired information")", the determination of the jackpot type in the case of a jackpot is made based on the "jackpot type determination random number (also called "jackpot symbol determination random number" or "jackpot symbol determination information")", and the determination of the small jackpot type in the case of a small jackpot is made based on the "small jackpot type determination random number (also called "small jackpot symbol determination random number" or "small jackpot symbol determination information")". As shown in Figure 7(A), the special symbol hit / miss determination random number takes a value in the range of "0 to 65535", the jackpot type determination random number takes a value in the range of "0 to 199", and the small jackpot type determination random number takes a value in the range of "0 to 199". In addition, the random numbers (acquired information) obtained based on the ball entering the first starting hole 20 or the second starting hole 21 include random numbers for determining whether a special pattern has been hit, random numbers for determining the type of big hit, and random numbers for determining the type of small hit, as well as ``variation pattern random numbers (also called ``variation pattern information'').''

[0120] The fluctuation pattern random number is a random number used to determine the fluctuation pattern including the fluctuation time. The fluctuation pattern random number takes a value in the range of "0 to 198". The random numbers obtained based on the passage of gate 28 also include a random number for determining whether or not a normal pattern has been drawn, as shown in Figure 7(B). The random number for determining whether or not a normal pattern has been drawn is a random number used to determine whether or not an auxiliary game that opens second starting gate 21 will be played (normal pattern lottery). The normal pattern random number takes a value in the range of "0 to 240".

[0121] Next, the gaming states of the pachinko gaming machine 1 of this embodiment 1 will be explained. The pachinko gaming machine 1 has a plurality of gaming states depending on the combination of the probability fluctuation function for special symbols and normal symbols, the fluctuation time shortening function, and the opening extension function, which are activated or deactivated. Note that, since the pachinko gaming machine of this embodiment 1 is a type 1 / type 2 mixed type, it does not have a probability fluctuation function for special symbols.

[0122] The state in which the variable time reduction function is activated for the special symbols (first special symbol and second special symbol) is called the "time-saving state (first time-saving state, second time-saving state)," and the state in which it is not activated is called the "non-time-saving state (normal state)." In the time-saving and non-time-saving states, the hit determination table shown in Figure 8(A) is used to determine whether a win or loss occurs. Specifically, the probability of a big win (big win probability) determined by the special symbol hit / miss determination is approximately 1 / 200 for both the first special symbol and the second special symbol. In addition, the probability of a small win (small win probability) determined by the special symbol hit / miss determination is 0 for the first special symbol and approximately 1 / 70 for the second special symbol, so that there is no small win for the first special symbol (see Figure 8(A)). Alternatively, a small win may also be established as a result of the first special symbol hit / miss determination, allowing a big win via a small win.

[0123] Furthermore, in the time-saving state (first or second time-saving state), the average value of the special symbol fluctuation time (the time from the start of the fluctuation display to the final display) is shorter than the average value of the special symbol fluctuation time in the non-time-saving state (normal state). In other words, in the time-saving state (first or second time-saving state), the fluctuation pattern is determined using a fluctuation pattern table that is designed so that fluctuation patterns with shorter fluctuation times are selected more frequently than in the non-time-saving state (normal state) (see Figure 9). As a result, in the time-saving state (first or second time-saving state), the pace of consumption of reserved special symbols increases (the frequency of special symbol fluctuation per unit time increases), making it easier for effective balls to enter the starting slot (balls that can be stored as reserved special symbols). This allows for smooth gameplay and the aim of winning a jackpot.

[0124] In addition, in this embodiment, there are multiple time-saving states, namely, a first time-saving state and a second time-saving state, and the average value of the special pattern fluctuation time (the time from the start of the fluctuation display to the final display) in the second time-saving state, which is a game state that is more advantageous to the player, is shorter than the average value of the special pattern fluctuation time in the first time-saving state.

[0125] The probability fluctuation function and fluctuation time reduction function for the normal symbol are designed to operate in synchronization with the fluctuation time reduction function (first time-saving state or second time-saving state) of the special symbol (second special symbol). In other words, the probability fluctuation function and fluctuation time reduction function for the normal symbol operate in the time-saving state (first time-saving state or second time-saving state) of the special symbol, but do not operate in the non-time-saving state (normal state). Therefore, in the time-saving state (first time-saving state or second time-saving state), the probability of winning in the normal symbol hit / miss judgment is higher than in the non-time-saving state (normal state). In other words, the normal symbol hit / miss judgment (normal symbol judgment) is performed using a normal symbol hit judgment table in which the value of the normal symbol random number (hit random number) determined to be a hit is more than the normal symbol hit judgment table used in the non-time-saving state (see Figure 8(E)). In other words, when the probability variation function of the normal symbol display 42 is activated, the probability that the result of the variable display of the normal symbol will be a win (the stopped symbol will be a normal winning symbol) becomes higher than when it is not activated.

[0126] Furthermore, in the time-shortening state (first time-shortening state or second time-shortening state), the normal symbol fluctuation time is shorter than in the non-time-shortening state. In this embodiment 1, the normal symbol fluctuation time is 30 seconds in the non-time-shortening state, but 1 second in the time-shortening state (see FIG. 8(F)). Furthermore, in the time-shortening state (first time-shortening state or second time-shortening state), the opening time of the second start port 21 in the auxiliary game is longer than in the non-time-shortening state. In other words, the opening time extension function of the variable winning device 22 is activated. In addition, in the time-shortening state, the second start port 21 is opened more times in the auxiliary game than in the non-time-shortening state. In other words, the opening number increase function of the variable winning device 22 is activated. Specifically, in the non-time-shortening state, when the result of the normal symbol hit / miss judgment is a hit, the opening / closing member 37 of the variable winning device 22 performs a single opening operation for 0.2 seconds, and the second start port is in an open state during that period. In addition, in the time-saving state (first time-saving state or second time-saving state), if the result of the normal symbol hit / miss judgment is a hit, the opening / closing member 37 of the variable winning device 22 will perform an opening operation of 2.0 seconds three times. Note that the opening time extension function and the opening count increase function are sometimes collectively referred to simply as the "opening extension function."

[0127] When the probability variation function and variation time reduction function for normal symbols, as well as the opening extension function of the variable winning device 22, are activated, the second starting hole 21 opens more frequently, and the frequency with which game balls enter the second starting hole 21 increases (also called the "high frequency state") compared to when these functions are not activated (also called the "low frequency state" or "predetermined frequency state"). As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, increases. Therefore, the state in which these functions are activated is called the "high base state," and the state in which they are not activated is called the "low base state." In the high base state, you can aim for a jackpot without significantly reducing the number of game balls you have in hand.

[0128] In this embodiment, the high base state is a state in which all of the probability fluctuation function, fluctuation time reduction function, and opening extension function of the variable winning device 22 for normal symbols are active. However, the high base state (high frequency state) does not necessarily require all of the above functions to be active. In other words, it is sufficient that the activation of at least one of the probability fluctuation function and fluctuation time reduction function for normal symbols, and the opening time extension function and opening count increase function of the variable winning device 22 makes it easier for the second starting hole to open (higher ball entry frequency) than when that function is not active. Also, the high base state may be controlled independently of the time reduction state for special symbols. The function that generates such a high base state can also be called a "high base generation function."

[0129] Furthermore, the game state set after the end of a jackpot game is a time-saving state and a high base state (see Figure 6). Therefore, this game state is also referred to as the "time-saving high base state." As mentioned above, the end conditions for this time-saving high base state differ depending on the time-saving state (first time-saving state or second time-saving state). When the end conditions are met, the game state is set to the normal state, which is a non-time-saving state and a low base state. This game state is also referred to as the "non-time-saving low base state." Note that when playing the pachinko game machine 1 for the first time, the game state (initial state) after powering on is the non-time-saving low base state (normal state).

[0130] In the high base state, a game can be played more advantageously by hitting the ball from the right to enter the right game area (right side area) 3B than by hitting the ball from the left to enter the left game area 3A. The second starting hole is located in a position where a game ball launched into the right game area can enter, but where a game ball launched into the left game area cannot (or is difficult to enter). The gate 28 is also located in a position where a game ball launched into the right game area can enter. Furthermore, in the high base state, the second starting hole 21 is more likely to open than in the low base state, and the chances of the ball entering the starting hole (second starting hole) are higher when a game ball is launched into the right game area and aimed at the second starting hole 21, rather than when a game ball is launched into the left game area and aimed at the first starting hole 20. Therefore, the player hits the ball to the right to make the ball enter the second starting hole 21 while passing the game ball through gate 28, which triggers the determination of whether the normal symbol is a winning symbol. As a result, in a high base state, hitting the ball to the right rather than the left can provide more starting balls (opportunities for determining whether the special symbol is a winning symbol) and is therefore more advantageous to the player. In this state (high base state), the launch direction indicator 47 (also referred to as the "first launch notification means"), which is displayed and controlled by the main control unit 80, is controlled to light in a predetermined manner, indicating that the ball should be launched into the right playing area. In addition, in this embodiment, the game is played by hitting the ball to the right even in jackpot and small jackpot games, so the launch direction indicator 47 indicates that the ball should be launched into the right playing area.

[0131] In contrast, in the low base state, it is more advantageous to advance the game by hitting the game ball from the left into the left play area (left side area) 3A than by hitting the game ball from the right. The first starting hole is positioned so that a game ball launched into the left play area can enter. Furthermore, the first starting hole may be positioned so that a game ball launched into the right play area cannot enter the first starting hole, or it may be positioned so that a game ball launched into the right play area can enter the first starting hole. If the first starting hole is positioned so that a game ball can enter the first starting hole, the likelihood of the game ball entering the first starting hole is higher when the game ball is launched into the left play area than when the game ball is launched into the right play area. Furthermore, in the low base state, the second starting hole 21 is less likely to open than in the high base state, so the likelihood of the ball entering the starting hole is higher when the game ball is launched into the left play area and aimed to enter the first starting hole 20 than when the game ball is launched into the right play area and aimed to enter the second starting hole 21. As a result, in the low base state, hitting from the left to make the game ball enter the first starting hole 20 is more advantageous to the player than hitting from the right, as it allows for a greater number of starting balls (opportunities to determine whether the special symbol has been selected) to be entered. In this state (low base state), the launch direction indicator 47, which is display-controlled by the main control unit 80, is controlled to light up (display-controlled) in a predetermined manner different from that in the high base state, and notifies the player that the ball should be launched into the left game area.

[0132] Specifically, the launch direction indicator 47 is composed of two LEDs, "yz," and indicates the launch direction by lighting up the LEDs according to the game state. For example, in a low base state, it can notify that the ball should be launched into the left game area by displaying "y□z□" (e.g., □: off, ■: on) with both LEDs turned off. Also, in a high base state or during a winning game, it can notify that the ball should be launched into the right game area by displaying "y■z■" (e.g., □: off, ■: on).

[0133] [Main control main processing] Next, the operation of the game control microcomputer 81 (control processing by the main control unit) will be described with reference to FIGS. 10 to 38. The counters, flags, statuses, buffers, and the like mentioned in the description of the operation of the game control microcomputer 81 are provided in the RAM of the main control board 80. When the power supply of the pachinko gaming machine 1 is turned on, the game control microcomputer 81 provided in the main control board 80 reads and executes the main control main processing program shown in FIG. 10 from the ROM of the main control board 80. As shown in the figure, the main control main processing first performs initialization (S101). The initialization includes, for example, stack setting, constant setting, interrupt time setting, CPU setting of the main control board 80, setting of SIO, PIO, and CTC (interrupt time controller), and resetting various flags, statuses, and counters. The initial value of the flag is "0" (i.e., "OFF"), the initial value of the status is "1," and the initial value of the counter is "0." The initial setting (S101) is performed only once after the power supply is turned on and is not performed thereafter. In this Example 1 and the drawings, the normal pattern may be referred to as the "normal pattern," the special pattern as the "special pattern," the first special pattern as the "special pattern 1" or "first special pattern," and the second special pattern as the "special pattern 2" or "second special pattern."

[0134] Following the initial setting (S101), interrupts are prohibited (S102), and the normal and special symbol main random number update process (S103) is executed. In this normal and special symbol main random number update process (S103), the values ​​of the various random number counters shown in FIG. 7 are updated by incrementing them by 1. When the value of each random number counter reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. The updated random number counter values ​​are sequentially stored in a predetermined update value storage area (not shown) in the RAM of the main control board 80.

[0135] When the normal symbol / special symbol main random number update process (S103) is completed, an interrupt is permitted (S104). While the interrupt is permitted, the interrupt process (S105) can be executed. This interrupt process (S105) is executed based on an interrupt pulse repeatedly input to the CPU of the main control board 80, for example, at a 4 ms cycle. Then, after the interrupt process (S105) is completed and before the next interrupt process (S105) is started, the update process of various counter values ​​by the normal symbol / special symbol main random number update process (S103) is repeatedly executed. Note that if an interrupt pulse is input to the CPU when the interrupt is prohibited, the interrupt process (S105) does not start immediately, but starts after the interrupt is permitted (S104).

[0136] [Interrupt processing] Next, the interrupt process (S105) will be described. As shown in FIG. 11, in the interrupt process (S105), first, the output process (S201) is executed. In the output process (S201), commands (control signals) and the like set in the output buffer provided in the RAM of the main control board 80 in each process described below are output to the sub-control board 90, the payout control board 110, and the like. The commands and the like output here include information on the game status, the result of the special symbol hit / miss determination, the symbol as the hit type (big hit symbol, small hit symbol), the variation pattern, and the like. Note that the command consists of, for example, 2 bytes of information. The upper byte is information on the type of command, and the lower byte is information on the content of the command.

[0137] In the input process (S202) that follows the output process (S201), detection signals detected by various sensors (first start opening sensor 20a, second start opening sensor 21a, first large prize opening sensor 30a, second large prize opening sensor 35a, general ball opening sensor 27a, etc. (see Figure 5)) attached to the pachinko gaming machine 1 are read and stored in the output buffer of RAM as prize ball information. In addition, a detection signal from the lower tray full switch that detects whether the lower tray 62 is full is also taken in and stored in the output buffer of RAM 84 as lower tray full data.

[0138] The normal symbol / special symbol main random number update process (S203) that is performed next is the same as the normal symbol / special symbol main random number update process (S103) that is performed in the main control main process of Fig. 10. That is, the update process of the various random number counter values ​​(including the normal symbol random number counter value) shown in Fig. 7 is performed both during the execution period of the timer interrupt process (S105) and during other periods (the period from the end of the interrupt process (S105) to the start of the next interrupt process (S105)).

[0139] Following the normal symbol / special symbol main random number update process (S203), the start port sensor detection process (S204), normal symbol operation process (S205), special symbol operation process (S206), reserved ball count process (S207), and power interruption monitoring process (S208), which will be described later, are executed. After that, other processes not closely related to the present invention (S209) are executed, and the interrupt process (S105) is terminated. Then, the main control main process steps S102 to S104 are repeatedly executed (see FIG. 10) until the next interrupt pulse is input to the CPU of the main control board 80. When the interrupt pulse is input (approximately 4 msec later), the interrupt process (S105) is executed again. In the output process (S201) of the re-executed interrupt process (S105), the commands and the like set in the RAM output buffer in the previous interrupt process (S105) are output.

[0140] [Starting port sensor detection process] 12, in the start gate sensor detection process (S204), first, it is determined whether or not a gaming ball has passed through the gate 28, that is, whether or not a gaming ball has been detected by the gate sensor 28a (S301). If a gaming ball has passed through the gate 28 (YES in S301), it is determined whether or not the number of reserved balls for normal symbols (the number of reserved normal symbols, specifically, the value of a counter that counts the number of reserved normal symbols provided in RAM) is 4 or more (S302), and if the gaming ball has not passed through the gate 28 (NO in S301), it proceeds to S305.

[0141] If the number of reserved normal symbol balls is 4 or more (YES in S302), proceed to S305. On the other hand, if the number of reserved normal symbol balls is not 4 or more (NO in S302), add "1" to the number of reserved normal symbol balls (S303), and perform the normal symbol random number acquisition process (S304). In the normal symbol random number acquisition process (S304), the value of the random number counter for determining whether or not the normal symbol is correct (label -TRND-H, Figure 7 (B)) stored in the update value memory area (not shown) of the RAM is acquired, and the acquired random number value (acquired information) is stored in the address space corresponding to the current number of reserved normal symbol balls in the normal symbol reserve memory section provided in the RAM of the main control board 80.

[0142] In S305, it is determined whether a game ball has entered the second starting hole 21, that is, whether a game ball has been detected by the second starting hole sensor 21a (S305). If a game ball has not entered the second starting hole 21 (NO in S305), the process proceeds to S309. However, if a game ball has entered the second starting hole 21 (YES in S305), it is determined whether the number of reserved balls for special symbol 2 (the number of reserved second symbol symbols, specifically, the value of a counter that counts the number of reserved second symbol symbols provided in the RAM of the main control unit 80) has reached 4 (the upper limit) (S306). Then, if the number of reserved balls for special symbol 2 has reached 4 (YES in S306), the process proceeds to S309. However, if the number of reserved balls for special symbol 2 is less than 4 (NO in S306), 1 is added to the number of reserved balls for special symbol 2 (S307).

[0143] Next, a special symbol 2 related random number acquisition process (S308) is performed. In the special symbol 2 related random number acquisition process (S308), the value of the random number counter for determining whether or not a special symbol has been hit (label-TRND-A), the value of the random number counter for determining the type of big hit (label-TRND-AS), the value of the random number counter for determining the type of small hit (label-TRND-KS), the value of the reach random number counter (label-TRND-RC), and the value of the fluctuation pattern random number counter (label-TRND-T1) stored in the update value memory area (not shown) of the RAM are acquired (i.e., the random number values ​​shown in Figure 7(A) are acquired), and these acquired random number values ​​(acquired information) are stored in the address space corresponding to the current number of special symbol 2 reserved balls in the second special symbol reserved memory unit.

[0144] Next, in the start hole sensor detection process (S204), it is determined whether a game ball has entered the first start hole 20, that is, whether a game ball has been detected by the first start hole sensor 20a (S309). If a game ball has not entered the first start hole 20 (NO in S309), the process is terminated. However, if a game ball has entered the first start hole 20 (YES in S309), it is determined whether the number of reserved balls for special figure 1 (the number of reserved first special figures, specifically, the value of a counter that counts the number of reserved first special figures provided in the RAM of the main control unit 80) has reached 4 (upper limit) (S310). Then, if the number of reserved balls for special figure 1 has reached 4 (YES in S310), the process is terminated. However, if the number of reserved balls for special figure 1 is less than 4 (NO in S310), "1" is added to the number of reserved balls for special figure 1 (S311).

[0145] Next, the special symbol 1 related random number acquisition process (S312) is performed. In the special symbol 1 related random number acquisition process (S312), similar to the special symbol 2 related random number acquisition process (S308), the value of the counter for determining whether or not the special symbol is a hit (label-TRND-A), the value of the random number counter for determining the big hit type (label-TRND-AS), the value of the random number counter for determining the small hit type (label-TRND-KS), the value of the reach random number counter (label-TRND-RC), and the value of the fluctuation pattern random number counter (label-TRND-T1) stored in the update value memory area (not shown) of the RAM are acquired (that is, the random number values ​​shown in Figure 7 (A) are acquired), and these acquired random number values ​​are stored in the address space corresponding to the current number of special symbol 1 reserved balls in the first special symbol reserved memory unit.

[0146] [General Action Processing] After the start port sensor detection process (S204), the game control microcomputer 81 performs the normal symbol operation process (S205) shown in Fig. 13. In the normal symbol operation process (S205), the processing related to the normal symbol display 42 and the variable winning device 22 is divided into four stages, and "normal symbol operation status 1, 2, 3, 4" is assigned to each stage. Then, if the "normal map operation status" is "1" (YES in S401), normal pattern standby processing (S402) is performed, and if the "normal map operation status" is "2" (NO in S401, YES in S403), normal pattern change processing (S404) is performed, and if the "normal map operation status" is "3" (NO in both S401 and S403, YES in S405), normal pattern confirmation processing (S406) is performed, and if the "normal map operation status" is "4" (NO in S401, S403, S405), normal electric accessory processing (S407) is performed. Note that the normal map operation status is initially set to "1".

[0147] [Normal pattern standby processing] As shown in FIG. 14, in the normal symbol standby process (S402), first, it is determined whether the number of reserved balls for the normal symbol is "0" (S501). If it is "0" (YES in S501), this process ends. On the other hand, if it is not "0" (NO in S501), the normal symbol hit / miss determination process (described later) is performed (S502). Furthermore, following the normal symbol hit / miss determination process (S502), a normal symbol change pattern selection process (S503) is performed. In the normal symbol change pattern selection process, a normal symbol change pattern with a normal symbol change time of 1 second is selected by referring to the normal symbol change pattern selection table shown in FIG. 8(F) if the game state is in the time-saving state. On the other hand, if the game state is not in the time-saving state, a normal symbol change pattern with a normal symbol change time of 30 seconds is selected. Furthermore, following the normal symbol change pattern selection process, a normal symbol random number shift process (S504) described later is performed. Furthermore, following the normal pattern random number shift process (S504), a normal pattern variation start process is performed (S505), and the process ends. In the normal pattern variation start process, the normal pattern variation display is started using the normal pattern variation pattern selected in S503, and the normal operation status is set to "2". In addition, in the normal pattern variation start process, a normal pattern variation start command is set to notify the sub-control board 90 that the normal pattern variation has started.

[0148] [Normal pattern correctness determination process] As shown in FIG. 15, in the normal symbol hit / miss judgment process (S502), first, the value of the random number counter for normal symbol hit / miss judgment (label-TRND-H) stored in the normal symbol reserve memory unit is read (S601). Next, it is determined whether the time-saving flag is ON (i.e., whether the game state is in the time-saving state or not) (S602). If it is determined in S602 that the time-saving flag is ON, that is, the game state is in the time-saving state (YES in S602), it is determined whether or not there is a hit by a high-probability normal symbol hit / miss judgment based on the table for the time-saving state (hit judgment value is "0" to "239") among the normal symbol hit judgment tables shown in FIG. 8 (E) (S604), and the process proceeds to S605. That is, it is determined whether or not the value of the random number counter for normal symbol hit / miss judgment (label-TRND-H) that has been read matches any of the hit judgment values. On the other hand, if it is determined in S602 that the time-saving flag is not ON, i.e., that the game is not in the time-saving state (NO in S602), a low-probability normal symbol hit determination is made based on the table for the non-time-saving state (hit determination values ​​are "0" and "1") in the normal symbol hit determination table shown in Figure 8 (E) to determine whether or not there is a hit (S603), and the process proceeds to S605.

[0149] Then, in S605, it is determined whether the result of the normal symbol hit / miss determination (S603, S604) is a hit (normal symbol hit) or not (S605), and if it is determined to be a miss (NO in S605), the missing normal symbol (normal symbol miss symbol) to be displayed is determined (S606), and the processing ends. On the other hand, if it is determined to be a hit (normal symbol hit) in S605 (YES in S605), the winning normal symbol (normal symbol hit symbol) to be displayed is determined (S607), the normal symbol hit flag is turned ON (S608), and the processing ends.

[0150] [Normal pattern random number shift processing] Following the normal symbol variation pattern selection process (S503), the normal symbol random number shift process (S504) is executed. As shown in FIG. 16, in the normal symbol random number shift process (S504), first, the number of normal symbol reserved balls is decremented by 1 (S701). Next, the storage location of each normal symbol reserved in the normal symbol reserved memory unit is shifted one position toward the read side from the current position (S702). Then, the address space that is the storage location of the highest reserved memory in the normal symbol reserved memory unit is set to empty ("0"), that is, the RAM area corresponding to the fourth normal symbol reserved is cleared to 0 (S703), and the process is completed. In this way, the normal symbol reserved is consumed in the reserved order.

[0151] [Normal pattern change processing] As shown in Figure 17, in the normal pattern variation processing (S404), first, it is determined whether the normal pattern variation time has elapsed (S801), and if it has not elapsed (NO in S801), the processing is terminated. On the other hand, if it has elapsed (YES in S801), a normal pattern variation stop command is set (S802), and the normal pattern operation status is set to "3" (S803). Then, after performing other processing such as stopping the normal pattern variation display at the display result (winning normal pattern or losing normal pattern) according to the result of the normal pattern win / loss judgment random number (S804), this processing is terminated.

[0152] [Normal pattern confirmation process] As shown in FIG. 18, in the normal symbol determination process (S406), first, it is determined whether the normal symbol winning flag is ON (S901). If the normal symbol winning flag is not ON (NO in S901), the normal symbol operation status is set to "1" (S905), and this process ends. On the other hand, if the normal symbol winning flag is ON (YES in S901), it is next determined whether the time-saving flag is ON, i.e., whether the time-saving state is in effect (S902). If the time-saving state is in effect (YES in S902), the opening pattern during the time-saving state is set as the opening pattern of the variable winning device 22 (second starting hole 21) (S903). As mentioned above, the opening pattern during the time-saving state is an opening pattern in which a 2.0-second opening is repeated three times. Therefore, the second starting hole opening counter, which counts the number of times the second starting hole 21 has been opened, is set to "3."

[0153] On the other hand, if the game is in a non-time-shortened state (NO in S902), the opening pattern for the variable winning device 22 (second starting port 21) is set to the opening pattern for the non-time-shortened state (S906). As mentioned above, the opening pattern for the non-time-shortened state is an opening pattern in which a 0.2-second opening is performed once. Therefore, the second starting port opening counter is set to "1". Then, following the setting of the opening pattern (S903, S906), the normal operation status is set to "4" (S904), and this process is completed.

[0154] [Normal electric accessory processing] As shown in Figure 19, in the normal electric accessory processing (S407), first, it is determined whether the normal winning end flag is ON (S1001). The normal winning end flag is a flag indicating that the opening of the second starting hole 21 has been completed in the auxiliary game that was executed as a winning.

[0155] If the normal hit end flag is not ON (NO in S1001), it is determined whether the second start port 21 is currently open (S1002). If it is not currently open (NO in S1002), it is determined whether the time (timing) to open the second start port 21 has arrived (S1003). If not (NO in S1003), the processing is terminated. If it has arrived, the second start port 21 is opened (S1004), and the processing is terminated. On the other hand, if the second start port 21 is currently open (YES in S1002), it is determined whether the time (timing) to close the second start port 21 has arrived (i.e., whether a predetermined opening time has elapsed since the second start port 21 was opened) (S1005). If not (NO in S1005), the processing is terminated. If it has arrived (YES in S1005), the second start port 21 is closed (S1006).

[0156] Then, following the closing process of the second start hole 21 (S1006), the value of the second start hole opening counter is decremented by 1 (S1007), and it is determined whether the value of the second start hole opening counter is "0" (S1008). If it is not "0" (NO in S1008), the process ends to open the second start hole 21 again. On the other hand, if it is "0" (YES in S1008), a normal win end process is performed to end the auxiliary game (S1009), and the normal win end flag is set (S1010), and the process ends. Note that the second start hole opening counter becomes "0" when the second start hole 21 is opened (the opening operation of the movable member 23) three times during the time-saving state, and becomes "0" when the second start hole 21 is opened once during the non-time-saving state.

[0157] On the other hand, if the normal symbol winning end flag is ON in S1001 (YES in S1001), the opening operation of the second starting port 21 for the number of times set in S903 or S906 has ended, so the normal symbol winning end flag is turned OFF (S1011), the normal symbol winning flag is turned OFF (S1012), and the normal symbol operation status is set to "1" (S1013) to end the processing. As a result, in the next interrupt processing, the normal symbol waiting processing (S402) will be executed again as the normal symbol operation processing (FIG. 13).

[0158] [Special diagram operation processing] As shown in Fig. 11, the game control microcomputer 81 performs a normal symbol operation process (S205) followed by a special symbol operation process (S206). In the special symbol operation process (S206), as shown in Fig. 20, the processing related to the special symbol display device 41 and the big prize device (first big prize device 31 and second big prize device 36) is divided into five stages, and "special symbol operation status 1, 2, 3, 4, 5" is assigned to each stage. Then, if the "special symbol operation status" is "1" (YES in S1101), a special symbol standby process (S1102) is performed; if the "special symbol operation status" is "2" (NO in S1101, YES in S1103), a special symbol variation process (S1104) is performed; if the "special symbol operation status" is "3" (NO in both S1101 and S1103, YES in S1105), a special symbol determination process is performed. (S1106) is performed, and if the "special chart operation status" is "4" (NO in S1101, S1103, S1105, YES in S1107), special electric accessory process 1 (S1108) is performed for a big win game, and if the "special chart operation status" is "5" (NO in S1101, S1103, S1105, S1107), special electric accessory process 2 (S1109) is performed for a small win game. The special chart operation status is initially set to "1".

[0159] [Special pattern standby process] As shown in Figure 21, in the special symbol waiting process (S1102), first, it is determined whether the number of reserved balls in the second starting port 21 (i.e., the number of reserved balls in special symbol 2) is "0" (S1201). If the number of reserved balls in special symbol 2 is "0" (YES in S1201), that is, if there is no memory of the random number counter value acquired based on the ball entering the second starting port 21, it is determined whether the number of reserved balls in the first starting port 20 (i.e., the number of reserved balls in special symbol 1) is "0" (S1206). Then, if the number of reserved balls for special chart 1 is also "0" (YES in S1206), that is, if there is no memory of the random number counter value obtained based on the ball entering the first starting port 20, it is determined whether or not the display screen 7a of the image display device 7 is currently being set to the standby screen (a demo screen for waiting customers is currently being executed) (S1211), and if so (YES in S1211), the processing is terminated, and if not (NO in S1211), the standby screen setting process is executed to display the standby screen (S1212).

[0160] If the number of reserved balls for special chart 2 is not "0" in S1201 (NO in S1201), that is, if there is one or more memories of random number counter values ​​obtained based on balls entering the second starting port 21, the special chart 2 hit / miss judgment process (S1202), special chart 2 variation pattern selection process (S1203), special chart 2 random number shift process (S1204), and special chart 2 variation start process (S1205) described below are performed in this order. Also, if the number of reserved balls for special symbol 2 is "0" but the number of reserved balls for special symbol 1 is not "0" (YES in S1201, NO in S1206), that is, if there is no memory of a random number counter value related to the second starting hole 21, but there is one or more memories of random number counter values ​​acquired based on balls entering the first starting hole 20, the special symbol 1 hit / miss judgment process (S1207), special symbol 1 change pattern selection process (S1208), special symbol 1 random number shift process (S1209), and special symbol 1 change start process (S1210) described below are performed in this order. Thus, in this embodiment 1, the display of the change of the first special symbol based on the reservation of the first special symbol is performed only when the reservation of the second special symbol is "0" (YES in S1201). In other words, the consumption of the reservation of the second special symbol (display of the change of the second special symbol) is executed in priority to the consumption of the reservation of the first special symbol (display of the change of the first special symbol). In this embodiment 1, the judgment of whether or not a win is based on the reservation of the second special symbol is more likely to result in a jackpot that is more profitable for the player than the judgment of whether or not a win is based on the reservation of the first special symbol (Figure 8(B)).

[0161] [Special Diagram 2 Correctness Judgment Processing] As shown in FIG. 22, in the special symbol 2 hit / miss judgment process (S1202), first, the value (label-TRND-A) of the random number counter for special symbol hit / miss judgment (oldest memory) stored in the lowest area of ​​the second special symbol reserved memory section of RAM (i.e., the RAM area corresponding to the first second special symbol reserved) is read as the judgment value (S1302). Next, a hit / miss judgment is made based on the hit / miss judgment table of FIG. 8(A) (S1303). In this hit / miss judgment table, the jackpot judgment value for the hit / miss judgment of special symbol 1 (first special symbol hit / miss judgment) and the hit / miss judgment of special symbol 2 (second special symbol hit / miss judgment) is set to "65209 to 65535" (jackpot probability: 1 / approximately 200). In addition, the special symbol 2 small hit judgment value for the hit / miss judgment of special symbol 2 (second special symbol hit / miss judgment) is set to "1 to 936".

[0162] Next, in S1304, it is determined whether the result of the hit / miss determination (second special pattern hit / miss determination) is a jackpot (S1304), and if it is determined that the result of the hit / miss determination (S1303) is a "jackpot" (YES in S1304), the value of the random number counter for determining the jackpot type (label-TRND-AS) is read out, the jackpot type is determined based on the jackpot type determination table shown in Figure 8 (B) (S1310), the jackpot pattern is determined based on the value of the random number for determining the jackpot type (S1311), the jackpot flag is turned ON (S1312), and the processing is terminated.

[0163] In addition, when determining whether a win is related to the first special symbol, the jackpot type is determined using the jackpot type determination table for the first special symbol, and when determining whether a win is related to the second special symbol, the jackpot type is determined using the jackpot type determination table for the second special symbol. The jackpot type is determined based on the game state (current game state) at the time of the determination. That is, it is determined whether the time-saving flag is ON, whether the first time-saving state flag is ON, and whether the second time-saving state flag is ON. If the time-saving flag is not ON, the jackpot type is determined using the jackpot type determination table for the non-time-saving state. Furthermore, if the time-saving flag is ON, it is determined whether the game is in the first time-saving state or the second time-saving state. If the game is in the first time-saving state, the jackpot type is determined using the jackpot type determination table for the first time-saving state. If the game is in the second time-saving state, the jackpot type is determined using the jackpot type determination table for the second time-saving state.

[0164] On the other hand, in S1304, if it is determined that the result of the hit / miss determination (S1303) is not a "big hit" (NO in S1304), then it is determined whether or not it is a small hit (S1305). Here, in the case of a hit / miss determination related to the second special symbol, it is determined whether or not the value of the random number counter for special symbol hit / miss determination (label-TRND-A) matches any of the small hit determination values ​​"1 to 936" for special symbol 2 (see FIG. 8(A)). Then, in S1305, if it is determined that the result of the hit / miss determination is not a "small hit" (NO in S1305), the losing symbol is determined (S1309), and the process ends. In other words, if the result of the hit / miss determination (S1303) is neither a "big hit" nor a "small hit" (NO in S1304, NO in S1305), the result is a "miss."

[0165] On the other hand, in S1305, if it is determined that the result of the small win determination (S1305) (the result of the hit / miss determination) is a "small win" (YES in S1305), the value of the random number counter for determining the small win type (label-TRND-KS) is read out, and the small win type is determined based on the small win type determination table shown in FIG. 8 (C) (S1306), the small win pattern is determined based on the value of the random number for determining the small win type (S1307), the small win flag is turned ON (S1308), and the processing ends. In addition, in the case of a hit / miss determination related to the second special pattern, the small win type is determined using the small win type determination table for the second special pattern. In addition, the small win type is determined based on the game state (current game state) at the time of the determination. That is, it determines whether the time-saving flag is ON or not, whether the first time-saving state flag is ON or not, whether the second time-saving state flag is ON or not, and if the time-saving flag is not ON, it determines the small hit type using the small hit type determination table for the non-time-saving state, and if the time-saving flag is ON, it determines whether it is the first time-saving state or the second time-saving state, and if it is the first time-saving state, it determines the small hit type using the small hit type determination table for the first time-saving state, and if it is the second time-saving state, it determines the small hit type using the small hit type determination table for the second time-saving state. Also, in S1308, the small hit flag corresponding to the small hit type determined in S1306 (the determination result of S1306) is turned ON.

[0166] [Special Chart 2 Variation Pattern Selection Processing] In the special symbol standby process (FIG. 21), the special symbol 2 hit / miss determination process (S1202) is followed by the special symbol 2 variation pattern selection process (S1203). As shown in FIGS. 23 and 24, in the special symbol 2 variation pattern selection process (S1203), first, it is determined whether the game state is in a non-time-shortening state (normal state) (whether the time-shortening flag is ON or not) (S1401). Then, if it is determined in S1401 that it is in a non-time-shortening state (normal state) (YES in S1401), it is then determined whether the jackpot flag is ON or not (S1402). In S1402, if it is determined that the jackpot flag is ON (YES in S1402), the table for jackpots during the second special pattern non-time-saving state (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the second special pattern, non-time-saving state, and jackpot) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label -TRND-T1) (S1403), and the process proceeds to S1404. In this process, fluctuation pattern P9 is selected. In addition, since the fluctuation display of the second special pattern is not scheduled (and is unlikely to be performed) during the non-time-saving state, the number of types of fluctuation patterns is set to be fewer than that of the first special pattern.

[0167] On the other hand, if it is determined in S1402 that the big win flag is not ON (NO in S1402), then it is determined whether the small win flag is ON or not (S1405). Then, if it is determined in S1405 that the small win flag is ON (YES in S1405), the table for the second special symbol non-time-saving state medium and small win (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the second special symbol, non-time-saving state, and small win) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1407), and the process proceeds to S1404. Specifically, in this embodiment 1, the fluctuation pattern P10 is selected.

[0168] Also, in S1405, if it is determined that the small win flag is not ON (NO in S1405), the table for miss during the second special symbol non-time-saving state (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the second special symbol, non-time-saving state, and miss) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1406), and the process proceeds to S1404. Specifically, in this embodiment 1, the fluctuation pattern P11 is selected.

[0169] Also, if it is determined in S1401 that the game state is not in the non-time-shortened state, i.e., that the game state is in the time-shortened state (NO in S1401), as shown in FIG. 24, it is determined in S1408 whether the time-shortened state is the first time-shortened state (S1408). If it is determined in S1408 that the time-shortened state is the first time-shortened state (YES in S1408), it is then determined whether the jackpot flag is ON (S1409). If it is determined in S1409 that the jackpot flag is ON (YES in S1409), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label -TRND-T1) by referring to the second special symbol first time-shortened state jackpot table (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the second special symbol, the first time-shortened state, and a jackpot) (S1410), and the process proceeds to S1404. In this process, one of fluctuation patterns P14, 15, or 16 is selected. In addition, during the time-saving state, the display of the second special symbol changes is primarily performed, so there are more types of change patterns set for the second special symbol than for the first special symbol.

[0170] On the other hand, if it is determined in S1409 that the big win flag is not ON (NO in S1409), then it is determined whether the small win flag is ON or not (S1411). Then, if it is determined in S1411 that the small win flag is ON (YES in S1411), the second special symbol, first time-saving state, medium / small win table (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the second special symbol, the first time-saving state, and a small win) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1413), and the process proceeds to S1404. Specifically, in this embodiment 1, one of the fluctuation patterns P17, 18, and 19 is selected.

[0171] Also, in S1411, if it is determined that the small win flag is not ON (NO in S1411), the table for misses during the first time-saving state of the second special symbol (the portion of the variation pattern table shown in FIG. 9 that corresponds to the second special symbol, the first time-saving state, and misses) is referenced, and a variation pattern is selected based on the variation pattern random number counter value (S1412), and the process proceeds to S1404. Specifically, in this embodiment 1, one of the variation patterns P20 to P24 is selected. In addition, in the case of a miss, if the selected variation pattern is P20 to P22, a miss reach presentation is executed as the game presentation, so a relatively long variation time is set. In addition, in the case of a miss, if the variation pattern P20 to P22 is not selected, P23 is selected if the reserved number at the time of selecting the variation pattern is 0 or 1, and P24 is selected if the reserved number is 2 or 3.

[0172] On the other hand, in S1408, if it is determined that the time-saving state is not the first time-saving state, that is, the second time-saving state (NO in S1408), Next, it is determined whether the jackpot flag is ON (S1414). If it is determined in S1414 that the jackpot flag is ON (YES in S1414), a table for jackpots during the second special symbol and second time-saving state (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the second special symbol, the second time-saving state, and the jackpot) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label -TRND-T1) (S1415), and the process proceeds to S1404. In this process, one of the fluctuation patterns P27, 28, and 29 is selected.

[0173] On the other hand, if it is determined in S1414 that the big win flag is not ON (NO in S1414), then it is determined whether the small win flag is ON or not (S1416). Then, if it is determined in S1416 that the small win flag is ON (YES in S1416), a table for the second special symbol, second time-saving state, medium and small win (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the second special symbol, the second time-saving state, and the small win) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1418), and the process proceeds to S1404. Specifically, in this embodiment 1, one of the fluctuation patterns P30, 31, and 32 is selected.

[0174] Also, in S1416, if it is determined that the small win flag is not ON (NO in S1416), the table for misses during the second special symbol and second time-saving state (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the second special symbol, the second time-saving state, and misses) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1417), and the process proceeds to S1404. Specifically, in this embodiment 1, one of the fluctuation patterns P33 to P37 is selected. In addition, in the case of a miss, if the selected fluctuation pattern is P33 to P35, a miss reach effect is executed as the game effect, so a relatively long fluctuation time is set. In addition, in the case of a miss, if the fluctuation pattern is not selected from P33 to P35, P36 is selected if the reserved number at the time of selecting the fluctuation pattern is 0 or 1, and P37 is selected if the reserved number is 2 or 3.

[0175] After selecting a fluctuation pattern as described above, the other processing (S1404) shown in Figure 23 is performed, and then this processing ends. In the other processing (S1404), a fluctuation pattern designation command corresponding to the selected fluctuation pattern is set in the output buffer of RAM. The set fluctuation pattern designation command is included in a fluctuation start command (described later) and sent to the sub-control board 90 by the output processing (S201).

[0176] [Special Chart 2: Random Number Shift Processing] As shown in Figure 25, in the special chart 2 random number shift process (S1204), first, the number of reserved balls for the special chart 2 is decremented by 1 (S1501). Next, the storage location of various counter values ​​in the second special chart reserved memory unit is shifted to the lower side (for example, if the second special chart reserved memory unit consists of an address space corresponding to addresses "0000" to "0003", to the address "0000" side) (S1502). Then, "0" is set in the top address space of the second special chart reserved memory unit, that is, (if the upper limit number has been stored) the RAM area corresponding to the fourth reserved second special chart is cleared to 0 (S1503), and this process is completed.

[0177] After executing the special symbol 2 random number shift process (S1204), execute the special symbol 2 variation start process (S1205) in Figure 21. In the special symbol 2 variation start process (S1205), the special symbol operation status is set to "2", and the variation start command is set in the output buffer of RAM, and the variable display of the second special symbol is started.

[0178] In the special pattern waiting process (S1102) of Figure 21, if the number of reserved balls for special pattern 2 is "0" and the number of reserved balls for special pattern 1 is not "0" (YES in S1201, NO in S1206), the special pattern 1 hit / miss determination process (S1207), special pattern 1 change pattern selection process (S1208), special pattern 1 random number shift process (S1209), and special pattern 1 change start process (S1210) are performed in this order.

[0179] [Special Diagram 1 Correctness Judgment Processing] As shown in FIG. 26, in the special symbol 1 hit / miss judgment process (S1207), processing (S1602 to S1608) is performed in the same flow as the special symbol 2 hit / miss judgment process (S1202) shown in FIG. 22. Therefore, a detailed explanation of this process will be omitted. However, since this process is a process related to special symbol 1, in S1602, the random number counter value (label-TRND-A) for special symbol hit / miss judgment stored in the lowest area of ​​the first special symbol reserved memory section of RAM (i.e., the RAM area corresponding to the first one of the first special symbol reserved) is read out, and a hit / miss judgment is performed based on the hit judgment table of FIG. 8 (A) (S1603). Also, as a result of the hit / miss judgment (S1603) of the first special symbol (special symbol 1), it differs from the special symbol 2 hit / miss judgment process in that it does not have a small hit.

[0180] [Special Chart 1 Variation Pattern Selection Processing] As shown in Figures 27 and 28, in the special chart 1 variation pattern selection process (S1208), processing (S1701 to S1716) is performed in the same manner as the special chart 2 variation pattern selection process (S1203) shown in Figures 23 and 24. Therefore, detailed explanations of this process will be omitted.

[0181] [Special Figure 1: Random number shift processing] As shown in Figure 29, in the special chart 1 random number shift process (S1209), first, the number of reserved balls for special chart 1 is decremented by 1 (S1801). Next, the storage location of various counter values ​​in the first special chart reserved memory unit is shifted one position downward (S2002). Then, "0" is set in the top address space of the first special chart reserved memory unit, that is, (if the upper limit number has been stored) the RAM area corresponding to the fourth reserved first special chart is cleared to 0 (S1803), and this process is completed.

[0182] After executing the special symbol 1 random number shift process (S1209), execute the special symbol 1 variation start process (S1210) in Figure 21. In the special symbol 1 variation start process (S1210), the special symbol operation status is set to "2", and the variation start command is set in the output buffer of RAM, and the variable display of the first special symbol is started.

[0183] [Special pattern change processing] As shown in Figure 30, in the special symbol variation process (S1104), first, it is determined whether the variation time of the special symbol (variation time determined according to the variation pattern selected in S1203 or S1208 of Figure 21, see Figure 9) has elapsed (S1901). If it is determined that the variation time has not elapsed (NO in S1901), the process ends. This allows the variable display of the special symbol to continue.

[0184] On the other hand, if it is determined that the fluctuation time has elapsed (YES in S1901), a fluctuation stop command is set (S1902). Next, in S1903, it is determined whether the time-saving flag is ON (S1903), and if it is determined that the time-saving flag is ON (YES in S1903), the value of the time-saving counter is decremented by 1 (S1904), and the process proceeds to S1905. In S1905, it is determined whether the value of the time-saving counter has become "0" (S1905), and if it is determined that the value of the time-saving counter has become "0" (YES in S1905), the time-saving flag is turned OFF (S1906), the first time-saving state flag is turned OFF (S1907), the second time state flag is turned OFF (S1908), and the process proceeds to S1909.

[0185] On the other hand, if it is determined in S1903 that the time-saving flag is not ON (NO in S1903), and if it is determined in S1905 that the value of the time-saving counter is not "0" (NO in S1905), the process proceeds to S1909. In S1909, the special symbol operation status is set to "3" (S1909), and other processes are performed, such as stopping the display of the special symbol fluctuations according to the results of the determination of the random number for determining whether the special symbol is a hit or miss, the random number for determining the type of big hit, and the random number for determining the type of small hit (S1910), and the process ends.

[0186] [Special design confirmation process] As shown in FIG. 31, in the special symbol determination process (S1106), first, it is determined whether the jackpot flag is ON (S2001). If the jackpot flag is ON (YES in S2001), the value of the round counter that counts the number of rounds executed during the jackpot game is set based on the ON jackpot flag, and the number of openings per round and opening time of the first large prize winning port 30 (see FIG. 6) are set (S2002). As mentioned above, in this embodiment 1, the number of rounds of the jackpot game related to the special symbol 1 jackpot is "5R", and the number of rounds of the jackpot game related to the special symbol 2 jackpot is either "5R" or "10R". Therefore, in S2002, the value of the round counter is set to either "5" or "10", and the number of openings per round and opening time of the first large prize winning port 30 are set to "1 time" and "25 seconds".

[0187] After the processing of S2002 is completed, in order to start the jackpot game, the opening command for the jackpot is set (S2003), the opening performance of the jackpot game is started (S2004), and the special chart operation status is set to "4" (S2005).

[0188] Furthermore, if it is determined in S2001 that the big win flag is not ON (NO in S2001), it is determined whether or not the small win flag is ON (S2006). If the small win flag is ON (YES in S2006), the value of the small win opening counter that counts the number of times the large prize opening (second large prize opening 35) is opened during the small win game is set, and the opening time of the second large prize opening 35 (see FIG. 6) is set (S2007). As described above, in this Example 1, since the number of times and opening time of the second large prize opening 35 during the small win game are "1 time" and "1.6 seconds", in S2007 the value of the small win opening counter is set to "1" and the opening time is set to "1.6 seconds".

[0189] After completing the processing of S2007, the small win opening command is set to start the small win game (S2008), the opening performance of the small win game is started (S2009), the special chart operation status is set to "5" (S2010), and processing ends. On the other hand, if it is determined in S2006 that the small win flag is not ON (NO in S2006), neither the big win game nor the small win game will start, so the special chart operation status is set to "1" (S2011), and processing ends.

[0190] [Special Electric Device Processing 1 (Jackpot Game)] As shown in FIG. 32, in the special electric device processing 1 (S1108), first, it is determined whether or not the time-saving flag is ON (S2103), and if it is determined that the time-saving flag is ON (YES in S2103), the time-saving flag is turned OFF (S2104). In other words, the game is controlled to a non-time-saving state (low base state) during the execution of a jackpot game. In this embodiment 1, the game is always in a low base state during the non-time-saving state, so the game is also controlled to a low base state during the execution of a jackpot game. Next, it is determined whether or not the jackpot end flag is ON (S2105). The jackpot end flag is a flag that indicates that all the large prize winning ports (first large prize winning port or second large prize winning port) have been opened during the jackpot game (the jackpot game has ended).

[0191] If it is determined in S2105 that the jackpot end flag is not ON (NO in S2105), it is then determined whether or not the jackpot opening is currently open (S2106). If it is determined in S2106 that the jackpot opening is not currently open (NO in S2106), it is determined whether or not the time (timing) to open the jackpot opening has arrived, that is, whether the jackpot opening time has passed and it is time to start the first round, or whether the interval time between rounds has passed and it is time to start the next round (next opening) (S2107). If it is determined in S2107 that it is not time to start a round (NO in S2107), the processing ends as is. On the other hand, if it is determined in S2107 that it is time to start the round (YES in S2107), the first large prize device 31 is activated (S2110) to open the first large prize opening 30 according to the opening pattern (see Figure 6) corresponding to the type of jackpot, and processing ends.

[0192] If it is determined in S2106 that the special prize opening is open (YES in S2106), it is determined whether the number of balls entering the special prize opening in that round has reached the specified maximum number of balls (10 per round in this Example 1) (S2111). If it is determined in S2111 that the specified number of balls has not been reached (NO in S2111), it is then determined whether the time has come to close the special prize opening, that is, whether a specified opening time (see FIG. 6, 25 seconds) has passed since the special prize opening was opened (S2112). If it is determined in S2112 that the opening time of the special prize opening has not reached the specified time (NO in S2112), processing ends.

[0193] On the other hand, if it is determined in S2111 that the specified number of balls has been entered (YES in S2111), or if it is determined that the opening time of the first special prize opening 30 has reached the specified time (YES in S2112), that is, if it is determined that one of the two round ending conditions has been met, the open special prize opening is closed (S2113). Then, the value of the round counter is decremented by 1 (S2114), and it is then determined whether the value of the round counter is "0" or not (S2115). If it is determined in S2115 that the value of the round counter is not "0" (NO in S2115), the process ends to start the next round.

[0194] On the other hand, if it is determined in S2115 that the value of the round counter is "0" (YES in S2115), a jackpot ending command is set (S2116) and the jackpot ending presentation is initiated (S2117) as the jackpot ending process to end the jackpot game. Then, a jackpot end flag is set (S2118), and the process ends. Note that if the current jackpot is a 10R jackpot, the round counter will be set to "0" when the large prize entry port is opened 10 times, and if it is a 5R jackpot, the round counter will be set to "0" when the large prize entry port is opened 5 times. Also, as mentioned above, in the case of a jackpot game via a small jackpot, the opening in the small jackpot game is considered to be the execution of one round, so in the case of a 5R jackpot, one opening (considered to be one round) is performed in the small jackpot game, and the remaining four rounds are opened in the jackpot game.

[0195] Also, if it is determined in S2105 that the jackpot end flag is ON (YES in S2105), the final round has ended, so next it is determined whether the execution time (ending time) of the jackpot ending performance has elapsed (S2119). If it is determined in S2119 that the ending time has not elapsed (NO in S2119), the processing ends. On the other hand, if it is determined in S2119 that the ending time has elapsed (YES in S2119), the jackpot end flag is turned OFF (S2120), and the game status setting processing (S2121) described below is performed. Then, the jackpot flag is turned OFF (S2122), the special symbol operation status is set to "1" (S2123), and the processing ends. As a result, in the next interrupt processing, the special symbol standby processing (S1102) will be executed again as the special symbol operation processing (FIG. 20).

[0196] [Special Electric Device Processing 2 (Small Hit Game)] As shown in FIG. 33, in the special electric device process 2 (S1109), first, it is determined whether the first time-saving state flag, which indicates that the game state is in the first time-saving state, is ON (S2230). This is because if the game state when a small win occurs is the first time-saving state (second specific state), the time-saving flag is turned OFF and the game state transitions to the low base state before the large prize opening (second large prize opening) opens due to the small win game. Note that in this embodiment, the process of determining whether the game is in the first time-saving state and turning the time-saving flag OFF is performed in conjunction with the start process of the small win game, but this is not limited to this. For example, the timing of determining whether the game state when a small win occurs is the first time-saving state may be performed within the process of determining whether the game is in the second special symbol win or not. In other words, if a small win occurs in the first time-saving state, the timing of turning off the time-saving flag can be any time as long as the time-saving flag can be turned off reliably before the large prize opening is opened by the small win game. Although the timing of turning off the time-saving flag differs in these cases, they all transition the game state from the time-saving state (high base state, first time-saving state) to the normal state (low base state) based on the result of the special symbol hit / miss / miss judgment (second special symbol hit / miss / miss judgment) being a small win.

[0197] In S2230, if it is determined that the first time-saving state flag is ON, i.e., that a small win has occurred in the first time-saving state (YES in S2230), the time-saving flag is turned OFF (S2231), and the process proceeds to S2201. As a result, the subsequent small win game is executed in the low base state. On the other hand, if it is determined in S2230 that the first time-saving state flag is not ON (NO in S2230), the process proceeds directly to S2201. As a result, in the second time-saving state (third specific state) where the time-saving flag is ON, the small win game is executed with the time-saving flag remaining in the high base state with the time-saving flag ON. Also, even if a small win occurs in the normal state (low base state, first specific state) where the time-saving flag is OFF, the small win game is executed with the time-saving flag remaining in the low base state with the time-saving flag OFF.

[0198] In S2201, it is determined whether the small win end flag is ON (S2201). The small win end flag is a flag indicating that all openings of the second large prize opening 35 have been completed in a small win game. If it is determined in S2201 that the small win end flag is not ON (NO in S2201), it is determined whether the second large prize opening 35 is currently open (S2202). If it is determined in S2202 that the large prize opening is not currently open (NO in S2202), it is determined whether the time (timing) for opening the second large prize opening 35 has arrived, that is, whether the opening time for a small win has passed and the time has come to start the first opening, or whether the interval time between multiple openings has passed and the time has come to start the next opening (S2203).

[0199] If it is determined in S2203 that it is not the timing to open the large prize opening (NO in S2203), the process ends. On the other hand, if it is determined in S2203 that it is the timing to open the large prize opening (YES in S2203), the second large prize device 36 is operated to open the second large prize opening 35 in accordance with the small prize opening pattern (see FIG. 6) (S2204), and the operation of a movable piece (not shown) is started in accordance with a predetermined operation pattern to open the specific area 39 provided in the second large prize device 36 (S2205), and further, a V valid period is set to determine that the detection of the gaming ball by the specific area sensor 39a is valid (S2206), and the process ends. Furthermore, determining that the detection of a game ball by the specific area sensor 39a is valid means that the jackpot flag is turned ON based on the detection of a game ball by the specific area sensor 39a, and determining that the detection of a game ball by the specific area sensor 39a is invalid means that the jackpot flag is not turned ON even if a game ball is detected by the specific area sensor 39a.

[0200] Here, in this embodiment 1, the opening pattern of the second large prize opening 35 in a small win game is set to "1 time" for the number of openings and "1.6 seconds" for the opening time. Also, in this embodiment 1, the operation pattern of the movable piece is set so that the specific area 39 is open for "0.75 seconds" when the second large prize opening 35 starts to open, then is closed for "0.1 seconds", and is again opened for "0.75 seconds", and the specific area 39 is closed when the second large prize opening 35 closes. Furthermore, in this embodiment 1, the V effective period is set to several seconds during the opening of the second large prize opening 35 in a small win game and after the second large prize opening 35 is closed (after the second large prize opening 35 has finished opening in a small win game). The V valid period is set not only while the second large prize opening 35 is open but also for several seconds after the second large prize opening 35 is closed, taking into consideration the possibility that, for example, a gaming ball that enters the second large prize opening 35 just before the opening of the second large prize opening 35 is finished may be detected by the specific area sensor 39a after the second large prize opening 35 is closed (passes through the specific area 39). This makes it possible to prevent problems such as a gaming ball that enters the second large prize opening 35 not winning a jackpot even though it has legitimately passed through the specific area 39. In this embodiment 1, the V valid period is set to "2.6 seconds," and detection of the gaming ball by the specific area sensor 39a is determined to be valid for "1 second" after the second large prize opening 35 is closed in addition to the "1.6 seconds" that the second large prize opening 35 is open during a small prize game.

[0201] If it is determined in S2202 that the second major prize opening 35 is currently open (YES in S2202), it is then determined whether or not the number of balls entering the second major prize opening 35 has reached the specified maximum number of balls (10 in this Example 1) (S2207). If it is determined in S2207 that the specified number of balls has not been reached (NO in S2207), it is then determined whether or not it is time to close the second major prize opening 35, that is, whether or not a specified opening time (see FIG. 6) has elapsed since the second major prize opening 35 was opened (S2208). Then, if it is determined in S2208 that the opening time of the second major prize opening 35 has not elapsed (NO in S2208), the process proceeds to S2211.

[0202] On the other hand, if it is determined in S2207 that the number of balls entering the second large prize opening 35 has reached the specified number of balls (YES in S2207), or if it is determined in S2208 that the opening time of the second large prize opening 35 has elapsed (YES in S2208), the second large prize opening 35 is closed (S2209), the value of the small prize opening counter is decremented by 1 (S2210), and the process proceeds to S2211. Note that in this Example 1, the opening pattern of the second large prize opening 35 in a small prize game is set to the opening count of "1 time" and the opening time of "1.6 seconds," so it is substantially impossible for 10 game balls to enter the second large prize opening 35. For this reason, the possibility of a positive determination being made in the process of S2207 is virtually zero.

[0203] Next, in S2211, it is determined whether or not a gaming ball has been detected by the specific area sensor 39a (whether or not the gaming ball has passed through the specific area 39) (S2211). If it is determined in S2211 that a gaming ball has been detected by the specific area sensor (YES in S2211), the process proceeds to S2220 and subsequent steps shown in FIG. 34, and if it is determined that no detection has occurred (NO in S2211), it is determined whether or not the value of the small win opening counter is "0" (S2212). If it is determined in S2212 that the value of the small win opening counter is not "0" (NO in S2212), the process ends as is. On the other hand, if it is determined in S2212 that the value of the small win opening counter is "0" (YES in S2212), the process proceeds to small win termination processing in S2213. In S2213, as a small win ending process to end the small win game, a small win ending command is set and the small win ending performance is started (S2214). Then, the small win end flag is turned ON (S2315), and the process ends. In this embodiment 1, the small win opening counter becomes "0" when the second large winning opening 35 is opened once.

[0204] In S2201, if it is determined that the small win end flag is ON, that is, that a small win game has been executed and the game ball has not passed through the specific area (YES in S2201), one opening of the second large prize opening 35 has been completed, so it is determined whether the small win ending time has elapsed (S2216), and if it is determined that the ending time has not elapsed (NO in S2216), the processing ends. On the other hand, if it is determined in S2216 that the ending time has elapsed (YES in S2216), the small win end flag is turned OFF (S2217), the small win flag is turned OFF (S2218), and the processing proceeds to S2232. In S2232, it is determined whether the first time-shortened state flag is ON (S2232), and if it is determined that the first time-shortened state flag is not ON (NO in S2232), the processing proceeds to S2219. Also, in S2232, if it is determined that the first time-shortening status flag is ON (YES in S2232), the first time-shortening status flag is turned OFF (S2233), and the process proceeds to S2219. In S2219, the special symbol operation status is set to "1" (S2219), and the process ends. As a result, in the next interrupt process, the special symbol standby process (S1102) will be executed again as the special symbol operation process (Figure 20).

[0205] Furthermore, if a small hit occurs in the second time-saving state, the time-saving flag is not switched from ON to OFF when the small hit game starts. In other words, if a small hit occurs in the second time-saving state or the normal state, the game state does not change before and after the small hit game is executed. On the other hand, if a small hit occurs in the first time-saving state, the game state changes before and after the small hit game is executed. This makes it possible to diversify the game state and increase the interest in the game.

[0206] In S2211, when it is determined that the specific area sensor 39a has detected a gaming ball (YES in S2211), a process for generating a jackpot via a small hit V is performed, that is, a process for ending the small hit game and starting the jackpot game. Specifically, as shown in FIG. 34, it is determined whether the detection of the gaming ball by the specific area sensor 39a is during the V effective period (S2220). Then, in S2220, when it is determined that the detection of the gaming ball by the specific area sensor 39a is during the V effective period (YES in S2220), the small hit flag is turned OFF (S2221), the jackpot flag is turned ON (S2222), and a V passing command is set (S2223). Here, in this embodiment 1, as described above, a small hit flag is provided corresponding to each small hit type. Also, as shown in Figures 6(A) to (C), the type of big win via small win V (5R big win, 10R big win) is determined according to the small win type.

[0207] In addition, in this embodiment 1, as the jackpot flags, there are a special chart 1 jackpot flag A corresponding to the special chart 1 jackpot A, a special chart 1 jackpot flag B corresponding to the special chart 1 jackpot B, a special chart 1 jackpot flag C corresponding to the special chart 1 jackpot C, and a special chart 2 jackpot flag A corresponding to the special chart 2 jackpot A. As the small hit flags, there are a special chart 2 small hit A flag corresponding to the special chart 2 small hit A, a special chart 2 small hit B flag corresponding to the special chart 2 small hit B, a special chart 2 small hit C flag corresponding to the special chart 2 small hit C, and a special chart 2 small hit D flag corresponding to the special chart 2 small hit D. In addition, the jackpot flags that are set when a jackpot occurs via small hit V include a jackpot flag via special chart 2 small hit A corresponding to a jackpot via special chart 2 small hit A, a jackpot flag via special chart 2 small hit B corresponding to a jackpot via special chart 2 small hit B, a jackpot flag via special chart 2 small hit C corresponding to a jackpot via special chart 2 small hit C, and a jackpot flag via special chart 2 small hit D corresponding to a jackpot via special chart 2 small hit D.

[0208] For this reason, in S2222, based on the small hit type of the small hit flag that is turned OFF in S2221, i.e., the small hit type of the small hit flag that is turned ON in S1308 or S1608, the corresponding jackpot flag for the V jackpot type via small hit (either the jackpot flag via special chart 2 small hit A, the jackpot flag via special chart 2 small hit B, the jackpot flag via special chart 2 small hit C, or the jackpot flag via special chart 2 small hit D) is turned ON (S2222).

[0209] In S2224, based on the jackpot flag that was turned ON in S2222, the value of the round counter that counts the number of rounds executed during jackpot game is set, and the number of openings per round and opening time (see Figure 6) of the first large prize opening 30 are set (S2224). In this Example 1, as shown in Figures 6(A) to (C), the number of rounds of the jackpot game related to the jackpot via small prize V is either "5R" or "10R", so in S2224, the value of the round counter is set to either "4" or "9" obtained by subtracting the number of openings performed in the small prize game, and the number of openings per round and opening time of the second large prize opening are set to "1 time" and "25 seconds".

[0210] After completing the processing of S2224, in order to start the jackpot game, the opening command for the jackpot is set (S2225), the opening performance of the jackpot game is started (S2226), and the special chart operation status is set to "4" (S2227). Note that this opening command can be a command that can be identified as an opening command related to the jackpot game that is executed when the game ball passes through the V based on the small jackpot game (also called the "small jackpot V").

[0211] On the other hand, if it is determined in S2220 that the specific area sensor detected a gaming ball outside the V valid period (NO in S2220), the current detection of the gaming ball by the specific area sensor 39a is not valid and there is a possibility of fraud, so error processing is performed (S2227) without generating a V jackpot via a small jackpot, and processing ends as is. Examples of error processing include issuing an abnormal state notification indicating that the specific area sensor 39a detected a gaming ball outside the V valid period, or temporarily halting (interrupting) processing related to special symbol variation, such as obtaining various random numbers based on the ball entering the first start hole 20 or the second start hole 21, or determining whether the special symbol is a hit or miss. In addition, the abnormal state notification or temporary suspension of game progress due to the execution of error processing may be released by the establishment of a predetermined release condition, such as the passage of time, restarting the power, or clearing the RAM.

[0212] [Game status setting process] As shown in Figures 35 and 36, the game status setting process (S2121) first determines whether the game status at the time of a jackpot (when a jackpot is determined by the special symbol hit determination, or when the game ball passes through a specific area during a minor jackpot game) was in a time-saving state (whether the time-saving flag was ON or OFF, or whether the game status was in a high base state or a low base state) (S2301). For example, by determining whether the second time-saving state flag is ON, whether the first time-saving state flag is ON, and the type of jackpot flag, it is possible to determine whether the game status at the time of a jackpot game was in a time-saving state. This is because, even if the jackpot type is the same, the game status after the jackpot game ends can be set to a different game status (game status duration) depending on the jackpot type related to the jackpot game currently executed and the game status at the time of the jackpot.

[0213] For example, when determining whether the game state at the time of a jackpot was in the time-shortened state, if the second time-shortened state flag is ON, it can be determined that the time-shortened state at the time of the jackpot was the time-shortened state, regardless of the type of jackpot. Also, if the first time-shortened state flag is ON, and the result of the special symbol hit / miss judgment is a jackpot (a direct jackpot), it can be determined that the time-shortened state at the time of the jackpot was the time-shortened state. On the other hand, if the jackpot was a V jackpot via a small hit, it can be determined that the time-shortened state at the time of the jackpot was not the time-shortened state. Also, if both the first time-shortened state flag and the second time-shortened state flag are OFF, it can be determined that the game state at the time of the jackpot was not the time-shortened state (normal state), regardless of the type of jackpot.

[0214] In S2301, if it is determined that the game state at the time of the jackpot is not in the time-saving state, that is, the game state at the time of the jackpot (when the jackpot is hit directly or when the V passes after the small jackpot) is in the low base state (NO in S2301), then it is determined whether the jackpot was achieved by passing through a specific area, that is, whether it was a jackpot via a small jackpot (S2302). In S2302, if it is determined that the jackpot was not achieved by passing through a specific area, that is, the result of the special symbol hit / miss judgment is a jackpot (a direct jackpot) (NO in S2302), it is determined whether the jackpot type is special symbol 2 jackpot A (S2303). If it is determined in S2303 that the jackpot type is Special Chart 2 Jackpot A (YES in S2303), the time-saving counter is set to "500" (S2304), and it is determined whether the first time-saving state flag is ON (S2324). If it is determined that the first time-saving state flag is ON (YES in S2324), the time-saving flag is turned ON (S2305), the second time-saving state flag is turned ON (S2306), and processing ends. If it is determined in S2324 that the first time-saving state flag is not ON (NO in S2324), processing proceeds to S2305. As a result, the game state after the jackpot game ends is set to the second time-saving state.

[0215] In S2303, if it is determined that the jackpot type is not Special Chart 2 Jackpot A, that is, it is any of Special Chart 1 Jackpot A to C (NO in S2303), the time-saving counter is set to "90", "50", or "5" depending on the jackpot type (S2307), the time-saving flag is turned ON (S2308), the first time-saving state flag is turned ON (S2309), and processing ends. As a result, the game state after the jackpot game ends is set to the first time-saving state.

[0216] In S2302, if it is determined that the jackpot was a result of passing through a specific area, that is, the result of the special symbol hit / miss judgment was a small hit and the jackpot occurred by passing through a specific area during small hit play (small hit via V) (YES in S2302), the time-saving counter is set to "90" or "50" depending on the small hit type (jackpot type) (S2310), the time-saving flag is turned ON (S2311), the first time-saving state flag is turned ON (S2312), and processing ends. As a result, the game state after the jackpot play ends is set to the first time-saving state.

[0217] In S2301, if it is determined that the game state at the time of the jackpot is in the time-saving state, that is, the game state at the time of the jackpot (when the jackpot is hit directly or when the V passes after the small jackpot) is in the high base state (YES in S2301), then it is determined whether the jackpot was achieved by passing through a specific area, that is, whether it was a jackpot via a small jackpot (S2313). In S2313, if it is determined that the jackpot was not achieved by passing through a specific area, that is, the result of the special symbol hit / miss judgment was a jackpot (a direct jackpot) (NO in S2313), it is determined whether the jackpot type is special symbol 2 jackpot A (S2314). If S2314 determines that the jackpot type is Special Chart 2 Jackpot A (bonus event) (YES in S2314), the time-saving counter is set to "500" (S2315), and it is determined whether the first time-saving state flag is ON (S2326). If it is determined that the first time-saving state flag is ON (YES in S2326), the first time-saving state flag is turned OFF (S2327), the time-saving flag is turned ON (S2316), the second time-saving state flag is turned ON (S2306), and processing ends. If S2326 determines that the first time-saving state flag is not ON (NO in S2326), processing proceeds to S2316. As a result, the game state after the jackpot game ends is set to the second time-saving state.

[0218] In S2314, if it is determined that the jackpot type is not Special Chart 2 Jackpot A, that is, it is one of Special Chart 1 Jackpots A to C (NO in S2314), regardless of the jackpot type, the time-saving counter is set to "90" (S2318), the time-saving flag is turned ON (S2319), the second time-saving state flag is turned ON (S2320), and processing ends. As a result, the game state after the jackpot game ends is set to the second time-saving state. In this embodiment, if a jackpot occurs in a high base state, if the jackpot type is Special Chart 2 Jackpot A, the time-saving counter is set to "500", and if it is Special Chart 1 Jackpot A to C, the time-saving counter is set to "90". In addition to this, if a jackpot occurs in a high base state, the time-saving counter may be set to "500" regardless of whether the jackpot type is Special Chart 2 Jackpot A or Special Chart 1 Jackpot A to C. In other words, if the result of the special symbol hit / miss judgment in a high base state is a jackpot, all may be transitioned to the second time-saving state, which is most advantageous to the player (the time-saving state lasts longer). This allows the player to play with a sense of security.

[0219] If S2313 determines that the jackpot occurred due to passing through a specific area, i.e., the result of the special symbol hit / miss determination was a small hit and the jackpot occurred by passing through a specific area during small hit play (V via small hit), regardless of the small hit type (jackpot type), the time-saving counter is set to "90" (S2310), the time-saving flag is turned ON (S2311), the second time-saving state flag is turned ON (S2312), and processing ends. As a result, the game state after the jackpot play ends is set to the second time-saving state. As a result, if a jackpot occurs during the second time-saving state via a small hit, the set period of the time-saving state (average value) becomes longer than the first time-saving state, and the second time-saving state continues thereafter. This allows the player to feel at ease, aim for a large gaming profit, and increase their interest in the game.

[0220] The value of this time-saving counter is subtracted by 1 each time the special symbol is displayed, and when the counter value reaches "0", the game state changes from a high base state to a low base state.

[0221] [Pending ball processing] As shown in Figure 11, the game control microcomputer 81 performs the reserved ball count process (S207) following the special symbol operation process (S206). In the reserved ball count process (S207), as shown in Figure 37, first, the reserved ball count for special symbol 1, the reserved ball count for special symbol 2, and the reserved ball count for normal symbols stored in the RAM of the main control board 80 are read (S2501). Next, the reserved ball count data (reserved ball count command for transmitting the reserved ball count information to the sub-control board 90, etc.) is set in the output buffer of the RAM (S2502).

[0222] [Power off monitoring process] As shown in Fig. 11, the game control microcomputer 81 performs the reserved ball count process (S207) followed by the power-off monitoring process (S208). In the power-off monitoring process (S208), as shown in Fig. 38, first, it determines whether or not a power-off signal has been input (S2601), and if there is no input (NO in S2601), the process ends. On the other hand, if there is a power-off signal input (YES in S2601), data regarding the current state of the gaming machine (whether or not the game is in a special mode, whether or not a winning game is in progress, how many reserved balls there are, how many times the special mode / time-saving mode has remaining, etc.) is stored in RAM (S2602), the power-off flag is turned ON (S2603), and then the process loops without returning to the interrupt process (Fig. 11).

[0223] [Sub-control main processing] Next, the operation of the performance control microcomputer 91 will be described with reference to Figures 39 to 45. The counters, flags, status, buffers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the RAM of the sub-control board 90 (sub-controller). When the power to the pachinko gaming machine 1 is turned on, the performance control microcomputer 91 provided in the sub-control board 90 reads out and executes the sub-control main processing program shown in Figure 39 from the ROM of the sub-control board 90. As shown in the figure, the sub-control main processing first performs CPU initialization processing (S4001). The CPU initialization processing (S4001) performs stack setting, constant setting, CPU 92 setting, SIO, PIO, CTC (interrupt time controller), etc. setting, and resetting of various flags, status, and counters.

[0224] Next, in S4002, it is determined whether the power-off signal is ON and the contents of the RAM of the sub-control board 90 are normal (S4002). If the result of this determination is NO (NO in S4002), the RAM of the sub-control board 90 is initialized (S4003), and the process proceeds to S4004. On the other hand, if the result of the determination is YES (YES in S4002), the RAM of the sub-control board 90 is not initialized and the process proceeds to S4004. That is, if the power-off signal is not ON, or if the power-off signal is ON but the contents of the RAM are not normal (NO in S4002), the RAM of the sub-control board 90 is initialized. However, if the power-off signal is ON due to a power outage or the like but the contents of the RAM are maintained normal (YES in S4002), the RAM is not initialized. When the RAM is initialized, various flags, status, and counter values ​​are reset. Note that S4001 to S4003 are executed only once after power is turned on (when power is turned on) and are not executed thereafter.

[0225] In S4004, interrupts are prohibited. Next, a random number seed update process is executed (S4005). In the random number seed update process (S4005), the values ​​of various random number counters for determining effects are updated. The updated random number counter values ​​are sequentially stored in a predetermined update value storage area (not shown) in the RAM of the sub-control board 90. The random numbers for determining effects include a preview effect determination random number that determines preview effects and a performance pattern determination random number that determines performance patterns. The random numbers can be updated in the same manner as the random number update process performed by the main control board 80 described above. Instead of incrementing the random number value by one, the update can be performed by incrementing by two. The performance determination random numbers are acquired at a predetermined timing. This timing can be, for example, when a control signal (a start ball entry command) notifying that a starting ball has been entered is sent from the main control board 80, when a control signal (a change start command) notifying the start of a change is sent from the main control board 80, or when a change performance pattern, as described below, is determined. The acquired random numbers for determining the effects are stored in a predetermined random number counter value storage area (not shown) of the RAM of the sub-control board 90. In this embodiment 1, the random numbers for determining the preview effects include a random number for determining a conversation preview, a random number for determining a step-up preview, a random number for determining a pseudo-variation preview, a random number for determining a moving part preview, and a random number for determining a pre-announcement effect, and the preview effects to be executed are determined using the acquired values ​​of these random numbers for determining the preview effects and each preview determination table (not shown).

[0226] When the random number seed update process (S4005) is completed, a command transmission process is executed (S4006). In the command transmission process, various commands (control signals) stored in the output buffer in the RAM of the sub-control board 90 are transmitted to the image control board 100, the sound control board 106, and the lamp control board 107. Each control board (each control unit) that receives the command executes various effects (such as effect symbol game effects and special game effects associated with big win and small win games) using various effect devices (such as the image display device 7, speaker 67, board lamp 5, frame lamp 66, and movable decorative member 14) in accordance with the received command. The effect control microcomputer 91 then enables an interrupt (S4007). Thereafter, steps S4004 to S4007 are looped. While the interrupt is enabled, the reception interrupt process (S4008), the 2 ms timer interrupt process (S4009), and the 10 ms timer interrupt process (S4010) can be executed.

[0227] [Receive interrupt processing] In the reception interrupt process (S4008), as shown in Fig. 40, it is determined whether or not the strobe signal (STB signal) is ON, i.e., whether or not the strobe signal sent from the main control board 80 has been input to the external INT input section of the performance control microcomputer 91 (S4101). If it is determined in S4101 that the strobe signal is not ON (NO in S4101), the process ends. On the other hand, if it is determined in S4101 that the strobe signal is ON (YES in S4101), the various commands sent from the main control board 80 are stored in the RAM of the sub-control board 90 (S4102), and the process ends. This reception interrupt process (S4008) is executed with priority over other interrupt processes (S4009, S4010).

[0228] [2ms timer interrupt processing] The 2 ms timer interrupt process (S4009) is executed each time an interrupt pulse with a 2 ms cycle is input to the sub-control board 90. As shown in FIG. 41, the 2 ms timer interrupt process (S4009) first performs input processing (S4201) to create switch data (edge ​​data and level data) based on the detection signals from the performance button detection switches 63c and 63d. This is followed by lamp data output processing (S4202) to output lamp data created in the 10 ms timer interrupt process (described below). Next, drive data output processing (S4203) is performed to create and output drive data for driving the movable decorative member 14. Finally, watchdog timer processing (S4204) is performed to reset the watchdog timer.

[0229] [10ms timer interrupt processing] The 10 ms timer interrupt process (S4010) is a process that is executed each time an interrupt pulse with a 10 ms period is input to the sub-control board 90. As shown in FIG. 42, the 10 ms timer interrupt process (S4010) first performs a received command analysis process (S4301) described later. Next, a firing notification process is performed after the jackpot game ends (S4302). This firing notification process (S4302) after the jackpot game ends is a process for controlling (adjusting) the execution timing of the firing notification effect that suggests returning the firing direction from the right playing area to the left playing area, i.e., changing from right hitting to left hitting, on the condition that the second special symbol hold (second effect hold information) exists, when the game state after the jackpot game ends is set to a low base state.

[0230] Next, illumination control processing is performed to create lamp data to be output (data that controls the lighting of the panel lamps 5 and frame lamps 66) and manage the performance time (S4303). Next, switch state acquisition processing is performed to store the switch data created in the 2 ms timer interrupt processing in the RAM of the sub-control board 90 as switch data for the 10 ms timer interrupt processing (S4304). Next, switch processing is performed to set the display content of the display screen 7a, etc., based on the switch data stored in the switch state acquisition processing (S4305). After that, other processing is performed, such as updating the random numbers for determining the performance (S4306).

[0231] [Received command analysis process] 43 and 44, in the received command analysis process (S4301), first, the performance control microcomputer 91 determines whether or not it has received a start ball scoring command from the main control board 80 (main control unit) (S4401), and if it determines that it has received the start ball scoring command (YES in S4401), it performs a ball scoring performance start process (S4402) and proceeds to the process of S4403. If it determines in S4401 that it has not received the start ball scoring command (NO in S4401), it proceeds to the process of S4403 without performing the ball scoring performance start process. This ball-entry performance start process is executed when a start ball entry command indicating that a ball has entered the start gate (first start gate 20 or second start gate 21) is received from the main control unit.By performing this process, the sub-control unit 90 stores unconsumed performance hold information in the performance hold memory unit (first performance hold memory unit 104 and second performance hold memory unit 105), performs display control (control over the number of displays and changes in the display mode of the performance holds) of the performance holds (first performance hold 9a and second performance hold 9b) displayed on the display screen 7a of the image display device 7, and performs so-called pre-reading performance (also called "pre-performance") based on the information obtained by the main control unit when the ball enters the start gate.

[0232] When a gaming ball enters the first starting hole 20, information indicating the acquired information acquired based on the ball entering the first starting hole 20 is transmitted from the main control unit 80 to the sub-control unit 90, and is added and stored in the first effect hold memory unit 104 of the sub-control unit 90 as unconsumed effect hold information (effect information). The upper limit of the number of hold effect information (also referred to as "first effect hold") stored in the first effect hold memory unit is set to the same number (4) as the number of first special symbol holds stored in the first special symbol hold memory unit, and the number of hold effect information stored at any given time is also set to the same. The upper limit of the number of hold effect information (also referred to as "second effect hold") stored in the second effect hold memory unit is set to the same number (4) as the number of second special symbol holds stored in the second special symbol hold memory unit, and the number of hold effect information stored at any given time is also set to the same. When a variation start command (described below) is received, if it indicates a first special symbol, the oldest effect hold information stored in the corresponding first effect hold memory unit 104 is deleted. The same applies when the game ball enters the second starting hole 21.

[0233] In S4403, it is determined whether or not a fluctuation start command has been received from the main control unit (S4403), and if it is determined that a fluctuation start command has been received (YES in S4403), the fluctuation performance start processing described below is performed (S4404), and the process proceeds to S4407. If it is determined that a fluctuation start command has not been received in S4403 (NO in S4403), the process proceeds to S4407 without performing the fluctuation performance start processing. In S4407, it is determined whether or not a fluctuation stop command has been received from the main control unit (S4407), and if it is determined that a fluctuation stop command has been received (YES in S4407), the fluctuation performance end processing described below is performed (S4408), and the process proceeds to S4409. If it is determined that a fluctuation stop command has not been received in S4407 (NO in S4407), the process proceeds to S4409 without performing the fluctuation performance end processing.

[0234] Next, at S4409, it is determined whether or not an opening command has been received from the main control unit (S4409). If it is determined that an opening command has been received (YES at S4409), opening command reception processing is performed (S4410) and the process proceeds to S4411. If it is determined that an opening command has not been received at S4409 (NO at S4409), the process proceeds to S4411 without performing opening command reception processing. At S4411, it is determined whether or not an ending command has been received from the main control unit (S4411). If it is determined that an ending command has been received (YES at S4411), ending command reception processing is performed (S4412) and the process proceeds to S4413. On the other hand, if it is determined that an ending command has not been received at S4411 (NO at S4411), the process proceeds to S4413 without performing ending command reception processing.

[0235] Next, the process determines whether a V-pass command (a command indicating V-pass based on the occurrence of a small win game) has been received from the main control unit (S4413). If it is determined that a V-pass command has been received (YES in S4413), the process sets a V-pass notification command (S4414) and proceeds to S4415. The V-pass command is a command sent from the main control board 80 to the sub-control board 90 to notify that the result of the special symbol hit / miss determination is one of Special Symbol 2 Small Hits A to D, and that the game ball that entered the second large prize opening during the small win game has passed through a specific area during the V-valid period. When the V-pass notification command is sent to the image control board 100 (image control unit) or the like in the command sending process (S4006), the CPU of the image control board 100 reads predetermined image information from the ROM of the image control board 100 and continues the big win game presentation on the display screen 7a of the image display device 7. This notifies the player that the game ball has passed through the specific area 39 and that a jackpot game will be executed. On the other hand, if a V passing command is not received during the V valid period, a word such as "End" is displayed on the display screen 7a of the image display device 7, and the jackpot game presentation ends without starting the jackpot game. If it is determined in S4413 that a V passing command has not been received (NO in S4413), the process proceeds to S4415 without setting a V passing notification command. In S4415, other processes are executed and the process ends.

[0236] In addition, even if the gaming ball detects a specific area outside the V valid period, a V passing command including information that can identify that the game ball passed outside the V valid period may be received. As a result, based on the reception of the V passing command outside the valid period, an error notification can be made using the speaker 67, image display device 7, frame lamp 66, board lamp 5, etc. controlled by the sub-control unit 90.

[0237] [Variable performance start processing] 45, in the variable performance start process (S4404), first, in S4501, the performance control microcomputer 91 performs a performance determination random number acquisition process (S4501) to acquire performance determination random numbers such as a preview performance determination random number and a performance pattern determination random number. Specifically, in this embodiment, the preview performance determination random numbers include a conversation preview determination random number (also referred to as a "first preview performance determination random number"), a step-up preview determination random number (also referred to as a "second preview performance determination random number"), a character preview determination random number (also referred to as a "third preview performance determination random number"), a moving part preview determination random number (also referred to as a "fourth preview performance determination random number"), and a pre-announcement performance determination random number ("fifth preview performance determination random number"). When a variable start command is received from the main control unit 80, the microcomputer 91 performs the process of S4501 to acquire a predetermined value (acquired information) from each random number. In addition, in the preview performance setting process (S4506) described below, the preview performance (conversation preview, step-up preview, character preview, moving part preview, advance preview) to be executed in conjunction with the changing display of the performance pattern (special pattern) is determined based on this acquired value.

[0238] Next, in S4502, the effect control microcomputer 91 analyzes the variation start command (S4502). The variation start command includes a variation pattern designation command (information designating a variation pattern) that designates the variation pattern selected in the variation pattern selection process for the first special symbol or the second special symbol. The information designating the variation pattern includes the variation pattern information (P1 to P17) shown in FIG. 9, game status information designating the current game status, the determination result of the first special symbol hit / miss determination or the second special symbol hit / miss determination, and pattern information designating the type of win (see FIG. 8). The variation pattern information, game status information, pattern information, etc. can also be used in other processes other than the variation effect start process executed thereafter.

[0239] Next, at S4503, the performance control microcomputer 91 refers to the current mode status (S4503). The mode status is used to determine the performance mode to be executed. The mode status is a value between "1" and "5," and each value is assigned to a performance mode A to E.

[0240] Here, the presentation mode refers to the type of presentation on the image display device 7, and different presentation modes result in some or all of different presentation modes for game presentations such as preview presentations and reach presentations. Specifically, images displayed on the image display device 7 may differ, such as different characters, items, and background images, and the presentation symbol game presentation may also be executed in a manner corresponding to the presentation mode. Furthermore, when multiple game presentations (preview presentations, reach presentations, etc.) are provided, different game presentations may be executed depending on the presentation mode. In this embodiment, presentation modes A, D, and E are executed when the game is controlled to a low base state, and presentation mode B is executed when the game is controlled to a high base state. Presentation mode C is executed when the game is controlled to a low base state after a jackpot game ends and the second special symbol is displayed in a variable manner. Therefore, by checking which presentation mode is A, B, or C, the player can understand the current game status.

[0241] Next, in S4504, a variable effect pattern determination table is set to determine the variable effect pattern (also called "effect pattern") of the image display device 7, the board lamp 5, the movable decorative member 14, etc. controlled by the effect control microcomputer 91 (S4504). Specifically, as a variable effect pattern determination table, a variable effect pattern determination table (not shown) for determining the variable effect pattern is set based on the variable pattern designation command received from the main control unit 80. In this embodiment, different variable effect pattern determination tables are set depending on the game state and the effect mode.

[0242] Next, in S4505, based on the variable presentation pattern table set in S4504, a variable presentation pattern that matches the specified variable pattern and corresponds to the presentation mode indicated by the referenced mode status is selected (S4505). Also, in S4505, among the variable presentation patterns, the variation mode of the presentation pattern displayed in the presentation pattern display area 7b (mode of presentation pattern game presentation) is mainly determined. As a result, in the presentation pattern game presentation, a case where a reach presentation is executed (reach presentation pattern game presentation), a case where a character presentation using a specific character is executed (character presentation pattern game presentation), and a case where a reach presentation or character presentation is not executed (no reach presentation pattern game presentation) are set.

[0243] In addition, in the pachinko game machine 1 of this embodiment, a plurality of reach effects (normal reach effect, super reach effect, etc.) and character effects are set as the variation mode of the performance symbols, and in S4505, it is determined which of these effects will be performed or whether these effects will not be performed (this is also called "normal variation") based on the performance symbol variation mode determination table. Then, it is possible to determine which of these effects will be performed and to perform a pre-announcement effect that suggests in advance the occurrence of the effect to be performed.

[0244] Here, when the super reach effect is executed as a game effect, it is set so that the possibility of a jackpot is higher than when the normal reach effect is executed. In other words, it can be said that the super reach effect is a game effect with a higher jackpot reliability (possibility of a jackpot) than the reach (normal reach) effect.

[0245] Next, in S4506, a process for setting the preview performance, etc. is performed. In the process for setting the preview performance, etc. (S4506), it is determined which of the preview performance types will be used in the variable performance pattern based on the performance determination random number obtained in S4501. It also determines the performance pattern to be displayed as stopped (also called the "stop performance pattern"). The variable performance pattern is determined by these processes (S4505 and S4506).

[0246] Next, in S4507, a variable presentation start command is set to start a presentation pattern game presentation, etc. based on the variable presentation pattern selected in S4505 and S4506 (S4507), and the variable presentation start processing is terminated.

[0247] In addition, when the variable effect start command set in S4505 is sent to the image control board 100 by the command sending process (S4006), the CPU of the image control board 100 reads out a predetermined effect image from the ROM of the image control board 100 and performs an effect pattern game effect on the display screen 7a of the image display device 7.

[0248] The effect symbols displayed as a result of the effect symbol game effect may be, for example, a repeating odd number such as "777" when the result of the special symbol hit / miss determination is a 15R jackpot, or a repeating even number such as "666" when other jackpots (4R jackpot, 6R jackpot) are achieved. Also, for small jackpots, predetermined chance symbols such as "135" or symbols specifically for small jackpots such as "3☆3" may be displayed. Furthermore, when a reach is reached and a miss occurs, a random number such as "787" is selected in which one of the three effect symbols is different from the other symbols. When a reach is reached and a miss occurs, a random number such as "635" is selected in which at least one of the three effect symbols is different from the other symbols. The above-mentioned stop display mode of the effect symbols is merely an example, and the stop effect symbols displayed when a jackpot, small jackpot, or miss occurs can be changed as needed.

[0249] Next, using Figures 46 to 48, we will explain the game presentation (jackpot game presentation, small win game presentation) that is executed on the display screen 7a when the result of the special symbol hit / miss judgment is a big hit or a small hit. Figures 46(a) to 46(c) show the game presentation when the result of the special symbol hit / miss judgment is a big hit. Figure 46(a) shows a scene in which, in a predetermined game state (e.g., normal state), a first special symbol hit / miss judgment is executed based on the ball entering the first starting hole, and the result of the first special symbol hit / miss judgment is a hit (a big hit (e.g., special symbol 1 big hit A)), and after the display of the display pattern 8 is performed for a predetermined time on the display screen 7a, a three-digit identical winning presentation pattern ("777", a big hit presentation pattern) is displayed stationary. The display of this winning presentation pattern is also called a winning notification presentation 201 (winning presentation pattern combination).

[0250] FIG. 46(b) shows a scene a predetermined time after FIG. 46(a), in which the player is instructed on the direction of the ball launch to execute a jackpot game (winning game) based on the execution of the winning notification effect 201 in FIG. 46(a). In the normal state, the game is executed by hitting left, and in the jackpot game, small jackpot game, and time-saving state, the game is executed by hitting right. Therefore, based on the execution of a jackpot game, an instruction to "hit right" is given. Specifically, a specific character 210 is displayed on the left side of the display screen 7a, and a first launch direction notification effect 202 is executed to the right of the specific character 210. In the first launch direction notification effect 202, a right arrow indicating the launch of the ball into the right playing area and the words "hit right" are displayed below the right arrow, suggesting that the ball be launched into the right playing area. This scene in Figure 46(b) continues from before the start of the jackpot game until just after the start of the jackpot game (until a predetermined time has passed or until a ball is detected entering the large prize opening). In addition, this first launch direction notification effect 202 indicates to the player that the jackpot game will be executed (start). Note that the jackpot game and the small jackpot game are collectively referred to simply as "jackpot game".

[0251] FIG. 46(c) shows a display mode displayed during the jackpot game after a predetermined time has elapsed since FIG. 46(b). On the left side of the display screen, the same specific character 210 as in FIG. 46(b) is displayed in a different display mode from that displayed in FIG. 46(b). On the right side of the display screen, a second firing direction notification effect 203 is executed. In the second firing direction notification effect 203, the characters "right hit" and a right arrow are displayed in a different display mode from those displayed in FIG. 46(b). Below the characters "right hit" and the right arrow, a round display section is provided, displaying five "circles" indicating the number of rounds. This indicates that the jackpot game is five rounds long. Also, an earned profit display section 205 is provided at the bottom of the display screen, displaying "35 points" and indicating the amount of gaming profit awarded to the player (the number of gaming balls paid out).

[0252] Next, using Figures 46(d) to (f) and Figure 47(g), we will explain the game presentation when a small win is achieved and a small win game is executed, and the game ball passes through a specific area. Figure 46(d) shows a scene in which, in a predetermined game state (for example, the first time-saving state), a second special symbol hit / miss judgment is executed based on the ball entering the second starting hole, and the result of the second special symbol hit / miss judgment is a hit (small hit (for example, special symbol 2 small hit A)), and after the display of the display pattern 8 is performed for a predetermined time on the display screen 7a, the same three-digit winning performance pattern ("333", winning performance pattern, small win performance pattern) is stopped and displayed. In addition, the display of this winning performance pattern is also called a winning notification performance 201 (winning pattern combination).

[0253] FIG. 46(e) shows a scene after a predetermined time has elapsed since FIG. 46(d), in which the player is instructed on the direction in which to launch the game ball to execute a small win game (win game) based on the execution of the win notification effect 201 in FIG. 46(d). As described above, a win game (big win game, small win game) is executed by hitting to the right. Therefore, the instruction to "hit right" is given based on the execution of a win game (small win game). Specifically, a specific character 210 is displayed on the left side of the display screen 7a, and a first launch direction notification effect 202 is executed to the right of the specific character 210. In the first launch direction notification effect 202, a right arrow indicating the launch of the game ball into the right play area and the words "hit right" are displayed below the right arrow. That is, the first launch direction notification effect (launch direction notification effect) executed before the start of the winning game shown in Figure 46(e) is common to both the big win (Figure 46(b)) and the small win (Figure 46(e)). Also, this scene in Figure 46(e) continues from a predetermined time before the start of the small win game until the start of the small win game.

[0254] FIG. 46(f) shows a display mode displayed during the execution of a small win game after a predetermined time has elapsed since FIG. 46(e). In addition to the display mode of FIG. 46(e), FIG. 46(f) includes a remaining time display 206 in the lower display area of ​​the display screen, which displays the remaining time 206a in real time (as a subtraction display). The remaining time display in the remaining time display indicates the remaining time of the small win game, and the player must cause the game ball to enter the second large prize entry slot and pass through the specified area before the remaining time reaches "0," i.e., during the execution period of the small win game. In both the case of a big win and a small win, a win notification effect 201 (a winning symbol combination) is executed, followed by a common first launch direction notification effect 202. However, the presence or absence of the remaining time display 206 is the difference between a big win and a small win. If the game ball passes through a specific area during a small win game (before the remaining time reaches "0"), a big win will occur at that point, and the game will immediately transition to the big win game presentation shown in Figure 47(g) without executing the first launch direction notification presentation 202 in Figure 46(b) again.

[0255] Figure 47(g) shows a scene in which a game ball enters the second large prize entry slot during the small win game shown in Figure 46(f), passes through a specific area, and triggers a jackpot, starting the jackpot game. In this embodiment, the jackpot game presentation executed in a jackpot game that results from a small win is set to the same display mode as the jackpot game presentation executed when the result of the special symbol hit / miss determination is a jackpot. However, this is not limited to this mode, and the display mode of the jackpot game presentation may be different when the jackpot results from a small win and when the result of the special symbol hit / miss determination is a jackpot. Since the jackpot game shown in Figure 47(g) is a 10-round jackpot, the number of "○"s displayed in the round display section is 10. The other display modes are the same as those in Figure 46(c), so explanations are omitted.

[0256] As described above, the pachinko gaming machine 1 of this embodiment has a high base state (time-shortened state, first time-shortened state, second time-shortened state) and a low base state (normal state) as game states, and can change the game state based on whether the result of the special symbol hit / miss determination is a jackpot or a small hit. In particular, the change of the game state from the low base state (normal state) to the high base state (time-shortened state, first time-shortened state, second time-shortened state) is executed after the end of a jackpot game. The pachinko gaming machine 1 of this embodiment has a function to change the game state from the low base state (normal state) to the high base state (time-shortened state, first time-shortened state, second time-shortened state) without going through a jackpot or a small hit, rather than changing the game state through such a jackpot or a small hit.

[0257] Specifically, after the jackpot game ends or when the power is turned on (when the power is turned on after the RAM is cleared), the game state is changed from a low base state (normal state) to a high base state (time-shortened state, first time-shortened state, second time-shortened state) based on the fact that the variable display of the special symbol has been executed a predetermined specific number of times (for example, 550 times) (however, the result of the special symbol hit / miss judgment is a miss). Also, there is provided a counting means for counting the number of times the variable display of the special symbol has been executed since the jackpot game ends or when the power is turned on (when the power is turned on after the RAM is cleared), and if the result of the special symbol hit / miss judgment is a jackpot before the variable display of the special symbol has been executed a predetermined specific number of times, the count of the specific number of times is reset.

[0258] Furthermore, when the count value of the counting means reaches a specific number of times, the game state is changed from a low base state (normal state) to a high base state (time-shortened state, first time-shortened state, second time-shortened state). The game state may be changed to the second time-shortened state from the high base state. The set period of the second time-shortened state may be set to a period of the same length as the longest period of the time-shortened state set after a jackpot game (for example, 500 times), or may be set to a period longer than the longest period of the time-shortened state set after a jackpot game (for example, 800 times). Alternatively, the count of the specific number of times may be reset when the result of the special symbol hit / miss determination is a jackpot or a small hit. The count of the specific number of times may be reset when a jackpot game is played. The count of the specific number of times may be reset when a jackpot game or a small hit game is played.

[0259] Furthermore, the specified number of times is set to be longer than the longest period of the time-saving state set after a jackpot game. This allows the game to transition from a low base state (normal state) to a high base state (time-saving state, first time-saving state, second time-saving state) by reaching the specified number of times, even if the time-saving state transitions to a normal state without a jackpot during that time-saving state. This function protects players who have not won a jackpot even after playing for a long time by providing them with an advantageous gaming state without going through a jackpot. Furthermore, this makes it difficult for players to stop playing when the number of times the special symbols change approaches the specified number of times, thereby improving the operating rate of the gaming machine.

[0260] The aforementioned game state change function will be explained using Figures 47(a) through (e) and Figures 48(f) through (i). Figure 47(a) shows a scene in which, in the normal state, a first special symbol hit determination is performed and a display of a variable effect symbol is performed based on the result of the first special symbol hit determination. As shown in Figure 47(a), three first effect holds 9a ("circle" symbols) are displayed in the first effect hold display area 9c (first effect hold display unit) in the lower left of the display screen 7a. This indicates that there are three pieces of unconsumed information (such as special symbol hit determination random numbers) acquired based on balls entering the first starting hole 20 and stored. Furthermore, in the variable symbol display area 9e in the lower center of the display screen 7a, one variable symbol 9f is displayed as a "circle" symbol slightly larger than the first effect hold 9a. This variable symbol display area 9e displays a variable symbol 9f indicating that a variable display is currently being performed. Depending on the display mode of this variable picture 9f, the result of the currently executed variable display may indicate the possibility of a big win (stop display of a big win picture).

[0261] Figure 47(b) shows a scene in which, as a result of the variable display of the effect symbol 8 shown in Figure 47(a), a losing effect symbol ("367") in which at least one of the three effect symbols is different from the other effect symbols is displayed. In other words, this is a variable display of the effect symbol executed based on the result of the first special symbol hit / miss judgment. Figure 47(c) shows a scene in which the variable display of the next effect symbol has begun based on the end of the variable display of the effect symbol in Figure 47(b). A chance period display section 207 is displayed at the top of the display screen 7a, and the chance period display section 207 displays the remaining number of times (remaining period) until the game state changes from a low base state (unfavorable state) to a high base state (advantageous state).

[0262] The chance period display unit 207 displays "50 more spins!" As a result, if the result of the effect symbol variation display continues to be a miss (as the miss variations are continuously executed) for the remaining 50 spins, the miss variations will have been executed a specific number of times (550 times) in succession (the special condition will be met), and the game state will change to a high base state (the chance period will begin) without a jackpot, and the player will be notified. In this way, when the number of times remaining until the count value of the counting means reaches the specific number of times (550 times) reaches the first number (50 times), the chance period display unit 207 is displayed to notify the player of the remaining number of times. The high base state, which is executed by the specific number of consecutive miss variations, is the second time-shortened state, which is the most advantageous game state set in this pachinko gaming machine. Therefore, when the chance period display unit 207 is displayed, some players may play with a different gaming sensation than before the chance period display unit 207 is displayed, such as playing in the hope of a miss rather than a jackpot. This allows for a variety of gameplay and increases the enjoyment of the game.

[0263] Furthermore, when the chance period display section is displayed, the specific character 210 that is displayed in conjunction with the aforementioned big win game or small win game is displayed, suggesting that the current state (game situation) is advantageous to the player. This allows the player to intuitively feel that they are in an advantageous position, increasing their interest in the game. Figure 47(d) shows a scene in which the next effect symbol display of Figure 47(c) is being executed. Since the result of the effect symbol display of Figure 47(c) is a miss, it is indicated that the remaining period 207a displayed on the chance period display section 207 is 49 times. In other words, if 49 misses continue, including the result of the current variable display, it is indicated that the chance period (high base state, second time-shortening state) will begin.

[0264] Figure 47(e) shows a scene in which 48 losing variations have been performed consecutively since the display of the effect symbols shown in Figure 47(d), and there is one remaining until the chance period (high base state, second time-saving state). The chance period display unit 207 displays "One more!", indicating that there is one remaining period 207a. In other words, this shows a scene in which 549 losing variations have been performed consecutively, and the 550th variation display is being performed.

[0265] Figure 48(f) shows a scene in which the result of the display of the effect symbols shown in Figure 47(e) is a miss, achieving a specific number (550) of consecutive miss variations, and executing chance period transition effect 208. In chance period transition effect 208, a specific character 210 is displayed on the left side of the display screen, and one effect symbol ("7") is displayed approximately in the center of the display screen. Based on the completion of the display of the effect symbols for the specific number of times, a transition to an advantageous state is made to the player, but because the result of the display of the effect symbols for the specific number of times is a miss (and a jackpot game is not being executed), it is not possible to display a winning symbol combination with the same three digits.

[0266] Therefore, by displaying only one effect symbol, the player is informed that they are entering an advantageous state. Furthermore, the effect symbol ("7," transition symbol) indicating a transition to the chance period transition effect 208 is preferably a jackpot symbol ("777") that corresponds to the most advantageous jackpot (such as a symbol indicating the confirmation of the second time-saving state) as the jackpot symbol displayed when the result of the special symbol hit / miss judgment is a hit (jackpot). This allows the player to easily understand that they are entering an advantageous state (second time-saving state). Furthermore, in this embodiment, the number of effect symbols displayed in the chance period transition effect 208 is one ("7"), but two of the same effect symbols (for example, "77") may also be used.

[0267] Figure 48(g) shows a scene in which the chance period transition effect 208 of Figure 48(f) is being executed continuously. The display screen 7a displays a specific character 210 and the words "Entering the second time-saving state!!", which indicate that the game state is transitioning to the second time-saving state. Furthermore, these chance period transition effects 208 are executed during the variable display period of the effect symbol (special symbol).

[0268] FIG. 48(h) shows a scene in which the chance period transition effect 208 executed in FIG. 48(g) has ended and the result of the variable display for the specific number of times is displayed. The display screen displays a specific character 210, and also displays a losing pattern (losing pattern combination, "678") in which at least one of the three effect patterns is different from the other effect patterns. It is also preferable that one of these losing pattern combinations includes the effect pattern ("7", transition pattern) displayed in the chance period transition effect 208. In this embodiment, the losing pattern combination is "678", and includes the transition pattern "7". In other words, it is shown that the result of the variable display of the effect pattern for the specific number of times is a loss, and the losing pattern that is stopped and displayed is "678".

[0269] Figure 48(i) shows a scene in which the display of the next effect symbol has begun based on the completion of the display of the effect symbol shown in Figure 48(h). In Figure 48(h), a special condition is met in which a specific number of consecutive miss variations are executed, and the game state is set to the second time-saving state from the next display of the specific number of variations shown in Figure 48(i). The display screen is provided with a game state notification unit 209, which displays a "second time-saving state" mode (game state suggestion display) indicating that the game state has transitioned from a low base state to a high base state (and the more advantageous second time-saving state). In this embodiment, the second time-saving state set during the chance period continues until 800 consecutive miss variations are executed.

[0270] Since the second time-saving mode set under this condition is granted to a player who has not played a jackpot game for a long period of time, it is preferable to set this number of times to a long period that guarantees the next jackpot. For example, it can be set to a number of times that results in a jackpot with a probability of 95% or more, or a jackpot with a probability of 99% or more. The second time-saving mode may also be set until the next jackpot occurs. This allows the player to play with a sense of security and makes it possible to minimize the possibility of the game returning to the normal mode without winning a jackpot game during the second time-saving mode that has been set.

[0271] [Another aspect 1] Next, other aspects of this embodiment will be described with reference to Figures 49 to 55. In this aspect, a "time attack effect" will be described, which measures the period from the first time-shortening state (second specific state) transitioned from the normal state (first specific state) of the above-mentioned embodiment to the transition to the second time-shortening state (third specific state) which is more advantageous to the player (a specific starting point and transition effect that notifies the transition to the second time-shortening state is performed). The time attack effect is an effect that is executed when a jackpot (a direct jackpot or a jackpot via a small jackpot; a so-called first jackpot) occurs in the normal state and the state transitions to the first time-shortening state, that is, when a so-called first jackpot occurs.

[0272] In this embodiment, the game states include a normal state (first specific state) with a low probability and low base state, a first time-saving state (a low probability and high base state, a second specific state) that is more advantageous than the normal state in that the time-saving state ends when a small win occurs, and a second time-saving state (a low probability and high base state, a third specific state) that is more advantageous than the first time-saving state. Therefore, even if the time-saving state (advantageous state) is the same for the player, the second time-saving state is more advantageous than the first time-saving state. Also, in this embodiment, the second time-saving state is set to have a higher probability of winning a jackpot during a high base period than the first time-saving state. In other words, it is a game state with a high probability of consecutive wins (continuation rate).

[0273] A consecutive win period refers to a period (excluding during jackpot play) during which the special symbol win / loss determination continues in a game state favorable to the player (in this embodiment, a low-probability, high-base state). This allows the player to continue playing without reducing their ball holdings as much as possible, while earning a large amount of game profit (game balls) in a short period of time. The time attack (TA) effect is executed when the first win occurs and the first time-saving state is entered. It measures the time it takes for the game state to transition from the first time-saving state to the second time-saving state, and displays this measured time to enhance the game's enjoyment. The shorter the time (attack time) earned in this time attack effect, the more quickly the game state transitions to the most favorable game state (the second time-saving state), increasing the player's gambling tendencies.

[0274] In addition, multiple times (attack times) acquired in this time attack effect can be stored, and it is possible to compare the time acquired this time with times acquired in the past (attack times) before the previous time. It is also possible to execute a ranking display effect in which a predetermined number (for example, five) of the times acquired this time and in the past (attack times) are stored starting from the earliest times and displayed in a ranking format. In this way, by competing with oneself and / or other players for the time acquired, it is possible to further increase the fun of the game.

[0275] First, the control processing will be explained using Figures 49 to 52. Figures 49 and 50 are the same as Figures 43 and 44 of the embodiment described above, with some control processing added. Therefore, only the changes will be explained. The other parts are the same as Figures 43 and 44, so their explanation will be omitted. As shown in Figure 49, in the received command analysis processing (S4301) of this other aspect 1, if it is determined in S4407 that a fluctuation stop command has been received from the main control unit (YES in S4407), a fluctuation effect stop end processing is performed (S4408), and then a time attack effect memory display processing (S4421), which is a feature of this other aspect 1, is performed, and the processing proceeds to S4409. The time attack effect memory display processing (S4421) will be described in detail later.

[0276] 50, if it is determined in S4411 that an ending command has been received from the main control unit (YES in S4411), an ending command reception process is performed (S4412), and then a time attack effect start process, which is a feature of this Alternative Mode 1, is performed (S4420), and the process proceeds to S4413. The time attack effect start process (S4420) will be described in detail later.

[0277] [Time attack performance start processing] Next, the above-mentioned time attack effect start processing (S4420) will be explained using Figure 51. The time attack effect start processing turns ON (set) the TA flag, which is the trigger for starting the time attack effect, and performs processing to start counting the TA counter (condition measurement means). The time attack effect start processing (S4420) is executed after receiving an ending command indicating the end of the jackpot game from the main control unit, and first determines whether the jackpot game has ended (S4601), and if it is determined that it has not ended (NO in S4601), the processing ends.

[0278] If it is determined in S4601 that the jackpot game has ended (YES in S4601), it is then determined whether the jackpot related to the ended jackpot game occurred in a normal state (a so-called first jackpot) (S4602). If it is determined in S4602 that it did not occur in a normal state (a jackpot that occurred in a time-saving state) (NO in S4602), the processing ends. If it is determined in S4602 that it occurred in a normal state (YES in S4602), then the TA flag indicating the start of a time attack presentation is turned ON (S4603), the TA counter starts counting (S4604), and the processing ends. As a result, when the jackpot game related to the first jackpot ends, the time attack presentation can be started.

[0279] On the display screen 7a, the TA counter (condition measurement means) starts counting, and the time is displayed on the time attack display unit 257. The time display progresses as time passes. In this embodiment, the TA counter (condition measurement means) starts counting (the time is displayed on the time attack display unit 257) based on the end of the jackpot game related to the initial win. Alternatively, the TA counter (condition measurement means) may start counting (the time is displayed on the time attack display unit 257) based on the end of the jackpot game related to the initial win and the start of the variable display of the first spin after the end of the jackpot game. Furthermore, the TA counter (condition measurement means) continues counting (the time is displayed on the time attack display unit 257) as long as the time-shortened state continues until a specific condition is met (a bonus event occurs).

[0280] If the time-saving state (first time-saving state) ends (excluding a jackpot game) without satisfying a specific condition (without generating a special event) (when the game transitions to the normal state), the TA counter stops counting and the TA flag is turned OFF. Accordingly, the time attack effect ends. In this embodiment, the specific condition (special event) is a jackpot that transitions from the first time-saving state to the second time-saving state, but this is not limited to this.

[0281] [Time attack effect memory display processing] Next, the above-mentioned time attack effect storage display process (S4421) will be explained using Figure 52. The time attack effect storage display process executes an attack time display process 260 (first display process) that stores and displays the time (attack time) until a specific condition (a jackpot that transitions to the second time-shortening state) is met after the start of the time attack effect, and further stores a count value to perform a ranking display process (third display process) of multiple attack times obtained currently and in the past.

[0282] The time attack effect memory display process (S4421) is executed after receiving a variation stop command indicating the end of the variable display of the special symbol from the main control unit, and first determines whether the TA flag is ON (S4701), and if it is determined that the TA flag is not ON (NO in S4701), it is determined that the time attack effect is not being executed and the process ends. On the other hand, if it is determined in S4701 that the TA flag is ON (YES in S4701), it then determines whether the variation stop command indicates a jackpot (S4701). If it is determined in S4701 that it does not indicate a jackpot (it is a variation stop command related to a miss) (NO in S4701), the time display of the time attack effect continues and the process ends.

[0283] If it is determined in S4702 that the received fluctuation stop command indicates a jackpot (YES in S4701), it is then determined whether the jackpot is a jackpot that will set the game state after the jackpot game ends to the second time-shortened state (S4703). If it is determined in S4703 that the jackpot is not a jackpot that will set the game state after the jackpot game ends to the second time-shortened state (i.e., it is a jackpot that will continue the first time-shortened state) (NO in S4703), the time display of the time attack effect continues and processing ends.

[0284] If it is determined in S4703 that the game state after the jackpot game has ended is the second time-shortened state (a bonus event has occurred) (YES in S4703), the count value of the TA counter is obtained and stored in the first time memory area (storage means of the sub-controller) (S4704), the TA flag is turned OFF (S4705), and the process proceeds to S4706. The count value stored in this first time memory area becomes the value indicating the attack time. Furthermore, since this "jackpot that changes the game state to the second time-shortened state" has been reached, the time attack presentation ends. Furthermore, in this embodiment, the attack time is the time up to the timing of the fixed stop display of the jackpot symbol for the "jackpot that changes the game state to the second time-shortened state." Alternatively, the attack time may be set to the time up to the start of the fluctuation of the "jackpot that puts the game state into the second time-shortened state," or the time up to the time when the "jackpot that puts the game state into the second time-shortened state" is put on hold (the time when the random number is acquired and stored).In addition, the attack time (the time when the bonus event occurs) can be set to any time, such as the time when a predetermined "jackpot that puts the game state into the second time-shortened state" occurs or is notified.

[0285] In S4706, an attack time display effect 260 (first display effect in FIG. 54(h), which will be described later) is performed to display the count value stored in the first time memory area on the display screen 7a (S4706), and the process proceeds to S4707. This notifies the player that the first time-shortening state will be transitioned to the second time-shortening state, and how long it took for that transition. In the process from S4707 onwards, a count value storage process is performed to execute a ranking display effect (third display effect) of the attack times obtained through the time attack effect.

[0286] In S4707, it is determined whether the number of count values ​​(memory count) stored in the second time memory area is less than five (S4707). If it is determined that the number is less than five (YES in S4707), the count value of the first time memory area stored in S4704 is stored in the second time memory area (S4711), and the process proceeds to S4710. The fact that the number of count values ​​(memory count) stored in the second time memory area is less than five means that five or more attack times have not yet been stored in this gaming machine. Furthermore, the stored information in this second time memory area (memory area of ​​the sub-controller) may be set to be erased when the gaming machine is turned off, or may be set as backup information that is restored when the power is turned on after being turned off. Even if it is set as backup information, it is erased when the memory area is initialized by RAM clear processing. Here, the count value storage areas include a first time storage area and a second time storage area, the first time storage area is an area for storing count values ​​relating to attack times obtained in time attack performances, and the second time storage area is an area for storing count values ​​relating to ranking display performances obtained in multiple time attack performances.

[0287] If it is determined in S4707 that the number of entries stored in the second time memory area is not less than five (it is five) (NO in S4707), then the count value of the first time memory area stored in S4704 (the count value acquired this time) is compared with the count values ​​of the second time memory area previously stored (count values ​​acquired in the time attack performances before the previous time) (S4708), the largest count value (the count value at the bottom of the ranking, indicating the longest time) is erased from the six count values, and the other five count values ​​(the count values ​​of the top five rankings) are stored in the second time memory area (S4709), and the process proceeds to S4710. As a result, the count values ​​indicating the top five rankings can be restored to the second time memory area from the count value acquired this time and the count values ​​acquired before. At S4710, the five count values ​​stored in the second time storage area at S4709 are sorted and stored in ascending order of count value (count value indicating the shortest time) (S4710), and the process ends.

[0288] In this embodiment, the count value for ranking is set to 5, but this is not limiting and may be set to 10 or 3. Also, the execution timing of the attack time display effect 260 that displays the attack time ranking is set to a predetermined timing during the jackpot game (during the second round in this embodiment), which will be described later. In addition to or in addition to this embodiment, the player may be allowed to check the ranking at his / her own discretion by operating a button while not playing.

[0289] [Performance] Next, the presentation mode executed on the display screen will be explained using Figures 53 to 55. Figure 53(a) shows a scene in which, in the normal state (low probability low base state, first specific state), the result of the first special symbol hit / miss judgment is a jackpot (special symbol 1 jackpot B) (first hit), and the jackpot symbol is displayed as a confirmed stop. In the center of the display screen 7a, three identical presentation symbols 8 ("555") are displayed as a hit display mode, informing the player that a jackpot has been achieved. In addition, below the presentation symbols, a launch direction notification presentation 251 is displayed, encouraging the player to play to the right.

[0290] Figure 53(b) shows the end of the jackpot game associated with the jackpot shown in Figure 53(a). The display screen 7a includes a presentation display section 253 (progress display section) that displays the progress of the jackpot game. Since this scene shows the end of the jackpot game, the word "Fin" is displayed to indicate the end. The upper left corner of the display screen includes a total winnings display section 254, which displays the approximate total amount of gaming profits earned (through jackpot games or minor winnings) from the moment a favorable state favorable to the player occurred until the end of that state. Since the jackpot game shown in Figure 53(b) is the first jackpot, "750 points" is displayed as the total winnings earned from the first jackpot. The upper right corner of the display screen includes a round display section 252 that displays the current round (final round). The "R5" display indicates that the fifth round is currently being played or that the final round was the fifth round.

[0291] FIG. 53(c) shows the scene where the first variable display has started after the end of the jackpot game shown in FIG. 53(b). A performance mode display section 255 is provided at the top of the display screen, and the words "race mode start" are displayed, indicating that the game mode (performance mode) after the end of the jackpot game has been set to race mode. The race mode set in the first time-saving state after the end of the jackpot game related to this initial win is the "time attack performance" of this mode. A time attack display section 257 is provided at the bottom right of the display screen, and displays the execution time since the time attack performance was executed. In FIG. 53(c), the time attack display section 257 displays "00:03," indicating that three seconds have passed since the start of the time attack performance (race mode).

[0292] Additionally, the total winnings display section 254 at the upper left of the display screen displays the gaming profits earned while the advantageous state (race mode, GP race mode) continues. Additionally, a remaining number display section 256 is provided at the upper right of the display screen, displaying the remaining number of variations in the advantageous state (high base state). Here, after the end of a jackpot game, a high base state of 50 variations is set, and if no jackpot occurs during the remaining 49 variations of special symbols, excluding the current variation display, the race mode (high base state) ends and transitions to the normal state. Additionally, a car effect character 258, which is displayed during the race mode, is displayed at the bottom of the display screen. Furthermore, the time attack effect is an effect that measures the time until this effect character 258 reaches the goal. When transitioning to the second time-saving state occurs, the time in the time attack display section is stopped, and this time becomes the acquired attack time.

[0293] Figure 53(d) shows a scene in which the race mode is being executed after the first win set in Figure 53, and when the number of remaining times in the race mode (high base state) is 38 (38 remaining), the effect symbol 8 becomes a reach state ("4↓4"), and the reach effect is about to be executed. At this time, the time attack display unit 257 displays "02:12," indicating that 2 minutes and 12 seconds have passed since the start of the race mode (time attack effect). Figure 53(e) shows a scene in which, as a result of the reach effect shown in Figure 53(d), the final stop symbol (middle symbol) is displayed as a winning symbol ("444") that is the same as the reach symbol.

[0294] The time attack display section 257 displays "02:25," which indicates that 2 minutes and 25 seconds have passed since the start of the race mode (time attack presentation). This "02:25" is a value indicating the current count value of the TA counter. The value in the time attack display section 257 progresses in the same way as the count value of the TA counter, and the time attack display section 257 displays a value indicating this count value.

[0295] The hit shown in Figure 53(e) is a small hit (special chart 2 small hit B), and then during the small hit game, the V is passed and a big hit is executed, and the game profit is obtained, but after the big hit game ends, the first time-saving state is set again (no bonus event occurs), so the attack time display effect 260 (first display effect) is not executed. In other words, in this mode, the occurrence of a specific big hit (a big hit that transitions to the second time-saving state) is the execution condition for the attack time display effect. Figure 53(f) shows a predetermined variable display after the big hit game related to the hit (small hit V) shown in Figure 53(e) ends, and shows a scene in which the race mode (time attack effect) continues.

[0296] FIG. 53(f) shows a scene where there are 15 spins remaining in the race mode and a reach effect ("7↓7") using the 7 symbol is executed. The effect display unit 253 (progress display unit) also shows the car effect character 258 increasing in speed, indicating that the finish line is approaching, i.e., that a win is near (high probability of winning). At this time, the time display in the time attack display unit 257 is also hidden (a state in which it is difficult to check the time). This hidden state may indicate a high probability of winning. Hiding the time display in the time attack display unit in association with the variable display of the effect symbols may increase the probability of winning compared to when the time display is displayed. The total profit display unit 254 shows that the total profit earned during the advantageous state (time attack effect) up to this point has reached 1500 points.

[0297] Figure 54(g) shows a scene where a win has been achieved as a result of the reach effect shown in Figure 53(f). In the center of the display screen 7a, the winning symbol "777" is displayed as a fixed stop as a win notification effect 259 indicating a win. The effect display unit 253 displays an effect in which the car effect character 258 reaches the goal, suggesting that the time attack effect has been achieved (cleared). In other words, by viewing the effect displayed in the effect display unit 253 (progress display unit) of the display screen 7a, the player can recognize that they have achieved a win (a bonus event has occurred) that transitions the game state from the first time-saving state to the second time-saving state. In other words, the type of jackpot shown in Figure 54(g) is a special jackpot A. In this mode, the time display is hidden when the time attack effect reaches the goal (when the time is determined). This is to enhance the interest of the attack time display performance 260 that is executed afterwards, so that the attack time that has been determined is not displayed, and the attack time display performance 260 that is executed afterwards notifies the player of the attack time that has been acquired.

[0298] FIG. 54(h) shows a scene in which an attack time display effect 260 (first display effect) is executed based on the fact that a win has been made in FIG. 54(g) that will transition to the second time-saving state. The upper part of the display screen 7a displays the winning symbol "777," and a win notification effect 259 is executed. The lower part of the display screen 7a displays the attack time "05:40," indicating that the time gained in this time attack effect is 5 minutes and 40 seconds. In this embodiment, the attack time display effect (first display effect) that notifies the player of the attack time is executed before the jackpot game, but this is not limited to this embodiment. It may be executed at a predetermined timing during the jackpot game, at a predetermined timing after the jackpot game ends, or during the jackpot fluctuation display.

[0299] Figure 54(i) shows a scene during the first round of the jackpot game related to the jackpot shown in Figure 54(h). In this mode, an attack time ranking display effect 261 (third display effect) is executed using the in-game effect of the jackpot game related to the jackpot that achieved the time attack effect (a jackpot that transitions from the first time-shortening state to the second time-shortening state). The effect display section 253 (progress status display section) of the display screen 7a shown in Figure 54(i) indicates that the time ranking, which is the attack time ranking display effect, will be displayed soon. In addition, the total earned profit display section 254 indicates that the current total earned profit has increased to "1530 points." The round display section 252 displays "1R," indicating that this is the first round.

[0300] Figure 54(j) shows the same scene as Figure 54(i) during the second round of the jackpot game. A ranking display effect 261 (third display effect) is displayed in the center of the display screen. The ranking display effect 261 (third display effect) displays the attack times (times) representing the five count values ​​sorted and stored in the second time memory area in S4710, ranked from first to fifth. If the currently acquired attack time is included in this ranking (if the same value as the value stored in the first time memory area is displayed), a personal time indicator 262 is additionally displayed next to it. By looking at this personal time indicator 262, the player can easily recognize that the currently acquired attack time is ranked fourth, enhancing the player's interest in the game. The total acquired profit display area 254 also shows that the current total acquired profit has increased to "1700 points." In addition, this ranking display effect (third display effect) can be displayed on the display screen 7a not only during a jackpot game immediately after the attack time is acquired, but also by operating the effect button etc. during non-playing. This allows the player to use this information as reference when selecting a gaming machine to play on.

[0301] Figure 54(k) shows the jackpot game shown in Figure 54(j) ending with the tenth round (final round). The display unit 253 displays the word "Fin," indicating that the jackpot game has ended. The total profit display unit 254 also displays that the current total profit has increased to "3150 points." Figure 54(l) shows the first display change after the jackpot game shown in Figure 54(k) ends. The jackpot game shown in Figure 54(k) is a special chart 2 jackpot A, and the game state after the jackpot game ends is set to a second time-saving state, which is more advantageous to the player. To notify the player that the game has transitioned to the more advantageous second time-saving state, the display unit 255 displays the words "GP Race Mode Start." The player recognizes that the second time-saving state has started by seeing the attack time display effect 260 (first display effect) and the display of the effect mode (GP race mode). Incidentally, even in the GP race mode, the car effect character 258 is displayed on the effect display unit 253, but the time attack effect is not executed. Although different from this mode, when the game transitions again to the first time-saving state while in an advantageous state, a time attack effect may be executed in which the time until the transition to the second time-saving state is measured, stored, and displayed.

[0302] Figure 55(m) shows a scene in which the winning symbol ("555") is displayed when there are 15 spins remaining in the GP Race mode (high base state) set in Figure 54(l). In the second time-saving mode, the number of spins (number of high base state executions) is set to 90 for both the direct jackpot pattern and the jackpot via small jackpot pattern, increasing the likelihood of continued wins during the time-saving mode compared to the first time-saving mode. Figure 55(n) shows a scene in which the advantageous state (high base state, GP Race mode) being executed in Figure 55(m) continues, resulting in a number of jackpots ("777"). It also shows a scene in which multiple jackpots are played during that time, increasing the total amount of profit earned. The total profit display 254 shows that the current total profit has increased to "9500 points."

[0303] FIG. 55(o) shows a scene in which the fourth round of the jackpot game related to the jackpot shown in FIG. 55(n) is being played. The total earned profit display section 254 also shows that the current total earned profit has increased to "9970 points." FIG. 55(p) shows a scene in which the fourth round of the same jackpot game as FIG. 55(o) has progressed. The effect display section 253 (progress status display section) of the display screen 7a in FIG. 55(p) displays a specific amount acquisition effect 263 (second display effect). The specific amount acquisition effect 263 (second display effect) is an effect that is executed when the total earned profit amount in the advantageous state reaches 10,000 points (specific amount), and the characters "10,000 points (a value indicating the specific amount)" and an effect character 264 are displayed continuously in the approximate center of the display screen for a certain period of time (e.g., 3 seconds).

[0304] 55(p), the total earned profit display section 254 is also displayed during the period when the specific amount acquisition effect 263 is displayed. If a gaming profit is acquired, the total earned profit display section 254 progressively displays the amount of earned profit while maintaining the amount of profit (specific amount) displayed in the specific amount acquisition effect 263 (second display effect) for the display time (e.g., 3 seconds). The character displayed in the specific amount acquisition effect 263 (second display effect) is the same as the character used in other gaming effects (e.g., reach effects and characters displayed in a specified gaming mode), making it easy to grasp that the amount of earned profit has increased. Seeing this significantly increases the player's interest in the game.

[0305] Furthermore, the profit amount ("10,000 points", specific amount) displayed in the specific amount acquisition effect 263 (second display effect) includes the profit amount acquired when the time attack effect is achieved (a bonus event is generated), so the player recognizes the relationship between achieving the time attack effect and acquiring the specific amount of gaming profit, increasing his or her interest in the game. Furthermore, the next time the time attack effect is executed, it becomes possible to increase the player's anticipation for the execution of the specific amount acquisition effect 263 (second display effect) again.

[0306] [Another aspect 2] Next, using Figures 56 and 57, we will explain yet another aspect of this embodiment. This aspect has a function of notifying in advance that a jackpot reservation has occurred when the jackpot reservation occurs during the variable display of the performance pattern (special pattern). And, the timing of this advance notification is made changeable. The invention of this aspect may be adopted in the above-mentioned embodiment and / or the invention of other aspect 1.

[0307] In this mode, if a jackpot is reserved during a predetermined variable display, an advance notification (a confirmed win notification) is executed after the "next variable display" of the variable display that is being executed when the jackpot is reserved. Options 1 to 5 shown in FIG. 56(a) are the execution patterns. Also, depending on the number of reserved items at that time, the variable display that is the target of the jackpot advance notification may be the variable display that executed the advance notification, or it may be the next variable display of the variable display that executed the advance notification, or the variable display after that. Also, this advance notification is executed with the start of the "variable display of the next performance pattern (special pattern)" mentioned above as a specific starting point.

[0308] Specifically, if option 1 is selected and a jackpot is reserved, an advance notification (a reserved hit confirmation effect) will be made "immediately after the start of fluctuation (first specific starting point)." If option 2 is selected and a jackpot is reserved, an advance notification will be made "60 seconds after the start of fluctuation (second specific starting point)." If option 3 is selected and a jackpot is reserved, an advance notification will be made "90 seconds after the start of fluctuation (third specific starting point)." If option 4 is selected and a jackpot is reserved, an advance notification will be made "120 seconds after the start of fluctuation (fourth specific starting point)." If option 5 is selected and a jackpot is reserved, an advance notification will be made "240 seconds after the start of fluctuation (fifth specific starting point)."

[0309] In addition, this gaming machine has an effect customization function that allows the player to customize predetermined game effects (pre-release effects, reach effects, character effects, etc.) to the player's preferred effects and frequency of appearance. This customization function can be executed when not playing (non-playing state), and by operating the effect button (input means) to set the gaming machine to "custom mode," the "notification timing per reserved win" can be set to any of options 1 to 5.

[0310] Furthermore, examples of the execution mode of the advance notification (advance effect, reserved hit confirmation effect) include changing the currently playing music to a specific music, changing the ball entry sound when the game ball enters the ball entry opening to a specific sound, and displaying a special character. Also, since the execution timing is determined based on the start of the "next variable display" of the variable display in which a reserved hit is stored as a specific starting point, it is uncertain which variable display will be executed at what timing, depending on the number of reserved memories at that time. This allows for diversification of the execution mode of the advance notification (reserved hit confirmation effect), and diversification of the execution patterns of the advance notification.

[0311] Furthermore, the time selectable by the option may be shorter than the shortest time among the fluctuation patterns (fluctuation time) related to the jackpot fluctuation of the gaming machine. This ensures that the advance notification is performed before the fluctuation display related to the advance notification displays a fixed stop with a winning symbol. Furthermore, the time selectable by the option may be longer than the fluctuation patterns (fluctuation time) related to the jackpot fluctuation of the gaming machine, and in some cases, the effect may be performed after the fluctuation display related to the advance notification displays a fixed stop with a winning symbol (for example, during a jackpot game).

[0312] In addition, in a variation of the above-described embodiment, this advance notification (reserved hit confirmation effect) may be limited to cases where there is a reserved hit during the jackpot fluctuation. In such a case, it may be executed only when a reserved hit is stored before the start of the jackpot fluctuation, or, if a reserved hit is stored after the start of the jackpot fluctuation, the elapsed time from the occurrence of the reserved hit may be selectable. The advance notification may also be executed when either of these two conditions is met earlier. In this way, by limiting this advance notification (reserved hit confirmation effect) to cases where there is a reserved hit during the jackpot fluctuation, it becomes an effect that notifies the player that consecutive jackpots will occur (occurrence of consecutive reserved hits), which can significantly increase the player's interest in the game.

[0313] Furthermore, in this mode, the following customization is also possible in place of or in addition to the above-mentioned mode. As shown in FIG. 56(b), in this mode, provided that a winning reservation is stored before the start of the jackpot game, a pre-announcement (pre-announcement effect, reserved winning confirmation effect) suggesting that a winning reservation is present can be executed at a predetermined timing during the jackpot game. Furthermore, any of options 11 to 15 can be set in "custom mode" as the predetermined timing for executing this pre-announcement.

[0314] Specifically, if option 11 is selected and a jackpot is reserved during jackpot play, an advance notification (a reserved win confirmation effect) is executed "immediately after the jackpot play begins (11th specific starting point)." Also, if option 12 is selected and a jackpot is reserved, an advance notification is executed "15 seconds after the jackpot play begins (12th specific starting point)." Also, if option 13 is selected and a jackpot is reserved, an advance notification is executed "30 seconds after the jackpot play begins (13th specific starting point)." Also, if option 14 is selected and a jackpot is reserved, an advance notification is executed "60 seconds after the jackpot play begins (14th specific starting point)." Also, if option 15 is selected and a jackpot is reserved, an advance notification is executed "90 seconds after the jackpot play begins (15th specific starting point)." All of these advance notification effects are timed to be executed during jackpot play.

[0315] In this mode, too, the start of the jackpot game is set as a specific starting point, and when a set time has elapsed, a pre-announcement (a reserved winning confirmation effect) is executed. Therefore, it is difficult to know at what timing the pre-announcement will be executed, and the execution mode of the pre-announcement (a reserved winning confirmation effect) can be diversified, and the execution pattern of the pre-announcement can be diversified.

[0316] 57 shows the display state of the display screen 7a when the gaming machine is set to custom mode while not in play and the timing of notification per reserved ball is preset. The mode display section 271 at the top of the display screen indicates that the current mode is "custom mode." In addition, the customization target display section 272 below it displays the words "You can select the timing of notification per reserved ball from the following," indicating that the target of customization is the timing of notification per reserved ball.

[0317] FIG. 57(a) shows a scene in which an option is being selected. The option display section 273 displays five options, a dashed selection frame 274 surrounding the option "90 seconds after fluctuation begins," and a selection operation button image 275 resembling an effect button. By displaying the selection frame 274 in dashed form (a display mode different from that of the confirmed state), the player is clearly informed that the selection is still in an unconfirmed state. FIG. 57(b) shows a scene in which the selection of a specific option has been confirmed. In FIG. 57(b), the selection frame 274 shown in FIG. 57(a) is adjusted to the option "120 seconds after fluctuation begins" by operating the effect button, and the selection is confirmed by pressing the effect button. The display mode of the selection frame 274 changes, and a selection confirmation frame 276 is displayed. As a result, the timing of the notification (notification timing) per reserved lottery is set to "120 seconds after fluctuation begins" at the player's discretion. Furthermore, the timing of the notification per reserved ball can be customized by the player at any time while not playing.

[0318] Furthermore, even if the fluctuation display time of the target fluctuation display for which this advance notification (hold hit notification) is given is a different time (number of seconds), the advance notification will be executed at the same timing (120 seconds later). For example, if a 125-second fluctuation pattern is selected, it will be executed just before the end of the fluctuation display. Also, if a 360-second fluctuation pattern is selected, it will be executed just before the middle of the fluctuation display. Also, if a 100-second fluctuation pattern is selected, it will be executed 20 seconds after the next fluctuation display begins. In this way, the timing of the advance notification is after the selected predetermined period has elapsed from a specific starting point (in this example, the start of the fluctuation of the target fluctuation), so the advance notification will be executed at various timings depending on the fluctuation time of the target fluctuation selected.

[0319] This diversifies the execution patterns of combinations of game effects (reach effects, character effects, specific game effects) that are executed in conjunction with the display of changing effect symbols and advance notifications (additional game effects), making it difficult for players to predict the timing of the advance notifications. This makes it possible to diversify game effects, surprise players, and increase their interest in the game. Here, examples of game effects that are executed in conjunction with the progress of the game include reach effects and character effects that are executed in conjunction with the display of changing effect symbols. Also, examples of game effects that are executed in conjunction with the progress of the game include jackpot game effects (such as effects that indicate the progress of rounds and effects that indicate the status of earned profits) that are executed in conjunction with the progress of jackpot game.

[0320] In this embodiment, an example in which the present invention is applied to a so-called type 1 / 2 gaming machine that does not have a probability fluctuation function for special symbols has been described. This is not limited to this embodiment, but the present invention can also be applied to gaming machines that have a probability fluctuation function. In this case, the present invention may be applied to a gaming state that transitions between a normal state (first specific state), a low probability high base state (second specific state), and a high probability high base state (third specific state). A time attack effect can be started at the start of the low probability high base state, and the period until a jackpot occurs that transitions to the high probability high base state can be displayed in an attack time display effect.

[0321] In addition, in the above-mentioned other aspect 1, the time from when the first time-shortening state is entered to when the second time-shortening state is entered (a specific period such as when the second time-shortening state is announced) is expressed as a time attack effect, and the actually acquired attack time is displayed, or a ranking is displayed. In addition to or instead of such an aspect, the time from when the advantageous state is entered (from when the first win occurs) to when a predetermined number of jackpots is reached, or the time from when the advantageous state is entered to when a predetermined number of rounds is executed (determined), may be displayed as a time attack effect. In addition, the number of jackpots won within a predetermined time may be displayed.

[0322] In the above-mentioned Alternative Example 2, the timing of the advance notification is selected by the player from a plurality of options. This is not a limitation; multiple options may be stored in the gaming machine, and one option (notification timing) may be selected from the plurality of options and executed by a lottery in the game control. Even in this type of example, it is difficult for the player to predict the timing of the advance notification indicating the possibility of a jackpot game. This also enables the player to always look forward to the advance notification being executed and maintain a high level of interest in the game. Furthermore, the advance notification is set to notify the existence of a pending jackpot. This is not a limitation; the advance notification may also be executed when information indicating a high possibility of a jackpot being executed (a variable display in which a reach effect with a high probability of a jackpot being executed) is acquired.

[0323] In another embodiment 2, the timing of the notification of a pending win is selected by the player at his / her discretion. However, this is not a limitation. The game machine may select from a plurality of notification timings depending on the situation through lottery control. Alternatively, the game machine may select one of the timings (at equal ratios) through lottery, or the player may select a specific timing. In addition to the above-mentioned embodiments, the selectable notification timing may be timing during the jackpot round (the first half of the round (1st to 5th rounds) or the second half of the round (6th to 10th rounds)), timing after the jackpot round, etc.

[0324] [Another Aspect 3] In addition, in the above-mentioned embodiment, a mode in which there is no small win as a result of the first special symbol hit / miss judgment was shown, but this is not limited to such a mode. A small win may also be obtained as a result of not only the second special symbol hit / miss judgment but also the first special symbol hit / miss judgment. Furthermore, as the small win, multiple small win types may be provided, and when a jackpot is achieved by passing through a specific area depending on the small win type, the game state set after the jackpot game ends may be a different game state (first time-shortened state or second time-shortened state). Furthermore, the number of time-shortened times to be awarded may be set to a different number.

[0325] In the above-described embodiment, when a jackpot is determined based on the first special symbol hit determination performed in normal mode, the second time-saving state is not set as the game state after the jackpot game ends. Alternatively, when a jackpot is determined based on the first special symbol hit determination performed in normal mode (a V via a small hit or a direct jackpot), either the first time-saving state or the second time-saving state may be set as the game state after the jackpot game ends, depending on the type of jackpot. Furthermore, when the first special symbol hit determination results in a jackpot, the end of the jackpot game may be set to either the first time-saving state or the second time-saving state, depending on the type of jackpot. Furthermore, wh...

Claims

1. A gaming machine that, as a game, variably displays identification information based on the establishment of a predetermined condition, and executes the special game when the result of the variably displayed identification information becomes a specific result, A specific game performance that is executed as the game progresses, and an additional game performance that is executed in addition to the specific game performance, The specific game effect is an effect having a longer execution time than the additional game effect, and is an effect that suggests the progress of the game, The additional game effect is an effect that suggests that the result of the change in the display of the identification information will be the specific result, As an execution pattern of the specific game effect, there is a case where a first execution pattern is executed in which an additional game effect is executed at a first starting point during the execution of the specific game effect, and a case where a second execution pattern is executed in which the additional game effect is executed at a second starting point after the first starting point during the execution of the specific game effect. A gaming machine characterized by:

2. The specific game effect of the first execution pattern and the specific game effect of the second execution pattern are the same effect, 2. The gaming machine according to claim 1, wherein the additional game effect of the first execution pattern and the additional game effect of the second execution pattern are the same effect.

3. The specific game effect is an effect that is executed in accordance with the progress of the variable display of the identification information, and is a non-deterministic effect that suggests whether the result of the variable display of the identification information is likely to be the specific result, 3. The gaming machine according to claim 1, wherein the additional game effect is a definitive effect that definitively notifies that the result of the variable display of the identification information will be the specific result.

4. The specific game effect is an effect that is executed in accordance with the progress of the special game, and is an effect that notifies the progress status of the special game, The additional game effect is a definitive effect that definitively notifies that the result of the variable display of the identification information will be the specific result, 3. The gaming machine according to claim 1, wherein, when the additional game effect is executed, the special game is executed again after the special game ends.

Citation Information

Patent Citations

  • Game machine

    JP1998057583A